- Added a setting to skip delay when showing damage to the whole party. It's a hidden preference at the moment, like skip startup splash.
- Replaced all instances of Boolean with bool, TRUE with true, FALSE with false. (Except for a few cases where this resulted in a compile error.) git-svn-id: http://openexile.googlecode.com/svn/trunk@38 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -27,16 +27,16 @@
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//extern stored_outdoor_maps_type o_maps;
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extern cUniverse univ;
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//extern Boolean ed_reg;
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//extern bool ed_reg;
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//extern long ed_flag,ed_key;
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extern WindowPtr mainPtr;
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extern Boolean file_in_mem;
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extern bool file_in_mem;
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extern short current_cursor,dialog_answer;
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//extern long register_flag;
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extern GWorldPtr pc_gworld;
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extern Boolean diff_depth_ok,save_blocked;
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extern bool diff_depth_ok,save_blocked;
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@@ -56,9 +56,9 @@ short store_trait_mode,store_train_pc;
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cPlayer *store_xp_pc;
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// Variables for spending xp
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Boolean talk_done = FALSE;
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bool talk_done = false;
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long val_for_text;
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Boolean keep_change = FALSE;
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bool keep_change = false;
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short store_skills[20],store_h,store_sp,i,which_skill,store_skp = 10000,store_g = 10000;
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@@ -73,7 +73,7 @@ short skill_bonus[21] = {-3,-3,-2,-1,0,0,1,1,1,2,
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//extern Rect pc_area_buttons[6][6] ; // 0 - whole 1 - pic 2 - name 3 - stat strs 4,5 - later
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//extern Rect item_string_rects[24][4]; // 0 - name 1 - drop 2 - id 3 -
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Boolean handle_action(EventRecord event,short mode)
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bool handle_action(EventRecord event,short mode)
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//short mode; // ignore,
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{
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short i,j,button_hit = 100,first_existing_pc = 0;
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@@ -83,16 +83,16 @@ Boolean handle_action(EventRecord event,short mode)
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Point the_point;
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short choice = 4,for_pc = 6;
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Boolean to_return = FALSE;
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bool to_return = false;
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the_point = event.where;
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GlobalToLocal(&the_point);
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if (file_in_mem == FALSE)
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return FALSE;
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if (file_in_mem == false)
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return false;
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for (i = 0; i < 6; i++)
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if ((PtInRect(the_point,&pc_area_buttons[i][0]) == TRUE) &&
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if ((PtInRect(the_point,&pc_area_buttons[i][0]) == true) &&
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(ADVEN[i].main_status > 0)) {
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do_button_action(0,i);
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current_active_pc = i;
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@@ -100,13 +100,13 @@ Boolean handle_action(EventRecord event,short mode)
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draw_items(1);
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}
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for (i = 0; i < 5; i++)
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if ((PtInRect(the_point,&edit_rect[i][0]) == TRUE) &&
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if ((PtInRect(the_point,&edit_rect[i][0]) == true) &&
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(ADVEN[current_active_pc].main_status > 0)) {
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do_button_action(0,i + 10);
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if (save_blocked == FALSE)
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if (save_blocked == false)
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if ((choice = FCD(904,0)) == 1)
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return to_return;
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else save_blocked = TRUE;
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else save_blocked = true;
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switch(i) {
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case 0:
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display_pc(current_active_pc,0,0);
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@@ -127,14 +127,14 @@ Boolean handle_action(EventRecord event,short mode)
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}
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}
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for (i = 0; i < 24; i++)
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if ((PtInRect(the_point,&item_string_rects[i][1]) == TRUE) && // drop item
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if ((PtInRect(the_point,&item_string_rects[i][1]) == true) && // drop item
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(ADVEN[current_active_pc].items[i].variety > 0)) { // variety = 0 no item in slot/ non 0 item exists
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flash_rect(item_string_rects[i][1]);
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take_item(current_active_pc,i);
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draw_items(1);
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}
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for (i = 0; i < 24; i++)
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if ((PtInRect(the_point,&item_string_rects[i][2]) == TRUE) && // identify item
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if ((PtInRect(the_point,&item_string_rects[i][2]) == true) && // identify item
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(ADVEN[current_active_pc].items[i].variety > 0)) {
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flash_rect(item_string_rects[i][2]);
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ADVEN[current_active_pc].items[i].item_properties = ADVEN[current_active_pc].items[i].item_properties | 1;
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@@ -244,8 +244,8 @@ void put_pc_graphics()
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short item_hit,what_talk_field,i;
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for (i = 3; i < 65; i++) {
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if (((store_trait_mode == 0) && (ADVEN[which_pc_displayed].mage_spells[i - 3] == TRUE)) ||
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((store_trait_mode == 1) && (ADVEN[which_pc_displayed].priest_spells[i - 3] == TRUE)))
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if (((store_trait_mode == 0) && (ADVEN[which_pc_displayed].mage_spells[i - 3] == true)) ||
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((store_trait_mode == 1) && (ADVEN[which_pc_displayed].priest_spells[i - 3] == true)))
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cd_set_led(991,i,1);
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else cd_set_led(991,i,0);
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}
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@@ -432,14 +432,14 @@ void spend_xp_event_filter (short item_hit)
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{
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short what_talk_field,i,j,pc_num,mode = 1;
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char get_text[256];
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Boolean talk_done = FALSE;
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bool talk_done = false;
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pc_num = store_train_pc;
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switch (item_hit) {
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case 73:
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dialog_answer = 0;
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talk_done = TRUE;
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talk_done = true;
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break;
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@@ -502,7 +502,7 @@ void spend_xp_event_filter (short item_hit)
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case 48:
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do_xp_keep(pc_num,0);
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dialog_answer = 1;
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talk_done = TRUE;
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talk_done = true;
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break;
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case 49:
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@@ -565,7 +565,7 @@ void spend_xp_event_filter (short item_hit)
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}
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store_train_pc = pc_num;
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if (talk_done == TRUE) {
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if (talk_done == true) {
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toast_dialog();
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}
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}
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