- 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

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@ -40,10 +40,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
SWBOOL PlayerTakeDamage(PLAYERp, short); bool PlayerTakeDamage(PLAYERp, short);
ANIMATOR InitActorRunToward; ANIMATOR InitActorRunToward;
SWBOOL FAF_Sector(short); bool FAF_Sector(short);
SWBOOL DropAhead(short SpriteNum, short min_height); bool DropAhead(short SpriteNum, short min_height);
short FindTrackToPlayer(USERp u); short FindTrackToPlayer(USERp u);
ANIMATORp ChooseAction(DECISION decision[]); ANIMATORp ChooseAction(DECISION decision[]);
@ -114,7 +114,7 @@ void DebugMoveHit(short SpriteNum)
} }
SWBOOL ActorMoveHitReact(short SpriteNum) bool ActorMoveHitReact(short SpriteNum)
{ {
USERp u = User[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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
@ -398,7 +398,7 @@ DoActorPickClosePlayer(short SpriteNum)
PLAYERp pp; PLAYERp pp;
// if actor can still see the player // if actor can still see the player
int look_height = SPRITEp_TOS(sp); int look_height = SPRITEp_TOS(sp);
SWBOOL found = false; bool found = false;
int i,nexti; int i,nexti;
if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE) 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); 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)) 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; near_dist = dist;
@ -638,7 +638,7 @@ DoActorActionDecide(short SpriteNum)
int dist; int dist;
ANIMATORp action; ANIMATORp action;
USERp pu=NULL; USERp pu=NULL;
SWBOOL ICanSee=false; bool ICanSee=false;
// REMINDER: This function is not even called if SpriteControl doesn't let // REMINDER: This function is not even called if SpriteControl doesn't let
// it get called // it get called

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@ -71,8 +71,8 @@ extern ATTRIBUTE DefaultAttrib;
// AI.C functions // AI.C functions
void DebugMoveHit(short SpriteNum); void DebugMoveHit(short SpriteNum);
SWBOOL ActorMoveHitReact(short SpriteNum); bool ActorMoveHitReact(short SpriteNum);
SWBOOL ActorFlaming(short SpriteNum); bool ActorFlaming(short SpriteNum);
void DoActorSetSpeed(short SpriteNum,uint8_t speed); void DoActorSetSpeed(short SpriteNum,uint8_t speed);
short ChooseActionNumber(short decision[]); short ChooseActionNumber(short decision[]);
int DoActorNoise(ANIMATORp Action,short SpriteNum); 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 short SpriteNum; // Sprite number in sprite array of goal item
NODEp tree; // This is the node tree used to navigate to goal 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 // other bots cannot modify it while it's locked
}; };

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@ -660,7 +660,7 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, short ang, short
return true; return true;
} }
SWBOOL UserBreakWall(WALLp wp, short) bool UserBreakWall(WALLp wp, short)
{ {
short SpriteNum; short SpriteNum;
SPRITEp sp; SPRITEp sp;
@ -668,7 +668,7 @@ SWBOOL UserBreakWall(WALLp wp, short)
int block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN; int block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN;
int type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY; int type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY;
int flags = block_flags|type_flags; int flags = block_flags|type_flags;
SWBOOL ret = false; bool ret = false;
SpriteNum = FindBreakSpriteMatch(match); 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 // 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; short match = wp->hitag;
@ -1024,7 +1024,7 @@ int AutoBreakSprite(short BreakSprite, short type)
return false; 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 // a Null Actor is defined as an actor that has no real controlling programming attached

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@ -48,9 +48,9 @@ void SortBreakInfo(void);
BREAK_INFOp SetupWallForBreak(WALLp wallp); BREAK_INFOp SetupWallForBreak(WALLp wallp);
BREAK_INFOp SetupSpriteForBreak(SPRITEp sp); BREAK_INFOp SetupSpriteForBreak(SPRITEp sp);
short FindBreakSpriteMatch(short match); 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); 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); int WallBreakPosition(short hit_wall, short *sectnum, int *x, int *y, int *z, short *ang);
void SortBreakInfo(void); void SortBreakInfo(void);

