mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-24 05:01:43 +00:00
SAGA2: Replace custom assert macros
This commit is contained in:
parent
36ead351f1
commit
177aa92900
@ -3230,7 +3230,7 @@ bool Actor::takeMana(ActorManaID i, int8 dMana) {
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if (!isPlayerActor(this))
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return TRUE;
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#endif
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VERIFY(i >= manaIDRed && i <= manaIDViolet);
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assert(i >= manaIDRed && i <= manaIDViolet);
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if ((&effectiveStats.redMana)[i] < dMana)
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return FALSE;
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(&effectiveStats.redMana)[i] -= dMana;
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@ -3243,7 +3243,7 @@ bool Actor::hasMana(ActorManaID i, int8 dMana) {
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if (!isPlayerActor(this))
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return TRUE;
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#endif
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VERIFY(i >= manaIDRed && i <= manaIDViolet);
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assert(i >= manaIDRed && i <= manaIDViolet);
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if ((&effectiveStats.redMana)[i] < dMana)
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return FALSE;
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return TRUE;
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@ -718,7 +718,7 @@ public:
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// Allocate the assignment buffer for a new assignment
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void *allocAssignment(size_t sz) {
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ASSERT(sz <= sizeof(assignmentBuf));
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assert(sz <= sizeof(assignmentBuf));
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if (!(flags & hasAssignment)) {
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flags |= hasAssignment;
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return &assignmentBuf;
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@ -915,7 +915,7 @@ public:
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void disband(void);
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bool inBandingRange(void) {
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ASSERT(leader != NULL);
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assert(leader != NULL);
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return leader->IDParent() == IDParent()
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&& (leader->getLocation() - getLocation()).quickHDistance()
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@ -331,7 +331,7 @@ Task *PatrolRouteAssignment::getTask(TaskStack *ts) {
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void HuntToBeNearLocationAssignment::initialize(
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const Target &targ,
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uint16 r) {
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ASSERT(targ.size() <= sizeof(targetMem));
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assert(targ.size() <= sizeof(targetMem));
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// Make a copy of the target
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targ.clone(targetMem);
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@ -418,7 +418,7 @@ void HuntToBeNearActorAssignment::initialize(
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const ActorTarget &at,
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uint16 r,
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bool trackFlag) {
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ASSERT(at.size() <= sizeof(targetMem));
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assert(at.size() <= sizeof(targetMem));
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// Copy the target
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at.clone(targetMem);
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@ -524,7 +524,7 @@ void HuntToKillAssignment::initialize(
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const ActorTarget &at,
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bool trackFlag,
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bool specificActorFlag) {
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ASSERT(at.size() <= sizeof(targetMem));
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assert(at.size() <= sizeof(targetMem));
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// Copy the target
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at.clone(targetMem);
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@ -61,7 +61,7 @@ extern audioInterface *audio;
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/*******************************************************************/
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Buffer::Buffer(size_t newSize) {
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VERIFY(newSize > 0);
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assert(newSize > 0);
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internallyAllocated = TRUE;
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size = newSize;
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@ -77,7 +77,7 @@ Buffer::Buffer(size_t newSize) {
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Buffer::~Buffer(void) {
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if (internallyAllocated) {
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VERIFY(data[0]);
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assert(data[0]);
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audio_unlock(data[0], size);
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audioFree(data[0]); //delete [] data[0];
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data[0] = NULL;
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@ -113,8 +113,8 @@ cacheBuffer::~cacheBuffer(void) {
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doubleBuffer::doubleBuffer(size_t newSize, audioInterface *sd, int16 newID)
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: Buffer(newSize) {
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if (sd && sd->enabled(volVoice)) {
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VERIFY(sd);
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//VERIFY( sd->dig );
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assert(sd);
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//assert( sd->dig );
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bufID = newID;
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fillBuffer = 0;
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@ -134,7 +134,7 @@ doubleBuffer::doubleBuffer(size_t newSize, audioInterface *sd, int16 newID)
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}
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doubleBuffer::~doubleBuffer(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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if (data[1]) {
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audio_unlock(data[1], size);
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audioFree(data[1]); //delete [] data[1];
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@ -152,8 +152,8 @@ doubleBuffer::~doubleBuffer(void) {
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singleBuffer::singleBuffer(size_t newSize, audioInterface *sd, int16 newID)
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: Buffer(newSize) {
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if (sd && sd->enabled(volSound)) {
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VERIFY(sd);
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VERIFY(sd->dig);
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assert(sd);
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assert(sd->dig);
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bufID = newID;
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fillBuffer = 0;
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@ -170,7 +170,7 @@ singleBuffer::singleBuffer(size_t newSize, audioInterface *sd, int16 newID)
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}
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singleBuffer::~singleBuffer(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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if (ailSampleHandle) {
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AIL_release_sample_handle(ailSampleHandle);
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}
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@ -183,8 +183,8 @@ singleBuffer::~singleBuffer(void) {
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musicBuffer::musicBuffer(size_t newSize, audioInterface *sd, int16 newID)
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: Buffer(newSize) {
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if (sd && sd->enabled(volMusic)) {
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VERIFY(sd);
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VERIFY(sd->mid);
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assert(sd);
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assert(sd->mid);
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bufID = newID;
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fillBuffer = 0;
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@ -198,7 +198,7 @@ musicBuffer::musicBuffer(size_t newSize, audioInterface *sd, int16 newID)
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}
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musicBuffer::~musicBuffer(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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if (ailSampleHandle) {
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AIL_release_sequence_handle(ailSampleHandle);
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}
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@ -213,14 +213,14 @@ musicBuffer::~musicBuffer(void) {
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void workBuffer::shiftdown(int16 bufNo) {
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long dif = size - (wSize + rSize);
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VERIFY(bufNo == 0);
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VERIFY(dif >= 0);
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VERIFY(dif <= (size - (rSize + wSize)));
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VERIFY(((char *)(data[bufNo]) + rSize) < ((char *) rData));
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VERIFY(dif > rSize);
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VERIFY(dif > wSize);
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VERIFY(data[bufNo]);
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VERIFY(rData);
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assert(bufNo == 0);
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assert(dif >= 0);
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assert(dif <= (size - (rSize + wSize)));
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assert(((char *)(data[bufNo]) + rSize) < ((char *) rData));
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assert(dif > rSize);
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assert(dif > wSize);
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assert(data[bufNo]);
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assert(rData);
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if (dif > 0 && rSize > 0) {
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char *tbuf = (char *) audioAlloc(rSize, "audio work buffer"); //new char[rSize];
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@ -258,7 +258,7 @@ void cacheBuffer::format(soundSample *) {
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void doubleBuffer::format(soundSample *ss) {
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if (audioSet == 0) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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AIL_init_sample(ailSampleHandle);
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AIL_set_sample_type(ailSampleHandle, ss->format(), ss->flags());
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AIL_set_sample_playback_rate(ailSampleHandle, ss->speed);
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@ -270,7 +270,7 @@ void doubleBuffer::format(soundSample *ss) {
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}
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void singleBuffer::format(soundSample *ss) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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AIL_init_sample(ailSampleHandle);
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AIL_set_sample_type(ailSampleHandle, ss->format(), ss->flags());
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AIL_set_sample_playback_rate(ailSampleHandle, ss->speed);
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@ -304,7 +304,7 @@ bool workBuffer::laden(void) {
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// sound buffers need to find out from AIL whether a buffer is free
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bool doubleBuffer::laden(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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if (-1 == washed())
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return TRUE;
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else if (targetSated)
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@ -313,7 +313,7 @@ bool doubleBuffer::laden(void) {
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}
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bool singleBuffer::laden(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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if (targetSated)
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activate(0);
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return (FALSE);
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@ -347,7 +347,7 @@ uint32 workBuffer::sample_status(void) {
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uint32 doubleBuffer::sample_status(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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#if 0
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int32 newPos = AIL_sample_position(ailSampleHandle);
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if (targetPos == 0 || newPos >= targetPos) { //( newPos==lastPos && lastPos==distPos)
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@ -360,7 +360,7 @@ uint32 doubleBuffer::sample_status(void) {
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}
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uint32 singleBuffer::sample_status(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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return (AIL_sample_status(ailSampleHandle));
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}
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@ -402,7 +402,7 @@ int16 workBuffer::washed(void) {
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}
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int16 doubleBuffer::washed(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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if (AILLOCated > -1) return AILLOCated;
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AILLOCated = AIL_sample_buffer_ready(ailSampleHandle);
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return AILLOCated;
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@ -428,7 +428,7 @@ int16 cacheBuffer::washed(void) {
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/* */
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void Buffer::gave(size_t dSize) {
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VERIFY(dSize <= wSize);
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assert(dSize <= wSize);
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wSize -= dSize;
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rSize += dSize;
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if (wSize)
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@ -437,7 +437,7 @@ void Buffer::gave(size_t dSize) {
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}
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void workBuffer::gave(size_t dSize) {
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VERIFY(dSize <= wSize);
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assert(dSize <= wSize);
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wSize -= dSize;
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rSize += dSize;
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if (wSize) {
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@ -449,22 +449,22 @@ void workBuffer::gave(size_t dSize) {
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// when sound buffers get full they automatically trigger AIL
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void doubleBuffer::gave(size_t dSize) {
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VERIFY(ailSampleHandle);
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VERIFY(dSize <= wSize);
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assert(ailSampleHandle);
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assert(dSize <= wSize);
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wSize -= dSize;
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rSize += dSize;
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if (wSize) {
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wData = (void *)(((char *) data[fillBuffer]) + (size - wSize));
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} else {
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VERIFY(AILLOCated >= 0);
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assert(AILLOCated >= 0);
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play(AILLOCated);
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activate(1 - fillBuffer);
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}
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}
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void singleBuffer::gave(size_t dSize) {
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VERIFY(ailSampleHandle);
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VERIFY(dSize <= wSize);
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assert(ailSampleHandle);
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assert(dSize <= wSize);
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lastRSize = rSize;
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wSize -= dSize;
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rSize += dSize;
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@ -476,8 +476,8 @@ void singleBuffer::gave(size_t dSize) {
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}
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void musicBuffer::gave(size_t dSize) {
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VERIFY(ailSampleHandle);
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VERIFY(dSize <= wSize);
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assert(ailSampleHandle);
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assert(dSize <= wSize);
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wSize -= dSize;
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rSize += dSize;
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if (wSize) {
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@ -489,7 +489,7 @@ void musicBuffer::gave(size_t dSize) {
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}
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void cacheBuffer::gave(size_t dSize) {
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VERIFY(dSize <= wSize);
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assert(dSize <= wSize);
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wSize -= dSize;
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rSize += dSize;
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if (wSize) {
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@ -501,7 +501,7 @@ void cacheBuffer::gave(size_t dSize) {
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// when work buffers get fully drained they reset themselves
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void Buffer::took(size_t dSize) {
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VERIFY(dSize <= rSize);
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assert(dSize <= rSize);
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rSize -= dSize;
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if (rSize > 0)
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rData = (void *)(((char *) rData) + dSize);
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@ -510,7 +510,7 @@ void Buffer::took(size_t dSize) {
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}
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void workBuffer::took(size_t dSize) {
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VERIFY(dSize <= rSize);
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assert(dSize <= rSize);
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rSize -= dSize;
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if (rSize > 0) {
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rData = (void *)(((char *) rData) + dSize);
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@ -521,14 +521,14 @@ void workBuffer::took(size_t dSize) {
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}
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void doubleBuffer::took(size_t dSize) {
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VERIFY(dSize <= rSize);
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assert(dSize <= rSize);
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rSize -= dSize;
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if (rSize > 0)
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rData = (void *)(((char *) rData) + dSize);
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}
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void singleBuffer::took(size_t dSize) {
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VERIFY(dSize <= rSize);
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assert(dSize <= rSize);
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lastRSize = rSize;
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rSize -= dSize;
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if (rSize > 0)
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@ -536,14 +536,14 @@ void singleBuffer::took(size_t dSize) {
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}
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void musicBuffer::took(size_t dSize) {
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VERIFY(dSize <= rSize);
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assert(dSize <= rSize);
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rSize -= dSize;
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if (rSize > 0)
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rData = (void *)(((char *) rData) + dSize);
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}
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void cacheBuffer::took(size_t dSize) {
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VERIFY(dSize <= rSize);
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assert(dSize <= rSize);
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}
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/*******************************************************************/
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@ -570,8 +570,8 @@ void workBuffer::fill(void) {
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// sound buffers pass what they have to AIL
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void doubleBuffer::fill(void) {
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VERIFY(ailSampleHandle);
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VERIFY(AILLOCated >= 0);
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assert(ailSampleHandle);
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assert(AILLOCated >= 0);
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if (rSize) {
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play(AILLOCated);
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activate(1 - fillBuffer);
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@ -581,14 +581,14 @@ void doubleBuffer::fill(void) {
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}
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void singleBuffer::fill(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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if (rSize) {
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play(0);
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}
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}
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void musicBuffer::fill(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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play(0);
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}
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@ -625,8 +625,8 @@ void doubleBuffer::abortsound(void) {
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}
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void doubleBuffer::release(void) {
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VERIFY(ailSampleHandle);
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VERIFY(rSize == 0);
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assert(ailSampleHandle);
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assert(rSize == 0);
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if (washed() <= -1) {
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if (sample_status() != SMP_STOPPED)
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@ -639,7 +639,7 @@ void doubleBuffer::release(void) {
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AIL_end_sample(ailSampleHandle);
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audioSet = 0;
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audio->resetState((audioInterface::BufferRequest) ID());
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VERIFY(AILLOCated == -1);
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assert(AILLOCated == -1);
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}
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void singleBuffer::abortsound(void) {
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@ -650,11 +650,11 @@ void singleBuffer::abortsound(void) {
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}
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void singleBuffer::release(void) {
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VERIFY(ailSampleHandle);
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VERIFY(rSize == 0);
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assert(ailSampleHandle);
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assert(rSize == 0);
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// AIL_end_sample( ailSampleHandle );
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audioSet = 0;
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VERIFY(AILLOCated == -1);
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assert(AILLOCated == -1);
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}
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void musicBuffer::abortsound(void) {
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@ -664,7 +664,7 @@ void musicBuffer::abortsound(void) {
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}
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void musicBuffer::release(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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// new
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AIL_end_sequence(ailSampleHandle);
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audioSet = 0;
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@ -686,13 +686,13 @@ void Buffer::play(int16) {
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}
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void workBuffer::play(int16 bufNo) {
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VERIFY(bufNo == 0);
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assert(bufNo == 0);
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took(rSize);
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}
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void doubleBuffer::play(int16 bufNo) {
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VERIFY(bufNo >= 0 && bufNo <= 1);
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VERIFY(ailSampleHandle);
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assert(bufNo >= 0 && bufNo <= 1);
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assert(ailSampleHandle);
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targetPos = (int32)((char *) rData - (char *)data[AILLOCated]) + rSize;
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AIL_load_sample_buffer(ailSampleHandle, AILLOCated, rData, rSize);
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took(rSize);
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@ -700,8 +700,8 @@ void doubleBuffer::play(int16 bufNo) {
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}
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void singleBuffer::play(int16 bufNo) {
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VERIFY(bufNo == 0);
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VERIFY(ailSampleHandle);
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assert(bufNo == 0);
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assert(ailSampleHandle);
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AIL_set_sample_address(ailSampleHandle, rData, rSize);
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AIL_set_sample_loop_count(ailSampleHandle, loopCount);
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AIL_start_sample(ailSampleHandle);
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@ -709,18 +709,18 @@ void singleBuffer::play(int16 bufNo) {
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}
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void singleBuffer::replay(void) {
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VERIFY(ailSampleHandle);
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assert(ailSampleHandle);
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rSize = lastRSize; //((uint8 *)rData)-((uint8 *)data[0]) ;
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rData = data[0];
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VERIFY(rSize);
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assert(rSize);
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AIL_set_sample_address(ailSampleHandle, rData, rSize);
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AIL_set_sample_loop_count(ailSampleHandle, loopCount);
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AIL_start_sample(ailSampleHandle);
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}
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void musicBuffer::play(int16 bufNo) {
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VERIFY(bufNo == 0);
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VERIFY(ailSampleHandle);
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assert(bufNo == 0);
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assert(ailSampleHandle);
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if (AIL_init_sequence(ailSampleHandle, rData, 0) <= 0) {
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error("musicBuffer::play");
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}
|
||||
@ -748,8 +748,8 @@ void Buffer::activate(int16) {
|
||||
}
|
||||
|
||||
void workBuffer::activate(int16 bufNo) {
|
||||
VERIFY(bufNo == 0);
|
||||
VERIFY(rSize == 0);
|
||||
assert(bufNo == 0);
|
||||
assert(rSize == 0);
|
||||
if (washed() > -1) {
|
||||
fillBuffer = 0;
|
||||
wSize = size;
|
||||
@ -761,7 +761,7 @@ void workBuffer::activate(int16 bufNo) {
|
||||
|
||||
void doubleBuffer::activate(int16 bufNo) {
|
||||
int32 n;
|
||||
VERIFY(ailSampleHandle);
|
||||
assert(ailSampleHandle);
|
||||
n = bufNo;
|
||||
if (washed() > -1) {
|
||||
targetSated = FALSE;
|
||||
@ -782,7 +782,7 @@ void doubleBuffer::activate(int16 bufNo) {
|
||||
|
||||
void singleBuffer::activate(int16 bufNo) {
|
||||
int32 n;
|
||||
VERIFY(ailSampleHandle);
|
||||
assert(ailSampleHandle);
|
||||
n = bufNo;
|
||||
targetSated = FALSE;
|
||||
fillBuffer = 0;
|
||||
@ -794,7 +794,7 @@ void singleBuffer::activate(int16 bufNo) {
|
||||
|
||||
void musicBuffer::activate(int16 bufNo) {
|
||||
int32 n;
|
||||
VERIFY(ailSampleHandle);
|
||||
assert(ailSampleHandle);
|
||||
n = bufNo;
|
||||
audioSet = 0;
|
||||
if (washed() > -1) {
|
||||
@ -815,7 +815,7 @@ void musicBuffer::activate(int16 bufNo) {
|
||||
}
|
||||
|
||||
void cacheBuffer::activate(int16 bufNo) {
|
||||
VERIFY(bufNo == 0);
|
||||
assert(bufNo == 0);
|
||||
}
|
||||
|
||||
/*******************************************************************/
|
||||
@ -830,19 +830,19 @@ void Buffer::reset(void) {
|
||||
|
||||
void workBuffer::reset(void) {
|
||||
if (rSize) took(rSize);
|
||||
VERIFY(rSize == 0);
|
||||
assert(rSize == 0);
|
||||
activate(0);
|
||||
}
|
||||
|
||||
void doubleBuffer::reset(void) {
|
||||
VERIFY(AILLOCated == -1);
|
||||
assert(AILLOCated == -1);
|
||||
AIL_init_sample(ailSampleHandle);
|
||||
audioSet = 0;
|
||||
targetPos = 0;
|
||||
}
|
||||
|
||||
void singleBuffer::reset(void) {
|
||||
// VERIFY( AILLOCated==-1 );
|
||||
// assert( AILLOCated==-1 );
|
||||
AIL_init_sample(ailSampleHandle);
|
||||
audioSet = 0;
|
||||
}
|
||||
@ -854,7 +854,7 @@ void musicBuffer::reset(void) {
|
||||
}
|
||||
|
||||
void cacheBuffer::reset(void) {
|
||||
VERIFY(rSize == 0);
|
||||
assert(rSize == 0);
|
||||
activate(0);
|
||||
}
|
||||
|
||||
|
@ -121,7 +121,7 @@ int16 hResRead(Buffer &sb, soundSample &ss, hResContext *hrc) {
|
||||
bread = hrc->readbytes(sb.wData, count);
|
||||
sb.gave(bread);
|
||||
|
||||
VERIFY(bread <= count);
|
||||
assert(bread <= count);
|
||||
|
||||
#if ASYNCH_AUDIO
|
||||
if (partial)
|
||||
@ -171,7 +171,7 @@ int16 bufRead(Buffer &sb, soundSample &ss) {
|
||||
memcpy(sb.wData, clickData[ss.curSeg], count);
|
||||
sb.gave(bread);
|
||||
|
||||
VERIFY(bread <= count);
|
||||
assert(bread <= count);
|
||||
|
||||
if (bread == count)
|
||||
rVal |= msgBufferFull;
|
||||
|
@ -197,10 +197,10 @@ void CAutoMap::locateRegion(void) {
|
||||
int i;
|
||||
|
||||
areaRes = auxResFile->newContext(MKTAG('A', 'M', 'A', 'P'), "AreaList");
|
||||
VERIFY(areaRes != NULL);
|
||||
assert(areaRes != NULL);
|
||||
|
||||
trRes = (uint16 *)LoadResource(areaRes, MKTAG('Z', 'O', 'N', currentWorld->mapNum), "AreaList");
|
||||
VERIFY(trRes != NULL);
|
||||
assert(trRes != NULL);
|
||||
regionCount = *trRes;
|
||||
|
||||
centerCoords = trackPos >> (tileUVShift + platShift);
|
||||
|
@ -91,7 +91,7 @@ public:
|
||||
|
||||
// Return a pointer to a Band given a BandID
|
||||
Band *getBandAddress(BandID id) {
|
||||
ASSERT(id >= 0 && id < numBands);
|
||||
assert(id >= 0 && id < numBands);
|
||||
return array[ id ].getBand();
|
||||
}
|
||||
};
|
||||
@ -220,7 +220,7 @@ void *BandList::newBand(void) {
|
||||
// Place a specific Band into the active list and return its address
|
||||
|
||||
void *BandList::newBand(BandID id) {
|
||||
ASSERT(id >= 0 && id < elementsof(array));
|
||||
assert(id >= 0 && id < elementsof(array));
|
||||
|
||||
BandPlaceHolder *bp;
|
||||
|
||||
@ -388,18 +388,18 @@ Band::Band(void **buf) {
|
||||
int16 i;
|
||||
|
||||
// Restore the leader pointer
|
||||
ASSERT(isActor(*((ObjectID *)bufferPtr)));
|
||||
assert(isActor(*((ObjectID *)bufferPtr)));
|
||||
leader = (Actor *)GameObject::objectAddress(*((ObjectID *)bufferPtr));
|
||||
bufferPtr = (ObjectID *)bufferPtr + 1;
|
||||
|
||||
// Restore the member count
|
||||
ASSERT(*((int16 *)bufferPtr) < elementsof(members));
|
||||
assert(*((int16 *)bufferPtr) < elementsof(members));
|
||||
memberCount = *((int16 *)bufferPtr);
|
||||
bufferPtr = (int16 *)bufferPtr + 1;
|
||||
|
||||
// Restore the member pointers
|
||||
for (i = 0; i < memberCount; i++) {
|
||||
ASSERT(isActor(*((ObjectID *)bufferPtr)));
|
||||
assert(isActor(*((ObjectID *)bufferPtr)));
|
||||
members[ i ] = (Actor *)GameObject::objectAddress(
|
||||
*((ObjectID *)bufferPtr));
|
||||
bufferPtr = (ObjectID *)bufferPtr + 1;
|
||||
|
@ -122,7 +122,7 @@ public:
|
||||
}
|
||||
|
||||
void remove(int index) {
|
||||
ASSERT(index < memberCount);
|
||||
assert(index < memberCount);
|
||||
|
||||
int i;
|
||||
|
||||
|
@ -55,7 +55,7 @@ const uint16 GAME_START_HOUR = 5;
|
||||
* ===================================================================== */
|
||||
|
||||
void CalenderTime::update(void) {
|
||||
char *text = NULL;
|
||||
const char *text = NULL;
|
||||
|
||||
if (++frameInHour >= framesPerHour) {
|
||||
frameInHour = 0;
|
||||
@ -97,7 +97,8 @@ void CalenderTime::update(void) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (text) StatusMsg(CALENDAR_STATUS, text, dayInWeek + 1, weeks + 1);
|
||||
if (text)
|
||||
StatusMsg(CALENDAR_STATUS, text, dayInWeek + 1, weeks + 1);
|
||||
}
|
||||
}
|
||||
|
||||
@ -239,8 +240,7 @@ void saveCalender(SaveFileConstructor &saveGame) {
|
||||
// the correct chunk.
