- 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

@@ -33,7 +33,7 @@ extern location monster_targs[T_M];
extern location pc_pos[6],center;
extern short boom_gr[8],futzing;
extern Boolean processing_fields,monsters_going;
extern bool processing_fields,monsters_going;
//extern town_item_list univ.town;
extern cScenario scenario;
extern cUniverse univ;
@@ -105,7 +105,7 @@ short out_enc_lev_tot(short which)
cMonster store_m;
short num[7] = {22,8,4,4,3,2,1};
if (univ.party.out_c[which].what_monst.cant_flee == TRUE)
if (univ.party.out_c[which].what_monst.cant_flee == true)
return 10000;
for (i = 0; i < 7; i++)
@@ -135,10 +135,10 @@ void create_wand_monst()
if (overall_mode == MODE_OUTDOORS)
if (is_null_out_wand_entry(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1]) == 0) {
r2 = get_ran(1,0,3);
while ((point_onscreen(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],global_to_local(univ.party.p_loc)) == TRUE)
while ((point_onscreen(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],global_to_local(univ.party.p_loc)) == true)
&& (num_tries++ < 100))
r2 = get_ran(1,0,3);
if (is_blocked(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2]) == FALSE)
if (is_blocked(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2]) == false)
place_outd_wand_monst(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],
univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1],0);
}
@@ -149,25 +149,25 @@ void create_wand_monst()
if ((is_null_wand_entry(univ.town.town->wandering[r1]) == 0) && (count_monst() <= 50)
&& (univ.party.m_killed[univ.town.num] < univ.town.town->max_num_monst)) {
r2 = get_ran(1,0,3);
while ((point_onscreen(univ.town.town->wandering_locs[r2],univ.town.p_loc) == TRUE) &&
(loc_off_act_area(univ.town.town->wandering_locs[r2]) == FALSE) && (num_tries++ < 100))
while ((point_onscreen(univ.town.town->wandering_locs[r2],univ.town.p_loc) == true) &&
(loc_off_act_area(univ.town.town->wandering_locs[r2]) == false) && (num_tries++ < 100))
r2 = get_ran(1,0,3);
for (i = 0; i < 4; i++) {
if (univ.town.town->wandering[r1].monst[i] != 0) { // place a monster
p_loc = univ.town.town->wandering_locs[r2];
p_loc.x += get_ran(1,0,4) - 2;
p_loc.y += get_ran(1,0,4) - 2;
if (is_blocked(p_loc) == FALSE)
if (is_blocked(p_loc) == false)
place_monster(univ.town.town->wandering[r1].monst[i],p_loc);
p_loc = univ.town.town->wandering_locs[r2];
p_loc.x += get_ran(1,0,4) - 2;
p_loc.y += get_ran(1,0,4) - 2;
if ((r1 >= 2) && (i == 0) && (is_blocked(p_loc) == FALSE)) // place extra monsters?
if ((r1 >= 2) && (i == 0) && (is_blocked(p_loc) == false)) // place extra monsters?
place_monster(univ.town.town->wandering[r1].monst[i],p_loc);
p_loc = univ.town.town->wandering_locs[r2];
p_loc.x += get_ran(1,0,4) - 2;
p_loc.y += get_ran(1,0,4) - 2;
if ((r1 == 3) && (i == 1) && (is_blocked(p_loc) == FALSE))
if ((r1 == 3) && (i == 1) && (is_blocked(p_loc) == false))
place_monster(univ.town.town->wandering[r1].monst[i],p_loc);
}
}
@@ -182,10 +182,10 @@ void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forc
while (i < 10) {
////
if ((univ.party.out_c[i].exists == FALSE) || ((i == 9) && (forced > 0))) {
if ((sd_legit(group.end_spec1,group.end_spec2) == TRUE) && (PSD[group.end_spec1][group.end_spec2] > 0))
if ((univ.party.out_c[i].exists == false) || ((i == 9) && (forced > 0))) {
if ((sd_legit(group.end_spec1,group.end_spec2) == true) && (PSD[group.end_spec1][group.end_spec2] > 0))
