Core/ObjectMgr: Refactor group related functions into dedicated class

This commit is contained in:
leak
2011-05-05 10:25:17 +02:00
parent ea06dcf418
commit dfacd287a4
13 changed files with 343 additions and 265 deletions
@@ -24,6 +24,7 @@
#include "WorldSession.h"
#include "World.h"
#include "ObjectMgr.h"
#include "GroupMgr.h"
#include "Player.h"
#include "Group.h"
#include "SocialMgr.h"
@@ -233,7 +234,7 @@ void WorldSession::HandleGroupAcceptOpcode(WorldPacket& recv_data)
ASSERT(leader);
group->RemoveInvite(leader);
group->Create(leader);
sObjectMgr->AddGroup(group);
sGroupMgr->AddGroup(group);
}
// Everything is fine, do it, PLAYER'S GROUP IS SET IN ADDMEMBER!!!
@@ -22,6 +22,7 @@
#include "Group.h"
#include "LFGMgr.h"
#include "ObjectMgr.h"
#include "GroupMgr.h"
#include "InstanceScript.h"
void BuildPlayerLockDungeonBlock(WorldPacket& data, const LfgLockMap& lock)
@@ -554,7 +555,7 @@ void WorldSession::SendLfgUpdateProposal(uint32 proposalId, const LfgProposal* p
uint32 dungeonId = pProp->dungeonId;
bool isSameDungeon = false;
bool isContinue = false;
Group* grp = dLowGuid ? sObjectMgr->GetGroupByGUID(dLowGuid) : NULL;
Group* grp = dLowGuid ? sGroupMgr->GetGroupByGUID(dLowGuid) : NULL;
uint32 completedEncounters = 0;
if (grp)
{