|
||||
|
||||
void loadCalender(SaveFileReader &saveGame) {
|
||||
ASSERT(saveGame.getChunkSize()
|
||||
== sizeof(calenderPaused) + sizeof(calender));
|
||||
assert(saveGame.getChunkSize() == sizeof(calenderPaused) + sizeof(calender));
|
||||
|
||||
saveGame.read(&calenderPaused, sizeof(calenderPaused));
|
||||
saveGame.read(&calender, sizeof(calender));
|
||||
|
@ -808,8 +808,8 @@ void ContainerView::dropPhysical(
|
||||
GameObject *mObj,
|
||||
GameObject *cObj,
|
||||
int16 num) {
|
||||
ASSERT(mouseInfo.getObject() == mObj);
|
||||
ASSERT(mObj->containmentSet() & ProtoObj::isTangible);
|
||||
assert(mouseInfo.getObject() == mObj);
|
||||
assert(mObj->containmentSet() & ProtoObj::isTangible);
|
||||
|
||||
// Place object back where it came from, temporarily
|
||||
mouseInfo.replaceObject();
|
||||
@ -839,8 +839,8 @@ void ContainerView::usePhysical(
|
||||
gPanelMessage &msg,
|
||||
GameObject *mObj,
|
||||
GameObject *cObj) {
|
||||
ASSERT(mouseInfo.getObject() == mObj);
|
||||
ASSERT(mObj->containmentSet() & ProtoObj::isTangible);
|
||||
assert(mouseInfo.getObject() == mObj);
|
||||
assert(mObj->containmentSet() & ProtoObj::isTangible);
|
||||
|
||||
if (cObj == NULL) {
|
||||
dropPhysical(msg, mObj, cObj);
|
||||
@ -856,8 +856,8 @@ void ContainerView::useConcept(
|
||||
gPanelMessage &msg,
|
||||
GameObject *mObj,
|
||||
GameObject *cObj) {
|
||||
ASSERT(mouseInfo.getObject() == mObj);
|
||||
ASSERT(mObj->containmentSet() & ProtoObj::isIntangible);
|
||||
assert(mouseInfo.getObject() == mObj);
|
||||
assert(mObj->containmentSet() & ProtoObj::isIntangible);
|
||||
|
||||
mouseInfo.replaceObject();
|
||||
|
||||
@ -939,7 +939,7 @@ void ContainerView::updateMouseText(Point16 &pickPos) {
|
||||
// Functions do not appear to be called
|
||||
|
||||
void ContainerView::setCursorText(GameObject *obj) {
|
||||
ASSERT(obj);
|
||||
assert(obj);
|
||||
|
||||
const bufSize = 40;
|
||||
char cursorText[ bufSize ];
|
||||
@ -1219,8 +1219,8 @@ ScrollableContainerWindow::ScrollableContainerWindow(
|
||||
0,
|
||||
cmdScrollFunc); // mind app func
|
||||
|
||||
ASSERT(view != NULL);
|
||||
ASSERT(scrollCompButton != NULL);
|
||||
assert(view != NULL);
|
||||
assert(scrollCompButton != NULL);
|
||||
}
|
||||
|
||||
/* ===================================================================== *
|
||||
@ -1231,8 +1231,8 @@ TangibleContainerWindow::TangibleContainerWindow(
|
||||
ContainerNode &nd, ContainerAppearanceDef &app)
|
||||
: ScrollableContainerWindow(nd, app, "ObjectWindow") {
|
||||
#if DEBUG
|
||||
ASSERT(view->containerObject);
|
||||
ASSERT(view->containerObject->proto());
|
||||
assert(view->containerObject);
|
||||
assert(view->containerObject->proto());
|
||||
#endif
|
||||
|
||||
const int weightIndicatorType = 2;
|
||||
@ -1255,7 +1255,7 @@ TangibleContainerWindow::TangibleContainerWindow(
|
||||
};
|
||||
uint16 bgndType = view->containerObject->proto()->appearanceType;
|
||||
|
||||
ASSERT(bgndType < 4);
|
||||
assert(bgndType < 4);
|
||||
|
||||
setContainerSprite(); // show at the top of the box
|
||||
|
||||
@ -1342,7 +1342,7 @@ IntangibleContainerWindow::IntangibleContainerWindow(
|
||||
0,
|
||||
cmdMindContainerFunc); // mind app func
|
||||
|
||||
ASSERT(mindSelectorCompButton != NULL);
|
||||
assert(mindSelectorCompButton != NULL);
|
||||
|
||||
mindSelectorCompButton->setResponse(FALSE);
|
||||
|
||||
@ -1373,8 +1373,8 @@ EnchantmentContainerWindow::EnchantmentContainerWindow(
|
||||
0,
|
||||
cmdScrollFunc); // mind app func
|
||||
|
||||
ASSERT(view != NULL);
|
||||
ASSERT(scrollCompButton != NULL);
|
||||
assert(view != NULL);
|
||||
assert(scrollCompButton != NULL);
|
||||
}
|
||||
|
||||
/* ===================================================================== *
|
||||
@ -1499,7 +1499,7 @@ void ContainerNode::hide(void) {
|
||||
void ContainerNode::show(void) {
|
||||
ProtoObj *proto = GameObject::protoAddress(object);
|
||||
|
||||
ASSERT(proto);
|
||||
assert(proto);
|
||||
|
||||
// open the window; Object should already be "open"
|
||||
if (window == NULL) {
|
||||
@ -1796,7 +1796,7 @@ void initContainerNodes(void) {
|
||||
}
|
||||
}
|
||||
|
||||
ASSERT(onlyReady);
|
||||
assert(onlyReady);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -1896,7 +1896,7 @@ void loadContainerNodes(SaveFileReader &saveGame) {
|
||||
globalContainerList.add(*node);
|
||||
}
|
||||
|
||||
ASSERT(tempList.empty());
|
||||
assert(tempList.empty());
|
||||
|
||||
// Free the archive buffer
|
||||
RDisposePtr(archiveBuffer);
|
||||
@ -1934,8 +1934,8 @@ void setMindContainer(int index, IntangibleContainerWindow &cw) {
|
||||
GameObject *newContainer = NULL;
|
||||
ObjectID id;
|
||||
|
||||
ASSERT(index >= 0);
|
||||
ASSERT(index < elementsof(classTable));
|
||||
assert(index >= 0);
|
||||
assert(index < elementsof(classTable));
|
||||
|
||||
int containerClass = classTable[ index ];
|
||||
|
||||
|
@ -581,22 +581,22 @@ void DisplayNode::drawObject(void) {
|
||||
a->currentFacing,
|
||||
a->currentPose);
|
||||
|
||||
ASSERT(anim->start[ 0 ] >= 0);
|
||||
ASSERT(anim->start[ 0 ] < 10000);
|
||||
ASSERT(anim->start[ 1 ] >= 0);
|
||||
ASSERT(anim->start[ 1 ] < 10000);
|
||||
ASSERT(anim->start[ 2 ] >= 0);
|
||||
ASSERT(anim->start[ 2 ] < 10000);
|
||||
assert(anim->start[ 0 ] >= 0);
|
||||
assert(anim->start[ 0 ] < 10000);
|
||||
assert(anim->start[ 1 ] >= 0);
|
||||
assert(anim->start[ 1 ] < 10000);
|
||||
assert(anim->start[ 2 ] >= 0);
|
||||
assert(anim->start[ 2 ] < 10000);
|
||||
|
||||
ASSERT(pose->rightObjectOffset.x < 1000);
|
||||
ASSERT(pose->rightObjectOffset.x > -1000);
|
||||
ASSERT(pose->rightObjectOffset.y < 1000);
|
||||
ASSERT(pose->rightObjectOffset.y > -1000);
|
||||
assert(pose->rightObjectOffset.x < 1000);
|
||||
assert(pose->rightObjectOffset.x > -1000);
|
||||
assert(pose->rightObjectOffset.y < 1000);
|
||||
assert(pose->rightObjectOffset.y > -1000);
|
||||
|
||||
ASSERT(pose->leftObjectOffset.x < 1000);
|
||||
ASSERT(pose->leftObjectOffset.x > -1000);
|
||||
ASSERT(pose->leftObjectOffset.y < 1000);
|
||||
ASSERT(pose->leftObjectOffset.y > -1000);
|
||||
assert(pose->leftObjectOffset.x < 1000);
|
||||
assert(pose->leftObjectOffset.x > -1000);
|
||||
assert(pose->leftObjectOffset.y < 1000);
|
||||
assert(pose->leftObjectOffset.y > -1000);
|
||||
|
||||
// washHandle( aa->spriteBanks[ pose->actorFrameBank ] );
|
||||
|
||||
@ -699,7 +699,7 @@ void DisplayNode::drawObject(void) {
|
||||
|
||||
// Fill in the SpriteComponent structure for body
|
||||
sc = &scList[ bodyIndex ];
|
||||
ASSERT(a->poseInfo.actorFrameIndex < ss->count);
|
||||
assert(a->poseInfo.actorFrameIndex < ss->count);
|
||||
sc->sp = ss->sprite(a->poseInfo.actorFrameIndex);
|
||||
sc->offset.x = sc->offset.y = 0;
|
||||
// Color remapping info
|
||||
@ -707,11 +707,11 @@ void DisplayNode::drawObject(void) {
|
||||
// sc->colorTable = aa->schemeList ? mainColors : identityColors;
|
||||
sc->flipped = (poseFlags & ActorPose::actorFlipped);
|
||||
|
||||
ASSERT(sc->sp != NULL);
|
||||
ASSERT(sc->sp->size.x > 0);
|
||||
ASSERT(sc->sp->size.y > 0);
|
||||
ASSERT(sc->sp->size.x < 255);
|
||||
ASSERT(sc->sp->size.y < 255);
|
||||
assert(sc->sp != NULL);
|
||||
assert(sc->sp->size.x > 0);
|
||||
assert(sc->sp->size.y > 0);
|
||||
assert(sc->sp->size.x < 255);
|
||||
assert(sc->sp->size.y < 255);
|
||||
|
||||
// If we were carrying something in the left hand,
|
||||
// then fill in the component structure for it.
|
||||
@ -728,12 +728,12 @@ void DisplayNode::drawObject(void) {
|
||||
sc->sp = proto->getOrientedSprite(
|
||||
obj,
|
||||
a->poseInfo.leftObjectIndex);
|
||||
ASSERT(sc->sp != NULL);
|
||||
assert(sc->sp != NULL);
|
||||
sc->offset = a->poseInfo.leftObjectOffset;
|
||||
ASSERT(sc->offset.x < 1000);
|
||||
ASSERT(sc->offset.x > -1000);
|
||||
ASSERT(sc->offset.y < 1000);
|
||||
ASSERT(sc->offset.y > -1000);
|
||||
assert(sc->offset.x < 1000);
|
||||
assert(sc->offset.x > -1000);
|
||||
assert(sc->offset.y < 1000);
|
||||
assert(sc->offset.y > -1000);
|
||||
sc->colorTable = leftColors;
|
||||
sc->flipped = (poseFlags & ActorPose::leftObjectFlipped);
|
||||
}
|
||||
@ -753,16 +753,16 @@ void DisplayNode::drawObject(void) {
|
||||
sc->sp = proto->getOrientedSprite(
|
||||
obj,
|
||||
a->poseInfo.rightObjectIndex);
|
||||
ASSERT(sc->sp != NULL);
|
||||
ASSERT(sc->sp->size.x > 0);
|
||||
ASSERT(sc->sp->size.y > 0);
|
||||
ASSERT(sc->sp->size.x < 255);
|
||||
ASSERT(sc->sp->size.y < 255);
|
||||
assert(sc->sp != NULL);
|
||||
assert(sc->sp->size.x > 0);
|
||||
assert(sc->sp->size.y > 0);
|
||||
assert(sc->sp->size.x < 255);
|
||||
assert(sc->sp->size.y < 255);
|
||||
sc->offset = a->poseInfo.rightObjectOffset;
|
||||
ASSERT(sc->offset.x < 1000);
|
||||
ASSERT(sc->offset.x > -1000);
|
||||
ASSERT(sc->offset.y < 1000);
|
||||
ASSERT(sc->offset.y > -1000);
|
||||
assert(sc->offset.x < 1000);
|
||||
assert(sc->offset.x > -1000);
|
||||
assert(sc->offset.y < 1000);
|
||||
assert(sc->offset.y > -1000);
|
||||
sc->colorTable = rightColors;
|
||||
sc->flipped = (poseFlags & ActorPose::rightObjectFlipped);
|
||||
}
|
||||
|
@ -93,7 +93,7 @@ void ProtoDamage::implement(GameObject *cst, SpellTarget *trg, int8 deltaDamage)
|
||||
ObjectID pID = cst->possessor();
|
||||
if (pID != Nothing) {
|
||||
Actor *p = (Actor *) GameObject::objectAddress(pID);
|
||||
VERIFY(isActor(p));
|
||||
assert(isActor(p));
|
||||
if (totalDice > 0 && trg->getObject() && isActor(trg->getObject()))
|
||||
offensiveNotification(p, (Actor *) trg->getObject());
|
||||
}
|
||||
@ -101,7 +101,7 @@ void ProtoDamage::implement(GameObject *cst, SpellTarget *trg, int8 deltaDamage)
|
||||
|
||||
totalBase -= deltaDamage;
|
||||
|
||||
VERIFY(trg->getType() == SpellTarget::spellTargetObject);
|
||||
assert(trg->getType() == SpellTarget::spellTargetObject);
|
||||
if (self)
|
||||
cst->acceptDamage(cst->thisID(), totalBase, type, totalDice, sides);
|
||||
else
|
||||
@ -174,7 +174,7 @@ void ProtoDrainage::implement(GameObject *cst, SpellTarget *trg, int8) {
|
||||
ObjectID pID = cst->possessor();
|
||||
if (pID != Nothing) {
|
||||
Actor *p = (Actor *) GameObject::objectAddress(pID);
|
||||
VERIFY(isActor(p));
|
||||
assert(isActor(p));
|
||||
if (totalDice > 0 && trg->getObject() && isActor(trg->getObject()))
|
||||
offensiveNotification(p, (Actor *) trg->getObject());
|
||||
}
|
||||
@ -222,7 +222,7 @@ void ProtoEnchantment::implement(GameObject *cst, SpellTarget *trg, int8) {
|
||||
ObjectID pID = cst->possessor();
|
||||
if (pID != Nothing) {
|
||||
Actor *p = (Actor *) GameObject::objectAddress(pID);
|
||||
VERIFY(isActor(p));
|
||||
assert(isActor(p));
|
||||
offensiveNotification(p, (Actor *) trg->getObject());
|
||||
}
|
||||
}
|
||||
@ -246,7 +246,7 @@ void ProtoEnchantment::implement(GameObject *cst, SpellTarget *trg, int8) {
|
||||
|
||||
void ProtoTAGEffect::implement(GameObject *cst, SpellTarget *trg, int8) {
|
||||
ActiveItem *tag = trg->getTAG();
|
||||
VERIFY(tag);
|
||||
assert(tag);
|
||||
if (affectBit == settagLocked) {
|
||||
//if ( tag->builtInBehavior()==ActiveItem::builtInDoor )
|
||||
if (tag->isLocked() != onOff)
|
||||
@ -261,7 +261,7 @@ void ProtoTAGEffect::implement(GameObject *cst, SpellTarget *trg, int8) {
|
||||
|
||||
void ProtoObjectEffect::implement(GameObject *, SpellTarget *trg, int8) {
|
||||
GameObject *go = trg->getObject();
|
||||
VERIFY(go);
|
||||
assert(go);
|
||||
if (!isActor(go))
|
||||
EnchantObject(go->thisID(), affectBit, dice.roll());
|
||||
}
|
||||
@ -278,7 +278,7 @@ void ProtoLocationEffect::implement(GameObject *, SpellTarget *, int8) {
|
||||
// use a special spell on something
|
||||
|
||||
void ProtoSpecialEffect::implement(GameObject *cst, SpellTarget *trg, int8) {
|
||||
VERIFY(handler);
|
||||
assert(handler);
|
||||
(*handler)(cst, trg);
|
||||
}
|
||||
|
||||
@ -322,8 +322,8 @@ bool ProtoObjectEffect::applicable(SpellTarget &trg) {
|
||||
#endif
|
||||
|
||||
void createSpellCallFrame(GameObject *go, SpellTarget *trg, scriptCallFrame &scf) {
|
||||
VERIFY(go);
|
||||
VERIFY(trg);
|
||||
assert(go);
|
||||
assert(trg);
|
||||
scf.invokedObject = Nothing;
|
||||
scf.enactor = go->thisID();
|
||||
scf.directObject = Nothing;
|
||||
@ -426,7 +426,7 @@ SPECIALSPELL(DeathSpell) {
|
||||
ObjectID pID = cst->possessor();
|
||||
if (pID != Nothing) {
|
||||
Actor *p = (Actor *) GameObject::objectAddress(pID);
|
||||
VERIFY(isActor(p));
|
||||
assert(isActor(p));
|
||||
offensiveNotification(p, (Actor *) trg->getObject());
|
||||
}
|
||||
}
|
||||
@ -475,7 +475,7 @@ SPECIALSPELL(DispellProtections) {
|
||||
ObjectID pID = cst->possessor();
|
||||
if (pID != Nothing) {
|
||||
Actor *p = (Actor *) GameObject::objectAddress(pID);
|
||||
VERIFY(isActor(p));
|
||||
assert(isActor(p));
|
||||
offensiveNotification(p, (Actor *) trg->getObject());
|
||||
}
|
||||
}
|
||||
|
@ -318,9 +318,9 @@ enum effectSpecialTypes {
|
||||
//
|
||||
|
||||
inline uint16 makeEnchantmentID(uint16 type, uint16 damtyp, int16 damamt) {
|
||||
VERIFY(type < 8);
|
||||
VERIFY(damtyp < 32);
|
||||
VERIFY(damamt < 128 && damamt > -128);
|
||||
assert(type < 8);
|
||||
assert(damtyp < 32);
|
||||
assert(damamt < 128 && damamt > -128);
|
||||
return (type << 13) | (damtyp << 8) + (damamt + 128);
|
||||
}
|
||||
|
||||
|
@ -58,8 +58,8 @@ ObjectID EnchantObject(
|
||||
ProtoObj *enchProto;
|
||||
TilePoint slot;
|
||||
|
||||
VERIFY(enchantmentProto >= 0);
|
||||
VERIFY(enchantmentProto < objectProtoCount);
|
||||
assert(enchantmentProto >= 0);
|
||||
assert(enchantmentProto < objectProtoCount);
|
||||
|
||||
enchProto = &objectProtos[ enchantmentProto ];
|
||||
|
||||
@ -86,8 +86,8 @@ ObjectID EnchantObject(
|
||||
|
||||
// Now, change the object base on enchantments
|
||||
obj->evalEnchantments();
|
||||
VERIFY(enchProto->containmentSet() & ProtoObj::isEnchantment);
|
||||
VERIFY((ench->protoAddress(ench->thisID()))->containmentSet() & ProtoObj::isEnchantment);
|
||||
assert(enchProto->containmentSet() & ProtoObj::isEnchantment);
|
||||
assert((ench->protoAddress(ench->thisID()))->containmentSet() & ProtoObj::isEnchantment);
|
||||
return ench->thisID();
|
||||
}
|
||||
|
||||
|
@ -448,7 +448,7 @@ void LabeledButton::drawClipped(
|
||||
|
||||
FloatingWindow::FloatingWindow(const Rect16 &r, uint16 ident, const char saveas[], AppFunc *cmd)
|
||||
: DecoratedWindow(r, ident, saveas, cmd) {
|
||||
VERIFY(db = NEW_UI DragBar(*this, Rect16(0, 0, r.width, r.height)));
|
||||
assert(db = NEW_UI DragBar(*this, Rect16(0, 0, r.width, r.height)));
|
||||
|
||||
origPos.x = r.x;
|
||||
origPos.y = r.y;
|
||||
|
@ -221,7 +221,7 @@ public:
|
||||
|
||||
frameSmoother::frameSmoother(int32 fps, uint32 perSec, uint32 now)
|
||||
: frameCounter(perSec, now) {
|
||||
ASSERT(fps);
|
||||
assert(fps);
|
||||
desiredFPS = fps;
|
||||
historySize = fps * 5;
|
||||
frameHistory = new float[historySize];
|
||||
|
@ -232,7 +232,7 @@ void gMousePointer::restore(void) {
|
||||
**********************************************************************
|
||||
*/
|
||||
void gMousePointer::show(void) {
|
||||
ASSERT(hideCount > 0);
|
||||
assert(hideCount > 0);
|
||||
|
||||
if (--hideCount == 0) {
|
||||
#if defined( USEWINDOWS )
|
||||
|
@ -88,7 +88,7 @@ void GrabInfo::grabObject(ObjectID objid, Intent in, int16 count) {
|
||||
void GrabInfo::grabObject(GameObject *obj, Intent in, int16 count) {
|
||||
char objText[ bufSize ];
|
||||
|
||||
ASSERT(!obj->isMoving());
|
||||
assert(!obj->isMoving());
|
||||
|
||||
// set the number of items
|
||||
setMoveCount(count);
|
||||
@ -177,12 +177,12 @@ uint8 GrabInfo::setIntent(uint8 in) {
|
||||
|
||||
// Make the object given into the mouse pointer
|
||||
void GrabInfo::setIcon(void) {
|
||||
ASSERT(
|
||||
assert(
|
||||
pointerMap.size.x == 0
|
||||
&& pointerMap.size.y == 0
|
||||
&& pointerMap.data == NULL);
|
||||
|
||||
ASSERT(grabObj != NULL && isObject(grabObj));
|
||||
assert(grabObj != NULL && isObject(grabObj));
|
||||
|
||||
Sprite *spr;
|
||||
ProtoObj *proto;
|
||||
@ -219,7 +219,7 @@ void GrabInfo::setIcon(void) {
|
||||
}
|
||||
|
||||
void GrabInfo::clearIcon(void) {
|
||||
ASSERT(grabObj == NULL);
|
||||
assert(grabObj == NULL);
|
||||
|
||||
if (pointerMap.data != NULL) {
|
||||
RDisposePtr(pointerMap.data);
|
||||
|
@ -121,7 +121,7 @@ uint8 *builtinObjectAddress(int16 segment, uint16 index) {
|
||||
return (uint8 *)ActiveItem::activeItemAddress(index);
|
||||
|
||||
case builtinAbstract:
|
||||
ASSERT(index > 0);
|
||||
assert(index > 0);
|
||||
if (lookupExport(index, segNum, segOff) == FALSE)
|
||||
error("SAGA: Cannot take address of abtract class");
|
||||
|
||||
@ -195,7 +195,7 @@ uint16 *builtinVTableAddress(int16 btype, uint8 *addr, CallTable **callTab) {
|
||||
error("SAGA Failure: Attempt to call member function of invalid builtin type.\n");
|
||||
}
|
||||
|
||||
// ASSERT( script > 0 );
|
||||
// assert( script > 0 );
|
||||
|
||||
// Look up the vtable in the export table.