return;
univ.party.out_c[i].exists = TRUE;
univ.party.out_c[i].exists = true;
univ.party.out_c[i].direction = 0;
univ.party.out_c[i].what_monst = group;
univ.party.out_c[i].which_sector = univ.party.i_w_c;
@@ -195,7 +195,7 @@ void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forc
if (univ.party.out_c[i].which_sector.y == 1)
univ.party.out_c[i].m_loc.y += 48;
l = univ.party.out_c[i].m_loc;
while ((forced == TRUE) && (is_blocked(l)) && (j < 50)) {
while ((forced == true) && (is_blocked(l)) && (j < 50)) {
l = univ.party.out_c[i].m_loc;
l.x += get_ran(1,0,2) - 1;
l.y += get_ran(1,0,2) - 1;
@@ -290,7 +290,7 @@ void set_up_monst(short mode,unsigned char m_num)
univ.town.monst.dudes[which].attitude = mode + 1;
univ.town.monst.dudes[which].number = m_num;
univ.town.monst.dudes[which].m_d = return_monster_template(m_num);
univ.town.monst.dudes[which].mobile = TRUE;
univ.town.monst.dudes[which].mobile = true;
univ.town.monst.dudes[which].monst_start = null_start_type;
which = T_M;
}
@@ -300,7 +300,7 @@ void do_monsters()
{
short i,j,r1,target;
location l1,l2;
Boolean acted_yet = FALSE;
bool acted_yet = false;
if (overall_mode == MODE_TOWN)
for (i = 0; i < T_M; i++)
@@ -326,9 +326,9 @@ void do_monsters()
if ((univ.town.monst.dudes[i].active == 2)
|| ((univ.town.monst.dudes[i].active != 0) && (univ.town.monst.dudes[i].attitude % 2 != 1))) {
acted_yet = FALSE;
acted_yet = false;
if (((univ.town.monst.dudes[i].attitude == 0) || (monst_target[i] == 6)) && (univ.town.hostile == 0)) {
if (univ.town.monst.dudes[i].mobile == TRUE) { // OK, it doesn't see the party or
if (univ.town.monst.dudes[i].mobile == true) { // OK, it doesn't see the party or
// isn't nasty, and the town isn't totally hostile.
if ((univ.town.monst.dudes[i].attitude % 2 != 1) || (get_ran(1,0,1) == 0)) {
acted_yet = rand_move(i);
@@ -337,7 +337,7 @@ void do_monsters()
}
}
if ((univ.town.monst.dudes[i].attitude > 0) || (univ.town.hostile == 1)) {
if ((univ.town.monst.dudes[i].mobile == TRUE) && (monst_target[i] != 6)) {
if ((univ.town.monst.dudes[i].mobile == true) && (monst_target[i] != 6)) {
l1 = univ.town.monst.dudes[i].m_loc;
l2 = (monst_target[i] <= 6) ? univ.town.p_loc : univ.town.monst.dudes[target - 100].m_loc;
@@ -347,7 +347,7 @@ void do_monsters()
if (get_ran(1,0,10) < 6)
univ.town.monst.dudes[i].m_d.morale++;
}
else if (monst_hate_spot(i,&l2) == TRUE)
else if (monst_hate_spot(i,&l2) == true)
acted_yet = seek_party(i,l1,l2);
else if (((univ.town.monst.dudes[i].m_d.mu == 0) && (univ.town.monst.dudes[i].m_d.mu == 0))
|| (can_see(l1,l2,0) > 3))
@@ -375,15 +375,15 @@ void do_monsters()
}
for (j = 0; j < T_M; j++)
if ((univ.town.monst.dudes[j].active == 2)
&& ((dist(univ.town.monst.dudes[i].m_loc,univ.town.monst.dudes[j].m_loc) <= 5) == TRUE))
&& ((dist(univ.town.monst.dudes[i].m_loc,univ.town.monst.dudes[j].m_loc) <= 5) == true))
univ.town.monst.dudes[i].active = 2;
}
}
if (overall_mode == MODE_OUTDOORS) {
for (i = 0; i < 10; i++)
if (univ.party.out_c[i].exists == TRUE) {
acted_yet = FALSE;
if (univ.party.out_c[i].exists == true) {
acted_yet = false;
l1 = univ.party.out_c[i].m_loc;
l2 = univ.party.p_loc;
@@ -396,7 +396,7 @@ void do_monsters()
}
////
Boolean monst_hate_spot(short which_m,location *good_loc)
bool monst_hate_spot(short which_m,location *good_loc)
{
location prospect,loc;
@@ -419,11 +419,11 @@ Boolean monst_hate_spot(short which_m,location *good_loc)
