From 5fbe06613a8a9e5d8731a832ddff0e9bdce112bb Mon Sep 17 00:00:00 2001 From: Bardur Arantsson Date: Sun, 20 Feb 2011 19:54:40 +0100 Subject: Remove redefinition of "bool" for C++ friendliness. --- src/spells2.c | 330 +++++++++++++++++++++++++++++----------------------------- 1 file changed, 165 insertions(+), 165 deletions(-) (limited to 'src/spells2.c') diff --git a/src/spells2.c b/src/spells2.c index 4455112e..80d55c44 100644 --- a/src/spells2.c +++ b/src/spells2.c @@ -91,9 +91,9 @@ void grow_grass(int rad) /* * Increase players hit points, notice effects */ -bool hp_player(int num) +bool_ hp_player(int num) { - bool dead = p_ptr->chp < 0; + bool_ dead = p_ptr->chp < 0; /* Healing needed */ if (p_ptr->chp < p_ptr->mhp) @@ -225,9 +225,9 @@ static cptr desc_stat_neg[] = /* * Lose a "point" */ -bool do_dec_stat(int stat, int mode) +bool_ do_dec_stat(int stat, int mode) { - bool sust = FALSE; + bool_ sust = FALSE; /* Access the "sustain" */ switch (stat) @@ -281,7 +281,7 @@ bool do_dec_stat(int stat, int mode) /* * Restore lost "points" in a stat */ -bool do_res_stat(int stat, bool full) +bool_ do_res_stat(int stat, bool_ full) { /* Keep a copy of the current stat, so we can evaluate it if necessary */ int cur_stat = p_ptr->stat_cur[stat]; @@ -311,9 +311,9 @@ bool do_res_stat(int stat, bool full) /* * Gain a "point" in a stat */ -bool do_inc_stat(int stat) +bool_ do_inc_stat(int stat) { - bool res; + bool_ res; /* Restore strength */ res = res_stat(stat, TRUE); @@ -427,7 +427,7 @@ static int enchant_table[16] = 1000 }; -bool remove_curse_object(object_type *o_ptr, bool all) +bool_ remove_curse_object(object_type *o_ptr, bool_ all) { u32b f1, f2, f3, f4, f5, esp; @@ -519,7 +519,7 @@ static int remove_curse_aux(int all) /* * Remove most curses */ -bool remove_curse(void) +bool_ remove_curse(void) { return (remove_curse_aux(FALSE) ? TRUE : FALSE); } @@ -527,7 +527,7 @@ bool remove_curse(void) /* * Remove all curses */ -bool remove_all_curse(void) +bool_ remove_all_curse(void) { return (remove_curse_aux(TRUE) ? TRUE : FALSE); } @@ -537,7 +537,7 @@ bool remove_all_curse(void) /* * Restores any drained experience */ -bool restore_level(void) +bool_ restore_level(void) { /* Restore experience */ if (p_ptr->exp < p_ptr->max_exp) @@ -560,12 +560,12 @@ bool restore_level(void) } -bool alchemy(void) /* Turns an object into gold, gain some of its value in a shop */ +bool_ alchemy(void) /* Turns an object into gold, gain some of its value in a shop */ { int item, amt = 1; int old_number; long price; - bool force = FALSE; + bool_ force = FALSE; object_type *o_ptr; char o_name[80]; char out_val[160]; @@ -1900,7 +1900,7 @@ void report_magics(void) /* * Forget everything */ -bool lose_all_info(void) +bool_ lose_all_info(void) { int i; @@ -1950,10 +1950,10 @@ bool lose_all_info(void) /* * Detect all traps on current panel */ -bool detect_traps(int rad) +bool_ detect_traps(int rad) { int x, y; - bool detect = FALSE; + bool_ detect = FALSE; cave_type *c_ptr; @@ -2018,11 +2018,11 @@ bool detect_traps(int rad) /* * Detect all doors on current panel */ -bool detect_doors(int rad) +bool_ detect_doors(int rad) { int y, x; - bool detect = FALSE; + bool_ detect = FALSE; cave_type *c_ptr; @@ -2083,11 +2083,11 @@ bool detect_doors(int rad) /* * Detect all stairs on current panel */ -bool detect_stairs(int rad) +bool_ detect_stairs(int rad) { int y, x; - bool detect = FALSE; + bool_ detect = FALSE; cave_type *c_ptr; @@ -2137,11 +2137,11 @@ bool detect_stairs(int rad) /* * Detect any treasure on the current panel */ -bool detect_treasure(int rad) +bool_ detect_treasure(int rad) { int y, x; - bool detect = FALSE; + bool_ detect = FALSE; cave_type *c_ptr; @@ -2204,12 +2204,12 @@ bool detect_treasure(int rad) /* * Detect all "gold" objects on the current panel */ -bool hack_no_detect_message = FALSE; -bool