|
||||
if (script != 0 && lookupExport(script, vtSeg, vtOffset)) {
|
||||
@ -455,9 +455,9 @@ uint8 *Thread::strAddress(int strNum) {
|
||||
uint16 *codeBase = (uint16 *)*codeSeg;
|
||||
uint8 *strSeg = segmentAddress(codeBase[ 1 ], codeBase[ 2 ]);
|
||||
|
||||
ASSERT(strNum >= 0);
|
||||
ASSERT(codeBase);
|
||||
ASSERT(strSeg);
|
||||
assert(strNum >= 0);
|
||||
assert(codeBase);
|
||||
assert(strSeg);
|
||||
|
||||
return strSeg + ((uint16 *)strSeg)[ strNum ];
|
||||
}
|
||||
@ -1161,7 +1161,7 @@ public:
|
||||
|
||||
// Return a pointer to a thread, given an ID
|
||||
Thread *getThreadAddress(ThreadID id) {
|
||||
ASSERT(id >= 0 && id < elementsof(array));
|
||||
assert(id >= 0 && id < elementsof(array));
|
||||
return array[ id ].getThread();
|
||||
}
|
||||
|
||||
@ -1296,7 +1296,7 @@ void *ThreadList::newThread(void) {
|
||||
// Place a new thread into the active list and return its pointer
|
||||
|
||||
void *ThreadList::newThread(ThreadID id) {
|
||||
ASSERT(id >= 0 && id < elementsof(array));
|
||||
assert(id >= 0 && id < elementsof(array));
|
||||
|
||||
ThreadPlaceHolder *tp;
|
||||
|
||||
@ -1427,7 +1427,7 @@ void loadSAGAThreads(SaveFileReader &saveGame) {
|
||||
new (&threadList) ThreadList;
|
||||
bufferPtr = threadList.restore(bufferPtr);
|
||||
|
||||
ASSERT((char *)bufferPtr == (char *)archiveBuffer
|
||||
assert((char *)bufferPtr == (char *)archiveBuffer
|
||||
+ saveGame.getChunkSize());
|
||||
|
||||
RDisposePtr(archiveBuffer);
|
||||
@ -1502,7 +1502,7 @@ Thread::Thread(uint16 segNum, uint16 segOff, scriptCallFrame &args) {
|
||||
|
||||
if ((*codeSeg)[ programCounter.offset ] != op_enter)
|
||||
error("SAGA failure: Invalid script entry point (export=%d) [segment=%d:%d]\n", lastExport, segNum, segOff);
|
||||
// VERIFY ((*codeSeg)[ programCounter.offset ] == op_enter);
|
||||
// assert ((*codeSeg)[ programCounter.offset ] == op_enter);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
@ -1754,7 +1754,7 @@ void initScripts(void) {
|
||||
dataSegSize = RPtrSize(*dataSegment);
|
||||
|
||||
exportSegment = (UByteHandle)scriptRes->load(exportSegID, "saga export segmant");
|
||||
ASSERT(exportSegment != NULL);
|
||||
assert(exportSegment != NULL);
|
||||
|
||||
exportCount = (scriptRes->size(exportSegID) / sizeof(uint32)) + 1;
|
||||
}
|
||||
@ -1804,8 +1804,8 @@ static bool lookupExport(
|
||||
uint32 segRef,
|
||||
*exportBase = (uint32 *)(*exportSegment - 2);
|
||||
|
||||
ASSERT(entry > 0);
|
||||
ASSERT(entry <= exportCount);
|
||||
assert(entry > 0);
|
||||
assert(entry <= exportCount);
|
||||
|
||||
segRef = exportBase[ entry ];
|
||||
segOff = segRef >> 16,
|
||||
@ -1832,7 +1832,7 @@ scriptResult runScript(uint16 exportEntryNum, scriptCallFrame &args) {
|
||||
if (exportEntryNum < 0)
|
||||
error("SAGA failure: Attempt to run script with invalid export ID %d.", exportEntryNum);
|
||||
|
||||
ASSERT(exportEntryNum > 0);
|
||||
assert(exportEntryNum > 0);
|
||||
lookupExport(exportEntryNum, segNum, segOff);
|
||||
|
||||
// Create a new thread
|
||||
@ -1894,8 +1894,8 @@ scriptResult runMethod(
|
||||
C_Call *cfunc;
|
||||
|
||||
// Make sure the C function number is OK
|
||||
ASSERT(funcNum >= 0);
|
||||
ASSERT(funcNum < globalCFuncs.numEntries);
|
||||
assert(funcNum >= 0);
|
||||
assert(funcNum < globalCFuncs.numEntries);
|
||||
cfunc = globalCFuncs.table[ funcNum ];
|
||||
|
||||
// Build a temporary dummy thread
|
||||
@ -1935,7 +1935,7 @@ scriptResult runObjectMethod(
|
||||
scriptCallFrame &args) {
|
||||
GameObject *obj;
|
||||
|
||||
VERIFY(obj = GameObject::objectAddress(id));
|
||||
assert(obj = GameObject::objectAddress(id));
|
||||
|
||||
return runMethod(obj->scriptClass(),
|
||||
builtinTypeObject,
|
||||
@ -1953,7 +1953,7 @@ scriptResult runTagMethod(
|
||||
scriptCallFrame &args) {
|
||||
ActiveItemPtr aItem;
|
||||
|
||||
VERIFY(aItem = ActiveItem::activeItemAddress(index));
|
||||
assert(aItem = ActiveItem::activeItemAddress(index));
|
||||
if (!aItem->scriptClassID)
|
||||
return scriptResultNoScript;
|
||||
|
||||
|
@ -513,11 +513,11 @@ CPortrait::CPortrait(gMultCompButton **portraits,
|
||||
const uint16 numPorts,
|
||||
uint16 numBrothers) { // numBrothers = post 1
|
||||
// do some checking
|
||||
ASSERT(portraits);
|
||||
ASSERT(indivPort);
|
||||
assert(portraits);
|
||||
assert(indivPort);
|
||||
|
||||
for (uint16 i = 0; i < numBrothers; i++) {
|
||||
ASSERT(portraits[ i ]);
|
||||
assert(portraits[ i ]);
|
||||
};
|
||||
|
||||
buttons = portraits; // set the pointer for class
|
||||
@ -532,7 +532,7 @@ CPortrait::CPortrait(gMultCompButton **portraits,
|
||||
}
|
||||
|
||||
void CPortrait::setPortrait(uint16 brotherID) {
|
||||
ASSERT(brotherID < _numViews + 1);
|
||||
assert(brotherID < _numViews + 1);
|
||||
|
||||
// tell button to select and display new image
|
||||
if (brotherID == uiIndiv) {
|
||||
@ -553,7 +553,7 @@ void CPortrait::set(uint16 brotherID, PortraitType type) {
|
||||
}
|
||||
|
||||
void CPortrait::ORset(uint16 brotherID, PortraitType type) { // brotherID = post 0
|
||||
ASSERT(brotherID < _numViews + 1);
|
||||
assert(brotherID < _numViews + 1);
|
||||
|
||||
if (type == currentState[ brotherID ]) {
|
||||
currentState[ brotherID ] = normal;
|
||||
@ -723,7 +723,7 @@ CStatusLine::CStatusLine(gPanelList &list,
|
||||
|
||||
CStatusLine::~CStatusLine(void) {
|
||||
while (queueTail != queueHead) {
|
||||
ASSERT(lineQueue[ queueTail ].text != NULL);
|
||||
assert(lineQueue[ queueTail ].text != NULL);
|
||||
|
||||
RDisposePtr(lineQueue[ queueTail ].text);
|
||||
queueTail = bump(queueTail);
|
||||
@ -950,7 +950,7 @@ CManaIndicator::CManaIndicator(gPanelList &list) : gCompImage(list,
|
||||
NULL,
|
||||
0,
|
||||
cmdManaInd) {
|
||||
ASSERT(resFile);
|
||||
assert(resFile);
|
||||
|
||||
// init the resource handle with the mana resource group
|
||||
resContext = resFile->newContext(MKTAG('M', 'A', 'N', 'A'),
|
||||
@ -1218,7 +1218,7 @@ void CManaIndicator::drawClipped(gPort &port,
|
||||
}
|
||||
|
||||
bool CManaIndicator::needUpdate(PlayerActor *player) {
|
||||
ASSERT(player);
|
||||
assert(player);
|
||||
|
||||
// get the ability scores for this character
|
||||
ActorAttributes *stats = player->getEffStats();
|
||||
@ -1245,7 +1245,7 @@ bool CManaIndicator::needUpdate(PlayerActor *player) {
|
||||
|
||||
|
||||
bool CManaIndicator::update(PlayerActor *player) {
|
||||
ASSERT(player);
|
||||
assert(player);
|
||||
|
||||
// get the ability scores for this character
|
||||
ActorAttributes *stats = player->getEffStats();
|
||||
@ -1422,7 +1422,7 @@ CHealthIndicator::~CHealthIndicator(void) {
|
||||
// Recalculate and update the health star for a particular brother
|
||||
|
||||
void CHealthIndicator::updateStar(gCompImage *starCtl, int32 bro, int32 baseVitality, int32 curVitality) {
|
||||
ASSERT(baseVitality >= 0);
|
||||
assert(baseVitality >= 0);
|
||||
|
||||
int16 maxStar, imageIndex;
|
||||
|
||||
@ -1909,7 +1909,7 @@ inline T GetRatio(T curUnits, T maxUnits, T ratio) {
|
||||
}
|
||||
|
||||
uint16 getWeightRatio(GameObject *obj, uint16 &maxRatio, bool bReturnMaxRatio = TRUE) {
|
||||
ASSERT(isObject(obj) || isActor(obj));
|
||||
assert(isObject(obj) || isActor(obj));
|
||||
|
||||
uint16 weight;
|
||||
uint16 maxWeight;
|
||||
@ -1933,7 +1933,7 @@ uint16 getWeightRatio(GameObject *obj, uint16 &maxRatio, bool bReturnMaxRatio =
|
||||
|
||||
|
||||
uint16 getBulkRatio(GameObject *obj, uint16 &maxRatio, bool bReturnMaxRatio = TRUE) {
|
||||
ASSERT(isObject(obj) || isActor(obj));
|
||||
assert(isObject(obj) || isActor(obj));
|
||||
|
||||
uint16 maxBulk;
|
||||
uint16 bulk;
|
||||
|
@ -350,7 +350,7 @@ inline bool file_exists(const char f[]) {
|
||||
|
||||
void nameHook(char *targ, const char *bpath, const char *, const char *fname) {
|
||||
char filename[260] = "";
|
||||
VERIFY(targ);
|
||||
assert(targ);
|
||||
|
||||
if (strcmp(bpath, ".\\")) { //if env var set
|
||||
strcpy(filename, bpath);
|
||||
|
@ -131,8 +131,8 @@ bool nonUsable(SkillProto *spell) {
|
||||
//-----------------------------------------------------------------------
|
||||
// test a target for viability in a given spell
|
||||
bool validTarget(GameObject *enactor, GameObject *target, ActiveItem *tag, SkillProto *skill) {
|
||||
VERIFY(enactor != NULL);
|
||||
VERIFY(skill != NULL);
|
||||
assert(enactor != NULL);
|
||||
assert(skill != NULL);
|
||||
SpellStuff &sp = spellBook[skill->getSpellID()];
|
||||
int32 range = sp.getRange();
|
||||
if (target != NULL && target->thisID() != Nothing) {
|
||||
@ -196,7 +196,7 @@ bool canCast(GameObject *enactor, SkillProto *spell) {
|
||||
#if NPC_MANA_CHECK
|
||||
if (isActor(enactor)) {
|
||||
Actor *a = (Actor *) enactor;
|
||||
VERIFY(ami >= manaIDRed && ami <= manaIDViolet);
|
||||
assert(ami >= manaIDRed && ami <= manaIDViolet);
|
||||
if ((&a->effectiveStats.redMana)[ami] < amt)
|
||||
return FALSE;
|
||||
return TRUE;
|
||||
@ -279,7 +279,7 @@ bool implementSpell(GameObject *enactor, Location &target, SkillProto *spell)
|
||||
SpellID s = spell->getSpellID();
|
||||
SpellStuff &sProto = spellBook[s];
|
||||
|
||||
VERIFY(sProto.shouldTarget(spellApplyLocation));
|
||||
assert(sProto.shouldTarget(spellApplyLocation));
|
||||
|
||||
ActorManaID ami = (ActorManaID)(sProto.getManaType());
|
||||
|
||||
@ -318,8 +318,8 @@ bool implementSpell(GameObject *enactor, ActiveItem *target, SkillProto *spell)
|
||||
if (sProto.shouldTarget(spellApplyLocation)) {
|
||||
return implementSpell(enactor, l, spell);
|
||||
}
|
||||
VERIFY(sProto.shouldTarget(spellApplyTAG));
|
||||
VERIFY(target->itemType == activeTypeInstance);
|
||||
assert(sProto.shouldTarget(spellApplyTAG));
|
||||
assert(target->itemType == activeTypeInstance);
|
||||
|
||||
ActorManaID ami = (ActorManaID)(sProto.getManaType());
|
||||
|
||||
@ -357,7 +357,7 @@ bool implementSpell(GameObject *enactor, GameObject *target, SkillProto *spell)
|
||||
Location l = Location(target->getWorldLocation(), enactor->world()->thisID());
|
||||
if (sProto.shouldTarget(spellApplyLocation))
|
||||
return implementSpell(enactor, l, spell);
|
||||
VERIFY(sProto.shouldTarget(spellApplyObject));
|
||||
assert(sProto.shouldTarget(spellApplyObject));
|
||||
|
||||
ActorManaID ami = (ActorManaID)(sProto.getManaType());
|
||||
|
||||
|
@ -80,8 +80,8 @@ int ActiveMission::findMission(ObjectID genID) {
|
||||
}
|
||||
|
||||
ActiveMission *ActiveMission::missionAddress(int index) {
|
||||
ASSERT(index >= 0);
|
||||
ASSERT(index < elementsof(activeMissions));
|
||||
assert(index >= 0);
|
||||
assert(index < elementsof(activeMissions));
|
||||
|
||||
return &activeMissions[ index ];
|
||||
}
|
||||
|
@ -99,7 +99,6 @@ MODULE_OBJS := \
|
||||
tromode.o \
|
||||
uidialog.o \
|
||||
vbacksav.o \
|
||||
verify.o \
|
||||
video.o \
|
||||
videobox.o \
|
||||
videomem.o \
|
||||
|
@ -232,7 +232,7 @@ inline int16 spinRight(int16 dir, int16 amt = 1) {
|
||||
// happens due to the point-sampled nature of the environment.
|
||||
|
||||
bool unstickObject(GameObject *obj) {
|
||||
ASSERT(isObject(obj) || isActor(obj));
|
||||
assert(isObject(obj) || isActor(obj));
|
||||
|
||||
TilePoint pos;
|
||||
int height,
|
||||
@ -402,7 +402,7 @@ MotionTaskList::MotionTaskList(void **buf) {
|
||||
// active list
|
||||
mt = (MotionTask *)free.remHead();
|
||||
#if DEBUG
|
||||
VERIFY(mt != NULL);
|
||||
assert(mt != NULL);
|
||||
#endif
|
||||
list.addTail(*mt);
|
||||
|
||||
@ -1296,7 +1296,7 @@ void MotionTask::calcVelocity(const TilePoint &vector, int16 turns) {
|
||||
// This initiates a motion task for turning an actor
|
||||
|
||||
void MotionTask::turn(Actor &obj, Direction dir) {
|
||||
ASSERT(dir >= 0 && dir < 8);
|
||||
assert(dir >= 0 && dir < 8);
|
||||
|
||||
MotionTask *mt;
|
||||
|
||||
@ -1879,7 +1879,7 @@ void MotionTask::castSpell(Actor &a, SkillProto &spell, ActiveItem &target) {
|
||||
if ((mt = mTaskList.newTask(&a)) != NULL) {
|
||||
if (mt->motionType != type) {
|
||||
Location loc;
|
||||
VERIFY(target.itemType == activeTypeInstance);
|
||||
assert(target.itemType == activeTypeInstance);
|
||||
mt->motionType = type;
|
||||
mt->spellObj = &spell;
|
||||
mt->targetTAG = ⌖
|
||||
@ -2543,7 +2543,7 @@ void MotionTask::walkAction(void) {
|
||||
moveTaskDone = FALSE;
|
||||
WalkType walkType = walkNormal;
|
||||
|
||||
ASSERT(isActor(object));
|
||||
assert(isActor(object));
|
||||
a = (Actor *)object;
|
||||
aa = a->appearance;
|
||||
|
||||
@ -3558,7 +3558,7 @@ GameObject *MotionTask::blockingObject(Actor *thisAttacker) {
|
||||
void MotionTask::fireBowAction(void) {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
ASSERT(a->leftHandObject != Nothing);
|
||||
assert(a->leftHandObject != Nothing);
|
||||
|
||||
// Initialize the bow firing motion
|
||||
if (flags & reset) {
|
||||
@ -3695,7 +3695,7 @@ void MotionTask::castSpellAction(void) {
|
||||
if (actionCounter == 0) {
|
||||
if (spellObj) {
|
||||
if (flags & TAGTarg) {
|
||||
VERIFY(targetTAG->itemType == activeTypeInstance);
|
||||
assert(targetTAG->itemType == activeTypeInstance);
|
||||
spellObj->implementAction(spellObj->getSpellID(), a->thisID(), targetTAG->thisID());
|
||||
} else if (flags & LocTarg) {
|
||||
spellObj->implementAction(spellObj->getSpellID(), a->thisID(), targetLoc);
|
||||
@ -4113,7 +4113,7 @@ void MotionTask::useMagicWeaponAction(void) {
|
||||
spell = GameObject::objectAddress(magicWeapon->IDChild());
|
||||
spellProto = (SkillProto *)spell->proto();
|
||||
|
||||
ASSERT(spellProto->containmentSet() & ProtoObj::isSkill);
|
||||
assert(spellProto->containmentSet() & ProtoObj::isSkill);
|
||||
|
||||
// use the spell
|
||||
spellProto->implementAction(
|
||||
|
@ -131,8 +131,8 @@ void createStackedImage(
|
||||
gPixelMap **imageArray,
|
||||
int *imageCenterArray,
|
||||
int images) {
|
||||
ASSERT(images != 0);
|
||||
ASSERT(newImage->data == NULL);
|
||||
assert(images != 0);
|
||||
assert(newImage->data == NULL);
|
||||
|
||||
int i;
|
||||
int newImageBytes,
|
||||
@ -184,7 +184,7 @@ void createStackedImage(
|
||||
// Dispose of an image created with createStackedImage
|
||||
|
||||
inline void disposeStackedImage(gPixelMap *image) {
|
||||
ASSERT(image->data != NULL);
|
||||
assert(image->data != NULL);
|
||||
|
||||
delete [] image->data;
|
||||
image->data = NULL;
|
||||
@ -363,8 +363,8 @@ void setMouseTextF(char *format, ...) {
|
||||
// gauge on if necessary ).
|
||||
|
||||
void setMouseGauge(int numerator, int denominator) {
|
||||
ASSERT(denominator != 0);
|
||||
ASSERT(numerator <= denominator);
|
||||
assert(denominator != 0);
|
||||
assert(numerator <= denominator);
|
||||
|
||||
if (showGauge
|
||||
&& numerator == gaugeNumerator
|
||||
|
@ -410,7 +410,7 @@ void toggleMusic(void) {
|
||||
// hook used by videos
|
||||
|
||||
HDIGDRIVER &digitalAudioDriver(void) {
|
||||
VERIFY(audio);
|
||||
assert(audio);
|
||||
return audio->dig;
|
||||
}
|
||||
|
||||
@ -691,7 +691,7 @@ uint32 parse_res_id(char IDstr[]) {
|
||||
uint32 a[5] = {0, 0, 0, 0, 0};
|
||||
uint32 a2, res = 0;
|
||||
uint32 i, j;
|
||||
VERIFY(IDstr != NULL);
|
||||
assert(IDstr != NULL);
|
||||
if (strlen(IDstr)) {
|
||||
for (i = 0, j = 0; i < strlen(IDstr); i++) {
|
||||
if (IDstr[i] == ':') {
|
||||
|
@ -528,7 +528,7 @@ void GameObject::objCursorText(char nameBuf[], const int8 size, int16 count) {
|
||||
nameBuf[ size - 1 ] = NULL;
|
||||
|
||||
|
||||
ASSERT(strlen(objName()) < size - addTextSize);
|
||||
assert(strlen(objName()) < size - addTextSize);
|
||||
|
||||
// check to see if this item is a physical object
|
||||
// if so, then give the count of the item ( if stacked )
|
||||
@ -600,7 +600,7 @@ void GameObject::objCursorText(char nameBuf[], const int8 size, int16 count) {
|
||||
|
||||
if (actorIDToPlayerID(aID, pID)) {
|
||||
PlayerActor *player = getPlayerActorAddress(pID);
|
||||
ASSERT(player);
|
||||
assert(player);
|
||||
|
||||
int16 manaAmount;
|
||||
int16 baseManaAmount;
|
||||
@ -834,7 +834,7 @@ void GameObject::move(const Location &location, int16 num) {
|
||||
|
||||
|
||||
int16 GameObject::getChargeType(void) {
|
||||
ASSERT(prototype);
|
||||
assert(prototype);
|
||||
|
||||
return prototype->getChargeType();
|
||||
}
|
||||
@ -846,7 +846,7 @@ void GameObject::recharge(void) {
|
||||
// it's charges to maximum
|
||||
if (getChargeType()) {
|
||||
ProtoObj *po = GameObject::protoAddress(thisID());
|
||||
VERIFY(po);
|
||||
assert(po);
|
||||
bParam = po->maxCharges;
|
||||
}
|
||||
}
|
||||
@ -854,7 +854,7 @@ void GameObject::recharge(void) {
|
||||
// take a charge
|
||||
bool GameObject::deductCharge(ActorManaID manaID, uint16 manaCost) {
|
||||
ProtoObj *po = GameObject::protoAddress(thisID());
|
||||
VERIFY(po);
|
||||
assert(po);
|
||||
|
||||
// if this is not a chargeable item, then return FALSE
|
||||
if (!getChargeType()) {
|
||||
@ -887,7 +887,7 @@ bool GameObject::deductCharge(ActorManaID manaID, uint16 manaCost) {
|
||||
|
||||
bool GameObject::hasCharge(ActorManaID manaID, uint16 manaCost) {
|
||||
ProtoObj *po = GameObject::protoAddress(thisID());
|
||||
VERIFY(po);
|
||||
assert(po);
|
||||
|
||||
// if this is not a chargeable item, then return FALSE
|
||||
if (!getChargeType()) {
|
||||
@ -1016,7 +1016,7 @@ ObjectID GameObject::extractMerged(const Location &loc, int16 num) {
|
||||
}
|
||||
|
||||
// massCount should never go negitive
|
||||
ASSERT(massCount >= 0);
|
||||
assert(massCount >= 0);
|
||||
} else
|
||||
return Nothing;
|
||||
} else {
|
||||
@ -1049,7 +1049,7 @@ GameObject *GameObject::extractMerged(int16 num) {
|
||||
}
|
||||
|
||||
// massCount should never go negitive
|
||||
ASSERT(massCount >= 0);
|
||||
assert(massCount >= 0);
|
||||
} else
|
||||
return NULL;
|
||||
} else {
|
||||
@ -1277,7 +1277,7 @@ void GameObject::deleteObjectRecursive(void) {
|
||||
// If this is an important object let's not delete it but try to drop
|
||||
// it on the ground instead.
|
||||
if (isImportant()) {
|
||||
ASSERT((prototype->containmentSet() & ProtoObj::isTangible) != 0);
|
||||
assert((prototype->containmentSet() & ProtoObj::isTangible) != 0);
|
||||
|
||||
// If the object is already in a world there's nothing to do.
|
||||
if (isWorld(parentID))
|
||||
@ -1539,9 +1539,9 @@ bool GameObject::getAvailableSlot(
|
||||
TilePoint *tp,
|
||||
bool canMerge,
|
||||
GameObject **mergeObj) {
|
||||
ASSERT(isObject(obj));
|
||||
ASSERT(tp != NULL);
|
||||
ASSERT(!canMerge || mergeObj != NULL);
|
||||
assert(isObject(obj));
|
||||
assert(tp != NULL);
|
||||
assert(!canMerge || mergeObj != NULL);
|
||||
|
||||
if (prototype == NULL) return FALSE;
|
||||
|
||||
@ -1553,7 +1553,7 @@ bool GameObject::getAvailableSlot(
|
||||
if ((objProto->containmentSet()
|
||||
& (ProtoObj::isContainer | ProtoObj::isIntangible))
|
||||
== (ProtoObj::isContainer | ProtoObj::isIntangible)) {
|
||||
// ASSERT( isActor( obj ) );
|
||||
// assert( isActor( obj ) );
|
||||
|
||||
// Set intangible container locations to -1, -1.
|
||||
tp->u = -1;
|
||||
@ -1601,8 +1601,8 @@ bool GameObject::placeObject(
|
||||
ObjectID objID,
|
||||
bool canMerge,
|
||||
int16 num) {
|
||||
ASSERT(isActor(enactor));
|
||||
ASSERT(isObject(objID));
|
||||
assert(isActor(enactor));
|
||||
assert(isObject(objID));
|
||||
|
||||
TilePoint slot;
|
||||
GameObject *obj = GameObject::objectAddress(objID),
|
||||
@ -1622,7 +1622,7 @@ bool GameObject::placeObject(
|
||||
// Drop the specified object on the ground in a semi-random location
|
||||
|
||||
void GameObject::dropInventoryObject(GameObject *obj, int16 count) {
|
||||
ASSERT(isWorld(parentID));
|
||||
assert(isWorld(parentID));
|
||||
|
||||
int16 dist;
|
||||
int16 mapNum = getMapNum();
|
||||
@ -1802,14 +1802,14 @@ bool GameObject::addTimer(TimerID id, int16 frameInterval) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
ASSERT(timerList->getObject() == this);
|
||||
assert(timerList->getObject() == this);
|
||||
|
||||
// Search the list to see if there is already a timer with same
|
||||
// ID as the new timer. If so, remove it and delete it.
|
||||
for (timerInList = (Timer *)timerList->first();
|
||||
timerInList != NULL;
|
||||
timerInList = (Timer *)timerInList->next()) {
|
||||
ASSERT(timerInList->getObject() == this);
|
||||
assert(timerInList->getObject() == this);
|
||||
|
||||
if (newTimer->thisID() == timerInList->thisID()) {
|
||||
timerInList->remove();
|
||||
@ -1896,14 +1896,14 @@ bool GameObject::addSensor(Sensor *newSensor) {
|
||||
&& (sensorList = new SensorList(this)) == NULL)
|
||||
return FALSE;
|
||||
|
||||
ASSERT(sensorList->getObject() == this);
|
||||
assert(sensorList->getObject() == this);
|
||||
|
||||
// Search the list to see if there is already a sensor with same
|
||||
// ID as the new sensor. If so, remove it and delete it.
|
||||
for (sensorInList = (Sensor *)sensorList->first();
|
||||
sensorInList != NULL;
|
||||
sensorInList = (Sensor *)sensorInList->next()) {
|
||||
ASSERT(sensorInList->getObject() == this);
|
||||
assert(sensorInList->getObject() == this);
|
||||
|
||||
if (newSensor->thisID() == sensorInList->thisID()) {
|
||||
sensorInList->remove();
|
||||
@ -3156,7 +3156,7 @@ void Sector::activate(void) {
|
||||
// actors in sector if activation count has reached zero.
|
||||
|
||||
void Sector::deactivate(void) {
|
||||
ASSERT(activationCount != 0);
|
||||
assert(activationCount != 0);
|
||||
|
||||
activationCount--;
|
||||
}
|
||||
@ -3331,8 +3331,8 @@ void loadActiveRegions(SaveFileReader &saveGame) {
|
||||
|
||||
SectorRegionObjectIterator::SectorRegionObjectIterator(GameWorld *world) :
|
||||
searchWorld(world) {
|
||||
ASSERT(searchWorld != NULL);
|
||||
ASSERT(isWorld(searchWorld));
|
||||
assert(searchWorld != NULL);
|
||||
assert(isWorld(searchWorld));
|
||||
|
||||
minSector = TilePoint(0, 0, 0);
|
||||
maxSector = searchWorld->sectorSize();
|
||||
@ -3372,10 +3372,10 @@ ObjectID SectorRegionObjectIterator::first(GameObject **obj) {
|
||||
// Return the next object found
|
||||
|
||||
ObjectID SectorRegionObjectIterator::next(GameObject **obj) {
|
||||
ASSERT(sectorCoords.u >= minSector.u);
|
||||
ASSERT(sectorCoords.v >= minSector.v);
|
||||
ASSERT(sectorCoords.u < maxSector.u);
|
||||
ASSERT(sectorCoords.v < maxSector.v);
|
||||
assert(sectorCoords.u >= minSector.u);
|
||||
assert(sectorCoords.v >= minSector.v);
|
||||
assert(sectorCoords.u < maxSector.u);
|
||||
assert(sectorCoords.v < maxSector.v);
|
||||
|
||||
ObjectID currentObjectID;
|
||||
|
||||
@ -3818,7 +3818,7 @@ bool ActiveRegionObjectIterator::nextActiveRegion(void) {
|
||||
|
||||
if (!(sectorBitMask & sectorBit)) {
|
||||
currentRegionSectors--;
|
||||
ASSERT(currentRegionSectors >= 0);
|
||||
assert(currentRegionSectors >= 0);
|
||||
|
||||
// Set the bit in the bit mask indicating that this
|
||||
// sector overlaps with a previouse active region
|
||||
@ -3904,7 +3904,7 @@ ObjectID ActiveRegionObjectIterator::first(GameObject **obj) {
|
||||
sectorCoords.u,
|
||||
sectorCoords.v);
|
||||
|
||||
ASSERT(currentSector != NULL);
|
||||
assert(currentSector != NULL);
|
||||
|
||||
currentObjectID = currentSector->childID;
|
||||
currentObject = currentObjectID != Nothing
|
||||
@ -3918,7 +3918,7 @@ ObjectID ActiveRegionObjectIterator::first(GameObject **obj) {
|
||||
sectorCoords.u,
|
||||
sectorCoords.v);
|
||||
|
||||
ASSERT(currentSector != NULL);
|
||||
assert(currentSector != NULL);
|
||||
|
||||
currentObjectID = currentSector->childID;
|
||||
currentObject = currentObjectID != Nothing
|
||||
@ -3935,8 +3935,8 @@ ObjectID ActiveRegionObjectIterator::first(GameObject **obj) {
|
||||
// Return the next object within the specified region
|
||||
|
||||
ObjectID ActiveRegionObjectIterator::next(GameObject **obj) {
|
||||
ASSERT(activeRegionIndex >= 0);
|
||||
ASSERT(activeRegionIndex < elementsof(activeRegionList));
|
||||
assert(activeRegionIndex >= 0);
|
||||
assert(activeRegionIndex < elementsof(activeRegionList));
|
||||
|
||||
ObjectID currentObjectID;
|
||||
|
||||
@ -3954,7 +3954,7 @@ ObjectID ActiveRegionObjectIterator::next(GameObject **obj) {
|
||||
sectorCoords.u,
|
||||
sectorCoords.v);
|
||||
|
||||
ASSERT(currentSector != NULL);
|
||||
assert(currentSector != NULL);
|
||||
|
||||
currentObjectID = currentSector->childID;
|
||||
currentObject = currentObjectID != Nothing
|
||||
@ -4032,7 +4032,7 @@ ObjectID RecursiveContainerIterator::next(GameObject **obj) {
|
||||
|
||||
if (currentObj->IDChild()) {
|
||||
subIter = NEW_ITER RecursiveContainerIterator(currentObj);
|
||||
VERIFY(subIter);
|
||||
assert(subIter);
|
||||
return subIter->first(obj);
|
||||
}
|
||||
}
|
||||
@ -4299,7 +4299,7 @@ int16 openMindType;
|
||||
APPFUNC(cmdBrain) {
|
||||
int16 part = clamp(0, ev.mouse.x * 3 / ev.panel->getExtent().width, 2);
|
||||
|
||||
//ASSERT( indivControls->getEnabled() );
|
||||
//assert( indivControls->getEnabled() );
|
||||
if (!indivControls->getEnabled())
|
||||
return;
|
||||
|
||||
@ -4312,7 +4312,7 @@ APPFUNC(cmdBrain) {
|
||||
|
||||
openMindType = part;
|
||||
|
||||
ASSERT(container == indivCviewBot->containerObject);
|
||||
assert(container == indivCviewBot->containerObject);
|
||||
|
||||
// Get the actor's mind container
|
||||
while (iter.next(&item) != Nothing) {
|
||||
@ -4498,21 +4498,21 @@ void doBackgroundSimulation(void) {
|
||||
childID != Nothing;
|
||||
childID = GameObject::objectAddress(childID)->IDNext())
|
||||
count++;
|
||||
VERIFY(objectLimboCount == count);
|
||||
assert(objectLimboCount == count);
|
||||
|
||||
count = 0;
|
||||
for (childID = GameObject::objectAddress(ActorLimbo)->IDChild();
|
||||
childID != Nothing;
|
||||
childID = GameObject::objectAddress(childID)->IDNext())
|
||||
count++;
|
||||
VERIFY(actorLimboCount == count);
|
||||
assert(actorLimboCount == count);
|
||||
|
||||
count = 0;
|
||||
for (childID = GameObject::objectAddress(ImportantLimbo)->IDChild();
|
||||
childID != Nothing;
|
||||
childID = GameObject::objectAddress(childID)->IDNext())
|
||||
count++;
|
||||
VERIFY(importantLimboCount == count);
|
||||
assert(importantLimboCount == count);
|
||||
#endif
|
||||
|
||||
int32 objectUpdateCount,
|
||||
@ -4535,7 +4535,7 @@ void doBackgroundSimulation(void) {
|
||||
// If object is not deleted, then tell that object to do
|
||||
// a background update
|
||||
if (obj->IDParent() > ImportantLimbo) {
|
||||
ASSERT(obj->proto());
|
||||
assert(obj->proto());
|
||||
|
||||
// If an object has been abandoned by the player,
|
||||
// and is not sitting inside a container,
|
||||
@ -4566,7 +4566,7 @@ void doBackgroundSimulation(void) {
|
||||
// If actor is not deleted, then tell that actor to do
|
||||
// a background update
|
||||
if (a->IDParent() > ImportantLimbo) {
|
||||
ASSERT(a->proto());
|
||||
assert(a->proto());
|
||||
|
||||
a->proto()->doBackgroundUpdate(a);
|
||||
}
|
||||
|
@ -793,7 +793,7 @@ public:
|
||||
}
|
||||
|
||||
static uint32 IDtoMapNum(ObjectID id) {
|
||||
VERIFY(isWorld(id));
|
||||
assert(isWorld(id));
|
||||
return ((GameWorld *)GameObject::objectAddress(id))->mapNum;
|
||||
}
|
||||
};
|
||||
@ -918,8 +918,8 @@ public:
|
||||
searchWorld(world),
|
||||
minSector(sectorRegion.min),
|
||||
maxSector(sectorRegion.max) {
|
||||
ASSERT(searchWorld != NULL);
|
||||
ASSERT(isWorld(searchWorld));
|
||||
assert(searchWorld != NULL);
|
||||
assert(isWorld(searchWorld));
|
||||
}
|
||||
|
||||
protected:
|
||||
|
@ -103,7 +103,7 @@ bool ProtoObj::isMissile(void) {
|
||||
|
||||
// Simple use command
|
||||
bool ProtoObj::use(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(dObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -132,8 +132,8 @@ bool ProtoObj::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
|
||||
// UseOn object command
|
||||
bool ProtoObj::useOn(ObjectID dObj, ObjectID enactor, ObjectID item) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(item != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(item != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -156,8 +156,8 @@ bool ProtoObj::useOnAction(ObjectID dObj, ObjectID enactor, ObjectID item) {
|
||||
|
||||
// UseOn active item command
|
||||
bool ProtoObj::useOn(ObjectID dObj, ObjectID enactor, ActiveItem *item) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(item != NULL);
|
||||
assert(dObj != Nothing);
|
||||
assert(item != NULL);
|
||||
|
||||
int16 scrResult;
|
||||
|
||||
@ -193,8 +193,8 @@ bool ProtoObj::useOnAction(ObjectID dObj, ObjectID enactor, ActiveItem *item) {
|
||||
|
||||
// UseOn location command
|
||||
bool ProtoObj::useOn(ObjectID dObj, ObjectID enactor, const Location &loc) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(loc != Nowhere && loc.context != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(loc != Nowhere && loc.context != Nothing);
|
||||
|
||||
/* int16 scrResult;
|
||||
|
||||
@ -256,7 +256,7 @@ bool ProtoObj::useSlotAvailable(GameObject *, Actor *) {
|
||||
|
||||
// Open this object
|
||||
bool ProtoObj::open(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(dObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -284,7 +284,7 @@ bool ProtoObj::openAction(ObjectID, ObjectID) {
|
||||
|
||||
// Close this object
|
||||
bool ProtoObj::close(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(dObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
@ -308,8 +308,8 @@ bool ProtoObj::closeAction(ObjectID, ObjectID) {
|
||||
|
||||
// Take this object
|
||||
bool ProtoObj::take(ObjectID dObj, ObjectID enactor, int16 num) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(mouseInfo.getObjectId() == Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(mouseInfo.getObjectId() == Nothing);
|
||||
|
||||
// >>> this needs to be dynamic!
