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[10432] Rename ASSERT -> MANGOS_ASSERT and related fixes
ASSERT hard use in predictable way because diff. 3rd party libs code redefine it inf different ways and hard make sure that used in end of mangos define version. This is real detected problem make some expected assert checks ignored and so bugs not detected as expected from code. In addition made related changes: * Common.h header expected to be first include in any src/game/header except most simple cases. * Related FILE.h header expected to be first include in FILE.cpp * Fixed some absent includes and type forwards for safe build without PCH enabled. * Avoid using MANGOS_ASSERT in src/framework code
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77 changed files with 309 additions and 260 deletions
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@ -16,7 +16,7 @@
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "Unit.h"
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#include "Log.h"
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#include "Opcodes.h"
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#include "WorldPacket.h"
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@ -25,7 +25,6 @@
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#include "ObjectMgr.h"
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#include "ObjectGuid.h"
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#include "SpellMgr.h"
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#include "Unit.h"
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#include "QuestDef.h"
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#include "Player.h"
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#include "Creature.h"
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@ -261,10 +260,10 @@ Unit::~Unit()
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delete m_charmInfo;
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// those should be already removed at "RemoveFromWorld()" call
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ASSERT(m_gameObj.size() == 0);
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ASSERT(m_dynObjGUIDs.size() == 0);
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ASSERT(m_deletedAuras.size() == 0);
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ASSERT(m_deletedHolders.size() == 0);
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MANGOS_ASSERT(m_gameObj.size() == 0);
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MANGOS_ASSERT(m_dynObjGUIDs.size() == 0);
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MANGOS_ASSERT(m_deletedAuras.size() == 0);
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MANGOS_ASSERT(m_deletedHolders.size() == 0);
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}
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void Unit::Update( uint32 p_time )
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@ -433,7 +432,7 @@ void Unit::resetAttackTimer(WeaponAttackType type)
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bool Unit::canReachWithAttack(Unit *pVictim) const
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{
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ASSERT(pVictim);
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MANGOS_ASSERT(pVictim);
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float reach = GetFloatValue(UNIT_FIELD_COMBATREACH);
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if( reach <= 0.0f )
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reach = 1.0f;
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@ -850,10 +849,10 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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// last damage from non duel opponent or opponent controlled creature
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if(duel_hasEnded)
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{
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ASSERT(pVictim->GetTypeId()==TYPEID_PLAYER);
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MANGOS_ASSERT(pVictim->GetTypeId()==TYPEID_PLAYER);
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Player *he = (Player*)pVictim;
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ASSERT(he->duel);
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MANGOS_ASSERT(he->duel);
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he->duel->opponent->CombatStopWithPets(true);
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he->CombatStopWithPets(true);
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@ -1026,10 +1025,10 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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// last damage from duel opponent
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if(duel_hasEnded)
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{
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ASSERT(pVictim->GetTypeId()==TYPEID_PLAYER);
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MANGOS_ASSERT(pVictim->GetTypeId()==TYPEID_PLAYER);
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Player *he = (Player*)pVictim;
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ASSERT(he->duel);
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MANGOS_ASSERT(he->duel);
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he->SetHealth(1);
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@ -3420,7 +3419,7 @@ void Unit::_UpdateAutoRepeatSpell()
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void Unit::SetCurrentCastedSpell( Spell * pSpell )
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{
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ASSERT(pSpell); // NULL may be never passed here, use InterruptSpell or InterruptNonMeleeSpells
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MANGOS_ASSERT(pSpell); // NULL may be never passed here, use InterruptSpell or InterruptNonMeleeSpells
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CurrentSpellTypes CSpellType = pSpell->GetCurrentContainer();
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@ -3491,7 +3490,7 @@ void Unit::SetCurrentCastedSpell( Spell * pSpell )
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void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed, bool sendAutoRepeatCancelToClient)
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{
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ASSERT(spellType < CURRENT_MAX_SPELL);
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MANGOS_ASSERT(spellType < CURRENT_MAX_SPELL);
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if (m_currentSpells[spellType] && (withDelayed || m_currentSpells[spellType]->getState() != SPELL_STATE_DELAYED) )
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{
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@ -4852,7 +4851,7 @@ GameObject* Unit::GetGameObject(uint32 spellId) const
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void Unit::AddGameObject(GameObject* gameObj)
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{
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ASSERT(gameObj && gameObj->GetOwnerGUID()==0);
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MANGOS_ASSERT(gameObj && gameObj->GetOwnerGUID()==0);
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m_gameObj.push_back(gameObj);
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gameObj->SetOwnerGUID(GetGUID());
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@ -4868,7 +4867,7 @@ void Unit::AddGameObject(GameObject* gameObj)
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void Unit::RemoveGameObject(GameObject* gameObj, bool del)
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{
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ASSERT(gameObj && gameObj->GetOwnerGUID()==GetGUID());
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MANGOS_ASSERT(gameObj && gameObj->GetOwnerGUID()==GetGUID());
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gameObj->SetOwnerGUID(0);
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@ -8315,7 +8314,7 @@ void Unit::DeleteThreatList()
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void Unit::TauntApply(Unit* taunter)
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{
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ASSERT(GetTypeId()== TYPEID_UNIT);
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MANGOS_ASSERT(GetTypeId()== TYPEID_UNIT);
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if(!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
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return;
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@ -8338,7 +8337,7 @@ void Unit::TauntApply(Unit* taunter)
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void Unit::TauntFadeOut(Unit *taunter)
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{
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ASSERT(GetTypeId()== TYPEID_UNIT);
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MANGOS_ASSERT(GetTypeId()== TYPEID_UNIT);
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if(!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
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return;
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@ -8380,7 +8379,7 @@ bool Unit::SelectHostileTarget()
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//next-victim-selection algorithm and evade mode are called
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//threat list sorting etc.
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ASSERT(GetTypeId()== TYPEID_UNIT);
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MANGOS_ASSERT(GetTypeId()== TYPEID_UNIT);
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if (!this->isAlive())
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return false;
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