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https://github.com/mangosfour/server.git
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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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@ -886,7 +886,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(!miscvalue1)
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continue;
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Map const* map = GetPlayer()->IsInWorld() ? GetPlayer()->GetMap() : MapManager::Instance().FindMap(GetPlayer()->GetMapId(), GetPlayer()->GetInstanceId());
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Map const* map = GetPlayer()->IsInWorld() ? GetPlayer()->GetMap() : mapmgr.FindMap(GetPlayer()->GetMapId(), GetPlayer()->GetInstanceId());
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if(!map || !map->IsDungeon())
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continue;
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@ -1597,7 +1597,7 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI
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}
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// generate a new instance id
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bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id
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bg->SetInstanceID(mapmgr.GenerateInstanceId()); // set instance id
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bg->SetClientInstanceID(CreateClientVisibleInstanceId(bgTypeId, queue_id));
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// reset the new bg (set status to status_wait_queue from status_none)
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@ -699,7 +699,7 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder *holder)
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pCurrChar->TeleportTo(pCurrChar->m_homebindMapId, pCurrChar->m_homebindX, pCurrChar->m_homebindY, pCurrChar->m_homebindZ, pCurrChar->GetOrientation());
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}
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ObjectAccessor::Instance().AddObject(pCurrChar);
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objaccessor.AddObject(pCurrChar);
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//sLog.outDebug("Player %s added to Map.",pCurrChar->GetName());
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pCurrChar->SendInitialPacketsAfterAddToMap();
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@ -50,7 +50,7 @@ void Corpse::AddToWorld()
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{
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///- Register the corpse for guid lookup
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if(!IsInWorld())
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ObjectAccessor::Instance().AddObject(this);
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objaccessor.AddObject(this);
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Object::AddToWorld();
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}
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@ -59,7 +59,7 @@ void Corpse::RemoveFromWorld()
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{
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///- Remove the corpse from the accessor
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if(IsInWorld())
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ObjectAccessor::Instance().RemoveObject(this);
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objaccessor.RemoveObject(this);
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Object::RemoveFromWorld();
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}
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@ -116,7 +116,7 @@ void WorldSession::HandleGMTicketCreateOpcode( WorldPacket & recv_data )
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DEBUG_LOG("update the ticket");
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//TODO: Guard player map
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HashMapHolder<Player>::MapType &m = ObjectAccessor::Instance().GetPlayers();
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HashMapHolder<Player>::MapType &m = objaccessor.GetPlayers();
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for(HashMapHolder<Player>::MapType::const_iterator itr = m.begin(); itr != m.end(); ++itr)
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{
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if(itr->second->GetSession()->GetSecurity() >= SEC_GAMEMASTER && itr->second->isAcceptTickets())
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@ -520,7 +520,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
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objmgr.AddCreatureToGrid(*itr, data);
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
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// We use spawn coords to spawn
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if(!map->Instanceable() && map->IsLoaded(data->posX,data->posY))
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{
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@ -553,7 +553,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
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objmgr.AddGameobjectToGrid(*itr, data);
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// Spawn if necessary (loaded grids only)
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// this base map checked as non-instanced and then only existed
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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if(!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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@ -51,7 +51,7 @@ static void CorpsesEraseCallBack(QueryResult *result, bool bones)
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/// Resurrectable - convert corpses to bones
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if(!bones)
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{
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if(!ObjectAccessor::Instance().ConvertCorpseForPlayer(player_guid))
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if(!objaccessor.ConvertCorpseForPlayer(player_guid))
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{
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sLog.outDebug("Corpse %u not found in world or bones creating forbidden. Delete from DB.",guidlow);
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CharacterDatabase.PExecute("DELETE FROM corpse WHERE guid = '%u'",guidlow);
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@ -60,7 +60,7 @@ static void CorpsesEraseCallBack(QueryResult *result, bool bones)
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else