|
||||
if (mass > 200 || bulk > 200) return FALSE;
|
||||
@ -339,7 +339,7 @@ bool ProtoObj::takeAction(ObjectID, ObjectID, int16 num) {
|
||||
|
||||
// Drop this object at the specified location
|
||||
bool ProtoObj::drop(ObjectID dObj, ObjectID enactor, const Location &loc, int16 num) {
|
||||
ASSERT(dObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
|
||||
if (!canDropAt(dObj, enactor, loc)) return FALSE;
|
||||
|
||||
@ -379,7 +379,7 @@ bool ProtoObj::dropAction(ObjectID, ObjectID, const Location &, int16) {
|
||||
|
||||
// drop an object onto another object and handle the result.
|
||||
bool ProtoObj::dropOn(ObjectID dObj, ObjectID enactor, ObjectID target, int16 count) {
|
||||
ASSERT(dObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
|
||||
// this prevents objects from being dropped on themselves
|
||||
if (target == dObj) return TRUE;
|
||||
@ -416,9 +416,9 @@ bool ProtoObj::dropOn(
|
||||
ActiveItem *target,
|
||||
const Location &loc,
|
||||
int16 num) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(target != NULL);
|
||||
ASSERT(isWorld(loc.context));
|
||||
assert(dObj != Nothing);
|
||||
assert(target != NULL);
|
||||
assert(isWorld(loc.context));
|
||||
|
||||
int16 scriptResult;
|
||||
/*
|
||||
@ -444,8 +444,8 @@ bool ProtoObj::dropOnAction(
|
||||
|
||||
// Strike another object with this object
|
||||
bool ProtoObj::strike(ObjectID dObj, ObjectID enactor, ObjectID item) {
|
||||
ASSERT(isObject(dObj) || isActor(dObj));
|
||||
ASSERT(isObject(item) || isActor(item));
|
||||
assert(isObject(dObj) || isActor(dObj));
|
||||
assert(isObject(item) || isActor(item));
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -466,8 +466,8 @@ bool ProtoObj::strikeAction(ObjectID, ObjectID, ObjectID) {
|
||||
|
||||
// Damage another object with this object
|
||||
bool ProtoObj::damage(ObjectID dObj, ObjectID enactor, ObjectID target) {
|
||||
ASSERT(isObject(dObj) || isActor(dObj));
|
||||
ASSERT(isObject(target) || isActor(target));
|
||||
assert(isObject(dObj) || isActor(dObj));
|
||||
assert(isObject(target) || isActor(target));
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -487,7 +487,7 @@ bool ProtoObj::damageAction(ObjectID, ObjectID, ObjectID) {
|
||||
|
||||
// Eat this object
|
||||
bool ProtoObj::eat(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(dObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -508,8 +508,8 @@ bool ProtoObj::eatAction(ObjectID, ObjectID) {
|
||||
|
||||
// Insert this object into another object
|
||||
bool ProtoObj::insert(ObjectID dObj, ObjectID enactor, ObjectID item) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(item != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(item != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -530,7 +530,7 @@ bool ProtoObj::insertAction(ObjectID, ObjectID, ObjectID) {
|
||||
|
||||
// Remove this object from the object it is in
|
||||
bool ProtoObj::remove(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(dObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -555,8 +555,8 @@ bool ProtoObj::acceptDrop(
|
||||
ObjectID enactor,
|
||||
ObjectID droppedObj,
|
||||
int count) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(droppedObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(droppedObj != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -626,7 +626,7 @@ bool ProtoObj::acceptHealing(
|
||||
int8 pdm = perDieMod;
|
||||
int16 damage = 0;
|
||||
int16 scriptResult;
|
||||
ASSERT(dObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
damage = absDamage;
|
||||
if (dice)
|
||||
for (int d = 0; d < abs(dice); d++)
|
||||
@ -654,8 +654,8 @@ bool ProtoObj::acceptStrike(
|
||||
ObjectID enactor,
|
||||
ObjectID strikingObj,
|
||||
uint8 skillIndex) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(strikingObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(strikingObj != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -687,7 +687,7 @@ bool ProtoObj::acceptLockToggle(
|
||||
ObjectID dObj,
|
||||
ObjectID enactor,
|
||||
uint8 keyCode) {
|
||||
ASSERT(dObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -715,8 +715,8 @@ bool ProtoObj::acceptLockToggleAction(ObjectID, ObjectID, uint8) {
|
||||
|
||||
// Mix this object with another.
|
||||
bool ProtoObj::acceptMix(ObjectID dObj, ObjectID enactor, ObjectID mixObj) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(mixObj != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(mixObj != Nothing);
|
||||
|
||||
int16 scriptResult;
|
||||
|
||||
@ -741,8 +741,8 @@ bool ProtoObj::acceptInsertion(
|
||||
ObjectID enactor,
|
||||
ObjectID item,
|
||||
int16 count) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(item != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(item != Nothing);
|
||||
|
||||
if (!canContain(dObj, item)) return FALSE;
|
||||
|
||||
@ -770,8 +770,8 @@ bool ProtoObj::acceptInsertionAt(
|
||||
ObjectID item,
|
||||
const TilePoint &where,
|
||||
int16 num) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(item != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(item != Nothing);
|
||||
|
||||
if (!canContainAt(dObj, item, where)) return FALSE;
|
||||
|
||||
@ -1022,7 +1022,7 @@ bool InventoryProto::canDropAt(
|
||||
ObjectID,
|
||||
ObjectID enactor,
|
||||
const Location &loc) {
|
||||
ASSERT(enactor != Nothing);
|
||||
assert(enactor != Nothing);
|
||||
|
||||
// If we're not dropping it onto a world, we're okay
|
||||
if (!isWorld(loc.context)) return TRUE;
|
||||
@ -1045,9 +1045,9 @@ bool InventoryProto::dropAction(
|
||||
ObjectID enactor,
|
||||
const Location &loc,
|
||||
int16 num) {
|
||||
ASSERT(loc.context != Nothing);
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(enactor != Nothing);
|
||||
assert(loc.context != Nothing);
|
||||
assert(dObj != Nothing);
|
||||
assert(enactor != Nothing);
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
Actor *enactorPtr = (Actor *)GameObject::objectAddress(enactor);
|
||||
@ -1147,9 +1147,9 @@ bool InventoryProto::dropOnAction(
|
||||
ActiveItem *target,
|
||||
const Location &loc,
|
||||
int16 num) {
|
||||
ASSERT(dObj != Nothing);
|
||||
ASSERT(target != NULL);
|
||||
ASSERT(isWorld(loc.context));
|
||||
assert(dObj != Nothing);
|
||||
assert(target != NULL);
|
||||
assert(isWorld(loc.context));
|
||||
|
||||
if (drop(dObj, enactor, loc, num)) {
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
@ -1188,9 +1188,9 @@ bool InventoryProto::acceptStrikeAction(
|
||||
ObjectID enactor,
|
||||
ObjectID strikingObj,
|
||||
uint8) {
|
||||
ASSERT(isObject(dObj) || isActor(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
ASSERT(isObject(strikingObj) || isActor(strikingObj));
|
||||
assert(isObject(dObj) || isActor(dObj));
|
||||
assert(isActor(enactor));
|
||||
assert(isObject(strikingObj) || isActor(strikingObj));
|
||||
|
||||
GameObject *weapon = GameObject::objectAddress(strikingObj);
|
||||
|
||||
@ -1259,7 +1259,7 @@ bool PhysicalContainerProto::openAction(ObjectID dObj, ObjectID) {
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
|
||||
ASSERT(!dObjPtr->isOpen() && !dObjPtr->isLocked());
|
||||
assert(!dObjPtr->isOpen() && !dObjPtr->isLocked());
|
||||
|
||||
cn = CreateContainerNode(dObj, FALSE);
|
||||
cn->markForShow(); // Deferred open
|
||||
@ -1272,8 +1272,8 @@ bool PhysicalContainerProto::closeAction(ObjectID dObj, ObjectID) {
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
ContainerNode *cn = globalContainerList.find(dObj, ContainerNode::physicalType);
|
||||
|
||||
ASSERT(dObjPtr->isOpen());
|
||||
ASSERT(cn);
|
||||
assert(dObjPtr->isOpen());
|
||||
assert(cn);
|
||||
|
||||
// Delete the container (lazy delete)
|
||||
cn->markForDelete();
|
||||
@ -1312,8 +1312,8 @@ bool PhysicalContainerProto::acceptInsertionAction(
|
||||
ObjectID enactor,
|
||||
ObjectID item,
|
||||
int16 num) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isObject(item));
|
||||
assert(isObject(dObj));
|
||||
assert(isObject(item));
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
GameObject *itemPtr = GameObject::objectAddress(item);
|
||||
@ -1346,8 +1346,8 @@ bool PhysicalContainerProto::acceptInsertionAtAction(
|
||||
ObjectID item,
|
||||
const TilePoint &where,
|
||||
int16 num) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isObject(item));
|
||||
assert(isObject(dObj));
|
||||
assert(isObject(item));
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
GameObject *itemPtr = GameObject::objectAddress(item);
|
||||
@ -1442,7 +1442,7 @@ uint16 PhysicalContainerProto::bulkCapacity(GameObject *) {
|
||||
|
||||
// Put key into mouse with intention to use
|
||||
bool KeyProto::setUseCursor(ObjectID dObj) {
|
||||
ASSERT(mouseInfo.getObjectId() == Nothing);
|
||||
assert(mouseInfo.getObjectId() == Nothing);
|
||||
mouseInfo.copyObject(GameObject::objectAddress(dObj), GrabInfo::Use);
|
||||
return TRUE;
|
||||
}
|
||||
@ -1549,8 +1549,8 @@ bool WeaponProto::isObjectBeingUsed(GameObject *obj) {
|
||||
|
||||
// Place weapon into right hand
|
||||
bool MeleeWeaponProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isObject(dObj));
|
||||
assert(isActor(enactor));
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
Actor *a = (Actor *)GameObject::objectAddress(enactor);
|
||||
@ -1593,9 +1593,9 @@ bool MeleeWeaponProto::strikeAction(
|
||||
ObjectID dObj,
|
||||
ObjectID enactor,
|
||||
ObjectID item) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
ASSERT(isObject(item) || isActor(item));
|
||||
assert(isObject(dObj));
|
||||
assert(isActor(enactor));
|
||||
assert(isObject(item) || isActor(item));
|
||||
|
||||
GameObject *itemPtr = GameObject::objectAddress(item);
|
||||
ObjectSoundFXs *soundFXs;
|
||||
@ -1615,9 +1615,9 @@ bool MeleeWeaponProto::damageAction(
|
||||
ObjectID dObj,
|
||||
ObjectID enactor,
|
||||
ObjectID target) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
ASSERT(isObject(target) || isActor(target));
|
||||
assert(isObject(dObj));
|
||||
assert(isActor(enactor));
|
||||
assert(isObject(target) || isActor(target));
|
||||
|
||||
Actor *a = (Actor *)GameObject::objectAddress(enactor);
|
||||
ActorAttributes *effStats = a->getStats();
|
||||
@ -1655,7 +1655,7 @@ bool MeleeWeaponProto::acceptDamageAction(
|
||||
// Determine if this type of weapon must be wielded with two hands
|
||||
// for the specified actor
|
||||
bool MeleeWeaponProto::isTwoHanded(ObjectID attackerID) {
|
||||
ASSERT(isActor(attackerID));
|
||||
assert(isActor(attackerID));
|
||||
|
||||
Actor *attackerPtr = (Actor *)GameObject::objectAddress(attackerID);
|
||||
ActorProto *attackerProto = (ActorProto *)attackerPtr->proto();
|
||||
@ -1669,8 +1669,8 @@ bool MeleeWeaponProto::isTwoHanded(ObjectID attackerID) {
|
||||
|
||||
// Initiate a melee weapon attack motion
|
||||
void MeleeWeaponProto::initiateAttack(ObjectID attacker, ObjectID target) {
|
||||
ASSERT(isActor(attacker));
|
||||
ASSERT(isObject(target) || isActor(target));
|
||||
assert(isActor(attacker));
|
||||
assert(isObject(target) || isActor(target));
|
||||
|
||||
Actor *attackerPtr = (Actor *)GameObject::objectAddress(attacker);
|
||||
GameObject *targetPtr = GameObject::objectAddress(target);
|
||||
@ -1687,9 +1687,9 @@ void MeleeWeaponProto::initiateDefense(
|
||||
ObjectID defensiveObj,
|
||||
ObjectID defender,
|
||||
ObjectID attacker) {
|
||||
ASSERT(isObject(defensiveObj));
|
||||
ASSERT(isActor(defender));
|
||||
ASSERT(isActor(attacker));
|
||||
assert(isObject(defensiveObj));
|
||||
assert(isActor(defender));
|
||||
assert(isActor(attacker));
|
||||
|
||||
GameObject *weapon = GameObject::objectAddress(defensiveObj);
|
||||
Actor *defenderPtr = (Actor *)GameObject::objectAddress(defender),
|
||||
@ -1719,8 +1719,8 @@ uint8 MeleeWeaponProto::weaponRating(
|
||||
ObjectID weaponID,
|
||||
ObjectID wielderID,
|
||||
ObjectID targetID) {
|
||||
ASSERT(isActor(wielderID));
|
||||
ASSERT(isObject(targetID) || isActor(targetID));
|
||||
assert(isActor(wielderID));
|
||||
assert(isObject(targetID) || isActor(targetID));
|
||||
|
||||
Actor *wielder = (Actor *)GameObject::objectAddress(wielderID);
|
||||
|
||||
@ -1761,12 +1761,12 @@ uint8 MeleeWeaponProto::getDamageSound(const ObjectSoundFXs &soundFXs) {
|
||||
// specified actor
|
||||
|
||||
bool MeleeWeaponProto::useSlotAvailable(GameObject *obj, Actor *a) {
|
||||
ASSERT(isObject(obj) && obj->proto() == this);
|
||||
ASSERT(isActor(a));
|
||||
assert(isObject(obj) && obj->proto() == this);
|
||||
assert(isActor(a));
|
||||
|
||||
if (a->rightHandObject == Nothing) {
|
||||
if (a->leftHandObject != Nothing) {
|
||||
ASSERT(isObject(a->leftHandObject));
|
||||
assert(isObject(a->leftHandObject));
|
||||
|
||||
GameObject *leftHandObjectPtr;
|
||||
|
||||
@ -1776,7 +1776,7 @@ bool MeleeWeaponProto::useSlotAvailable(GameObject *obj, Actor *a) {
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
ASSERT(isObject(a->rightHandObject));
|
||||
assert(isObject(a->rightHandObject));
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
@ -1789,7 +1789,7 @@ bool MeleeWeaponProto::useSlotAvailable(GameObject *obj, Actor *a) {
|
||||
// Get the value of the wielder's skill which applies to this weapon
|
||||
|
||||
uint8 BludgeoningWeaponProto::getSkillValue(ObjectID enactor) {
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isActor(enactor));
|
||||
|
||||
Actor *a;
|
||||
ActorAttributes *effStats;
|
||||
@ -1804,7 +1804,7 @@ uint8 BludgeoningWeaponProto::getSkillValue(ObjectID enactor) {
|
||||
// Cause the user's associated skill to grow
|
||||
|
||||
void BludgeoningWeaponProto::applySkillGrowth(ObjectID enactor, uint8 points) {
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isActor(enactor));
|
||||
|
||||
PlayerActorID playerID;
|
||||
|
||||
@ -1826,7 +1826,7 @@ void BludgeoningWeaponProto::applySkillGrowth(ObjectID enactor, uint8 points) {
|
||||
// Get the value of the wielder's skill which applies to this weapon
|
||||
|
||||
uint8 SlashingWeaponProto::getSkillValue(ObjectID enactor) {
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isActor(enactor));
|
||||
|
||||
Actor *a;
|
||||
ActorAttributes *effStats;
|
||||
@ -1841,7 +1841,7 @@ uint8 SlashingWeaponProto::getSkillValue(ObjectID enactor) {
|
||||
// Cause the user's associated skill to grow
|
||||
|
||||
void SlashingWeaponProto::applySkillGrowth(ObjectID enactor, uint8 points) {
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isActor(enactor));
|
||||
|
||||
PlayerActorID playerID;
|
||||
|
||||
@ -1860,8 +1860,8 @@ void SlashingWeaponProto::applySkillGrowth(ObjectID enactor, uint8 points) {
|
||||
* ==================================================================== */
|
||||
|
||||
bool BowProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isObject(dObj));
|
||||
assert(isActor(enactor));
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
Actor *a = (Actor *)GameObject::objectAddress(enactor);
|
||||
@ -1887,8 +1887,8 @@ bool BowProto::isTwoHanded(ObjectID) {
|
||||
|
||||
// Initiate the bow firing motion
|
||||
void BowProto::initiateAttack(ObjectID attacker, ObjectID target) {
|
||||
ASSERT(isActor(attacker));
|
||||
ASSERT(isObject(target) || isActor(target));
|
||||
assert(isActor(attacker));
|
||||
assert(isObject(target) || isActor(target));
|
||||
|
||||
Actor *attackerPtr = (Actor *)GameObject::objectAddress(attacker);
|
||||
GameObject *targetPtr = GameObject::objectAddress(target);
|
||||
@ -1898,8 +1898,8 @@ void BowProto::initiateAttack(ObjectID attacker, ObjectID target) {
|
||||
|
||||
// Grab an arrow from the actor's inventory
|
||||
GameObject *BowProto::getProjectile(ObjectID weapon, ObjectID enactor) {
|
||||
ASSERT(isObject(weapon));
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isObject(weapon));
|
||||
assert(isActor(enactor));
|
||||
|
||||
GameObject *obj,
|
||||
*arrow = NULL;
|
||||
@ -1929,8 +1929,8 @@ GameObject *BowProto::getProjectile(ObjectID weapon, ObjectID enactor) {
|
||||
// specified actor
|
||||
|
||||
bool BowProto::useSlotAvailable(GameObject *obj, Actor *a) {
|
||||
ASSERT(isObject(obj) && obj->proto() == this);
|
||||
ASSERT(isActor(a));
|
||||
assert(isObject(obj) && obj->proto() == this);
|
||||
assert(isActor(a));
|
||||
|
||||
return a->leftHandObject == Nothing && a->rightHandObject == Nothing;
|
||||
}
|
||||
@ -1942,8 +1942,8 @@ uint8 BowProto::weaponRating(
|
||||
ObjectID weaponID,
|
||||
ObjectID wielderID,
|
||||
ObjectID targetID) {
|
||||
ASSERT(isActor(wielderID));
|
||||
ASSERT(isObject(targetID) || isActor(targetID));
|
||||
assert(isActor(wielderID));
|
||||
assert(isObject(targetID) || isActor(targetID));
|
||||
|
||||
if (getProjectile(weaponID, wielderID) == NULL) return 0;
|
||||
|
||||
@ -1978,8 +1978,8 @@ int16 BowProto::fightStanceAction(ObjectID actor) {
|
||||
* ==================================================================== */
|
||||
|
||||
bool WeaponWandProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isObject(dObj));
|
||||
assert(isActor(enactor));
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
Actor *a = (Actor *)GameObject::objectAddress(enactor);
|
||||
@ -2005,8 +2005,8 @@ bool WeaponWandProto::isTwoHanded(ObjectID) {
|
||||
|
||||
// Initiate the use wand motion
|
||||
void WeaponWandProto::initiateAttack(ObjectID attacker, ObjectID target) {
|
||||
ASSERT(isActor(attacker));
|
||||
ASSERT(isObject(target) || isActor(target));
|
||||
assert(isActor(attacker));
|
||||
assert(isObject(target) || isActor(target));
|
||||
|
||||
Actor *attackerPtr = (Actor *)GameObject::objectAddress(attacker);
|
||||
GameObject *targetPtr = GameObject::objectAddress(target);
|
||||
@ -2019,8 +2019,8 @@ void WeaponWandProto::initiateAttack(ObjectID attacker, ObjectID target) {
|
||||
// specified actor
|
||||
|
||||
bool WeaponWandProto::useSlotAvailable(GameObject *obj, Actor *a) {
|
||||
ASSERT(isObject(obj) && obj->proto() == this);
|
||||
ASSERT(isActor(a));
|
||||
assert(isObject(obj) && obj->proto() == this);
|
||||
assert(isActor(a));
|
||||
|
||||
return a->leftHandObject == Nothing && a->rightHandObject == Nothing;
|
||||
}
|
||||
@ -2032,9 +2032,9 @@ uint8 WeaponWandProto::weaponRating(
|
||||
ObjectID weaponID,
|
||||
ObjectID wielderID,
|
||||
ObjectID targetID) {
|
||||
ASSERT(isObject(weaponID) || isActor(weaponID));
|
||||
ASSERT(isActor(wielderID));
|
||||
ASSERT(isObject(targetID) || isActor(targetID));
|
||||
assert(isObject(weaponID) || isActor(weaponID));
|
||||
assert(isActor(wielderID));
|
||||
assert(isObject(targetID) || isActor(targetID));
|
||||
|
||||
Actor *wielder = (Actor *)GameObject::objectAddress(wielderID);
|
||||
|
||||
@ -2121,9 +2121,9 @@ bool ArrowProto::strikeAction(
|
||||
ObjectID dObj,
|
||||
ObjectID enactor,
|
||||
ObjectID item) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
ASSERT(isObject(item) || isActor(item));
|
||||
assert(isObject(dObj));
|
||||
assert(isActor(enactor));
|
||||
assert(isObject(item) || isActor(item));
|
||||
|
||||
Actor *a = (Actor *)GameObject::objectAddress(enactor);
|
||||
GameObject *itemPtr = GameObject::objectAddress(item);
|
||||
@ -2138,9 +2138,9 @@ bool ArrowProto::damageAction(
|
||||
ObjectID dObj,
|
||||
ObjectID enactor,
|
||||
ObjectID target) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
ASSERT(isObject(target) || isActor(target));
|
||||
assert(isObject(dObj));
|
||||
assert(isActor(enactor));
|
||||
assert(isObject(target) || isActor(target));
|
||||
|
||||
Actor *a = (Actor *)GameObject::objectAddress(enactor);
|
||||
ActorAttributes *effStats = a->getStats();
|
||||
@ -2168,7 +2168,7 @@ bool ArrowProto::damageAction(
|
||||
// Cause the user's associated skill to grow
|
||||
|
||||
void ArrowProto::applySkillGrowth(ObjectID enactor, uint8 points) {
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isActor(enactor));
|
||||
|
||||
PlayerActorID playerID;
|
||||
|
||||
@ -2226,8 +2226,8 @@ bool ArmorProto::isObjectBeingUsed(GameObject *obj) {
|
||||
// specified actor
|
||||
|
||||
bool ArmorProto::useSlotAvailable(GameObject *obj, Actor *a) {
|
||||
ASSERT(isObject(obj) || obj->proto() == this);
|
||||
ASSERT(isActor(a));
|
||||
assert(isObject(obj) || obj->proto() == this);
|
||||
assert(isActor(a));
|
||||
|
||||
return a->armorObjects[ whereWearable ] == Nothing;
|
||||
}
|
||||
@ -2236,14 +2236,14 @@ bool ArmorProto::useSlotAvailable(GameObject *obj, Actor *a) {
|
||||
// "Wear" a piece of armor.