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@ -930,7 +930,7 @@ DoPickCloseBunny(short SpriteNum)
// if actor can still see the player // if actor can still see the player
int look_height = SPRITEp_TOS(sp); int look_height = SPRITEp_TOS(sp);
SWBOOL ICanSee = false; bool ICanSee = false;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti) TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{ {

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@ -47,7 +47,7 @@ BEGIN_SW_NS
// It will save out the tile and sound number every time one caches. // It will save out the tile and sound number every time one caches.
// //
// sw -map $bullet -cacheprint > foofile // sw -map $bullet -cacheprint > foofile
extern SWBOOL PreCaching; extern bool PreCaching;
void PreCacheTable(short table[], int num); void PreCacheTable(short table[], int num);
void PreCacheGhost(void); void PreCacheGhost(void);

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@ -45,10 +45,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
SWBOOL CheatInputMode = false; bool CheatInputMode = false;
SWBOOL EveryCheat = false; bool EveryCheat = false;
SWBOOL mapcheat = false; bool mapcheat = false;
extern SWBOOL FAF_DebugView; extern bool FAF_DebugView;
const char *CheatKeyType; const char *CheatKeyType;
void KeysCheat(PLAYERp pp, const char *cheat_string); void KeysCheat(PLAYERp pp, const char *cheat_string);

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@ -59,10 +59,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
static int OverlapDraw = false; static int OverlapDraw = false;
extern SWBOOL QuitFlag, SpriteInfo; extern bool QuitFlag, SpriteInfo;
extern SWBOOL Voxel; extern bool Voxel;
extern char buffer[]; extern char buffer[];
SWBOOL DrawScreen; bool DrawScreen;
extern short f_c; extern short f_c;
extern ParentalStruct aVoxelArray[MAXTILES]; extern ParentalStruct aVoxelArray[MAXTILES];
@ -261,7 +261,7 @@ DoShadowFindGroundPoint(tspriteptr_t sp)
} }
void void
DoShadows(tspriteptr_t tsp, int viewz, SWBOOL mirror) DoShadows(tspriteptr_t tsp, int viewz, bool mirror)
{ {
tspriteptr_t New = &tsprite[spritesortcnt]; tspriteptr_t New = &tsprite[spritesortcnt];
USERp tu = User[tsp->owner]; USERp tu = User[tsp->owner];
@ -560,7 +560,7 @@ void DoStarView(tspriteptr_t tsp, USERp tu, int viewz)
} }
void void
analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror) analyzesprites(int viewx, int viewy, int viewz, bool mirror)
{ {
int tSpriteNum; int tSpriteNum;
short SpriteNum; short SpriteNum;
@ -708,7 +708,7 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
// if sector pal is something other than default // if sector pal is something other than default
SECT_USERp sectu = SectUser[tsp->sectnum]; SECT_USERp sectu = SectUser[tsp->sectnum];
uint8_t pal = sector[tsp->sectnum].floorpal; 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 // sprite does not take on the new pal if sector flag is set
if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE))
@ -1257,7 +1257,7 @@ void SpriteSortList2D(int tx, int ty)
void DrawCrosshair(PLAYERp pp) void DrawCrosshair(PLAYERp pp)
{ {
extern SWBOOL CameraTestMode; extern bool CameraTestMode;
if (!(CameraTestMode) && !TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE)) 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; int i,nexti;
short ang; short ang;
SPRITEp sp; SPRITEp sp;
SWBOOL found_camera = false; bool found_camera = false;
SWBOOL player_in_camera = false; bool player_in_camera = false;
SWBOOL FAFcansee_test; bool FAFcansee_test;
SWBOOL ang_test; bool ang_test;
if (pp == &Player[screenpeek]) 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; short ScreenSavePic = false;
SWBOOL PicInView(short, SWBOOL); bool PicInView(short, bool);
void DoPlayerDiveMeter(PLAYERp pp); void DoPlayerDiveMeter(PLAYERp pp);
void void
drawscreen(PLAYERp pp, double smoothratio) drawscreen(PLAYERp pp, double smoothratio)
{ {
extern SWBOOL CameraTestMode; extern bool CameraTestMode;
int tx, ty, tz; int tx, ty, tz;
fixed_t tq16horiz, tq16ang; fixed_t tq16horiz, tq16ang;
short tsectnum; short tsectnum;
@ -1617,7 +1617,7 @@ drawscreen(PLAYERp pp, double smoothratio)
int bob_amt = 0; int bob_amt = 0;
int quake_z, quake_x, quake_y; int quake_z, quake_x, quake_y;
short quake_ang; short quake_ang;
extern SWBOOL FAF_DebugView; extern bool FAF_DebugView;
PLAYERp camerapp; // prediction player if prediction is on, else regular player PLAYERp camerapp; // prediction player if prediction is on, else regular player
// last valid stuff // last valid stuff

