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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/variable.c
parent420428c53fe83064331ac2e06297c8a93abc93cf (diff)
Remove redefinition of "bool" for C++ friendliness.
Diffstat (limited to 'src/variable.c')
-rw-r--r--src/variable.c342
1 files changed, 171 insertions, 171 deletions
diff --git a/src/variable.c b/src/variable.c
index 3e73781a..66c59989 100644
--- a/src/variable.c
+++ b/src/variable.c
@@ -60,25 +60,25 @@ u16b sf_saves; /* Number of "saves" during this life */
/*
* Run-time arguments
*/
-bool arg_fiddle; /* Command arg -- Request fiddle mode */
-bool arg_wizard; /* Command arg -- Request wizard mode */
-bool arg_sound; /* Command arg -- Request special sounds */
-bool arg_graphics; /* Command arg -- Request graphics mode */
-bool arg_force_original; /* Command arg -- Request original keyset */
-bool arg_force_roguelike; /* Command arg -- Request roguelike keyset */
-bool arg_bigtile = FALSE; /* Command arg -- Request big tile mode */
+bool_ arg_fiddle; /* Command arg -- Request fiddle mode */
+bool_ arg_wizard; /* Command arg -- Request wizard mode */
+bool_ arg_sound; /* Command arg -- Request special sounds */
+bool_ arg_graphics; /* Command arg -- Request graphics mode */
+bool_ arg_force_original; /* Command arg -- Request original keyset */
+bool_ arg_force_roguelike; /* Command arg -- Request roguelike keyset */
+bool_ arg_bigtile = FALSE; /* Command arg -- Request big tile mode */
/*
* Various things
*/
-bool character_generated; /* The character exists */
-bool character_dungeon; /* The character has a dungeon */
-bool character_loaded; /* The character was loaded from a savefile */
-bool character_saved; /* The character was just saved to a savefile */
+bool_ character_generated; /* The character exists */
+bool_ character_dungeon; /* The character has a dungeon */
+bool_ character_loaded; /* The character was loaded from a savefile */
+bool_ character_saved; /* The character was just saved to a savefile */
-bool character_icky; /* The game is in an icky full screen mode */
-bool character_xtra; /* The game is in an icky startup mode */
+bool_ character_icky; /* The game is in an icky full screen mode */
+bool_ character_xtra; /* The game is in an icky startup mode */
u32b seed_flavor; /* Hack -- consistent object colors */
@@ -95,17 +95,17 @@ s16b command_new; /* Command chaining from inven/equip view */
s32b energy_use; /* Energy use this turn */
-bool create_up_stair; /* Auto-create "up stairs" */
-bool create_down_stair; /* Auto-create "down stairs" */
+bool_ create_up_stair; /* Auto-create "up stairs" */
+bool_ create_down_stair; /* Auto-create "down stairs" */
-bool create_up_shaft; /* Auto-create "up shaft" */
-bool create_down_shaft; /* Auto-create "down shaft" */
+bool_ create_up_shaft; /* Auto-create "up shaft" */
+bool_ create_down_shaft; /* Auto-create "down shaft" */
-bool msg_flag; /* Used in msg_print() for "buffering" */
+bool_ msg_flag; /* Used in msg_print() for "buffering" */
-bool alive; /* True if game is running */
+bool_ alive; /* True if game is running */
-bool death; /* True if player has died */
+bool_ death; /* True if player has died */
s16b running; /* Current counter for running, if any */
s16b resting; /* Current counter for resting, if any */
@@ -121,11 +121,11 @@ s16b monster_level; /* Current monster creation level */
s32b turn; /* Current game turn */
s32b old_turn; /* Turn when level began (feelings) */
-bool wizard; /* Is the player currently in Wizard mode? */
+bool_ wizard; /* Is the player currently in Wizard mode? */
-bool use_sound; /* The "sound" mode is enabled */
-bool use_graphics; /* The "graphics" mode is enabled */
-bool use_bigtile = FALSE;
+bool_ use_sound; /* The "sound" mode is enabled */