|
||||
|
||||
bool ArmorProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isObject(dObj));
|
||||
assert(isActor(enactor));
|
||||
PlayerActorID pID;
|
||||
|
||||
Actor *a = (Actor *)GameObject::objectAddress(enactor);
|
||||
GameObject *obj = GameObject::objectAddress(dObj);
|
||||
|
||||
ASSERT(obj->proto() == this);
|
||||
assert(obj->proto() == this);
|
||||
|
||||
if (enactor != obj->IDParent()) return FALSE;
|
||||
|
||||
@ -2269,8 +2269,8 @@ uint16 ShieldProto::containmentSet(void) {
|
||||
|
||||
// Place shield into left hand
|
||||
bool ShieldProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isObject(dObj));
|
||||
assert(isActor(enactor));
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
Actor *a = (Actor *)GameObject::objectAddress(enactor);
|
||||
@ -2278,7 +2278,7 @@ bool ShieldProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
if (enactor != dObjPtr->IDParent()) return FALSE;
|
||||
|
||||
if (a->rightHandObject != Nothing) {
|
||||
ASSERT(isObject(a->rightHandObject));
|
||||
assert(isObject(a->rightHandObject));
|
||||
GameObject *rightHandObjectPtr =
|
||||
GameObject::objectAddress(a->rightHandObject);
|
||||
|
||||
@ -2311,9 +2311,9 @@ void ShieldProto::initiateDefense(
|
||||
ObjectID defensiveObj,
|
||||
ObjectID defender,
|
||||
ObjectID attacker) {
|
||||
ASSERT(isObject(defensiveObj));
|
||||
ASSERT(isActor(defender));
|
||||
ASSERT(isActor(attacker));
|
||||
assert(isObject(defensiveObj));
|
||||
assert(isActor(defender));
|
||||
assert(isActor(attacker));
|
||||
|
||||
GameObject *shield = GameObject::objectAddress(defensiveObj);
|
||||
Actor *defenderPtr = (Actor *)GameObject::objectAddress(defender),
|
||||
@ -2355,12 +2355,12 @@ bool ShieldProto::isObjectBeingUsed(GameObject *obj) {
|
||||
// specified actor
|
||||
|
||||
bool ShieldProto::useSlotAvailable(GameObject *obj, Actor *a) {
|
||||
ASSERT(isObject(obj) || obj->proto() == this);
|
||||
ASSERT(isActor(a));
|
||||
assert(isObject(obj) || obj->proto() == this);
|
||||
assert(isActor(a));
|
||||
|
||||
if (a->leftHandObject == Nothing) {
|
||||
if (a->rightHandObject != Nothing) {
|
||||
ASSERT(isObject(a->rightHandObject));
|
||||
assert(isObject(a->rightHandObject));
|
||||
|
||||
GameObject *rightHandObjectPtr;
|
||||
|
||||
@ -2378,7 +2378,7 @@ bool ShieldProto::useSlotAvailable(GameObject *obj, Actor *a) {
|
||||
// Get the value of the user's skill which applies to this object
|
||||
|
||||
uint8 ShieldProto::getSkillValue(ObjectID enactor) {
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isActor(enactor));
|
||||
|
||||
Actor *a;
|
||||
ActorAttributes *effStats;
|
||||
@ -2393,7 +2393,7 @@ uint8 ShieldProto::getSkillValue(ObjectID enactor) {
|
||||
// Cause the user's associated skill to grow
|
||||
|
||||
void ShieldProto::applySkillGrowth(ObjectID enactor, uint8 points) {
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isActor(enactor));
|
||||
|
||||
PlayerActorID playerID;
|
||||
|
||||
@ -2421,7 +2421,7 @@ uint8 ShieldProto::getDamageSound(const ObjectSoundFXs &soundFXs) {
|
||||
|
||||
// Put tool into mouse with intention to use
|
||||
bool ToolProto::setUseCursor(ObjectID dObj) {
|
||||
ASSERT(mouseInfo.getObjectId() == Nothing);
|
||||
assert(mouseInfo.getObjectId() == Nothing);
|
||||
mouseInfo.copyObject(GameObject::objectAddress(dObj), GrabInfo::Use);
|
||||
return TRUE;
|
||||
}
|
||||
@ -2490,7 +2490,7 @@ uint16 IntangibleObjProto::containmentSet(void) {
|
||||
}
|
||||
|
||||
bool IntangibleObjProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
ASSERT(isObject(dObj));
|
||||
assert(isObject(dObj));
|
||||
|
||||
/* GameObject *obj = GameObject::objectAddress(dObj);
|
||||
|
||||
@ -2501,8 +2501,8 @@ bool IntangibleObjProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
}
|
||||
|
||||
bool IntangibleObjProto::takeAction(ObjectID dObj, ObjectID enactor, int16) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(mouseInfo.getObjectId() == Nothing);
|
||||
assert(isObject(dObj));
|
||||
assert(mouseInfo.getObjectId() == Nothing);
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
|
||||
@ -2527,9 +2527,9 @@ bool IntangibleObjProto::dropAction(
|
||||
ObjectID enactor,
|
||||
const Location &loc,
|
||||
int16) {
|
||||
ASSERT(isObject(dObj));
|
||||
ASSERT(loc.context != Nothing);
|
||||
ASSERT(!isWorld(loc.context));
|
||||
assert(isObject(dObj));
|
||||
assert(loc.context != Nothing);
|
||||
assert(!isWorld(loc.context));
|
||||
|
||||
GameObject *container = GameObject::objectAddress(loc.context);
|
||||
|
||||
@ -2553,7 +2553,7 @@ bool IntangibleObjProto::acceptDropAction(
|
||||
ObjectID enactor,
|
||||
ObjectID droppedObj,
|
||||
int) {
|
||||
ASSERT(isObject(dObj));
|
||||
assert(isObject(dObj));
|
||||
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
|
||||
@ -2685,7 +2685,7 @@ bool SkillProto::canDropAt(ObjectID, ObjectID, const Location &) {
|
||||
}
|
||||
|
||||
bool SkillProto::dropAction(ObjectID dObj, ObjectID enactor, const Location &loc, int16 num) {
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isActor(enactor));
|
||||
|
||||
if (isWorld(loc.context)) {
|
||||
Actor *enactorPtr = (Actor *)GameObject::objectAddress(enactor);
|
||||
@ -2700,8 +2700,8 @@ bool SkillProto::dropAction(ObjectID dObj, ObjectID enactor, const Location &lo
|
||||
}
|
||||
|
||||
bool SkillProto::dropOnAction(ObjectID dObj, ObjectID enactor, ObjectID target, int count) {
|
||||
ASSERT(isActor(enactor));
|
||||
ASSERT(isObject(target) || isActor(target));
|
||||
assert(isActor(enactor));
|
||||
assert(isObject(target) || isActor(target));
|
||||
|
||||
GameObject *targetPtr = GameObject::objectAddress(target);
|
||||
|
||||
@ -2721,7 +2721,7 @@ bool SkillProto::dropOnAction(
|
||||
ActiveItem *target,
|
||||
const Location &loc,
|
||||
int16 num) {
|
||||
ASSERT(isActor(enactor));
|
||||
assert(isActor(enactor));
|
||||
|
||||
if (target != NULL) {
|
||||
Actor *enactorPtr = (Actor *)GameObject::objectAddress(enactor);
|
||||
@ -2768,7 +2768,7 @@ void EnchantmentProto::doBackgroundUpdate(GameObject *obj) {
|
||||
int16 hitPoints = obj->getHitPoints(); // get hitpoints of enchant
|
||||
GameObject *parentObj = obj->parent(); // get parent of enchantment
|
||||
|
||||
ASSERT(parentObj);
|
||||
assert(parentObj);
|
||||
|
||||
// if this is a poison enchantment
|
||||
// then hurt the victim
|
||||
@ -2975,7 +2975,7 @@ void MissionGeneratorProto::doBackgroundUpdate(GameObject *obj) {
|
||||
* ==================================================================== */
|
||||
|
||||
bool IntangibleContainerProto::canContain(ObjectID dObj, ObjectID item) {
|
||||
ASSERT(isObject(item));
|
||||
assert(isObject(item));
|
||||
|
||||
GameObject *itemPtr = GameObject::objectAddress(item);
|
||||
|
||||
@ -3019,7 +3019,7 @@ bool IntangibleContainerProto::closeAction(ObjectID dObj, ObjectID) {
|
||||
GameObject *dObjPtr = GameObject::objectAddress(dObj);
|
||||
ContainerNode *cn = globalContainerList.find(dObj, ContainerNode::mentalType);
|
||||
|
||||
ASSERT(cn);
|
||||
assert(cn);
|
||||
|
||||
// Mark container for lazy deletion
|
||||
cn->markForDelete();
|
||||
|
@ -69,7 +69,7 @@ public:
|
||||
}
|
||||
|
||||
RESTYPE operator[](uint32 ind) {
|
||||
// ASSERT (ind<handles);
|
||||
// assert (ind<handles);
|
||||
if (!locked[ind]) handle[ind] = rLoad(ind, FALSE);
|
||||
return handle[ind];
|
||||
}
|
||||
|
@ -1103,7 +1103,7 @@ void LockUI(bool state) {
|
||||
lockUINest++;
|
||||
} else {
|
||||
lockUINest--;
|
||||
ASSERT(lockUINest >= 0);
|
||||
assert(lockUINest >= 0);
|
||||
if (lockUINest <= 0) {
|
||||
enableUIKeys(TRUE);
|
||||
pointer.show();
|
||||
|
@ -178,8 +178,8 @@ public:
|
||||
|
||||
void fetchTileSection(const TilePoint &org, const TilePoint &a);
|
||||
PathTilePosInfo *tilePos(const TilePoint &pos) {
|
||||
ASSERT(pos.u >= origin.u && (pos.u - origin.u) < area.u);
|
||||
ASSERT(pos.v >= origin.v && (pos.v - origin.v) < area.v);
|
||||
assert(pos.u >= origin.u && (pos.u - origin.u) < area.u);
|
||||
assert(pos.v >= origin.v && (pos.v - origin.v) < area.v);
|
||||
return &array[(pos.u - origin.u) * area.v + pos.v - origin.v ];
|
||||
}
|
||||
};
|
||||
@ -331,8 +331,8 @@ void PathTileRegion::fetchSubMeta(const TilePoint &subMeta) {
|
||||
tileReg.min.v = (tileReg.min.v + origin.v) & platMask;
|
||||
tileReg.max.v = tileReg.min.v + offset.v;
|
||||
|
||||
ASSERT(tileReg.max.u <= platformWidth);
|
||||
ASSERT(tileReg.max.v <= platformWidth);
|
||||
assert(tileReg.max.u <= platformWidth);
|
||||
assert(tileReg.max.v <= platformWidth);
|
||||
|
||||
// Compute the offset of base tile in metatile to origin
|
||||
offset.u = ((subMeta.u >> 1) << platShift) - origin.u;
|
||||
@ -353,14 +353,14 @@ void PathTileRegion::fetchSubMeta(const TilePoint &subMeta) {
|
||||
for (u = tileReg.min.u; u < tileReg.max.u; u++) {
|
||||
PathTilePosInfo *arrRow = &array[(u + offset.u) * area.v ];
|
||||
|
||||
ASSERT(u >= 0);
|
||||
ASSERT(u < platformWidth);
|
||||
assert(u >= 0);
|
||||
assert(u < platformWidth);
|
||||
|
||||
for (v = tileReg.min.v; v < tileReg.max.v; v++) {
|
||||
int16 flagIndex = ((u & subMetaMask) << subMetaShift) | (v & subMetaMask);
|
||||
|
||||
ASSERT(v >= 0);
|
||||
ASSERT(v < platformWidth);
|
||||
assert(v >= 0);
|
||||
assert(v < platformWidth);
|
||||
|
||||
if (!(tpFlags & (1 << flagIndex))) {
|
||||
tpFlags |= (1 << flagIndex);
|
||||
@ -378,7 +378,7 @@ void PathTileRegion::fetchSubMeta(const TilePoint &subMeta) {
|
||||
TileRegion subMetaTag;
|
||||
TileRef *stateData;
|
||||
|
||||
ASSERT((uint16)tr->tile <= activeItemIndexNullID);
|
||||
assert((uint16)tr->tile <= activeItemIndexNullID);
|
||||
groupItem = ActiveItem::activeItemAddress(
|
||||
ActiveItemID(mapNum, tr->tile));
|
||||
|
||||
@ -537,10 +537,10 @@ PathArray::~PathArray(void) {
|
||||
// be TRUE. If it fails to allocate a new cell it will throw
|
||||
// a CellAllocationFailure.
|
||||
PathCell *PathArray::makeCell(int plat, int uCoord, int vCoord, bool *newCell) {
|
||||
ASSERT(plat >= 0 && plat < maxPlatforms);
|
||||
ASSERT(uCoord >= 0 && uCoord < searchDiameter);
|
||||
ASSERT(vCoord >= 0 && vCoord < searchDiameter);
|
||||
ASSERT(newCell != NULL);
|
||||
assert(plat >= 0 && plat < maxPlatforms);
|
||||
assert(uCoord >= 0 && uCoord < searchDiameter);
|
||||
assert(vCoord >= 0 && vCoord < searchDiameter);
|
||||
assert(newCell != NULL);
|
||||
|
||||
// Compute the chunk coords
|
||||
int chunkUCoord = uCoord >> 2,
|
||||
@ -585,9 +585,9 @@ PathCell *PathArray::makeCell(int plat, int uCoord, int vCoord, bool *newCell) {
|
||||
// Get a pointer to an existing cell. If the specified cell has
|
||||
// not been created, it will return NULL.
|
||||
PathCell *PathArray::getCell(int plat, int uCoord, int vCoord) {
|
||||
ASSERT(plat >= 0 && plat < maxPlatforms);
|
||||
ASSERT(uCoord >= 0 && uCoord < searchDiameter);
|
||||
ASSERT(vCoord >= 0 && vCoord < searchDiameter);
|
||||
assert(plat >= 0 && plat < maxPlatforms);
|
||||
assert(uCoord >= 0 && uCoord < searchDiameter);
|
||||
assert(vCoord >= 0 && vCoord < searchDiameter);
|
||||
|
||||
// Compute the chunk coords
|
||||
int chunkUCoord = uCoord >> 2,
|
||||
@ -612,9 +612,9 @@ PathCell *PathArray::getCell(int plat, int uCoord, int vCoord) {
|
||||
}
|
||||
|
||||
void PathArray::deleteCell(int plat, int uCoord, int vCoord) {
|
||||
ASSERT(plat >= 0 && plat < maxPlatforms);
|
||||
ASSERT(uCoord >= 0 && uCoord < searchDiameter);
|
||||
ASSERT(vCoord >= 0 && vCoord < searchDiameter);
|
||||
assert(plat >= 0 && plat < maxPlatforms);
|
||||
assert(uCoord >= 0 && uCoord < searchDiameter);
|
||||
assert(vCoord >= 0 && vCoord < searchDiameter);
|
||||
|
||||
// Compute the chunk coords
|
||||
int chunkUCoord = uCoord >> 2,
|
||||
@ -1354,7 +1354,7 @@ static void push(
|
||||
int cost,
|
||||
int direction,
|
||||
int8 platformDelta) {
|
||||
ASSERT(cellArray != NULL);
|
||||
assert(cellArray != NULL);
|
||||
|
||||
PathCell *cellPtr;
|
||||
bool newCell;
|
||||
@ -1367,7 +1367,7 @@ static void push(
|
||||
|
||||
cellPtr = cellArray->makeCell(platform, tp.u, tp.v, &newCell);
|
||||
|
||||
ASSERT(cellPtr != NULL);
|
||||
assert(cellPtr != NULL);
|
||||
|
||||
// If the cell is already visited, only
|
||||
// update it if it was less cost to get here.
|
||||
@ -1542,12 +1542,12 @@ void PathRequest::initialize(void) {
|
||||
for (curTileRegU = minTileRegU;
|
||||
curTileRegU < maxTileRegU;
|
||||
curTileRegU++) {
|
||||
ASSERT(curTileRegU >= 0 && curTileRegU < searchDiameter);
|
||||
assert(curTileRegU >= 0 && curTileRegU < searchDiameter);
|
||||
|
||||
for (curTileRegV = minTileRegV;
|
||||
curTileRegV < maxTileRegV;
|
||||
curTileRegV++) {
|
||||
ASSERT(curTileRegV >= 0 && curTileRegV < searchDiameter);
|
||||
assert(curTileRegV >= 0 && curTileRegV < searchDiameter);
|
||||
|
||||
VolumeLookupNode *node;
|
||||
VolumeLookupNode **tablePtrPtr;
|
||||
@ -1641,7 +1641,7 @@ void PathRequest::finish(void) {
|
||||
|
||||
if (bestLoc != Nowhere) {
|
||||
cell = cellArray->getCell(bestPlatform, bestLoc.u, bestLoc.v);
|
||||
ASSERT(cell != NULL);
|
||||
assert(cell != NULL);
|
||||
|
||||
if (cell->direction != dirInvalid) {
|
||||
res = &tempResult[ elementsof(tempResult) ];
|
||||
@ -1652,7 +1652,7 @@ void PathRequest::finish(void) {
|
||||
int16 reverseDir;
|
||||
|
||||
cell = cellArray->getCell(bestPlatform, bestLoc.u, bestLoc.v);
|
||||
ASSERT(cell != NULL);
|
||||
assert(cell != NULL);
|
||||
|
||||
if (cell->direction != dirInvalid) {
|
||||
if (cell->direction != prevDir
|
||||
@ -1676,10 +1676,10 @@ void PathRequest::finish(void) {
|
||||
|
||||
reverseDir = (cell->direction + 4) & 0x07;
|
||||
bestLoc += tDirTable2[ reverseDir ];
|
||||
ASSERT(bestLoc.u >= 0 && bestLoc.u < searchDiameter);
|
||||
ASSERT(bestLoc.v >= 0 && bestLoc.v < searchDiameter);
|
||||
assert(bestLoc.u >= 0 && bestLoc.u < searchDiameter);
|
||||
assert(bestLoc.v >= 0 && bestLoc.v < searchDiameter);
|
||||
bestPlatform -= cell->platformDelta;
|
||||
ASSERT(bestPlatform >= 0 && bestPlatform < maxPlatforms);
|
||||
assert(bestPlatform >= 0 && bestPlatform < maxPlatforms);
|
||||
} else
|
||||
break;
|
||||
}
|
||||
@ -1717,7 +1717,7 @@ void PathRequest::abort(void) {
|
||||
static uint32 severePathFinderOverruns = 0;
|
||||
|
||||
PathResult PathRequest::findPath(void) {
|
||||
ASSERT(cellArray != NULL);
|
||||
assert(cellArray != NULL);
|
||||
|
||||
static const uint8 costTable[] =
|
||||
{ 4, 10, 12, 16, 12, 10, 4, 0, 4, 10, 12, 16, 12, 10, 4, 0 };
|
||||
@ -1732,9 +1732,9 @@ PathResult PathRequest::findPath(void) {
|
||||
lastTick = gameTime;
|
||||
|
||||
while (queue.remove(qi)) {
|
||||
ASSERT(cellArray->getCell(qi.platform, qi.u, qi.v) != NULL);
|
||||
ASSERT(qi.u >= 1 && qi.u < searchDiameter - 1);
|
||||
ASSERT(qi.v >= 1 && qi.v < searchDiameter - 1);
|
||||
assert(cellArray->getCell(qi.platform, qi.u, qi.v) != NULL);
|
||||
assert(qi.u >= 1 && qi.u < searchDiameter - 1);
|
||||
assert(qi.v >= 1 && qi.v < searchDiameter - 1);
|
||||
|
||||
TilePoint centerTileCoords;
|
||||
TilePoint *tDir;
|
||||
@ -2049,7 +2049,7 @@ PathResult PathRequest::findPath(void) {
|
||||
cost,
|
||||
dir,
|
||||
testPlatform - centerPlatform);
|
||||
ASSERT(cellArray->getCell(centerPlatform, qi.u, qi.v) != NULL);
|
||||
assert(cellArray->getCell(centerPlatform, qi.u, qi.v) != NULL);
|
||||
|
||||
big_continue:
|
||||
;
|
||||
@ -2493,7 +2493,7 @@ TilePoint selectNearbySite(
|
||||
int32 minDist,
|
||||
int32 maxDist,
|
||||
bool offScreenOnly) { // TRUE if we want it off-screen
|
||||
ASSERT(isWorld(worldID));
|
||||
assert(isWorld(worldID));
|
||||
|
||||
TilePoint baseCoords,
|
||||
baseTileCoords,
|
||||
|
@ -93,7 +93,7 @@ void PatrolRouteList::setRouteData(PatrolRouteData *data) {
|
||||
currentRoute =
|
||||
(PatrolRoute *) & (*currentRoute)[ currentRoute->vertices() ]) {
|
||||
#if DEBUG
|
||||
VERIFY(currentRoute->vertices() > 1);
|
||||
assert(currentRoute->vertices() > 1);
|
||||
#endif
|
||||
warning("STUB: PatrolRouteList::setRouteData: unsafe arithmetics");
|
||||
offsetArray[ i ] = 0; // FIXME: It was "currentRoute - routeData";
|
||||
|
@ -366,7 +366,7 @@ void PlayerActor::vitalityAdvance(uint8 points) {
|
||||
}
|
||||
}
|
||||
|
||||
ASSERT(baseStats.vitality < ActorAttributes::vitalityLimit);
|
||||
assert(baseStats.vitality < ActorAttributes::vitalityLimit);
|
||||
}
|
||||
|
||||
// this function will return a value of 0 - 4 to indicate
|
||||
@ -492,7 +492,7 @@ ActorAttributes *PlayerActor::getEffStats(void) {
|
||||
ActorAttributes *effStats = &actor->effectiveStats;
|
||||
|
||||
// valid?
|
||||
ASSERT(effStats);
|
||||
assert(effStats);
|
||||
|
||||
// return current stats for this player actor
|
||||
return effStats;
|
||||
@ -516,7 +516,7 @@ void PlayerActor::handleAttacked(void) {
|
||||
// Return a pointer to a PlayerActor given it's ID
|
||||
|
||||
PlayerActor *getPlayerActorAddress(PlayerActorID id) {
|
||||
ASSERT(id >= 0 && id < elementsof(playerList));
|
||||
assert(id >= 0 && id < elementsof(playerList));
|
||||
|
||||
return &playerList[ id ];
|
||||
}
|
||||
@ -555,7 +555,7 @@ PlayerActorID getCenterActorPlayerID(void) {
|
||||
void setCenterActor(PlayerActorID newCenter) {
|
||||
extern void setEnchantmentDisplay(void);
|
||||
|
||||
ASSERT(newCenter < playerActors);
|
||||
assert(newCenter < playerActors);
|
||||
|
||||
Actor *a = playerList[ newCenter ].getActor();
|
||||
PlayerActorIterator iter;
|
||||
@ -601,7 +601,7 @@ void setCenterActor(PlayerActorID newCenter) {
|
||||
// Set a new center actor based upon an Actor address
|
||||
|
||||
void setCenterActor(Actor *newCenter) {
|
||||
ASSERT(newCenter->disposition >= dispositionPlayer);
|
||||
assert(newCenter->disposition >= dispositionPlayer);
|
||||
setCenterActor(newCenter->disposition - dispositionPlayer);
|
||||
}
|
||||
|
||||
@ -609,7 +609,7 @@ void setCenterActor(Actor *newCenter) {
|
||||
// Set a new center actor based upon a PlayerActor address
|
||||
|
||||
void setCenterActor(PlayerActor *newCenter) {
|
||||
ASSERT(newCenter >= playerList && newCenter < &playerList[ playerActors ]);
|
||||
assert(newCenter >= playerList && newCenter < &playerList[ playerActors ]);
|
||||
setCenterActor(newCenter - playerList);
|
||||
}
|
||||
|
||||
@ -628,7 +628,7 @@ TilePoint centerActorCoords(void) {
|
||||
// Set or clear a player's aggressive state
|
||||
|
||||
void setAggression(PlayerActorID player, bool aggression) {
|
||||
ASSERT(player >= 0 && player < playerActors);
|
||||
assert(player >= 0 && player < playerActors);
|
||||
|
||||
Actor *a = playerList[ player ].getActor();
|
||||
|
||||
@ -651,7 +651,7 @@ void setAggression(PlayerActorID player, bool aggression) {
|
||||
// Determine if player actor is in an aggressive state
|
||||
|
||||
bool isAggressive(PlayerActorID player) {
|
||||
ASSERT(player >= 0 && player < playerActors);
|
||||
assert(player >= 0 && player < playerActors);
|
||||
return playerList[ player ].isAggressive();
|
||||
}
|
||||
|
||||
@ -703,7 +703,7 @@ void autoAdjustAggression(void) {
|
||||
// Set a player actor's banding
|
||||
|
||||
void setBanded(PlayerActorID player, bool banded) {
|
||||
ASSERT(player >= 0 && player < playerActors);
|
||||
assert(player >= 0 && player < playerActors);
|
||||
|
||||
if (playerList[ player ].getActor()->isDead()) return;
|
||||
|
||||
@ -721,7 +721,7 @@ void setBanded(PlayerActorID player, bool banded) {
|
||||
// Determine if a player actor is banded
|
||||
|
||||
bool isBanded(PlayerActorID player) {
|
||||
ASSERT(player >= 0 && player < playerActors);
|
||||
assert(player >= 0 && player < playerActors);
|
||||
return playerList[ player ].isBanded();
|
||||
}
|
||||
|
||||
@ -791,7 +791,7 @@ bool actorIDToPlayerID(ObjectID id, PlayerActorID &result) {
|
||||
}
|
||||
|
||||
void handlePlayerActorDeath(PlayerActorID id) {
|
||||
ASSERT(id >= 0 && id < playerActors);
|
||||
assert(id >= 0 && id < playerActors);
|
||||
|
||||
if (getCenterActor()->isDead()) {
|
||||
PlayerActor *newCenter;
|
||||
@ -818,7 +818,7 @@ void handlePlayerActorDeath(PlayerActorID id) {
|
||||
// to the center actor
|
||||
|
||||
void transportCenterBand(const Location &loc) {
|
||||
ASSERT(isWorld(loc.context));
|
||||
assert(isWorld(loc.context));
|
||||
|
||||
fadeDown();
|
||||
|
||||
|
@ -111,7 +111,7 @@ public:
|
||||
vitalityMemory(0) {
|
||||
int i;
|
||||
|
||||
ASSERT(ActorAttributes::skillFracPointsPerLevel > 0); // this is used in a divide
|
||||
assert(ActorAttributes::skillFracPointsPerLevel > 0); // this is used in a divide
|
||||
|
||||
memset(&baseStats, 0, sizeof(baseStats));
|
||||
|
||||
|
@ -205,7 +205,7 @@ void PlayModeSetup(void) {
|
||||
// for tile mode.
|
||||
// NOTE: Make sure these are allocated first, so that they
|
||||
// can over-ride other controls.
|
||||
VERIFY(speakButtonControls = NEW_UI gPanelList(*mainWindow));
|
||||
assert(speakButtonControls = NEW_UI gPanelList(*mainWindow));
|
||||
|
||||
// Create a control covering the map area.
|
||||
speakButtonPanel = NEW_UI gGenericControl(*speakButtonControls,
|
||||
@ -216,11 +216,11 @@ void PlayModeSetup(void) {
|
||||
|
||||
// Create a panelList to contain all controls created
|
||||
// for play mode.