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@ -96,16 +96,16 @@ extern int sw_snd_scratch;
int GameVersion = 20; int GameVersion = 20;
SWBOOL NoMeters = false; bool NoMeters = false;
int FinishAnim = 0; int FinishAnim = 0;
SWBOOL ReloadPrompt = false; bool ReloadPrompt = false;
SWBOOL NewGame = false; bool NewGame = false;
SWBOOL SavegameLoaded = false; bool SavegameLoaded = false;
//Miscellaneous variables //Miscellaneous variables
SWBOOL FinishedLevel = false; bool FinishedLevel = false;
short screenpeek = 0; short screenpeek = 0;
SWBOOL PreCaching = true; bool PreCaching = true;
int GodMode = false; int GodMode = false;
short Skill = 2; short Skill = 2;
short TotalKillable; short TotalKillable;
@ -125,10 +125,10 @@ const GAME_SET gs_defaults =
}; };
GAME_SET gs; GAME_SET gs;
SWBOOL PlayerTrackingMode = false; bool PlayerTrackingMode = false;
SWBOOL SlowMode = false; bool SlowMode = false;
SWBOOL DebugOperate = false; bool DebugOperate = false;
void LoadingLevelScreen(void); void LoadingLevelScreen(void);
uint8_t FakeMultiNumPlayers; uint8_t FakeMultiNumPlayers;
@ -137,14 +137,14 @@ int totalsynctics;
int OrigCommPlayers=0; int OrigCommPlayers=0;
extern uint8_t CommPlayers; extern uint8_t CommPlayers;
extern SWBOOL CommEnabled; extern bool CommEnabled;
SWBOOL CameraTestMode = false; bool CameraTestMode = false;
char ds[645]; // debug string char ds[645]; // debug string
extern short NormalVisibility; extern short NormalVisibility;
SWBOOL CommandSetup = false; bool CommandSetup = false;
char buffer[80], ch; char buffer[80], ch;

