- 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
This commit is contained in:
2009-04-27 19:41:06 +00:00
parent f28053ed0e
commit e0115dd668
80 changed files with 3703 additions and 3694 deletions

View File

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