prospect = find_clear_spot(loc,1);
if (prospect.x > 0) {
*good_loc = prospect;
return TRUE;
return true;
}
return FALSE;
return false;
}
else return FALSE;
else return false;
}
short monst_pick_target(short which_m)
@@ -448,15 +448,15 @@ short monst_pick_target(short which_m)
if ((is_combat()) && (cur_monst->attitude % 2 == 1)) {
if (spell_caster < 6)
if ((get_ran(1,1,5) < 5) && (monst_can_see(which_m,pc_pos[spell_caster]) == TRUE)
if ((get_ran(1,1,5) < 5) && (monst_can_see(which_m,pc_pos[spell_caster]) == true)
&& (ADVEN[spell_caster].main_status == 1))
return spell_caster;
if (missile_firer < 6)
if ((get_ran(1,1,5) < 3) && (monst_can_see(which_m,pc_pos[missile_firer]) == TRUE)
if ((get_ran(1,1,5) < 3) && (monst_can_see(which_m,pc_pos[missile_firer]) == true)
&& (ADVEN[missile_firer].main_status == 1))
return missile_firer;
if (monst_target[which_m] < 6)
if ((monst_can_see(which_m,pc_pos[monst_target[which_m]]) == TRUE)
if ((monst_can_see(which_m,pc_pos[monst_target[which_m]]) == true)
&& (ADVEN[monst_target[which_m]].main_status == 1))
return monst_target[which_m];
}
@@ -512,7 +512,7 @@ short monst_pick_target_monst(cPopulation::cCreature *which_m)
((which_m->attitude % 2 == 1) && (univ.town.monst.dudes[i].attitude != which_m->attitude))) && // they hate each other
((dist(which_m->m_loc,univ.town.monst.dudes[i].m_loc) < min_dist) ||
((dist(which_m->m_loc,univ.town.monst.dudes[i].m_loc) == min_dist) && (get_ran(1,0,7) < 4))) &&
(monst_can_see(i,univ.town.monst.dudes[i].m_loc) == TRUE) ) {
(monst_can_see(i,univ.town.monst.dudes[i].m_loc) == true) ) {
min_dist = dist(which_m->m_loc,univ.town.monst.dudes[i].m_loc);
cur_targ = i + 100;
@@ -533,7 +533,7 @@ short monst_pick_target_pc(short m_num,cPopulation::cCreature *which_m)////
// First pick any visible, nearby PC
r1 = get_ran(1,0,5);
while ((num_tries < 6) && ((ADVEN[r1].main_status != 1) ||
(monst_can_see(m_num,pc_pos[r1]) == FALSE))) {
(monst_can_see(m_num,pc_pos[r1]) == false))) {
r1 = get_ran(1,0,5);
num_tries++;
}
@@ -544,7 +544,7 @@ short monst_pick_target_pc(short m_num,cPopulation::cCreature *which_m)////
r1 = get_ran(1,0,5);
while ((num_tries < 6) && ((ADVEN[r1].main_status != 1) ||
(dist(which_m->m_loc,pc_pos[r1]) > 4) ||
(monst_can_see(m_num,pc_pos[r1]) == FALSE))) {
(monst_can_see(m_num,pc_pos[r1]) == false))) {
r1 = get_ran(1,0,5);
num_tries++;
}
@@ -604,35 +604,35 @@ short switch_target_to_adjacent(short which_m,short orig_target)
if (univ.town.monst.dudes[which_m].attitude % 2 == 0) {
if (orig_target >= 100)
if ((univ.town.monst.dudes[orig_target - 100].active > 0) &&
(monst_adjacent(univ.town.monst.dudes[orig_target - 100].m_loc,which_m) == TRUE))
(monst_adjacent(univ.town.monst.dudes[orig_target - 100].m_loc,which_m) == true))
return orig_target;
for (i = 0; i < T_M; i++)
if ((univ.town.monst.dudes[i].active > 0) &&
(univ.town.monst.dudes[i].attitude % 2 == 1) &&
(monst_adjacent(univ.town.monst.dudes[i].m_loc,which_m) == TRUE))
(monst_adjacent(univ.town.monst.dudes[i].m_loc,which_m) == true))
return i + 100;
return orig_target;
}
// If we get here while in town, just need to check if switch to pc
if ((is_town()) && (monst_adjacent(univ.town.p_loc,which_m) == TRUE))
if ((is_town()) && (monst_adjacent(univ.town.p_loc,which_m) == true))
return 0;
if (is_town())
return orig_target;
// If target is already adjacent, we're done here.