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///- or delete bones
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{
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MapManager::Instance().RemoveBonesFromMap(mapid, guid, positionX, positionY);
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mapmgr.RemoveBonesFromMap(mapid, guid, positionX, positionY);
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///- remove bones from the database
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CharacterDatabase.PExecute("DELETE FROM corpse WHERE guid = '%u'",guidlow);
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@ -1561,7 +1561,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
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bool isEmpty = true;
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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() && !(method == INSTANCE_RESET_GROUP_DISBAND && !p->CanReset()))
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isEmpty = ((InstanceMap*)map)->Reset(method);
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@ -168,7 +168,7 @@ void InstanceSave::SaveToDB()
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// save instance data too
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std::string data;
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Map *map = MapManager::Instance().FindMap(GetMapId(),m_instanceid);
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Map *map = mapmgr.FindMap(GetMapId(),m_instanceid);
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if(map)
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{
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assert(map->IsDungeon());
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@ -567,7 +567,7 @@ void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
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void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
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{
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sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
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Map *map = (MapInstanced*)MapManager::Instance().CreateBaseMap(mapid);
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Map *map = (MapInstanced*)mapmgr.CreateBaseMap(mapid);
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if(!map->Instanceable())
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return;
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@ -584,7 +584,7 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLe
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{
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// global reset for all instances of the given map
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// note: this isn't fast but it's meant to be executed very rarely
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Map const *map = MapManager::Instance().CreateBaseMap(mapid);
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Map const *map = mapmgr.CreateBaseMap(mapid);
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if(!map->Instanceable())
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return;
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uint64 now = (uint64)time(NULL);
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@ -31,7 +31,7 @@ static void AttemptJoin(Player* _player)
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return;
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//TODO: Guard Player Map
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HashMapHolder<Player>::MapType const& players = ObjectAccessor::Instance().GetPlayers();
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HashMapHolder<Player>::MapType const& players = objaccessor.GetPlayers();
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for(HashMapHolder<Player>::MapType::const_iterator iter = players.begin(); iter != players.end(); ++iter)
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{
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Player *plr = iter->second;
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@ -91,7 +91,7 @@ static void AttemptAddMore(Player* _player)
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return;
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//TODO: Guard Player map
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HashMapHolder<Player>::MapType const& players = ObjectAccessor::Instance().GetPlayers();
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HashMapHolder<Player>::MapType const& players = objaccessor.GetPlayers();
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for(HashMapHolder<Player>::MapType::const_iterator iter = players.begin(); iter != players.end(); ++iter)
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{
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Player *plr = iter->second;
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@ -302,7 +302,7 @@ void WorldSession::SendLfgResult(uint32 type, uint32 entry, uint8 lfg_type)
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data << uint32(0); // unk
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//TODO: Guard Player map
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HashMapHolder<Player>::MapType const& players = ObjectAccessor::Instance().GetPlayers();
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HashMapHolder<Player>::MapType const& players = objaccessor.GetPlayers();
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for(HashMapHolder<Player>::MapType::const_iterator iter = players.begin(); iter != players.end(); ++iter)
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{
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Player *plr = iter->second;
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@ -1967,7 +1967,7 @@ bool ChatHandler::HandleWhispersCommand(const char* args)
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//Save all players in the world
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bool ChatHandler::HandleSaveAllCommand(const char* /*args*/)
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{
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ObjectAccessor::Instance().SaveAllPlayers();
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objaccessor.SaveAllPlayers();
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SendSysMessage(LANG_PLAYERS_SAVED);
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return true;
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}
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@ -2080,7 +2080,7 @@ bool ChatHandler::HandleTeleNameCommand(const char * args)
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PSendSysMessage(LANG_TELEPORTING_TO, nameLink.c_str(), GetMangosString(LANG_OFFLINE), tele->name.c_str());