+bool_ use_graphics; /* The "graphics" mode is enabled */
+bool_ use_bigtile = FALSE;
byte graphics_mode; /* Current graphics mode */
u16b total_winner; /* Semi-Hack -- Game has been won */
@@ -136,26 +136,26 @@ u16b noscore; /* Track various "cheating" conditions */
s16b signal_count; /* Hack -- Count interupts */
-bool inkey_base; /* See the "inkey()" function */
-bool inkey_xtra; /* See the "inkey()" function */
-bool inkey_scan; /* See the "inkey()" function */
-bool inkey_flag; /* See the "inkey()" function */
+bool_ inkey_base; /* See the "inkey()" function */
+bool_ inkey_xtra; /* See the "inkey()" function */
+bool_ inkey_scan; /* See the "inkey()" function */
+bool_ inkey_flag; /* See the "inkey()" function */
s16b coin_type; /* Hack -- force coin type */
-bool opening_chest; /* Hack -- prevent chest generation */
+bool_ opening_chest; /* Hack -- prevent chest generation */
-bool shimmer_monsters; /* Hack -- optimize multi-hued monsters */
-bool shimmer_objects; /* Hack -- optimize multi-hued objects */
+bool_ shimmer_monsters; /* Hack -- optimize multi-hued monsters */
+bool_ shimmer_objects; /* Hack -- optimize multi-hued objects */
-bool repair_monsters; /* Hack -- optimize detect monsters */
-bool repair_objects; /* Hack -- optimize detect objects */
+bool_ repair_monsters; /* Hack -- optimize detect monsters */
+bool_ repair_objects; /* Hack -- optimize detect objects */
s16b inven_nxt; /* Hack -- unused */
-bool hack_mind;
-bool hack_corruption;
+bool_ hack_mind;
+bool_ hack_corruption;
int artifact_bias;
-bool is_autosave = FALSE;
+bool_ is_autosave = FALSE;
s16b inven_cnt; /* Number of items in inventory */
s16b equip_cnt; /* Number of items in equipment */
@@ -168,7 +168,7 @@ s16b m_cnt = 0; /* Number of live monsters */
s16b hack_m_idx = 0; /* Hack -- see "process_monsters()" */
s16b hack_m_idx_ii = 0;
-bool multi_rew = FALSE;
+bool_ multi_rew = FALSE;
char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
int total_friends = 0;
@@ -217,132 +217,132 @@ int highscore_fd = -1;
/* Option Set 1 -- User Interface */
-bool rogue_like_commands; /* Rogue-like commands */
-bool quick_messages; /* Activate quick messages */
-bool other_query_flag; /* Prompt for various information */
-bool carry_query_flag; /* Prompt before picking things up */
-bool use_old_target; /* Use old target by default */
-bool always_pickup; /* Pick things up by default */
-bool prompt_pickup_heavy; /* Don't pick up the corpses */
-bool always_repeat; /* Repeat obvious commands */
-bool depth_in_feet; /* Show dungeon level in feet */
+bool_ rogue_like_commands; /* Rogue-like commands */
+bool_ quick_messages; /* Activate quick messages */
+bool_ other_query_flag; /* Prompt for various information */
+bool_ carry_query_flag; /* Prompt before picking things up */
+bool_ use_old_target; /* Use old target by default */
+bool_ always_pickup; /* Pick things up by default */
+bool_ prompt_pickup_heavy; /* Don't pick up the corpses */
+bool_ always_repeat; /* Repeat obvious commands */
+bool_ depth_in_feet; /* Show dungeon level in feet */
-bool stack_force_notes; /* Merge inscriptions when stacking */
-bool stack_force_costs; /* Merge discounts when stacking */
+bool_ stack_force_notes; /* Merge inscriptions when stacking */
+bool_ stack_force_costs; /* Merge discounts when stacking */
-bool show_labels; /* Show labels in object listings */
-bool show_weights; /* Show weights in object listings */
-bool show_choices; /* Show choices in certain sub-windows */
-bool show_details; /* Show details in certain sub-windows */
+bool_ show_labels; /* Show labels in object listings */
+bool_ show_weights; /* Show weights in object listings */
+bool_ show_choices; /* Show choices in certain sub-windows */
+bool_ show_details; /* Show details in certain sub-windows */
-bool ring_bell; /* Ring the bell (on errors, etc) */