detect_objects_gold(int rad) +bool_ hack_no_detect_message = FALSE; +bool_ detect_objects_gold(int rad) { int i, y, x; - bool detect = FALSE; + bool_ detect = FALSE; /* Scan objects */ @@ -2278,11 +2278,11 @@ bool detect_objects_gold(int rad) /* * Detect all "normal" objects on the current panel */ -bool detect_objects_normal(int rad) +bool_ detect_objects_normal(int rad) { int i, y, x; - bool detect = FALSE; + bool_ detect = FALSE; /* Scan objects */ @@ -2357,11 +2357,11 @@ bool detect_objects_normal(int rad) * * It can probably be argued that this function is now too powerful. */ -bool detect_objects_magic(int rad) +bool_ detect_objects_magic(int rad) { int i, y, x, tv; - bool detect = FALSE; + bool_ detect = FALSE; /* Scan all objects */ @@ -2434,11 +2434,11 @@ bool detect_objects_magic(int rad) /* * Detect all "normal" monsters on the current panel */ -bool detect_monsters_normal(int rad) +bool_ detect_monsters_normal(int rad) { int i, y, x; - bool flag = FALSE; + bool_ flag = FALSE; /* Scan monsters */ @@ -2493,10 +2493,10 @@ bool detect_monsters_normal(int rad) /* * Detect all "invisible" monsters on current panel */ -bool detect_monsters_invis(int rad) +bool_ detect_monsters_invis(int rad) { int i, y, x; - bool flag = FALSE; + bool_ flag = FALSE; /* Scan monsters */ for (i = 1; i < m_max; i++) @@ -2560,10 +2560,10 @@ bool detect_monsters_invis(int rad) /* * Detect all "evil" monsters on current panel */ -bool detect_monsters_evil(int rad) +bool_ detect_monsters_evil(int rad) { int i, y, x; - bool flag = FALSE; + bool_ flag = FALSE; /* Scan monsters */ @@ -2629,10 +2629,10 @@ bool detect_monsters_evil(int rad) /* * Detect all (string) monsters on current panel */ -bool detect_monsters_string(cptr chars, int rad) +bool_ detect_monsters_string(cptr chars, int rad) { int i, y, x; - bool flag = FALSE; + bool_ flag = FALSE; /* Scan monsters */ @@ -2694,10 +2694,10 @@ bool detect_monsters_string(cptr chars, int rad) /* * A "generic" detect monsters routine, tagged to flags3 */ -bool detect_monsters_xxx(u32b match_flag, int rad) +bool_ detect_monsters_xxx(u32b match_flag, int rad) { int i, y, x; - bool flag = FALSE; + bool_ flag = FALSE; cptr desc_monsters = "weird monsters"; @@ -2773,7 +2773,7 @@ bool detect_monsters_xxx(u32b match_flag, int rad) } /* Detect good monsters */ -bool detect_monsters_good(int rad) +bool_ detect_monsters_good(int rad) { return (detect_monsters_xxx(RF3_GOOD, rad)); } @@ -2782,9 +2782,9 @@ bool detect_monsters_good(int rad) /* * Detect everything */ -bool detect_all(int rad) +bool_ detect_all(int rad) { - bool detect = FALSE; + bool_ detect = FALSE; /* Detect everything */ if (detect_traps(rad)) detect = TRUE; @@ -2861,7 +2861,7 @@ void stair_creation(void) /* * Hook to specify "weapon" */ -static bool item_tester_hook_weapon(object_type *o_ptr) +static bool_ item_tester_hook_weapon(object_type *o_ptr) { switch (o_ptr->tval) { @@ -2897,7 +2897,7 @@ static bool item_tester_hook_weapon(object_type *o_ptr) /* * Hook to specify "armour" */ -bool item_tester_hook_armour(object_type *o_ptr) +bool_ item_tester_hook_armour(object_type *o_ptr) { switch (o_ptr->tval) { @@ -2933,7 +2933,7 @@ bool item_tester_hook_armour(object_type *o_ptr) /* * Check if an object is weapon or armour (but not arrow, bolt, or shot) */ -bool item_tester_hook_weapon_armour(object_type *o_ptr) +bool_ item_tester_hook_weapon_armour(object_type *o_ptr) { return (item_tester_hook_weapon(o_ptr) || item_tester_hook_armour(o_ptr)); @@ -2942,7 +2942,7 @@ bool item_tester_hook_weapon_armour(object_type *o_ptr) /* * Check if an object is artifactable */ -bool item_tester_hook_artifactable(object_type *o_ptr) +bool_ item_tester_hook_artifactable(object_type *o_ptr) { return ((item_tester_hook_weapon(o_ptr) || item_tester_hook_armour(o_ptr) || @@ -2968,11 +2968,11 @@ bool item_tester_hook_artifactable(object_type *o_ptr) * Note that this function can now be used on "piles" of items, and * the larger the pile, the lower the chance of success. */ -bool enchant(object_type *o_ptr, int n, int eflag) +bool_ enchant(object_type *o_ptr, int n, int eflag) { int i, chance, prob; - bool res = FALSE; - bool a = (artifact_p(o_ptr) || o_ptr->art_name); + bool_ res = FALSE; + bool_ a = (artifact_p(o_ptr) || o_ptr->art_name); u32b f1, f2, f3, f4, f5, esp; @@ -3145,10 +3145,10 @@ bool enchant(object_type *o_ptr, int n, int eflag) * Note that "num_ac" requires armour, else weapon * Returns TRUE if attempted, FALSE if cancelled */ -bool enchant_spell(int num_hit, int num_dam, int num_ac, int num_pval) +bool_ enchant_spell(int num_hit, int num_dam, int num_ac, int num_pval) { int item; - bool okay = FALSE; + bool_ okay = FALSE; object_type *o_ptr; char o_name[80]; cptr q, s; @@ -3227,7 +3227,7 @@ void curse_artifact(object_type * o_ptr) * Should be merged with randart code. * looks like BASIC coder's work... */ -void random_plus(object_type * o_ptr, bool is_scroll) +void random_plus(object_type * o_ptr, bool_ is_scroll) { int this_type = (o_ptr->tval < TV_BOOTS ? 23 : 19); @@ -3449,7 +3449,7 @@ void random_plus(object_type * o_ptr, bool is_scroll) } -void random_resistance (object_type * o_ptr, bool is_scroll, int specific) +void random_resistance (object_type * o_ptr, bool_ is_scroll, int specific) { /* To avoid a number of possible bugs */ if (!specific) @@ -3753,7 +3753,7 @@ void random_resistance (object_type * o_ptr, bool is_scroll, int specific) } } -void random_misc(object_type * o_ptr, bool is_scroll) +void random_misc(object_type * o_ptr, bool_ is_scroll) { if (artifact_bias == BIAS_RANGER) @@ -3964,7 +3964,7 @@ void random_misc(object_type * o_ptr, bool is_scroll) } -void random_slay (object_type * o_ptr, bool is_scroll) +void random_slay (object_type * o_ptr, bool_ is_scroll) { if (artifact_bias == BIAS_CHAOS && !(o_ptr->tval == TV_BOW)) { @@ -4250,7 +4250,7 @@ void random_slay (object_type * o_ptr, bool is_scroll) /* * Determines if an item is not identified */ -static bool item_tester_hook_unknown(object_type *o_ptr) +static bool_ item_tester_hook_unknown(object_type *o_ptr) { return (object_known_p(o_ptr) ? FALSE : TRUE); } @@ -4261,7 +4261,7 @@ static bool item_tester_hook_unknown(object_type *o_ptr) * This routine does *not* automatically combine objects. * Returns TRUE if something was identified, else FALSE. */ -bool ident_spell(void) +bool_ ident_spell(void) { int item; @@ -4344,7 +4344,7 @@ bool ident_spell(void) /* * Identify all objects in the level */ -bool ident_all(void) +bool_ ident_all(void) { int i; @@ -4383,7 +4383,7 @@ bool ident_all(void) /* * Determine if an object is not fully identified */ -static bool item_tester_hook_no_mental(object_type *o_ptr) +static bool_ item_tester_hook_no_mental(object_type *o_ptr) { return ((o_ptr->ident & (IDENT_MENTAL)) ? FALSE : TRUE); } @@ -4392,7 +4392,7 @@ static bool item_tester_hook_no_mental(object_type *o_ptr) * Fully "identify" an object in the inventory -BEN- * This routine returns TRUE if an item was identified. */ -bool identify_fully(void) +bool_ identify_fully(void) { int item; object_type *o_ptr; @@ -4478,7 +4478,7 @@ bool identify_fully(void) /* * Hook for "get_item()". Determine if something is rechargable. */ -bool item_tester_hook_recharge(object_type *o_ptr) +bool_ item_tester_hook_recharge(object_type *o_ptr) { u32b f1, f2, f3, f4, f5, esp; @@ -4522,12 +4522,12 @@ bool item_tester_hook_recharge(object_type *o_ptr) * * XXX XXX XXX Beware of "sliding index errors". */ -bool recharge(int power) +bool_ recharge(int power) { int recharge_strength, recharge_amount; int item, lev; - bool fail = FALSE; + bool_ fail = FALSE; byte fail_type = 1; @@ -4823,11 +4823,11 @@ bool recharge(int power) * * Note that affected monsters are