[8103] More wide use IsInWorld checks and delayed at teleport operations.

* IsInWorld used to prevent return unexpected not in world objects.
* Delayed operations need to process its in world state.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Ambal 2009-07-01 12:04:58 +04:00 committed by VladimirMangos
parent 9f41772828
commit 9f938a9ed4
17 changed files with 220 additions and 40 deletions

View file

@ -58,7 +58,7 @@ ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const &u, uint64 guid)
if(IS_VEHICLE_GUID(guid))
return GetVehicle(guid);
return u.GetMap()->GetCreature(guid);
return u.IsInWorld() ? u.GetMap()->GetCreature(guid) : NULL;
}
Unit*
@ -131,7 +131,11 @@ Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const &p, uint64 guid, u
Player*
ObjectAccessor::FindPlayer(uint64 guid)
{
return GetObjectInWorld(guid, (Player*)NULL);
Player * plr = GetObjectInWorld(guid, (Player*)NULL);
if(!plr || !plr->IsInWorld())
return NULL;
return plr;
}
Player*
@ -141,7 +145,7 @@ ObjectAccessor::FindPlayerByName(const char *name)
HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
HashMapHolder<Player>::MapType::iterator iter = m.begin();
for(; iter != m.end(); ++iter)
if( ::strcmp(name, iter->second->GetName()) == 0 )
if(iter->second->IsInWorld() && ( ::strcmp(name, iter->second->GetName()) == 0 ))
return iter->second;
return NULL;
}