+bool_ ring_bell; /* Ring the bell (on errors, etc) */
-bool show_inven_graph; /* Show graphics in inventory */
-bool show_equip_graph; /* Show graphics in equip list */
-bool show_store_graph; /* Show graphics in store */
+bool_ show_inven_graph; /* Show graphics in inventory */
+bool_ show_equip_graph; /* Show graphics in equip list */
+bool_ show_store_graph; /* Show graphics in store */
/* Option Set 2 -- Disturbance */
-bool find_ignore_stairs; /* Run past stairs */
-bool find_ignore_doors; /* Run through open doors */
-bool find_cut; /* Run past known corners */
-bool find_examine; /* Run into potential corners */
-
-bool disturb_move; /* Disturb whenever any monster moves */
-bool disturb_near; /* Disturb whenever viewable monster moves */
-bool disturb_panel; /* Disturb whenever map panel changes */
-bool disturb_detect; /* Disturb whenever leaving trap-detected area */
-bool disturb_state; /* Disturn whenever player state changes */
-bool disturb_minor; /* Disturb whenever boring things happen */
-bool disturb_other; /* Disturb whenever various things happen */
-
-bool alert_hitpoint; /* Alert user to critical hitpoints */
-bool alert_failure; /* Alert user to various failures */
-bool last_words; /* Get last words upon dying */
-bool speak_unique; /* Speaking uniques + shopkeepers */
-bool small_levels; /* Allow unusually small dungeon levels */
-bool empty_levels; /* Allow empty 'arena' levels */
-bool always_small_level; /* Small levels */
-bool player_symbols; /* Use varying symbols for the player char */
-bool plain_descriptions; /* Plain object descriptions */
-bool stupid_monsters; /* Monsters use old AI */
-bool auto_destroy; /* Known worthless items are destroyed without confirmation */
-bool confirm_stairs; /* Prompt before staircases... */
-bool wear_confirm; /* Confirm before putting on known cursed items */
-bool disturb_pets; /* Pets moving nearby disturb us */
+bool_ find_ignore_stairs; /* Run past stairs */
+bool_ find_ignore_doors; /* Run through open doors */
+bool_ find_cut; /* Run past known corners */
+bool_ find_examine; /* Run into potential corners */
+
+bool_ disturb_move; /* Disturb whenever any monster moves */
+bool_ disturb_near; /* Disturb whenever viewable monster moves */
+bool_ disturb_panel; /* Disturb whenever map panel changes */
+bool_ disturb_detect; /* Disturb whenever leaving trap-detected area */
+bool_ disturb_state; /* Disturn whenever player state changes */
+bool_ disturb_minor; /* Disturb whenever boring things happen */
+bool_ disturb_other; /* Disturb whenever various things happen */
+
+bool_ alert_hitpoint; /* Alert user to critical hitpoints */
+bool_ alert_failure; /* Alert user to various failures */
+bool_ last_words; /* Get last words upon dying */
+bool_ speak_unique; /* Speaking uniques + shopkeepers */
+bool_ small_levels; /* Allow unusually small dungeon levels */
+bool_ empty_levels; /* Allow empty 'arena' levels */
+bool_ always_small_level; /* Small levels */
+bool_ player_symbols; /* Use varying symbols for the player char */
+bool_ plain_descriptions; /* Plain object descriptions */
+bool_ stupid_monsters; /* Monsters use old AI */
+bool_ auto_destroy; /* Known worthless items are destroyed without confirmation */
+bool_ confirm_stairs; /* Prompt before staircases... */
+bool_ wear_confirm; /* Confirm before putting on known cursed items */
+bool_ disturb_pets; /* Pets moving nearby disturb us */
/* Option Set 3 -- Game-Play */
-bool auto_haggle; /* Auto-haggle in stores */
+bool_ auto_haggle; /* Auto-haggle in stores */
-bool auto_scum; /* Auto-scum for good levels */
+bool_ auto_scum; /* Auto-scum for good levels */
-bool stack_allow_items; /* Allow weapons and armor to stack */
-bool stack_allow_wands; /* Allow wands/staffs/rods to stack */
