diff options
author | Bardur Arantsson <bardur@scientician.net> | 2011-02-20 19:54:40 +0100 |
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committer | Bardur Arantsson <bardur@scientician.net> | 2011-02-20 20:56:41 +0100 |
commit | 5fbe06613a8a9e5d8731a832ddff0e9bdce112bb (patch) | |
tree | 4ab5267304509feed1bbcf4ad265cd8597c64fce /src/bldg.c | |
parent | 420428c53fe83064331ac2e06297c8a93abc93cf (diff) |
Remove redefinition of "bool" for C++ friendliness.
Diffstat (limited to 'src/bldg.c')
-rw-r--r-- | src/bldg.c | 48 |
1 files changed, 24 insertions, 24 deletions
@@ -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; |