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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/object2.c
parent420428c53fe83064331ac2e06297c8a93abc93cf (diff)
Remove redefinition of "bool" for C++ friendliness.
Diffstat (limited to 'src/object2.c')
-rw-r--r--src/object2.c66
1 files changed, 33 insertions, 33 deletions
diff --git a/src/object2.c b/src/object2.c
index 2775e56b..f2619787 100644
--- a/src/object2.c
+++ b/src/object2.c
@@ -1503,7 +1503,7 @@ s32b object_value(object_type *o_ptr)
*
* Chests, and activatable items, never stack (for various reasons).
*/
-bool object_similar(object_type *o_ptr, object_type *j_ptr)
+bool_ object_similar(object_type *o_ptr, object_type *j_ptr)
{
int total = o_ptr->number + j_ptr->number;
u32b f1, f2, f3, f4, f5, esp, f11, f12, f13, f14, esp1, f15;
@@ -2059,7 +2059,7 @@ static void finalize_randart(object_type* o_ptr, int lev)
int r;
int i = 0;
int foo = lev + randnor(0, 5);
- bool flag = TRUE;
+ bool_ flag = TRUE;
/* Paranoia */
if (o_ptr->tval != TV_RANDART) return;
@@ -2131,7 +2131,7 @@ static void object_mention(object_type *o_ptr)
void random_artifact_resistance(object_type * o_ptr)
{
- bool give_resistance = FALSE, give_power = FALSE;
+ bool_ give_resistance = FALSE, give_power = FALSE;
switch (o_ptr->name1)
{
@@ -2220,7 +2220,7 @@ void random_artifact_resistance(object_type * o_ptr)
*
* Note -- see "make_artifact()" and "apply_magic()"
*/
-static bool make_artifact_special(object_type *o_ptr)
+static bool_ make_artifact_special(object_type *o_ptr)
{
int i;
int k_idx = 0;
@@ -2304,7 +2304,7 @@ static bool make_artifact_special(object_type *o_ptr)
*
* Note -- see "make_artifact_special()" and "apply_magic()"
*/
-static bool make_artifact(object_type *o_ptr)
+static bool_ make_artifact(object_type *o_ptr)
{
int i;
u32b f1, f2, f3, f4, f5, esp;
@@ -2379,11 +2379,11 @@ static bool make_artifact(object_type *o_ptr)
*
* This routine should only be called by "apply_magic()"
*/
-static bool make_ego_item(object_type *o_ptr, bool good)
+static bool_ make_ego_item(object_type *o_ptr, bool_ good)
{
int i = 0, j;
int *ok_ego, ok_num = 0;
- bool ret = FALSE;
+ bool_ ret = FALSE;
object_kind *k_ptr = &k_info[o_ptr->k_idx];
if (artifact_p(o_ptr) || o_ptr->name2) return (FALSE);
@@ -2394,7 +2394,7 @@ static bool make_ego_item(object_type *o_ptr, bool good)
for (i = 0; i < max_e_idx; i++)
{
ego_item_type *e_ptr = &e_info[i];
- bool ok = FALSE;
+ bool_ ok = FALSE;
/* Skip "empty" items */
if (!e_ptr->name) continue;
@@ -3312,7 +3312,7 @@ static void a_m_aux_4(object_type *o_ptr, int level, int power)
/* Hack -- choose a monster */
monster_race* r_ptr;
int r_idx, count = 0;
- bool OK = FALSE;
+ bool_ OK = FALSE;
while ((!OK) && (count < 1000))
{
@@ -3498,7 +3498,7 @@ void trap_hack(object_type *o_ptr)
}
/* Add a random glag to the ego item */
-void add_random_ego_flag(object_type *o_ptr, int fego, bool *limit_blows)
+void add_random_ego_flag(object_type *o_ptr, int fego, bool_ *limit_blows)
{
if (fego & ETR4_SUSTAIN)
{
@@ -3934,7 +3934,7 @@ void add_random_ego_flag(object_type *o_ptr, int fego, bool *limit_blows)
* true, then the item gets 3 extra "attempts" to become an artifact.
*/
int hack_apply_magic_power = 0;
-void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great)
+void apply_magic(object_type *o_ptr, int lev, bool_ okay, bool_ good, bool_ great)
{
int i, rolls, f1, f2, power;
object_kind *k_ptr = &k_info[o_ptr->k_idx];
@@ -4198,7 +4198,7 @@ void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great)
{
ego_item_type *e_ptr;
int j;
- bool limit_blows = FALSE;
+ bool_ limit_blows = FALSE;
u32b f1, f2, f3, f4, f5, esp;
s16b e_idx;
@@ -4351,7 +4351,7 @@ void init_match_theme(obj_theme theme)
/*
* Ditto XXX XXX XXX
*/
-static bool theme_changed(obj_theme theme)
+static bool_ theme_changed(obj_theme theme)
{
/* Any of the themes has been changed */
if (theme.treasure != match_theme.treasure) return (TRUE);
@@ -4367,7 +4367,7 @@ static bool theme_changed(obj_theme theme)
/*
* Maga-Hack -- match certain types of object only.
*/
-bool kind_is_theme(int k_idx)
+bool_ kind_is_theme(int k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
@@ -4561,7 +4561,7 @@ bool kind_is_theme(int k_idx)
* Determine if an object must not be generated.