NOT auto-tracked by this usage. */ -bool project_hack(int typ, int dam) +bool_ project_hack(int typ, int dam) { int i, x, y; int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE; - bool obvious = FALSE; + bool_ obvious = FALSE; /* Affect all (nearby) monsters */ @@ -4891,7 +4891,7 @@ void project_meteor(int radius, int typ, int dam, u32b flg) /* * Speed monsters */ -bool speed_monsters(void) +bool_ speed_monsters(void) { return (project_hack(GF_OLD_SPEED, p_ptr->lev)); } @@ -4899,7 +4899,7 @@ bool speed_monsters(void) /* * Slow monsters */ -bool slow_monsters(void) +bool_ slow_monsters(void) { return (project_hack(GF_OLD_SLOW, p_ptr->lev)); } @@ -4907,7 +4907,7 @@ bool slow_monsters(void) /* * Paralyzation monsters */ -bool conf_monsters(void) +bool_ conf_monsters(void) { return (project_hack(GF_OLD_CONF, p_ptr->lev)); } @@ -4915,7 +4915,7 @@ bool conf_monsters(void) /* * Sleep monsters */ -bool sleep_monsters(void) +bool_ sleep_monsters(void) { return (project_hack(GF_OLD_SLEEP, p_ptr->lev)); } @@ -4923,7 +4923,7 @@ bool sleep_monsters(void) /* * Scare monsters */ -bool scare_monsters(void) +bool_ scare_monsters(void) { return (project_hack(GF_FEAR, p_ptr->lev)); } @@ -4932,7 +4932,7 @@ bool scare_monsters(void) /* * Banish evil monsters */ -bool banish_evil(int dist) +bool_ banish_evil(int dist) { return (project_hack(GF_AWAY_EVIL, dist)); } @@ -4941,7 +4941,7 @@ bool banish_evil(int dist) /* * Turn undead */ -bool turn_undead(void) +bool_ turn_undead(void) { return (project_hack(GF_TURN_UNDEAD, p_ptr->lev)); } @@ -4950,7 +4950,7 @@ bool turn_undead(void) /* * Dispel undead monsters */ -bool dispel_undead(int dam) +bool_ dispel_undead(int dam) { return (project_hack(GF_DISP_UNDEAD, dam)); } @@ -4958,7 +4958,7 @@ bool dispel_undead(int dam) /* * Dispel evil monsters */ -bool dispel_evil(int dam) +bool_ dispel_evil(int dam) { return (project_hack(GF_DISP_EVIL, dam)); } @@ -4966,7 +4966,7 @@ bool dispel_evil(int dam) /* * Dispel good monsters */ -bool dispel_good(int dam) +bool_ dispel_good(int dam) { return (project_hack(GF_DISP_GOOD, dam)); } @@ -4974,7 +4974,7 @@ bool dispel_good(int dam) /* * Dispel all monsters */ -bool dispel_monsters(int dam) +bool_ dispel_monsters(int dam) { return (project_hack(GF_DISP_ALL, dam)); } @@ -4982,7 +4982,7 @@ bool dispel_monsters(int dam) /* * Dispel 'living' monsters */ -bool dispel_living(int dam) +bool_ dispel_living(int dam) { return (project_hack(GF_DISP_LIVING, dam)); } @@ -4990,7 +4990,7 @@ bool dispel_living(int dam) /* * Dispel demons */ -bool dispel_demons(int dam) +bool_ dispel_demons(int dam) { return (project_hack(GF_DISP_DEMON, dam)); } @@ -5002,8 +5002,8 @@ bool dispel_demons(int dam) void aggravate_monsters(int who) { int i; - bool sleep = FALSE; - bool speed = FALSE; + bool_ sleep = FALSE; + bool_ speed = FALSE; /* Aggravate everyone nearby */ @@ -5060,7 +5060,7 @@ void aggravate_monsters(int who) /* * Generic genocide race selection */ -bool get_genocide_race(cptr msg, char *typ) +bool_ get_genocide_race(cptr msg, char *typ) { int i, j; cave_type *c_ptr; @@ -5086,11 +5086,11 @@ bool get_genocide_race(cptr msg, char *typ) /* * Inflict dam damage of type typee to all monster of the given race */ -bool invoke(int dam, int typee) +bool_ invoke(int dam, int typee) { int i; char typ; - bool result = FALSE; + bool_ result = FALSE; int msec = delay_factor * delay_factor * delay_factor; if (dungeon_flags2 & DF2_NO_GENO) return (FALSE); @@ -5151,10 +5151,10 @@ bool invoke(int dam, int typee) /* * Delete all non-unique/non-quest monsters of a given "type" from the level */ -bool genocide_aux(bool player_cast, char typ) +bool_ genocide_aux(bool_ player_cast, char typ) { int i; - bool result = FALSE; + bool_ result = FALSE; int msec = delay_factor * delay_factor * delay_factor; int dam = 0; @@ -5244,7 +5244,7 @@ bool genocide_aux(bool