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-rw-r--r--src/spells1.c116
1 files changed, 58 insertions, 58 deletions
diff --git a/src/spells1.c b/src/spells1.c
index 387bf379..b1e3500d 100644
--- a/src/spells1.c
+++ b/src/spells1.c
@@ -78,9 +78,9 @@ void teleport_player_directed(int rad, int dir)
int min = rad / 4;
int dis = rad;
int i, d;
- bool look = TRUE;
- bool y_major = FALSE;
- bool x_major = FALSE;
+ bool_ look = TRUE;
+ bool_ y_major = FALSE;
+ bool_ x_major = FALSE;
int y_neg = 1;
int x_neg = 1;
cave_type *c_ptr;
@@ -193,7 +193,7 @@ void teleport_away(int m_idx, int dis)
int ny = 0, nx = 0, oy, ox, d, i, min;
int tries = 0;
- bool look = TRUE;
+ bool_ look = TRUE;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = race_inf(m_ptr);
@@ -306,7 +306,7 @@ void teleport_to_player(int m_idx)
int ny = 0, nx = 0, oy, ox, d, i, min;
int dis = 2;
- bool look = TRUE;
+ bool_ look = TRUE;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = race_inf(m_ptr);
@@ -419,7 +419,7 @@ void teleport_to_player(int m_idx)
* Try very hard to move the player at least a quarter that distance.
*/
/* It'd be better if this was made an argument ... */
-bool teleport_player_bypass = FALSE;
+bool_ teleport_player_bypass = FALSE;
void teleport_player(int dis)
{
@@ -428,7 +428,7 @@ void teleport_player(int dis)
int xx = -1, yy = -1;
- bool look = TRUE;
+ bool_ look = TRUE;
if (p_ptr->resist_continuum && (!teleport_player_bypass))
{
@@ -589,7 +589,7 @@ void get_pos_player(int dis, int *ny, int *nx)
int d, i, min, x = 0, y = 0;
int tries = 0;
- bool look = TRUE;
+ bool_ look = TRUE;
if (dis > 200) dis = 200; /* To be on the safe side... */
@@ -1270,8 +1270,8 @@ void take_hit(int damage, cptr hit_from)
object_type *o_ptr = &p_ptr->inventory[INVEN_CARRY];
int old_chp = p_ptr->chp;
- bool pen_invuln = FALSE;
- bool monster_take = FALSE;
+ bool_ pen_invuln = FALSE;
+ bool_ monster_take = FALSE;
char death_message[80];
@@ -1592,7 +1592,7 @@ void take_sanity_hit(int damage, cptr hit_from)
* Does a given class of objects (usually) hate acid?
* Note that acid can either melt or corrode something.
*/
-static bool hates_acid(object_type *o_ptr)
+static bool_ hates_acid(object_type *o_ptr)
{
/* Analyze the type */
switch (o_ptr->tval)
@@ -1647,7 +1647,7 @@ static bool hates_acid(object_type *o_ptr)
/*
* Does a given object (usually) hate electricity?
*/
-static bool hates_elec(object_type *o_ptr)
+static bool_ hates_elec(object_type *o_ptr)
{
switch (o_ptr->tval)
{
@@ -1668,7 +1668,7 @@ static bool hates_elec(object_type *o_ptr)
* Hafted/Polearm weapons have wooden shafts.
* Arrows/Bows are mostly wooden.
*/
-static bool hates_fire(object_type *o_ptr)
+static bool_ hates_fire(object_type *o_ptr)
{
/* Analyze the type */
switch (o_ptr->tval)
@@ -1722,7 +1722,7 @@ static bool hates_fire(object_type *o_ptr)
/*
* Does a given object (usually) hate cold?
*/
-static bool hates_cold(object_type *o_ptr)
+static bool_ hates_cold(object_type *o_ptr)
{
switch (o_ptr->tval)
{
@@ -2101,7 +2101,7 @@ void cold_dam(int dam, cptr kb_str)
* Note that this function (used by stat potions) now restores
* the stat BEFORE increasing it.
*/
-bool inc_stat(int stat)
+bool_ inc_stat(int stat)
{
int value, gain;
@@ -2174,7 +2174,7 @@ bool inc_stat(int stat)
* if your stat is already drained, the "max" value will not drop all
* the way down to the "cur" value.
*/
-bool dec_stat(int stat, int amount, int mode)
+bool_ dec_stat(int stat, int amount, int mode)
{
int cur, max, loss = 0, same, res = FALSE;
@@ -2310,7 +2310,7 @@ bool dec_stat(int stat, int amount, int mode)
/*
* Restore a stat. Return TRUE only if this actually makes a difference.