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@ -62,13 +62,13 @@ typedef struct
// Net Options from Menus // Net Options from Menus
uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn] uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
uint8_t NetMonsters; // Cycle skill levels uint8_t NetMonsters; // Cycle skill levels
SWBOOL NetHurtTeammate; // Allow friendly kills bool NetHurtTeammate; // Allow friendly kills
SWBOOL NetSpawnMarkers; // Respawn markers on/off bool NetSpawnMarkers; // Respawn markers on/off
SWBOOL NetTeamPlay; // Team play bool NetTeamPlay; // Team play
uint8_t NetKillLimit; // Number of frags at which game ends uint8_t NetKillLimit; // Number of frags at which game ends
uint8_t NetTimeLimit; // Limit time of game uint8_t NetTimeLimit; // Limit time of game
uint8_t NetColor; // Chosen color for player uint8_t NetColor; // Chosen color for player
SWBOOL NetNuke; bool NetNuke;
} GAME_SET, * GAME_SETp; } GAME_SET, * GAME_SETp;
extern const GAME_SET gs_defaults; extern const GAME_SET gs_defaults;
@ -155,7 +155,7 @@ y++
// //
////////////////////////////////////////////////////// //////////////////////////////////////////////////////
extern SWBOOL MenuInputMode; extern bool MenuInputMode;
// //
// Defines // Defines
@ -683,8 +683,8 @@ extern int DLL_Handle; // Global DLL handle
extern char *DLL_path; // DLL path name extern char *DLL_path; // DLL path name
int DLL_Load(char *DLLpathname); int DLL_Load(char *DLLpathname);
SWBOOL DLL_Unload(int procHandle); bool DLL_Unload(int procHandle);
SWBOOL DLL_ExecFunc(int procHandle, char *fName); bool DLL_ExecFunc(int procHandle, char *fName);
/////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////
// //
@ -805,7 +805,7 @@ enum
#define PACK 1 #define PACK 1
extern SWBOOL CameraTestMode; extern bool CameraTestMode;
enum PlayerDeathTypes enum PlayerDeathTypes
{ {
@ -954,7 +954,7 @@ struct PLAYERstruct
short InventoryTics[MAX_INVENTORY]; short InventoryTics[MAX_INVENTORY];
short InventoryPercent[MAX_INVENTORY]; short InventoryPercent[MAX_INVENTORY];
int8_t InventoryAmount[MAX_INVENTORY]; int8_t InventoryAmount[MAX_INVENTORY];
SWBOOL InventoryActive[MAX_INVENTORY]; bool InventoryActive[MAX_INVENTORY];
short DiveTics; short DiveTics;
short DiveDamageTics; short DiveDamageTics;
@ -980,10 +980,10 @@ struct PLAYERstruct
// palette fading up and down for player hit and get items // palette fading up and down for player hit and get items
short FadeTics; // Tics between each fade cycle short FadeTics; // Tics between each fade cycle
short FadeAmt; // Current intensity of fade 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 unsigned char StartColor; // Darkest color in color range being used
//short electro[64]; //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 fta,ftq; // First time active and first time quote, for talking in multiplayer games
short NumFootPrints; // Number of foot prints left to lay down short NumFootPrints; // Number of foot prints left to lay down
unsigned char WpnUziType; // Toggle between single or double uzi's if you own 2. 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 WpnShotgunAuto; // 50-0 automatic shotgun rounds
unsigned char WpnShotgunLastShell; // Number of last shell fired unsigned char WpnShotgunLastShell; // Number of last shell fired
unsigned char WpnRailType; // Normal Rail Gun or EMP Burst Mode unsigned char WpnRailType; // Normal Rail Gun or EMP Burst Mode
SWBOOL Bloody; // Is player gooey from the slaughter? bool Bloody; // Is player gooey from the slaughter?
SWBOOL InitingNuke; bool InitingNuke;
SWBOOL TestNukeInit; bool TestNukeInit;
SWBOOL NukeInitialized; // Nuke already has counted down bool NukeInitialized; // Nuke already has counted down
short FistAng; // KungFu attack angle short FistAng; // KungFu attack angle
unsigned char WpnKungFuMove; // KungFu special moves unsigned char WpnKungFuMove; // KungFu special moves
short HitBy; // SpriteNum of whatever player was last hit by short HitBy; // SpriteNum of whatever player was last hit by
@ -1291,7 +1291,7 @@ typedef struct
// Shell gets deleted when ShellNum < (ShellCount - MAXSHELLS) // Shell gets deleted when ShellNum < (ShellCount - MAXSHELLS)
short FlagOwner; // The spritenum of the original flag short FlagOwner; // The spritenum of the original flag