player_cast, char typ) return (result); } -bool genocide(bool player_cast) +bool_ genocide(bool_ player_cast) { char typ; @@ -5267,10 +5267,10 @@ bool genocide(bool player_cast) /* * Delete all nearby (non-unique) monsters */ -bool mass_genocide(bool player_cast) +bool_ mass_genocide(bool_ player_cast) { int i; - bool result = FALSE; + bool_ result = FALSE; int msec = delay_factor * delay_factor * delay_factor; int dam = 0; @@ -5410,11 +5410,11 @@ void do_probe(int m_idx) /* * Probe nearby monsters */ -bool probing(void) +bool_ probing(void) { int i; - bool probe = FALSE; + bool_ probe = FALSE; /* Probe all (nearby) monsters */ @@ -5462,7 +5462,7 @@ void wipe(int y1, int x1, int r) cave_type *c_ptr; - bool flag = FALSE; + bool_ flag = FALSE; if (dungeon_flags2 & DF2_NO_GENO) { @@ -5544,13 +5544,13 @@ void wipe(int y1, int x1, int r) * Later we may use one function for both "destruction" and * "earthquake" by using the "full" to select "destruction". */ -void destroy_area(int y1, int x1, int r, bool full, bool bypass) +void destroy_area(int y1, int x1, int r, bool_ full, bool_ bypass) { int y, x, k, t; cave_type *c_ptr; - bool flag = FALSE; + bool_ flag = FALSE; /* XXX XXX */ @@ -5704,9 +5704,9 @@ void earthquake(int cy, int cx, int r) int i, t, y, x, yy, xx, dy, dx, oy, ox; int damage = 0; int sn = 0, sy = 0, sx = 0; - bool hurt = FALSE; + bool_ hurt = FALSE; cave_type *c_ptr; - bool map[32][32]; + bool_ map[32][32]; if (p_ptr->inside_quest) { @@ -6022,7 +6022,7 @@ void earthquake(int cy, int cx, int r) /* Destroy location (if valid) */ if (cave_valid_bold(yy, xx)) { - bool floor = cave_floor_bold(yy, xx); + bool_ floor = cave_floor_bold(yy, xx); /* Delete objects */ delete_object(yy, xx); @@ -6350,7 +6350,7 @@ void unlite_room(int y1, int x1) * Hack -- call light around the player * Affect all monsters in the projection radius */ -bool lite_area(int dam, int rad) +bool_ lite_area(int dam, int rad) { int flg = PROJECT_GRID | PROJECT_KILL; @@ -6375,7 +6375,7 @@ bool lite_area(int dam, int rad) * Hack -- call darkness around the player * Affect all monsters in the projection radius */ -bool unlite_area(int dam, int rad) +bool_ unlite_area(int dam, int rad) { int flg = PROJECT_GRID | PROJECT_KILL; @@ -6402,7 +6402,7 @@ bool unlite_area(int dam, int rad) * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters */ -bool fire_ball(int typ, int dir, int dam, int rad) +bool_ fire_ball(int typ, int dir, int dam, int rad) { int tx, ty; @@ -6430,7 +6430,7 @@ bool fire_ball(int typ, int dir, int dam, int rad) * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters */ -bool fire_cloud(int typ, int dir, int dam, int rad, int time) +bool_ fire_cloud(int typ, int dir, int dam, int rad, int time) { int tx, ty; @@ -6459,7 +6459,7 @@ bool fire_cloud(int typ, int dir, int dam, int rad, int time) * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters */ -bool fire_wave(int typ, int dir, int dam, int rad, int time, s32b eff) +bool_ fire_wave(int typ, int dir, int dam, int rad, int time, s32b eff) { project_time_effect = eff; return (fire_cloud(typ, dir, dam, rad, time)); @@ -6470,7 +6470,7 @@ bool fire_wave(int typ, int dir, int dam, int rad, int time, s32b eff) * Pass through monsters, as a "beam" * Affect monsters (not grids or objects) */ -bool fire_wall(int typ, int dir, int dam, int time) +bool_ fire_wall(int typ, int dir, int dam, int time) { int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_STAY | PROJECT_GRID; project_time = time; @@ -6483,7 +6483,7 @@ bool fire_wall(int typ, int dir, int dam, int time) * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters */ -bool fire_druid_ball(int typ, int dir, int dam, int rad) +bool_ fire_druid_ball(int typ, int dir, int dam, int rad) { int tx, ty; @@ -6512,7 +6512,7 @@ bool fire_druid_ball(int typ, int dir, int dam, int