*/
-bool res_stat(int stat, bool full)
+bool_ res_stat(int stat, bool_ full)
{
/* Fully restore */
if (full)
@@ -2371,7 +2371,7 @@ bool res_stat(int stat, bool full)
*
* Return "TRUE" if the player notices anything
*/
-bool apply_disenchant(int mode)
+bool_ apply_disenchant(int mode)
{
int t = mode;
object_type *o_ptr;
@@ -2981,15 +2981,15 @@ static int project_m_y;
*
* XXX XXX XXX Perhaps we should affect doors?
*/
-static bool project_f(int who, int r, int y, int x, int dam, int typ)
+static bool_ project_f(int who, int r, int y, int x, int dam, int typ)
{
cave_type *c_ptr = &cave[y][x];
- bool obvious = FALSE;
+ bool_ obvious = FALSE;
- bool flag = FALSE;
+ bool_ flag = FALSE;
- bool seen;
+ bool_ seen;
/* XXX XXX XXX */
@@ -3883,20 +3883,20 @@ static int raise_ego[MAX_RAISE] =
*
* We return "TRUE" if the effect of the projection is "obvious".
*/
-static bool project_o(int who, int r, int y, int x, int dam, int typ)
+static bool_ project_o(int who, int r, int y, int x, int dam, int typ)
{
cave_type *c_ptr = &cave[y][x];
s16b this_o_idx, next_o_idx = 0;
- bool obvious = FALSE;
+ bool_ obvious = FALSE;
u32b f1, f2, f3, f4, f5, esp;
char o_name[80];
int o_sval = 0;
- bool is_potion = FALSE;
+ bool_ is_potion = FALSE;
int xx, yy;
@@ -3912,10 +3912,10 @@ static bool project_o(int who, int r, int y, int x, int dam, int typ)
{
object_type * o_ptr;
- bool is_art = FALSE;
- bool ignore = FALSE;
- bool plural = FALSE;
- bool do_kill = FALSE;
+ bool_ is_art = FALSE;
+ bool_ ignore = FALSE;
+ bool_ plural = FALSE;
+ bool_ do_kill = FALSE;
cptr note_kill = NULL;
@@ -4269,7 +4269,7 @@ static bool project_o(int who, int r, int y, int x, int dam, int typ)
}
/* Can the monster be hurt ? */
-bool hurt_monster(monster_type *m_ptr)
+bool_ hurt_monster(monster_type *m_ptr)
{
if (m_ptr->status == MSTATUS_COMPANION) return FALSE;
else return TRUE;
@@ -4328,7 +4328,7 @@ bool hurt_monster(monster_type *m_ptr)
*
* We attempt to return "TRUE" if the player saw anything "useful" happen.
*/
-bool project_m(int who, int r, int y, int x, int dam, int typ)
+bool_ project_m(int who, int r, int y, int x, int dam, int typ)
{
int tmp;
@@ -4343,13 +4343,13 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
cptr name = (r_name + r_ptr->name);
/* Is the monster "seen"? */
- bool seen;
+ bool_ seen;
/* Were the effects "obvious" (if seen)? */
- bool obvious = FALSE;
+ bool_ obvious = FALSE;
/* Were the effects "irrelevant"? */
- bool skipped = FALSE;
+ bool_ skipped = FALSE;
/* Move setting */
@@ -4437,7 +4437,7 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
if (!who && (is_friend(m_ptr) >= 0))
{
- bool get_angry = FALSE;
+ bool_ get_angry = FALSE;
/* Grrr? */
switch (typ)
{
@@ -5176,7 +5176,7 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
/* Gravity -- breathers resist */
case GF_GRAVITY:
{
- bool resist_tele = FALSE;
+ bool_ resist_tele = FALSE;
if (seen) obvious = TRUE;
@@ -5661,7 +5661,7 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
/* Clone monsters (Ignore "dam") */
case GF_OLD_CLONE:
{
- bool is_frien = FALSE;
+ bool_ is_frien = FALSE;
if (seen) obvious = TRUE;
if ((is_friend(m_ptr) > 0) && (randint(3) != 1))
@@ -6314,7 +6314,7 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
/* Only affect undead */
if (r_ptr->flags3 & (RF3_UNDEAD))
{
- bool resists_tele = FALSE;
+ bool_ resists_tele = FALSE;
if (r_ptr->flags3 & (RF3_RES_TELE))
{
@@ -6360,7 +6360,7 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
/* Only affect evil */
if (r_ptr->flags3 & (RF3_EVIL))
{
- bool resists_tele = FALSE;
+ bool_ resists_tele = FALSE;
if (r_ptr->flags3 & (RF3_RES_TELE))