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Player::SavePositionInDB(tele->mapId,tele->position_x,tele->position_y,tele->position_z,tele->orientation,
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MapManager::Instance().GetZoneId(tele->mapId,tele->position_x,tele->position_y,tele->position_z),target_guid);
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mapmgr.GetZoneId(tele->mapId,tele->position_x,tele->position_y,tele->position_z),target_guid);
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}
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return true;
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@ -2338,7 +2338,7 @@ bool ChatHandler::HandleGoXYCommand(const char* args)
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else
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_player->SaveRecallPosition();
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Map const *map = MapManager::Instance().CreateBaseMap(mapid);
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Map const *map = mapmgr.CreateBaseMap(mapid);
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float z = std::max(map->GetHeight(x, y, MAX_HEIGHT), map->GetWaterLevel(x, y));
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_player->TeleportTo(mapid, x, y, z, _player->GetOrientation());
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@ -2431,7 +2431,7 @@ bool ChatHandler::HandleGoZoneXYCommand(const char* args)
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// update to parent zone if exist (client map show only zones without parents)
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AreaTableEntry const* zoneEntry = areaEntry->zone ? GetAreaEntryByAreaID(areaEntry->zone) : areaEntry;
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Map const *map = MapManager::Instance().CreateBaseMap(zoneEntry->mapid);
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Map const *map = mapmgr.CreateBaseMap(zoneEntry->mapid);
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if(map->Instanceable())
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{
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@ -2506,7 +2506,7 @@ bool ChatHandler::HandleGoGridCommand(const char* args)
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else
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_player->SaveRecallPosition();
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Map const *map = MapManager::Instance().CreateBaseMap(mapid);
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Map const *map = mapmgr.CreateBaseMap(mapid);
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float z = std::max(map->GetHeight(x, y, MAX_HEIGHT), map->GetWaterLevel(x, y));
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_player->TeleportTo(mapid, x, y, z, _player->GetOrientation());
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@ -192,7 +192,7 @@ bool ChatHandler::HandleReloadConfigCommand(const char* /*args*/)
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{
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sLog.outString( "Re-Loading config settings..." );
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sWorld.LoadConfigSettings(true);
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MapManager::Instance().InitializeVisibilityDistanceInfo();
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mapmgr.InitializeVisibilityDistanceInfo();
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SendGlobalSysMessage("World config settings reloaded.");
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return true;
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}
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@ -3515,7 +3515,7 @@ bool ChatHandler::HandleReviveCommand(const char* args)
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}
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else
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// will resurrected at login without corpse
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ObjectAccessor::Instance().ConvertCorpseForPlayer(target_guid);
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objaccessor.ConvertCorpseForPlayer(target_guid);
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return true;
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}
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@ -4517,7 +4517,7 @@ bool ChatHandler::HandleResetAllCommand(const char * args)
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}
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CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE (at_login & '%u') = '0'",atLogin,atLogin);
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HashMapHolder<Player>::MapType const& plist = ObjectAccessor::Instance().GetPlayers();
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HashMapHolder<Player>::MapType const& plist = objaccessor.GetPlayers();
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for(HashMapHolder<Player>::MapType::const_iterator itr = plist.begin(); itr != plist.end(); ++itr)
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itr->second->SetAtLoginFlag(atLogin);
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@ -6014,8 +6014,8 @@ bool ChatHandler::HandleInstanceUnbindCommand(const char* args)
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bool ChatHandler::HandleInstanceStatsCommand(const char* /*args*/)
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{
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PSendSysMessage("instances loaded: %d", MapManager::Instance().GetNumInstances());
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PSendSysMessage("players in instances: %d", MapManager::Instance().GetNumPlayersInInstances());
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PSendSysMessage("instances loaded: %d", mapmgr.GetNumInstances());
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PSendSysMessage("players in instances: %d", mapmgr.GetNumPlayersInInstances());
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PSendSysMessage("instance saves: %d", sInstanceSaveManager.GetNumInstanceSaves());
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PSendSysMessage("players bound: %d", sInstanceSaveManager.GetNumBoundPlayersTotal());
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PSendSysMessage("groups bound: %d", sInstanceSaveManager.GetNumBoundGroupsTotal());
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@ -323,7 +323,7 @@ void Map::DeleteFromWorld(T* obj)
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template<>
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void Map::DeleteFromWorld(Player* pl)
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{
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ObjectAccessor::Instance().RemoveObject(pl);
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objaccessor.RemoveObject(pl);
