From 2ffb6a358083ae15a127a34f41d708c0443373c7 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 9 Sep 2020 20:32:24 +0200 Subject: [PATCH] - finally got rid of SWBOOL. --- source/sw/src/ai.cpp | 16 ++++---- source/sw/src/ai.h | 4 +- source/sw/src/bots.h | 2 +- source/sw/src/break.cpp | 8 ++-- source/sw/src/break.h | 4 +- source/sw/src/bunny.cpp | 2 +- source/sw/src/cache.cpp | 2 +- source/sw/src/cheats.cpp | 8 ++-- source/sw/src/draw.cpp | 28 ++++++------- source/sw/src/game.cpp | 24 +++++------ source/sw/src/game.h | 68 +++++++++++++++--------------- source/sw/src/interpso.cpp | 12 +++--- source/sw/src/interpso.h | 4 +- source/sw/src/jsector.cpp | 18 ++++---- source/sw/src/jsector.h | 4 +- source/sw/src/jweapon.cpp | 10 ++--- source/sw/src/menus.cpp | 2 +- source/sw/src/menus.h | 2 +- source/sw/src/misc.h | 14 +++---- source/sw/src/miscactr.cpp | 24 +++++------ source/sw/src/mytypes.h | 41 ------------------- source/sw/src/network.cpp | 2 +- source/sw/src/network.h | 16 ++++---- source/sw/src/ninja.cpp | 2 +- source/sw/src/panel.cpp | 58 +++++++++++++------------- source/sw/src/panel.h | 2 +- source/sw/src/player.cpp | 58 +++++++++++++------------- source/sw/src/predict.cpp | 4 +- source/sw/src/quake.cpp | 2 +- source/sw/src/ripper.cpp | 2 +- source/sw/src/ripper2.cpp | 2 +- source/sw/src/rooms.cpp | 30 +++++++------- source/sw/src/rotator.cpp | 18 ++++---- source/sw/src/save.cpp | 10 ++--- source/sw/src/scrip2.cpp | 6 +-- source/sw/src/sector.cpp | 26 ++++++------ source/sw/src/sector.h | 4 +- source/sw/src/skull.cpp | 2 +- source/sw/src/slidor.cpp | 14 +++---- source/sw/src/sounds.cpp | 2 +- source/sw/src/sounds.h | 6 +-- source/sw/src/spike.cpp | 12 +++--- source/sw/src/sprite.cpp | 28 ++++++------- source/sw/src/sprite.h | 8 ++-- source/sw/src/sumo.cpp | 12 +++--- source/sw/src/track.cpp | 14 +++---- source/sw/src/vator.cpp | 24 +++++------ source/sw/src/wallmove.cpp | 10 ++--- source/sw/src/warp.cpp | 6 +-- source/sw/src/weapon.cpp | 84 +++++++++++++++++++------------------- source/sw/src/weapon.h | 18 ++++---- 51 files changed, 369 insertions(+), 410 deletions(-) diff --git a/source/sw/src/ai.cpp b/source/sw/src/ai.cpp index 6b1e04fc7..176bcf76a 100644 --- a/source/sw/src/ai.cpp +++ b/source/sw/src/ai.cpp @@ -40,10 +40,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS -SWBOOL PlayerTakeDamage(PLAYERp, short); +bool PlayerTakeDamage(PLAYERp, short); ANIMATOR InitActorRunToward; -SWBOOL FAF_Sector(short); -SWBOOL DropAhead(short SpriteNum, short min_height); +bool FAF_Sector(short); +bool DropAhead(short SpriteNum, short min_height); short FindTrackToPlayer(USERp u); ANIMATORp ChooseAction(DECISION decision[]); @@ -114,7 +114,7 @@ void DebugMoveHit(short SpriteNum) } -SWBOOL ActorMoveHitReact(short SpriteNum) +bool ActorMoveHitReact(short SpriteNum) { USERp u = User[SpriteNum]; @@ -161,7 +161,7 @@ SWBOOL ActorMoveHitReact(short SpriteNum) } -SWBOOL ActorFlaming(short SpriteNum) +bool ActorFlaming(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; @@ -398,7 +398,7 @@ DoActorPickClosePlayer(short SpriteNum) PLAYERp pp; // if actor can still see the player int look_height = SPRITEp_TOS(sp); - SWBOOL found = false; + bool found = false; int i,nexti; if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE) @@ -474,7 +474,7 @@ DoActorPickClosePlayer(short SpriteNum) DISTANCE(sp->x, sp->y, pp->posx, pp->posy, dist, a, b, c); - //SWBOOL ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum); + //bool ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum); if (dist < near_dist && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, pp->SpriteP->x, pp->SpriteP->y, SPRITEp_UPPER(pp->SpriteP), pp->SpriteP->sectnum)) { near_dist = dist; @@ -638,7 +638,7 @@ DoActorActionDecide(short SpriteNum) int dist; ANIMATORp action; USERp pu=NULL; - SWBOOL ICanSee=false; + bool ICanSee=false; // REMINDER: This function is not even called if SpriteControl doesn't let // it get called diff --git a/source/sw/src/ai.h b/source/sw/src/ai.h index 2798b1779..73cee9eb1 100644 --- a/source/sw/src/ai.h +++ b/source/sw/src/ai.h @@ -71,8 +71,8 @@ extern ATTRIBUTE DefaultAttrib; // AI.C functions void DebugMoveHit(short SpriteNum); -SWBOOL ActorMoveHitReact(short SpriteNum); -SWBOOL ActorFlaming(short SpriteNum); +bool ActorMoveHitReact(short SpriteNum); +bool ActorFlaming(short SpriteNum); void DoActorSetSpeed(short SpriteNum,uint8_t speed); short ChooseActionNumber(short decision[]); int DoActorNoise(ANIMATORp Action,short SpriteNum); diff --git a/source/sw/src/bots.h b/source/sw/src/bots.h index de079ec13..5d0776960 100644 --- a/source/sw/src/bots.h +++ b/source/sw/src/bots.h @@ -59,7 +59,7 @@ struct NODETREEstruct { short SpriteNum; // Sprite number in sprite array of goal item NODEp tree; // This is the node tree used to navigate to goal - SWBOOL Locked; // If list is locked, a bot is using/modifying it and + bool Locked; // If list is locked, a bot is using/modifying it and // other bots cannot modify it while it's locked }; diff --git a/source/sw/src/break.cpp b/source/sw/src/break.cpp index 74f6c405b..ed7f70a86 100644 --- a/source/sw/src/break.cpp +++ b/source/sw/src/break.cpp @@ -660,7 +660,7 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short return true; } -SWBOOL UserBreakWall(WALLp wp, short) +bool UserBreakWall(WALLp wp, short) { short SpriteNum; SPRITEp sp; @@ -668,7 +668,7 @@ SWBOOL UserBreakWall(WALLp wp, short) int block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN; int type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY; int flags = block_flags|type_flags; - SWBOOL ret = false; + bool ret = false; SpriteNum = FindBreakSpriteMatch(match); @@ -817,7 +817,7 @@ int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, sh } // If the tough parameter is not set, then it can't break tough walls and sprites -SWBOOL HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type) +bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short type) { short match = wp->hitag; @@ -1024,7 +1024,7 @@ int AutoBreakSprite(short BreakSprite, short type) return false; } -SWBOOL NullActor(USERp u) +bool NullActor(USERp u) { // a Null Actor is defined as an actor that has no real controlling programming attached diff --git a/source/sw/src/break.h b/source/sw/src/break.h index 02f69851d..133b9f9bf 100644 --- a/source/sw/src/break.h +++ b/source/sw/src/break.h @@ -48,9 +48,9 @@ void SortBreakInfo(void); BREAK_INFOp SetupWallForBreak(WALLp wallp); BREAK_INFOp SetupSpriteForBreak(SPRITEp sp); short FindBreakSpriteMatch(short match); -SWBOOL HitBreakWall(WALLp wp, int, int, int, short ang, short type); +bool HitBreakWall(WALLp wp, int, int, int, short ang, short type); int HitBreakSprite(short BreakSprite, short type); -SWBOOL CheckBreakToughness(BREAK_INFOp break_info, short ID); +bool CheckBreakToughness(BREAK_INFOp break_info, short ID); int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, short *ang); void SortBreakInfo(void); diff --git a/source/sw/src/bunny.cpp b/source/sw/src/bunny.cpp index 4e113b0ef..f3ac162a9 100644 --- a/source/sw/src/bunny.cpp +++ b/source/sw/src/bunny.cpp @@ -930,7 +930,7 @@ DoPickCloseBunny(short SpriteNum) // if actor can still see the player int look_height = SPRITEp_TOS(sp); - SWBOOL ICanSee = false; + bool ICanSee = false; TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti) { diff --git a/source/sw/src/cache.cpp b/source/sw/src/cache.cpp index dfd62bd55..77a8a2045 100644 --- a/source/sw/src/cache.cpp +++ b/source/sw/src/cache.cpp @@ -47,7 +47,7 @@ BEGIN_SW_NS // It will save out the tile and sound number every time one caches. // // sw -map $bullet -cacheprint > foofile -extern SWBOOL PreCaching; +extern bool PreCaching; void PreCacheTable(short table[], int num); void PreCacheGhost(void); diff --git a/source/sw/src/cheats.cpp b/source/sw/src/cheats.cpp index 3585d9668..e0c59b4a9 100644 --- a/source/sw/src/cheats.cpp +++ b/source/sw/src/cheats.cpp @@ -45,10 +45,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS -SWBOOL CheatInputMode = false; -SWBOOL EveryCheat = false; -SWBOOL mapcheat = false; -extern SWBOOL FAF_DebugView; +bool CheatInputMode = false; +bool EveryCheat = false; +bool mapcheat = false; +extern bool FAF_DebugView; const char *CheatKeyType; void KeysCheat(PLAYERp pp, const char *cheat_string); diff --git a/source/sw/src/draw.cpp b/source/sw/src/draw.cpp index 05d818d9e..6fc63412a 100644 --- a/source/sw/src/draw.cpp +++ b/source/sw/src/draw.cpp @@ -59,10 +59,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS static int OverlapDraw = false; -extern SWBOOL QuitFlag, SpriteInfo; -extern SWBOOL Voxel; +extern bool QuitFlag, SpriteInfo; +extern bool Voxel; extern char buffer[]; -SWBOOL DrawScreen; +bool DrawScreen; extern short f_c; extern ParentalStruct aVoxelArray[MAXTILES]; @@ -261,7 +261,7 @@ DoShadowFindGroundPoint(tspriteptr_t sp) } void -DoShadows(tspriteptr_t tsp, int viewz, SWBOOL mirror) +DoShadows(tspriteptr_t tsp, int viewz, bool mirror) { tspriteptr_t New = &tsprite[spritesortcnt]; USERp tu = User[tsp->owner]; @@ -560,7 +560,7 @@ void DoStarView(tspriteptr_t tsp, USERp tu, int viewz) } void -analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror) +analyzesprites(int viewx, int viewy, int viewz, bool mirror) { int tSpriteNum; short SpriteNum; @@ -708,7 +708,7 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror) // if sector pal is something other than default SECT_USERp sectu = SectUser[tsp->sectnum]; uint8_t pal = sector[tsp->sectnum].floorpal; - SWBOOL nosectpal=false; + bool nosectpal=false; // sprite does not take on the new pal if sector flag is set if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) @@ -1257,7 +1257,7 @@ void SpriteSortList2D(int tx, int ty) void DrawCrosshair(PLAYERp pp) { - extern SWBOOL CameraTestMode; + extern bool CameraTestMode; if (!