- 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:
@@ -31,7 +31,7 @@ extern eGameMode overall_mode;
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//extern current_town_type univ.town;
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//extern town_item_list univ.town.items;
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extern WindowPtr mainPtr;
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extern Boolean in_startup_mode,boom_anim_active;
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extern bool in_startup_mode,boom_anim_active;
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extern Rect d_rects[80];
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extern short d_rect_index[80];
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//extern pc_record_type ADVEN[6];
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@@ -39,7 +39,7 @@ extern short d_rect_index[80];
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extern location pc_pos[6];
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//extern CursHandle sword_curs;
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extern Boolean modeless_exists[18],diff_depth_ok;
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extern bool modeless_exists[18],diff_depth_ok;
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extern short modeless_key[18];
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extern DialogPtr modeless_dialogs[18];
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extern short town_size[3];
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@@ -52,9 +52,9 @@ extern cScenario scenario;
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extern cUniverse univ;
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////
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Boolean equippable[26] = {FALSE,TRUE,TRUE,FALSE,TRUE, TRUE,TRUE,FALSE,FALSE,FALSE,
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TRUE,FALSE,TRUE,TRUE,TRUE, TRUE,TRUE,TRUE,TRUE,TRUE,
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FALSE,FALSE,TRUE,TRUE,TRUE,TRUE};
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bool equippable[26] = {false,true,true,false,true, true,true,false,false,false,
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true,false,true,true,true, true,true,true,true,true,
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false,false,true,true,true,true};
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short num_hands_to_use[26] = {0,1,2,0,0, 0,0,0,0,0 ,0,0,1,0,0, 0,1,0,0,0, 0,0,0,0,0, 0};
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short num_that_can_equip[26] = {0,2,1,0,1, 1,1,0,0,0, 1,0,1,1,1, 1,1,1,2,1, 0,0,1,1,1, 1};
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@@ -75,15 +75,15 @@ void sort_pc_items(short pc_num)
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cItemRec store_item;
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////
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short item_priority[26] = {20,8,8,20,9, 9,3,2,1,0, 7,20,10,10,10, 10,10,10,5,6, 4,11,12,9,9, 9};
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Boolean no_swaps = FALSE,store_equip;
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bool no_swaps = false,store_equip;
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short i;
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while (no_swaps == FALSE) {
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no_swaps = TRUE;
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while (no_swaps == false) {
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no_swaps = true;
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for (i = 0; i < 23; i++)
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if (item_priority[ADVEN[pc_num].items[i + 1].variety] <
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item_priority[ADVEN[pc_num].items[i].variety]) {
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no_swaps = FALSE;
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no_swaps = false;
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store_item = ADVEN[pc_num].items[i + 1];
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ADVEN[pc_num].items[i + 1] = ADVEN[pc_num].items[i];
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ADVEN[pc_num].items[i] = store_item;
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@@ -116,28 +116,28 @@ bool give_to_pc(short pc_num,cItemRec item,short print_result)
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char announce_string[60];
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if (item.variety == 0)
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return TRUE;
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return true;
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if (item.variety == 3) {
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univ.party.gold += item.item_level;
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ASB("You get some gold.");
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return TRUE;
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return true;
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}
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if (item.variety == 11) {
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univ.party.food += item.item_level;
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ASB("You get some food.");
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return TRUE;
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return true;
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}
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if (item.item_weight() >
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amount_pc_can_carry(pc_num) - pc_carry_weight(pc_num)) {
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if (print_result == TRUE) {
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if (print_result == true) {
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SysBeep(20);
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ASB("Item too heavy to carry.");
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}
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return FALSE;
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return false;
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}
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free_space = pc_has_space(pc_num);
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if ((free_space == 24) || (ADVEN[pc_num].main_status != 1))
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return FALSE;
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return false;
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else {
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item.item_properties = item.item_properties & 253; // not property
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item.item_properties = item.item_properties & 247; // not contained
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@@ -147,22 +147,22 @@ bool give_to_pc(short pc_num,cItemRec item,short print_result)
