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
* Remove reduncent chekc and args for MapInstanced::CreateInstance(const uint32 mapId, Player * player)
* Rename for avoid name duplication raw InstanceMap creating to MapInstanced::CreateInstanceMap
* Move lookup code of player/group bounde instance save to Player::GetBoundInstanceSaveForSelfOrGroup
when a bg gets created it will also get it's map
(old behaviour was, that map got's created when first player entered the instance)
the reason why battlegroundmaps aren't instantiated with a player object:
* the only information from player-class we need is player->GetBattleGround()
also we can't use anything else
(e.g. playerlevel can be outside of bg-levelrange)
-> cause bgs depend pretty much on their maps this caused circualr dependencies between map,bg,player
* battlegroundmaps will _always_ be prepared by the bgsystem to set the proper data
* there is not much shared in the creational process with dungeonmaps
even the functioncall is different since players need to enqueue first for bgs,
therefore again the player's way to that instance is only through the bgMgr
* Drop delayed moves list in Map code
* Apply movement coords update always at call including movement to different cell/grid.
* Instead removed functionality mark creature as need move notify broadcast at next tick, do it.
This must resolve porblesm with CreatureRelocation in past not always update position to new expected at call
And in resul next code fail or work in strange way. Mark creature for notifier call at next Update
let safe main part remopved functionality implemented in another way: prevent cascade (or infinity chain)
in move updates. In fiture possible implement move notify call not at each tick for save time.
this is a virtual function and can be used to move gameobjects
and creatures from battlegroundcode to database
for this i also had to add a BattleGround-pointer to the map
so i renamed CreateBattleGround(instanceid) to CreateBattleGroundMap(instanceid, Battleground*)
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Make generic EnsureGridLoaded function and move specialized code to LoadGrid and EnsureGridLoadedAtEnter
* Rename args to gx/gy for low-level grid numbering values.
* Remove redundent LoadMpa call after always case loading maps in EnsureGridCreated
Active objects triggrering grid loading and updating around self like players.
It can be used for event long run movements or escoring quest travels.
Also can be used for proper implementation far vision spells.
Currently only creatures can be activated by function call (from script) cr->SetActiveObjectState(true);
Please avoid lot amount active objects in same time use. Existance active objects support isn't meaning
that each rabbit must be active creature.
Also added independent grid unloading locks for explicit unloading lock,
lock for used by instance copied grids, lock counter for actiove object spawn grids locks.
Last case required for prevent double spawn active creature walk far away from spawn point.
Including fix _SCallback for 3 params, triggred mode correct call for .cast back and .cast target.
Remove outdated code for support old 19421 (and ranks) implementation in client data.