summaryrefslogtreecommitdiff
path: root/src/generate.c
diff options
context:
space:
mode:
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/generate.c
parent420428c53fe83064331ac2e06297c8a93abc93cf (diff)
Remove redefinition of "bool" for C++ friendliness.
Diffstat (limited to 'src/generate.c')
-rw-r--r--src/generate.c126
1 files changed, 63 insertions, 63 deletions
diff --git a/src/generate.c b/src/generate.c
index 98d3ff92..5d0f67c3 100644
--- a/src/generate.c
+++ b/src/generate.c
@@ -259,10 +259,10 @@ struct dun_data
int col_rooms;
/* Array of which blocks are used */
- bool room_map[MAX_ROOMS_ROW][MAX_ROOMS_COL];
+ bool_ room_map[MAX_ROOMS_ROW][MAX_ROOMS_COL];
/* Hack -- there is a pit/nest on this level */
- bool crowded;
+ bool_ crowded;
};
/*
@@ -273,12 +273,12 @@ typedef struct level_generator_type level_generator_type;
struct level_generator_type
{
cptr name;
- bool (*generator)(cptr);
+ bool_ (*generator)(cptr);
- bool default_stairs;
- bool default_monsters;
- bool default_objects;
- bool default_miscs;
+ bool_ default_stairs;
+ bool_ default_monsters;
+ bool_ default_objects;
+ bool_ default_miscs;
struct level_generator_type *next;
};
@@ -288,7 +288,7 @@ static level_generator_type *level_generators = NULL;
/*
* Add a new generator
*/
-void add_level_generator(cptr name, bool (*generator)(cptr name), bool stairs, bool monsters, bool objects, bool miscs)
+void add_level_generator(cptr name, bool_ (*generator)(cptr name), bool_ stairs, bool_ monsters, bool_ objects, bool_ miscs)
{
level_generator_type *g;
@@ -440,7 +440,7 @@ static void place_down_stairs(int y, int x)
* Helper function for place_new_way. Determine if y, x is one of
* floor features of the current dungeon
*/
-static bool is_safe_floor(int y, int x)
+static bool_ is_safe_floor(int y, int x)
{
dungeon_info_type *d_ptr = &d_info[dungeon_type];
byte feat = cave[y][x].feat;
@@ -464,7 +464,7 @@ void place_new_way(int *y, int *x)
int x0, x1, x2;
int y0, y1, y2;
cave_type *c_ptr;
- bool ok;
+ bool_ ok;
int i, way_n;
byte way_x[MAX_WID], way_y[MAX_WID];
@@ -709,7 +709,7 @@ void place_new_way(int *y, int *x)
/*
* Returns random co-ordinates for player/monster/object
*/
-bool new_player_spot(int branch)
+bool_ new_player_spot(int branch)
{
int y, x;
int max_attempts = 5000;
@@ -1133,7 +1133,7 @@ static void alloc_object(int set, int typ, int num)
/* Pick a "legal" spot */
while (dummy < SAFE_MAX_ATTEMPTS)
{
- bool room;
+ bool_ room;
dummy++;
@@ -1721,7 +1721,7 @@ static void destroy_level(void)
/*
* Function that sees if a square is a floor (Includes range checking)
*/
-static bool get_is_floor(int x, int y)
+static bool_ get_is_floor(int x, int y)
{
/* Out of bounds */
if (!in_bounds(y, x)) return (FALSE);
@@ -1739,7 +1739,7 @@ static bool get_is_floor(int x, int y)
static void check_room_boundary(int x1, int y1, int x2, int y2)
{
int count, x, y;
- bool old_is_floor, new_is_floor;
+ bool_ old_is_floor, new_is_floor;
/* Avoid doing this in irrelevant places -- pelpel */
if (!(dungeon_flags1 & DF1_CAVERN)) return;
@@ -1966,7 +1966,7 @@ static void vault_monsters(int y1, int x1, int num)
* cx, cy are the returned center of the allocated room in coordinates for
* cave.feat and cave.info etc.