|
||||
VERIFY(playControls = NEW_UI gPanelList(*mainWindow));
|
||||
assert(playControls = NEW_UI gPanelList(*mainWindow));
|
||||
|
||||
// Create a panelList to contain all controls created
|
||||
// for tile mode.
|
||||
VERIFY(tileControls = NEW_UI gPanelList(*mainWindow));
|
||||
assert(tileControls = NEW_UI gPanelList(*mainWindow));
|
||||
|
||||
// Create a panelList to contain all controls created
|
||||
// for stage mode.
|
||||
|
@ -181,7 +181,7 @@ CompoundMetaTileProperty::CompoundMetaTileProperty(
|
||||
// Allocate memory for a copy of the array
|
||||
propertyArray = (MetaTileProperty **)malloc(arrayBytes);
|
||||
#if DEBUG
|
||||
VERIFY(propertyArray);
|
||||
assert(propertyArray);
|
||||
#endif
|
||||
// Copy the array
|
||||
memcpy(propertyArray, array, arrayBytes);
|
||||
|
@ -120,7 +120,7 @@ CompoundProperty< T >::CompoundProperty(
|
||||
// Allocate memory to copy the array.
|
||||
propertyArray = (Property< T > **)TALLOC(arrayBytes, memPropList);
|
||||
#if DEBUG
|
||||
VERIFY(propertyArray);
|
||||
assert(propertyArray);
|
||||
#endif
|
||||
// Copy the array
|
||||
memcpy(propertyArray, array, arrayBytes);
|
||||
|
@ -728,7 +728,7 @@ int16 scriptGameObjectAddProtaganistSensor(int16 *args) {
|
||||
|
||||
int16 scriptGameObjectAddSpecificActorSensor(int16 *args) {
|
||||
OBJLOG(AddSpecificActorSensor);
|
||||
ASSERT(isActor(args[ 2 ]));
|
||||
assert(isActor(args[ 2 ]));
|
||||
|
||||
GameObject *obj = (GameObject *)thisThread->thisObject;
|
||||
|
||||
@ -748,7 +748,7 @@ int16 scriptGameObjectAddSpecificActorSensor(int16 *args) {
|
||||
|
||||
int16 scriptGameObjectAddSpecificObjectSensor(int16 *args) {
|
||||
OBJLOG(AddSpecificObjectSensor);
|
||||
ASSERT(isObject(args[ 2 ]) || isActor(args[ 2 ]));
|
||||
assert(isObject(args[ 2 ]) || isActor(args[ 2 ]));
|
||||
|
||||
GameObject *obj = (GameObject *)thisThread->thisObject;
|
||||
|
||||
@ -854,7 +854,7 @@ int16 scriptGameObjectCanSenseProtaganist(int16 *args) {
|
||||
|
||||
int16 scriptGameObjectCanSenseSpecificActor(int16 *args) {
|
||||
OBJLOG(CanSenseSpecificActor);
|
||||
ASSERT(isActor(args[ 1 ]));
|
||||
assert(isActor(args[ 1 ]));
|
||||
|
||||
GameObject *obj = (GameObject *)thisThread->thisObject;
|
||||
SenseInfo info;
|
||||
@ -881,7 +881,7 @@ int16 scriptGameObjectCanSenseSpecificActor(int16 *args) {
|
||||
|
||||
int16 scriptGameObjectCanSenseSpecificObject(int16 *args) {
|
||||
OBJLOG(CanSenseSpecificObject);
|
||||
ASSERT(isObject(args[ 1 ]) || isActor(args[ 1 ]));
|
||||
assert(isObject(args[ 1 ]) || isActor(args[ 1 ]));
|
||||
|
||||
GameObject *obj = (GameObject *)thisThread->thisObject;
|
||||
SenseInfo info;
|
||||
@ -988,8 +988,8 @@ int16 scriptGameObjectSetMass(int16 *args) {
|
||||
OBJLOG(SetMass);
|
||||
GameObject *obj = (GameObject *)thisThread->thisObject;
|
||||
|
||||
// ASSERT( args[ 0 ] > 0 );
|
||||
ASSERT(args[ 0 ] < maxuint16);
|
||||
// assert( args[ 0 ] > 0 );
|
||||
assert(args[ 0 ] < maxuint16);
|
||||
|
||||
if (obj->proto()->flags & ResourceObjectPrototype::objPropMergeable) {
|
||||
obj->setExtra(args[ 0 ]);
|
||||
@ -1565,7 +1565,7 @@ int16 scriptActorFaceTowards(int16 *args) {
|
||||
int16 oldFacing = 0;
|
||||
|
||||
if (isActor((GameObject *)thisThread->thisObject)) {
|
||||
ASSERT(isObject(args[ 0 ]) || isActor(args[ 0 ]));
|
||||
assert(isObject(args[ 0 ]) || isActor(args[ 0 ]));
|
||||
|
||||
Actor *a = (Actor *)thisThread->thisObject;
|
||||
|
||||
@ -1611,7 +1611,7 @@ int16 scriptActorTurn(int16 *args) {
|
||||
int16 scriptActorTurnTowards(int16 *args) {
|
||||
OBJLOG(TurnTowards);
|
||||
if (isActor((GameObject *)thisThread->thisObject)) {
|
||||
ASSERT(isObject(args[ 0 ]) || isActor(args[ 0 ]));
|
||||
assert(isObject(args[ 0 ]) || isActor(args[ 0 ]));
|
||||
|
||||
Actor *a = (Actor *)thisThread->thisObject;
|
||||
|
||||
@ -1766,7 +1766,7 @@ int16 scriptActorAssignBeNearLocation(int16 *args) {
|
||||
int16 scriptActorAssignBeNearActor(int16 *args) {
|
||||
OBJLOG(AssignBeNearActor);
|
||||
if (isActor((GameObject *)thisThread->thisObject)) {
|
||||
ASSERT(isActor(args[ 1 ]));
|
||||
assert(isActor(args[ 1 ]));
|
||||
|
||||
Actor *a = (Actor *)thisThread->thisObject,
|
||||
*targetActor;
|
||||
@ -1795,7 +1795,7 @@ int16 scriptActorAssignBeNearActor(int16 *args) {
|
||||
int16 scriptActorAssignKillActor(int16 *args) {
|
||||
OBJLOG(AssignKillActor);
|
||||
if (isActor((GameObject *)thisThread->thisObject)) {
|
||||
ASSERT(isActor(args[ 1 ]));
|
||||
assert(isActor(args[ 1 ]));
|
||||
|
||||
Actor *a = (Actor *)thisThread->thisObject,
|
||||
*targetActor;
|
||||
@ -1913,7 +1913,7 @@ int16 scriptActorBandWith(int16 *args) {
|
||||
if (isActor((GameObject *)thisThread->thisObject)) {
|
||||
Actor *a = (Actor *)thisThread->thisObject;
|
||||
|
||||
ASSERT(isActor(args[ 0 ]));
|
||||
assert(isActor(args[ 0 ]));
|
||||
|
||||
a->bandWith((Actor *)GameObject::objectAddress(args[ 0 ]));
|
||||
}
|
||||
@ -1975,8 +1975,8 @@ int16 scriptActorGetFollower(int16 *args) {
|
||||
if (isActor((GameObject *)thisThread->thisObject)) {
|
||||
Actor *a = (Actor *)thisThread->thisObject;
|
||||
|
||||
ASSERT(a->followers != NULL);
|
||||
ASSERT(args[ 0 ] < a->followers->size());
|
||||
assert(a->followers != NULL);
|
||||
assert(args[ 0 ] < a->followers->size());
|
||||
|
||||
return (*a->followers)[ args[ 0 ] ]->thisID();
|
||||
}
|
||||
@ -2406,10 +2406,10 @@ int16 scriptTagAssoc(int16 *args) {
|
||||
ActiveItem *ai = (ActiveItem *)thisThread->thisObject;
|
||||
int mapNum = ai->getMapNum();
|
||||
|
||||
ASSERT(args[ 0 ] >= 0);
|
||||
ASSERT(args[ 0 ] < ai->numAssociations);
|
||||
ASSERT(mapNum >= 0);
|
||||
ASSERT(mapNum < 8);
|
||||
assert(args[ 0 ] >= 0);
|
||||
assert(args[ 0 ] < ai->numAssociations);
|
||||
assert(mapNum >= 0);
|
||||
assert(mapNum < 8);
|
||||
|
||||
return (*mapList[ mapNum ].assocList)[ ai->associationOffset + args[ 0 ] ];
|
||||
}
|
||||
@ -2527,8 +2527,8 @@ int16 scriptTagSetAnimation(int16 *args) {
|
||||
tagLoc.z = ai->instance.h * 8 - a->getLocation().z;
|
||||
#endif
|
||||
// Assert that the state is valid
|
||||
ASSERT(args[ 1 ] >= 0);
|
||||
ASSERT(args[ 1 ] < ai->getGroup()->group.numStates);
|
||||
assert(args[ 1 ] >= 0);
|
||||
assert(args[ 1 ] < ai->getGroup()->group.numStates);
|
||||
|
||||
// If soundID is not NULL, then play the sound
|
||||
if (soundID) playSoundAt(soundID, ail);
|
||||
@ -2999,7 +2999,7 @@ int16 scriptDeleteObject(int16 *args) {
|
||||
GameObject *obj = GameObject::objectAddress(args[ 0 ]);
|
||||
ObjectID oldParentID;
|
||||
|
||||
VERIFY(obj);
|
||||
assert(obj);
|
||||
oldParentID = obj->IDParent();
|
||||
obj->deleteObjectRecursive();
|
||||
globalContainerList.setUpdate(oldParentID);
|
||||
@ -3020,7 +3020,7 @@ int16 scriptMakeActor(int16 *args) {
|
||||
int32 actorAppearanceNum;
|
||||
Actor *a;
|
||||
|
||||
VERIFY(actorAppearanceName);
|
||||
assert(actorAppearanceName);
|
||||
memcpy(&actorAppearanceNum, actorAppearanceName, 4);
|
||||
|
||||
a = Actor::newActor(
|
||||
@ -3095,7 +3095,7 @@ int16 scriptPlaySoundFrom(int16 *args) {
|
||||
int32 soundID;
|
||||
soundID = parse_res_id(sID);
|
||||
GameObject *go = GameObject::objectAddress(args[1]);
|
||||
ASSERT(go != NULL);
|
||||
assert(go != NULL);
|
||||
if (soundID) playSoundAt(soundID, go->notGetWorldLocation());
|
||||
|
||||
return 0;
|
||||
@ -3198,10 +3198,10 @@ int16 scriptResID(int16 *args) {
|
||||
|
||||
int16 scriptWorldNum2Object(int16 *args) {
|
||||
MONOLOG(WorldNum2Object);
|
||||
ASSERT(args[ 0 ] >= 0);
|
||||
assert(args[ 0 ] >= 0);
|
||||
// REM: I can't seem to find a symbolic constant for the
|
||||
// maximum number of worlds. I know that it's currently 8.
|
||||
ASSERT(args[ 0 ] < 8);
|
||||
assert(args[ 0 ] < 8);
|
||||
|
||||
return args[ 0 ] + WorldBaseID;
|
||||
}
|
||||
@ -3280,8 +3280,8 @@ int16 scriptAssertEvent(int16 *args) {
|
||||
MONOLOG(AssertEvent);
|
||||
GameEvent ev;
|
||||
|
||||
ASSERT(isObject(args[ 1 ]) || isActor(args[ 1 ]));
|
||||
ASSERT(args[ 2 ] == Nothing
|
||||
assert(isObject(args[ 1 ]) || isActor(args[ 1 ]));
|
||||
assert(args[ 2 ] == Nothing
|
||||
|| isObject(args[ 2 ])
|
||||
|| isActor(args[ 2 ]));
|
||||
|
||||
@ -3332,8 +3332,8 @@ int16 scriptCanCast(int16 *args) {
|
||||
MONOLOG(CanCast);
|
||||
GameObject *caster = GameObject::objectAddress(*args++);
|
||||
SkillProto *spell = skillProtoFromID(*args++);
|
||||
VERIFY(caster);
|
||||
VERIFY(spell);
|
||||
assert(caster);
|
||||
assert(spell);
|
||||
return canCast(caster, spell);
|
||||
}
|
||||
|
||||
@ -3342,9 +3342,9 @@ int16 scriptCastSpellAtObject(int16 *args) {
|
||||
GameObject *caster = GameObject::objectAddress(*args++);
|
||||
SkillProto *spell = skillProtoFromID(*args++);
|
||||
GameObject *target = GameObject::objectAddress(*args++);
|
||||
VERIFY(caster);
|
||||
VERIFY(spell);
|
||||
VERIFY(target);
|
||||
assert(caster);
|
||||
assert(spell);
|
||||
assert(target);
|
||||
castSpell(caster, target, spell);
|
||||
return 0;
|
||||
}
|
||||
@ -3354,9 +3354,9 @@ int16 scriptCastSpellAtActor(int16 *args) {
|
||||
GameObject *caster = GameObject::objectAddress(*args++);
|
||||
SkillProto *spell = skillProtoFromID(*args++);
|
||||
GameObject *target = GameObject::objectAddress(*args++);
|
||||
VERIFY(caster);
|
||||
VERIFY(spell);
|
||||
VERIFY(target);
|
||||
assert(caster);
|
||||
assert(spell);
|
||||
assert(target);
|
||||
castSpell(caster, target, spell);
|
||||
return 0;
|
||||
}
|
||||
@ -3365,8 +3365,8 @@ int16 scriptCastSpellAtWorld(int16 *args) {
|
||||
MONOLOG(CastSpellAtWorld);
|
||||
GameObject *caster = GameObject::objectAddress(*args++);
|
||||
SkillProto *spell = skillProtoFromID(*args++);
|
||||
VERIFY(caster);
|
||||
VERIFY(spell);
|
||||
assert(caster);
|
||||
assert(spell);
|
||||
castUntargetedSpell(caster, spell);
|
||||
return 0;
|
||||
}
|
||||
@ -3376,9 +3376,9 @@ int16 scriptCastSpellAtTAG(int16 *args) {
|
||||
GameObject *caster = GameObject::objectAddress(*args++);
|
||||
SkillProto *spell = skillProtoFromID(*args++);
|
||||
ActiveItem *ai = ActiveItem::activeItemAddress(*args++);
|
||||
VERIFY(caster);
|
||||
VERIFY(spell);
|
||||
VERIFY(ai);
|
||||
assert(caster);
|
||||
assert(spell);
|
||||
assert(ai);
|
||||
castSpell(caster, ai, spell);
|
||||
return 0;
|
||||
}
|
||||
@ -3391,8 +3391,8 @@ int16 scriptCastSpellAtTile(int16 *args) {
|
||||
int16 v = *args++; // << tileUVShift;
|
||||
int16 h = *args++;
|
||||
Location l = Location(TilePoint(u, v, h), Nothing);
|
||||
VERIFY(caster);
|
||||
VERIFY(spell);
|
||||
assert(caster);
|
||||
assert(spell);
|
||||
castSpell(caster, l, spell);
|
||||
return 0;
|
||||
}
|
||||
@ -3529,9 +3529,9 @@ int16 scriptSearchRegion(int16 *args) {
|
||||
maxP;
|
||||
|
||||
// Get a pointer to the world
|
||||
ASSERT(isWorld(args[ 0 ]));
|
||||
assert(isWorld(args[ 0 ]));
|
||||
worldPtr = (GameWorld *)GameObject::objectAddress(args[ 0 ]);
|
||||
ASSERT(worldPtr != NULL);
|
||||
assert(worldPtr != NULL);
|
||||
|
||||
minP.u = MIN(args[ 1 ], args[ 3 ]);
|
||||
minP.v = MIN(args[ 2 ], args[ 4 ]);
|
||||
@ -3625,14 +3625,14 @@ int16 scriptSwapRegions(int16 *args) {
|
||||
TileRegion region1,
|
||||
region2;
|
||||
|
||||
ASSERT(isWorld(worldID1));
|
||||
ASSERT(isWorld(worldID2));
|
||||
assert(isWorld(worldID1));
|
||||
assert(isWorld(worldID2));
|
||||
|
||||
worldPtr1 = (GameWorld *)GameObject::objectAddress(worldID1);
|
||||
worldPtr2 = (GameWorld *)GameObject::objectAddress(worldID2);
|
||||
|
||||
ASSERT(worldPtr1 != NULL);
|
||||
ASSERT(worldPtr2 != NULL);
|
||||
assert(worldPtr1 != NULL);
|
||||
assert(worldPtr2 != NULL);
|
||||
|
||||
region1.min.u = args[ 1 ];
|
||||
region1.min.v = args[ 2 ];
|
||||
@ -3654,9 +3654,9 @@ int16 scriptSwapRegions(int16 *args) {
|
||||
|
||||
// Allocate an array to hold object ID's for each region
|
||||
objArray1 = new ObjectID[ objCount1 ];
|
||||
ASSERT(objArray1);
|
||||
assert(objArray1);
|
||||
objArray2 = new ObjectID[ objCount2 ];
|
||||
ASSERT(objArray2);
|
||||
assert(objArray2);
|
||||
|
||||
// Get a list of the objects in each region
|
||||
listObjectsInRegion(worldPtr1, region1, objArray1);
|
||||
@ -3744,8 +3744,8 @@ extern int16 objectProtoCount;
|
||||
int16 scriptNumTempActors(int16 *args) {
|
||||
MONOLOG(NumTempActors);
|
||||
|
||||
ASSERT(args[ 0 ] >= 0);
|
||||
ASSERT(args[ 0 ] < actorProtoCount);
|
||||
assert(args[ 0 ] >= 0);
|
||||
assert(args[ 0 ] < actorProtoCount);
|
||||
|
||||
return getTempActorCount(args[ 0 ]);
|
||||
}
|
||||
@ -3758,8 +3758,8 @@ int16 scriptGetObjectBasePrice(int16 *args) {
|
||||
MONOLOG(GetBaseObjectPrice);
|
||||
extern ProtoObj *objectProtos;
|
||||
|
||||
ASSERT(args[ 0 ] >= 0);
|
||||
ASSERT(args[ 0 ] < objectProtoCount);
|
||||
assert(args[ 0 ] >= 0);
|
||||
assert(args[ 0 ] < objectProtoCount);
|
||||
|
||||
return objectProtos[ args[ 0 ] ].price;
|
||||
}
|
||||
@ -3807,7 +3807,7 @@ int16 scriptPlayVideo(int16 *args) {
|
||||
int16 scriptDistanceBetween(int16 *args) {
|
||||
MONOLOG(distanceBetween);
|
||||
|
||||
ASSERT((isObject(args[ 0 ]) || isActor(args[ 0 ]))
|
||||
assert((isObject(args[ 0 ]) || isActor(args[ 0 ]))
|
||||
&& (isObject(args[ 1 ]) || isActor(args[ 1 ])));
|
||||
|
||||
GameObject *obj1 = GameObject::objectAddress(args[ 0 ]),
|
||||
@ -3824,7 +3824,7 @@ int16 scriptDistanceBetween(int16 *args) {
|
||||
int16 scriptTransportCenterBand(int16 *args) {
|
||||
MONOLOG(transportCenterBand);
|
||||
|
||||
ASSERT(isWorld(args[ 0 ]));
|
||||
assert(isWorld(args[ 0 ]));
|
||||
|
||||
transportCenterBand(Location(args[ 1 ], args[ 2 ], args[ 3 ], args[ 0 ]));
|
||||
|
||||
|
@ -92,7 +92,7 @@ bool SaveFileConstructor::newChunk(ChunkID id, int32 size) {
|
||||
// Determine if file position is at end of previous chunk
|
||||
if (posInChunk < chunkSize) return FALSE;
|
||||
|
||||
ASSERT(posInChunk == chunkSize);
|
||||
assert(posInChunk == chunkSize);
|
||||
|
||||
SaveFileChunkInfo chunkHeader;
|
||||
|
||||
@ -137,7 +137,7 @@ bool SaveFileConstructor::writeChunk(ChunkID id, void *buf, int32 size) {
|
||||
// Determine if file position is at end of previous chunk
|
||||
if (posInChunk < chunkSize) return FALSE;
|
||||
|
||||
ASSERT(posInChunk == chunkSize);
|
||||
assert(posInChunk == chunkSize);
|
||||
|
||||
SaveFileChunkInfo chunkHeader;
|
||||
|
||||
@ -224,7 +224,7 @@ bool SaveFileReader::firstChunk(ChunkID &chunk, int32 &size) {
|
||||
// Make the next chunk the current chunk
|
||||
|
||||
bool SaveFileReader::nextChunk(ChunkID &chunk, int32 &size) {
|
||||
ASSERT(posInChunk <= chunkSize);
|
||||
assert(posInChunk <= chunkSize);
|
||||
|
||||
// If not already at the beginning of the next chunk header, seek
|
||||
// the next chunk
|
||||
|
@ -191,12 +191,12 @@ void *constructSensor(int16 ctr, void *buf) {
|
||||
break;
|
||||
}
|
||||
|
||||
ASSERT(sensor != NULL);
|
||||
assert(sensor != NULL);
|
||||
|
||||
// Get the sensor list
|
||||
sensorList = fetchSensorList(sensor->getObject());
|
||||
|
||||
ASSERT(sensorList != NULL);
|
||||
assert(sensorList != NULL);
|
||||
|
||||
// Append this Sensor to the sensor list
|
||||
sensorList->addTail(*sensor);
|
||||
@ -209,7 +209,7 @@ void *constructSensor(int16 ctr, void *buf) {
|
||||
// an archive buffer
|
||||
|
||||
int32 sensorArchiveSize(Sensor *sensor) {
|
||||
ASSERT(sensor != NULL);
|
||||
assert(sensor != NULL);
|
||||
|
||||
return sizeof(int16) // Type
|
||||
+ sensor->archiveSize();
|
||||
@ -219,7 +219,7 @@ int32 sensorArchiveSize(Sensor *sensor) {
|
||||
// Archive the specified Sensor in an archive buffer
|
||||
|
||||
void *archiveSensor(Sensor *sensor, void *buf) {
|
||||
ASSERT(sensor != NULL);
|
||||
assert(sensor != NULL);
|
||||
|
||||
// Store the sensor type
|
||||
*((int16 *)buf) = sensor->getType();
|
||||
@ -243,7 +243,7 @@ void checkSensors(void) {
|
||||
nextSensorHolder = (SensorHolder *)sensorHolder->next();
|
||||
|
||||
if (--sensorHolder->checkCtr <= 0) {
|
||||
ASSERT(sensorHolder->checkCtr == 0);
|
||||
assert(sensorHolder->checkCtr == 0);
|
||||
|
||||
Sensor *sensor = sensorHolder->getSensor();
|
||||
SenseInfo info;
|
||||
@ -256,8 +256,8 @@ void checkSensors(void) {
|
||||
|
||||
|
||||
if (sensor->check(info, sFlags)) {
|
||||
ASSERT(info.sensedObject != NULL);
|
||||
ASSERT(isObject(info.sensedObject)
|
||||
assert(info.sensedObject != NULL);
|
||||
assert(isObject(info.sensedObject)
|
||||
|| isActor(info.sensedObject));
|
||||
|
||||
sensor->getObject()->senseObject(
|
||||
@ -273,8 +273,8 @@ void checkSensors(void) {
|
||||
//----------------------------------------------------------------------
|
||||
|
||||
void assertEvent(const GameEvent &ev) {
|
||||
ASSERT(ev.directObject != NULL);
|
||||
ASSERT(isObject(ev.directObject) || isActor(ev.directObject));
|
||||
assert(ev.directObject != NULL);
|
||||
assert(isObject(ev.directObject) || isActor(ev.directObject));
|
||||
|
||||
SensorHolder *sensorHolder,
|
||||
*nextSensorHolder;
|
||||
@ -303,12 +303,12 @@ void assertEvent(const GameEvent &ev) {
|
||||
|
||||
void initSensors(void) {
|
||||
// Nothing to do
|
||||
ASSERT(sizeof(ProtaganistSensor) <= maxSensorSize);
|
||||
ASSERT(sizeof(SpecificObjectSensor) <= maxSensorSize);
|
||||
ASSERT(sizeof(ObjectPropertySensor) <= maxSensorSize);
|
||||
ASSERT(sizeof(SpecificActorSensor) <= maxSensorSize);
|
||||
ASSERT(sizeof(ActorPropertySensor) <= maxSensorSize);
|
||||
ASSERT(sizeof(EventSensor) <= maxSensorSize);
|
||||
assert(sizeof(ProtaganistSensor) <= maxSensorSize);
|
||||
assert(sizeof(SpecificObjectSensor) <= maxSensorSize);
|
||||
assert(sizeof(ObjectPropertySensor) <= maxSensorSize);
|
||||
assert(sizeof(SpecificActorSensor) <= maxSensorSize);
|
||||
assert(sizeof(ActorPropertySensor) <= maxSensorSize);
|
||||
assert(sizeof(EventSensor) <= maxSensorSize);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
@ -374,7 +374,7 @@ void saveSensors(SaveFileConstructor &saveGame) {
|
||||
bufferPtr = archiveSensor(sensorHolder->getSensor(), bufferPtr);
|
||||
}
|
||||
|
||||
ASSERT(bufferPtr == &((uint8 *)archiveBuffer)[ archiveBufSize ]);
|
||||
assert(bufferPtr == &((uint8 *)archiveBuffer)[ archiveBufSize ]);
|
||||
|
||||
// Write the data to the save file
|
||||
saveGame.writeChunk(
|
||||
@ -425,7 +425,7 @@ void loadSensors(SaveFileReader &saveGame) {
|
||||
bufferPtr = constructSensor(ctr, bufferPtr);
|
||||
}
|
||||
|
||||
ASSERT(bufferPtr == &((uint8 *)archiveBuffer)[ saveGame.getChunkSize() ]);
|
||||
assert(bufferPtr == &((uint8 *)archiveBuffer)[ saveGame.getChunkSize() ]);
|
||||
|
||||
RDisposePtr(archiveBuffer);
|
||||
}
|
||||
@ -484,7 +484,7 @@ SensorList *fetchSensorList(GameObject *obj) {
|
||||
SensorList::SensorList(void **buf) {
|
||||
ObjectID *bufferPtr = (ObjectID *)*buf;
|
||||
|
||||
ASSERT(isObject(*bufferPtr) || isActor(*bufferPtr));
|
||||
assert(isObject(*bufferPtr) || isActor(*bufferPtr));
|
||||
|
||||
obj = GameObject::objectAddress(*bufferPtr);
|
||||
|
||||
@ -511,7 +511,7 @@ void *SensorList::archive(void *buf) {
|
||||
Sensor::Sensor(void **buf) {
|
||||
void *bufferPtr = *buf;
|
||||
|
||||
ASSERT(isObject(*((ObjectID *)bufferPtr))
|
||||
assert(isObject(*((ObjectID *)bufferPtr))
|
||||
|| isActor(*((ObjectID *)bufferPtr)));
|
||||
|
||||
// Restore the object pointer
|
||||
@ -559,13 +559,13 @@ void *Sensor::archive(void *buf) {
|
||||
|
||||
#if DEBUG
|
||||
void *Sensor::operator new (size_t sz) {
|
||||
ASSERT(sz <= maxSensorSize);
|
||||
assert(sz <= maxSensorSize);
|
||||
|
||||
return newSensor();
|
||||
}
|
||||
|
||||
void *Sensor::operator new (size_t sz, int16 ctr) {
|
||||
ASSERT(sz <= maxSensorSize);
|
||||
assert(sz <= maxSensorSize);
|
||||
|
||||
return newSensor(ctr);
|
||||
}
|
||||
@ -599,7 +599,7 @@ bool ProtaganistSensor::check(SenseInfo &info, uint32 senseFlags) {
|
||||
Actor *protag =
|
||||
getPlayerActorAddress(playerActorIDs[ i ])->getActor();
|
||||
|
||||
ASSERT(isActor(protag));
|
||||
assert(isActor(protag));
|
||||
|
||||
// Skip this protaganist if they're dead
|
||||
if (protag->isDead())
|
||||
@ -755,8 +755,8 @@ int16 SpecificObjectSensor::getType(void) {
|
||||
// Determine if the object can sense what it's looking for
|
||||
|
||||
bool SpecificObjectSensor::check(SenseInfo &info, uint32 senseFlags) {
|
||||
ASSERT(soughtObjID != Nothing);
|
||||
ASSERT(isObject(soughtObjID) || isActor(soughtObjID));
|
||||
assert(soughtObjID != Nothing);
|
||||
assert(isObject(soughtObjID) || isActor(soughtObjID));
|
||||
|
||||
GameObject *soughtObject = GameObject::objectAddress(soughtObjID);
|
||||
bool objIsActor = isActor(getObject());
|
||||
@ -793,9 +793,9 @@ bool SpecificObjectSensor::check(SenseInfo &info, uint32 senseFlags) {
|
||||
// Determine if an object meets the search criteria
|
||||
|
||||
bool SpecificObjectSensor::isObjectSought(GameObject *obj) {
|
||||
ASSERT(isObject(obj) || isActor(obj));
|
||||
ASSERT(soughtObjID != Nothing);
|
||||
ASSERT(isObject(soughtObjID) || isActor(soughtObjID));
|
||||
assert(isObject(obj) || isActor(obj));
|
||||
assert(soughtObjID != Nothing);
|
||||
assert(isObject(soughtObjID) || isActor(soughtObjID));
|
||||
|
||||
return obj == GameObject::objectAddress(soughtObjID);
|
||||
}
|
||||
