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authorBardur Arantsson <bardur@scientician.net>2011-02-20 19:54:40 +0100
committerBardur Arantsson <bardur@scientician.net>2011-02-20 20:56:41 +0100
commit5fbe06613a8a9e5d8731a832ddff0e9bdce112bb (patch)
tree4ab5267304509feed1bbcf4ad265cd8597c64fce /src/bldg.c
parent420428c53fe83064331ac2e06297c8a93abc93cf (diff)
Remove redefinition of "bool" for C++ friendliness.
Diffstat (limited to 'src/bldg.c')
-rw-r--r--src/bldg.c48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/bldg.c b/src/bldg.c
index e5220031..53dc6765 100644
--- a/src/bldg.c
+++ b/src/bldg.c
@@ -16,7 +16,7 @@
#include "angband.h"
/* hack as in leave_store in store.c */
-static bool leave_bldg = FALSE;
+static bool_ leave_bldg = FALSE;
/* remember building location */
static int building_loc = 0;
@@ -25,7 +25,7 @@ static int building_loc = 0;
/*
* A helper function for is_state
*/
-bool is_state_aux(store_type *s_ptr, int state)
+bool_ is_state_aux(store_type *s_ptr, int state)
{
owner_type *ow_ptr = &ow_info[s_ptr->owner];
@@ -50,7 +50,7 @@ bool is_state_aux(store_type *s_ptr, int state)
/*
* Test if the state accords with the player
*/
-bool is_state(store_type *s_ptr, int state)
+bool_ is_state(store_type *s_ptr, int state)
{
if (state == STORE_NORMAL)
{
@@ -403,7 +403,7 @@ static void display_fruit(int row, int col, int fruit)
/*
* gamble_comm
*/
-static bool gamble_comm(int cmd)
+static bool_ gamble_comm(int cmd)
{
int roll1, roll2, roll3, choice, odds, win;
@@ -664,9 +664,9 @@ static bool gamble_comm(int cmd)
* ghost code does become a reality again. Does help to avoid filthy urchins.
* Resting at night is also a quick way to restock stores -KMW-
*/
-static bool inn_comm(int cmd)
+static bool_ inn_comm(int cmd)
{
- bool vampire;
+ bool_ vampire;
/* Extract race info */
@@ -694,7 +694,7 @@ static bool inn_comm(int cmd)
*/
case BACT_REST: /* Rest for the night */
{
- bool nighttime;
+ bool_ nighttime;
/* Extract the current time */
nighttime = ((bst(HOUR, turn) < 6) || (bst(HOUR, turn) >= 18));
@@ -807,7 +807,7 @@ static void get_questinfo(int questnum)
/*
* Request a quest from the Lord.
*/
-static bool castle_quest(int y, int x)
+static bool_ castle_quest(int y, int x)
{
int plot = 0;
@@ -1023,7 +1023,7 @@ static void list_weapon(object_type *o_ptr, int row, int col)
/*
* Select melee weapons
*/
-static bool item_tester_hook_melee_weapon(object_type *o_ptr)
+static bool_ item_tester_hook_melee_weapon(object_type *o_ptr)
{
return (wield_slot(o_ptr) == INVEN_WIELD);
}
@@ -1031,7 +1031,7 @@ static bool item_tester_hook_melee_weapon(object_type *o_ptr)
/*
* compare_weapons -KMW-
*/
-static bool compare_weapons(void)
+static bool_ compare_weapons(void)
{
int item, item2, i;
@@ -1121,8 +1121,8 @@ static bool compare_weapons(void)
* sharpen arrows, repair armor, repair weapon
* -KMW-
*/
-static bool fix_item(int istart, int iend, int ispecific, bool iac,
- int ireward, bool set_reward)
+static bool_ fix_item(int istart, int iend, int ispecific, bool_ iac,
+ int ireward, bool_ set_reward)
{
int i;
@@ -1134,7 +1134,7 @@ static bool fix_item(int istart, int iend, int ispecific, bool iac,
char out_val[80], tmp_str[80];
- bool repaired = FALSE;
+ bool_ repaired = FALSE;
clear_bldg(5, 18);
strnfmt(tmp_str, 80, " Based on your skill, we can improve up to +%d", maxenchant);
@@ -1216,7 +1216,7 @@ static bool fix_item(int istart, int iend, int ispecific, bool iac,
/*
* Research Item
*/
-static bool research_item(void)
+static bool_ research_item(void)
{
clear_bldg(5, 18);
return (identify_fully());
@@ -1278,7 +1278,7 @@ static void show_bounties(void)
/*
* Filter for corpses that currently have a bounty on them.
*/
-static bool item_tester_hook_bounty(object_type* o_ptr)
+static bool_ item_tester_hook_bounty(object_type* o_ptr)
{
int i;
@@ -1295,7 +1295,7 @@ static bool item_tester_hook_bounty(object_type* o_ptr)
}
/* Filter to match the quest monster's corpse. */
-static bool item_tester_hook_quest_monster(object_type* o_ptr)
+static bool_ item_tester_hook_quest_monster(object_type* o_ptr)
{
if ((o_ptr->tval == TV_CORPSE) &&
(o_ptr->pval2 == bounties[0][0])) return (TRUE);
@@ -1382,7 +1382,7 @@ static void sell_corpses(void)
/*
* Hook for bounty monster selection.
*/
-static bool mon_hook_bounty(int r_idx)
+static bool_ mon_hook_bounty(int r_idx)
{
monster_race* r_ptr = &r_info[r_idx];
@@ -1605,7 +1605,7 @@ void select_bounties(void)
/*
* Execute a building command
*/
-bool bldg_process_command(store_type *s_ptr, int i)
+bool_ bldg_process_command(store_type *s_ptr, int i)
{
store_action_type *ba_ptr = &ba_info[st_info[s_ptr->st_idx].actions[i]];
@@ -1613,11 +1613,11 @@ bool bldg_process_command(store_type *s_ptr, int i)
int bcost;
- bool paid = FALSE;
+ bool_ paid = FALSE;
- bool set_reward = FALSE;
+ bool_ set_reward = FALSE;
- bool recreate = FALSE;
+ bool_ recreate = FALSE;
if (is_state(s_ptr, STORE_LIKED))
@@ -1694,7 +1694,7 @@ bool bldg_process_command(store_type *s_ptr, int i)
case BACT_QUEST4:
{
int y = 1, x = 1;
- bool ok = FALSE;
+ bool_ ok = FALSE;
while ((x < cur_wid - 1) && !ok)
{
@@ -1911,7 +1911,7 @@ bool bldg_process_command(store_type *s_ptr, int i)
case BACT_DIVINATION:
{
int i, count = 0;
- bool something = FALSE;
+ bool_ something = FALSE;
while (count < 1000)
{
@@ -2093,7 +2093,7 @@ void do_cmd_bldg(void)
char command;
- bool validcmd;
+ bool_ validcmd;
store_type *s_ptr;