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if (stat_window == pc_num)
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put_item_screen(stat_window,0);
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}
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if (in_startup_mode == FALSE) {
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if (in_startup_mode == false) {
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if (item.is_ident() == 0)
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sprintf((char *) announce_string," %s gets %s.",ADVEN[pc_num].name,item.name);
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else sprintf((char *) announce_string," %s gets %s.",ADVEN[pc_num].name,item.full_name);
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if (print_result == TRUE)
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if (print_result == true)
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add_string_to_buf((char *)announce_string);
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}
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combine_things(pc_num);
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sort_pc_items(pc_num);
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return TRUE;
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return true;
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}
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return FALSE;
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return false;
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}
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Boolean forced_give(short item_num,short abil) ////
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bool forced_give(short item_num,short abil) ////
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// if abil > 0, force abil, else ignore
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{
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short i,j;
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@@ -170,7 +170,7 @@ Boolean forced_give(short item_num,short abil) ////
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char announce_string[60];
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if ((item_num < 0) || (item_num > 399))
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return TRUE;
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return true;
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item = get_stored_item(item_num);
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if (abil > 0)
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item.ability = abil;
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@@ -185,41 +185,41 @@ Boolean forced_give(short item_num,short abil) ////
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add_string_to_buf((char *)announce_string);
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combine_things(i);
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sort_pc_items(i);
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return TRUE;
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return true;
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}
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return FALSE;
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return false;
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}
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Boolean GTP(short item_num)
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bool GTP(short item_num)
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{
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cItemRec item;
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item = get_stored_item(item_num);
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return give_to_party(item,true);
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}
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Boolean silent_GTP(short item_num)
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bool silent_GTP(short item_num)
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{
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cItemRec item;
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item = get_stored_item(item_num);
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return give_to_party(item,false);
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}
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void give_gold(short amount,Boolean print_result)////
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void give_gold(short amount,bool print_result)////
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{
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if (amount < 0) return;
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univ.party.gold = univ.party.gold + amount;
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if (print_result == TRUE)
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if (print_result == true)
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put_pc_screen();
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}
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Boolean take_gold(short amount,Boolean print_result)
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bool take_gold(short amount,bool print_result)
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{
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if (univ.party.gold < amount)
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return FALSE;
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return false;
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univ.party.gold = univ.party.gold - amount;
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if (print_result == TRUE)
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if (print_result == true)
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put_pc_screen();
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return TRUE;
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return true;
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}
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// returnes equipped protection level of specified abil, or -1 if no such abil is equipped
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@@ -229,7 +229,7 @@ short get_prot_level(short pc_num,short abil) ////
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for (i = 0; i < 24; i++)
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if ((ADVEN[pc_num].items[i].variety != 0) && (ADVEN[pc_num].items[i].ability == abil)
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&& (ADVEN[pc_num].equip[i] == TRUE))
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&& (ADVEN[pc_num].equip[i] == true))
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return ADVEN[pc_num].items[i].ability_strength;
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return -1;
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@@ -240,7 +240,7 @@ short pc_has_abil_equip(short pc_num,short abil)
