- 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

@@ -43,13 +43,13 @@ extern unsigned char combat_terrain[64][64];
//extern cOutdoors univ.out.outdoors[2][2];
//extern unsigned char univ.out.misc_i[64][64];
extern short store_current_pc,current_ground;
//extern pascal Boolean cd_event_filter();
//extern pascal bool cd_event_filter();
extern short dungeon_font_num,geneva_font_num;
extern eGameMode store_pre_shop_mode,store_pre_talk_mode;
extern location monster_targs[T_M];
extern short special_queue[20];
extern Boolean modeless_exists[18],diff_depth_ok,belt_present;
extern bool modeless_exists[18],diff_depth_ok,belt_present;
extern short modeless_key[18];
extern DialogPtr modeless_dialogs[18];
//extern unsigned char univ.out.out[96][96],univ.out.out_e[96][96],univ.out.sfx[64][64];
@@ -60,7 +60,7 @@ extern DialogPtr modeless_dialogs[18];
extern short town_size[3];
extern short town_type;
//extern setup_save_type setup_save;
extern Boolean web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
extern bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
extern location pc_pos[6];
extern short last_attacked[6],pc_dir[6],pc_parry[6],pc_moves[6];
//extern stored_town_maps_type town_maps;
@@ -75,7 +75,7 @@ extern cScenario scenario;
extern cUniverse univ;
//extern piles_of_stuff_dumping_type *data_store;
extern GWorldPtr spec_scen_g;
Boolean need_map_full_refresh = TRUE,forcing_map_button_redraw = FALSE;
bool need_map_full_refresh = true,forcing_map_button_redraw = false;
extern GWorldPtr map_gworld,tiny_map_graphics;
RGBColor parchment = {65535,65535,52428};
PixPatHandle map_pat[25];
@@ -115,7 +115,7 @@ location town_map_adj;
short town_force = 200,store_which_shop,store_min,store_max,store_shop,store_selling_pc;
short sell_offset = 0;
location town_force_loc;
Boolean shop_button_active[12];
bool shop_button_active[12];
Rect map_title_rect = {8,50,20,300};
// Rect map_bar_rect = {285,47,301,218};
Rect map_bar_rect = {2,230,10,400};
@@ -137,10 +137,10 @@ void start_town_mode(short which_town, short entry_dir)
GrafPtr old_port;
short j,k,town_number;
short at_which_save_slot,former_town;
Boolean monsters_loaded = FALSE,town_toast = FALSE;
bool monsters_loaded = false,town_toast = false;
location loc;
unsigned char temp;
Boolean play_town_sound = FALSE;
bool play_town_sound = false;
GetPort(&old_port);
SetPort(GetWindowPort(mainPtr));
@@ -149,7 +149,7 @@ void start_town_mode(short which_town, short entry_dir)
if (town_force < 200)
which_town = town_force;
else if (PSD[304][9] == 0) {
play_town_sound = TRUE;
play_town_sound = true;
}
former_town = town_number = which_town;
@@ -164,15 +164,15 @@ void start_town_mode(short which_town, short entry_dir)
for (i = 0; i < 10; i++)
if ((scenario.town_to_add_to[i] >= 0) && (scenario.town_to_add_to[i] < 200) &&
(town_number == scenario.town_to_add_to[i]) &&
(sd_legit(scenario.flag_to_add_to_town[i][0],scenario.flag_to_add_to_town[i][1]) == TRUE)) {
(sd_legit(scenario.flag_to_add_to_town[i][0],scenario.flag_to_add_to_town[i][1]) == true)) {
former_town = town_number;
town_number += PSD[scenario.flag_to_add_to_town[i][0]][scenario.flag_to_add_to_town[i][1]];
// Now update horses & boats
for (i = 0; i < 30; i++)