rad) * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters */ -bool fire_ball_beam(int typ, int dir, int dam, int rad) +bool_ fire_ball_beam(int typ, int dir, int dam, int rad) { int tx, ty; @@ -6749,7 +6749,7 @@ void swap_position(int lty, int ltx) /* * Hack -- apply a "projection()" in a direction (or at the target) */ -bool project_hook(int typ, int dir, int dam, int flg) +bool_ project_hook(int typ, int dir, int dam, int flg) { int tx, ty; @@ -6777,7 +6777,7 @@ bool project_hook(int typ, int dir, int dam, int flg) * Stop if we hit a monster, as a "bolt" * Affect monsters (not grids or objects) */ -bool fire_bolt(int typ, int dir, int dam) +bool_ fire_bolt(int typ, int dir, int dam) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(typ, dir, dam, flg)); @@ -6788,7 +6788,7 @@ bool fire_bolt(int typ, int dir, int dam) * Stop if we hit a monster, as a "bolt" * Affect monsters (not grids or objects) */ -bool fire_druid_bolt(int typ, int dir, int dam) +bool_ fire_druid_bolt(int typ, int dir, int dam) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_MANA_PATH; return (project_hook(typ, dir, dam, flg)); @@ -6800,7 +6800,7 @@ bool fire_druid_bolt(int typ, int dir, int dam) * Pass through monsters, as a "beam" * Affect monsters (not grids or objects) */ -bool fire_druid_beam(int typ, int dir, int dam) +bool_ fire_druid_beam(int typ, int dir, int dam) { int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_MANA_PATH; return (project_hook(typ, dir, dam, flg)); @@ -6811,7 +6811,7 @@ bool fire_druid_beam(int typ, int dir, int dam) * Pass through monsters, as a "beam" * Affect monsters (not grids or objects) */ -bool fire_beam(int typ, int dir, int dam) +bool_ fire_beam(int typ, int dir, int dam) { int flg = PROJECT_BEAM | PROJECT_KILL; return (project_hook(typ, dir, dam, flg)); @@ -6821,7 +6821,7 @@ bool fire_beam(int typ, int dir, int dam) /* * Cast a bolt spell, or rarely, a beam spell */ -bool fire_bolt_or_beam(int prob, int typ, int dir, int dam) +bool_ fire_bolt_or_beam(int prob, int typ, int dir, int dam) { if (rand_int(100) < prob) { @@ -6833,14 +6833,14 @@ bool fire_bolt_or_beam(int prob, int typ, int dir, int dam) } } -bool fire_godly_wrath(int y, int x, int typ, int rad, int dam) +bool_ fire_godly_wrath(int y, int x, int typ, int rad, int dam) { int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; return (project(0, rad, y, x, dam, typ, flg)); } -bool fire_explosion(int y, int x, int typ, int rad, int dam) +bool_ fire_explosion(int y, int x, int typ, int rad, int dam) { int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; @@ -6850,126 +6850,126 @@ bool fire_explosion(int y, int x, int typ, int rad, int dam) /* * Some of the old functions */ -bool lite_line(int dir) +bool_ lite_line(int dir) { int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL; return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg)); } -bool drain_life(int dir, int dam) +bool_ drain_life(int dir, int dam) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_OLD_DRAIN, dir, dam, flg)); } -bool wall_to_mud(int dir) +bool_ wall_to_mud(int dir) { int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; return (project_hook(GF_KILL_WALL, dir, 20 + randint(30), flg)); } -bool wizard_lock(int dir) +bool_ wizard_lock(int dir) { int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; return (project_hook(GF_JAM_DOOR, dir, 20 + randint(30), flg)); } -bool destroy_door(int dir) +bool_ destroy_door(int dir) { int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM; return (project_hook(GF_KILL_DOOR, dir, 0, flg)); } -bool disarm_trap(int dir) +bool_ disarm_trap(int dir) { int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM; return (project_hook(GF_KILL_TRAP, dir, 0, flg)); } -bool heal_monster(int dir) +bool_ heal_monster(int dir) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_OLD_HEAL, dir, damroll(4, 