Changed to Assert

This commit is contained in:
jsalmon3 2004-05-08 03:24:44 +00:00
parent 8781072f3c
commit c11d1e2bc3

View file

@ -110,8 +110,6 @@ global int CastDemolish(Unit* caster, const SpellType* spell __attribute__((unus
int n;
Unit* table[UnitMax];
Assert(!caster);
Assert(!action);
//
// Allow error margins. (Lame, I know)
//
@ -187,11 +185,6 @@ global int CastSpawnPortal(Unit* caster, const SpellType* spell __attribute__((u
Unit* portal;
UnitType* ptype;
Assert(!caster);
Assert(!spell);
Assert(!action);
Assert(!action->Data.SpawnPortal.PortalType);
ptype = action->Data.SpawnPortal.PortalType;
DebugLevel0Fn("Spawning a portal exit.\n");
@ -232,9 +225,6 @@ global int CastAreaAdjustVitals(Unit* caster, const SpellType* spell,
int hp;
int mana;
Assert(!caster);
Assert(!spell);
Assert(!action);
// Get all the units around the unit
nunits = UnitCacheSelect(x - spell->Range,
y - spell->Range,
@ -297,11 +287,6 @@ global int CastAreaBombardment(Unit* caster, const SpellType* spell,
int i;
MissileType *missile;
Assert(!caster);
Assert(!spell);
Assert(!action);
//assert(x in range, y in range);
mis = NULL;
fields = action->Data.AreaBombardment.Fields;
@ -310,7 +295,6 @@ global int CastAreaBombardment(Unit* caster, const SpellType* spell,
offsetx = action->Data.AreaBombardment.StartOffsetX;
offsety = action->Data.AreaBombardment.StartOffsetY;
missile = action->Data.AreaBombardment.Missile;
Assert(!missile);
while (fields--) {
// FIXME: radius configurable...
do {
@ -398,11 +382,6 @@ global int CastSpawnMissile(Unit* caster, const SpellType* spell,
int dx;
int dy;
Assert(!caster);
Assert(!spell);
Assert(!action);
Assert(!action->Data.SpawnMissile.Missile);
EvaluateMissileLocation(&action->Data.SpawnMissile.StartPoint,
caster, target, x, y, &sx, &sy);
EvaluateMissileLocation(&action->Data.SpawnMissile.EndPoint,
@ -437,11 +416,6 @@ global int CastSpawnMissile(Unit* caster, const SpellType* spell,
global int CastAdjustBuffs(Unit* caster, const SpellType* spell,
const SpellActionType* action, Unit* target, int x, int y)
{
Assert(!caster);
Assert(!spell);
Assert(!action);
Assert(!target);
if (action->Data.AdjustBuffs.HasteTicks != BUFF_NOT_AFFECTED) {
target->Haste = action->Data.AdjustBuffs.HasteTicks;
}
@ -482,11 +456,6 @@ global int CastAdjustVitals(Unit* caster, const SpellType* spell,
int mana;
int manacost;
Assert(!caster);
Assert(!spell);
Assert(!action);
Assert(!target);
hp = action->Data.AdjustVitals.HP;
mana = action->Data.AdjustVitals.Mana;
manacost = spell->ManaCost;
@ -522,7 +491,6 @@ global int CastAdjustVitals(Unit* caster, const SpellType* spell,
castcount = min(castcount, action->Data.AdjustVitals.MaxMultiCast);
}
Assert(castcount < 0);
DebugLevel3Fn("Used to have %d hp and %d mana.\n" _C_
target->HP _C_ target->Mana);
@ -567,13 +535,7 @@ global int CastPolymorph(Unit* caster, const SpellType* spell,
int j;
UnitType* type;
Assert(!caster);
Assert(!spell);
Assert(!action);
Assert(!target);
type = action->Data.Polymorph.NewForm;
Assert(!type);
x = x - type->TileWidth / 2;
y = y - type->TileHeight / 2;
@ -638,11 +600,6 @@ global int CastSummon(Unit* caster, const SpellType* spell,
Unit* unit;
UnitType* unittype;
Assert(!caster);
Assert(!spell);
Assert(!action);
Assert(!action->Data.Summon.UnitType);
unittype = action->Data.Summon.UnitType;
ttl = action->Data.Summon.TTL;
@ -721,10 +678,6 @@ local Target* NewTarget(TargetType t, const Unit* unit, int x, int y)
target = (Target*)malloc(sizeof(*target));
Assert(unit == NULL && t == TargetUnit);
Assert(!(0 <= x && x < TheMap.Width) && t == TargetPosition);
Assert(!(0 <= y && y < TheMap.Height) && t == TargetPosition);
target->which_sort_of_target = t;