if ((univ.party.horses[i].exists == TRUE) && (univ.party.horses[i].which_town == former_town))
if ((univ.party.horses[i].exists == true) && (univ.party.horses[i].which_town == former_town))
univ.party.horses[i].which_town = town_number;
for (i = 0; i < 30; i++)
if ((univ.party.boats[i].exists == TRUE) && (univ.party.boats[i].which_town == former_town))
if ((univ.party.boats[i].exists == true) && (univ.party.boats[i].which_town == former_town))
univ.party.boats[i].which_town = town_number;
}
@@ -192,7 +192,7 @@ void start_town_mode(short which_town, short entry_dir)
univ.town.num = town_number;
init_town();
if (play_town_sound == TRUE) {
if (play_town_sound == true) {
if (univ.town.town->lighting_type > 0)
play_sound(95);
else play_sound(16);
@@ -201,7 +201,7 @@ void start_town_mode(short which_town, short entry_dir)
belt_present = FALSE;
belt_present = false;
// Set up map, using stored map
for (i = 0; i < town_size[town_type]; i++)
for (j = 0; j < town_size[town_type]; j++) {
@@ -216,7 +216,7 @@ void start_town_mode(short which_town, short entry_dir)
current_ground = 2;
if ((scenario.ter_types[univ.town.town->terrain(i,j)].special >= 16) &&
(scenario.ter_types[univ.town.town->terrain(i,j)].special <= 19))
belt_present = TRUE;
belt_present = true;
}
univ.town.hostile = 0;
@@ -228,10 +228,10 @@ void start_town_mode(short which_town, short entry_dir)
for (i = 0; i < 4; i++)
if (town_number == univ.party.creature_save[i].which_town) {
univ.town.monst = univ.party.creature_save[i];
monsters_loaded = TRUE;
monsters_loaded = true;
for (j = 0; j < T_M; j++) {
if (loc_off_act_area(univ.town.monst.dudes[j].m_loc) == TRUE)
if (loc_off_act_area(univ.town.monst.dudes[j].m_loc) == true)
univ.town.monst.dudes[j].active = 0;
if (univ.town.monst.dudes[j].active == 2)
univ.town.monst.dudes[j].active = 1;
@@ -265,14 +265,14 @@ void start_town_mode(short which_town, short entry_dir)
// Now, appearing/disappearing monsters might have arrived/disappeared.
case 1:
if (day_reached(univ.town.monst.dudes[j].monst_start.monster_time, univ.town.monst.dudes[j].monst_start.time_code) == TRUE)
if (day_reached(univ.town.monst.dudes[j].monst_start.monster_time, univ.town.monst.dudes[j].monst_start.time_code) == true)
{
univ.town.monst.dudes[j].active = 1;
univ.town.monst.dudes[j].monst_start.time_flag=0; // Now remove time flag so it doesn't get reappearing
}
break;
case 2:
if (day_reached(univ.town.monst.dudes[j].monst_start.monster_time, univ.town.monst.dudes[j].monst_start.time_code) == TRUE)
if (day_reached(univ.town.monst.dudes[j].monst_start.monster_time, univ.town.monst.dudes[j].monst_start.time_code) == true)
{
univ.town.monst.dudes[j].active = 0;
univ.town.monst.dudes[j].monst_start.time_flag=0; // Now remove time flag so it doesn't get disappearing again
@@ -387,7 +387,7 @@ void start_town_mode(short which_town, short entry_dir)
for (i = 0; i < T_M; i++) {
if (univ.town.monst.dudes[i].active > 0)
if (((univ.town.monst.dudes[i].m_d.x_width > 1) || (univ.town.monst.dudes[i].m_d.y_width > 1)) &&
(monst_can_be_there(univ.town.monst.dudes[i].m_loc,i) == FALSE))
(monst_can_be_there(univ.town.monst.dudes[i].m_loc,i) == false))
univ.town.monst.dudes[i].active = 0;
}
@@ -395,21 +395,21 @@ void start_town_mode(short which_town, short entry_dir)
// Thrash town?
