[7690] Move GetCreature/GetGameobject to class Map.

* This let get objects at map without reference to player or another object.
* Simplify future implementation for per-map storage for like objects
This commit is contained in:
VladimirMangos 2009-04-20 18:53:08 +04:00
parent ee9ea143d1
commit fc0e1ecdf1
20 changed files with 118 additions and 127 deletions

View file

@ -55,23 +55,7 @@ ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const &u, uint64 guid)
if(Creature *unit = GetVehicle(guid))
return unit;
return GetCreature(u, guid);
}
Creature*
ObjectAccessor::GetCreature(WorldObject const &u, uint64 guid)
{
Creature * ret = GetObjectInWorld(guid, (Creature*)NULL);
if(!ret)
return NULL;
if(ret->GetMapId() != u.GetMapId())
return NULL;
if(ret->GetInstanceId() != u.GetInstanceId())
return NULL;
return ret;
return u.GetMap()->GetCreature(guid);
}
Unit*
@ -117,13 +101,13 @@ Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const &p, uint64 guid, u
if(typemask & TYPEMASK_GAMEOBJECT)
{
obj = GetGameObject(p,guid);
obj = p.GetMap()->GetGameObject(guid);
if(obj) return obj;
}
if(typemask & TYPEMASK_DYNAMICOBJECT)
{
obj = GetDynamicObject(p,guid);
obj = p.GetMap()->GetDynamicObject(guid);
if(obj) return obj;
}
@ -136,32 +120,6 @@ Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const &p, uint64 guid, u
return NULL;
}
GameObject*
ObjectAccessor::GetGameObject(WorldObject const &u, uint64 guid)
{
GameObject * ret = GetObjectInWorld(guid, (GameObject*)NULL);
if(!ret)
return NULL;
if(ret->GetMapId() != u.GetMapId())
return NULL;
if(ret->GetInstanceId() != u.GetInstanceId())
return NULL;
return ret;
}
DynamicObject*
ObjectAccessor::GetDynamicObject(WorldObject const &u, uint64 guid)
{
DynamicObject * ret = GetObjectInWorld(guid, (DynamicObject*)NULL);
if(!ret)
return NULL;
if(ret->GetMapId() != u.GetMapId())
return NULL;
if(ret->GetInstanceId() != u.GetInstanceId())
return NULL;
return ret;
}
Player*
ObjectAccessor::FindPlayer(uint64 guid)
{