if ((is_combat()) && (orig_target < 6))
if ((ADVEN[orig_target].main_status == 1) && (monst_adjacent(pc_pos[orig_target],which_m) == TRUE))
if ((ADVEN[orig_target].main_status == 1) && (monst_adjacent(pc_pos[orig_target],which_m) == true))
return orig_target;
if (orig_target >= 100)
if ((univ.town.monst.dudes[orig_target - 100].active > 0) &&
(monst_adjacent(univ.town.monst.dudes[orig_target - 100].m_loc,which_m) == TRUE))
(monst_adjacent(univ.town.monst.dudes[orig_target - 100].m_loc,which_m) == true))
return orig_target;
// Anyone unarmored? Heh heh heh...
if (is_combat())
for (i = 0; i < 6; i++)
if ((ADVEN[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == TRUE) &&
if ((ADVEN[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == true) &&
(get_encumberance(i) < 2))
return i;
@@ -640,14 +640,14 @@ short switch_target_to_adjacent(short which_m,short orig_target)
for (i = 0; i < T_M; i++)
if ((univ.town.monst.dudes[i].active > 0) &&
(univ.town.monst.dudes[i].attitude % 2 == 0) &&
(monst_adjacent(univ.town.monst.dudes[i].m_loc,which_m) == TRUE) &&
(monst_adjacent(univ.town.monst.dudes[i].m_loc,which_m) == true) &&
(get_ran(1,0,2) < 2))
return i + 100;
// OK. Now if this monster has PCs adjacent, pick one at randomn and hack. Otherwise,
// stick with orig. target.
for (i = 0; i < 6; i++)
if ((ADVEN[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == TRUE))
if ((ADVEN[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == true))
num_adj++;
if (num_adj == 0)
@@ -655,8 +655,8 @@ short switch_target_to_adjacent(short which_m,short orig_target)
i = 0;
num_adj = get_ran(1,1,num_adj);
while ((num_adj > 1) || (ADVEN[i].main_status != 1) || (monst_adjacent(pc_pos[i],which_m) == FALSE)) {
if ((ADVEN[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == TRUE))
while ((num_adj > 1) || (ADVEN[i].main_status != 1) || (monst_adjacent(pc_pos[i],which_m) == false)) {
if ((ADVEN[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == true))
num_adj--;
i++;
}
@@ -664,9 +664,9 @@ short switch_target_to_adjacent(short which_m,short orig_target)
}
Boolean rand_move(char i)
bool rand_move(char i)
{
Boolean acted_yet = FALSE;
bool acted_yet = false;
short j;
location store_loc;
@@ -683,13 +683,13 @@ Boolean rand_move(char i)
if (monster_targs[i].x > 0)
acted_yet = seek_party(i,univ.town.monst.dudes[i].m_loc,monster_targs[i]);
if (acted_yet == FALSE) {
if (acted_yet == false) {
monster_targs[i].x = 0;
for (j = 0; j < 3; j++) {
store_loc = univ.town.monst.dudes[i].m_loc;
store_loc.x += get_ran(1,0,24) - 12;
store_loc.y += get_ran(1,0,24) - 12;
if ((loc_off_act_area(store_loc) == FALSE) && (can_see(univ.town.monst.dudes[i].m_loc,store_loc,0) < 5)) {
if ((loc_off_act_area(store_loc) == false) && (can_see(univ.town.monst.dudes[i].m_loc,store_loc,0) < 5)) {
monster_targs[i] = store_loc; j = 3;
}
}
@@ -699,13 +699,13 @@ Boolean rand_move(char i)
j = get_ran(1,0,3);
store_loc = univ.town.town->wandering_locs[j];
if ((loc_off_act_area(store_loc) == FALSE) && (get_ran(1,0,1) == 1))
if ((loc_off_act_area(store_loc) == false) && (get_ran(1,0,1) == 1))
monster_targs[i] = store_loc;
else {
store_loc = univ.town.monst.dudes[i].m_loc;
store_loc.x += get_ran(1,0,20) - 10;
store_loc.y += get_ran(1,0,20) - 10;
if (loc_off_act_area(store_loc) == FALSE)
if (loc_off_act_area(store_loc) == false)
monster_targs[i] = store_loc;
}
}
@@ -720,27 +720,27 @@ Boolean rand_move(char i)
Boolean seek_party(short i,location l1,location l2)
bool seek_party(short i,location l1,location l2)
{
Boolean acted_yet = FALSE;