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short i = 0;
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while (((ADVEN[pc_num].items[i].variety == 0) || (ADVEN[pc_num].items[i].ability != abil)
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|| (ADVEN[pc_num].equip[i] == FALSE)) && (i < 24))
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|| (ADVEN[pc_num].equip[i] == false)) && (i < 24))
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i++;
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return i;
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@@ -256,18 +256,18 @@ short pc_has_abil(short pc_num,short abil)
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return i;
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}
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Boolean party_has_abil(short abil)
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bool party_has_abil(short abil)
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{
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short i;
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for (i = 0; i < 6; i++)
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if (ADVEN[i].main_status == 1)
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if (pc_has_abil(i,abil) < 24)
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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 party_take_abil(short abil)
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bool party_take_abil(short abil)
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{
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short i,item;
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@@ -277,19 +277,19 @@ Boolean party_take_abil(short abil)
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if (ADVEN[i].items[item].charges > 1)
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ADVEN[i].items[item].charges--;
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else take_item(i,item);
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return TRUE;
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return true;
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}
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return FALSE;
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return false;
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}
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// returns true is party has item of given item class
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// mode - 0 - take one of them, 1 - don't take
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Boolean party_check_class(short item_class,short mode) ////
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bool party_check_class(short item_class,short mode) ////
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{
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short i,j;
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if (item_class == 0)
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return FALSE;
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return false;
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for (i = 0; i < 6; i++)
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if (ADVEN[i].main_status == 1)
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for (j = 23; j >= 0; j--)
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@@ -299,9 +299,9 @@ Boolean party_check_class(short item_class,short mode) ////
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ADVEN[i].items[j].charges--;
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else take_item(i,j);
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}
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return TRUE;
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return true;
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}
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return FALSE;
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return false;
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}
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short amount_pc_can_carry(short pc_num)
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{
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@@ -330,28 +330,28 @@ short pc_carry_weight(short pc_num)
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return storage;
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}
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void give_food(short amount,Boolean print_result)////
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void give_food(short amount,bool print_result)////
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{
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if (amount < 0) return;
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univ.party.food = univ.party.food + amount;
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if (print_result == TRUE)
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if (print_result == true)
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put_pc_screen();
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}
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short take_food(short amount,Boolean print_result)
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short take_food(short amount,bool print_result)
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{
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short diff;
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diff = amount - univ.party.food;
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if (diff > 0) {
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univ.party.food = 0;
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if (print_result == TRUE)
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if (print_result == true)
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put_pc_screen();
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return diff;
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}
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univ.party.food = univ.party.food - amount;
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if (print_result == TRUE)
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if (print_result == true)
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put_pc_screen();
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return 0;
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}
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@@ -387,7 +387,7 @@ short pc_ok_to_buy(short pc_num,short cost,cItemRec item) ////
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return 4;
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}
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}
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if (take_gold(cost,FALSE) == FALSE)
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if (take_gold(cost,false) == false)
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return 3;
