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[8785] Use macro instead of explicit call to singleton Instance().
* For: ObjectAccessor, MapManager.
This commit is contained in:
parent
6abf7e7f58
commit
dc725ad6b8
28 changed files with 77 additions and 72 deletions
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@ -556,7 +556,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
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return false;
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}
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SetMap(MapManager::Instance().CreateMap(info->mapId, this));
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SetMap(mapmgr.CreateMap(info->mapId, this));
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uint8 powertype = cEntry->powerType;
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@ -1680,12 +1680,12 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
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// Check enter rights before map getting to avoid creating instance copy for player
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// this check not dependent from map instance copy and same for all instance copies of selected map
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if (!MapManager::Instance().CanPlayerEnter(mapid, this))
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if (!mapmgr.CanPlayerEnter(mapid, this))
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return false;
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// If the map is not created, assume it is possible to enter it.
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// It will be created in the WorldPortAck.
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Map *map = MapManager::Instance().FindMap(mapid);
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Map *map = mapmgr.FindMap(mapid);
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if (!map || map->CanEnter(this))
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{
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//lets reset near teleport flag if it wasn't reset during chained teleports
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@ -3887,7 +3887,7 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
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// convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
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// bones will be deleted by corpse/bones deleting thread shortly
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ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
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objaccessor.ConvertCorpseForPlayer(playerguid);
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// remove from guild
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uint32 guildId = GetGuildIdFromDB(playerguid);
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@ -4295,18 +4295,18 @@ void Player::CreateCorpse()
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corpse->SaveToDB();
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// register for player, but not show
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ObjectAccessor::Instance().AddCorpse(corpse);
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objaccessor.AddCorpse(corpse);
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}
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void Player::SpawnCorpseBones()
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{
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if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
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if(objaccessor.ConvertCorpseForPlayer(GetGUID()))
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SaveToDB(); // prevent loading as ghost without corpse
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}
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Corpse* Player::GetCorpse() const
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{
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return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
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return objaccessor.GetCorpseForPlayerGUID(GetGUID());
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}
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void Player::DurabilityLossAll(double percent, bool inventory)
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@ -5666,7 +5666,7 @@ void Player::SaveRecallPosition()
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void Player::SendMessageToSet(WorldPacket *data, bool self)
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{
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Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
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Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
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if(_map)
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{
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_map->MessageBroadcast(this, data, self);
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@ -5681,7 +5681,7 @@ void Player::SendMessageToSet(WorldPacket *data, bool self)
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void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
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{
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Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
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Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
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if(_map)
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{
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_map->MessageDistBroadcast(this, data, dist, self);
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@ -5694,7 +5694,7 @@ void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
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void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
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{
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Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
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Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
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if(_map)
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{
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_map->MessageDistBroadcast(this, data, dist, self, own_team_only);
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@ -6179,7 +6179,7 @@ uint32 Player::GetZoneIdFromDB(uint64 guid)
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float posz = fields[3].GetFloat();
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delete result;
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zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
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zone = mapmgr.GetZoneId(map,posx,posy,posz);
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if (zone > 0)
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CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
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@ -7347,7 +7347,7 @@ void Player::RemovedInsignia(Player* looterPlr)
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// We have to convert player corpse to bones, not to be able to resurrect there
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// SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
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Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
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Corpse *bones = objaccessor.ConvertCorpseForPlayer(GetGUID(),true);
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if (!bones)
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return;
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@ -12135,7 +12135,7 @@ void Player::PrepareQuestMenu( uint64 guid )
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{
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//we should obtain map pointer from GetMap() in 99% of cases. Special case
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//only for quests which cast teleport spells on player
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Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
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Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
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ASSERT(_map);
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GameObject *pGameObject = _map->GetGameObject(guid);
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if( pGameObject )
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@ -12292,7 +12292,7 @@ Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
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{
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//we should obtain map pointer from GetMap() in 99% of cases. Special case
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//only for quests which cast teleport spells on player
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Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
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Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
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ASSERT(_map);
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GameObject *pGameObject = _map->GetGameObject(guid);
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if( pGameObject )
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@ -14293,7 +14293,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
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if (transGUID != 0)
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{
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for (MapManager::TransportSet::const_iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
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for (MapManager::TransportSet::const_iterator iter = mapmgr.m_Transports.begin(); iter != mapmgr.m_Transports.end(); ++iter)
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{
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if( (*iter)->GetGUIDLow() == transGUID)
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{
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@ -14342,7 +14342,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
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// NOW player must have valid map
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// load the player's map here if it's not already loaded
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SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
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SetMap(mapmgr.CreateMap(GetMapId(), this));
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// if the player is in an instance and it has been reset in the meantime teleport him to the entrance
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if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
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@ -14536,7 +14536,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
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//we can be relocated from taxi and still have an outdated Map pointer!
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//so we need to get a new Map pointer!
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SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
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SetMap(mapmgr.CreateMap(GetMapId(), this));
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SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
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m_taxi.ClearTaxiDestinations();
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@ -14808,7 +14808,7 @@ void Player::LoadCorpse()
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{
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if( isAlive() )
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{
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ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
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objaccessor.ConvertCorpseForPlayer(GetGUID());
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}
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else
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{
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@ -16246,7 +16246,7 @@ void Player::ResetInstances(uint8 method, bool isRaid)
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}
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// if the map is loaded, reset it
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Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
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Map *map = mapmgr.FindMap(p->GetMapId(), p->GetInstanceId());
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if(map && map->IsDungeon())
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((InstanceMap*)map)->Reset(method);
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