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delete pl;
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}
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@ -411,7 +411,7 @@ bool Map::EnsureGridLoaded(const Cell &cell)
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loader.LoadN();
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// Add resurrectable corpses to world object list in grid
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ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
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objaccessor.AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
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setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
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return true;
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@ -2059,7 +2059,7 @@ void Map::SendInitSelf( Player * player )
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void Map::SendInitTransports( Player * player )
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{
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// Hack to send out transports
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MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap;
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MapManager::TransportMap& tmap = mapmgr.m_TransportsByMap;
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// no transports at map
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if (tmap.find(player->GetMapId()) == tmap.end())
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@ -2086,7 +2086,7 @@ void Map::SendInitTransports( Player * player )
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void Map::SendRemoveTransports( Player * player )
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{
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// Hack to send out transports
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MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap;
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MapManager::TransportMap& tmap = mapmgr.m_TransportsByMap;
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// no transports at map
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if (tmap.find(player->GetMapId()) == tmap.end())
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@ -166,7 +166,7 @@ Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
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{
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// if no instanceId via group members or instance saves is found
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// the instance will be created for the first time
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NewInstanceId = MapManager::Instance().GenerateInstanceId();
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NewInstanceId = mapmgr.GenerateInstanceId();
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Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid());
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map = CreateInstance(NewInstanceId, NULL, diff);
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@ -154,4 +154,7 @@ class MANGOS_DLL_DECL MapManager : public MaNGOS::Singleton<MapManager, MaNGOS::
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uint32 i_MaxInstanceId;
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};
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#define mapmgr MapManager::Instance()
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#endif
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@ -142,7 +142,7 @@ void WorldSession::HandleWhoOpcode( WorldPacket & recv_data )
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data << clientcount; // clientcount place holder
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//TODO: Guard Player map
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HashMapHolder<Player>::MapType& m = ObjectAccessor::Instance().GetPlayers();
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HashMapHolder<Player>::MapType& m = objaccessor.GetPlayers();
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for(HashMapHolder<Player>::MapType::const_iterator itr = m.begin(); itr != m.end(); ++itr)
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{
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if (security == SEC_PLAYER)
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@ -65,7 +65,7 @@ void WorldSession::HandleMoveWorldportAckOpcode()
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GetPlayer()->SetSemaphoreTeleportFar(false);
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// relocate the player to the teleport destination
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GetPlayer()->SetMap(MapManager::Instance().CreateMap(loc.mapid, GetPlayer()));
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GetPlayer()->SetMap(mapmgr.CreateMap(loc.mapid, GetPlayer()));
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GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
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GetPlayer()->SendInitialPacketsBeforeAddToMap();
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@ -274,7 +274,7 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
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if (plMover && !plMover->m_transport)
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{
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// elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
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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)->GetGUID() == movementInfo.t_guid)
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{
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@ -1589,7 +1589,7 @@ void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const*
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void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/)
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{
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//if object is in world, map for it already created!
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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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_map->MessageBroadcast(this, data);
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}
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@ -1597,7 +1597,7 @@ void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/)
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void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
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{
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//if object is in world, map for it already created!