*/
int kind_is_legal_special = -1;
-bool kind_is_legal(int k_idx)
+bool_ kind_is_legal(int k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
@@ -4608,7 +4608,7 @@ bool kind_is_legal(int k_idx)
/*
* Hack -- determine if a template is "good"
*/
-bool kind_is_good(int k_idx)
+bool_ kind_is_good(int k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
@@ -4705,7 +4705,7 @@ bool kind_is_good(int k_idx)
/*
* Determine if template is suitable for building a randart -- dsb
*/
-bool kind_is_artifactable(int k_idx)
+bool_ kind_is_artifactable(int k_idx)
{
int i, j;
object_kind *k_ptr = &k_info[k_idx];
@@ -4748,7 +4748,7 @@ bool kind_is_artifactable(int k_idx)
* through the forge--object_prep()--apply_magic() sequence and
* get_obj_num() should never be called for that purpose XXX XXX XXX
*/
-bool make_object(object_type *j_ptr, bool good, bool great, obj_theme theme)
+bool_ make_object(object_type *j_ptr, bool_ good, bool_ great, obj_theme theme)
{
int invprob, base;
@@ -4865,7 +4865,7 @@ bool make_object(object_type *j_ptr, bool good, bool great, obj_theme theme)
*
* This routine requires a clean floor grid destination.
*/
-void place_object(int y, int x, bool good, bool great, int where)
+void place_object(int y, int x, bool_ good, bool_ great, int where)
{
s16b o_idx;
@@ -4977,7 +4977,7 @@ void place_object(int y, int x, bool good, bool great, int where)
*
* The location must be a legal, clean, floor grid.
*/
-bool make_gold(object_type *j_ptr)
+bool_ make_gold(object_type *j_ptr)
{
int i;
@@ -5114,10 +5114,10 @@ s16b drop_near(object_type *j_ptr, int chance, int y, int x)
char o_name[80];
- bool flag = FALSE;
- bool done = FALSE;
+ bool_ flag = FALSE;
+ bool_ done = FALSE;
- bool plural = FALSE;
+ bool_ plural = FALSE;
/* Extract plural */
@@ -5158,7 +5158,7 @@ s16b drop_near(object_type *j_ptr, int chance, int y, int x)
/* Scan local grids */
for (dx = -3; dx <= 3; dx++)
{
- bool comb = FALSE;
+ bool_ comb = FALSE;
/* Calculate actual distance */
d = (dy * dy) + (dx * dx);
@@ -5406,7 +5406,7 @@ s16b drop_near(object_type *j_ptr, int chance, int y, int x)
/*
* Scatter some "great" objects near the player
*/
-void acquirement(int y1, int x1, int num, bool great, bool known)
+void acquirement(int y1, int x1, int num, bool_ great, bool_ known)
{
object_type *i_ptr;
object_type object_type_body;
@@ -5545,7 +5545,7 @@ void inven_item_increase(int item, int num)
/*
* Erase an inventory slot if it has no more items
*/
-bool inven_item_optimize(int item)
+bool_ inven_item_optimize(int item)
{
object_type *o_ptr = &p_ptr->inventory[item];
@@ -5701,7 +5701,7 @@ void floor_item_optimize(int item)
/*
* Check if we have space for an item in the pack without overflow
*/
-bool inven_carry_okay(object_type *o_ptr)
+bool_ inven_carry_okay(object_type *o_ptr)
{
int j;
@@ -5747,7 +5747,7 @@ bool inven_carry_okay(object_type *o_ptr)
* The "final" flag tells this function to bypass the "combine"
* and "reorder" code until later.
*/
-s16b inven_carry(object_type *o_ptr, bool final)
+s16b inven_carry(object_type *o_ptr, bool_ final)
{
int i, j, k;
int n = -1;
@@ -5905,7 +5905,7 @@ s16b inven_carry(object_type *o_ptr, bool final)
*
* Return the inventory slot into which the item is placed.
*/
-s16b inven_takeoff(int item, int amt, bool force_drop)
+s16b inven_takeoff(int item, int amt, bool_ force_drop)
{
int slot;
@@ -6014,7 +6014,7 @@ s16b inven_takeoff(int item, int amt, bool force_drop)
*
* The object will be dropped "near" the current location
*/
-void inven_drop(int item, int amt, int dy, int dx, bool silent)
+void inven_drop(int item, int amt, int dy, int dx, bool_ silent)
{
object_type forge;
object_type *q_ptr;
@@ -6098,7 +6098,7 @@ void combine_pack(void)
int i, j, k;
object_type *o_ptr;
object_type *j_ptr;
- bool flag = FALSE;
+ bool_ flag = FALSE;
/* Combine the pack (backwards) */
@@ -6169,7 +6169,7 @@ void reorder_pack(void)
object_type *q_ptr;
object_type *j_ptr;
object_type *o_ptr;
- bool flag = FALSE;
+ bool_ flag = FALSE;
/* Re-order the pack (forwards) */
@@ -6495,7 +6495,7 @@ void floor_decay(int item)
byte y = o_ptr->iy;
/* Maybe the player sees it */
- bool visible = player_can_see_bold(o_ptr->iy, o_ptr->ix);
+ bool_ visible = player_can_see_bold(o_ptr->iy, o_ptr->ix);
char desc[80];
if (visible)