- 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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@@ -1,6 +1,6 @@
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void init_current_terrain();
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void init_screen_locs();
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Boolean handle_action(Point the_point,EventRecord event);
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bool handle_action(Point the_point,EventRecord event);
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void flash_rect(Rect to_flash);
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void swap_terrain();
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void set_new_terrain(unsigned char selected_terrain);
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@@ -13,38 +13,38 @@ void set_info_strings();
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cTown::cItem edit_item(cTown::cItem item);
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void modify_lists();
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void set_up_lights();
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Boolean is_wall(short i,short j);
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Boolean is_correctable_wall(short i,short j);
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Boolean is_mountain(short i,short j);
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Boolean is_hill(short i,short j);
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Boolean is_hill_or_mountain(short i,short j);
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Boolean is_water(short i,short j);
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Boolean is_correctable_water(short i,short j);
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bool is_wall(short i,short j);
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bool is_correctable_wall(short i,short j);
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bool is_mountain(short i,short j);
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bool is_hill(short i,short j);
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bool is_hill_or_mountain(short i,short j);
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bool is_water(short i,short j);
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bool is_correctable_water(short i,short j);
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void shy_change_circle_terrain(location center,short radius,unsigned char terrain_type,short probability);
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void change_circle_terrain(location center,short radius,unsigned char terrain_type,short probability);
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void change_rect_terrain(rectangle r,unsigned char terrain_type,short probability,Boolean hollow);
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void change_rect_terrain(rectangle r,unsigned char terrain_type,short probability,bool hollow);
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void swap_val(unsigned char *val,short a,short b);
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void change_val_4 (unsigned char *val,short a,short b,short c,short d);
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void change_val (unsigned char *val,short a,short b);
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void frill_up_terrain();
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void unfrill_terrain();
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void set_terrain(location l,unsigned char terrain_type);
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Boolean fix_rubble(location l);
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Boolean fix_cave(location l);
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Boolean fix_mountain(location l);
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Boolean fix_hill(location l);
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Boolean fix_water(location l);
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Boolean out_fix_rubble(location l);
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Boolean out_fix_cave(location l);
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Boolean out_fix_mountain(location l);
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Boolean out_fix_hill(location l);
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Boolean out_fix_water(location l);
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bool fix_rubble(location l);
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bool fix_cave(location l);
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bool fix_mountain(location l);
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bool fix_hill(location l);
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bool fix_water(location l);
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bool out_fix_rubble(location l);
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bool out_fix_cave(location l);
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bool out_fix_mountain(location l);
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bool out_fix_hill(location l);
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bool out_fix_water(location l);
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void adjust_space(location l);
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Boolean is_lava(short x,short y);
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bool is_lava(short x,short y);
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unsigned char coord_to_ter(short x,short y);
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short get_obscurity(short x,short y);
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short can_see(location p1,location p2,short mode);
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Boolean place_item(location spot_hit,short which_item,short property,short always,short odds);
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bool place_item(location spot_hit,short which_item,short property,short always,short odds);
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void place_items_in_town();
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void set_up_start_screen();
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void set_up_main_screen();
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@@ -59,11 +59,11 @@ void start_string_editing(short mode,short just_redo_text);
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void start_special_editing(short mode,short just_redo_text);
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void town_entry(location spot_hit);
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void start_dialogue_editing(short restoring);
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Boolean is_erasable_water(short i,short j);
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bool is_erasable_water(short i,short j);
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bool monst_on_space(location loc,short m_num);
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void place_edit_special(location loc);
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void set_special(location spot_hit);
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Boolean save_check(short which_dlog);
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bool save_check(short which_dlog);
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void update_item_menu();
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