@ -849,7 +849,7 @@ int16 ObjectPropertySensor::getType(void) {
|
||||
// Determine if an object meets the search criteria
|
||||
|
||||
bool ObjectPropertySensor::isObjectSought(GameObject *obj) {
|
||||
ASSERT(isObject(obj) || isActor(obj));
|
||||
assert(isObject(obj) || isActor(obj));
|
||||
|
||||
return obj->hasProperty(*getObjProp(objectProperty));
|
||||
}
|
||||
@ -862,7 +862,7 @@ bool ObjectPropertySensor::isObjectSought(GameObject *obj) {
|
||||
// Determine if an object meets the search criteria
|
||||
|
||||
bool ActorSensor::isObjectSought(GameObject *obj) {
|
||||
ASSERT(isObject(obj) || isActor(obj));
|
||||
assert(isObject(obj) || isActor(obj));
|
||||
|
||||
// Only actors need apply
|
||||
return isActor(obj) && isActorSought((Actor *)obj);
|
||||
@ -878,7 +878,7 @@ bool ActorSensor::isObjectSought(GameObject *obj) {
|
||||
SpecificActorSensor::SpecificActorSensor(void **buf) : ActorSensor(buf) {
|
||||
ObjectID *bufferPtr = (ObjectID *)*buf;
|
||||
|
||||
ASSERT(isActor(*bufferPtr));
|
||||
assert(isActor(*bufferPtr));
|
||||
|
||||
// Restore the sought actor pointer
|
||||
soughtActor = (Actor *)GameObject::objectAddress(*bufferPtr++);
|
||||
@ -918,7 +918,7 @@ int16 SpecificActorSensor::getType(void) {
|
||||
// Determine if the object can sense what it's looking for
|
||||
|
||||
bool SpecificActorSensor::check(SenseInfo &info, uint32 senseFlags) {
|
||||
ASSERT(isActor(soughtActor));
|
||||
assert(isActor(soughtActor));
|
||||
bool objIsActor = isActor(getObject());
|
||||
|
||||
if (senseFlags & (1 << actorBlind))
|
||||
|
@ -1049,7 +1049,7 @@ SpeechTaskList::SpeechTaskList(void **buf) {
|
||||
// Restore the speeches
|
||||
for (i = 0; i < count; i++) {
|
||||
Speech *sp = (Speech *)free.remHead();
|
||||
ASSERT(sp != NULL);
|
||||
assert(sp != NULL);
|
||||
|
||||
nonActiveList.addTail(*sp);
|
||||
bufferPtr = sp->restore(bufferPtr);
|
||||
|
@ -147,7 +147,7 @@ void SpellStuff::killEffects(void) {
|
||||
// implement a spell - general target type
|
||||
|
||||
void SpellStuff::implement(GameObject *enactor, SpellTarget *target) {
|
||||
VERIFY(target);
|
||||
assert(target);
|
||||
switch (target->getType()) {
|
||||
case SpellTarget::spellTargetPoint:
|
||||
implement(enactor, Location(target->getPoint(), Nothing));
|
||||
@ -581,8 +581,8 @@ void SpellStuff::show(GameObject *, SpellTarget &) {}
|
||||
// ctor
|
||||
|
||||
SpellInstance::SpellInstance(SpellCaster *newCaster, SpellTarget *newTarget, SpellID spellNo) {
|
||||
VERIFY(newCaster);
|
||||
VERIFY(newTarget);
|
||||
assert(newCaster);
|
||||
assert(newTarget);
|
||||
caster = newCaster;
|
||||
target = NEW_SPEL SpellTarget(*newTarget);
|
||||
world = newCaster->world();
|
||||
@ -594,7 +594,7 @@ SpellInstance::SpellInstance(SpellCaster *newCaster, SpellTarget *newTarget, Spe
|
||||
// ctor
|
||||
|
||||
SpellInstance::SpellInstance(SpellCaster *newCaster, GameObject &newTarget, SpellID spellNo) {
|
||||
VERIFY(newCaster);
|
||||
assert(newCaster);
|
||||
target = NEW_SPEL SpellTarget(newTarget);
|
||||
caster = newCaster;
|
||||
world = newCaster->world();
|
||||
@ -606,8 +606,8 @@ SpellInstance::SpellInstance(SpellCaster *newCaster, GameObject &newTarget, Spel
|
||||
// ctor
|
||||
|
||||
SpellInstance::SpellInstance(SpellCaster *newCaster, GameObject *newTarget, SpellID spellNo) {
|
||||
VERIFY(newCaster);
|
||||
VERIFY(newTarget);
|
||||
assert(newCaster);
|
||||
assert(newTarget);
|
||||
target = NEW_SPEL SpellTarget(newTarget);
|
||||
caster = newCaster;
|
||||
world = newCaster->world();
|
||||
@ -619,7 +619,7 @@ SpellInstance::SpellInstance(SpellCaster *newCaster, GameObject *newTarget, Spel
|
||||
// ctor
|
||||
|
||||
SpellInstance::SpellInstance(SpellCaster *newCaster, TilePoint &newTarget, SpellID spellNo) {
|
||||
VERIFY(newCaster);
|
||||
assert(newCaster);
|
||||
target = NEW_SPEL SpellTarget(newTarget);
|
||||
caster = newCaster;
|
||||
world = newCaster->world();
|
||||
@ -655,7 +655,7 @@ void SpellInstance::init(void) {
|
||||
age = 0;
|
||||
implementAge = 0;
|
||||
effSeq = 0;
|
||||
VERIFY(dProto);
|
||||
assert(dProto);
|
||||
if (!dProto) return;
|
||||
effect = EffectDisplayPrototypeList::edpList[dProto->effect];
|
||||
implementAge = dProto->implementAge;
|
||||
|
@ -130,9 +130,9 @@ void initMagic(void) {
|
||||
loadMagicData();
|
||||
|
||||
spellSprites = (SpriteSet **) spriteRes->load(spellSpriteID, "spell sprites");
|
||||
VERIFY(spellSprites);
|
||||
assert(spellSprites);
|
||||
spellSchemes = (ColorScheme **)schemeRes->load(spellSpriteID, "scheme list");
|
||||
VERIFY(spellSchemes);
|
||||
assert(spellSchemes);
|
||||
loadedColorMaps = schemeRes->size(spellSpriteID) / sizeof(ColorScheme);
|
||||
}
|
||||
|
||||
@ -222,7 +222,7 @@ static void loadMagicData(void) {
|
||||
RDisposePtr(rsi);
|
||||
i++;
|
||||
}
|
||||
VERIFY(i > 1);
|
||||
assert(i > 1);
|
||||
|
||||
// get spell effects
|
||||
i = 0;
|
||||
@ -243,7 +243,7 @@ static void loadMagicData(void) {
|
||||
RDisposePtr(rse);
|
||||
i++;
|
||||
}
|
||||
VERIFY(i > 1);
|
||||
assert(i > 1);
|
||||
|
||||
|
||||
// get spell color maps
|
||||
|
@ -109,7 +109,7 @@ typedef GameObject SpellCaster;
|
||||
|
||||
inline TilePoint TAGPos(ActiveItem *ai) {
|
||||
if (ai == NULL) return Nowhere;
|
||||
VERIFY(ai->itemType == activeTypeInstance);
|
||||
assert(ai->itemType == activeTypeInstance);
|
||||
return TilePoint(
|
||||
ai->instance.u << tileUVShift,
|
||||
ai->instance.v << tileUVShift,
|
||||
@ -230,12 +230,12 @@ public:
|
||||
}
|
||||
|
||||
GameObject *getObject(void) {
|
||||
VERIFY(type == spellTargetObject);
|
||||
assert(type == spellTargetObject);
|
||||
return obj;
|
||||
}
|
||||
|
||||
ActiveItem *getTAG(void) {
|
||||
VERIFY(type == spellTargetTAG);
|
||||
assert(type == spellTargetTAG);
|
||||
return tag;
|
||||
}
|
||||
|
||||
|
@ -83,7 +83,7 @@ EffectDisplayPrototypeList::EffectDisplayPrototypeList(int32 c) {
|
||||
effects = (pEffectDisplayPrototype *) TALLOC(sizeof(pEffectDisplayPrototype) * c, memSpells);
|
||||
for (int i = 0; i < c; i++)
|
||||
effects[i] = NULL;
|
||||
VERIFY(effects);
|
||||
assert(effects);
|
||||
if (effects) maxCount = c;
|
||||
}
|
||||
|
||||
@ -101,7 +101,7 @@ EffectDisplayPrototypeList::~EffectDisplayPrototypeList() {
|
||||
}
|
||||
|
||||
int32 EffectDisplayPrototypeList::add(EffectDisplayPrototype *edp) {
|
||||
VERIFY(count < maxCount);
|
||||
assert(count < maxCount);
|
||||
edp->setID(count);
|
||||
effects[count++] = edp;
|
||||
return count - 1;
|
||||
@ -118,14 +118,14 @@ void EffectDisplayPrototypeList::cleanup(void) {
|
||||
}
|
||||
|
||||
void EffectDisplayPrototypeList::append(EffectDisplayPrototype *nedp, int32 acount) {
|
||||
VERIFY(acount < maxCount);
|
||||
assert(acount < maxCount);
|
||||
EffectDisplayPrototype *edp = effects[acount];
|
||||
while (edp->next) edp = edp->next;
|
||||
edp->next = nedp;
|
||||
}
|
||||
|
||||
EffectDisplayPrototype *EffectDisplayPrototypeList::operator[](EffectID e) {
|
||||
VERIFY(e >= 0 && e < maxCount);
|
||||
assert(e >= 0 && e < maxCount);
|
||||
return effects[e];
|
||||
}
|
||||
|
||||
@ -155,7 +155,7 @@ SpellDisplayPrototype::SpellDisplayPrototype(
|
||||
}
|
||||
|
||||
SpellDisplayPrototype *SpellDisplayPrototypeList::operator[](SpellID s) {
|
||||
VERIFY(s >= 0 && s < count);
|
||||
assert(s >= 0 && s < count);
|
||||
return spells[s];
|
||||
}
|
||||
|
||||
@ -195,7 +195,7 @@ SpellDisplayPrototypeList::SpellDisplayPrototypeList(uint16 s) {
|
||||
spells = (pSpellDisplayPrototype *) TALLOC(sizeof(pSpellDisplayPrototype) * s, memSpells);
|
||||
for (int i = 0; i < s; i++)
|
||||
spells[i] = NULL;
|
||||
VERIFY(spells);
|
||||
assert(spells);
|
||||
if (spells) maxCount = s;
|
||||
}
|
||||
|
||||
@ -212,7 +212,7 @@ SpellDisplayPrototypeList::~SpellDisplayPrototypeList() {
|
||||
}
|
||||
|
||||
int32 SpellDisplayPrototypeList::add(SpellDisplayPrototype *sdp) {
|
||||
VERIFY(count < maxCount);
|
||||
assert(count < maxCount);
|
||||
sdp->setID((SpellID) count);
|
||||
spells[count++] = sdp;
|
||||
return count;
|
||||
@ -253,7 +253,7 @@ void SpellDisplayList::cleanup(void) {
|
||||
}
|
||||
|
||||
void SpellDisplayList::add(SpellInstance *newSpell) {
|
||||
VERIFY(newSpell);
|
||||
assert(newSpell);
|
||||
if (count < maxCount)
|
||||
spells[count++] = newSpell;
|
||||
}
|
||||
@ -273,7 +273,7 @@ void SpellDisplayList::updateStates(int32 deltaTime) {
|
||||
}
|
||||
|
||||
void SpellDisplayList::tidyKill(uint16 spellNo) {
|
||||
VERIFY(count);
|
||||
assert(count);
|
||||
if (spells[spellNo]) {
|
||||
delete spells[spellNo];
|
||||
spells[spellNo] = NULL;
|
||||
|
@ -96,7 +96,7 @@ void SpellStuff::setupFromResource(ResourceSpellItem *rsi) {
|
||||
|
||||
void SpellStuff::addEffect(ResourceSpellEffect *rse) {
|
||||
ProtoEffect *pe;
|
||||
VERIFY(rse && rse->spell == master);
|
||||
assert(rse && rse->spell == master);
|
||||
switch (rse->effectGroup) {
|
||||
case effectNone :
|
||||
return;
|
||||
@ -305,7 +305,7 @@ SpellInstance::SpellInstance(StorageSpellInstance &ssi) {
|
||||
caster = GameObject::objectAddress(ssi.caster);
|
||||
target = NEW_SPEL SpellTarget(ssi.target);
|
||||
GameObject *go = GameObject::objectAddress(ssi.world);
|
||||
VERIFY(isWorld(go));
|
||||
assert(isWorld(go));
|
||||
world = (GameWorld *) go;
|
||||
age = ssi.age;
|
||||
spell = ssi.spell;
|
||||
@ -353,7 +353,7 @@ void SpellDisplayList::load(SaveFileReader &saveGame) {
|
||||
uint16 tCount;
|
||||
|
||||
saveGame.read(&tCount, sizeof(tCount));
|
||||
VERIFY(tCount < maxCount);
|
||||
assert(tCount < maxCount);
|
||||
if (tCount) {
|
||||
for (int i = 0; i < tCount; i++) {
|
||||
SpellInstance *si;
|
||||
@ -364,7 +364,7 @@ void SpellDisplayList::load(SaveFileReader &saveGame) {
|
||||
si->loadEffect(saveGame, ssi.eListSize);
|
||||
}
|
||||
}
|
||||
VERIFY(tCount == count);
|
||||
assert(tCount == count);
|
||||
}
|
||||
|
||||
void SpellDisplayList::wipe(void) {
|
||||
@ -375,7 +375,7 @@ void SpellDisplayList::wipe(void) {
|
||||
count--;
|
||||
}
|
||||
|
||||
ASSERT(count == 0);
|
||||
assert(count == 0);
|
||||
}
|
||||
|
||||
size_t SpellInstance::saveSize(void) {
|
||||
@ -397,7 +397,7 @@ void SpellInstance::saveEffect(SaveFileConstructor &saveGame) {
|
||||
}
|
||||
|
||||
void SpellInstance::loadEffect(SaveFileReader &saveGame, uint16 eListSize) {
|
||||
VERIFY(eListSize == effect->nodeCount);
|
||||
assert(eListSize == effect->nodeCount);
|
||||
eList.count = effect->nodeCount; //sdp->effCount;
|
||||
if (eList.count)
|
||||
for (int32 i = 0; i < eList.count; i++) {
|
||||
|
@ -744,21 +744,21 @@ void initSprites(void) {
|
||||
error("Error accessing sprite resource group.");
|
||||
|
||||
frameRes = resFile->newContext(frameGroupID, "frame resources");
|
||||
VERIFY(frameRes && frameRes->_valid);
|
||||
assert(frameRes && frameRes->_valid);
|
||||
|
||||
poseRes = resFile->newContext(poseGroupID, "pose resources");
|
||||
VERIFY(poseRes && poseRes->_valid);
|
||||
assert(poseRes && poseRes->_valid);
|
||||
|
||||
schemeRes = resFile->newContext(schemeGroupID, "scheme resources");
|
||||
VERIFY(schemeRes && schemeRes->_valid);
|
||||
assert(schemeRes && schemeRes->_valid);
|
||||
|
||||
// object sprites
|
||||
objectSprites = (SpriteSet **)spriteRes->load(objectSpriteID, "object sprites");
|
||||
VERIFY(objectSprites);
|
||||
assert(objectSprites);
|
||||
|
||||
// intagible object sprites
|
||||
mentalSprites = (SpriteSet **)spriteRes->load(mentalSpriteID, "mental sprites");
|
||||
VERIFY(mentalSprites);
|
||||
assert(mentalSprites);
|
||||
|
||||
for (i = 0; i < maxWeaponSpriteSets; i++) {
|
||||
hResID weaponSpriteID;
|
||||
|
@ -32,9 +32,6 @@
|
||||
#include "saga2/rmemfta.h"
|
||||
#include "saga2/saga2.h"
|
||||
|
||||
#define ASSERT assert // FIXME
|
||||
#define VERIFY assert // FIXME
|
||||
|
||||
#define FTA
|
||||
|
||||
// #define LEAVE goto exitit // bail out of function
|
||||
|
@ -459,10 +459,10 @@ public:
|
||||
// Constructors -- initial construction
|
||||
SpecificObjectTarget(ObjectID id) :
|
||||
obj(id) {
|
||||
ASSERT(isObject(obj));
|
||||
assert(isObject(obj));
|
||||
}
|
||||
SpecificObjectTarget(GameObject *ptr) :
|
||||
obj((ASSERT(isObject(ptr)), ptr->thisID())) {
|
||||
obj((assert(isObject(ptr)), ptr->thisID())) {
|
||||
}
|
||||
|
||||
// Constructor -- reconstruct from archive buffer
|
||||
|
@ -164,7 +164,7 @@ public:
|
||||
|
||||
// Return a pointer to a TaskStack given a TaskStackID
|
||||
TaskStack *getTaskStackAddress(TaskStackID id) {
|
||||
ASSERT(id >= 0 && id < numTaskStacks);
|
||||
assert(id >= 0 && id < numTaskStacks);
|
||||
return array[ id ].getTaskStack();
|
||||
}
|
||||
|
||||
@ -193,7 +193,7 @@ TaskStackList::TaskStackList(void) {
|
||||
// TaskStackList destructor
|
||||
|
||||
TaskStackList::~TaskStackList(void) {
|
||||
ASSERT(!lazyDelete);
|
||||
assert(!lazyDelete);
|
||||
|
||||
TaskStackPlaceHolder *tsp;
|
||||
TaskStackPlaceHolder *nextTsp;
|
||||
@ -308,7 +308,7 @@ void *TaskStackList::newTaskStack(void) {
|
||||
// Place a specific TaskStack into the active list and return its address
|
||||
|
||||
void *TaskStackList::newTaskStack(TaskStackID id) {
|
||||
ASSERT(id >= 0 && id < elementsof(array));
|
||||
assert(id >= 0 && id < elementsof(array));
|
||||
|
||||
TaskStackPlaceHolder *tsp;
|
||||
|
||||
@ -371,7 +371,7 @@ void TaskStackList::updateTaskStacks(void) {
|
||||
// Update the task stack and delete it if it is done
|
||||
if ((result = ts->update()) != taskNotDone) {
|
||||
Actor *a = ts->getActor();
|
||||
ASSERT(a != NULL);
|
||||
assert(a != NULL);
|
||||
|
||||
a->handleTaskCompletion(result);
|
||||
}
|
||||
@ -526,7 +526,7 @@ void loadTaskStacks(SaveFileReader &saveGame) {
|
||||
new (&stackList) TaskStackList;
|
||||
bufferPtr = stackList.restore(bufferPtr);
|
||||
|
||||
ASSERT(bufferPtr == &((char *)archiveBuffer)[ archiveBufSize ]);
|
||||
assert(bufferPtr == &((char *)archiveBuffer)[ archiveBufSize ]);
|
||||
|
||||
RDisposePtr(archiveBuffer);
|
||||
}
|
||||
@ -611,7 +611,7 @@ public:
|
||||
|
||||
// Return a pointer to a Task given a TaskID
|
||||
Task *getTaskAddress(TaskID id) {
|
||||
ASSERT(id >= 0 && id < numTasks);
|
||||
assert(id >= 0 && id < numTasks);
|
||||
return array[ id ].getTask();
|
||||
}
|
||||
|
||||
@ -666,7 +666,7 @@ TaskList::~TaskList(void) {
|
||||
// Reconstruct from an archive buffer
|
||||
|
||||
void *TaskList::restore(void *buf) {
|
||||
ASSERT(list.first() == NULL);
|
||||
assert(list.first() == NULL);
|
||||
|
||||
int16 i,
|
||||
taskCount;
|
||||
@ -782,7 +782,7 @@ void *TaskList::newTask(char *file, int line, TaskID id)
|
||||
void *TaskList::newTask(TaskID id)
|
||||
#endif
|
||||
{
|
||||
ASSERT(id >= 0 && id < elementsof(array));
|
||||
assert(id >= 0 && id < elementsof(array));
|
||||
|
||||
TaskPlaceHolder *tp;
|
||||
|
||||
@ -944,7 +944,7 @@ void saveTasks(SaveFileConstructor &saveGame) {
|
||||
|
||||
bufferPtr = taskList.archive(bufferPtr);
|
||||
|
||||
ASSERT((uint8 *)bufferPtr - (uint8 *)archiveBuffer == archiveBufSize);
|
||||
assert((uint8 *)bufferPtr - (uint8 *)archiveBuffer == archiveBufSize);
|
||||
|
||||
saveGame.writeChunk(
|
||||
MakeID('T', 'A', 'S', 'K'),
|
||||
@ -982,7 +982,7 @@ void loadTasks(SaveFileReader &saveGame) {
|
||||
new (&taskList) TaskList;
|
||||
bufferPtr = taskList.restore(bufferPtr);
|
||||
|
||||
ASSERT(bufferPtr == &((char *)archiveBuffer)[ archiveBufSize ]);
|
||||
assert(bufferPtr == &((char *)archiveBuffer)[ archiveBufSize ]);
|
||||
|
||||
RDisposePtr(archiveBuffer);
|
||||
}
|
||||
@ -1183,12 +1183,12 @@ void *Task::archive(void *buf) const {
|
||||
|
||||
#if DEBUG
|
||||
void *Task::operator new (size_t sz, char *file, int line) {
|
||||
ASSERT(sz <= maxTaskSize);
|
||||
assert(sz <= maxTaskSize);
|
||||
return newTask(file, line);
|
||||
}
|
||||
|
||||
void *Task::operator new (size_t sz, char *file, int line, TaskID id) {
|
||||
ASSERT(sz <= maxTaskSize);
|
||||
assert(sz <= maxTaskSize);
|
||||
return newTask(file, line, id);
|
||||
}
|
||||
#endif
|
||||
@ -2431,7 +2431,7 @@ GoAwayFromActorTask::GoAwayFromActorTask(
|
||||
const ActorTarget &at,
|
||||
bool runFlag) :
|
||||
GoAwayFromTask(ts, runFlag) {
|
||||
ASSERT(at.size() <= sizeof(targetMem));
|
||||
assert(at.size() <= sizeof(targetMem));
|
||||
// Copy the target to the target buffer
|
||||
at.clone(targetMem);
|
||||
}
|
||||
@ -2703,7 +2703,7 @@ void HuntTask::removeGotoTask(void) {
|
||||
HuntLocationTask::HuntLocationTask(TaskStack *ts, const Target &t) :
|
||||
HuntTask(ts),
|
||||
currentTarget(Nowhere) {
|
||||
ASSERT(t.size() <= sizeof(targetMem));
|
||||
assert(t.size() <= sizeof(targetMem));
|
||||
// Copy the target to the target buffer
|
||||
t.clone(targetMem);
|
||||
}
|
||||
@ -2892,7 +2892,7 @@ TaskResult HuntToBeNearLocationTask::atTargetUpdate(void) {
|
||||
HuntObjectTask::HuntObjectTask(TaskStack *ts, const ObjectTarget &ot) :
|
||||
HuntTask(ts),
|
||||
currentTarget(NULL) {
|
||||
ASSERT(ot.size() <= sizeof(targetMem));
|
||||
assert(ot.size() <= sizeof(targetMem));
|
||||
// Copy the target to the target buffer
|
||||
ot.clone(targetMem);
|
||||
}
|
||||
@ -3270,7 +3270,7 @@ HuntActorTask::HuntActorTask(
|
||||
HuntTask(ts),
|
||||
flags(trackFlag ? track : 0),
|
||||
currentTarget(NULL) {
|
||||
ASSERT(at.size() <= sizeof(targetMem));
|
||||
assert(at.size() <= sizeof(targetMem));
|
||||
// Copy the target to the target buffer
|
||||
at.clone(targetMem);
|
||||
}
|
||||
@ -3899,7 +3899,7 @@ TaskResult HuntToKillTask::atTargetEvaluate(void) {
|
||||
//----------------------------------------------------------------------
|
||||
|
||||
TaskResult HuntToKillTask::atTargetUpdate(void) {
|
||||
ASSERT(isActor(currentTarget));
|
||||
assert(isActor(currentTarget));
|
||||
|
||||
Actor *a = stack->getActor();
|
||||
|
||||
@ -4093,7 +4093,7 @@ TaskResult HuntToGiveTask::atTargetUpdate(void) {
|
||||
bool BandTask::BandingRepulsorIterator::first(
|
||||
TilePoint &repulsorVector,
|
||||
int16 &repulsorStrength) {
|
||||
ASSERT(a->leader != NULL && a->leader->followers != NULL);
|
||||
assert(a->leader != NULL && a->leader->followers != NULL);
|
||||
|
||||
band = a->leader->followers;
|
||||
bandIndex = 0;
|
||||
@ -4119,9 +4119,9 @@ bool BandTask::BandingRepulsorIterator::first(
|
||||
bool BandTask::BandingRepulsorIterator::next(
|
||||
TilePoint &repulsorVector,
|
||||
int16 &repulsorStrength) {
|
||||
ASSERT(a->leader != NULL && a->leader->followers != NULL);
|
||||
ASSERT(band == a->leader->followers);
|
||||
ASSERT(bandIndex < band->size());
|
||||
assert(a->leader != NULL && a->leader->followers != NULL);
|
||||
assert(band == a->leader->followers);
|
||||
assert(bandIndex < band->size());
|
||||
|
||||
bandIndex++;
|
||||
while (bandIndex < band->size()) {
|
||||
@ -4420,7 +4420,7 @@ BandTask::RepulsorIterator *BandTask::getNewRepulsorIterator(void) {
|
||||
bool BandTask::BandAndAvoidEnemiesRepulsorIterator::firstEnemyRepulsor(
|
||||
TilePoint &repulsorVector,
|
||||
int16 &repulsorStrength) {
|
||||
ASSERT(iteratingThruEnemies);
|
||||
assert(iteratingThruEnemies);
|
||||
|
||||
int16 actorDistArray[ elementsof(actorArray) ];
|
||||
TargetActorArray taa(elementsof(actorArray), actorArray, actorDistArray);
|
||||
@ -4428,7 +4428,7 @@ bool BandTask::BandAndAvoidEnemiesRepulsorIterator::firstEnemyRepulsor(
|
||||
|
||||
numActors = target.actor(a->world(), a->getLocation(), taa);
|
||||
|
||||
ASSERT(numActors == taa.actors);
|
||||
assert(numActors == taa.actors);
|
||||
|
||||
actorIndex = 0;
|
||||
|
||||
@ -4449,7 +4449,7 @@ bool BandTask::BandAndAvoidEnemiesRepulsorIterator::firstEnemyRepulsor(
|
||||
bool BandTask::BandAndAvoidEnemiesRepulsorIterator::nextEnemyRepulsor(
|
||||
TilePoint &repulsorVector,
|
||||
int16 &repulsorStrength) {
|
||||
ASSERT(iteratingThruEnemies);
|
||||
assert(iteratingThruEnemies);
|
||||
|
||||
actorIndex++;
|
||||
|
||||
@ -5154,7 +5154,7 @@ TaskResult ParryTask::update(void) {
|
||||
return taskNotDone;
|
||||
}
|
||||
|
||||
ASSERT(defenderMotion != NULL);
|
||||
assert(defenderMotion != NULL);
|
||||
|
||||
// If the blow is about to strike, start the actual block
|
||||
if (!(flags & blockStarted)
|
||||
@ -5249,7 +5249,7 @@ void TaskStack::mark(void) {
|
||||
// Set the bottom task of this task stack
|
||||
|
||||
void TaskStack::setTask(Task *t) {
|
||||
ASSERT(stackBottomID == NoTask);
|
||||
assert(stackBottomID == NoTask);
|
||||
|
||||
if (t->stack == this) {
|
||||
TaskID id = getTaskID(t);
|
||||
|
@ -729,8 +729,8 @@ int16 tileSlopeHeight(
|
||||
GameObject *obj,
|
||||
StandingTileInfo *stiResult,
|
||||
uint8 *platformResult) {
|
||||
VERIFY(obj);
|
||||
VERIFY(obj->proto());
|
||||
assert(obj);
|
||||
assert(obj->proto());
|
||||
return tileSlopeHeight(
|
||||
pt,
|
||||
obj->getMapNum(),
|
||||
@ -746,8 +746,8 @@ int16 tileSlopeHeight(
|
||||
GameObject *obj,
|
||||
StandingTileInfo *stiResult,
|
||||
uint8 *platformResult) {
|
||||
VERIFY(obj);
|
||||
VERIFY(obj->proto());
|
||||
assert(obj);
|
||||
assert(obj->proto());
|
||||
return tileSlopeHeight(
|
||||
pt,
|
||||
mapNum,
|
||||
|
@ -241,18 +241,18 @@ BankBits LoadedBanks; // what banks are loaded?