short Vis; // Shading upgrade, for shooting, etc... 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 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 change_sprite_stat(short, short);
void SetOwner(short, short); void SetOwner(short, short);
void SetAttach(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 ChangeState(short SpriteNum, STATEp statep);
void UpdateSectorFAF_Connect(short SpriteNum, int newz); void UpdateSectorFAF_Connect(short SpriteNum, int newz);
#if 0 #if 0
SWBOOL FAF_ConnectCeiling(short sectnum); bool FAF_ConnectCeiling(short sectnum);
SWBOOL FAF_ConnectFloor(short sectnum); bool FAF_ConnectFloor(short sectnum);
#else #else
#define FAF_PLACE_MIRROR_PIC 341 #define FAF_PLACE_MIRROR_PIC 341
#define FAF_MIRROR_PIC 2356 #define FAF_MIRROR_PIC 2356
@ -1948,14 +1948,14 @@ SWBOOL FAF_ConnectFloor(short sectnum);
//void updatesectorz(int, int, int, short *); //void updatesectorz(int, int, int, short *);
void FAF_ConnectPlayerCeiling(PLAYERp pp); void FAF_ConnectPlayerCeiling(PLAYERp pp);
void FAF_ConnectPlayerFloor(PLAYERp pp); void FAF_ConnectPlayerFloor(PLAYERp pp);
SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit); bool PlayerCeilingHit(PLAYERp pp, int zlimit);
SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit); bool PlayerFloorHit(PLAYERp pp, int zlimit);
void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum, void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t xvect, int32_t yvect, int32_t zvect, int32_t xvect, int32_t yvect, int32_t zvect,
hitdata_t* hitinfo, int32_t clipmask); 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, void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t* hiz, int32_t* ceilhit, 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 uint8_t CommPlayers;
extern SWBOOL CommEnabled; extern bool CommEnabled;
extern int LastFrameTics; extern int LastFrameTics;
extern char ds[]; extern char ds[];
extern short Skill; extern short Skill;
extern int GodMode; extern int GodMode;
extern SWBOOL ReloadPrompt; extern bool ReloadPrompt;
//extern unsigned char synctics, lastsynctics; //extern unsigned char synctics, lastsynctics;
extern short snum; extern short snum;
@ -2065,7 +2065,7 @@ extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
#define COLOR_PAIN 128 // Light red range #define COLOR_PAIN 128 // Light red range
extern void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor); extern void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor);
extern void DoPaletteFlash(PLAYERp pp); 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 DrawOverlapRoom(int tx,int ty,int tz,fixed_t tq16ang,fixed_t tq16horiz,short tsectnum); // rooms.c
void SetupMirrorTiles(void); // 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 int GetZadjustment(short sectnum,short hitag); // rooms.c
void InitSetup(void); // setup.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 void SetRotatorActive(short SpriteNum); // rotator.c
SWBOOL VatorSwitch(short match, short setting); // vator.c bool VatorSwitch(short match, short setting); // vator.c
void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c void MoveSpritesWithSector(short sectnum,int z_amt,bool type); // vator.c
void SetVatorActive(short SpriteNum); // vator.c void SetVatorActive(short SpriteNum); // vator.c
short DoSpikeMatch(short match); // spike.c short DoSpikeMatch(short match); // spike.c
@ -2142,7 +2142,7 @@ void CopySectorMatch(short match); // copysect.c
int DoWallMoveMatch(short match); // wallmove.c int DoWallMoveMatch(short match); // wallmove.c
int DoWallMove(SPRITEp sp); // 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 short DoSpikeOperate(short sectnum); // spike.c
void SetSpikeActive(short SpriteNum); // spike.c void SetSpikeActive(short SpriteNum); // spike.c
@ -2172,10 +2172,10 @@ extern char PlayerGravity;
extern short wait_active_check_offset; extern short wait_active_check_offset;
//extern short Zombies; //extern short Zombies;
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust; extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
extern SWBOOL left_foot; extern bool left_foot;
extern SWBOOL serpwasseen; extern bool serpwasseen;
extern SWBOOL sumowasseen; extern bool sumowasseen;
extern SWBOOL zillawasseen; extern bool zillawasseen;
extern short BossSpriteNum[3]; extern short BossSpriteNum[3];
extern int ChopTics; extern int ChopTics;
extern short Bunny_Count; extern short Bunny_Count;

