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