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[9638] Replace all C assert()s with MaNGOS ASSERT() macro.
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parent
4443737005
commit
51fd11c92c
34 changed files with 121 additions and 121 deletions
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@ -210,7 +210,7 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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void BattleGroundAV::UpdateScore(BattleGroundTeamId team, int32 points )
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{
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// note: to remove reinforcements points must be negative, for adding reinforcements points must be positive
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assert( team == BG_TEAM_ALLIANCE || team == BG_TEAM_HORDE);
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ASSERT( team == BG_TEAM_ALLIANCE || team == BG_TEAM_HORDE);
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m_TeamScores[team] += points; // m_TeamScores is int32 - so no problems here
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if (points < 0)
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@ -449,7 +449,7 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team)
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// TODO implement quest 7122
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// mine=0 northmine, mine=1 southmine
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// TODO changing the owner should result in setting respawntime to infinite for current creatures (they should fight the new ones), spawning new mine owners creatures and changing the chest - objects so that the current owning team can use them
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assert(mine == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE);
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ASSERT(mine == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE);
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if (m_Mine_Owner[mine] == int8(team))
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return;
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@ -533,7 +533,7 @@ void BattleGroundAV::EventPlayerClickedOnFlag(Player *source, GameObject* target
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void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
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{
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assert(GetStatus() == STATUS_IN_PROGRESS);
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ASSERT(GetStatus() == STATUS_IN_PROGRESS);
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uint32 team = GetTeamIndexByTeamId(player->GetTeam());
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@ -543,7 +543,7 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
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{
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// until snowfall doesn't belong to anyone it is better handled in assault - code (best would be to have a special function
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// for neutral nodes.. but doing this just for snowfall will be a bit to much i think
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assert(node == BG_AV_NODES_SNOWFALL_GRAVE); // currently the only neutral grave
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ASSERT(node == BG_AV_NODES_SNOWFALL_GRAVE); // currently the only neutral grave
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EventPlayerAssaultsPoint(player, node);
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return;
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}
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@ -651,9 +651,9 @@ void BattleGroundAV::UpdateNodeWorldState(BG_AV_Nodes node)
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void BattleGroundAV::SendMineWorldStates(uint32 mine)
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{
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assert(mine == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE);
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assert(m_Mine_PrevOwner[mine] == BG_TEAM_ALLIANCE || m_Mine_PrevOwner[mine] == BG_TEAM_HORDE || m_Mine_PrevOwner[mine] == BG_AV_NEUTRAL_TEAM);
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assert(m_Mine_Owner[mine] == BG_TEAM_ALLIANCE || m_Mine_Owner[mine] == BG_TEAM_HORDE || m_Mine_Owner[mine] == BG_AV_NEUTRAL_TEAM);
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ASSERT(mine == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE);
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ASSERT(m_Mine_PrevOwner[mine] == BG_TEAM_ALLIANCE || m_Mine_PrevOwner[mine] == BG_TEAM_HORDE || m_Mine_PrevOwner[mine] == BG_AV_NEUTRAL_TEAM);
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ASSERT(m_Mine_Owner[mine] == BG_TEAM_ALLIANCE || m_Mine_Owner[mine] == BG_TEAM_HORDE || m_Mine_Owner[mine] == BG_AV_NEUTRAL_TEAM);
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UpdateWorldState(BG_AV_MineWorldStates[mine][m_Mine_Owner[mine]], 1);
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if (m_Mine_Owner[mine] != m_Mine_PrevOwner[mine])
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@ -717,11 +717,11 @@ uint32 BattleGroundAV::GetNodeName(BG_AV_Nodes node)
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void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint32 team)
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{
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assert(team < 3); // alliance:0, horde:1, neutral:2
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assert(m_Nodes[node].TotalOwner != team);
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assert(m_Nodes[node].Owner != team);
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ASSERT(team < 3); // alliance:0, horde:1, neutral:2
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ASSERT(m_Nodes[node].TotalOwner != team);
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ASSERT(m_Nodes[node].Owner != team);
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// only assault an assaulted node if no totalowner exists:
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assert(m_Nodes[node].State != POINT_ASSAULTED || m_Nodes[node].TotalOwner == BG_AV_NEUTRAL_TEAM);
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ASSERT(m_Nodes[node].State != POINT_ASSAULTED || m_Nodes[node].TotalOwner == BG_AV_NEUTRAL_TEAM);
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// the timer gets another time, if the previous owner was 0 == Neutral
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m_Nodes[node].Timer = (m_Nodes[node].PrevOwner != BG_AV_NEUTRAL_TEAM) ? BG_AV_CAPTIME : BG_AV_SNOWFALL_FIRSTCAP;
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m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
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@ -732,7 +732,7 @@ void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint32 team)
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void BattleGroundAV::DestroyNode(BG_AV_Nodes node)
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{
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assert(m_Nodes[node].State == POINT_ASSAULTED);
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ASSERT(m_Nodes[node].State == POINT_ASSAULTED);
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m_Nodes[node].TotalOwner = m_Nodes[node].Owner;
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m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
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@ -743,7 +743,7 @@ void BattleGroundAV::DestroyNode(BG_AV_Nodes node)
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void BattleGroundAV::InitNode(BG_AV_Nodes node, uint32 team, bool tower)
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{
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assert(team < 3); // alliance:0, horde:1, neutral:2
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ASSERT(team < 3); // alliance:0, horde:1, neutral:2
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m_Nodes[node].TotalOwner = team;
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m_Nodes[node].Owner = team;
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m_Nodes[node].PrevOwner = team;
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@ -759,10 +759,10 @@ void BattleGroundAV::InitNode(BG_AV_Nodes node, uint32 team, bool tower)
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void BattleGroundAV::DefendNode(BG_AV_Nodes node, uint32 team)
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{
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assert(team < 3); // alliance:0, horde:1, neutral:2
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assert(m_Nodes[node].TotalOwner == team);
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assert(m_Nodes[node].Owner != team);
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assert(m_Nodes[node].State != POINT_CONTROLLED);
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ASSERT(team < 3); // alliance:0, horde:1, neutral:2
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ASSERT(m_Nodes[node].TotalOwner == team);
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ASSERT(m_Nodes[node].Owner != team);
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ASSERT(m_Nodes[node].State != POINT_CONTROLLED);
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m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
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m_Nodes[node].Owner = team;
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m_Nodes[node].PrevState = m_Nodes[node].State;
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