View file

@ -53,7 +53,7 @@ static struct so_interp
int32_t numinterpolations; int32_t numinterpolations;
int32_t tic, lasttic; int32_t tic, lasttic;
SWBOOL hasvator; bool hasvator;
} so_interpdata[MAX_SECTOR_OBJECTS]; } so_interpdata[MAX_SECTOR_OBJECTS];
static void so_setpointinterpolation(so_interp *interp, int32_t *posptr) 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; SECTOR_OBJECTp sop;
so_interp *interp; so_interp *interp;
so_interp::interp_data *data; 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; for (sop = SectorObject, interp = so_interpdata;
sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++) 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); int SaveSymDataInfo(MFILE_WRITE fil, void *ptr);
SWBOOL so_writeinterpolations(MFILE_WRITE fil) int so_writeinterpolations(MFILE_WRITE fil)
{ {
int32_t i; int32_t i;
SECTOR_OBJECTp sop; SECTOR_OBJECTp sop;
@ -364,12 +364,12 @@ SWBOOL so_writeinterpolations(MFILE_WRITE fil)
MWRITE(&data->spriteofang,sizeof(data->spriteofang),1,fil); MWRITE(&data->spriteofang,sizeof(data->spriteofang),1,fil);
} }
} }
return !!saveisshot; return saveisshot;
} }
int LoadSymDataInfo(MFILE_READ fil, void** ptr); int LoadSymDataInfo(MFILE_READ fil, void** ptr);
SWBOOL so_readinterpolations(MFILE_READ fil) int so_readinterpolations(MFILE_READ fil)
{ {
int32_t i; int32_t i;
SECTOR_OBJECTp sop; SECTOR_OBJECTp sop;
@ -393,7 +393,7 @@ SWBOOL so_readinterpolations(MFILE_READ fil)
interp->tic = 0; interp->tic = 0;
interp->lasttic = synctics; interp->lasttic = synctics;
} }
return !!saveisshot; return saveisshot;
} }
END_SW_NS END_SW_NS

View file

@ -41,8 +41,8 @@ void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics);
void so_updateinterpolations(void); void so_updateinterpolations(void);
void so_dointerpolations(int32_t smoothratio); void so_dointerpolations(int32_t smoothratio);
void so_restoreinterpolations(void); void so_restoreinterpolations(void);
SWBOOL so_writeinterpolations(MFILE_WRITE fil); int so_writeinterpolations(MFILE_WRITE fil);
SWBOOL so_readinterpolations(MFILE_READ fil); int so_readinterpolations(MFILE_READ fil);
END_SW_NS END_SW_NS

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@ -53,14 +53,14 @@ MIRRORTYPE mirror[MAXMIRRORS];
short mirrorcnt; //, floormirrorcnt; short mirrorcnt; //, floormirrorcnt;
//short floormirrorsector[MAXMIRRORS]; //short floormirrorsector[MAXMIRRORS];
SWBOOL mirrorinview; bool mirrorinview;
uint32_t oscilationclock; uint32_t oscilationclock;
// Voxel stuff // Voxel stuff
//SWBOOL bVoxelsOn = true; // Turn voxels on by default //bool bVoxelsOn = true; // Turn voxels on by default
SWBOOL bSpinBobVoxels = false; // Do twizzly stuff to voxels, but bool bSpinBobVoxels = false; // Do twizzly stuff to voxels, but
// not by default // not by default
SWBOOL bAutoSize = true; // Autosizing on/off bool bAutoSize = true; // Autosizing on/off
//extern int chainnumpages; //extern int chainnumpages;
extern AMB_INFO ambarray[]; extern AMB_INFO ambarray[];
@ -288,7 +288,7 @@ void JS_InitMirrors(void)
short startwall, endwall; short startwall, endwall;
int i, j, s; int i, j, s;
short SpriteNum = 0, NextSprite; short SpriteNum = 0, NextSprite;
SWBOOL Found_Cam = false; bool Found_Cam = false;
// Set all the mirror struct values to -1 // Set all the mirror struct values to -1
@ -482,7 +482,7 @@ JS_ProcessEchoSpot()
int j,dist; int j,dist;
PLAYERp pp = Player+screenpeek; PLAYERp pp = Player+screenpeek;
int16_t reverb; int16_t reverb;
SWBOOL reverb_set = false; bool reverb_set = false;
// Process echo sprites // Process echo sprites
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ECHO], i, nexti) 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 tposx, tposy; // Camera
int* longptr; int* longptr;
SWBOOL bIsWallMirror = false; bool bIsWallMirror = false;
int camclock = I_GetBuildTime(); int camclock = I_GetBuildTime();
camloopcnt += camclock - lastcamclock; camloopcnt += camclock - lastcamclock;
@ -634,7 +634,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
// you are outside of it! // you are outside of it!
if (mirror[cnt].mstate == m_viewon) if (mirror[cnt].mstate == m_viewon)
{ {
SWBOOL DoCam = false; bool DoCam = false;
if (mirror[cnt].campic == -1) 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 // int tx, ty, tz, tpang; // Interpolate so mirror doesn't
// drift! // drift!
SWBOOL bIsWallMirror = false; bool bIsWallMirror = false;
// WARNING! Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64 <-- JBF: wrong // WARNING! Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64 <-- JBF: wrong
longptr = (int *)&gotpic[MIRRORLABEL >> 3]; longptr = (int *)&gotpic[MIRRORLABEL >> 3];