if (univ.party.m_killed[univ.town.num] > univ.town.town->max_num_monst)
{
town_toast = TRUE;
town_toast = true;
add_string_to_buf("Area has been cleaned univ.out.out.");
}
if (univ.town.town->town_chop_time > 0) {
if (day_reached(univ.town.town->town_chop_time,univ.town.town->town_chop_key) == TRUE)
if (day_reached(univ.town.town->town_chop_time,univ.town.town->town_chop_key) == true)
{
//add_string_to_buf("Area has been abandoned.");
for (i = 0; i < T_M; i++)
if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].active < 10) &&
(univ.town.monst.dudes[i].attitude % 2 == 1))
univ.town.monst.dudes[i].active += 10;
town_toast = TRUE;
town_toast = true;
}
}
if (town_toast == TRUE) {
if (town_toast == true) {
for (i = 0; i < T_M; i++)
if (univ.town.monst.dudes[i].active >= 10)
univ.town.monst.dudes[i].active -= 10;
@@ -424,30 +424,30 @@ void start_town_mode(short which_town, short entry_dir)
(univ.town.monst.dudes[i].number != univ.town.town->creatures(i).number))
univ.town.monst.dudes[i].active = 0;
quickfire = FALSE;
crate = FALSE;
barrel = FALSE;
web = FALSE;
fire_barrier = FALSE;
force_barrier = FALSE;
quickfire = false;
crate = false;
barrel = false;
web = false;
fire_barrier = false;
force_barrier = false;
// Set up field booleans, correct for doors
for (j = 0; j < town_size[town_type]; j++)
for (k = 0; k < town_size[town_type]; k++) {
loc.x = j; loc.y = k;
if (is_door(loc) == TRUE)
if (is_door(loc) == true)
univ.out.misc_i[j][k] = univ.out.misc_i[j][k] & 3;
if (is_web(j,k) == TRUE)
web = TRUE;
if (is_crate(j,k) == TRUE)
crate = TRUE;
if (is_barrel(j,k) == TRUE)
barrel = TRUE;
if (is_fire_barrier(j,k) == TRUE)
fire_barrier = TRUE;
if (is_force_barrier(j,k) == TRUE)
force_barrier = TRUE;
if (is_quickfire(j,k) == TRUE)
quickfire = TRUE;
if (is_web(j,k) == true)
web = true;
if (is_crate(j,k) == true)
crate = true;
if (is_barrel(j,k) == true)
barrel = true;
if (is_fire_barrier(j,k) == true)
fire_barrier = true;
if (is_force_barrier(j,k) == true)
force_barrier = true;
if (is_quickfire(j,k) == true)
quickfire = true;
}
// Set up items, maybe place items already there
@@ -463,7 +463,7 @@ void start_town_mode(short which_town, short entry_dir)
for (i = 0; i < 64; i++)
if ((univ.town.town->preset_items[i].code >= 0)
&& (((univ.party.item_taken[univ.town.num][i / 8] & s_pow(2,i % 8)) == 0) ||
(univ.town.town->preset_items[i].always_there == TRUE))) {
(univ.town.town->preset_items[i].always_there == true))) {
for (j = 0; j < NUM_TOWN_ITEMS; j++)
// place the preset item, if univ.party hasn't gotten it already
@@ -482,11 +482,11 @@ void start_town_mode(short which_town, short entry_dir)
}
}
if (univ.town.town->preset_items[i].property == TRUE)
if (univ.town.town->preset_items[i].property == true)
univ.town.items[j].item_properties = univ.town.items[j].item_properties | 2;
if (town_toast == TRUE)
if (town_toast == true)
univ.town.items[j].item_properties = univ.town.items[j].item_properties & 253;
if (univ.town.town->preset_items[i].contained == TRUE)
if (univ.town.town->preset_items[i].contained == true)
univ.town.items[j].item_properties = univ.town.items[j].item_properties | 8;
