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authorXanadu <none@none>2010-07-20 02:49:28 +0200
committerXanadu <none@none>2010-07-20 02:49:28 +0200
commit79622802f397258ee0f34327ba3ae6977ca3e7ff (patch)
tree1868946c234ab9ee256a6b7766a15713eae94235 /src/server/game/Events/GameEventMgr.cpp
parent7dd2dc91816ab8b3bc3b99a1b1c99c7ea314d5a8 (diff)
parentf906976837502fa5aa81b982b901d1509f5aa0c4 (diff)
Merge. Revision history for source files should be all back now.
--HG-- branch : trunk rename : sql/CMakeLists.txt => sql/tools/CMakeLists.txt rename : src/server/game/Pools/PoolHandler.cpp => src/server/game/Pools/PoolMgr.cpp rename : src/server/game/Pools/PoolHandler.h => src/server/game/Pools/PoolMgr.h rename : src/server/game/PrecompiledHeaders/NixCorePCH.cpp => src/server/game/PrecompiledHeaders/gamePCH.cpp rename : src/server/game/PrecompiledHeaders/NixCorePCH.h => src/server/game/PrecompiledHeaders/gamePCH.h
Diffstat (limited to 'src/server/game/Events/GameEventMgr.cpp')
-rw-r--r--src/server/game/Events/GameEventMgr.cpp17
1 files changed, 7 insertions, 10 deletions
diff --git a/src/server/game/Events/GameEventMgr.cpp b/src/server/game/Events/GameEventMgr.cpp
index a2c6f2f2422..f0500e177bb 100644
--- a/src/server/game/Events/GameEventMgr.cpp
+++ b/src/server/game/Events/GameEventMgr.cpp
@@ -22,18 +22,15 @@
#include "World.h"
#include "ObjectMgr.h"
#include "WorldPacket.h"
-#include "PoolHandler.h"
+#include "PoolMgr.h"
#include "ProgressBar.h"
#include "Language.h"
#include "Log.h"
#include "MapManager.h"
-#include "Policies/SingletonImp.h"
#include "GossipDef.h"
#include "Player.h"
#include "BattleGroundMgr.h"
-INSTANTIATE_SINGLETON_1(GameEventMgr);
-
bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
{
switch(mGameEvent[entry].state)
@@ -1154,7 +1151,7 @@ uint32 GameEventMgr::Update() // return the next e
for (std::set<uint16>::iterator itr = deactivate.begin(); itr != deactivate.end(); ++itr)
StopEvent(*itr);
sLog.outDetail("Next game event check in %u seconds.", nextEventDelay + 1);
- return (nextEventDelay + 1) * IN_MILISECONDS; // Add 1 second to be sure event has started/stopped at next call
+ return (nextEventDelay + 1) * IN_MILLISECONDS; // Add 1 second to be sure event has started/stopped at next call
}
void GameEventMgr::UnApplyEvent(uint16 event_id)
@@ -1270,7 +1267,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
objmgr.AddCreatureToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
- Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
+ Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
// We use spawn coords to spawn
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
@@ -1298,7 +1295,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
objmgr.AddGameobjectToGrid(*itr, 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*>(sMapMgr.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))
{
@@ -1345,7 +1342,7 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
{
objmgr.RemoveCreatureFromGrid(*itr, data);
- if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_UNIT), (Creature*)NULL))
+ if (Creature* pCreature = sObjectAccessor.GetObjectInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_UNIT), (Creature*)NULL))
pCreature->AddObjectToRemoveList();
}
}
@@ -1366,7 +1363,7 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
{
objmgr.RemoveGameobjectFromGrid(*itr, data);
- if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
+ if (GameObject* pGameobject = sObjectAccessor.GetObjectInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
pGameobject->AddObjectToRemoveList();
}
}
@@ -1392,7 +1389,7 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
continue;
// Update if spawned
- Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(itr->first, data->id,HIGHGUID_UNIT), (Creature*)NULL);
+ Creature* pCreature = sObjectAccessor.GetObjectInWorld(MAKE_NEW_GUID(itr->first, data->id,HIGHGUID_UNIT), (Creature*)NULL);
if (pCreature)
{
if (activate)