*/
-bool room_alloc(int width, int height, bool crowded, int by0, int bx0, int *cx, int *cy)
+bool_ room_alloc(int width, int height, bool_ crowded, int by0, int bx0, int *cx, int *cy)
{
int temp, eby, ebx, by, bx;
@@ -2683,7 +2683,7 @@ static void build_type4(int by0, int bx0)
/*
* Helper function for "monster nest (jelly)"
*/
-static bool vault_aux_jelly(int r_idx)
+static bool_ vault_aux_jelly(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2704,7 +2704,7 @@ static bool vault_aux_jelly(int r_idx)
/*
* Helper function for "monster nest (animal)"
*/
-static bool vault_aux_animal(int r_idx)
+static bool_ vault_aux_animal(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2722,7 +2722,7 @@ static bool vault_aux_animal(int r_idx)
/*
* Helper function for "monster nest (undead)"
*/
-static bool vault_aux_undead(int r_idx)
+static bool_ vault_aux_undead(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2740,7 +2740,7 @@ static bool vault_aux_undead(int r_idx)
/*
* Helper function for "monster nest (chapel)"
*/
-static bool vault_aux_chapel(int r_idx)
+static bool_ vault_aux_chapel(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2762,7 +2762,7 @@ static bool vault_aux_chapel(int r_idx)
/*
* Helper function for "monster nest (kennel)"
*/
-static bool vault_aux_kennel(int r_idx)
+static bool_ vault_aux_kennel(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2778,7 +2778,7 @@ static bool vault_aux_kennel(int r_idx)
/*
* Helper function for "monster nest (treasure)"
*/
-static bool vault_aux_treasure(int r_idx)
+static bool_ vault_aux_treasure(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2801,7 +2801,7 @@ static bool vault_aux_treasure(int r_idx)
/*
* Helper function for "monster nest (clone)"
*/
-static bool vault_aux_clone(int r_idx)
+static bool_ vault_aux_clone(int r_idx)
{
return (r_idx == template_race);
}
@@ -2810,7 +2810,7 @@ static bool vault_aux_clone(int r_idx)
/*
* Helper function for "monster nest (symbol clone)"
*/
-static bool vault_aux_symbol(int r_idx)
+static bool_ vault_aux_symbol(int r_idx)
{
return ((r_info[r_idx].d_char == (r_info[template_race].d_char))
&& !(r_info[r_idx].flags1 & RF1_UNIQUE));
@@ -2820,7 +2820,7 @@ static bool vault_aux_symbol(int r_idx)
/*
* Helper function for "monster pit (orc)"
*/
-static bool vault_aux_orc(int r_idx)
+static bool_ vault_aux_orc(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2839,7 +2839,7 @@ static bool vault_aux_orc(int r_idx)
/*
* Helper function for "monster pit (troll)"
*/
-static bool vault_aux_troll(int r_idx)
+static bool_ vault_aux_troll(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2857,7 +2857,7 @@ static bool vault_aux_troll(int r_idx)
/*
* Helper function for "monster pit (giant)"
*/
-static bool vault_aux_giant(int r_idx)
+static bool_ vault_aux_giant(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2881,7 +2881,7 @@ static u32b vault_aux_dragon_mask4;
/*
* Helper function for "monster pit (dragon)"
*/
-static bool vault_aux_dragon(int r_idx)
+static bool_ vault_aux_dragon(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2902,7 +2902,7 @@ static bool vault_aux_dragon(int r_idx)
/*
* Helper function for "monster pit (demon)"
*/
-static bool vault_aux_demon(int r_idx)
+static bool_ vault_aux_demon(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
@@ -2946,8 +2946,8 @@ static void build_type5(int by0, int bx0)
int y, x, y1, x1, y2, x2, xval, yval;
int tmp, i;
cptr name;
- bool empty = FALSE;
- bool (*old_get_mon_num_hook)(int r_idx);
+ bool_ empty = FALSE;
+ bool_ (*old_get_mon_num_hook)(int r_idx);
s16b what[64];
/* Try to allocate space for room. If fails, exit */
@@ -3183,9 +3183,9 @@ static void build_type6(int by0, int bx0)