univ.town.items[j].is_special = i + 1;
@@ -496,15 +496,15 @@ void start_town_mode(short which_town, short entry_dir)
for (i = 0; i < T_M; i++)
if (loc_off_act_area(univ.town.monst.dudes[i].m_loc) == TRUE)
if (loc_off_act_area(univ.town.monst.dudes[i].m_loc) == true)
univ.town.monst.dudes[i].active = 0;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (loc_off_act_area(univ.town.items[i].item_loc) == TRUE)
if (loc_off_act_area(univ.town.items[i].item_loc) == true)
univ.town.items[i].variety = 0;
// Clean univ.out.out unwanted monsters
for (i = 0; i < T_M; i++)
if (sd_legit(univ.town.monst.dudes[i].monst_start.spec1,univ.town.monst.dudes[i].monst_start.spec2) == TRUE) {
if (sd_legit(univ.town.monst.dudes[i].monst_start.spec1,univ.town.monst.dudes[i].monst_start.spec2) == true) {
if (PSD[univ.town.monst.dudes[i].monst_start.spec1][univ.town.monst.dudes[i].monst_start.spec2] > 0)
univ.town.monst.dudes[i].active = 0;
}
@@ -550,7 +550,7 @@ void start_town_mode(short which_town, short entry_dir)
for (m = 0; m < 6; m++)
for (n = 0; n < 24; n++)
if ((ADVEN[m].main_status != 1) && (ADVEN[m].items[n].variety != 0)) {
place_item(ADVEN[m].items[n],univ.town.p_loc,TRUE);
place_item(ADVEN[m].items[n],univ.town.p_loc,true);
ADVEN[m].items[n].variety = 0;
}
@@ -560,15 +560,15 @@ void start_town_mode(short which_town, short entry_dir)
//// check horses
for (i = 0; i < 30; i++) {
if ((scenario.boats[i].which_town >= 0) && (scenario.boats[i].loc.x >= 0)) {
if (univ.party.boats[i].exists == FALSE) {
if (univ.party.boats[i].exists == false) {
univ.party.boats[i] = scenario.boats[i];
univ.party.boats[i].exists = TRUE;
univ.party.boats[i].exists = true;
}
}
if ((scenario.horses[i].which_town >= 0) && (scenario.horses[i].loc.x >= 0)) {
if (univ.party.horses[i].exists == FALSE) {
if (univ.party.horses[i].exists == false) {
univ.party.horses[i] = scenario.horses[i];
univ.party.horses[i].exists = TRUE;
univ.party.horses[i].exists = true;
}
}
}
@@ -587,12 +587,12 @@ void start_town_mode(short which_town, short entry_dir)
location end_town_mode(short switching_level,location destination) // returns new party location
{
location to_return;
Boolean data_saved = FALSE,combat_end = FALSE;
bool data_saved = false,combat_end = false;
GrafPtr old_port;
short i,j,k;
if (is_combat())
combat_end = TRUE;
combat_end = true;
GetPort(&old_port);
@@ -604,9 +604,9 @@ location end_town_mode(short switching_level,location destination) // returns n
for (j = 0; j < town_size[town_type]; j++)
for (k = 0; k < town_size[town_type]; k++)
univ.town.setup[i][j][k] = univ.out.misc_i[j][k];
data_saved = TRUE;
data_saved = true;
}
if (data_saved == FALSE) {
if (data_saved == false) {
univ.party.creature_save[univ.party.at_which_save_slot] = univ.town.monst;
for (j = 0; j < town_size[town_type]; j++)
for (k = 0; k < town_size[town_type]; k++)
@@ -716,7 +716,7 @@ location end_town_mode(short switching_level,location destination) // returns n
SetPort(old_port);
if (combat_end == FALSE)
if (combat_end == false)
clear_map();
univ.town.num = 200; // should be harmless...