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return 1;
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@@ -398,10 +398,10 @@ void take_item(short pc_num,short which_item)
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//short pc_num,which_item; // if which_item > 30, don't update stat win, item is which_item - 30
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{
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short i;
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Boolean do_print = TRUE;
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bool do_print = true;
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if (which_item >= 30) {
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do_print = FALSE;
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do_print = false;
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which_item -= 30;
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}
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@@ -417,9 +417,9 @@ void take_item(short pc_num,short which_item)
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ADVEN[pc_num].equip[i] = ADVEN[pc_num].equip[i + 1];
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}
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ADVEN[pc_num].items[23] = cItemRec();
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ADVEN[pc_num].equip[23] = FALSE;
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ADVEN[pc_num].equip[23] = false;
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if ((stat_window == pc_num) && (do_print == TRUE))
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if ((stat_window == pc_num) && (do_print == true))
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put_item_screen(stat_window,1);
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}
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@@ -510,11 +510,11 @@ if ((overall_mode == MODE_COMBAT) && (ADVEN[pc_num].items[item_num].variety == 1
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else {
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// unequip
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if (ADVEN[pc_num].equip[item_num] == TRUE) {
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if (ADVEN[pc_num].equip[item_num] == true) {
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if (ADVEN[pc_num].equip[item_num] && ADVEN[pc_num].items[item_num].is_cursed())
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add_string_to_buf("Equip: Item is cursed. ");
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else {
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ADVEN[pc_num].equip[item_num] = FALSE;
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ADVEN[pc_num].equip[item_num] = false;
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add_string_to_buf("Equip: Unequipped");
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if ((ADVEN[pc_num].weap_poisoned == item_num) && (ADVEN[pc_num].status[0] > 0)) {
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add_string_to_buf(" Poison lost. ");
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@@ -524,11 +524,11 @@ if ((overall_mode == MODE_COMBAT) && (ADVEN[pc_num].items[item_num].variety == 1
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}
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else { // equip
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if (equippable[ADVEN[pc_num].items[item_num].variety] == FALSE)
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if (equippable[ADVEN[pc_num].items[item_num].variety] == false)
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add_string_to_buf("Equip: Can't equip this item.");
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else {
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for (i = 0; i < 24; i++)
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if (ADVEN[pc_num].equip[i] == TRUE) {
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if (ADVEN[pc_num].equip[i] == true) {
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if (ADVEN[pc_num].items[i].variety == ADVEN[pc_num].items[item_num].variety)
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num_equipped_of_this_type++;
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num_hands_occupied = num_hands_occupied + num_hands_to_use[ADVEN[pc_num].items[i].variety];
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@@ -539,7 +539,7 @@ if ((overall_mode == MODE_COMBAT) && (ADVEN[pc_num].items[item_num].variety == 1
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// Now if missile is already equipped, no more missiles
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if (equip_item_type > 0) {
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for (i = 0; i < 24; i++)
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if ((ADVEN[pc_num].equip[i] == TRUE) && (excluding_types[ADVEN[pc_num].items[i].variety] == equip_item_type)) {
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if ((ADVEN[pc_num].equip[i] == true) && (excluding_types[ADVEN[pc_num].items[i].variety] == equip_item_type)) {
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add_string_to_buf("Equip: You have something of");
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add_string_to_buf(" this type equipped.");
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return;
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@@ -553,7 +553,7 @@ if ((overall_mode == MODE_COMBAT) && (ADVEN[pc_num].items[item_num].variety == 1
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else if (num_that_can_equip[ADVEN[pc_num].items[item_num].variety] <= num_equipped_of_this_type)
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add_string_to_buf("Equip: Can't equip another");
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else {
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ADVEN[pc_num].equip[item_num] = TRUE;
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ADVEN[pc_num].equip[item_num] = true;
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add_string_to_buf("Equip: OK");
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}
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}
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@@ -569,7 +569,7 @@ void drop_item(short pc_num,short item_num,location where_drop)
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{
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short choice,how_many = 0;
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cItemRec item_store;
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Boolean take_given_item = TRUE;
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bool take_given_item = true;
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location loc;
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item_store = ADVEN[pc_num].items[item_num];
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@@ -598,12 +598,12 @@ void drop_item(short pc_num,short item_num,location where_drop)
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if (how_many <= 0)