bool acted_yet = false;
short m,n;
if ((l1.x > l2.x) && (l1.y > l2.y))
acted_yet = try_move(i,l1,-1,-1);
if ((l1.x < l2.x) & (l1.y < l2.y) & (acted_yet == FALSE))
if ((l1.x < l2.x) & (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,1,1);
if ((l1.x > l2.x) & (l1.y < l2.y) & (acted_yet == FALSE))
if ((l1.x > l2.x) & (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,1);
if ((l1.x < l2.x) & (l1.y > l2.y) & (acted_yet == FALSE))
if ((l1.x < l2.x) & (l1.y > l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,1,-1);
if ((l1.x > l2.x) & (acted_yet == FALSE))
if ((l1.x > l2.x) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,0);
if ((l1.x < l2.x) & (acted_yet == FALSE))
if ((l1.x < l2.x) & (acted_yet == false))
acted_yet = try_move(i,l1,1,0);
if ( (l1.y < l2.y) & (acted_yet == FALSE))
if ( (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,0,1);
if ( (l1.y > l2.y) & (acted_yet == FALSE))
if ( (l1.y > l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,0,-1);
if (acted_yet == FALSE) {
if (acted_yet == false) {
futzing++;
m = get_ran(1,0,2) - 1;
n = get_ran(1,0,2) - 1;
@@ -749,34 +749,34 @@ Boolean seek_party(short i,location l1,location l2)
return acted_yet;
}
Boolean flee_party(short i,location l1,location l2)
bool flee_party(short i,location l1,location l2)
{
Boolean acted_yet = FALSE;
bool acted_yet = false;
if ((l1.x > l2.x) & (l1.y > l2.y))
acted_yet = try_move(i,l1,1,1);
if ((l1.x < l2.x) & (l1.y < l2.y) & (acted_yet == FALSE))
if ((l1.x < l2.x) & (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,-1);
if ((l1.x > l2.x) & (l1.y < l2.y) & (acted_yet == FALSE))
if ((l1.x > l2.x) & (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,1,-1);
if ((l1.x < l2.x) & (l1.y > l2.y) & (acted_yet == FALSE))
if ((l1.x < l2.x) & (l1.y > l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,+1);
if ((l1.x > l2.x) & (acted_yet == FALSE))
if ((l1.x > l2.x) & (acted_yet == false))
acted_yet = try_move(i,l1,1,0);
if ((l1.x < l2.x) & (acted_yet == FALSE))
if ((l1.x < l2.x) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,0);
if ( (l1.y < l2.y) & (acted_yet == FALSE))
if ( (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,0,-1);
if ( (l1.y > l2.y) & (acted_yet == FALSE))
if ( (l1.y > l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,0,1);
if (acted_yet == FALSE) {
if (acted_yet == false) {
futzing++;
acted_yet = rand_move(i);
}
return acted_yet;
}
Boolean try_move(short i,location start,short x,short y)
bool try_move(short i,location start,short x,short y)
{
location dest;
@@ -794,21 +794,21 @@ Boolean try_move(short i,location start,short x,short y)
return 0;
}
Boolean combat_move_monster(short which,location destination)
bool combat_move_monster(short which,location destination)
{
if (monst_can_be_there(destination,which) == FALSE)
return FALSE;
else if (monst_check_special_terrain(destination,2,which) == FALSE)
return FALSE;
if (monst_can_be_there(destination,which) == false)
return false;
else if (monst_check_special_terrain(destination,2,which) == false)
return false;
else {
univ.town.monst.dudes[which].m_d.direction =
set_direction(univ.town.monst.dudes[which].m_loc, destination);
univ.town.monst.dudes[which].m_loc = destination;
monst_inflict_fields(which);
if (point_onscreen(destination,center) == TRUE) {
if (point_onscreen(destination,center) == true) {
if (is_combat())
move_sound(combat_terrain[destination.x][destination.y],
(short) univ.town.monst.dudes[which].m_d.ap);
@@ -816,9 +816,9 @@ Boolean combat_move_monster(short which,location destination)