@@ -743,20 +743,20 @@ void handle_leave_town_specials(short town_number, short which_spec,location sta
special_queue[1] = which_spec;
}
Boolean abil_exists(short abil) // use when univ.out.outdoors
bool abil_exists(short abil) // use when univ.out.outdoors
{
short i,j;
for (i = 0; i < 6; i++)
for (j = 0; j < 24; j++)
if ((ADVEN[i].items[j].variety != 0) && (ADVEN[i].items[j].ability == abil))
return TRUE;
return true;
for (i = 0; i < 3; i++)
for (j = 0; j < NUM_TOWN_ITEMS; j++)
if ((univ.party.stored_items[i][j].variety != 0) && (univ.party.stored_items[i][j].ability == abil))
return TRUE;
return true;
return FALSE;
return false;
}
@@ -819,8 +819,8 @@ short end_town_combat()
void place_party(short direction)
{
Boolean spot_ok[14] = {TRUE,TRUE,TRUE,TRUE,TRUE,TRUE,TRUE,
TRUE,TRUE,TRUE,TRUE,TRUE,TRUE,TRUE};
bool spot_ok[14] = {true,true,true,true,true,true,true,
true,true,true,true,true,true,true};
location pos_locs[14];
location check_loc;
short x_adj,y_adj,how_many_ok = 1,where_in_a = 0,i;
@@ -843,15 +843,15 @@ void place_party(short direction)
check_loc.y -= y_adj;
pos_locs[i] = check_loc;
if ((is_blocked(check_loc) == FALSE) && (is_special(check_loc) == FALSE) && (get_obscurity(check_loc.x,check_loc.y) == 0)
&& (can_see(univ.town.p_loc,check_loc,1) < 1) && (loc_off_act_area(check_loc) == FALSE)) {
spot_ok[i] = TRUE;
if ((is_blocked(check_loc) == false) && (is_special(check_loc) == false) && (get_obscurity(check_loc.x,check_loc.y) == 0)
&& (can_see(univ.town.p_loc,check_loc,1) < 1) && (loc_off_act_area(check_loc) == false)) {
spot_ok[i] = true;
how_many_ok += (i > 1) ? 1 : 0;
}
else spot_ok[i] = FALSE;
else spot_ok[i] = false;
if (i == 0)
spot_ok[i] = TRUE;
spot_ok[i] = true;
}
i = 0;
while (i < 6) {
@@ -864,7 +864,7 @@ void place_party(short direction)
where_in_a++;
how_many_ok--;
// if (how_many_ok > 1) {
while (spot_ok[where_in_a] == FALSE)
while (spot_ok[where_in_a] == false)
where_in_a++;
// }
}
@@ -1115,7 +1115,7 @@ void elim_monst(unsigned char which,short spec_a,short spec_b)
{
short i;
if (sd_legit(spec_a,spec_b) == FALSE)
if (sd_legit(spec_a,spec_b) == false)
return;
if (PSD[spec_a][spec_b] > 0) {
for (i = 0; i < T_M; i++)
@@ -1156,7 +1156,7 @@ void pick_lock(location where,short pc_num)
{
unsigned char terrain;
short r1,which_item;
Boolean will_break = FALSE;
bool will_break = false;
short unlock_adjust;
terrain = univ.town.town->terrain(where.x,where.y);
@@ -1169,7 +1169,7 @@ void pick_lock(location where,short pc_num)
r1 = get_ran(1,1,100) + ADVEN[pc_num].items[which_item].ability_strength * 7;
if (r1 < 75)
will_break = TRUE;
will_break = true;
r1 = get_ran(1,1,100) - 5 * stat_adj(pc_num,1) + univ.town.difficulty * 7
- 5 * ADVEN[pc_num].skills[15] - ADVEN[pc_num].items[which_item].ability_strength * 7;
@@ -1188,7 +1188,7 @@ void pick_lock(location where,short pc_num)
unlock_adjust = scenario.ter_types[terrain].flag2;
if ((unlock_adjust >= 5) || (r1 > (unlock_adjust * 15 + 30))) {
add_string_to_buf(" Didn't work. ");
if (will_break == TRUE) {
if (will_break == true) {
add_string_to_buf(" Pick breaks. ");
remove_charge(pc_num,which_item);
}
@@ -1235,13 +1235,13 @@ void erase_specials()////