{
@@ -6402,7 +6402,7 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
/* Teleport monster (Use "dam" as "power") */
case GF_AWAY_ALL:
{
- bool resists_tele = FALSE;
+ bool_ resists_tele = FALSE;
if (dungeon_flags2 & DF2_NO_TELEPORT) break; /* No teleport on special levels */
if (r_ptr->flags3 & (RF3_RES_TELE))
@@ -7040,7 +7040,7 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
/* If another monster did the damage, hurt the monster by hand */
if (who > 0)
{
- bool fear = FALSE;
+ bool_ fear = FALSE;
/* Dead monster */
if (mon_take_hit_mon(who, c_ptr->m_idx, dam, &fear, note_dies))
@@ -7062,7 +7062,7 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
/* If the player did it, give him experience, check fear */
else if (hurt_monster(m_ptr))
{
- bool fear = FALSE;
+ bool_ fear = FALSE;
/* Hurt the monster, check for fear and death */
if (mon_take_hit(c_ptr->m_idx, dam, &fear, note_dies))
@@ -7124,7 +7124,7 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
/* Is the spell unsafe for the player ? */
-bool unsafe = FALSE;
+bool_ unsafe = FALSE;
/*
@@ -7146,18 +7146,18 @@ bool unsafe = FALSE;
* We return "TRUE" if any "obvious" effects were observed. XXX XXX Actually,
* we just assume that the effects were obvious, for historical reasons.
*/
-static bool project_p(int who, int r, int y, int x, int dam, int typ, int a_rad)
+static bool_ project_p(int who, int r, int y, int x, int dam, int typ, int a_rad)
{
int k = 0, do_move = 0, a = 0, b = 0, x1 = 0, y1 = 0;
/* Hack -- assume obvious */
- bool obvious = TRUE;
+ bool_ obvious = TRUE;
/* Player blind-ness */
- bool blind = (p_ptr->blind ? TRUE : FALSE);
+ bool_ blind = (p_ptr->blind ? TRUE : FALSE);
/* Player needs a "description" (he is blind) */
- bool fuzzy = FALSE;
+ bool_ fuzzy = FALSE;
/* Source monster */
monster_type *m_ptr = NULL;
@@ -8279,7 +8279,7 @@ static bool project_p(int who, int r, int y, int x, int dam, int typ, int a_rad)
* in the blast radius, in case the "illumination" of the grid was changed,
* and "update_view()" and "update_monsters()" need to be called.
*/
-bool project(int who, int rad, int y, int x, int dam, int typ, int flg)
+bool_ project(int who, int rad, int y, int x, int dam, int typ, int flg)
{
int i, t, dist;
@@ -8293,16 +8293,16 @@ bool project(int who, int rad, int y, int x, int dam, int typ, int flg)
int msec = delay_factor * delay_factor * delay_factor;
/* Assume the player sees nothing */
- bool notice = FALSE;
+ bool_ notice = FALSE;
/* Assume the player has seen nothing */
- bool visual = FALSE;
+ bool_ visual = FALSE;
/* Assume the player has seen no blast grids */
- bool drawn = FALSE;
+ bool_ drawn = FALSE;
/* Is the player blind? */
- bool blind = (p_ptr->blind ? TRUE : FALSE);
+ bool_ blind = (p_ptr->blind ? TRUE : FALSE);
/* Number of grids in the "path" */
int path_n = 0;
@@ -8817,13 +8817,13 @@ bool project(int who, int rad, int y, int x, int dam, int typ, int flg)
* the potion was in her inventory);
* o_ptr --- pointer to the potion object.
*/
-bool potion_smash_effect(int who, int y, int x, int o_sval)
+bool_ potion_smash_effect(int who, int y, int x, int o_sval)
{
int radius = 2;
int dt = 0;
int dam = 0;
- bool ident = FALSE;
- bool angry = FALSE;
+ bool_ ident = FALSE;
+ bool_ angry = FALSE;
switch (o_sval)
{
@@ -9168,9 +9168,9 @@ void generate_spell(int plev)
{
random_spell* rspell;
int dice, sides, chance, mana, power;
- bool destruc_gen = FALSE;
- bool simple_gen = TRUE;
- bool ball_desc = FALSE;
+ bool_ destruc_gen = FALSE;
+ bool_ simple_gen = TRUE;
+ bool_ ball_desc = FALSE;
if (spell_num == MAX_SPELLS) return;