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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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_map->MessageDistBroadcast(this, data, dist);
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}
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@ -249,7 +249,7 @@ ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia)
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// remove resurrectable corpse from grid object registry (loaded state checked into call)
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// do not load the map if it's not loaded
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Map *map = MapManager::Instance().FindMap(corpse->GetMapId(), corpse->GetInstanceId());
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Map *map = mapmgr.FindMap(corpse->GetMapId(), corpse->GetInstanceId());
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if(map)
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map->Remove(corpse, false);
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@ -168,4 +168,6 @@ inline Unit* ObjectAccessor::GetUnitInWorld(WorldObject const& obj, uint64 guid)
|
|||
return GetCreatureInWorld(guid);
|
||||
}
|
||||
|
||||
#define objaccessor ObjectAccessor::Instance()
|
||||
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -147,7 +147,7 @@ void LoadHelper(CellCorpseSet const& cell_corpses, CellPair &cell, CorpseMapType
|
|||
|
||||
uint32 player_guid = itr->first;
|
||||
|
||||
Corpse *obj = ObjectAccessor::Instance().GetCorpseForPlayerGUID(player_guid);
|
||||
Corpse *obj = objaccessor.GetCorpseForPlayerGUID(player_guid);
|
||||
if(!obj)
|
||||
continue;
|
||||
|
||||
|
|
|
|||
|
|
@ -5232,7 +5232,7 @@ void ObjectMgr::LoadGraveyardZones()
|
|||
WorldSafeLocsEntry const *ObjectMgr::GetClosestGraveYard(float x, float y, float z, uint32 MapId, uint32 team)
|
||||
{
|
||||
// search for zone associated closest graveyard
|
||||
uint32 zoneId = MapManager::Instance().GetZoneId(MapId,x,y,z);
|
||||
uint32 zoneId = mapmgr.GetZoneId(MapId,x,y,z);
|
||||
|
||||
// Simulate std. algorithm:
|
||||
// found some graveyard associated to (ghost_zone,ghost_map)
|
||||
|
|
@ -6225,7 +6225,7 @@ void ObjectMgr::LoadCorpses()
|
|||
continue;
|
||||
}
|
||||
|
||||
ObjectAccessor::Instance().AddCorpse(corpse);
|
||||
objaccessor.AddCorpse(corpse);
|
||||
|
||||
++count;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -556,7 +556,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
|
|||
return false;
|
||||
}
|
||||
|
||||
SetMap(MapManager::Instance().CreateMap(info->mapId, this));
|
||||
SetMap(mapmgr.CreateMap(info->mapId, this));
|
||||
|
||||
uint8 powertype = cEntry->powerType;
|
||||
|
||||
|
|
@ -1680,12 +1680,12 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
|
|||
|
||||
// Check enter rights before map getting to avoid creating instance copy for player
|
||||
// this check not dependent from map instance copy and same for all instance copies of selected map
|
||||
if (!MapManager::Instance().CanPlayerEnter(mapid, this))
|
||||
if (!mapmgr.CanPlayerEnter(mapid, this))
|
||||
return false;
|
||||
|
||||
// If the map is not created, assume it is possible to enter it.
|
||||
// It will be created in the WorldPortAck.