+bool_ stack_allow_items; /* Allow weapons and armor to stack */
+bool_ stack_allow_wands; /* Allow wands/staffs/rods to stack */
-bool expand_look; /* Expand the power of the look command */
-bool expand_list; /* Expand the power of the list commands */
+bool_ expand_look; /* Expand the power of the look command */
+bool_ expand_list; /* Expand the power of the list commands */
-bool view_perma_grids; /* Map remembers all perma-lit grids */
-bool view_torch_grids; /* Map remembers all torch-lit grids */
+bool_ view_perma_grids; /* Map remembers all perma-lit grids */
+bool_ view_torch_grids; /* Map remembers all torch-lit grids */
-bool monster_lite; /* Allow some monsters to carry light */
+bool_ monster_lite; /* Allow some monsters to carry light */
-bool dungeon_align; /* Generate dungeons with aligned rooms */
-bool dungeon_stair; /* Generate dungeons with connected stairs */
+bool_ dungeon_align; /* Generate dungeons with aligned rooms */
+bool_ dungeon_stair; /* Generate dungeons with connected stairs */
-bool flow_by_sound; /* Monsters track new player location */
+bool_ flow_by_sound; /* Monsters track new player location */
-bool track_follow; /* Monsters follow the player */
-bool track_target; /* Monsters target the player */
+bool_ track_follow; /* Monsters follow the player */
+bool_ track_target; /* Monsters target the player */
-bool smart_learn; /* Monsters learn from their mistakes */
-bool smart_cheat; /* Monsters exploit player weaknesses */
+bool_ smart_learn; /* Monsters learn from their mistakes */
+bool_ smart_cheat; /* Monsters exploit player weaknesses */
/* Option Set 4 -- Efficiency */
-bool view_reduce_lite; /* Reduce lite-radius when running */
-bool view_reduce_view; /* Reduce view-radius in town */
+bool_ view_reduce_lite; /* Reduce lite-radius when running */
+bool_ view_reduce_view; /* Reduce view-radius in town */
-bool avoid_abort; /* Avoid checking for user abort */
-bool avoid_shimmer; /* Avoid processing extra shimmering */
-bool avoid_other; /* Avoid processing special colors */
+bool_ avoid_abort; /* Avoid checking for user abort */
+bool_ avoid_shimmer; /* Avoid processing extra shimmering */
+bool_ avoid_other; /* Avoid processing special colors */
-bool flush_failure; /* Flush input on any failure */
-bool flush_disturb; /* Flush input on disturbance */
-bool flush_command; /* Flush input before every command */
+bool_ flush_failure; /* Flush input on any failure */
+bool_ flush_disturb; /* Flush input on disturbance */
+bool_ flush_command; /* Flush input before every command */
-bool fresh_before; /* Flush output before normal commands */
-bool fresh_after; /* Flush output after normal commands */
-bool fresh_message; /* Flush output after all messages */
+bool_ fresh_before; /* Flush output before normal commands */
+bool_ fresh_after; /* Flush output after normal commands */
+bool_ fresh_message; /* Flush output after all messages */
-bool hilite_player; /* Hilite the player with the cursor */
+bool_ hilite_player; /* Hilite the player with the cursor */
-bool view_yellow_lite; /* Use special colors for torch-lit grids */
-bool view_bright_lite; /* Use special colors for 'viewable' grids */
+bool_ view_yellow_lite; /* Use special colors for torch-lit grids */
+bool_ view_bright_lite; /* Use special colors for 'viewable' grids */
-bool view_granite_lite; /* Use special colors for wall grids (slow) */
-bool view_special_lite; /* Use special colors for floor grids (slow) */
+bool_ view_granite_lite; /* Use special colors for wall grids (slow) */
+bool_ view_special_lite; /* Use special colors for floor grids (slow) */
/* Option set 5 -- Testing */
-bool testing_stack; /* Test the stacking code */
+bool_ testing_stack; /* Test the stacking code */
-bool testing_carry; /* Test the carrying code */