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return;
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if (how_many < item_store.charges)
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take_given_item = FALSE;
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take_given_item = false;
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item_store.charges = how_many;
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}
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if (is_container(loc) == TRUE)
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if (is_container(loc) == true)
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item_store.item_properties = item_store.item_properties | 8;
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if (!place_item(item_store,loc,FALSE)) {
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if (!place_item(item_store,loc,false)) {
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add_string_to_buf("Drop: Too many items on ground");
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item_store.item_properties = item_store.item_properties & 247; // not contained
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}
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@@ -628,20 +628,20 @@ bool place_item(cItemRec item,location where,bool forced)
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univ.town.items[i] = item;
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univ.town.items[i].item_loc = where;
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reset_item_max();
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return TRUE;
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return true;
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}
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if (forced == FALSE)
|
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return FALSE;
|
||||
if (forced == false)
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return false;
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destroy_an_item();
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for (i = 0; i < NUM_TOWN_ITEMS; i++)
|
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if (univ.town.items[i].variety == 0) {
|
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univ.town.items[i] = item;
|
||||
univ.town.items[i].item_loc = where;
|
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reset_item_max();
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return true;
|
||||
}
|
||||
|
||||
void destroy_an_item()
|
||||
@@ -677,30 +677,30 @@ void give_thing(short pc_num, short item_num)
|
||||
{
|
||||
short who_to,how_many = 0;
|
||||
cItemRec item_store;
|
||||
Boolean take_given_item = TRUE;
|
||||
bool take_given_item = true;
|
||||
|
||||
if (ADVEN[pc_num].equip[item_num] && ADVEN[pc_num].items[item_num].is_cursed())
|
||||
add_string_to_buf("Give: Item is cursed. ");
|
||||
else {
|
||||
item_store = ADVEN[pc_num].items[item_num];
|
||||
who_to = char_select_pc(1,1,"Give item to who?");
|
||||
if ((overall_mode == MODE_COMBAT) && (adjacent(pc_pos[pc_num],pc_pos[who_to]) == FALSE)) {
|
||||
if ((overall_mode == MODE_COMBAT) && (adjacent(pc_pos[pc_num],pc_pos[who_to]) == false)) {
|
||||
add_string_to_buf("Give: Must be adjacent.");
|
||||
who_to = 6;
|
||||
}
|
||||
|
||||
if ((who_to < 6) && (who_to != pc_num)
|
||||
&& ((overall_mode != MODE_COMBAT) || (adjacent(pc_pos[pc_num],pc_pos[who_to]) == TRUE))) {
|
||||
&& ((overall_mode != MODE_COMBAT) || (adjacent(pc_pos[pc_num],pc_pos[who_to]) == true))) {
|
||||
if ((item_store.type_flag > 0) && (item_store.charges > 1)) {
|
||||
how_many = get_num_of_items(item_store.charges);
|
||||
if (how_many == 0)
|
||||
return;
|
||||
if (how_many < item_store.charges)
|
||||
take_given_item = FALSE;
|
||||
take_given_item = false;
|
||||
ADVEN[pc_num].items[item_num].charges -= how_many;
|
||||
item_store.charges = how_many;
|
||||
}
|
||||
if (give_to_pc(who_to,item_store,0) == TRUE) {
|
||||
if (give_to_pc(who_to,item_store,0) == true) {
|
||||
if (take_given_item)
|
||||
take_item(pc_num,item_num);
|
||||
}
|
||||
@@ -733,9 +733,9 @@ void combine_things(short pc_num)
|
||||
ASB("(Can have at most 125 of any item.");
|
||||
}
|
||||
else ADVEN[pc_num].items[i].charges += ADVEN[pc_num].items[j].charges;
|
||||
if (ADVEN[pc_num].equip[j] == TRUE) {
|
||||
ADVEN[pc_num].equip[i] = TRUE;
|
||||
ADVEN[pc_num].equip[j] = FALSE;
|
||||
if (ADVEN[pc_num].equip[j] == true) {
|
||||
ADVEN[pc_num].equip[i] = true;
|
||||
ADVEN[pc_num].equip[j] = false;
|
||||
}
|
||||
take_item(pc_num,30 + j);
|
||||
}
|
||||
@@ -770,11 +770,11 @@ void set_item_flag(cItemRec *item)
|
||||
}
|
||||
}
|
||||
|
||||
short get_item(location place,short pc_num,Boolean check_container)
|
||||
short get_item(location place,short pc_num,bool check_container)
|
||||
//short pc_num; // if 6, any
|
||||
{
|
||||
short i,taken = 0;
|
||||
Boolean item_near = FALSE;
|
||||
bool item_near = false;
|
||||
short mass_get = 1;
|
||||
|
||||
for (i = 0; i < T_M; i++)
|
||||
@@ -784,18 +784,18 @@ short get_item(location place,short pc_num,Boolean check_container)
|
||||
|
||||
for (i = 0; i < NUM_TOWN_ITEMS; i++)
|
||||
if (univ.town.items[i].variety != 0)
|
||||
if (((adjacent(place,univ.town.items[i].item_loc) == TRUE) ||
|
||||
((mass_get == 1) && (check_container == FALSE) &&
|
||||
if (((adjacent(place,univ.town.items[i].item_loc) == true) ||
|
||||
((mass_get == 1) && (check_container == false) &&
|
||||
((dist(place,univ.town.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0)))
|
||||
&& (can_see(place,univ.town.items[i].item_loc,0) < 5)))
|
||||
&& ((!univ.town.items[i].is_contained()) || (check_container == TRUE))) {
|
||||
&& ((!univ.town.items[i].is_contained()) || (check_container == true))) {
|
||||
taken = 1;
|
||||
|
||||
if (univ.town.items[i].value < 2)
|
||||
univ.town.items[i].item_properties = univ.town.items[i].item_properties | 1;
|
||||
item_near = TRUE;
|
||||
item_near = true;
|
||||
}
|
||||
if (item_near == TRUE)
|
||||
if (item_near == true)
|
||||
if (display_item(place,pc_num,mass_get,check_container) > 0) { // if true, there was a theft
|
||||
for (i = 0; i < T_M; i++)
|
||||
if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].attitude % 2 != 1)
|
||||
@@ -821,7 +821,7 @@ short get_item(location place,short pc_num,Boolean check_container)
|
||||
void make_town_hostile()
|
||||
{
|
||||
short i,num;
|
||||
Boolean fry_party = FALSE;
|
||||
bool fry_party = false;
|
||||
|
||||
if (which_combat_type == 0)
|
||||
return;
|
||||
@@ -832,7 +832,7 @@ void make_town_hostile()
|
||||
if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].summoned == 0)){
|
||||
univ.town.monst.dudes[i].attitude = 1;
|
||||
num = univ.town.monst.dudes[i].number;
|
||||
univ.town.monst.dudes[i].mobile = TRUE;
|
||||
univ.town.monst.dudes[i].mobile = true;
|
||||
if (scenario.scen_monsters[num].spec_skill == 37) {
|
||||
univ.town.monst.dudes[i].active = 2;
|
||||
|
||||
@@ -846,12 +846,12 @@ void make_town_hostile()
|
||||
// In some towns, doin' this'll getcha' killed.