|
||||
Map *map = MapManager::Instance().FindMap(mapid);
|
||||
Map *map = mapmgr.FindMap(mapid);
|
||||
if (!map || map->CanEnter(this))
|
||||
{
|
||||
//lets reset near teleport flag if it wasn't reset during chained teleports
|
||||
|
|
@ -3887,7 +3887,7 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
|
|||
|
||||
// convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
|
||||
// bones will be deleted by corpse/bones deleting thread shortly
|
||||
ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
|
||||
objaccessor.ConvertCorpseForPlayer(playerguid);
|
||||
|
||||
// remove from guild
|
||||
uint32 guildId = GetGuildIdFromDB(playerguid);
|
||||
|
|
@ -4295,18 +4295,18 @@ void Player::CreateCorpse()
|
|||
corpse->SaveToDB();
|
||||
|
||||
// register for player, but not show
|
||||
ObjectAccessor::Instance().AddCorpse(corpse);
|
||||
objaccessor.AddCorpse(corpse);
|
||||
}
|
||||
|
||||
void Player::SpawnCorpseBones()
|
||||
{
|
||||
if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
|
||||
if(objaccessor.ConvertCorpseForPlayer(GetGUID()))
|
||||
SaveToDB(); // prevent loading as ghost without corpse
|
||||
}
|
||||
|
||||
Corpse* Player::GetCorpse() const
|
||||
{
|
||||
return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
|
||||
return objaccessor.GetCorpseForPlayerGUID(GetGUID());
|
||||
}
|
||||
|
||||
void Player::DurabilityLossAll(double percent, bool inventory)
|
||||
|
|
@ -5666,7 +5666,7 @@ void Player::SaveRecallPosition()
|
|||
|
||||
void Player::SendMessageToSet(WorldPacket *data, bool self)
|
||||
{
|
||||
Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
|
||||
Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
|
||||
if(_map)
|
||||
{
|
||||
_map->MessageBroadcast(this, data, self);
|
||||
|
|
@ -5681,7 +5681,7 @@ void Player::SendMessageToSet(WorldPacket *data, bool self)
|
|||
|
||||
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
|
||||
{
|
||||
Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
|
||||
Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
|
||||
if(_map)
|
||||
{
|
||||
_map->MessageDistBroadcast(this, data, dist, self);
|
||||
|
|
@ -5694,7 +5694,7 @@ void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
|
|||
|
||||
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
|
||||
{
|
||||
Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
|
||||
Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
|
||||
if(_map)
|
||||
{
|
||||
_map->MessageDistBroadcast(this, data, dist, self, own_team_only);
|
||||
|
|
@ -6179,7 +6179,7 @@ uint32 Player::GetZoneIdFromDB(uint64 guid)
|
|||
float posz = fields[3].GetFloat();
|
||||
delete result;
|
||||
|
||||
zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
|
||||
zone = mapmgr.GetZoneId(map,posx,posy,posz);
|
||||
|
||||
if (zone > 0)
|
||||
CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
|
||||
|
|
@ -7347,7 +7347,7 @@ void Player::RemovedInsignia(Player* looterPlr)
|
|||
|
||||
// We have to convert player corpse to bones, not to be able to resurrect there
|
||||
// SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
|
||||
Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
|
||||
Corpse *bones = objaccessor.ConvertCorpseForPlayer(GetGUID(),true);
|
||||
if (!bones)
|
||||
return;
|
||||
|
||||
|
|
@ -12135,7 +12135,7 @@ void Player::PrepareQuestMenu( uint64 guid )
|
|||
{
|
||||
//we should obtain map pointer from GetMap() in 99% of cases. Special case
|
||||
//only for quests which cast teleport spells on player
|
||||
Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
|
||||
Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
|
||||
ASSERT(_map);
|
||||
GameObject *pGameObject = _map->GetGameObject(guid);
|
||||
if( pGameObject )
|
||||
|
|
@ -12292,7 +12292,7 @@ Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
|
|||
{
|
||||
//we should obtain map pointer from GetMap() in 99% of cases. Special case
|
||||
//only for quests which cast teleport spells on player
|
||||
Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
|
||||
Map * _map = IsInWorld() ? GetMap() : mapmgr.FindMap(GetMapId(), GetInstanceId());
|
||||
ASSERT(_map);
|
||||
GameObject *pGameObject = _map->GetGameObject(guid);
|
||||
if( pGameObject )
|
||||
|
|
@ -14293,7 +14293,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
|
|||
|
||||
if (transGUID != 0)
|
||||
{
|
||||
for (MapManager::TransportSet::const_iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
|
||||
for (MapManager::TransportSet::const_iterator iter = mapmgr.m_Transports.begin(); iter != mapmgr.m_Transports.end(); ++iter)
|
||||
{
|
||||
if( (*iter)->GetGUIDLow() == transGUID)
|
||||
{
|
||||
|
|
@ -14342,7 +14342,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
|
|||
|
||||
// NOW player must have valid map
|
||||
// load the player's map here if it's not already loaded
|
||||
SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
|
||||
SetMap(mapmgr.CreateMap(GetMapId(), this));
|
||||
|
||||
// if the player is in an instance and it has been reset in the meantime teleport him to the entrance
|
||||
if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
|
||||
|
|
@ -14536,7 +14536,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
|
|||
|
||||
//we can be relocated from taxi and still have an outdated Map pointer!