(short) univ.town.monst.dudes[which].m_d.ap);
}
return TRUE;
return true;
}
return FALSE;
return false;
}
// Looks at all spaces within 2, looking for a spot which is clear of nastiness and beings
@@ -837,13 +837,13 @@ location find_clear_spot(location from_where,short mode)
loc.x = loc.x + r1;
r1 = get_ran(1,-2,2);
loc.y = loc.y + r1;
if ((loc_off_act_area(loc) == FALSE) && (is_blocked(loc) == FALSE)
if ((loc_off_act_area(loc) == false) && (is_blocked(loc) == false)
&& (can_see(from_where,loc,1) == 0)
&& (!(is_combat()) || (pc_there(loc) == 6))
&& (!(is_town()) || (loc != univ.town.p_loc))
&& (!(univ.out.misc_i[loc.x][loc.y] & 248)) &&
(!(univ.town.explored[loc.x][loc.y] & 254))) {
if ((mode == 0) || ((mode == 1) && (adjacent(from_where,loc) == TRUE)))
if ((mode == 0) || ((mode == 1) && (adjacent(from_where,loc) == true)))
return loc;
else store_loc = loc;
}
@@ -872,41 +872,41 @@ location random_shift(location start)
return store;
}
Boolean outdoor_move_monster(short num,location dest)
bool outdoor_move_monster(short num,location dest)
{
if ((outd_is_blocked(dest) == FALSE) && (outd_is_special(dest) == FALSE) &&
if ((outd_is_blocked(dest) == false) && (outd_is_special(dest) == false) &&
(dest != univ.party.p_loc) &&
((univ.out.out[dest.x][dest.y] > 21) || (univ.out.out[dest.x][dest.y] < 5))) {
univ.party.out_c[num].direction =
set_direction(univ.party.out_c[num].m_loc, dest);
univ.party.out_c[num].m_loc = dest;
return TRUE;
return true;
}
else return FALSE;
else return false;
}
Boolean town_move_monster(short num,location dest)
bool town_move_monster(short num,location dest)
{
if (monst_check_special_terrain(dest,1,num) == FALSE)
return FALSE;
if (monst_check_special_terrain(dest,1,num) == false)
return false;
if (monst_can_be_there(dest,num) == TRUE) {
if (monst_can_be_there(dest,num) == true) {
univ.town.monst.dudes[num].m_d.direction =
set_direction(univ.town.monst.dudes[num].m_loc, dest);
univ.town.monst.dudes[num].m_loc = dest;
monst_inflict_fields(num);
return TRUE;
return true;
}
else return FALSE;
else return false;
}
Boolean monster_placid(short m_num)
bool monster_placid(short m_num)
{
if ((univ.town.monst.dudes[m_num].attitude == 0) ||
((univ.town.monst.dudes[m_num].attitude == 2) && (PSD[SDF_HOSTILES_PRESENT] == 0)))
{ return TRUE;}
else { return FALSE;}
{ return true;}
else { return false;}
}
// This damages a monster by any fields it's in, and destroys any barrels or crates
@@ -993,14 +993,14 @@ void monst_inflict_fields(short which_monst)
}
Boolean monst_check_special_terrain(location where_check,short mode,short which_monst)
bool monst_check_special_terrain(location where_check,short mode,short which_monst)
//mode; // 1 - town 2 - combat
{
unsigned char ter;
short r1,i,guts = 0;
Boolean can_enter = TRUE,mage = FALSE;
bool can_enter = true,mage = false;
location from_loc,to_loc;
Boolean do_look = FALSE; // If becomes true, terrain changed, so need to update what party sees
bool do_look = false; // If becomes true, terrain changed, so need to update what party sees
cPopulation::cCreature *which_m;
short ter_abil;
@@ -1024,48 +1024,48 @@ Boolean monst_check_special_terrain(location where_check,short mode,short which_
((ter_abil == 17) && (where_check.x < from_loc.x)) ||
((ter_abil == 18) && (where_check.y < from_loc.y)) ||
((ter_abil == 19) && (where_check.x > from_loc.x)) ) {
return FALSE;
return false;
}
}
// begin determining guts, which determines how enthused the monst is about entering
// nasty barriers
if ((which_m->m_d.mu > 0) || (which_m->m_d.cl > 0))