if ((is_combat()) && (which_combat_type == 0))
return;
if ((is_town() == FALSE) && (is_combat() == FALSE))
if ((is_town() == false) && (is_combat() == false))
return;
for (k = 0; k < 50; k++) {
if (univ.town.town->spec_id[k] >= 0) {
sn = univ.town.town->specials[univ.town.town->spec_id[k]];
sd1 = sn.sd1; sd2 = sn.sd2;
if ((sd_legit(sd1,sd2) == TRUE) && (PSD[sd1][sd2] == 250)) {
if ((sd_legit(sd1,sd2) == true) && (PSD[sd1][sd2] == 250)) {
where = univ.town.town->special_locs[k];
if ((where.x != 100) && ((where.x > town_size[town_type]) || (where.y > town_size[town_type])
|| (where.x < 0) || (where.y < 0))) {
@@ -1279,7 +1279,7 @@ void erase_out_specials()
for (k = 0; k < 2; k++)
for (l = 0; l < 2; l++)
if (quadrant_legal(k,l) == TRUE) {
if (quadrant_legal(k,l) == true) {
for (m = 0; m < 8; m++)
if ((univ.out.outdoors[k][l].exit_dests[m] >= 0) &&
(univ.out.outdoors[k][l].exit_locs[m].x == minmax(0,47,univ.out.outdoors[k][l].exit_locs[m].x)) &&
@@ -1299,14 +1299,14 @@ void erase_out_specials()
}
for (i = 0; i < 2; i++)
for (j = 0; j < 2; j++)
if (quadrant_legal(i,j) == TRUE) {
if (quadrant_legal(i,j) == true) {
for (k = 0; k < 18; k++)
if (univ.out.outdoors[i][j].special_id[k] >= 0) {
out_num = scenario.out_width * (univ.party.outdoor_corner.y + j) + univ.party.outdoor_corner.x + i;
sn = univ.out.outdoors[i][j].specials[univ.out.outdoors[i][j].special_id[k]];
sd1 = sn.sd1; sd2 = sn.sd2;
if ((sd_legit(sd1,sd2) == TRUE) && (PSD[sd1][sd2] == 250)) {
if ((sd_legit(sd1,sd2) == true) && (PSD[sd1][sd2] == 250)) {
where = univ.out.outdoors[i][j].special_locs[k];
if (where.x != 100) {
if ((where.x > 48) || (where.y > 48)
@@ -1349,7 +1349,7 @@ void clear_map()
GetPortBounds(map_gworld, &map_world_rect);
// if (modeless_exists[5] == FALSE) {
// if (modeless_exists[5] == false) {
// return;
// }
// draw_map(modeless_dialogs[5],11);
@@ -1378,36 +1378,36 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
location kludge;
Rect draw_rect,orig_draw_rect = {0,0,6,6},ter_temp_from;
Rect dlogpicrect = {6,6,42,42};
Boolean draw_pcs = TRUE,out_mode;
bool draw_pcs = true,out_mode;
Rect view_rect= {0,0,48,48},tiny_rect = {0,0,32,32},
redraw_rect = {0,0,48,48},big_rect = {0,0,64,64}; // Rectangle visible in view screen
Rect area_to_draw_from,area_to_draw_on = {29,47,269,287};
short small_adj = 0;
unsigned char what_ter,what_ter2;
Boolean draw_surroundings = FALSE,expl,expl2;
bool draw_surroundings = false,expl,expl2;
short total_size = 48; // if full redraw, use this to figure univ.out.out everything
Rect area_to_put_on_map_rect;
Rect custom_from;
//if (forcing_map_button_redraw == TRUE) {
// forcing_map_button_redraw = FALSE;
//if (forcing_map_button_redraw == true) {
// forcing_map_button_redraw = false;
// return;
// }
if (the_item == 4) {
draw_surroundings = TRUE;
draw_surroundings = true;
the_item = 5;
}
if ((modeless_exists[5] == FALSE) && (the_item == 5) && (need_map_full_refresh == TRUE))
if ((modeless_exists[5] == false) && (the_item == 5) && (need_map_full_refresh == true))
return;
if ((modeless_exists[5] == FALSE) && (the_item == 10)) {
need_map_full_refresh = TRUE;
if ((modeless_exists[5] == false) && (the_item == 10)) {