{
int tmp, what[16];
int i, j, y, x, y1, x1, y2, x2, xval, yval;
- bool empty = FALSE;
+ bool_ empty = FALSE;
cptr name;
- bool (*old_get_mon_num_hook)(int r_idx);
+ bool_ (*old_get_mon_num_hook)(int r_idx);
/* Try to allocate space for room. If fails, exit */
if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
@@ -4228,7 +4228,7 @@ void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd,
/*
* Convert from height-map back to the normal Angband cave format
*/
-static bool hack_isnt_wall(int y, int x, int cutoff)
+static bool_ hack_isnt_wall(int y, int x, int cutoff)
{
/* Already done */
if (cave[y][x].info & CAVE_ICKY)
@@ -4299,8 +4299,8 @@ static void fill_hack(int y0, int x0, int y, int x, int xsize, int ysize,
}
-bool generate_fracave(int y0, int x0, int xsize, int ysize,
- int cutoff, bool light, bool room)
+bool_ generate_fracave(int y0, int x0, int xsize, int ysize,
+ int cutoff, bool_ light, bool_ room)
{
int x, y, i, amount, xhsize, yhsize;
cave_type *c_ptr;
@@ -4535,7 +4535,7 @@ bool generate_fracave(int y0, int x0, int xsize, int ysize,
static void build_cavern(void)
{
int grd, roug, cutoff, xsize, ysize, x0, y0;
- bool done, light, room;
+ bool_ done, light, room;
light = done = room = FALSE;
if (dun_level <= randint(25)) light = TRUE;
@@ -4576,7 +4576,7 @@ static void build_type10(int by0, int bx0)
{
int grd, roug, cutoff, xsize, ysize, y0, x0;
- bool done, light, room;
+ bool_ done, light, room;
/* Get size: note 'Evenness'*/
xsize = randint(22) * 2 + 6;
@@ -4885,7 +4885,7 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
int i, j, k, x = 0, y = 0;
u16b min1, min2, temp;
- bool done;
+ bool_ done;
/* Offset from center to top left hand corner */
int xhsize = xsize / 2;
@@ -5143,7 +5143,7 @@ static void build_room_vault(int x0, int y0, int xsize, int ysize)
static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
{
int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
- bool done, light, room;
+ bool_ done, light, room;
/* Round to make sizes even */
xhsize = xsiz / 2;
@@ -5314,7 +5314,7 @@ static void build_maze_vault(int x0, int y0, int xsize, int ysize)
int y, x, dy, dx;
int y1, x1, y2, x2;
int i, m, n, num_vertices, *visited;
- bool light;
+ bool_ light;
cave_type *c_ptr;
@@ -6046,7 +6046,7 @@ static void build_type11(int by0, int bx0)
static void build_type12(int by0, int bx0)
{
int light, rad, x, y, x0, y0;
- bool emptyflag = TRUE;
+ bool_ emptyflag = TRUE;
int h1, h2, h3, h4;
/* Make a random metric */
@@ -6164,7 +6164,7 @@ static void build_type12(int by0, int bx0)
* FEAT_PERM_OUTER -- outer room walls (perma)
* FEAT_PERM_SOLID -- dungeon border (perma)
*/
-static void build_tunnel(int row1, int col1, int row2, int col2, bool water)
+static void build_tunnel(int row1, int col1, int row2, int col2, bool_ water)
{
int i, y, x;
int tmp_row, tmp_col;
@@ -6172,7 +6172,7 @@ static void build_tunnel(int row1, int col1, int row2, int col2, bool water)
int start_row, start_col;
int main_loop_count = 0;
- bool door_flag = FALSE;
+ bool_ door_flag = FALSE;
cave_type *c_ptr;
@@ -6463,7 +6463,7 @@ static int next_to_corr(int y1, int x1)
*
* Assumes "in_bounds(y,x)"
*/
-static bool possible_doorway(int y, int x)
+static bool_ possible_doorway(int y, int x)
{
/* Count the adjacent corridors */
if (next_to_corr(y, x) >= 2)
@@ -6493,7 +6493,7 @@ static bool possible_doorway(int y, int x)
*/
static void try_doors(int y, int x)
{
- bool dir_ok[4];
+ bool_ dir_ok[4];
int i, k, n;
int yy, xx;
@@ -6606,7 +6606,7 @@ static void try_doors(int y, int x)
* Note that we restrict the number of "crowded" rooms to reduce
* the chance of overflowing the monster list during level creation.