|
||||
#if DEBUG
|
||||
ActiveItemID::ActiveItemID(int16 m, int16 i) :
|
||||
val((m << activeItemMapShift) | (i & activeItemIndexMask)) {
|
||||
VERIFY(m < 0x8);
|
||||
VERIFY((uint16)i <= activeItemIndexNullID);
|
||||
assert(m < 0x8);
|
||||
assert((uint16)i <= activeItemIndexNullID);
|
||||
}
|
||||
|
||||
void ActiveItemID::setMapNum(int16 m) {
|
||||
VERIFY(m < 0x8);
|
||||
assert(m < 0x8);
|
||||
val &= ~activeItemMapMask;
|
||||
val |= (m << activeItemMapShift);
|
||||
}
|
||||
|
||||
void ActiveItemID::setIndexNum(int16 i) {
|
||||
VERIFY((uint16)i <= activeItemIndexNullID);
|
||||
assert((uint16)i <= activeItemIndexNullID);
|
||||
val &= ~activeItemIndexMask;
|
||||
val |= i & activeItemIndexMask;
|
||||
}
|
||||
@ -359,7 +359,7 @@ int16 ActiveItem::getMapNum(void) {
|
||||
|
||||
ObjectID ActiveItem::getInstanceContext(void) {
|
||||
int16 mn = getMapNum();
|
||||
ASSERT(mn >= 0 && mn < 3);
|
||||
assert(mn >= 0 && mn < 3);
|
||||
if (mn < 0 || mn > 2)
|
||||
return Nothing;
|
||||
WorldMapData &map = mapList[mn]; // master map data array
|
||||
@ -543,7 +543,7 @@ bool ActiveItem::use(ActiveItem *ins, ObjectID enactor) {
|
||||
// trigger() function for ActiveItem group
|
||||
|
||||
bool ActiveItem::trigger(ActiveItem *ins, ObjectID enactor, ObjectID objID) {
|
||||
ASSERT(objID != Nothing);
|
||||
assert(objID != Nothing);
|
||||
|
||||
GameObject *obj = GameObject::objectAddress(objID);
|
||||
GameWorld *world = (GameWorld *)GameObject::objectAddress(
|
||||
@ -655,7 +655,7 @@ bool ActiveItem::trigger(ActiveItem *ins, ObjectID enactor, ObjectID objID) {
|
||||
// release() function for ActiveItem group
|
||||
|
||||
bool ActiveItem::release(ActiveItem *ins, ObjectID enactor, ObjectID objID) {
|
||||
ASSERT(objID != Nothing);
|
||||
assert(objID != Nothing);
|
||||
|
||||
GameObject *obj = GameObject::objectAddress(objID);
|
||||
GameWorld *world = (GameWorld *)GameObject::objectAddress(
|
||||
@ -771,7 +771,7 @@ bool ActiveItem::acceptLockToggle(ActiveItem *ins, ObjectID enactor, uint8 keyCo
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
TilePoint getClosestPointOnTAI(ActiveItem *TAI, GameObject *obj) {
|
||||
ASSERT(TAI->itemType == activeTypeInstance);
|
||||
assert(TAI->itemType == activeTypeInstance);
|
||||
|
||||
TilePoint objLoc = obj->getLocation(),
|
||||
TAILoc;
|
||||
@ -1738,7 +1738,7 @@ void loadAutoMap(SaveFileReader &saveGame) {
|
||||
mapData = map->mapData;
|
||||
|
||||
for (mapIndex = 0; mapIndex < mapSize; mapIndex++) {
|
||||
ASSERT((totalMapIndex >> 3) < archiveBufSize);
|
||||
assert((totalMapIndex >> 3) < archiveBufSize);
|
||||
|
||||
// If the bit is set in the archive buffer, set the visited
|
||||
// bit in the map data
|
||||
@ -2213,8 +2213,8 @@ Platform *MetaTile::fetchPlatform(int16 mapNum, int16 layer) {
|
||||
uint16 plIndex = stack[ layer ];
|
||||
PlatformCacheEntry *pce;
|
||||
|
||||
ASSERT(layer >= 0);
|
||||
ASSERT(this >= *mapList[ mapNum ].metaList
|
||||
assert(layer >= 0);
|
||||
assert(this >= *mapList[ mapNum ].metaList
|
||||
&& this < & (*mapList[ mapNum ].metaList)[
|
||||
mapList[ mapNum ].metaCount ]);
|
||||
|
||||
@ -2225,14 +2225,14 @@ Platform *MetaTile::fetchPlatform(int16 mapNum, int16 layer) {
|
||||
else if (plIndex & cacheFlag) {
|
||||
plIndex &= ~cacheFlag;
|
||||
|
||||
ASSERT(plIndex < platformCacheSize);
|
||||
assert(plIndex < platformCacheSize);
|
||||
|
||||
// Get the address of the pce from the cache
|
||||
pce = &platformCache[ plIndex ];
|
||||
|
||||
ASSERT(pce->platformNum >= 0);
|
||||
ASSERT(pce->metaID != NoMetaTile);
|
||||
ASSERT(pce->metaID == thisID(mapNum));
|
||||
assert(pce->platformNum >= 0);
|
||||
assert(pce->metaID != NoMetaTile);
|
||||
assert(pce->metaID == thisID(mapNum));
|
||||
|
||||
// Move to the end of the LRU
|
||||
pce->remove();
|
||||
@ -2254,8 +2254,8 @@ Platform *MetaTile::fetchPlatform(int16 mapNum, int16 layer) {
|
||||
|
||||
// Compute the layer of this entry in the cache
|
||||
cacheIndex = pce - platformCache;
|
||||
ASSERT(cacheIndex < platformCacheSize);
|
||||
ASSERT(cacheIndex >= 0);
|
||||
assert(cacheIndex < platformCacheSize);
|
||||
assert(cacheIndex >= 0);
|
||||
|
||||
// Now, flush the old mt from the cache.
|
||||
// This assumes that all metatiles from all worlds are loaded.
|
||||
@ -2263,8 +2263,8 @@ Platform *MetaTile::fetchPlatform(int16 mapNum, int16 layer) {
|
||||
if (pce->metaID != NoMetaTile) {
|
||||
MetaTile *oldMeta = metaTileAddress(pce->metaID);
|
||||
|
||||
ASSERT(pce->layerNum < maxPlatforms);
|
||||
ASSERT(oldMeta->stack[ pce->layerNum ] == (cacheFlag | cacheIndex));
|
||||
assert(pce->layerNum < maxPlatforms);
|
||||
assert(oldMeta->stack[ pce->layerNum ] == (cacheFlag | cacheIndex));
|
||||
oldMeta->stack[ pce->layerNum ] = pce->platformNum;
|
||||
}
|
||||
|
||||
@ -2274,8 +2274,8 @@ Platform *MetaTile::fetchPlatform(int16 mapNum, int16 layer) {
|
||||
pce->metaID = thisID(mapNum);
|
||||
stack[ layer ] = (cacheFlag | cacheIndex);
|
||||
|
||||
ASSERT(plIndex >= 0);
|
||||
ASSERT(plIndex * sizeof(Platform) < tileRes->size(platformID + RES_ID(0, 0, 0, mapNum)));
|
||||
assert(plIndex >= 0);
|
||||
assert(plIndex * sizeof(Platform) < tileRes->size(platformID + RES_ID(0, 0, 0, mapNum)));
|
||||
|
||||
// Now, load the actual metatile data...
|
||||
if (tileRes->seek(platformID + RES_ID(0, 0, 0, mapNum))) {
|
||||
@ -2379,8 +2379,8 @@ MetaTilePtr WorldMapData::lookupMeta(TilePoint coords) {
|
||||
|
||||
#endif
|
||||
|
||||
ASSERT(mtile < metaCount);
|
||||
ASSERT(mtile >= 0);
|
||||
assert(mtile < metaCount);
|
||||
assert(mtile >= 0);
|
||||
|
||||
return &(*metaList)[ mtile ];
|
||||
}
|
||||
@ -3929,7 +3929,7 @@ bool pointOnHiddenSurface(
|
||||
const TilePoint &tileCoords,
|
||||
const TilePoint &pickCoords,
|
||||
SurfaceType surfaceType) {
|
||||
ASSERT(surfaceType == surfaceVertU || surfaceType == surfaceVertV);
|
||||
assert(surfaceType == surfaceVertU || surfaceType == surfaceVertV);
|
||||
|
||||
WorldMapData *curMap = &mapList[ currentMapNum ];
|
||||
|
||||
@ -3956,11 +3956,11 @@ bool pointOnHiddenSurface(
|
||||
// Determine the tile coordinates of adjacent tile and the mask
|
||||
// of the subtile to test on that tile.
|
||||
if (surfaceType == surfaceVertV) {
|
||||
ASSERT(testCoords.u == 0);
|
||||
assert(testCoords.u == 0);
|
||||
adjTCoords.u--;
|
||||
adjSubMask = 0x1000 << (testCoords.v >> subTileShift);
|
||||
} else {
|
||||
ASSERT(testCoords.v == 0);
|
||||
assert(testCoords.v == 0);
|
||||
adjTCoords.v--;
|
||||
adjSubMask = 0x0008 << (testCoords.u & ~subTileMask);
|
||||
}
|
||||
@ -4356,7 +4356,7 @@ void loadTileCyclingStates(SaveFileReader &saveGame) {
|
||||
|
||||
initTileCyclingStates();
|
||||
|
||||
ASSERT(saveGame.getChunkSize() == sizeof(TileCycleArchive) * cycleCount);
|
||||
assert(saveGame.getChunkSize() == sizeof(TileCycleArchive) * cycleCount);
|
||||
|
||||
archiveBuffer = (TileCycleArchive *)RNewPtr(
|
||||
sizeof(TileCycleArchive) * cycleCount,
|
||||
@ -4527,13 +4527,13 @@ void updateMainDisplay(void) {
|
||||
|
||||
int32 deltaTime = gameTime - lastUpdateTime;
|
||||
|
||||
ASSERT(isActor(viewCenterObject));
|
||||
assert(isActor(viewCenterObject));
|
||||
|
||||
Actor *viewActor = (Actor *)GameObject::objectAddress(
|
||||
viewCenterObject);
|
||||
TilePoint viewDiff;
|
||||
|
||||
ASSERT(isWorld(viewActor->IDParent()));
|
||||
assert(isWorld(viewActor->IDParent()));
|
||||
|
||||
GameWorld *viewWorld = (GameWorld *)viewActor->parent();
|
||||
|
||||
|
@ -456,7 +456,7 @@ public:
|
||||
|
||||
// Return a pointer to this TAI's group
|
||||
ActiveItem *getGroup(void) {
|
||||
ASSERT(itemType == activeTypeInstance);
|
||||
assert(itemType == activeTypeInstance);
|
||||
return activeItemAddress(
|
||||
ActiveItemID(getMapNum(), instance.groupID));
|
||||
}
|
||||
|
@ -449,7 +449,7 @@ static void evalMouseState(void) {
|
||||
// and if so, wether the other object is within the
|
||||
// use range of the center actor
|
||||
if (mouseInfo.getIntent() == GrabInfo::Use) {
|
||||
ASSERT(obj != NULL);
|
||||
assert(obj != NULL);
|
||||
|
||||
if (mObj->containmentSet() & (ProtoObj::isSkill | ProtoObj::isSpell)) {
|
||||
GameObject *tob = pickedObject != Nothing ? obj : NULL;
|
||||
@ -610,7 +610,7 @@ static void evalMouseState(void) {
|
||||
// Initialize the tile mode state
|
||||
|
||||
void initTileModeState(void) {
|
||||
ASSERT(uiKeysEnabled);
|
||||
assert(uiKeysEnabled);
|
||||
|
||||
aggressiveActFlag = FALSE;
|
||||
inCombat = FALSE;
|
||||
@ -623,7 +623,7 @@ void initTileModeState(void) {
|
||||
void saveTileModeState(SaveFileConstructor &saveGame) {
|
||||
int32 size = 0;
|
||||
|
||||
ASSERT(uiKeysEnabled);
|
||||
assert(uiKeysEnabled);
|
||||
|
||||
// Compute the number of bytes needed
|
||||
size += sizeof(aggressiveActFlag)
|
||||
@ -648,7 +648,7 @@ void saveTileModeState(SaveFileConstructor &saveGame) {
|
||||
// Load the tile mode state from a save file
|
||||
|
||||
void loadTileModeState(SaveFileReader &saveGame) {
|
||||
ASSERT(uiKeysEnabled);
|
||||
assert(uiKeysEnabled);
|
||||
|
||||
// Simply read in the data
|
||||
saveGame.read(&aggressiveActFlag, sizeof(aggressiveActFlag));
|
||||
|
@ -54,7 +54,7 @@ inline TilePoint rightVector(TilePoint tp, bool which = 0) {
|
||||
|
||||
inline void setMagnitude(TilePoint &tp, int32 newMag) {
|
||||
#if DEBUG
|
||||
VERIFY(tp.magnitude());
|
||||
assert(tp.magnitude());
|
||||
#else
|
||||
if (tp.magnitude() == 0)
|
||||
tp = TilePoint(1, 1, 0);
|
||||
|
@ -238,7 +238,7 @@ void saveTimers(SaveFileConstructor &saveGame) {
|
||||
timerHolder = (TimerHolder *)timerHolder->next())
|
||||
bufferPtr = timerHolder->getTimer()->archive(bufferPtr);
|
||||
|
||||
ASSERT(bufferPtr == &((uint8 *)archiveBuffer)[ archiveBufSize ]);
|
||||
assert(bufferPtr == &((uint8 *)archiveBuffer)[ archiveBufSize ]);
|
||||
|
||||
// Write the data to the save file
|
||||
saveGame.writeChunk(
|
||||
@ -286,18 +286,18 @@ void loadTimers(SaveFileReader &saveGame) {
|
||||
|
||||
timer = new Timer(&bufferPtr);
|
||||
|
||||
ASSERT(timer != NULL);
|
||||
assert(timer != NULL);
|
||||
|
||||
// Get the objects's timer list
|
||||
timerList = fetchTimerList(timer->getObject());
|
||||
|
||||
ASSERT(timerList != NULL);
|
||||
assert(timerList != NULL);
|
||||
|
||||
// Append this timer to the objects's timer list
|
||||
timerList->addTail(*timer);
|
||||
}
|
||||
|
||||
ASSERT(bufferPtr == &((uint8 *)archiveBuffer)[ saveGame.getChunkSize() ]);
|
||||
assert(bufferPtr == &((uint8 *)archiveBuffer)[ saveGame.getChunkSize() ]);
|
||||
|
||||
RDisposePtr(archiveBuffer);
|
||||
}
|
||||
@ -340,7 +340,7 @@ void cleanupTimers(void) {
|
||||
TimerList::TimerList(void **buf) {
|
||||
ObjectID *bufferPtr = (ObjectID *)*buf;
|
||||
|
||||
ASSERT(isObject(*bufferPtr) || isActor(*bufferPtr));
|
||||
assert(isObject(*bufferPtr) || isActor(*bufferPtr));
|
||||
|
||||
// Restore the object pointer
|
||||
obj = GameObject::objectAddress(*bufferPtr++);
|
||||
@ -369,7 +369,7 @@ void *TimerList::archive(void *buf) {
|
||||
Timer::Timer(void **buf) {
|
||||
void *bufferPtr = *buf;
|
||||
|
||||
ASSERT(isObject(*((ObjectID *)bufferPtr))
|
||||
assert(isObject(*((ObjectID *)bufferPtr))
|
||||
|| isActor(*((ObjectID *)bufferPtr)));
|
||||
|
||||
// Restore the object pointer
|
||||
|
@ -160,14 +160,6 @@ INITIALIZER(initErrorManagers) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// defining VERIFY_EXIT will give you a message box when the program has
|
||||
// been sucessfully cleaned up
|
||||
|
||||
|
||||
#ifdef VERIFY_EXIT
|
||||
#include "saga2/program.h"
|
||||
#endif
|
||||
|
||||
TERMINATOR(termErrorManagers) {
|
||||
}
|
||||
|
||||
|
@ -1,134 +0,0 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 2
|
||||
* of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* aint32 with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*
|
||||
*
|
||||
* Based on the original sources
|
||||
* Faery Tale II -- The Halls of the Dead
|
||||
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
|
||||
*/
|
||||
|
||||
#define FORBIDDEN_SYMBOL_ALLOW_ALL // FIXME: Remove
|
||||
|
||||
#include "saga2/std.h"
|
||||
|
||||
namespace Saga2 {
|
||||
|
||||
/****** errclass.cpp/VERIFY *******************************
|
||||
*
|
||||
* NAME
|
||||
* VERIFY -- GTools-compatible assertion macro
|
||||
*
|
||||
* SYNOPSIS
|
||||
* VERIFY( condition );
|
||||
* verify( condition );
|
||||
*
|
||||
* FUNCTION
|
||||
* Throws a gError exception if condition not met. It prints
|
||||
* a message indicating the condition that was not met and
|
||||
* the source file name and line number of the macro.
|
||||
*
|
||||
* SEE ALSO
|
||||
* gError::gError
|
||||
* gError::warn
|
||||
* class gError
|
||||
*
|
||||
*******************************************************************/
|
||||
|
||||
void __verify(char *expr, char *file, long line, char *msg) {
|
||||
if (msg) {
|
||||
error("Error in %s, line %d: %s\n",
|
||||
file,
|
||||
line,
|
||||
msg);
|
||||
} else {
|
||||
error("VERIFY failed in %s, line %d: (%s)\n",
|
||||
file,
|
||||
line,
|
||||
expr);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// This value is set if the program is in the debugger & the extensions
|
||||
// have initialized properly
|
||||
//
|
||||
|
||||
volatile signed short int DebugExtensionsEnabled = 0;
|
||||
|
||||
//
|
||||
// When DebugBreakNow is set to 1 a breakpoint is triggered
|
||||
//
|
||||
|
||||
volatile signed short int DebugBreakNow = 0;
|
||||
|
||||
//
|
||||
// Override these calls in an OBJ file to disable /enable stuff
|
||||
//
|
||||
|
||||
void PauseTimers(void) { }
|
||||
void ResumeTimers(void) { }
|
||||
|
||||
//
|
||||
// Force a breakpoint
|
||||
//
|
||||
|
||||
void debug_breakpoint(const int, const char []) {
|
||||
PauseTimers();
|
||||
DebugBreakNow = 1;
|
||||
}
|
||||
|
||||
//
|
||||
// When DebugDumpNow is set, anything in DebugDumpText will get
|
||||
// dumped to the debugger LOG screen
|
||||
//
|
||||
|
||||
volatile signed short int DebugDumpNow = 0;
|
||||
char DebugDumpText[80] = "Run Time Messages Enabled\0";
|
||||
|
||||
//
|
||||
// Set up & trigger a run-time error message
|
||||
//
|
||||
|
||||
void debug_dumptext(const char text[]) {
|
||||
int l;
|
||||
l = strlen(text);
|
||||
if (l > 78)
|
||||
l = 78;
|
||||
strncpy(DebugDumpText, text, l);
|
||||
DebugDumpText[l] = '\0';
|
||||
PauseTimers();
|
||||
DebugDumpNow = 1;
|
||||
ResumeTimers();
|
||||
}
|
||||
|
||||
|
||||
extern "C" {
|
||||
|
||||
void cebug_breakpoint(const int linenumber, const char filename[]) {
|
||||
debug_breakpoint(linenumber, filename);
|
||||
}
|
||||
|
||||
void cebug_dumptext(const char text[]) {
|
||||
debug_dumptext(text);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
} // end of namespace Saga2
|
@ -211,7 +211,7 @@ bool VideoPlayer::StartPlay(char *filespec,
|
||||
res = FALSE;
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
assert(0);
|
||||
res = FALSE;
|
||||
}
|
||||
mouseHook(TRUE);
|
||||
@ -251,7 +251,7 @@ bool VideoPlayer::CheckPlay(void) {
|
||||
case VideoNone:
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
assert(0);
|
||||
}
|
||||
autoEnd = FALSE;
|
||||
mouseHook(TRUE);
|
||||
@ -282,7 +282,7 @@ void VideoPlayer::EndPlay(void) {
|
||||
break;
|
||||
#endif
|
||||
default:
|
||||
ASSERT(0);
|
||||
assert(0);
|
||||
}
|
||||
mouseHook(TRUE);
|
||||
setType(VideoNone);
|
||||
|
@ -127,7 +127,7 @@ void CVideoBox::draw(void) { // redraw the window
|
||||
|
||||
|
||||
void CVideoBox::init(void) {
|
||||
ASSERT(resFile);
|
||||
assert(resFile);
|
||||
|
||||
// set the result info to nominal startup values
|
||||
rInfo.result = -1;
|
||||
|
@ -187,7 +187,7 @@ bool VideoPlayer::StartSMK(char *filespec,
|
||||
|
||||
bool VideoPlayer::CheckSMK(void) {
|
||||
#if 0
|
||||
VERIFY(smk);
|
||||
assert(smk);
|
||||
if (abort)
|
||||
i = smk->Frames + 1;
|
||||
if (i > smk->Frames) {
|
||||
|
@ -244,7 +244,7 @@ void createPalette(
|
||||
gPalettePtr dstP,
|
||||
int32 elapsedTime,
|
||||
int32 totalTime) {
|
||||
ASSERT(totalTime != 0);
|
||||
assert(totalTime != 0);
|
||||
|
||||
int i;
|
||||
uint32 fadeProgress = (elapsedTime << 8) / totalTime;
|
||||
|
@ -170,7 +170,7 @@ WeaponStuff &getWeapon(weaponID i) {
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
GameObject *getShieldItem(GameObject *defender) {
|
||||
VERIFY(isActor(defender));
|
||||
assert(isActor(defender));
|
||||
Actor *a = (Actor *) defender;
|
||||
GameObject *obj;
|
||||
|
||||
@ -206,9 +206,9 @@ void WeaponStrikeEffect::implement(
|
||||
GameObject *target,
|
||||
GameObject *strikingObj,
|
||||
uint8 strength) {
|
||||
ASSERT(isActor(enactor));
|
||||
ASSERT(isObject(target) || isActor(target));
|
||||
ASSERT(isObject(strikingObj) || isActor(strikingObj));
|
||||
assert(isActor(enactor));
|
||||
assert(isObject(target) || isActor(target));
|
||||
assert(isObject(strikingObj) || isActor(strikingObj));
|
||||
|
||||
int8 totalDice,
|
||||
totalBase;
|
||||
@ -270,8 +270,8 @@ void WeaponStuff::addEffect(WeaponEffect *we) {
|
||||
|
||||
void WeaponStuff::addEffect(ResourceItemEffect *rie) {
|
||||
WeaponEffect *we;
|
||||
VERIFY(rie);
|
||||
VERIFY(rie && rie->item == master);
|
||||
assert(rie);
|
||||
assert(rie && rie->item == master);
|
||||
|
||||
if (rie->effectGroup == effectStrike) {
|
||||
we = NEW_EFCT WeaponStrikeEffect(
|
||||
@ -344,7 +344,7 @@ static void loadWeaponData(void) {
|
||||
i++;
|
||||
}
|
||||
loadedWeapons = i;
|
||||
VERIFY(i > 1);
|
||||
assert(i > 1);
|
||||
|
||||
auxResFile->disposeContext(spellRes);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user