mage = TRUE;
mage = true;
if (which_m->m_d.spec_skill == 13)
guts = 20;
else guts = get_ran(1,1,(which_m->m_d.level / 2));
guts += which_m->m_d.health / 20;
if (mage == TRUE)
if (mage == true)
guts = guts / 2;
if (which_m->attitude == 0)
guts = guts / 2;
if ((is_antimagic(where_check.x,where_check.y)) && (mage == TRUE))
return FALSE;
if ((is_antimagic(where_check.x,where_check.y)) && (mage == true))
return false;
if ((is_fire_wall(where_check.x,where_check.y)) && (which_m->m_d.spec_skill != 22)) {
if (guts < 3) return FALSE;
if (guts < 3) return false;
}
if (is_force_wall(where_check.x,where_check.y)) {
if (guts < 4) return FALSE;
if (guts < 4) return false;
}
if ((is_ice_wall(where_check.x,where_check.y)) && (which_m->m_d.spec_skill != 23)) {
if (guts < 5) return FALSE;
if (guts < 5) return false;
}
if (is_sleep_cloud(where_check.x,where_check.y)) {
if (guts < 8) return FALSE;
if (guts < 8) return false;
}
if (is_blade_wall(where_check.x,where_check.y)) {
if (guts < 8) return FALSE;
if (guts < 8) return false;
}
if (is_quickfire(where_check.x,where_check.y)) {
if (guts < 8) return FALSE;
if (guts < 8) return false;
}
if (is_scloud(where_check.x,where_check.y)) {
if (guts < 4) return FALSE;
if (guts < 4) return false;
}
if ((is_web(where_check.x,where_check.y)) && (which_m->m_d.m_type != 12)) {
if (guts < 3) return FALSE;
if (guts < 3) return false;
}
if (is_fire_barrier(where_check.x,where_check.y)) {
if ((which_m->attitude % 2 == 1) && (get_ran(1,1,100) < (which_m->m_d.mu * 10 + which_m->m_d.cl * 4))) {
@@ -1074,10 +1074,10 @@ Boolean monst_check_special_terrain(location where_check,short mode,short which_
take_fire_barrier(where_check.x,where_check.y);
}
else {
if (guts < 6) return FALSE;
if (guts < 6) return false;
r1 = get_ran(1,0,10);
if ((r1 < 8) || (monster_placid(which_monst)))
can_enter = FALSE;
can_enter = false;
}
}
if (is_force_barrier(where_check.x,where_check.y)) { /// Not in big towns
@@ -1087,11 +1087,11 @@ Boolean monst_check_special_terrain(location where_check,short mode,short which_
add_string_to_buf("Monster breaks barrier.");
take_force_barrier(where_check.x,where_check.y);
}
else can_enter = FALSE;
else can_enter = false;
}
if (is_crate(where_check.x,where_check.y)) {
if (monster_placid(which_monst))
can_enter = FALSE;
can_enter = false;
else {
to_loc = push_loc(from_loc,where_check);
take_crate((short) where_check.x,(short) where_check.y);
@@ -1105,7 +1105,7 @@ Boolean monst_check_special_terrain(location where_check,short mode,short which_
}
if (is_barrel(where_check.x,where_check.y)) {
if (monster_placid(which_monst))
can_enter = FALSE;
can_enter = false;
else {
to_loc = push_loc(from_loc,where_check);
take_barrel((short) where_check.x,(short) where_check.y);
@@ -1120,43 +1120,43 @@ Boolean monst_check_special_terrain(location where_check,short mode,short which_
}
if (monster_placid(which_monst) && // monstyers don't hop into bed when things are calm
(scenario.ter_types[ter].picture == 143))
can_enter = FALSE;
can_enter = false;
if ((scenario.ter_types[ter].picture <= 212) && (scenario.ter_types[ter].picture >= 207))
can_enter = FALSE;
can_enter = false;
if (ter == 90) {
if ((is_combat()) && (which_combat_type == 0)) {
univ.town.monst.dudes[which_monst].active = 0;
add_string_to_buf("Monster escaped! ");
}
return FALSE;
return false;
}
switch (ter_abil) {
// changing ter
case 1:
can_enter = FALSE;
can_enter = false;
if (!(monster_placid(which_monst))) {
univ.town.town->terrain(where_check.x,where_check.y) = scenario.ter_types[ter].flag1;