need_map_full_refresh = true;
return;
}
if ((modeless_exists[5] == TRUE) && (the_item != 11) && (need_map_full_refresh == TRUE)) {
need_map_full_refresh = FALSE;
if ((modeless_exists[5] == true) && (the_item != 11) && (need_map_full_refresh == true)) {
need_map_full_refresh = false;
the_item = 10;
}
@@ -1477,23 +1477,23 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
}
if (is_combat())
draw_pcs = FALSE;
draw_pcs = false;
GetPort(&old_port);
SetPort( map_gworld);
TextFont(geneva_font_num);
if (modeless_exists[5] == TRUE) {
if (modeless_exists[5] == true) {
//GetDialogItem(the_dialog, 5, &the_type, &the_handle, &the_rect);
//map_rect = the_rect;
}
if (the_item == 11) {
PaintRect(&map_world_rect);
draw_pcs = FALSE;
draw_pcs = false;
}
/* else if ((is_combat()) && (which_combat_type == 0)) {
if (modeless_exists[5] == TRUE) {
if (modeless_exists[5] == true) {
PaintRect(&map_world_rect);
//GetDialogItem (the_dialog, 4, &the_type, &the_handle, &the_rect);
@@ -1502,7 +1502,7 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
//char_win_draw_string( modeless_dialogs[5],
// map_bar_rect,"No map in combat.",0,12);
draw_pcs = FALSE;
draw_pcs = false;
}
else {
SetPort(old_port);
@@ -1511,12 +1511,12 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
} */
else if ((is_town()) && ((univ.town.num == -1) || (univ.town.num == -1)))
{
if (modeless_exists[5] == TRUE) {
if (modeless_exists[5] == true) {
SetPort(GetDialogPort(the_dialog));
FillCRect(&map_bar_rect,bg[4]);
char_port_draw_string( GetDialogPort(modeless_dialogs[5]),
map_bar_rect,"No map here.",0,12,false);
draw_pcs = FALSE;
draw_pcs = false;
SetPort( map_gworld);
}
else {
@@ -1525,7 +1525,7 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
}
}
else {
if (modeless_exists[5] == TRUE) {
if (modeless_exists[5] == true) {
//SetPort(the_dialog);
//FillCRect(&map_bar_rect,bg[4]);
SetPort( map_gworld);
@@ -1560,8 +1560,8 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
((is_combat()) && (which_combat_type == 0)) ||
((overall_mode == MODE_TALKING) && (store_pre_talk_mode == 0)) ||
((overall_mode == MODE_SHOPPING) && (store_pre_shop_mode == 0)))
out_mode = TRUE;
else out_mode = FALSE;
out_mode = true;
else out_mode = false;
area_to_put_on_map_rect = redraw_rect;
if (the_item == 10) {
@@ -1576,13 +1576,13 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
draw_rect = orig_draw_rect;
OffsetRect(&draw_rect,6 * where.x + small_adj, 6 * where.y + small_adj);
if (out_mode == TRUE)
if (out_mode == true)
what_ter = univ.out.out[where.x + 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else what_ter = univ.town.town->terrain(where.x,where.y);
ter_temp_from = orig_draw_rect;
if (out_mode == TRUE)
if (out_mode == true)
expl = univ.out.out_e[where.x + 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else expl = is_explored(where.x,where.y);
@@ -1614,10 +1614,10 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
if (((pic >= 400) ? anim_map_pats[pic - 400] : map_pats[pic]) < 30) {
// Try a little optimization
if ((pic < 400) && (where.x < area_to_put_on_map_rect.right - 1)) {
if (out_mode == TRUE)
if (out_mode == true)
