wassert -> assert

This commit is contained in:
Mark de Wever 2007-12-10 18:26:32 +00:00
parent b71817538f
commit c777a72a20

View File

@ -28,7 +28,6 @@
#include "unit_types.hpp"
#include "unit_abilities.hpp"
#include "util.hpp"
#include "wassert.hpp"
#include "serialization/string_utils.hpp"
#include "halo.hpp"
#include "game_display.hpp"
@ -40,6 +39,7 @@
#include "terrain_filter.hpp"
#include "variable.hpp"
#include <cassert>
#include <climits>
#include <ctime>
#include <algorithm>
@ -376,7 +376,7 @@ void unit::add_trait(std::string /*trait*/)
void unit::generate_traits(bool musthaveonly)
{
wassert(gamedata_ != NULL);
assert(gamedata_ != NULL);
LOG_UT << "Generating a trait for unit type " << id() << " with musthaveonly " << musthaveonly << "\n";
const game_data::unit_type_map::const_iterator type = gamedata_->unit_types.find(id());
// Calculate the unit's traits
@ -569,7 +569,7 @@ void unit::advance_to(const unit_type* t, bool use_traits)
const unit_type* unit::type() const
{
wassert(gamedata_ != NULL);
assert(gamedata_ != NULL);
std::map<std::string,unit_type>::const_iterator i = gamedata_->unit_types.find(id());
if(i != gamedata_->unit_types.end()) {
return &i->second;
@ -799,7 +799,7 @@ bool unit::matches_filter(const vconfig& cfg, const gamemap::location& loc, bool
bool matches = true;
if(loc.valid()) {
wassert(units_ != NULL);
assert(units_ != NULL);
scoped_xy_unit auto_store("this_unit", loc.x, loc.y, *units_);
matches = internal_matches_filter(cfg, loc, use_flat_tod);
} else {
@ -876,9 +876,9 @@ bool unit::internal_matches_filter(const vconfig& cfg, const gamemap::location&
}
if(cfg.has_child("filter_location")) {
wassert(map_ != NULL);
wassert(gamestatus_ != NULL);
wassert(units_ != NULL);
assert(map_ != NULL);
assert(gamestatus_ != NULL);
assert(units_ != NULL);
const vconfig& t_cfg = cfg.child("filter_location");
terrain_filter t_filter(t_cfg, *map_, *gamestatus_, *units_, use_flat_tod);
if(!t_filter.match(loc)) {
@ -1018,7 +1018,7 @@ bool unit::internal_matches_filter(const vconfig& cfg, const gamemap::location&
}
if (cfg.has_child("filter_adjacent")) {
wassert(units_ && map_ && gamestatus_);
assert(units_ && map_ && gamestatus_);
gamemap::location adjacent[6];
get_adjacent_tiles(loc, adjacent);
vconfig::child_list::const_iterator i, i_end;
@ -1059,7 +1059,7 @@ bool unit::internal_matches_filter(const vconfig& cfg, const gamemap::location&
if(cfg.has_attribute("find_in")) {
// Allow filtering by searching a stored variable of units
wassert(gamestatus_ != NULL);
assert(gamestatus_ != NULL);
variable_info vi(cfg["find_in"], false, variable_info::TYPE_CONTAINER);
if(!vi.is_valid) return false;
if(vi.explicit_index) {
@ -1127,7 +1127,7 @@ void unit::read(const config& cfg, bool use_traits)
variation_ = cfg["variation"];
wassert(gamedata_ != NULL);
assert(gamedata_ != NULL);
description_ = cfg["description"];
custom_unit_description_ = cfg["user_description"];
std::string custom_unit_desc = cfg["unit_description"];
@ -1187,7 +1187,7 @@ void unit::read(const config& cfg, bool use_traits)
bool type_set = false;
id_ = "";
wassert(gamedata_ != NULL);
assert(gamedata_ != NULL);
if(!(cfg["type"].empty() || cfg["type"] == cfg["id"]) || cfg["gender"] != cfg["gender_id"]) {
std::map<std::string,unit_type>::const_iterator i = gamedata_->unit_types.find(cfg["type"]);
if(i != gamedata_->unit_types.end()) {
@ -1987,11 +1987,11 @@ int unit::movement_cost_internal(const t_translation::t_letter terrain, const in
return i->second;
}
wassert(map_ != NULL);
assert(map_ != NULL);
// If this is an alias, then select the best of all underlying terrains
const t_translation::t_list& underlying = map_->underlying_mvt_terrain(terrain);
wassert(!underlying.empty());
assert(!underlying.empty());
if(underlying.size() != 1 || underlying.front() != terrain) { // We fail here, but first test underlying_mvt_terrain
bool revert = (underlying.front() == t_translation::MINUS ? true : false);
if(recurse_count >= 100) {
@ -2060,10 +2060,10 @@ int unit::defense_modifier(t_translation::t_letter terrain, int recurse_count) c
// return i->second;
// }
wassert(map_ != NULL);
assert(map_ != NULL);
// If this is an alias, then select the best of all underlying terrains
const t_translation::t_list& underlying = map_->underlying_def_terrain(terrain);
wassert(underlying.size() > 0);
assert(underlying.size() > 0);
if(underlying.size() != 1 || underlying.front() != terrain) {
bool revert = (underlying.front() == t_translation::MINUS ? true : false);
if(recurse_count >= 90) {
@ -2385,7 +2385,7 @@ void unit::add_modification(const std::string& type, const config& mod, bool no_
// for the first time.
if(apply_to == "variation" && no_add == false) {
variation_ = (**i.first)["name"];
wassert(gamedata_ != NULL);
assert(gamedata_ != NULL);
const game_data::unit_type_map::const_iterator var = gamedata_->unit_types.find(id());
if(var == gamedata_->unit_types.end()) {
std::string error_message = _("Unknown unit type '$type|'");