|
||||
//// wedge in special
|
||||
|
||||
if (fry_party == TRUE) {
|
||||
if (fry_party == true) {
|
||||
for (i = 0; i < 6; i++)
|
||||
if (ADVEN[i].main_status > MAIN_STATUS_ABSENT)
|
||||
ADVEN[i].main_status = MAIN_STATUS_ABSENT;
|
||||
stat_window = 6;
|
||||
boom_anim_active = FALSE;
|
||||
boom_anim_active = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -981,11 +981,11 @@ void display_item_event_filter (short item_hit)
|
||||
if (univ.town.items[item_array[item_hit]].item_level > 3000)
|
||||
univ.town.items[item_array[item_hit]].item_level = 3000;
|
||||
set_item_flag(&item);
|
||||
give_gold(univ.town.items[item_array[item_hit]].item_level,FALSE);
|
||||
give_gold(univ.town.items[item_array[item_hit]].item_level,false);
|
||||
play_sound(39); // formerly force_play_sound
|
||||
}
|
||||
else if (univ.town.items[item_array[item_hit]].variety == 11) {
|
||||
give_food(univ.town.items[item_array[item_hit]].item_level,FALSE);
|
||||
give_food(univ.town.items[item_array[item_hit]].item_level,false);
|
||||
set_item_flag(&item);
|
||||
set_item_flag(&univ.town.items[item_array[item_hit]]);
|
||||
play_sound(62); // formerly force_play_sound
|
||||
@@ -1014,8 +1014,8 @@ void display_item_event_filter (short item_hit)
|
||||
}
|
||||
|
||||
|
||||
// Returns TRUE is a theft committed
|
||||
short display_item(location from_loc,short pc_num,short mode, Boolean check_container)
|
||||
// Returns true is a theft committed
|
||||
short display_item(location from_loc,short pc_num,short mode, bool check_container)
|
||||
//pc_num; // < 6 - this pc only 6 - any pc
|
||||
//short mode; // 0 - adjacent 1 - all in sight
|
||||
{
|
||||
@@ -1035,12 +1035,12 @@ short display_item(location from_loc,short pc_num,short mode, Boolean check_cont
|
||||
total_items_gettable = 0;
|
||||
for (i = 0; i < NUM_TOWN_ITEMS; i++)
|
||||
if (univ.town.items[i].variety != 0) {
|
||||
if (((adjacent(from_loc,univ.town.items[i].item_loc) == TRUE) ||
|
||||
((mode == 1) && (check_container == FALSE) &&
|
||||
if (((adjacent(from_loc,univ.town.items[i].item_loc) == true) ||
|
||||
((mode == 1) && (check_container == false) &&
|
||||
((dist(from_loc,univ.town.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0)))
|
||||
&& (can_see(from_loc,univ.town.items[i].item_loc,0) < 5))) &&
|
||||
(univ.town.items[i].is_contained() == check_container) &&
|
||||
((check_container == FALSE) || (univ.town.items[i].item_loc == from_loc))) {
|
||||
((check_container == false) || (univ.town.items[i].item_loc == from_loc))) {
|
||||
item_array[array_position] = i;
|
||||
array_position++;
|
||||
total_items_gettable++;
|
||||
@@ -1051,7 +1051,7 @@ short display_item(location from_loc,short pc_num,short mode, Boolean check_cont
|
||||
pcs_gworld = load_pict(902);
|
||||
cd_create_dialog(987,mainPtr);
|
||||
|
||||
if (check_container == TRUE)
|
||||
if (check_container == true)
|
||||
csit(987,17,"Looking in container:");
|
||||
else if (mode == 0)
|
||||
csit(987,17,"Getting all adjacent items:");
|
||||
@@ -1106,7 +1106,7 @@ short custom_choice_dialog(Str255 strs[6],short pic_num,short buttons[3]) ////
|
||||
//if (parent < 2) {
|
||||
SetPort(GetWindowPort(mainPtr));
