Turn the assert()s in the CHECK_STRUCTURE macro into ASSERTs so that we can see *which* assert failed

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5395 4a71c877-e1ca-e34f-864e-861f7616d084
master
Giel van Schijndel 2008-07-06 11:28:01 +00:00
parent 3695f6258b
commit 409bafbdf5
1 changed files with 8 additions and 8 deletions

View File

@ -445,17 +445,17 @@ static inline void _setStructureTarget(STRUCTURE *psBuilding, BASE_OBJECT *psNew
do { \
unsigned int i; \
\
assert(object != NULL); \
assert(object->type == OBJ_STRUCTURE); \
assert(object->player < MAX_PLAYERS); \
assert(object->pStructureType->type < NUM_DIFF_BUILDINGS); \
assert(object->numWeaps <= STRUCT_MAXWEAPS); \
ASSERT((object) != NULL, "CHECK_STRUCTURE: NULL pointer"); \
ASSERT((object)->type == OBJ_STRUCTURE, "CHECK_STRUCTURE: No structure (type num %u)", (unsigned int)(object)->type); \
ASSERT((object)->player < MAX_PLAYERS, "CHECK_STRUCTURE: Out of bound player num (%u)", (unsigned int)(object)->player); \
ASSERT((object)->pStructureType->type < NUM_DIFF_BUILDINGS, "CHECK_STRUCTURE: Out of bound structure type (%u)", (unsigned int)(object)->pStructureType->type); \
ASSERT((object)->numWeaps <= STRUCT_MAXWEAPS, "CHECK_STRUCTURE: Out of bound weapon count (%u)", (unsigned int)(object)->numWeaps); \
for (i = 0; i < STRUCT_MAXWEAPS; ++i) \
{ \
assert(object->turretRotation[i] <= 360); \
if (object->psTarget[i]) \
ASSERT((object)->turretRotation[i] <= 360, "Out of range turret rotation (turret %u; rotation: %u)", i, (unsigned int)(object)->turretRotation[i]); \
if ((object)->psTarget[i]) \
{ \
CHECK_OBJECT(object->psTarget[i]); \
CHECK_OBJECT((object)->psTarget[i]); \
} \
} \
} while (0)