what_ter2 = univ.out.out[(where.x + 1)+ 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else what_ter2 = univ.town.town->terrain(where.x + 1,where.y);
if (out_mode == TRUE)
if (out_mode == true)
expl2 = univ.out.out_e[(where.x + 1) + 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else expl2 = is_explored(where.x + 1,where.y);
pic2 = scenario.ter_types[what_ter2].picture;
@@ -1645,17 +1645,17 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
}
// Now place terrain map gworld
if (modeless_exists[5] == TRUE) {
if (modeless_exists[5] == true) {
SetPort(GetDialogPort(the_dialog));
TextFont(geneva_font_num);
TextSize(10);
TextFace(bold);
if ((draw_surroundings == TRUE) || (the_item != 5)) { // redraw much stuff
if ((draw_surroundings == true) || (the_item != 5)) { // redraw much stuff
GetPortBounds(GetDialogPort(the_dialog),&the_rect);
FillCRect(&the_rect,bg[4]);
draw_dialog_graphic( GetDialogPort(the_dialog), dlogpicrect,
21, PICT_DLG, FALSE,0);
21, PICT_DLG, false,0);
ForeColor(whiteColor);
char_port_draw_string( GetDialogPort(modeless_dialogs[5]),
map_title_rect,"Your map: (Hit Escape to close.)",0,12,false);
@@ -1674,7 +1674,7 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
}
// Now place PCs and monsters
if ((draw_pcs == TRUE) && (modeless_exists[5] == TRUE)) {
if ((draw_pcs == true) && (modeless_exists[5] == true)) {
if ((is_town()) && (PSD[SDF_PARTY_DETECT_LIFE] > 0))
for (i = 0; i < T_M; i++)
if (univ.town.monst.dudes[i].active > 0) {
@@ -1728,14 +1728,14 @@ pascal void draw_map (DialogPtr the_dialog, short the_item)
}
Boolean is_door(location destination)
bool is_door(location destination)
{
if ((scenario.ter_types[univ.town.town->terrain(destination.x,destination.y)].special == 9) ||
(scenario.ter_types[univ.town.town->terrain(destination.x,destination.y)].special == 1) ||
(scenario.ter_types[univ.town.town->terrain(destination.x,destination.y)].special == 10))
return TRUE;
return FALSE;
return true;
return false;
}
@@ -1749,14 +1749,14 @@ void display_map()
//create_modeless_dialog(1046);
ShowWindow(GetDialogWindow(modeless_dialogs[5]));
SetPort(GetDialogPort(modeless_dialogs[5]));
modeless_exists[5] = TRUE;
modeless_exists[5] = true;
BringToFront(GetDialogWindow(modeless_dialogs[5]));
HiliteWindow(GetDialogWindow(modeless_dialogs[5]),TRUE);
HiliteWindow(GetDialogWindow(modeless_dialogs[5]),true);
// draw_map(modeless_dialogs[5],10);
// the_rect = modeless_dialogs[5]->portRect;
// FillCRect(&the_rect,bg[4]);
// draw_dialog_graphic( modeless_dialogs[5], dlogpicrect,
// 721, TRUE,0);
// 721, true,0);
//DrawDialog(modeless_dialogs[5]);
// char_win_draw_string( modeless_dialogs[5],
// map_title_rect,"Your map:",0,12);
@@ -1780,15 +1780,15 @@ void display_map()
void check_done() {
}
Boolean quadrant_legal(short i, short j)
bool quadrant_legal(short i, short j)
{
if (univ.party.outdoor_corner.x + i >= scenario.out_width)
return FALSE;
return false;
if (univ.party.outdoor_corner.y + j >= scenario.out_height)
return FALSE;
return false;
if (univ.party.outdoor_corner.x + i < 0)
return FALSE;
return false;
if (univ.party.outdoor_corner.y + j < 0)
return FALSE;
return TRUE;
return false;
return true;
}