|
||||
BeginUpdate(mainPtr);
|
||||
// if (in_startup_mode == FALSE)
|
||||
// if (in_startup_mode == false)
|
||||
// refresh_screen(0);
|
||||
// else draw_startup(0);
|
||||
redraw_screen();
|
||||
@@ -1143,7 +1143,7 @@ short custom_choice_dialog(Str255 strs[6],short pic_num,short buttons[3]) ////
|
||||
// if (parent < 2) {
|
||||
// SetPort(GetWindowPort(mainPtr));
|
||||
// BeginUpdate(mainPtr);
|
||||
// if (in_startup_mode == FALSE)
|
||||
// if (in_startup_mode == false)
|
||||
// refresh_screen(0);
|
||||
// else draw_startup(0);
|
||||
// EndUpdate(mainPtr);
|
||||
@@ -1177,7 +1177,7 @@ short char_select_pc(short active_only,short free_inv_only,char *title)
|
||||
|
||||
for (i = 0; i < 6; i++) {
|
||||
if ((ADVEN[i].main_status == 0) ||
|
||||
((active_only == TRUE) && (ADVEN[i].main_status > 1)) ||
|
||||
((active_only == true) && (ADVEN[i].main_status > 1)) ||
|
||||
((free_inv_only == 1) && (pc_has_space(i) == 24)) || (ADVEN[i].main_status == 5)) {
|
||||
cd_activate_item(1018, 3 + i, 0);
|
||||
}
|
||||
@@ -1191,7 +1191,7 @@ short char_select_pc(short active_only,short free_inv_only,char *title)
|
||||
cd_kill_dialog(1018,0);
|
||||
|
||||
BeginUpdate(mainPtr);
|
||||
if (in_startup_mode == FALSE)
|
||||
if (in_startup_mode == false)
|
||||
//refresh_screen(0);
|
||||
redraw_screen();
|
||||
else draw_startup(0);
|
||||
@@ -1278,7 +1278,7 @@ short choice_dialog(short pic,short num)
|
||||
// SetPort(mainPtr);
|
||||
|
||||
// BeginUpdate(mainPtr);
|
||||
// if (in_startup_mode == FALSE)
|
||||
// if (in_startup_mode == false)
|
||||
// refresh_screen(0);
|
||||
// else draw_startup(0);
|
||||
// EndUpdate(mainPtr);
|
||||
@@ -1322,7 +1322,7 @@ void create_modeless_dialog(short which_dlog)
|
||||
}
|
||||
if (i == 18)
|
||||
return;
|
||||
if (modeless_exists[which_d] == TRUE) {
|
||||
if (modeless_exists[which_d] == true) {
|
||||
SelectWindow(GetDialogWindow(modeless_dialogs[which_d]));
|
||||
return;
|
||||
}
|
||||
@@ -1364,7 +1364,7 @@ void place_glands(location where,unsigned char m_type)
|
||||
|
||||
if ((monst.corpse_item >= 0) && (monst.corpse_item < 400) && (get_ran(1,1,100) < monst.corpse_item_chance)) {
|
||||
store_i = get_stored_item(monst.corpse_item);
|
||||
place_item(store_i,where,FALSE);
|
||||
place_item(store_i,where,false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1453,7 +1453,7 @@ void place_treasure(location where,short level,short loot,short mode)
|
||||
r1 = get_ran(1,1,9);
|
||||
if (((loot > 1) && (r1 < 7)) || ((loot == 1) && (r1 < 5)) || (mode == 1)
|
||||
|| ((r1 < 6) && (party_total_level() < 30)) || (loot > 2) )
|
||||
place_item(new_item,where,FALSE);
|
||||
place_item(new_item,where,false);
|
||||
}
|
||||
for (j = 0; j < 5; j++) {
|
||||
r1 = get_ran(1,1,100);
|
||||
@@ -1509,7 +1509,7 @@ void place_treasure(location where,short level,short loot,short mode)
|
||||
if ((ADVEN[i].main_status == 1)
|
||||
&& (get_ran(1,1,100) < id_odds[ADVEN[i].skills[13]]))
|
||||
new_item.item_properties = new_item.item_properties | 1;
|
||||
place_item(new_item,where,FALSE);
|
||||
place_item(new_item,where,false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user