target->unit = (Unit*)unit;
target->X = x;
@ -741,7 +694,6 @@ local Target* NewTarget(TargetType t, const Unit* unit, int x, int y)
*/
local Target* NewTargetUnit(const Unit* unit)
{
Assert(!unit);
return NewTarget(TargetUnit, unit, 0, 0);
}
@ -755,9 +707,6 @@ local Target* NewTargetUnit(const Unit* unit)
*/
local Target* NewTargetPosition(int x, int y)
{
Assert(!(0 <= x && x < TheMap.Width));
Assert(!(0 <= y && y < TheMap.Height));
return NewTarget(TargetPosition, NULL, x, y);
}
@ -884,10 +833,7 @@ local Target* SelectTargetUnitsOfAutoCast(const Unit* caster, const SpellType* s
int combat;
AutoCastInfo* autocast;
Assert(!spell);
Assert(!caster);
// Ai cast should be a lot better. Use autocast if not found.
// Ai cast should be a lot better. Use autocast if not found.
if (caster->Player->AiEnabled && spell->AICast) {
DebugLevel3Fn("The borg uses AI autocast XP.\n");
autocast = spell->AICast;
@ -895,7 +841,7 @@ local Target* SelectTargetUnitsOfAutoCast(const Unit* caster, const SpellType* s
DebugLevel3Fn("You puny mortal, join the colective!\n");
autocast = spell->AutoCast;
}
Assert(!autocast);
Assert(autocast);
x = caster->X;
y = caster->Y;
range = spell->AutoCast->Range;
@ -976,7 +922,7 @@ local Target* SelectTargetUnitsOfAutoCast(const Unit* caster, const SpellType* s
default:
// Something is wrong
DebugLevel0Fn("Spell is screwed up, unknown target type\n");
Assert(1);
Assert(0);
return NULL;
break;
}
@ -1009,7 +955,6 @@ global SpellType* SpellTypeByIdent(const char* ident)
{
int i;
Assert(!ident);
for (i = 0; i < SpellTypeCount; ++i) {
if (strcmp(SpellTypeTable[i]->Ident, ident) == 0) {
return SpellTypeTable[i];
@ -1033,9 +978,6 @@ global int SpellIsAvailable(const Player* player, int spellid)
{
int dependencyId;
Assert(!player);
Assert(!(0 <= spellid && spellid < SpellTypeCount));
dependencyId = SpellTypeTable[spellid]->DependencyId;
return dependencyId == -1 || UpgradeIdAllowed(player, dependencyId) == 'R';
@ -1051,8 +993,6 @@ global int SpellIsAvailable(const Player* player, int spellid)
*/
global int CanAutoCastSpell(const SpellType* spell)
{
Assert(!spell);
return spell->AutoCast ? 1 : 0;
}
@ -1071,11 +1011,6 @@ global int CanAutoCastSpell(const SpellType* spell)
global int CanCastSpell(const Unit* caster, const SpellType* spell,
const Unit* target, int x, int y)
{
Assert(!caster);
Assert(!spell);
Assert(!SpellIsAvailable(caster->Player, spell->Slot));
Assert(!(caster->Type->CanCastSpell && caster->Type->CanCastSpell[spell->Slot]));
if (spell->Target == TargetUnit && target == NULL) {
return 0;
}
@ -1094,12 +1029,6 @@ global int AutoCastSpell(Unit* caster, const SpellType* spell)
{
Target* target;
Assert(!caster);
Assert(!spell);
Assert(!(0 <= spell->Slot && spell->Slot < SpellTypeCount));
Assert(!(caster->Type->CanCastSpell));
Assert(!(caster->Type->CanCastSpell[spell->Slot]));
// Check for mana, trivial optimization.
if (!SpellIsAvailable(caster->Player, spell->Slot)
|| caster->Mana < spell->ManaCost) {
@ -1135,12 +1064,6 @@ global int SpellCast(Unit* caster, const SpellType* spell, Unit* target,
int cont;
SpellActionType* act;
Assert(!spell);
Assert(!spell->Action);
Assert(!spell->Action->CastFunction);
Assert(!caster);
Assert(!SpellIsAvailable(caster->Player, spell->Slot));
caster->Invisible = 0;// unit is invisible until attacks // FIXME: Must be configurable
if (target) {
x = target->X;
@ -1169,7 +1092,7 @@ global int SpellCast(Unit* caster, const SpellType* spell, Unit* target,
}
PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
while (act) {
Assert(!act->CastFunction);
Assert(act->CastFunction);
cont = cont & act->CastFunction(caster, spell, act, target, x, y);
act = act->Next;
}