|
||||
//so we need to get a new Map pointer!
|
||||
SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
|
||||
SetMap(mapmgr.CreateMap(GetMapId(), this));
|
||||
SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
|
||||
|
||||
m_taxi.ClearTaxiDestinations();
|
||||
|
|
@ -14808,7 +14808,7 @@ void Player::LoadCorpse()
|
|||
{
|
||||
if( isAlive() )
|
||||
{
|
||||
ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
|
||||
objaccessor.ConvertCorpseForPlayer(GetGUID());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -16246,7 +16246,7 @@ void Player::ResetInstances(uint8 method, bool isRaid)
|
|||
}
|
||||
|
||||
// if the map is loaded, reset it
|
||||
Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
|
||||
Map *map = mapmgr.FindMap(p->GetMapId(), p->GetInstanceId());
|
||||
if(map && map->IsDungeon())
|
||||
((InstanceMap*)map)->Reset(method);
|
||||
|
||||
|
|
|
|||
|
|
@ -248,7 +248,7 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
|
|||
objmgr.AddCreatureToGrid(guid, data);
|
||||
|
||||
// Spawn if necessary (loaded grids only)
|
||||
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
|
||||
Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
|
||||
// We use spawn coords to spawn
|
||||
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
|
||||
{
|
||||
|
|
@ -276,7 +276,7 @@ bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
|
|||
objmgr.AddGameobjectToGrid(guid, data);
|
||||
// Spawn if necessary (loaded grids only)
|
||||
// this base map checked as non-instanced and then only existed
|
||||
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
|
||||
Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
|
||||
// We use current coords to unspawn, not spawn coords since creature can have changed grid
|
||||
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -299,7 +299,7 @@ void WorldSession::HandleCorpseQueryOpcode(WorldPacket & /*recv_data*/)
|
|||
if(corpseMapEntry->IsDungeon() && corpseMapEntry->entrance_map >= 0)
|
||||
{
|
||||
// if corpse map have entrance
|
||||
if(Map const* entranceMap = MapManager::Instance().CreateBaseMap(corpseMapEntry->entrance_map))
|
||||
if(Map const* entranceMap = mapmgr.CreateBaseMap(corpseMapEntry->entrance_map))
|
||||
{
|
||||
mapid = corpseMapEntry->entrance_map;
|
||||
x = corpseMapEntry->entrance_x;
|
||||
|
|
|
|||
|
|
@ -102,7 +102,7 @@ void MapManager::LoadTransports()
|
|||
m_TransportsByMap[*i].insert(t);
|
||||
|
||||
//If we someday decide to use the grid to track transports, here:
|
||||
t->SetMap(MapManager::Instance().CreateMap(mapid, t));
|
||||
t->SetMap(mapmgr.CreateMap(mapid, t));
|
||||
|
||||
//t->GetMap()->Add<GameObject>((GameObject *)t);
|
||||
++count;
|
||||
|
|
@ -459,7 +459,7 @@ void Transport::TeleportTransport(uint32 newMapid, float x, float y, float z)
|
|||
//we need to create and save new Map object with 'newMapid' because if not done -> lead to invalid Map object reference...
|
||||
//player far teleport would try to create same instance, but we need it NOW for transport...
