* Some singleton renames for consistency:

accmgr -> AccountMgr
objmgr -> ObjectMgr
auctionmgr -> sAuctionMgr
spellmgr -> sSpellMgr
CreatureEAI_Mgr -> sEventAIMgr
achievementmgr -> sAchievementMgr
gameeventmgr -> sGameEventMgr
sInstanceSaveManager -> sInstanceSaveMgr
poolhandler -> sPoolMgr

--HG--
branch : trunk
This commit is contained in:
XTZGZoReX
2010-08-08 05:25:45 +02:00
parent 93fc24ece9
commit 9083271a2f
97 changed files with 1354 additions and 1353 deletions
+6 -6
View File
@@ -267,7 +267,7 @@ bool Item::Create(uint32 guidlow, uint32 itemid, Player const* owner)
SetUInt64Value(ITEM_FIELD_OWNER, owner ? owner->GetGUID() : 0);
SetUInt64Value(ITEM_FIELD_CONTAINED, owner ? owner->GetGUID() : 0);
ItemPrototype const *itemProto = objmgr.GetItemPrototype(itemid);
ItemPrototype const *itemProto = sObjectMgr.GetItemPrototype(itemid);
if (!itemProto)
return false;
@@ -483,12 +483,12 @@ void Item::DeleteFromInventoryDB()
ItemPrototype const *Item::GetProto() const
{
return objmgr.GetItemPrototype(GetEntry());
return sObjectMgr.GetItemPrototype(GetEntry());
}
Player* Item::GetOwner()const
{
return objmgr.GetPlayer(GetOwnerGUID());
return sObjectMgr.GetPlayer(GetOwnerGUID());
}
uint32 Item::GetSkill()
@@ -829,7 +829,7 @@ bool Item::IsFitToSpellRequirements(SpellEntry const* spellInfo) const
// Special case - accept vellum for armor/weapon requirements
if ((spellInfo->EquippedItemClass == ITEM_CLASS_ARMOR && proto->IsArmorVellum())
||(spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON && proto->IsWeaponVellum()))
if (spellmgr.IsSkillTypeSpell(spellInfo->Id, SKILL_ENCHANTING)) // only for enchanting spells
if (sSpellMgr.IsSkillTypeSpell(spellInfo->Id, SKILL_ENCHANTING)) // only for enchanting spells
return true;
if (spellInfo->EquippedItemClass != int32(proto->Class))
@@ -1022,7 +1022,7 @@ Item* Item::CreateItem(uint32 item, uint32 count, Player const* player)
if (count < 1)
return NULL; //don't create item at zero count
ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
ItemPrototype const *pProto = sObjectMgr.GetItemPrototype(item);
if (pProto)
{
if (count > pProto->GetMaxStackSize())
@@ -1031,7 +1031,7 @@ Item* Item::CreateItem(uint32 item, uint32 count, Player const* player)
ASSERT(count !=0 && "pProto->Stackable == 0 but checked at loading already");
Item *pItem = NewItemOrBag(pProto);
if (pItem->Create(objmgr.GenerateLowGuid(HIGHGUID_ITEM), item, player))
if (pItem->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), item, player))
{
pItem->SetCount(count);
return pItem;