+bool_ testing_carry; /* Test the carrying code */
/* Cheating options */
-bool cheat_peek; /* Peek into object creation */
-bool cheat_hear; /* Peek into monster creation */
-bool cheat_room; /* Peek into dungeon creation */
-bool cheat_xtra; /* Peek into something else */
-bool cheat_know; /* Know complete monster info */
-bool cheat_live; /* Allow player to avoid death */
+bool_ cheat_peek; /* Peek into object creation */
+bool_ cheat_hear; /* Peek into monster creation */
+bool_ cheat_room; /* Peek into dungeon creation */
+bool_ cheat_xtra; /* Peek into something else */
+bool_ cheat_know; /* Know complete monster info */
+bool_ cheat_live; /* Allow player to avoid death */
/* Special options */
@@ -351,8 +351,8 @@ byte hitpoint_warn; /* Hitpoint warning (0 to 9) */
byte delay_factor; /* Delay factor (0 to 9) */
-bool autosave_l; /* Autosave before entering new levels */
-bool autosave_t; /* Timed autosave */
+bool_ autosave_l; /* Autosave before entering new levels */
+bool_ autosave_t; /* Timed autosave */
s16b autosave_freq; /* Autosave frequency */
@@ -363,9 +363,9 @@ s16b autosave_freq; /* Autosave frequency */
s16b feeling; /* Most recent feeling */
s16b rating; /* Level's current rating */
-bool good_item_flag; /* True if "Artifact" on this level */
+bool_ good_item_flag; /* True if "Artifact" on this level */
-bool closing_flag; /* Dungeon is closing */
+bool_ closing_flag; /* Dungeon is closing */
/*
* Dungeon size info
@@ -441,7 +441,7 @@ char history[4][60];
* Buffer to hold the current savefile name
*/
char savefile[1024];
-bool savefile_setuid = TRUE;
+bool_ savefile_setuid = TRUE;
/*
@@ -484,7 +484,7 @@ cptr *macro__act;
/*
* Array of macro types [MACRO_MAX]
*/
-bool *macro__cmd;
+bool_ *macro__cmd;
/*
* Current macro action [1024]
@@ -741,7 +741,7 @@ alloc_entry *alloc_kind_table;
* The flag to tell if alloc_kind_table contains valid entries
* for normal (i.e. kind_is_legal) object allocation
*/
-bool alloc_kind_table_valid = FALSE;
+bool_ alloc_kind_table_valid = FALSE;
/*
@@ -1134,7 +1134,7 @@ char pref_tmp_value[8];
* Total Hack -- allow all items to be listed (even empty ones)
* This is only used by "do_cmd_inven_e()" and is cleared there.
*/
-bool item_tester_full;
+bool_ item_tester_full;
/*
@@ -1148,14 +1148,14 @@ byte item_tester_tval;
* Here is a "hook" used during calls to "get_item()" and
* "show_inven()" and "show_equip()", and the choice window routines.
*/
-bool (*item_tester_hook)(object_type*);
+bool_ (*item_tester_hook)(object_type*);
/*
* Current "comp" function for ang_sort()
*/
-bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
+bool_ (*ang_sort_comp)(vptr u, vptr v, int a, int b);
/*
@@ -1168,23 +1168,23 @@ void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
/*
* Hack -- function hooks to restrict "get_mon_num_prep()" function
*/
-bool (*get_mon_num_hook)(int r_idx);
-bool (*get_mon_num2_hook)(int r_idx);
+bool_ (*get_mon_num_hook)(int r_idx);
+bool_ (*get_mon_num2_hook)(int r_idx);
/*
* Hack -- function hook to restrict "get_obj_num_prep()" function
*/
-bool (*get_obj_num_hook)(int k_idx);
+bool_ (*get_obj_num_hook)(int k_idx);
/* Hack, monk armour */
-bool monk_armour_aux;
-bool monk_notify_aux;
+bool_ monk_armour_aux;
+bool_ monk_notify_aux;
-bool easy_open = TRUE;
-bool easy_disarm = TRUE;
-bool easy_tunnel = FALSE;
+bool_ easy_open = TRUE;
+bool_ easy_disarm = TRUE;
+bool_ easy_tunnel = FALSE;
/*
@@ -1314,16 +1314,16 @@ u16b max_wf_idx;
int init_flags;
/* True if on an ambush */
-bool ambush_flag;
+bool_ ambush_flag;
/* True if on fated level */
-bool fate_flag;
+bool_ fate_flag;
/* No breeders */
u16b no_breeds;
/* Carried monsters can't take the damage if this is them which attack the player */
-bool carried_monster_hit = FALSE;
+bool_ carried_monster_hit = FALSE;
/*
* Random artifacts.