6), flg)); } -bool speed_monster(int dir) +bool_ speed_monster(int dir) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg)); } -bool slow_monster(int dir) +bool_ slow_monster(int dir) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg)); } -bool sleep_monster(int dir) +bool_ sleep_monster(int dir) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg)); } -bool stasis_monster(int dir) +bool_ stasis_monster(int dir) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_STASIS, dir, p_ptr->lev, flg)); } -bool confuse_monster(int dir, int plev) +bool_ confuse_monster(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_OLD_CONF, dir, plev, flg)); } -bool stun_monster(int dir, int plev) +bool_ stun_monster(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_STUN, dir, plev, flg)); } -bool poly_monster(int dir) +bool_ poly_monster(int dir) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg)); } -bool clone_monster(int dir) +bool_ clone_monster(int dir) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_OLD_CLONE, dir, 0, flg)); } -bool fear_monster(int dir, int plev) +bool_ fear_monster(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_TURN_ALL, dir, plev, flg)); } -bool death_ray(int dir, int plev) +bool_ death_ray(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_DEATH_RAY, dir, plev, flg)); } -bool teleport_monster(int dir) +bool_ teleport_monster(int dir) { int flg = PROJECT_BEAM | PROJECT_KILL; @@ -6986,34 +6986,34 @@ bool teleport_monster(int dir) /* * Hooks -- affect adjacent grids (radius 1 ball attack) */ -bool door_creation(void) +bool_ door_creation(void) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_MAKE_DOOR, flg)); } -bool trap_creation(void) +bool_ trap_creation(void) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_MAKE_TRAP, flg)); } -bool glyph_creation(void) +bool_ glyph_creation(void) { int flg = PROJECT_GRID | PROJECT_ITEM; return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_MAKE_GLYPH, flg)); } -bool wall_stone(int y, int x) +bool_ wall_stone(int y, int x) { cave_type *c_ptr = &cave[y][x]; int flg = PROJECT_GRID | PROJECT_ITEM; int featflags = f_info[c_ptr->feat].flags1; - bool dummy = (project(0, 1, y, x, 0, GF_STONE_WALL, flg)); + bool_ dummy = (project(0, 1, y, x, 0, GF_STONE_WALL, flg)); if (!(featflags & FF1_PERMANENT) && !(featflags & FF1_WALL)) cave_set_feat(y, x, FEAT_FLOOR); @@ -7034,19 +7034,19 @@ bool wall_stone(int y, int x) } -bool destroy_doors_touch(void) +bool_ destroy_doors_touch(void) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_KILL_DOOR, flg)); } -bool destroy_traps_touch(void) +bool_ destroy_traps_touch(void) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_KILL_TRAP, flg)); } -bool sleep_monsters_touch(void) +bool_ sleep_monsters_touch(void) { int flg = PROJECT_KILL | PROJECT_HIDE; return (project(0, 1, p_ptr->py, p_ptr->px, p_ptr->lev, GF_OLD_SLEEP, flg)); @@ -7057,7 +7057,7 @@ void call_chaos(void) { int Chaos_type, dummy, dir; int plev = p_ptr->lev; - bool line_chaos = FALSE; + bool_ line_chaos = FALSE; int hurt_types[30] = { @@ -7110,7 +7110,7 @@ void call_chaos(void) void activate_ty_curse(void) { int i = 0; - bool stop_ty = FALSE; + bool_ stop_ty = FALSE; do { @@ -7189,7 +7189,7 @@ case 21: case 22: case 23: void activate_dg_curse(void) { int i = 0; - bool stop_dg = FALSE; + bool_ stop_dg = FALSE; do { @@ -7507,7 +7507,7 @@ void bless_weapon(void) } else { - bool dis_happened = FALSE; + bool_ dis_happened = FALSE; msg_print("The artifact resists your blessing!"); @@ -7558,10 +7558,10 @@ void bless_weapon(void) /* * Detect all "nonliving", "undead" or "demonic" monsters on current panel */ -bool detect_monsters_nonliving(int rad) +bool_ detect_monsters_nonliving(int rad) { int i, y, x; - bool flag = FALSE; + bool_ flag = FALSE; /* Scan monsters */ for (i = 1; i < m_max; i++) @@ -7623,7 +7623,7 @@ bool detect_monsters_nonliving(int rad) /* * Confuse monsters */ -bool confuse_monsters(int dam) +bool_ confuse_monsters(int dam) { return (project_hack(GF_OLD_CONF, dam)); } @@ -7632,7 +7632,7 @@ bool confuse_monsters(int dam) /* * Charm monsters */ -bool charm_monsters(int dam) +bool_ charm_monsters(int dam) { return (project_hack(GF_CHARM, dam)); } @@ -7641,7 +7641,7 @@ bool charm_monsters(int dam) /* * Charm animals */ -bool charm_animals(int dam) +bool_ charm_animals(int dam) { return (project_hack(GF_CONTROL_ANIMAL, dam)); } @@ -7649,7 +7649,7 @@ bool charm_animals(int dam) /* * Charm demons */ -bool charm_demons(int dam) +bool_ charm_demons(int dam) { return (project_hack(GF_CONTROL_DEMON, dam)); } @@ -7658,7 +7658,7 @@ bool charm_demons(int dam) /* * Stun monsters */ -bool stun_monsters(int dam) +bool_ stun_monsters(int dam) { return (project_hack(GF_STUN, dam)); } @@ -7667,7 +7667,7 @@ bool stun_monsters(int dam) /* * Stasis monsters */ -bool stasis_monsters(int dam) +bool_ stasis_monsters(int dam) { return (project_hack(GF_STASIS, dam)); } @@ -7676,7 +7676,7 @@ bool stasis_monsters(int dam) /* * Mindblast monsters */ -bool mindblast_monsters(int dam) +bool_ mindblast_monsters(int dam) { return (project_hack(GF_PSI, dam)); } @@ -7685,7 +7685,7 @@ bool mindblast_monsters(int dam) /* * Banish all monsters */ -bool banish_monsters(int dist) +bool_ banish_monsters(int dist) { return (project_hack(GF_AWAY_ALL, dist)); } @@ -7694,7 +7694,7 @@ bool banish_monsters(int dist) /* * Turn evil */ -bool turn_evil(int dam) +bool_ turn_evil(int dam) { return (project_hack(GF_TURN_EVIL, dam)); } @@ -7703,7 +7703,7 @@ bool turn_evil(int dam) /* * Turn everyone */ -bool turn_monsters(int dam) +bool_ turn_monsters(int dam) { return (project_hack(GF_TURN_ALL, dam)); } @@ -7712,33 +7712,33 @@ bool turn_monsters(int dam) /* * Death-ray all monsters (note: OBSCENELY powerful) */ -bool deathray_monsters(void) +bool_ deathray_monsters(void) { return (project_hack(GF_DEATH_RAY, p_ptr->lev)); } -bool charm_monster(int dir, int plev) +bool_ charm_monster(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CHARM, dir, plev, flg)); } -bool star_charm_monster(int dir, int plev) +bool_ star_charm_monster(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_STAR_CHARM, dir, plev, flg)); } -bool control_one_undead(int dir, int plev) +bool_ control_one_undead(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg)); } -bool charm_animal(int dir, int plev) +bool_ charm_animal(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg)); @@ -7789,7 +7789,7 @@ void alter_reality(void) } /* Heal insanity. */ -bool heal_insanity(int val) +bool_ heal_insanity(int val) { if (p_ptr->csane < p_ptr->msane) { @@ -7831,11 +7831,11 @@ bool heal_insanity(int val) * Send the player shooting through walls in the given direction until * they reach a non-wall space, or a monster, or a permanent wall. */ -bool passwall(int dir, bool safe) +bool_ passwall(int dir, bool_ safe) { int x = p_ptr->px, y = p_ptr->py, ox = p_ptr->px, oy = p_ptr->py, lx = p_ptr->px, ly = p_ptr->py; cave_type *c_ptr; - bool ok = FALSE; + bool_ ok = FALSE; if (p_ptr->wild_mode) return FALSE; if (p_ptr->inside_quest) return FALSE; @@ -7925,7 +7925,7 @@ bool passwall(int dir, bool safe) /* * Print a batch of dungeons. */ -static void print_dungeon_batch(int *p, int start, int max, bool mode) +static void print_dungeon_batch(int *p, int start, int max, bool_ mode) { char buf[80]; int i, j; @@ -7963,7 +7963,7 @@ int reset_recall_aux() int *p; int max = 0, i, start = 0; int ret; - bool mode = FALSE; + bool_ mode = FALSE; C_MAKE(p, max_d_idx, int); @@ -8087,7 +8087,7 @@ int reset_recall_aux() return ret; } -bool reset_recall(bool no_trepas_max_depth) +bool_ reset_recall(bool_ no_trepas_max_depth) { int dun, depth, max; -- cgit v1.2.3