*/
-static bool room_build(int y, int x, int typ)
+static bool_ room_build(int y, int x, int typ)
{
/* Restrict level */
if ((dun_level < roomdep[typ]) && !ironman_rooms) return (FALSE);
@@ -6667,7 +6667,7 @@ static bool room_build(int y, int x, int typ)
/*
* Set level boundaries
*/
-void set_bounders(bool empty_level)
+void set_bounders(bool_ empty_level)
{
int y, x;
@@ -6717,21 +6717,21 @@ void set_bounders(bool empty_level)
}
/* Needed to refill empty levels */
-static void fill_level(bool use_floor, byte smooth);
+static void fill_level(bool_ use_floor, byte smooth);
/*
* Generate a normal dungeon level
*/
-bool level_generate_dungeon(cptr name)
+bool_ level_generate_dungeon(cptr name)
{
int i, k, y, x, y1, x1, branch = get_branch();
dungeon_info_type *d_ptr = &d_info[dungeon_type];
int max_vault_ok = 2;
- bool destroyed = FALSE;
- bool empty_level = FALSE;
- bool cavern = FALSE;
+ bool_ destroyed = FALSE;
+ bool_ empty_level = FALSE;
+ bool_ cavern = FALSE;
s16b town_level = 0;
/* Is it a town level ? */
@@ -7065,7 +7065,7 @@ bool level_generate_dungeon(cptr name)
if (dungeon_flags1 & DF1_WATER_RIVERS)
{
int max = 3 + rand_int(2);
- bool said = FALSE;
+ bool_ said = FALSE;
for (i = 0; i < max; i++)
{
@@ -7081,7 +7081,7 @@ bool level_generate_dungeon(cptr name)
if (dungeon_flags1 & DF1_LAVA_RIVERS)
{
int max = 2 + rand_int(2);
- bool said = FALSE;
+ bool_ said = FALSE;
for (i = 0; i < max; i++)
{
@@ -7388,7 +7388,7 @@ static void init_feat_info(void)
*/
#define MAX_SHIFTS 14
-static void fill_level(bool use_floor, byte smooth)
+static void fill_level(bool_ use_floor, byte smooth)
{
int y, x;
int step;
@@ -7477,7 +7477,7 @@ static void fill_level(bool use_floor, byte smooth)
/* Repeat subdivision until all the grids are filled in */
while ((step = step >> 1) > 0)
{
- bool y_even, x_even;
+ bool_ y_even, x_even;
s16b y_wrap, x_wrap;
s16b y_sel, x_sel;
u32b selector = 0;
@@ -7559,14 +7559,14 @@ static void fill_level(bool use_floor, byte smooth)
*
* Note that "dun_body" adds about 4000 bytes of memory to the stack.
*/
-static bool cave_gen(void)
+static bool_ cave_gen(void)
{
int i, k, y, x, y1, x1, branch;
dungeon_info_type *d_ptr = &d_info[dungeon_type];
int max_vault_ok = 2;
- bool empty_level = FALSE;
+ bool_ empty_level = FALSE;
s16b town_level = 0;
level_generator_type *generator;
@@ -8198,7 +8198,7 @@ static void arena_gen(void)
int y, x;
int qy = SCREEN_HGT;
int qx = SCREEN_WID;
- bool daytime;
+ bool_ daytime;
/* Day time */
if ((turn % (10L * DAY)) < ((10L * DAY) / 2))
@@ -8266,7 +8266,7 @@ static void quest_gen(void)
/* Mega-Hack */
#define REGEN_HACK 0x02
-bool build_special_level(void)
+bool_ build_special_level(void)
{
char buf[80];
int y, x, ystart = 2, xstart = 2;
@@ -8384,7 +8384,7 @@ static void finalise_special_level(void)
void generate_grid_mana()
{
int y, x, mana, mult;
- bool xtra_magic = FALSE;
+ bool_ xtra_magic = FALSE;
if (randint(XTRA_MAGIC) == 1)
{
@@ -8430,7 +8430,7 @@ void generate_cave(void)
dungeon_info_type *d_ptr = &d_info[dungeon_type];
int tester_1, tester_2;
int y, x, num, i;
- bool loaded = FALSE;
+ bool_ loaded = FALSE;
char buf[80];
s16b town_level = 0;
@@ -8528,7 +8528,7 @@ void generate_cave(void)
/* Generate */
for (num = 0; TRUE; num++)
{
- bool okay = TRUE;
+ bool_ okay = TRUE;
cptr why = NULL;