@@ -1343,7 +1343,7 @@ s16b bounties[MAX_BOUNTIES][2];
/*
* Spell description
*/
-bool info_spell = FALSE;
+bool_ info_spell = FALSE;
char spell_txt[50];
/*
@@ -1391,59 +1391,59 @@ u32b total_bounties;
s16b doppleganger;
/* To allow wilderness encounters */
-bool generate_encounter;
+bool_ generate_encounter;
/* Permanent dungeons ? */
-bool permanent_levels;
+bool_ permanent_levels;
/* Autoroler */
-bool autoroll;
+bool_ autoroll;
/* Point based */
-bool point_based;
+bool_ point_based;
/* Maximize, preserve, special levels, ironman_rooms */
-bool maximize, preserve, special_lvls, ironman_rooms;
+bool_ maximize, preserve, special_lvls, ironman_rooms;
/* In inventory option window, just erase the letters,
* rather that displaying the list without the invalid
* selections */
-bool inventory_no_move;
+bool_ inventory_no_move;
/* Notes patch */
-bool take_notes, auto_notes;
+bool_ take_notes, auto_notes;
/*
* Such an ugly hack ...
*/
-bool *m_allow_special;
-bool *k_allow_special;
-bool *a_allow_special;
+bool_ *m_allow_special;
+bool_ *k_allow_special;
+bool_ *a_allow_special;
/*
* Gives a random object to newly created characters
*/
-bool rand_birth;
+bool_ rand_birth;
/*
* Fast autoroller
*/
-bool fast_autoroller;
+bool_ fast_autoroller;
/*
* Which monsters are allowed ?
*/
-bool joke_monsters;
+bool_ joke_monsters;
/*
* How will mana staf & weapons of life act
*/
-bool munchkin_multipliers = TRUE;
+bool_ munchkin_multipliers = TRUE;
/*
* Center view
*/
-bool center_player = FALSE;
+bool_ center_player = FALSE;
/*
* Plots
@@ -1458,28 +1458,28 @@ random_quest random_quests[MAX_RANDOM_QUEST];
/*
* Show exp left
*/
-bool exp_need;
+bool_ exp_need;
/*
* Auto load old colors;
*/
-bool autoload_old_colors;
+bool_ autoload_old_colors;
/*
* Fated ?
*/
-bool fate_option;
+bool_ fate_option;
/*
* Special levels
*/
-bool *special_lvl[MAX_DUNGEON_DEPTH];
-bool generate_special_feeling = FALSE;
+bool_ *special_lvl[MAX_DUNGEON_DEPTH];
+bool_ generate_special_feeling = FALSE;
/*
* Auto more
*/
-bool auto_more;
+bool_ auto_more;
/*
* Dungeon flags
@@ -1518,7 +1518,7 @@ quest_type *quest;
/*
* Display the player as a special symbol when in bad health ?
*/
-bool player_char_health;
+bool_ player_char_health;
/*
@@ -1547,7 +1547,7 @@ s16b gen_skill_mod[MAX_SKILLS];
/*
* Display stats as linear
*/
-bool linear_stats;
+bool_ linear_stats;
/*
* Table of "cli" macros.
@@ -1568,12 +1568,12 @@ s16b max_corruptions = 0;
/*
* Ingame contextual help
*/
-bool option_ingame_help = TRUE;
+bool_ option_ingame_help = TRUE;
/*
* Automatizer enabled status
*/
-bool automatizer_enabled = FALSE;
+bool_ automatizer_enabled = FALSE;
/*
* Location of the last teleportation thath affected the level
@@ -1612,7 +1612,7 @@ timer_type *gl_timers = NULL;
const char *get_version_string()
{
static char version_str[80];
- static bool initialized = 0;
+ static bool_ initialized = 0;
if (!initialized) {
sprintf(version_str, "%s %ld.%ld.%ld%s",
game_module,