- finally got rid of SWBOOL.

This commit is contained in:
Christoph Oelckers 2020-09-09 20:32:24 +02:00
parent e044582aef
commit 2ffb6a3580
51 changed files with 369 additions and 410 deletions

View file

@ -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

View file

@ -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);

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@ -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
};

View file

@ -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

View file

@ -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);

View file

@ -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)
{

View file

@ -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);

View file

@ -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);

View file

@ -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

View file

@ -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;

View file

@ -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;

View file

@ -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

View file

@ -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

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@ -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];

View file

@ -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);

View file

@ -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];

View file

@ -223,7 +223,7 @@ void DoPaletteFlash(PLAYERp pp)
}
SWBOOL MNU_ShareWareMessage()
bool MNU_ShareWareMessage()
{
const char* extra_text;
short w, h;

View file

@ -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

View file

@ -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);

View file

@ -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);

View file

@ -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;
};
/*
===========================

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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)
{

View file

@ -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);

View file

@ -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)

View file

@ -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;

View file

@ -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);

View file

@ -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)

View file

@ -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)

View file

@ -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;

View file

@ -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;

View file

@ -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)
{

View file

@ -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<uint8_t> LoadScriptFile(const char *filename)
==============
*/
void GetToken(SWBOOL crossline)
void GetToken(bool crossline)
{
char *token_p;

View file

@ -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;

View file

@ -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);

View file

@ -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);
//////////////////////
//

View file

@ -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)
{

View file

@ -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))

View file

@ -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

View file

@ -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)
{

View file

@ -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));

View file

@ -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
{

View file

@ -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;

View file

@ -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;

View file

@ -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)
{

View file

@ -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)

View file

@ -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;

View file

@ -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 = &sector[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);

View file

@ -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);