- 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

@@ -12,7 +12,7 @@ char terrain_blocked[256];
short short_can_see();
Boolean combat_pt_in_light();
bool combat_pt_in_light();
//extern short town_size[3];
location obs_sec;
location which_party_sec;
@@ -26,7 +26,7 @@ extern unsigned char combat_terrain[64][64];
extern unsigned char out[96][96], out_e[96][96];
extern location pc_pos[6],center;
//extern pc_record_type adven[6];
extern Boolean belt_present,web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
extern bool belt_present,web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
extern unsigned char map_graphic_placed[8][64]; // keeps track of what's been filled on map
extern scenario_data_type scenario;
extern bool editing_town;
@@ -51,18 +51,18 @@ short vdist(location p1,location p2) {
return max(i,j);
}
Boolean adjacent(location p1,location p2)
bool adjacent(location p1,location p2)
{
if ((abs((short) (p1.x - p2.x)) <= 1) && (abs((short) (p1.y - p2.y)) <= 1))
return TRUE;
else return FALSE;
return true;
else return false;
}
Boolean point_onscreen(location center,location check)
bool point_onscreen(location center,location check)
{
if ((abs((short) (center.x - check.x)) <=4) && (abs((short) (center.y - check.y)) <= 4))
return TRUE;
else return FALSE;
return true;
else return false;
}
@@ -85,51 +85,51 @@ short set_direction (location old_pt, location new_pt)
return 3;
return 2;
}
Boolean is_container(location loc)
bool is_container(location loc)
{
unsigned char ter;
if ((is_barrel(loc.x,loc.y)) || (is_crate(loc.x,loc.y)))
return TRUE;
return true;
ter = coord_to_ter(loc.x,loc.y);
if (scenario.ter_types[ter].special == 14)
return TRUE;
return FALSE;
return true;
return false;
}
Boolean special_which_blocks_monst(location to_check)
bool special_which_blocks_monst(location to_check)
{
if (terrain_blocked[coord_to_ter(to_check.x,to_check.y)] == 2)
return TRUE;
else return FALSE;
return true;
else return false;
}
// Checks if space is a special that prevents movement into or placement of a PC on
Boolean is_special(location to_check)
bool is_special(location to_check)
{
unsigned char which_ter;
if (special_which_blocks_monst(to_check) == FALSE)
return FALSE;
if (special_which_blocks_monst(to_check) == false)
return false;
which_ter = coord_to_ter(to_check.x,to_check.y);
if (terrain_blocked[which_ter] == 2)
return TRUE;
else return FALSE;
return true;
else return false;
}
Boolean impassable(unsigned char terrain_to_check)
bool impassable(unsigned char terrain_to_check)
{
if (terrain_blocked[terrain_to_check] > 2)
return TRUE;
else return FALSE;
return true;
else return false;
}
Boolean spot_impassable(short i,short j)
bool spot_impassable(short i,short j)
{
unsigned char ter;
ter = coord_to_ter(i,j);
if (terrain_blocked[ter] == 5)
return TRUE;
else return FALSE;
return true;
else return false;
}