(CameraTestMode) && !TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE)) { @@ -1271,10 +1271,10 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, fixed_t int i,nexti; short ang; SPRITEp sp; - SWBOOL found_camera = false; - SWBOOL player_in_camera = false; - SWBOOL FAFcansee_test; - SWBOOL ang_test; + bool found_camera = false; + bool player_in_camera = false; + bool FAFcansee_test; + bool ang_test; if (pp == &Player[screenpeek]) { @@ -1603,13 +1603,13 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short short ScreenSavePic = false; -SWBOOL PicInView(short, SWBOOL); +bool PicInView(short, bool); void DoPlayerDiveMeter(PLAYERp pp); void drawscreen(PLAYERp pp, double smoothratio) { - extern SWBOOL CameraTestMode; + extern bool CameraTestMode; int tx, ty, tz; fixed_t tq16horiz, tq16ang; short tsectnum; @@ -1617,7 +1617,7 @@ drawscreen(PLAYERp pp, double smoothratio) int bob_amt = 0; int quake_z, quake_x, quake_y; short quake_ang; - extern SWBOOL FAF_DebugView; + extern bool FAF_DebugView; PLAYERp camerapp; // prediction player if prediction is on, else regular player // last valid stuff diff --git a/source/sw/src/game.cpp b/source/sw/src/game.cpp index 960fc0fd8..a413679e2 100644 --- a/source/sw/src/game.cpp +++ b/source/sw/src/game.cpp @@ -96,16 +96,16 @@ extern int sw_snd_scratch; int GameVersion = 20; -SWBOOL NoMeters = false; +bool NoMeters = false; int FinishAnim = 0; -SWBOOL ReloadPrompt = false; -SWBOOL NewGame = false; -SWBOOL SavegameLoaded = false; +bool ReloadPrompt = false; +bool NewGame = false; +bool SavegameLoaded = false; //Miscellaneous variables -SWBOOL FinishedLevel = false; +bool FinishedLevel = false; short screenpeek = 0; -SWBOOL PreCaching = true; +bool PreCaching = true; int GodMode = false; short Skill = 2; short TotalKillable; @@ -125,10 +125,10 @@ const GAME_SET gs_defaults = }; GAME_SET gs; -SWBOOL PlayerTrackingMode = false; -SWBOOL SlowMode = false; +bool PlayerTrackingMode = false; +bool SlowMode = false; -SWBOOL DebugOperate = false; +bool DebugOperate = false; void LoadingLevelScreen(void); uint8_t FakeMultiNumPlayers; @@ -137,14 +137,14 @@ int totalsynctics; int OrigCommPlayers=0; extern uint8_t CommPlayers; -extern SWBOOL CommEnabled; +extern bool CommEnabled; -SWBOOL CameraTestMode = false; +bool CameraTestMode = false; char ds[645]; // debug string extern short NormalVisibility; -SWBOOL CommandSetup = false; +bool CommandSetup = false; char buffer[80], ch; diff --git a/source/sw/src/game.h b/source/sw/src/game.h index 070407fe8..4c1241e3c 100644 --- a/source/sw/src/game.h +++ b/source/sw/src/game.h @@ -62,13 +62,13 @@ typedef struct // Net Options from Menus uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn] uint8_t NetMonsters; // Cycle skill levels - SWBOOL NetHurtTeammate; // Allow friendly kills - SWBOOL NetSpawnMarkers; // Respawn markers on/off - SWBOOL NetTeamPlay; // Team play + bool NetHurtTeammate; // Allow friendly kills + bool NetSpawnMarkers; // Respawn markers on/off + bool NetTeamPlay; // Team play uint8_t NetKillLimit; // Number of frags at which game ends uint8_t NetTimeLimit; // Limit time of game uint8_t NetColor; // Chosen color for player - SWBOOL NetNuke; + bool NetNuke; } GAME_SET, * GAME_SETp; extern const GAME_SET gs_defaults; @@ -155,7 +155,7 @@ y++ // ////////////////////////////////////////////////////// -extern SWBOOL MenuInputMode; +extern bool MenuInputMode; // // Defines @@ -683,8 +683,8 @@ extern int DLL_Handle; // Global DLL handle extern char *DLL_path; // DLL path name int DLL_Load(char *DLLpathname); -SWBOOL DLL_Unload(int procHandle); -SWBOOL DLL_ExecFunc(int procHandle, char *fName); +bool DLL_Unload(int procHandle); +bool DLL_ExecFunc(int procHandle, char *fName); /////////////////////////////////////////////////////////////////////////////////////////// // @@ -805,7 +805,7 @@ enum #define PACK 1 -extern SWBOOL CameraTestMode; +extern bool CameraTestMode; enum PlayerDeathTypes { @@ -954,7 +954,7 @@ struct PLAYERstruct short InventoryTics[MAX_INVENTORY]; short InventoryPercent[MAX_INVENTORY]; int8_t InventoryAmount[MAX_INVENTORY]; - SWBOOL InventoryActive[MAX_INVENTORY]; + bool InventoryActive[MAX_INVENTORY]; short DiveTics; short DiveDamageTics; @@ -980,10 +980,10 @@ struct PLAYERstruct // palette fading up and down for player hit and get items short FadeTics; // Tics between each fade cycle short FadeAmt; // Current intensity of fade - SWBOOL NightVision; // Is player's night vision active? + bool NightVision; // Is player's night vision active? unsigned char StartColor; // Darkest color in color range being used //short electro[64]; - SWBOOL IsAI; // Is this and AI character? + bool IsAI; // Is this and AI character? short fta,ftq; // First time active and first time quote, for talking in multiplayer games short NumFootPrints; // Number of foot prints left to lay down unsigned char WpnUziType; // Toggle between single or double uzi's if you own 2. @@ -991,10 +991,10 @@ struct PLAYERstruct unsigned char WpnShotgunAuto; // 50-0 automatic shotgun rounds unsigned char WpnShotgunLastShell; // Number of last shell fired unsigned char WpnRailType; // Normal Rail Gun or EMP Burst Mode - SWBOOL Bloody; // Is player gooey from the slaughter? - SWBOOL InitingNuke; - SWBOOL TestNukeInit; - SWBOOL NukeInitialized; // Nuke already has counted down + bool Bloody; // Is player gooey from the slaughter? + bool InitingNuke; + bool TestNukeInit; + bool NukeInitialized; // Nuke already has counted down short FistAng; // KungFu attack angle unsigned char WpnKungFuMove; // KungFu special moves short HitBy; // SpriteNum of whatever player was last hit by @@ -1291,7 +1291,7 @@ typedef struct // Shell gets deleted when ShellNum < (ShellCount - MAXSHELLS) short FlagOwner; // The spritenum of the original flag short Vis; // Shading upgrade, for shooting, etc... - SWBOOL DidAlert; // Has actor done his alert noise before? + bool DidAlert; // Has actor done his alert noise before? int16_t oangdiff; // Used for interpolating sprite angles @@ -1931,13 +1931,13 @@ int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets); void change_sprite_stat(short, short); void SetOwner(short, short); void SetAttach(short, short); -void analyzesprites(int,int,int,SWBOOL); +void analyzesprites(int,int,int,bool); void ChangeState(short SpriteNum, STATEp statep); void UpdateSectorFAF_Connect(short SpriteNum, int newz); #if 0 -SWBOOL FAF_ConnectCeiling(short sectnum); -SWBOOL FAF_ConnectFloor(short sectnum); +bool FAF_ConnectCeiling(short sectnum); +bool FAF_ConnectFloor(short sectnum); #else #define FAF_PLACE_MIRROR_PIC 341 #define FAF_MIRROR_PIC 2356 @@ -1948,14 +1948,14 @@ SWBOOL FAF_ConnectFloor(short sectnum); //void updatesectorz(int, int, int, short *); void FAF_ConnectPlayerCeiling(PLAYERp pp); void FAF_ConnectPlayerFloor(PLAYERp pp); -SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit); -SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit); +bool PlayerCeilingHit(PLAYERp pp, int zlimit); +bool PlayerFloorHit(PLAYERp pp, int zlimit); void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum, int32_t xvect, int32_t yvect, int32_t zvect, hitdata_t* hitinfo, int32_t clipmask); -SWBOOL FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte); +bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte); void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum, int32_t* hiz, int32_t* ceilhit, @@ -1991,15 +1991,15 @@ void DoSoundSpotMatch(short match, short sound_num, short sound_type); // /////////////////////////////////////////////////////////////////////////////////////////// -extern SWBOOL NewGame; +extern bool NewGame; extern uint8_t CommPlayers; -extern SWBOOL CommEnabled; +extern bool CommEnabled; extern int LastFrameTics; extern char ds[]; extern short Skill; extern int GodMode; -extern SWBOOL ReloadPrompt; +extern bool ReloadPrompt; //extern unsigned char synctics, lastsynctics; extern short snum; @@ -2065,7 +2065,7 @@ extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE]; #define COLOR_PAIN 128 // Light red range extern void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor); extern void DoPaletteFlash(PLAYERp pp); -extern SWBOOL NightVision; +extern bool NightVision; @@ -2100,7 +2100,7 @@ void computergetinput(int snum,InputPacket *syn); // jplayer.c void DrawOverlapRoom(int tx,int ty,int tz,fixed_t tq16ang,fixed_t tq16horiz,short tsectnum); // rooms.c void SetupMirrorTiles(void); // rooms.c -SWBOOL FAF_Sector(short sectnum); // rooms.c +bool FAF_Sector(short sectnum); // rooms.c int GetZadjustment(short sectnum,short hitag); // rooms.c void InitSetup(void); // setup.c @@ -2122,8 +2122,8 @@ void LoadGameDescr(short save_num, char *descr); // save.c void SetRotatorActive(short SpriteNum); // rotator.c -SWBOOL VatorSwitch(short match, short setting); // vator.c -void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c +bool VatorSwitch(short match, short setting); // vator.c +void MoveSpritesWithSector(short sectnum,int z_amt,bool type); // vator.c void SetVatorActive(short SpriteNum); // vator.c short DoSpikeMatch(short match); // spike.c @@ -2142,7 +2142,7 @@ void CopySectorMatch(short match); // copysect.c int DoWallMoveMatch(short match); // wallmove.c int DoWallMove(SPRITEp sp); // wallmove.c -SWBOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c +bool CanSeeWallMove(SPRITEp wp,short match); // wallmove.c short DoSpikeOperate(short sectnum); // spike.c void SetSpikeActive(short SpriteNum); // spike.c @@ -2172,10 +2172,10 @@ extern char PlayerGravity; extern short wait_active_check_offset; //extern short Zombies; extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust; -extern SWBOOL left_foot; -extern SWBOOL serpwasseen; -extern SWBOOL sumowasseen; -extern SWBOOL zillawasseen; +extern bool left_foot; +extern bool serpwasseen; +extern bool sumowasseen; +extern bool zillawasseen; extern short BossSpriteNum[3]; extern int ChopTics; extern short Bunny_Count; diff --git a/source/sw/src/interpso.cpp b/source/sw/src/interpso.cpp index 2252ee140..ecb9d9e8c 100644 --- a/source/sw/src/interpso.cpp +++ b/source/sw/src/interpso.cpp @@ -53,7 +53,7 @@ static struct so_interp int32_t numinterpolations; int32_t tic, lasttic; - SWBOOL hasvator; + bool hasvator; } so_interpdata[MAX_SECTOR_OBJECTS]; static void so_setpointinterpolation(so_interp *interp, int32_t *posptr) @@ -202,7 +202,7 @@ void so_updateinterpolations(void) // Stick at beginning of domovethings SECTOR_OBJECTp sop; so_interp *interp; so_interp::interp_data *data; - SWBOOL interpolating = cl_sointerpolation && !CommEnabled; // If changing from menu + bool interpolating = cl_sointerpolation && !CommEnabled; // If changing from menu for (sop = SectorObject, interp = so_interpdata; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++) @@ -344,7 +344,7 @@ void so_restoreinterpolations(void) // Stick at end of drawscree int SaveSymDataInfo(MFILE_WRITE fil, void *ptr); -SWBOOL so_writeinterpolations(MFILE_WRITE fil) +int so_writeinterpolations(MFILE_WRITE fil) { int32_t i; SECTOR_OBJECTp sop; @@ -364,12 +364,12 @@ SWBOOL so_writeinterpolations(MFILE_WRITE fil) MWRITE(&data->spriteofang,sizeof(data->spriteofang),1,fil); } } - return !!saveisshot; + return saveisshot; } int LoadSymDataInfo(MFILE_READ fil, void** ptr); -SWBOOL so_readinterpolations(MFILE_READ fil) +int so_readinterpolations(MFILE_READ fil) { int32_t i; SECTOR_OBJECTp sop; @@ -393,7 +393,7 @@ SWBOOL so_readinterpolations(MFILE_READ fil) interp->tic = 0; interp->lasttic = synctics; } - return !!saveisshot; + return saveisshot; } END_SW_NS diff --git a/source/sw/src/interpso.h b/source/sw/src/interpso.h index cd8f8c423..512b61c9e 100644 --- a/source/sw/src/interpso.h +++ b/source/sw/src/interpso.h @@ -41,8 +41,8 @@ void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics); void so_updateinterpolations(void); void so_dointerpolations(int32_t smoothratio); void so_restoreinterpolations(void); -SWBOOL so_writeinterpolations(MFILE_WRITE fil); -SWBOOL so_readinterpolations(MFILE_READ fil); +int so_writeinterpolations(MFILE_WRITE fil); +int so_readinterpolations(MFILE_READ fil); END_SW_NS diff --git a/source/sw/src/jsector.cpp b/source/sw/src/jsector.cpp index 0ca14e97e..eb4dcf09d 100644 --- a/source/sw/src/jsector.cpp +++ b/source/sw/src/jsector.cpp @@ -53,14 +53,14 @@ MIRRORTYPE mirror[MAXMIRRORS]; short mirrorcnt; //, floormirrorcnt; //short floormirrorsector[MAXMIRRORS]; -SWBOOL mirrorinview; +bool mirrorinview; uint32_t oscilationclock; // Voxel stuff -//SWBOOL bVoxelsOn = true; // Turn voxels on by default -SWBOOL bSpinBobVoxels = false; // Do twizzly stuff to voxels, but +//bool bVoxelsOn = true; // Turn voxels on by default +bool bSpinBobVoxels = false; // Do twizzly stuff to voxels, but // not by default -SWBOOL bAutoSize = true; // Autosizing on/off +bool bAutoSize = true; // Autosizing on/off //extern int chainnumpages; extern AMB_INFO ambarray[]; @@ -288,7 +288,7 @@ void JS_InitMirrors(void) short startwall, endwall; int i, j, s; short SpriteNum = 0, NextSprite; - SWBOOL Found_Cam = false; + bool Found_Cam = false; // Set all the mirror struct values to -1 @@ -482,7 +482,7 @@ JS_ProcessEchoSpot() int j,dist; PLAYERp pp = Player+screenpeek; int16_t reverb; - SWBOOL reverb_set = false; + bool reverb_set = false; // Process echo sprites TRAVERSE_SPRITE_STAT(headspritestat[STAT_ECHO], i, nexti) @@ -531,7 +531,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz) int tposx, tposy; // Camera int* longptr; - SWBOOL bIsWallMirror = false; + bool bIsWallMirror = false; int camclock = I_GetBuildTime(); camloopcnt += camclock - lastcamclock; @@ -634,7 +634,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz) // you are outside of it! if (mirror[cnt].mstate == m_viewon) { - SWBOOL DoCam = false; + bool DoCam = false; if (mirror[cnt].campic == -1) { @@ -733,7 +733,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed // int tx, ty, tz, tpang; // Interpolate so mirror doesn't // drift! - SWBOOL bIsWallMirror = false; + bool bIsWallMirror = false; // WARNING! Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64 <-- JBF: wrong longptr = (int *)&gotpic[MIRRORLABEL >> 3]; diff --git a/source/sw/src/jsector.h b/source/sw/src/jsector.h index 016bf1305..c7a0ec571 100644 --- a/source/sw/src/jsector.h +++ b/source/sw/src/jsector.h @@ -53,7 +53,7 @@ typedef struct short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill // level for a // max of up to 4 coolie ghosts to spawn. - SWBOOL ismagic; // Is this a magic mirror? + bool ismagic; // Is this a magic mirror? MIRRORSTATE mstate; // What state the mirror is currently // in int maxtics; // Tic count used to time mirror @@ -66,7 +66,7 @@ extern MIRRORTYPE mirror[MAXMIRRORS]; extern short mirrorcnt, floormirrorcnt; extern short floormirrorsector[MAXMIRRORS]; -extern SWBOOL mirrorinview; +extern bool mirrorinview; extern short NormalVisibility; void JAnalyzeSprites(tspriteptr_t tspr); diff --git a/source/sw/src/jweapon.cpp b/source/sw/src/jweapon.cpp index 0a44ef1c3..fe27a3364 100644 --- a/source/sw/src/jweapon.cpp +++ b/source/sw/src/jweapon.cpp @@ -52,7 +52,7 @@ extern STATE s_Puff[]; extern STATE s_FireballFlames[]; extern STATE s_GoreFloorSplash[]; extern STATE s_GoreSplash[]; -extern SWBOOL GlobalSkipZrange; +extern bool GlobalSkipZrange; #define CHEMTICS SEC(40) @@ -696,7 +696,7 @@ DoPhosphorus(int16_t Weapon) case HIT_SECTOR: { - SWBOOL did_hit_wall; + bool did_hit_wall; if (SlopeBounce(Weapon, &did_hit_wall)) { @@ -924,7 +924,7 @@ DoChemBomb(int16_t Weapon) case HIT_SECTOR: { - SWBOOL did_hit_wall; + bool did_hit_wall; if (SlopeBounce(Weapon, &did_hit_wall)) { @@ -1170,7 +1170,7 @@ DoCaltrops(int16_t Weapon) case HIT_SECTOR: { - SWBOOL did_hit_wall; + bool did_hit_wall; if (SlopeBounce(Weapon, &did_hit_wall)) { @@ -2000,7 +2000,7 @@ InitPhosphorus(int16_t SpriteNum) } int -InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity) +InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; diff --git a/source/sw/src/menus.cpp b/source/sw/src/menus.cpp index e46990daf..ef66a628e 100644 --- a/source/sw/src/menus.cpp +++ b/source/sw/src/menus.cpp @@ -223,7 +223,7 @@ void DoPaletteFlash(PLAYERp pp) } -SWBOOL MNU_ShareWareMessage() +bool MNU_ShareWareMessage() { const char* extra_text; short w, h; diff --git a/source/sw/src/menus.h b/source/sw/src/menus.h index 330ea8924..35360f0cb 100644 --- a/source/sw/src/menus.h +++ b/source/sw/src/menus.h @@ -39,7 +39,7 @@ void MNU_DrawSmallString(int x, int y, const char* string, int shade, int pal, i #define pic_shadow_warrior 2366 #define m_defshade 2 -extern SWBOOL SavegameLoaded; +extern bool SavegameLoaded; END_SW_NS diff --git a/source/sw/src/misc.h b/source/sw/src/misc.h index 257262ea4..1ccc3a6a2 100644 --- a/source/sw/src/misc.h +++ b/source/sw/src/misc.h @@ -22,10 +22,10 @@ void MapColors(short num,COLOR_MAP cm,short create); void InitPalette(void); int32_t CONFIG_ReadSetup(void); -SWBOOL WarpPlaneSectorInfo(short sectnum, SPRITEp* sp_ceiling, SPRITEp* sp_floor); +bool WarpPlaneSectorInfo(short sectnum, SPRITEp* sp_ceiling, SPRITEp* sp_floor); SPRITEp WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum); SPRITEp WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum); -SWBOOL WarpSectorInfo(short sectnum, SPRITEp* sp_warp); +bool WarpSectorInfo(short sectnum, SPRITEp* sp_warp); SPRITEp Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum); void ProcessVisOn(void); @@ -36,7 +36,7 @@ enum TriggerType { TRIGGER_TYPE_REMOTE_SO }; int ActorFollowTrack(short SpriteNum, short locktics); void ActorLeaveTrack(short SpriteNum); -void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, SWBOOL dynamic); +void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic); void TrackSetup(void); void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy); void PlaceSectorObjectsOnTracks(void); @@ -56,9 +56,9 @@ inline constexpr int TEXT_INFO_LINE(int line) { return (TEXT_INFO_Y + ((line)*TE void PutStringInfo(PLAYERp pp, const char* string); -short DoSlidorMatch(PLAYERp pp, short match, SWBOOL); -SWBOOL TestSlidorMatchActive(short match); -void InterpSectorSprites(short sectnum, SWBOOL state); +short DoSlidorMatch(PLAYERp pp, short match, bool); +bool TestSlidorMatchActive(short match); +void InterpSectorSprites(short sectnum, bool state); typedef void INTERP_FUNC(int*); typedef INTERP_FUNC* INTERP_FUNCp; @@ -86,7 +86,7 @@ void ProcessQuakeOn(void); void ProcessQuakeSpot(void); void QuakeViewChange(PLAYERp pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff); void DoQuake(PLAYERp pp); -SWBOOL SetQuake(PLAYERp pp, short tics, short amt); +bool SetQuake(PLAYERp pp, short tics, short amt); int SetExpQuake(int16_t Weapon); int SetGunQuake(int16_t SpriteNum); int SetPlayerQuake(PLAYERp mpp); diff --git a/source/sw/src/miscactr.cpp b/source/sw/src/miscactr.cpp index e8320e36f..259fd3aae 100644 --- a/source/sw/src/miscactr.cpp +++ b/source/sw/src/miscactr.cpp @@ -153,7 +153,7 @@ int DoToiletGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum); @@ -211,7 +211,7 @@ int NullToiletGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum); @@ -392,7 +392,7 @@ int DoWashGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum); @@ -456,7 +456,7 @@ int NullWashGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum); @@ -1263,7 +1263,7 @@ int DoCarGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum); @@ -1312,7 +1312,7 @@ int NullCarGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum); @@ -1482,7 +1482,7 @@ int DoMechanicGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum); @@ -1531,7 +1531,7 @@ int NullMechanicGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum); @@ -1702,7 +1702,7 @@ int DoSailorGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum); @@ -1755,7 +1755,7 @@ int NullSailorGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; static short alreadythrew = 0; DoActorPickClosePlayer(SpriteNum); @@ -1914,7 +1914,7 @@ int DoPruneGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum); @@ -1979,7 +1979,7 @@ int NullPruneGirl(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; - SWBOOL ICanSee = false; + bool ICanSee = false; DoActorPickClosePlayer(SpriteNum); ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum); diff --git a/source/sw/src/mytypes.h b/source/sw/src/mytypes.h index 8be3fb78e..49cb8fca9 100644 --- a/source/sw/src/mytypes.h +++ b/source/sw/src/mytypes.h @@ -34,47 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms #define OFF 0 #define ON 1 -class SWBOOL -{ - bool value; - -public: - SWBOOL(bool val) { value = val; } - SWBOOL() = default; - SWBOOL(unsigned char) = delete; - SWBOOL(signed char) = delete; - SWBOOL(char) = delete; - SWBOOL(unsigned short) = delete; - SWBOOL(short) = delete; - SWBOOL(unsigned int) = delete; - SWBOOL(int) = delete; - SWBOOL(double) = delete; - SWBOOL(float) = delete; - SWBOOL(const void *) = delete; - SWBOOL& operator=(bool v) { value = v; return *this; } - SWBOOL& operator=(char v) = delete; - SWBOOL& operator=(signed char v) = delete; - SWBOOL& operator=(unsigned char v) = delete; - SWBOOL& operator=(signed short v) = delete; - SWBOOL& operator=(unsigned short v) = delete; - SWBOOL& operator=(signed int v) = delete; - SWBOOL& operator=(unsigned int v) = delete; - SWBOOL& operator=(float v) = delete; - SWBOOL& operator=(double v) = delete; - SWBOOL& operator=(const void *v) = delete; - operator bool() { return value; } - SWBOOL& operator |=(bool b) { value |= b; return*this; } - SWBOOL& operator|=(char v) = delete; - SWBOOL& operator|=(signed char v) = delete; - SWBOOL& operator|=(unsigned char v) = delete; - SWBOOL& operator|=(signed short v) = delete; - SWBOOL& operator|=(unsigned short v) = delete; - SWBOOL& operator|=(signed int v) = delete; - SWBOOL& operator|=(unsigned int v) = delete; - SWBOOL& operator|=(float v) = delete; - SWBOOL& operator|=(double v) = delete; - SWBOOL& operator|=(const void* v) = delete; -}; /* =========================== diff --git a/source/sw/src/network.cpp b/source/sw/src/network.cpp index f564a1841..3ac0f5f3c 100644 --- a/source/sw/src/network.cpp +++ b/source/sw/src/network.cpp @@ -54,7 +54,7 @@ gNET gNet; //Local multiplayer variables // should move this to a local scope of faketimerhandler - do it when able to test -SWBOOL CommEnabled = false; +bool CommEnabled = false; uint8_t CommPlayers = 0; double smoothratio; diff --git a/source/sw/src/network.h b/source/sw/src/network.h index 059bb90fd..c65d3aa09 100644 --- a/source/sw/src/network.h +++ b/source/sw/src/network.h @@ -29,12 +29,12 @@ BEGIN_SW_NS #define SYNC_TEST 0 #define MAXSYNCBYTES 16 -extern SWBOOL PredictionOn; +extern bool PredictionOn; extern PLAYER PredictPlayer; extern PLAYERp ppp; extern short predictangpos[]; extern int predictmovefifoplc; -extern SWBOOL Prediction; +extern bool Prediction; void InitPrediction(PLAYERp pp); void DoPrediction(PLAYERp ppp); @@ -61,12 +61,12 @@ typedef struct int32_t TimeLimit; int32_t TimeLimitClock; int16_t MultiGameType; // used to be a stand alone global - SWBOOL TeamPlay; - SWBOOL HurtTeammate; - SWBOOL SpawnMarkers; - SWBOOL AutoAim; - SWBOOL NoRespawn; // for commbat type games - SWBOOL Nuke; + bool TeamPlay; + bool HurtTeammate; + bool SpawnMarkers; + bool AutoAim; + bool NoRespawn; // for commbat type games + bool Nuke; } gNET,*gNETp; extern gNET gNet; diff --git a/source/sw/src/ninja.cpp b/source/sw/src/ninja.cpp index 0c80f6e12..2c75f5d07 100644 --- a/source/sw/src/ninja.cpp +++ b/source/sw/src/ninja.cpp @@ -2393,7 +2393,7 @@ InitPlayerSprite(PLAYERp pp) SPRITE *sp; USERp u; int pnum = pp - Player; - extern SWBOOL NewGame; + extern bool NewGame; COVER_SetReverb(0); // Turn off any echoing that may have been going before pp->Reverb = 0; diff --git a/source/sw/src/panel.cpp b/source/sw/src/panel.cpp index 4b4b881ce..c4772bd62 100644 --- a/source/sw/src/panel.cpp +++ b/source/sw/src/panel.cpp @@ -89,8 +89,8 @@ int DoBeginPanelJump(PANEL_SPRITEp psp); void SpawnHeartBlood(PANEL_SPRITEp psp); void SpawnUziShell(PANEL_SPRITEp psp); -SWBOOL pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state); -SWBOOL pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state); +bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state); +bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state); void pHotHeadOverlays(PANEL_SPRITEp psp, short mode); char UziRecoilYadj = 0; @@ -153,10 +153,10 @@ PANEL_SPRITEp pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pr return NULL; } -SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id) +bool pKillScreenSpiteIDs(PLAYERp pp, short id) { PANEL_SPRITEp psp=NULL, next; - SWBOOL found = false; + bool found = false; // Kill ALL sprites with the correct id TRAVERSE(&pp->PanelSpriteList, psp, next) @@ -238,8 +238,8 @@ void PlayerUpdateHealth(PLAYERp pp, short value) if (value < 0) { - SWBOOL IsChem = false; - SWBOOL NoArmor = false; + bool IsChem = false; + bool NoArmor = false; if (value <= -2000) { @@ -650,7 +650,7 @@ int WeaponOperate(PLAYERp pp) return 0; } -SWBOOL +bool WeaponOK(PLAYERp pp) { USERp u; @@ -1208,7 +1208,7 @@ pSwordHide(PANEL_SPRITEp psp) void pSwordRest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_SwordHide)) return; @@ -1507,7 +1507,7 @@ pStarHide(PANEL_SPRITEp psp) void pStarRest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_StarHide)) return; @@ -2331,8 +2331,8 @@ pUziHide(PANEL_SPRITEp psp) void pUziRest(PANEL_SPRITEp psp) { - char shooting; - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool shooting; + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); // If you have two uzi's, but one didn't come up, spawn it @@ -2666,7 +2666,7 @@ void pShotgunBobSetup(PANEL_SPRITEp psp); void pShotgunRecoilUp(PANEL_SPRITEp psp); void pShotgunRecoilDown(PANEL_SPRITEp psp); -SWBOOL pShotgunReloadTest(PANEL_SPRITEp psp); +bool pShotgunReloadTest(PANEL_SPRITEp psp); extern PANEL_STATE ps_ShotgunReload[]; @@ -2958,7 +2958,7 @@ pShotgunBobSetup(PANEL_SPRITEp psp) psp->bob_height_divider = 8; } -SWBOOL +bool pShotgunOverlays(PANEL_SPRITEp psp) { #define SHOTGUN_AUTO_XOFF 28 @@ -3019,7 +3019,7 @@ pShotgunHide(PANEL_SPRITEp psp) } #if 1 -SWBOOL +bool pShotgunReloadTest(PANEL_SPRITEp psp) { //short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType]; @@ -3041,7 +3041,7 @@ pShotgunReloadTest(PANEL_SPRITEp psp) void pShotgunRest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); //short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType]; short ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN]; char lastammo = psp->PlayerP->WpnShotgunLastShell; @@ -3090,7 +3090,7 @@ pShotgunRest(PANEL_SPRITEp psp) void pShotgunRestTest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (psp->PlayerP->WpnShotgunType == 1 && !pShotgunReloadTest(psp)) force = true; @@ -3172,7 +3172,7 @@ void pRailRecoilDown(PANEL_SPRITEp psp); void pRailBobSetup(PANEL_SPRITEp psp); -SWBOOL pRailReloadTest(PANEL_SPRITEp psp); +bool pRailReloadTest(PANEL_SPRITEp psp); #define Rail_BEAT_RATE 24 #define Rail_ACTION_RATE 3 // !JIM! Was 10 @@ -3453,7 +3453,7 @@ void pRailRest(PANEL_SPRITEp psp) { int InitLaserSight(PLAYERp pp); - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (SW_SHAREWARE) return; @@ -3488,7 +3488,7 @@ pRailRest(PANEL_SPRITEp psp) void pRailRestTest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_RailHide)) return; @@ -3868,7 +3868,7 @@ pHotheadHide(PANEL_SPRITEp psp) void pHotheadRest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (SW_SHAREWARE) return; @@ -4343,7 +4343,7 @@ pMicroHide(PANEL_SPRITEp psp) } } -SWBOOL +bool pMicroOverlays(PANEL_SPRITEp psp) { #define MICRO_SIGHT_XOFF 29 @@ -4441,7 +4441,7 @@ void pMicroRest(PANEL_SPRITEp psp) { PLAYERp pp = psp->PlayerP; - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_MicroHide)) return; @@ -4783,7 +4783,7 @@ pHeartHide(PANEL_SPRITEp psp) void pHeartRest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_HeartHide)) return; @@ -5371,7 +5371,7 @@ pGrenadeHide(PANEL_SPRITEp psp) void pGrenadeRest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_GrenadeHide)) return; @@ -5620,7 +5620,7 @@ pMineHide(PANEL_SPRITEp psp) void pMineRest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_MineHide)) return; @@ -6494,7 +6494,7 @@ pFistHide(PANEL_SPRITEp psp) void pFistRest(PANEL_SPRITEp psp) { - SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_FistHide)) return; @@ -6601,7 +6601,7 @@ pWeaponForceRest(PLAYERp pp) pSetState(pp->CurWpn, pp->CurWpn->RestState); } -SWBOOL +bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) { // initing the other weapon will take care of this @@ -6649,7 +6649,7 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) return false; } -SWBOOL +bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) { if (TEST(psp->PlayerP->Flags, PF_DEAD)) @@ -6875,7 +6875,7 @@ pWeaponBob(PANEL_SPRITEp psp, short condition) // ////////////////////////////////////////////////////////////////////////////////////////// -SWBOOL DrawBeforeView = false; +bool DrawBeforeView = false; void pDisplaySprites(PLAYERp pp, double smoothratio) { diff --git a/source/sw/src/panel.h b/source/sw/src/panel.h index 0fcb98a35..ad6ad516d 100644 --- a/source/sw/src/panel.h +++ b/source/sw/src/panel.h @@ -185,7 +185,7 @@ enum BorderTypes PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, double x, double y); void pSetSuicide(PANEL_SPRITEp psp); -SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id); +bool pKillScreenSpiteIDs(PLAYERp pp, short id); void PreUpdatePanel(double smoothratio); void UpdatePanel(double smoothratio); void PlayerUpdateArmor(PLAYERp pp,short value); diff --git a/source/sw/src/player.cpp b/source/sw/src/player.cpp index b288584f4..9ed83d99c 100644 --- a/source/sw/src/player.cpp +++ b/source/sw/src/player.cpp @@ -68,7 +68,7 @@ void pWeaponForceRest(PLAYERp pp); #define SO_DRIVE_SOUND 2 #define SO_IDLE_SOUND 1 -extern SWBOOL NoMeters; +extern bool NoMeters; #define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER)) @@ -80,7 +80,7 @@ extern SWBOOL NoMeters; USER puser[MAX_SW_PLAYERS_REG]; //int16_t gNet.MultiGameType = MULTI_GAME_NONE; -SWBOOL NightVision = false; +bool NightVision = false; extern int FinishAnim; @@ -118,7 +118,7 @@ extern int FinishAnim; char PlayerGravity = PLAYER_JUMP_GRAV; #endif -extern SWBOOL DebugOperate; +extern bool DebugOperate; enum { @@ -138,10 +138,10 @@ PLAYER Player[MAX_SW_PLAYERS_REG + 1]; short NormalVisibility; -int InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity); +int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity); SPRITEp FindNearSprite(SPRITEp sp, short stat); -SWBOOL PlayerOnLadder(PLAYERp pp); +bool PlayerOnLadder(PLAYERp pp); void DoPlayerSlide(PLAYERp pp); void DoPlayerBeginSwim(PLAYERp pp); void DoPlayerSwim(PLAYERp pp); @@ -171,10 +171,10 @@ void DoPlayerOperateTurret(PLAYERp pp); void DoPlayerBeginDive(PLAYERp pp); void DoPlayerDive(PLAYERp pp); void DoPlayerTeleportPause(PLAYERp pp); -SWBOOL PlayerFlyKey(void); +bool PlayerFlyKey(void); void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy); void CheckFootPrints(PLAYERp pp); -SWBOOL DoPlayerTestCrawl(PLAYERp pp); +bool DoPlayerTestCrawl(PLAYERp pp); void DoPlayerDeathFlip(PLAYERp pp); void DoPlayerDeathCrumble(PLAYERp pp); void DoPlayerDeathExplode(PLAYERp pp); @@ -1175,7 +1175,7 @@ static int CompareTarget(void const * a, void const * b) return tgt2->weight - tgt1->weight; } -SWBOOL +bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte); @@ -2007,7 +2007,7 @@ UpdatePlayerUnderSprite(PLAYERp pp) short SpriteNum; int water_level_z, zdiff; - SWBOOL above_water, in_dive_area; + bool above_water, in_dive_area; if (Prediction) return; @@ -2318,7 +2318,7 @@ DoPlayerMove(PLAYERp pp) // turning and movement still get appropriately interpolated. // We do this from here instead of MovePlayer, covering the case // the player gets pushed by a wall (e.g., on the boat in level 5). - SWBOOL interpolate_ride = pp->sop_riding && (!cl_sointerpolation || CommEnabled); + bool interpolate_ride = pp->sop_riding && (!cl_sointerpolation || CommEnabled); void SlipSlope(PLAYERp pp); @@ -2687,7 +2687,7 @@ void DoTankTreads(PLAYERp pp) SECTORp *sectp; int j; int dot; - SWBOOL reverse = false; + bool reverse = false; if (Prediction) return; @@ -2973,7 +2973,7 @@ DoPlayerMoveVehicle(PLAYERp pp) int j,k; short startwall,endwall; - SWBOOL RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP); + bool RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP); if (Prediction) return; @@ -3618,7 +3618,7 @@ DoPlayerClimb(PLAYERp pp) int dot; short sec,wal,spr; int dist; - SWBOOL LadderUpdate = false; + bool LadderUpdate = false; if (Prediction) return; @@ -3873,9 +3873,9 @@ DoPlayerWadeSuperJump(PLAYERp pp) return false; } -SWBOOL PlayerFlyKey(void) +bool PlayerFlyKey(void) { - SWBOOL key = false; + bool key = false; if (!GodMode) return false; @@ -3908,7 +3908,7 @@ DoPlayerBeginCrawl(PLAYERp pp) NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl); } -SWBOOL PlayerFallTest(PLAYERp pp, int player_height) +bool PlayerFallTest(PLAYERp pp, int player_height) { // If the floor is far below you, fall hard instead of adjusting height if (labs(pp->posz - pp->loz) > player_height + PLAYER_FALL_HEIGHT) @@ -4089,7 +4089,7 @@ void PlayerWarpUpdatePos(PLAYERp pp) UpdatePlayerSprite(pp); } -SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit) +bool PlayerCeilingHit(PLAYERp pp, int zlimit) { if (pp->posz < zlimit) { @@ -4099,7 +4099,7 @@ SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit) return false; } -SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit) +bool PlayerFloorHit(PLAYERp pp, int zlimit) { if (pp->posz > zlimit) { @@ -4193,7 +4193,7 @@ FindNearSprite(SPRITEp sp, short stat) return near_fp; } -SWBOOL +bool PlayerOnLadder(PLAYERp pp) { short sec, wal, spr; @@ -4297,7 +4297,7 @@ PlayerOnLadder(PLAYERp pp) return true; } -SWBOOL DoPlayerTestCrawl(PLAYERp pp) +bool DoPlayerTestCrawl(PLAYERp pp) { if (labs(pp->loz - pp->hiz) < PLAYER_STANDING_ROOM) return true; @@ -5460,7 +5460,7 @@ void FindMainSector(SECTOR_OBJECTp sop) } } -void DoPlayerOperateMatch(PLAYERp pp, SWBOOL starting) +void DoPlayerOperateMatch(PLAYERp pp, bool starting) { SPRITEp sp; short i,nexti; @@ -6052,7 +6052,7 @@ void DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer) { int pnum; - SWBOOL SEND_OK = false; + bool SEND_OK = false; killer->KilledPlayer[pp-Player]++; @@ -6086,7 +6086,7 @@ DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer) void DoPlayerBeginDie(PLAYERp pp) { - extern SWBOOL ReloadPrompt; + extern bool ReloadPrompt; short bak; int choosesnd = 0; @@ -7299,7 +7299,7 @@ void MultiPlayLimits(void) { short pnum; PLAYERp pp; - SWBOOL Done = false; + bool Done = false; if (gNet.MultiGameType != MULTI_GAME_COMMBAT) return; @@ -7339,7 +7339,7 @@ void MultiPlayLimits(void) void PauseMultiPlay(void) { #if 0 - static SWBOOL SavePrediction; + static bool SavePrediction; PLAYERp pp; short pnum,p; @@ -7424,7 +7424,7 @@ domovethings(void) TRAVERSE_CONNECT(pnum) { extern short screenpeek; - extern SWBOOL PlayerTrackingMode; + extern bool PlayerTrackingMode; extern PLAYERp GlobPlayerP; pp = Player + pnum; @@ -7501,7 +7501,7 @@ InitAllPlayers(void) PLAYERp pp; PLAYERp pfirst = Player; int i; - extern SWBOOL NewGame; + extern bool NewGame; //int fz,cz; //getzsofslope(pfirst->cursectnum, pfirst->posx, pfirst->posy, &cz, &fz); @@ -7565,7 +7565,7 @@ int SearchSpawnPosition(PLAYERp pp) SPRITEp sp; short pos_num; short pnum,spawn_sprite; - SWBOOL blocked; + bool blocked; do { @@ -7599,7 +7599,7 @@ int SearchSpawnPosition(PLAYERp pp) return pos_num; } -SWBOOL SpawnPositionUsed[MAX_SW_PLAYERS_REG+1]; +bool SpawnPositionUsed[MAX_SW_PLAYERS_REG+1]; void PlayerSpawnPosition(PLAYERp pp) diff --git a/source/sw/src/predict.cpp b/source/sw/src/predict.cpp index 94864448b..991918a2c 100644 --- a/source/sw/src/predict.cpp +++ b/source/sw/src/predict.cpp @@ -36,8 +36,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS -SWBOOL PredictionOn = true; -SWBOOL Prediction = false; +bool PredictionOn = true; +bool Prediction = false; PLAYER PredictPlayer; USER PredictUser; PLAYERp ppp = &PredictPlayer; diff --git a/source/sw/src/quake.cpp b/source/sw/src/quake.cpp index e820827a9..9f4a31515 100644 --- a/source/sw/src/quake.cpp +++ b/source/sw/src/quake.cpp @@ -276,7 +276,7 @@ int SpawnQuake(short sectnum, int x, int y, int z, return SpriteNum; } -SWBOOL +bool SetQuake(PLAYERp pp, short tics, short amt) { SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, tics, amt, 30000); diff --git a/source/sw/src/ripper.cpp b/source/sw/src/ripper.cpp index 1525d8b46..0ebea3656 100644 --- a/source/sw/src/ripper.cpp +++ b/source/sw/src/ripper.cpp @@ -945,7 +945,7 @@ InitRipperHang(short SpriteNum) hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 }; - SWBOOL Found = false; + bool Found = false; short dang, tang; for (dang = 0; dang < 2048; dang += 128) diff --git a/source/sw/src/ripper2.cpp b/source/sw/src/ripper2.cpp index d5bd31a00..7a1297f10 100644 --- a/source/sw/src/ripper2.cpp +++ b/source/sw/src/ripper2.cpp @@ -945,7 +945,7 @@ InitRipper2Hang(short SpriteNum) hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 }; - SWBOOL Found = false; + bool Found = false; short dang, tang; for (dang = 0; dang < 2048; dang += 128) diff --git a/source/sw/src/rooms.cpp b/source/sw/src/rooms.cpp index 8037e3177..0a7f2c92f 100644 --- a/source/sw/src/rooms.cpp +++ b/source/sw/src/rooms.cpp @@ -53,7 +53,7 @@ typedef struct SAVE save; -SWBOOL FAF_DebugView = false; +bool FAF_DebugView = false; void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector) { @@ -86,7 +86,7 @@ int COVERinsertsprite(short sectnum, short stat) return spnum; } -SWBOOL +bool FAF_Sector(short sectnum) { short SpriteNum, Next; @@ -155,7 +155,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum, int loz, hiz; short newsectnum = sectnum; int startclipmask = 0; - SWBOOL plax_found = false; + bool plax_found = false; if (clipmask == CLIPMASK_MISSILE) startclipmask = CLIPMASK_WARP_HITSCAN; @@ -264,7 +264,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum, } } -SWBOOL +bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte) { @@ -274,7 +274,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, short ang; hitdata_t hitinfo; int dist; - SWBOOL plax_found = false; + bool plax_found = false; vec3_t s = { xs, ys, zs }; // ASSERT(sects >= 0 && secte >= 0); @@ -368,12 +368,12 @@ GetZadjustment(short sectnum, short hitag) return 0L; } -SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz) +bool SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz) { extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust; int z_amt = 0; - SWBOOL SkipFAFcheck = false; + bool SkipFAFcheck = false; if ((int)florhit != -1) { @@ -506,7 +506,7 @@ void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum, { int foo1; int foo2; - SWBOOL SkipFAFcheck; + bool SkipFAFcheck; // IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // This will return invalid FAF ceiling and floor heights inside of analyzesprite @@ -576,7 +576,7 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum, { int foo1; int foo2; - SWBOOL SkipFAFcheck; + bool SkipFAFcheck; // IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // This will return invalid FAF ceiling and floor heights inside of analyzesprite @@ -633,8 +633,8 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum, } // doesn't work for blank pics -SWBOOL -PicInView(short tile_num, SWBOOL reset) +bool +PicInView(short tile_num, bool reset) { if (TEST(gotpic[tile_num >> 3], 1 << (tile_num & 7))) { @@ -696,7 +696,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower) // will not hurt if GlobStackSect is invalid - inside checks for this if (inside(x, y, GlobStackSect[i]) == 1) { - SWBOOL found = false; + bool found = false; TRAVERSE_SPRITE_SECT(headspritesect[GlobStackSect[i]], SpriteNum, Next) { @@ -726,7 +726,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower) { if (inside(x, y, (short) i) == 1) { - SWBOOL found = false; + bool found = false; TRAVERSE_SPRITE_SECT(headspritesect[i], SpriteNum, Next) { @@ -795,7 +795,7 @@ GetUpperLowerSector(short match, int x, int y, short *upper, short *lower) } } -SWBOOL +bool FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum) { int xoff = 0; @@ -882,7 +882,7 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum return true; } -SWBOOL +bool FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum) { int xoff = 0; diff --git a/source/sw/src/rotator.cpp b/source/sw/src/rotator.cpp index 03f91e1b4..0a1257927 100644 --- a/source/sw/src/rotator.cpp +++ b/source/sw/src/rotator.cpp @@ -38,9 +38,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS -short DoRotatorMatch(PLAYERp pp, short match, SWBOOL); -SWBOOL TestRotatorMatchActive(short match); -void InterpSectorSprites(short sectnum, SWBOOL state); +short DoRotatorMatch(PLAYERp pp, short match, bool); +bool TestRotatorMatchActive(short match); +void InterpSectorSprites(short sectnum, bool state); void DoMatchEverything(PLAYERp pp, short match, short state); void DoRotatorSetInterp(short SpriteNum); void DoRotatorStopInterp(short SpriteNum); @@ -73,12 +73,12 @@ void ReverseRotator(short SpriteNum) r->vel = -r->vel; } -SWBOOL +bool RotatorSwitch(short match, short setting) { SPRITEp sp; short i,nexti; - SWBOOL found = false; + bool found = false; TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) { @@ -151,7 +151,7 @@ short DoRotatorOperate(PLAYERp pp, short sectnum) // called from switches and triggers // returns first vator found short -DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual) +DoRotatorMatch(PLAYERp pp, short match, bool manual) { USERp fu; SPRITEp fsp; @@ -171,7 +171,7 @@ DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual) fu = User[i]; // single play only vator - // SWBOOL 8 must be set for message to display + // bool 8 must be set for message to display if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS)) { if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXT_SPONLY")); @@ -230,7 +230,7 @@ DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual) } -SWBOOL +bool TestRotatorMatchActive(short match) { USERp fu; @@ -315,7 +315,7 @@ int DoRotatorMove(short SpriteNum) int i, nexti; vec2_t nxy; int dist,closest; - SWBOOL kill = false; + bool kill = false; r = u->rotator; diff --git a/source/sw/src/save.cpp b/source/sw/src/save.cpp index 435b817db..966e88595 100644 --- a/source/sw/src/save.cpp +++ b/source/sw/src/save.cpp @@ -70,16 +70,16 @@ extern int lastUpdate; extern char SaveGameDescr[10][80]; extern int PlayClock; extern short Bunny_Count; -extern SWBOOL NewGame; +extern bool NewGame; extern int GodMode; extern int FinishTimer; extern int FinishAnim; extern int GameVersion; //extern short Zombies; -extern SWBOOL serpwasseen; -extern SWBOOL sumowasseen; -extern SWBOOL zillawasseen; +extern bool serpwasseen; +extern bool sumowasseen; +extern bool zillawasseen; extern short BossSpriteNum[3]; #define PANEL_SAVE 1 @@ -641,7 +641,7 @@ bool GameInterface::SaveGame(FSaveGameNode *sv) } -extern SWBOOL SavegameLoaded; +extern bool SavegameLoaded; bool GameInterface::LoadGame(FSaveGameNode* sv) { diff --git a/source/sw/src/scrip2.cpp b/source/sw/src/scrip2.cpp index 1776b4f78..924ce06c6 100644 --- a/source/sw/src/scrip2.cpp +++ b/source/sw/src/scrip2.cpp @@ -59,8 +59,8 @@ static char* script_p, * scriptend_p; static char token[MAXTOKEN]; static int grabbed; static int scriptline; -static SWBOOL endofscript; -static SWBOOL tokenready; // only true if UnGetToken was just called +static bool endofscript; +static bool tokenready; // only true if UnGetToken was just called /* ============== @@ -101,7 +101,7 @@ TArray LoadScriptFile(const char *filename) ============== */ -void GetToken(SWBOOL crossline) +void GetToken(bool crossline) { char *token_p; diff --git a/source/sw/src/sector.cpp b/source/sw/src/sector.cpp index 05474d6e6..5a1603ad5 100644 --- a/source/sw/src/sector.cpp +++ b/source/sw/src/sector.cpp @@ -57,17 +57,17 @@ void DoPlayerBeginForceJump(PLAYERp); short FindNextSectorByTag(short sectnum, int tag); short LevelSecrets; -SWBOOL TestVatorMatchActive(short match); -SWBOOL TestSpikeMatchActive(short match); -SWBOOL TestRotatorMatchActive(short match); -SWBOOL TestSlidorMatchActive(short match); +bool TestVatorMatchActive(short match); +bool TestSpikeMatchActive(short match); +bool TestRotatorMatchActive(short match); +bool TestSlidorMatchActive(short match); int PlayerCheckDeath(PLAYERp, short); short DoVatorOperate(PLAYERp, short); short DoVatorMatch(PLAYERp pp, short match); short DoRotatorOperate(PLAYERp, short); -short DoRotatorMatch(PLAYERp pp, short match, SWBOOL); +short DoRotatorMatch(PLAYERp pp, short match, bool); short DoSlidorOperate(PLAYERp, short); -short DoSlidorMatch(PLAYERp pp, short match, SWBOOL); +short DoSlidorMatch(PLAYERp pp, short match, bool); void KillMatchingCrackSprites(short match); int DoTrapReset(short match); @@ -92,7 +92,7 @@ SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21]; SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS]; SPRING_BOARD SpringBoard[20]; -void SetSectorWallBits(short sectnum, int bit_mask, SWBOOL set_sectwall, SWBOOL set_nextwall) +void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall) { short wall_num, start_wall; @@ -1308,7 +1308,7 @@ DoStopSoundSpotMatch(short match) } -SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop) +bool TestKillSectorObject(SECTOR_OBJECTp sop) { if (TEST(sop->flags, SOBJ_KILLABLE)) { @@ -1341,7 +1341,7 @@ DoSectorObjectKillMatch(short match) } -SWBOOL +bool SearchExplodeSectorMatch(short match) { short i,nexti; @@ -1621,7 +1621,7 @@ void DoMatchEverything(PLAYERp pp, short match, short state) DoDeleteSpriteMatch(match); } -SWBOOL ComboSwitchTest(short combo_type, short match) +bool ComboSwitchTest(short combo_type, short match) { short i,nexti; SPRITEp sp; @@ -2303,7 +2303,7 @@ short PlayerTakeSectorDamage(PLAYERp pp) // Needed in order to see if Player should grunt if he can't find a wall to operate on // If player is too far away, don't grunt #define PLAYER_SOUNDEVENT_TAG 900 -SWBOOL NearThings(PLAYERp pp) +bool NearThings(PLAYERp pp) { short neartagsect, neartagwall, neartagsprite; int neartaghitdist; @@ -2561,7 +2561,7 @@ int DoPlayerGrabStar(PLAYERp pp) void PlayerOperateEnv(PLAYERp pp) { - SWBOOL found; + bool found; if (Prediction || !pp->SpriteP) return; @@ -3255,7 +3255,7 @@ void DoSector(void) { SECTOR_OBJECTp sop; - SWBOOL riding; + bool riding; int sync_flag; short pnum; int min_dist,dist,a,b,c; diff --git a/source/sw/src/sector.h b/source/sw/src/sector.h index d883924d4..8a3fc67e0 100644 --- a/source/sw/src/sector.h +++ b/source/sw/src/sector.h @@ -67,12 +67,12 @@ extern short nti_cnt; void DoSpawnSpotsForKill(short match); void DoSpawnSpotsForDamage(short match); void DoMatchEverything(PLAYERp pp, short match, short state); -SWBOOL ComboSwitchTest(short combo_type,short match); +bool ComboSwitchTest(short combo_type,short match); void DoSoundSpotStopSound(short match); void DoSector(void); short AnimateSwitch(SPRITEp sp,short tgt_value); void ShootableSwitch(short SpriteNum); -SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop); +bool TestKillSectorObject(SECTOR_OBJECTp sop); void WeaponExplodeSectorInRange(short weapon); void initlava(void); diff --git a/source/sw/src/skull.cpp b/source/sw/src/skull.cpp index 1c6209ef1..d15ecd1ca 100644 --- a/source/sw/src/skull.cpp +++ b/source/sw/src/skull.cpp @@ -39,7 +39,7 @@ int InitSpriteChemBomb(short SpriteNum); int InitFlashBomb(short SpriteNum); int InitCaltrops(short SpriteNum); int InitPhosphorus(int16_t SpriteNum); -SWBOOL SpriteOverlapZ(int16_t, int16_t, int); +bool SpriteOverlapZ(int16_t, int16_t, int); ////////////////////// // diff --git a/source/sw/src/slidor.cpp b/source/sw/src/slidor.cpp index 5c87f47ea..096ccc529 100644 --- a/source/sw/src/slidor.cpp +++ b/source/sw/src/slidor.cpp @@ -68,12 +68,12 @@ void ReverseSlidor(short SpriteNum) } -SWBOOL +bool SlidorSwitch(short match, short setting) { SPRITEp sp; short i,nexti; - SWBOOL found = false; + bool found = false; TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) { @@ -147,7 +147,7 @@ short DoSlidorOperate(PLAYERp pp, short sectnum) // called from switches and triggers // returns first vator found short -DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual) +DoSlidorMatch(PLAYERp pp, short match, bool manual) { USERp fu; SPRITEp fsp; @@ -167,7 +167,7 @@ DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual) fu = User[i]; // single play only vator - // SWBOOL 8 must be set for message to display + // bool 8 must be set for message to display if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS)) { if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY")); @@ -226,7 +226,7 @@ DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual) } -SWBOOL +bool TestSlidorMatchActive(short match) { USERp fu; @@ -538,7 +538,7 @@ int DoSlidorMove(short SpriteNum) SPRITEp sp = u->SpriteP; ROTATORp r; int old_pos; - SWBOOL kill = false; + bool kill = false; r = u->rotator; @@ -623,7 +623,7 @@ int DoSlidorMove(short SpriteNum) int i,nexti; SPRITEp bsp; USERp bu; - SWBOOL found = false; + bool found = false; TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) { diff --git a/source/sw/src/sounds.cpp b/source/sw/src/sounds.cpp index 072d921e7..3837d6957 100644 --- a/source/sw/src/sounds.cpp +++ b/source/sw/src/sounds.cpp @@ -932,7 +932,7 @@ int PlayerYellVocs[] = // //========================================================================== -SWBOOL PlaySong(const char* mapname, const char* song_file_name, int cdaudio_track, bool isThemeTrack) //(nullptr, nullptr, -1, false) starts the normal level music. +bool PlaySong(const char* mapname, const char* song_file_name, int cdaudio_track, bool isThemeTrack) //(nullptr, nullptr, -1, false) starts the normal level music. { // Play CD audio if enabled. if (cdaudio_track >= 0 && (mus_redbook || *song_file_name == 0)) diff --git a/source/sw/src/sounds.h b/source/sw/src/sounds.h index 05a0d314a..5adda2407 100644 --- a/source/sw/src/sounds.h +++ b/source/sw/src/sounds.h @@ -86,7 +86,7 @@ void StopFX(void); void StopSound(void); void StartAmbientSound(void); void StopAmbientSound(void); -SWBOOL PlaySong(const char *mapname, const char *song_file_name, int cdaudio_track, bool isThemeTrack = false); //(nullptr, nullptr, -1, false) starts the normal level music. +bool PlaySong(const char *mapname, const char *song_file_name, int cdaudio_track, bool isThemeTrack = false); //(nullptr, nullptr, -1, false) starts the normal level music. void PlaySoundRTS(int rts_num); // @@ -170,8 +170,8 @@ struct VOC3Dstruct int tics; // Tics used to count to next sound occurance int maxtics; // Tics until next sound occurance // for intermittent sounds - SWBOOL deleted; // Has sound been marked for deletion? - SWBOOL FX_Ok; // Did this sound play ok? + bool deleted; // Has sound been marked for deletion? + bool FX_Ok; // Did this sound play ok? }; #endif diff --git a/source/sw/src/spike.cpp b/source/sw/src/spike.cpp index 3f7b8c149..700667fbd 100644 --- a/source/sw/src/spike.cpp +++ b/source/sw/src/spike.cpp @@ -36,9 +36,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS short DoSpikeMatch(short match); -SWBOOL TestSpikeMatchActive(short match); +bool TestSpikeMatchActive(short match); int DoVatorMove(short SpriteNum, int *lptr); -void InterpSectorSprites(short sectnum, SWBOOL state); +void InterpSectorSprites(short sectnum, bool state); void ReverseSpike(short SpriteNum) { @@ -72,12 +72,12 @@ void ReverseSpike(short SpriteNum) u->vel_rate = -u->vel_rate; } -SWBOOL +bool SpikeSwitch(short match, short setting) { SPRITEp sp; short i,nexti; - SWBOOL found = false; + bool found = false; TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) { @@ -210,7 +210,7 @@ DoSpikeMatch(short match) } -SWBOOL +bool TestSpikeMatchActive(short match) { USERp fu; @@ -397,7 +397,7 @@ int DoSpike(short SpriteNum) int i,nexti; SPRITEp bsp; USERp bu; - SWBOOL found = false; + bool found = false; TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) { diff --git a/source/sw/src/sprite.cpp b/source/sw/src/sprite.cpp index b31de4311..cf3dd6a8e 100644 --- a/source/sw/src/sprite.cpp +++ b/source/sw/src/sprite.cpp @@ -90,7 +90,7 @@ int DoSlidorInstantClose(short SpriteNum); void InitWeaponRocket(PLAYERp); void InitWeaponUzi(PLAYERp); -SWBOOL FAF_Sector(short sectnum); +bool FAF_Sector(short sectnum); int MoveSkip4, MoveSkip2, MoveSkip8; extern STATE s_CarryFlag[]; @@ -99,7 +99,7 @@ extern STATE s_CarryFlagNoDet[]; static int globhiz, globloz, globhihit, globlohit; short wait_active_check_offset; int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust; -void SetSectorWallBits(short sectnum, int bit_mask, SWBOOL set_sectwall, SWBOOL set_nextwall); +void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall); int DoActorDebris(short SpriteNum); void ActorWarpUpdatePos(short SpriteNum,short sectnum); void ActorWarpType(SPRITEp sp, SPRITEp sp_warp); @@ -1036,7 +1036,7 @@ PicAnimOff(short picnum) RESET(picanm[picnum].sf, PICANM_ANIMTYPE_MASK); } -SWBOOL +bool IconSpawn(SPRITEp sp) { // if multi item and not a modem game @@ -1049,7 +1049,7 @@ IconSpawn(SPRITEp sp) return true; } -SWBOOL +bool ActorTestSpawn(SPRITEp sp) { if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR) @@ -1125,7 +1125,7 @@ void PreCacheSkull(void); void PreCacheBetty(void); void PreCachePachinko(void); -SWBOOL +bool ActorSpawn(SPRITEp sp) { bool ret = true; @@ -3810,9 +3810,9 @@ NUKE_REPLACEMENT: } } -SWBOOL ItemSpotClear(SPRITEp sip, short statnum, short id) +bool ItemSpotClear(SPRITEp sip, short statnum, short id) { - SWBOOL found = false; + bool found = false; short i,nexti; if (TEST_BOOL2(sip)) @@ -4649,7 +4649,7 @@ NewStateGroup(short SpriteNum, STATEp StateGroup[]) } -SWBOOL +bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b) { SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b]; @@ -4690,7 +4690,7 @@ SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b) } -SWBOOL +bool SpriteOverlapZ(int16_t spritenum_a, int16_t spritenum_b, int z_overlap) { SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b]; @@ -4926,7 +4926,7 @@ DoActorGlobZ(short SpriteNum) } -SWBOOL +bool ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_height) { SPRITEp sp = &sprite[SpriteNum]; @@ -4983,7 +4983,7 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig } // Primarily used in ai.c for now - need to get rid of -SWBOOL +bool DropAhead(short SpriteNum, short min_height) { @@ -5469,7 +5469,7 @@ void ChoosePlayerGetSound(PLAYERp pp) PlayerSound(PlayerGetItemVocs[choose_snd], v3df_follow|v3df_dontpan,pp); } -SWBOOL CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN) +bool CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN) { USERp u = User[SpriteNum]; @@ -5528,7 +5528,7 @@ DoGet(short SpriteNum) PLAYERp pp; short pnum, key_num; int dist, a,b,c; - SWBOOL can_see; + bool can_see; int cstat_bak; // For flag stuff @@ -5684,7 +5684,7 @@ KeyMain: case ICON_SM_MEDKIT: if (pu->Health < 100) { - SWBOOL putbackmax=false; + bool putbackmax=false; PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_SmMedkit)); diff --git a/source/sw/src/sprite.h b/source/sw/src/sprite.h index 4682a1226..ddb804936 100644 --- a/source/sw/src/sprite.h +++ b/source/sw/src/sprite.h @@ -43,8 +43,8 @@ short SpriteCanGoForward(short SpriteNum, short range); void SpriteFindNewDirection(short SpriteNum, short range); int DoWalk(short SpriteNum); int DoBody(short SpriteNum); -SWBOOL CanMoveHere(int16_t spritenum); -SWBOOL SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b); +bool CanMoveHere(int16_t spritenum); +bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b); int DoActorDie(short SpriteNum, short weapon); int DoGet(short SpriteNum); void SpriteControl(void); @@ -53,11 +53,11 @@ void DoActorZrange(short SpriteNum); void PreMapCombineFloors(void); void SpriteSetupPost(void); int ActorCoughItem(short SpriteNum); -SWBOOL ActorSpawn(SPRITEp sp); +bool ActorSpawn(SPRITEp sp); int SpawnItemsMatch(short match); void PicAnimOff(short picnum); int MissileWaterAdjust(short SpriteNum); -SWBOOL SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap); +bool SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap); enum { diff --git a/source/sw/src/sumo.cpp b/source/sw/src/sumo.cpp index c213835f1..0ef6e9a46 100644 --- a/source/sw/src/sumo.cpp +++ b/source/sw/src/sumo.cpp @@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS extern uint8_t playTrack; -SWBOOL serpwasseen = false; -SWBOOL sumowasseen = false; -SWBOOL zillawasseen = false; +bool serpwasseen = false; +bool sumowasseen = false; +bool zillawasseen = false; short BossSpriteNum[3] = {-1,-1,-1}; @@ -816,10 +816,10 @@ BossHealthMeter(void) PLAYERp pp = Player + myconnectindex; short color=0,i=0,nexti,metertics,meterunit; int y; - extern SWBOOL NoMeters; + extern bool NoMeters; short health; - SWBOOL bosswasseen; - static SWBOOL triedplay = false; + bool bosswasseen; + static bool triedplay = false; if (NoMeters) return; diff --git a/source/sw/src/track.cpp b/source/sw/src/track.cpp index 8af6f66df..934a8153b 100644 --- a/source/sw/src/track.cpp +++ b/source/sw/src/track.cpp @@ -726,8 +726,8 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop) short sp_num, next_sp_num, startwall, endwall; int i, k, j; SPRITEp BoundSprite; - SWBOOL FoundOutsideLoop = false; - SWBOOL SectorInBounds; + bool FoundOutsideLoop = false; + bool SectorInBounds; SECTORp *sectp; USERp u = User[sop->sp_child - sprite]; @@ -1468,7 +1468,7 @@ void PlaceSectorObjectsOnTracks(void) { short i, j, k, startwall, endwall; - SWBOOL found; + bool found; // place each sector object on the track for (i = 0; i < MAX_SECTOR_OBJECTS; i++) @@ -1695,7 +1695,7 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny) WALLp wp; USERp u; short i, rot_ang; - SWBOOL PlayerMove = true; + bool PlayerMove = true; if (sop->xmid >= MAXSO) PlayerMove = false; @@ -1783,7 +1783,7 @@ PlayerPart: { #if 0 short nr, nextnr; - SWBOOL skip = true; + bool skip = true; TRAVERSE_SPRITE_STAT(headspritestat[STAT_NO_RIDE], nr, nextnr) { if (sprite[nr].lotag == sop - SectorObject) @@ -1943,7 +1943,7 @@ PlayerPart: } } -void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, SWBOOL dynamic) +void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic) { short wallcount = 0, j, k, startwall, endwall, delta_ang_from_orig; SECTORp *sectp; @@ -3136,7 +3136,7 @@ ScanToWall */ -SWBOOL +bool ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) { SPRITEp sp; diff --git a/source/sw/src/vator.cpp b/source/sw/src/vator.cpp index fe94d12ee..f95854637 100644 --- a/source/sw/src/vator.cpp +++ b/source/sw/src/vator.cpp @@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS short DoVatorMatch(PLAYERp pp, short match); -SWBOOL TestVatorMatchActive(short match); -void InterpSectorSprites(short sectnum, SWBOOL state); -int InitBloodSpray(short, SWBOOL, short); +bool TestVatorMatchActive(short match); +void InterpSectorSprites(short sectnum, bool state); +int InitBloodSpray(short, bool, short); void ReverseVator(short SpriteNum) { @@ -77,12 +77,12 @@ void ReverseVator(short SpriteNum) u->vel_rate = -u->vel_rate; } -SWBOOL +bool VatorSwitch(short match, short setting) { SPRITEp sp; short i,nexti; - SWBOOL found = false; + bool found = false; TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) { @@ -161,7 +161,7 @@ short DoVatorOperate(PLAYERp pp, short sectnum) sectnum = fsp->sectnum; // single play only vator - // SWBOOL 8 must be set for message to display + // bool 8 must be set for message to display if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS)) { if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play."); @@ -236,7 +236,7 @@ DoVatorMatch(PLAYERp pp, short match) first_vator = i; // single play only vator - // SWBOOL 8 must be set for message to display + // bool 8 must be set for message to display if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS)) { if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY")); @@ -287,7 +287,7 @@ DoVatorMatch(PLAYERp pp, short match) } -SWBOOL +bool TestVatorMatchActive(short match) { USERp fu; @@ -315,7 +315,7 @@ TestVatorMatchActive(short match) return false; } -void InterpSectorSprites(short sectnum, SWBOOL state) +void InterpSectorSprites(short sectnum, bool state) { SPRITEp sp; short i,nexti; @@ -340,11 +340,11 @@ void InterpSectorSprites(short sectnum, SWBOOL state) } } -void MoveSpritesWithSector(short sectnum, int z_amt, SWBOOL type) +void MoveSpritesWithSector(short sectnum, int z_amt, bool type) { SPRITEp sp; short i,nexti; - SWBOOL both = false; + bool both = false; if (SectUser[sectnum]) both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH); @@ -538,7 +538,7 @@ int DoVator(short SpriteNum) int i,nexti; SPRITEp bsp; USERp bu; - SWBOOL found = false; + bool found = false; TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) { diff --git a/source/sw/src/wallmove.cpp b/source/sw/src/wallmove.cpp index ddff92fe0..7cd5d048e 100644 --- a/source/sw/src/wallmove.cpp +++ b/source/sw/src/wallmove.cpp @@ -86,9 +86,9 @@ int DoWallMove(SPRITEp sp) short shade1,shade2,ang,picnum1,picnum2; WALLp wallp; short prev_wall; - SWBOOL found = false; + bool found = false; short dang; - SWBOOL SOsprite = false; + bool SOsprite = false; dist = SP_TAG13(sp); ang = SP_TAG4(sp); @@ -162,10 +162,10 @@ int DoWallMove(SPRITEp sp) return found; } -SWBOOL CanSeeWallMove(SPRITEp wp, short match) +bool CanSeeWallMove(SPRITEp wp, short match) { short i,nexti; - SWBOOL found = false; + bool found = false; SPRITEp sp; TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE_CANSEE], i, nexti) @@ -193,7 +193,7 @@ int DoWallMoveMatch(short match) { SPRITEp sp; short i,nexti; - SWBOOL found = false; + bool found = false; // just all with the same matching tags TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE], i, nexti) diff --git a/source/sw/src/warp.cpp b/source/sw/src/warp.cpp index 63f2e1950..c069344b3 100644 --- a/source/sw/src/warp.cpp +++ b/source/sw/src/warp.cpp @@ -38,9 +38,9 @@ BEGIN_SW_NS // //////////////////////////////////////////////////////////////////////////////// -extern SWBOOL Prediction; +extern bool Prediction; -SWBOOL +bool WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor) { int i,nexti; @@ -210,7 +210,7 @@ WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum // //////////////////////////////////////////////////////////////////////////////// -SWBOOL +bool WarpSectorInfo(short sectnum, SPRITEp *sp_warp) { int i,nexti; diff --git a/source/sw/src/weapon.cpp b/source/sw/src/weapon.cpp index a9e1491c9..77871091e 100644 --- a/source/sw/src/weapon.cpp +++ b/source/sw/src/weapon.cpp @@ -68,7 +68,7 @@ DAMAGE_DATA DamageData[] = short ADJUST=120; FOOT_TYPE FootMode=WATER_FOOT; -SWBOOL left_foot = false; +bool left_foot = false; int FinishTimer = 0; // This is how many bullet shells have been spawned since the beginning of the game. @@ -89,7 +89,7 @@ short LoWangsQueueHead=0; short LoWangsQueue[MAX_LOWANGS_QUEUE]; int SpawnBreakStaticFlames(short); -SWBOOL GlobalSkipZrange = false; +bool GlobalSkipZrange = false; int WeaponIsAmmo = BIT(WPN_STAR) | BIT(WPN_SWORD) | BIT(WPN_MINE) | BIT(WPN_FIST); @@ -103,13 +103,13 @@ ANIMATOR DoShrapJumpFall; ANIMATOR DoFastShrapJumpFall; int SpawnSmokePuff(short SpriteNum); -SWBOOL WarpToUnderwater(short *sectnum, int *x, int *y, int *z); -SWBOOL WarpToSurface(short *sectnum, int *x, int *y, int *z); +bool WarpToUnderwater(short *sectnum, int *x, int *y, int *z); +bool WarpToSurface(short *sectnum, int *x, int *y, int *z); short ElectroFindClosestEnemy(short SpriteNum); int InitElectroJump(SPRITEp wp, SPRITEp sp); -SWBOOL TestDontStickSector(short hit_sect); +bool TestDontStickSector(short hit_sect); int SpawnShrapX(short SpriteNum); -SWBOOL WeaponMoveHit(short SpriteNum); +bool WeaponMoveHit(short SpriteNum); int HelpMissileLateral(int16_t Weapon, int dist); void SpawnMidSplash(short SpriteNum); @@ -2644,7 +2644,7 @@ STATE s_PaperShrapC[] = }; #if 1 -SWBOOL MissileHitMatch(short Weapon, short WeaponNum, short hit_sprite) +bool MissileHitMatch(short Weapon, short WeaponNum, short hit_sprite) { SPRITEp hsp = &sprite[hit_sprite]; @@ -2763,7 +2763,7 @@ int DoLavaErupt(short SpriteNum) short i,nexti,pnum; PLAYERp pp; SPRITEp tsp; - SWBOOL found = false; + bool found = false; if (TEST_BOOL1(sp)) { @@ -4366,14 +4366,14 @@ SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, i } -SWBOOL +bool VehicleMoveHit(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp cp; SECTOR_OBJECTp sop; SECTOR_OBJECTp hsop; - SWBOOL TestKillSectorObject(SECTOR_OBJECTp); + bool TestKillSectorObject(SECTOR_OBJECTp); short controller; if (!u->ret) @@ -4473,7 +4473,7 @@ VehicleMoveHit(short SpriteNum) } -SWBOOL +bool WeaponMoveHit(short SpriteNum) { USERp u = User[SpriteNum]; @@ -4762,7 +4762,7 @@ DoFireballFlames(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum],ap; USERp u = User[SpriteNum]; - SWBOOL jumping = false; + bool jumping = false; // if no owner then stay where you are if (u->Attach >= 0) @@ -4859,7 +4859,7 @@ DoBreakFlames(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; - SWBOOL jumping = false; + bool jumping = false; if (TEST(u->Flags, SPR_JUMPING)) { @@ -5439,7 +5439,7 @@ SopDamage(SECTOR_OBJECTp sop, short amt) int SopCheckKill(SECTOR_OBJECTp sop) { - SWBOOL killed = false; + bool killed = false; if (TEST(sop->flags, SOBJ_BROKEN)) return false; @@ -5792,7 +5792,7 @@ PlayerCheckDeath(PLAYERp pp, short Weapon) return false; } -SWBOOL +bool PlayerTakeDamage(PLAYERp pp, short Weapon) { if (Weapon < 0) @@ -8076,7 +8076,7 @@ DoStar(int16_t Weapon) case HIT_SECTOR: { - SWBOOL did_hit_wall; + bool did_hit_wall; short hit_sect = NORM_SECTOR(u->ret); if (sp->z > DIV2(u->hiz + u->loz)) @@ -8846,7 +8846,7 @@ void WallBounce(short SpriteNum, short ang) } -SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall) +bool SlopeBounce(short SpriteNum, bool *hit_wall) { USERp u = User[SpriteNum]; SPRITEp sp = u->SpriteP; @@ -9028,7 +9028,7 @@ DoGrenade(int16_t Weapon) case HIT_SECTOR: { - SWBOOL did_hit_wall; + bool did_hit_wall; if (SlopeBounce(Weapon, &did_hit_wall)) { if (did_hit_wall) @@ -9251,7 +9251,7 @@ DoVulcanBoulder(int16_t Weapon) case HIT_SECTOR: { - SWBOOL did_hit_wall; + bool did_hit_wall; if (SlopeBounce(Weapon, &did_hit_wall)) { @@ -9322,7 +9322,7 @@ DoVulcanBoulder(int16_t Weapon) return false; } -SWBOOL +bool OwnerIsPlayer(short Weapon) { SPRITEp sp = &sprite[Weapon]; @@ -9346,7 +9346,7 @@ DoMineRangeTest(short Weapon, short range) unsigned stat; int dist, tx, ty; int tmin; - SWBOOL ownerisplayer = false; + bool ownerisplayer = false; ownerisplayer = OwnerIsPlayer(Weapon); @@ -11396,7 +11396,7 @@ SpawnBigGunFlames(int16_t Weapon, int16_t Operator, SECTOR_OBJECTp sop) USERp eu; short explosion; unsigned sn; - SWBOOL smallflames = false; + bool smallflames = false; if (Weapon < 0) { @@ -12668,7 +12668,7 @@ DoMirv(int16_t Weapon) return false; } -SWBOOL +bool MissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist) { SPRITEp wp = &sprite[Weapon]; @@ -12714,7 +12714,7 @@ MissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist) return retval; } -SWBOOL +bool TestMissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist, int zvel) { SPRITEp wp = &sprite[Weapon]; @@ -14284,7 +14284,7 @@ InitMiniSumoClap(short SpriteNum) } int -WeaponAutoAim(SPRITEp sp, short Missile, short ang, SWBOOL test) +WeaponAutoAim(SPRITEp sp, short Missile, short ang, bool test) { USERp wu = User[Missile]; USERp u = User[sp - sprite]; @@ -14354,7 +14354,7 @@ WeaponAutoAim(SPRITEp sp, short Missile, short ang, SWBOOL test) } int -WeaponAutoAimZvel(SPRITEp sp, short Missile, int *zvel, short ang, SWBOOL test) +WeaponAutoAimZvel(SPRITEp sp, short Missile, int *zvel, short ang, bool test) { USERp wu = User[Missile]; USERp u = User[sp - sprite]; @@ -14482,7 +14482,7 @@ AimHitscanToTarget(SPRITEp sp, int *z, short *ang, int z_ratio) } int -WeaponAutoAimHitscan(SPRITEp sp, int *z, short *ang, SWBOOL test) +WeaponAutoAimHitscan(SPRITEp sp, int *z, short *ang, bool test) { USERp u = User[sp - sprite]; short hit_sprite = -1; @@ -16081,7 +16081,7 @@ InitSerpSlash(short SpriteNum) return 0; } -SWBOOL +bool WallSpriteInsideSprite(SPRITEp wsp, SPRITEp sp) { int x1, y1, x2, y2; @@ -17730,7 +17730,7 @@ int SpawnWallHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_ return SpriteNum; } -SWBOOL +bool HitscanSpriteAdjust(short SpriteNum, short hit_wall) { SPRITEp sp = &sprite[SpriteNum]; @@ -17788,7 +17788,7 @@ InitUzi(PLAYERp pp) //static char alternate=0; static int uziclock=0; int clockdiff=0; - SWBOOL FireSnd = false; + bool FireSnd = false; #define UZIFIRE_WAIT 20 void InitUziShell(PLAYERp); @@ -18648,7 +18648,7 @@ InitSobjGun(PLAYERp pp) { short i; SPRITEp sp; - SWBOOL first = false; + bool first = false; for (i = 0; pp->sop->sp_num[i] != -1; i++) { @@ -19252,7 +19252,7 @@ InitGrenade(PLAYERp pp) short w; short oclipdist; int zvel; - SWBOOL auto_aim = false; + bool auto_aim = false; DoPlayerBeginRecoil(pp, GRENADE_RECOIL_AMT); @@ -19755,7 +19755,7 @@ InitEnemyFireball(short SpriteNum) // for hitscans or other uses /////////////////////////////////////////////////////////////////////////////// -SWBOOL +bool WarpToUnderwater(short *sectnum, int *x, int *y, int *z) { short i, nexti; @@ -19827,7 +19827,7 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z) return true; } -SWBOOL +bool WarpToSurface(short *sectnum, int *x, int *y, int *z) { short i, nexti; @@ -19899,7 +19899,7 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z) } -SWBOOL +bool SpriteWarpToUnderwater(SPRITEp sp) { USERp u = User[sp - sprite]; @@ -19977,7 +19977,7 @@ SpriteWarpToUnderwater(SPRITEp sp) return true; } -SWBOOL +bool SpriteWarpToSurface(SPRITEp sp) { USERp u = User[sp - sprite]; @@ -20172,7 +20172,7 @@ SpawnUnderSplash(short SpriteNum) return 0; } -SWBOOL +bool MissileHitDiveArea(short SpriteNum) { USERp u = User[SpriteNum]; @@ -20499,7 +20499,7 @@ void QueueReset(void) LoWangsQueue[i] = -1; } -SWBOOL TestDontStick(short SpriteNum, short hit_wall) +bool TestDontStick(short SpriteNum, short hit_wall) { WALLp wp; @@ -20522,7 +20522,7 @@ SWBOOL TestDontStick(short SpriteNum, short hit_wall) return false; } -SWBOOL TestDontStickSector(short hit_sect) +bool TestDontStickSector(short hit_sect) { if (TEST(sector[hit_sect].extra, SECTFX_DYNAMIC_AREA|SECTFX_SECTOR_OBJECT)) return true; @@ -20718,7 +20718,7 @@ int QueueFootPrint(short hit_sprite) USERp u = User[hit_sprite]; USERp nu; short rnd_num=0; - SWBOOL Found=false; + bool Found=false; SECTORp sectp = §or[hsp->sectnum]; @@ -21235,7 +21235,7 @@ DoShrapVelocity(int16_t SpriteNum) case HIT_SECTOR: { - SWBOOL did_hit_wall; + bool did_hit_wall; if (SlopeBounce(SpriteNum, &did_hit_wall)) { @@ -21469,7 +21469,7 @@ ShrapKillSprite(short SpriteNum) return 0; } -SWBOOL CheckBreakToughness(BREAK_INFOp break_info, short ID) +bool CheckBreakToughness(BREAK_INFOp break_info, short ID) { ////DSPRINTF(ds,"CheckBreakToughness called with %d",ID); //CON_Message(ds); diff --git a/source/sw/src/weapon.h b/source/sw/src/weapon.h index 968491c9c..0d096ddb6 100644 --- a/source/sw/src/weapon.h +++ b/source/sw/src/weapon.h @@ -71,8 +71,8 @@ SECTOR_OBJECTp DetectSectorObjectByWall(WALLp); void ScaleSpriteVector(short SpriteNum, int scale); int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z); int QueueWallBlood(short hit_sprite, short ang); -SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall); -SWBOOL HitscanSpriteAdjust(short SpriteNum, short hit_wall); +bool SlopeBounce(short SpriteNum, bool *hit_wall); +bool HitscanSpriteAdjust(short SpriteNum, short hit_wall); int SpawnSwordSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang); int SpawnBubble(short SpriteNum); int SpawnFireballExp(int16_t Weapon); @@ -82,7 +82,7 @@ int SpawnGrenadeExp(int16_t Weapon); int SpawnSectorExp(int16_t Weapon); int DoShrapVelocity(int16_t SpriteNum); int ShrapKillSprite(short SpriteNum); -SWBOOL MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist); +bool MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist); int ActorPain(short SpriteNum); int SpawnBreakFlames(int16_t SpriteNum); const char *DeathString(short SpriteNum); @@ -154,12 +154,12 @@ extern int WeaponIsAmmo; extern short target_ang; -SWBOOL SpriteOverlap(short, short); +bool SpriteOverlap(short, short); int SpawnShotgunSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang); int DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec); int GetOverlapSector(int x, int y, short *over, short *under); -SWBOOL MissileHitDiveArea(short SpriteNum); +bool MissileHitDiveArea(short SpriteNum); int DoDamageTest(short); @@ -178,7 +178,7 @@ void WallBounce(short SpriteNum, short ang); int PlayerInitChemBomb(PLAYERp pp); int InitChemBomb(short SpriteNum); int PlayerInitCaltrops(PLAYERp pp); -int InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity); +int InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity); int SpawnBunnyExp(int16_t Weapon); int InitBunnyRocket(PLAYERp pp); @@ -221,9 +221,9 @@ int HelpMissileLateral(int16_t Weapon,int dist); int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop); void QueueReset(void); int PlayerCheckDeath(PLAYERp pp,short Weapon); -SWBOOL SpriteWarpToUnderwater(SPRITEp sp); +bool SpriteWarpToUnderwater(SPRITEp sp); int PlayerDamageSlide(PLAYERp pp,short damage,short ang); -SWBOOL VehicleMoveHit(short SpriteNum); +bool VehicleMoveHit(short SpriteNum); int SpawnSplash(short SpriteNum); int SpawnMineExp(int16_t Weapon); int SpawnLittleExp(int16_t Weapon); @@ -232,7 +232,7 @@ int SpawnNuclearExp(int16_t Weapon); int SpawnBoltExp(int16_t Weapon); int SpawnTracerExp(int16_t Weapon); int SpawnGoroFireballExp(int16_t Weapon); -SWBOOL MissileHitMatch(short Weapon,short WeaponNum,short hit_sprite); +bool MissileHitMatch(short Weapon,short WeaponNum,short hit_sprite); int DoItemFly(int16_t SpriteNum); int SpawnVehicleSmoke(short SpriteNum); short PrevWall(short wall_num);