|
||||
//correct me if I'm wrong O.o
|
||||
Map * newMap = MapManager::Instance().CreateMap(newMapid, this);
|
||||
Map * newMap = mapmgr.CreateMap(newMapid, this);
|
||||
SetMap(newMap);
|
||||
|
||||
if(oldMap != newMap)
|
||||
|
|
|
|||
|
|
@ -569,7 +569,7 @@ void World::LoadConfigSettings(bool reload)
|
|||
m_configs[CONFIG_INTERVAL_GRIDCLEAN] = MIN_GRID_DELAY;
|
||||
}
|
||||
if(reload)
|
||||
MapManager::Instance().SetGridCleanUpDelay(m_configs[CONFIG_INTERVAL_GRIDCLEAN]);
|
||||
mapmgr.SetGridCleanUpDelay(m_configs[CONFIG_INTERVAL_GRIDCLEAN]);
|
||||
|
||||
m_configs[CONFIG_INTERVAL_MAPUPDATE] = sConfig.GetIntDefault("MapUpdateInterval", 100);
|
||||
if(m_configs[CONFIG_INTERVAL_MAPUPDATE] < MIN_MAP_UPDATE_DELAY)
|
||||
|
|
@ -578,7 +578,7 @@ void World::LoadConfigSettings(bool reload)
|
|||
m_configs[CONFIG_INTERVAL_MAPUPDATE] = MIN_MAP_UPDATE_DELAY;
|
||||
}
|
||||
if(reload)
|
||||
MapManager::Instance().SetMapUpdateInterval(m_configs[CONFIG_INTERVAL_MAPUPDATE]);
|
||||
mapmgr.SetMapUpdateInterval(m_configs[CONFIG_INTERVAL_MAPUPDATE]);
|
||||
|
||||
m_configs[CONFIG_INTERVAL_CHANGEWEATHER] = sConfig.GetIntDefault("ChangeWeatherInterval", 10 * MINUTE * IN_MILISECONDS);
|
||||
|
||||
|
|
@ -1489,7 +1489,7 @@ void World::SetInitialWorldSettings()
|
|||
|
||||
///- Initialize MapManager
|
||||
sLog.outString( "Starting Map System" );
|
||||
MapManager::Instance().Initialize();
|
||||
mapmgr.Initialize();
|
||||
|
||||
///- Initialize Battlegrounds
|
||||
sLog.outString( "Starting BattleGround System" );
|
||||
|
|
@ -1498,7 +1498,7 @@ void World::SetInitialWorldSettings()
|
|||
|
||||
//Not sure if this can be moved up in the sequence (with static data loading) as it uses MapManager
|
||||
sLog.outString( "Loading Transports..." );
|
||||
MapManager::Instance().LoadTransports();
|
||||
mapmgr.LoadTransports();
|
||||
|
||||
sLog.outString("Deleting expired bans..." );
|
||||
loginDatabase.Execute("DELETE FROM ip_banned WHERE unbandate<=UNIX_TIMESTAMP() AND unbandate<>bandate");
|
||||
|
|
@ -1643,7 +1643,7 @@ void World::Update(uint32 diff)
|
|||
{
|
||||
m_timers[WUPDATE_OBJECTS].Reset();
|
||||
///- Update objects when the timer has passed (maps, transport, creatures,...)
|
||||
MapManager::Instance().Update(diff); // As interval = 0
|
||||
mapmgr.Update(diff); // As interval = 0
|
||||
|
||||
sBattleGroundMgr.Update(diff);
|
||||
}
|
||||
|
|
@ -1670,7 +1670,7 @@ void World::Update(uint32 diff)
|
|||
|
||||
/// </ul>
|
||||
///- Move all creatures with "delayed move" and remove and delete all objects with "delayed remove"
|
||||
MapManager::Instance().DoDelayedMovesAndRemoves();
|
||||
mapmgr.DoDelayedMovesAndRemoves();
|
||||
|
||||
// update the instance reset times
|
||||
sInstanceSaveManager.Update();
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#ifndef __REVISION_NR_H__
|
||||
#define __REVISION_NR_H__
|
||||
#define REVISION_NR "8784"
|
||||
#define REVISION_NR "8785"
|
||||
#endif // __REVISION_NR_H__
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue