diff --git a/src/stratagus/spells.cpp b/src/stratagus/spells.cpp index 888686c37..46b3cc295 100644 --- a/src/stratagus/spells.cpp +++ b/src/stratagus/spells.cpp @@ -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; }