combat_terrain[where_check.x][where_check.y] = scenario.ter_types[ter].flag1;
do_look = TRUE;
do_look = true;
if (point_onscreen(center,where_check))
play_sound(scenario.ter_types[ter].flag2);
}
break;
case 20: case 21: case 15:
can_enter = FALSE;
can_enter = false;
break;
case 2:
if (univ.town.monst.dudes[which_monst].m_d.immunities & 8)
return TRUE;
else return FALSE;
return true;
else return false;
break;
}
// Action may change terrain, so update what's been seen
if (do_look == TRUE) {
if (do_look == true) {
if (is_town())
update_explored(univ.town.p_loc);
if (is_combat())
@@ -1170,18 +1170,18 @@ Boolean monst_check_special_terrain(location where_check,short mode,short which_
void forced_place_monster(unsigned char which,location where)
{
Boolean free_spot = FALSE;
bool free_spot = false;
short i = 0,r1;
while ((free_spot == FALSE) && (i < T_M)) {
while ((free_spot == false) && (i < T_M)) {
if (univ.town.monst.dudes[i].active == 0)
free_spot = TRUE;
free_spot = true;
i++;
}
do
r1 = get_ran(1,0,59);
while ((univ.town.monst.dudes[r1].monst_start.spec1 != 0) || (univ.town.monst.dudes[r1].monst_start.spec2 != 0));
if (free_spot == FALSE)
if (free_spot == false)
univ.town.monst.dudes[r1].active = 0;
place_monster(which,where);
}
@@ -1350,7 +1350,7 @@ short place_monster(unsigned char which,location where)
univ.town.monst.dudes[i].attitude = scenario.scen_monsters[which].default_attitude;
if (univ.town.monst.dudes[i].attitude % 2 == 0)
univ.town.monst.dudes[i].attitude = 1;
univ.town.monst.dudes[i].mobile = TRUE;
univ.town.monst.dudes[i].mobile = true;
univ.town.monst.dudes[i].active = 2;
univ.town.monst.dudes[i].number = which;
univ.town.monst.dudes[i].m_loc = where;
@@ -1370,8 +1370,8 @@ short place_monster(unsigned char which,location where)
return 90;
}
// returns TRUE if placement was successful
Boolean summon_monster(unsigned char which,location where,short duration,short given_attitude)
// returns true if placement was successful
bool summon_monster(unsigned char which,location where,short duration,short given_attitude)
//which; // if in town, this is caster loc., if in combat, this is where to try
// to put monster
{
@@ -1388,17 +1388,17 @@ Boolean summon_monster(unsigned char which,location where,short duration,short g
// else which_att = univ.town.monst.dudes[which_m].attitude;
loc = find_clear_spot(where,0);
if (loc.x == 0)
return FALSE;
return false;
}
else {
// pc may be summoning using item, in which case where will be pc's space, so fix
if (pc_there(where) < 6) {
where = find_clear_spot(where,0);
if (where.x == 0)
return FALSE;
return false;
}
if ((is_barrel(where.x,where.y)) || (is_crate(where.x,where.y)))
return FALSE;
return false;
loc = where;
}
@@ -1407,7 +1407,7 @@ Boolean summon_monster(unsigned char which,location where,short duration,short g
if (duration < 100)
add_string_to_buf(" Too many monsters.");
//ASB(" Monster fails to summon monster.");
return FALSE;
return false;
}
//play_sound(61);
@@ -1421,7 +1421,7 @@ Boolean summon_monster(unsigned char which,location where,short duration,short g
}
else univ.town.monst.dudes[spot].summoned = 0;
return TRUE;
return true;
}
void activate_monsters(short code,short attitude)
@@ -1455,7 +1455,7 @@ short get_encumberance(short pc_num)
short store = 0,i,what_val;
for (i = 0; i < 24; i++)
if (ADVEN[pc_num].equip[i] == TRUE) {
if (ADVEN[pc_num].equip[i] == true) {
what_val = ADVEN[pc_num].items[i].awkward;
if ((what_val == 1) && (get_ran(1,0,130) < hit_chance[ADVEN[pc_num].skills[8]]))
what_val--;