View file

@ -53,7 +53,7 @@ typedef struct
short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill
// level for a // level for a
// max of up to 4 coolie ghosts to spawn. // 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 MIRRORSTATE mstate; // What state the mirror is currently
// in // in
int maxtics; // Tic count used to time mirror int maxtics; // Tic count used to time mirror
@ -66,7 +66,7 @@ extern MIRRORTYPE mirror[MAXMIRRORS];
extern short mirrorcnt, floormirrorcnt; extern short mirrorcnt, floormirrorcnt;
extern short floormirrorsector[MAXMIRRORS]; extern short floormirrorsector[MAXMIRRORS];
extern SWBOOL mirrorinview; extern bool mirrorinview;
extern short NormalVisibility; extern short NormalVisibility;
void JAnalyzeSprites(tspriteptr_t tspr); void JAnalyzeSprites(tspriteptr_t tspr);

View file

@ -52,7 +52,7 @@ extern STATE s_Puff[];
extern STATE s_FireballFlames[]; extern STATE s_FireballFlames[];
extern STATE s_GoreFloorSplash[]; extern STATE s_GoreFloorSplash[];
extern STATE s_GoreSplash[]; extern STATE s_GoreSplash[];
extern SWBOOL GlobalSkipZrange; extern bool GlobalSkipZrange;
#define CHEMTICS SEC(40) #define CHEMTICS SEC(40)
@ -696,7 +696,7 @@ DoPhosphorus(int16_t Weapon)
case HIT_SECTOR: case HIT_SECTOR:
{ {
SWBOOL did_hit_wall; bool did_hit_wall;
if (SlopeBounce(Weapon, &did_hit_wall)) if (SlopeBounce(Weapon, &did_hit_wall))
{ {
@ -924,7 +924,7 @@ DoChemBomb(int16_t Weapon)
case HIT_SECTOR: case HIT_SECTOR:
{ {
SWBOOL did_hit_wall; bool did_hit_wall;
if (SlopeBounce(Weapon, &did_hit_wall)) if (SlopeBounce(Weapon, &did_hit_wall))
{ {
@ -1170,7 +1170,7 @@ DoCaltrops(int16_t Weapon)
case HIT_SECTOR: case HIT_SECTOR:
{ {
SWBOOL did_hit_wall; bool did_hit_wall;
if (SlopeBounce(Weapon, &did_hit_wall)) if (SlopeBounce(Weapon, &did_hit_wall))
{ {
@ -2000,7 +2000,7 @@ InitPhosphorus(int16_t SpriteNum)
} }
int int
InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity) InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity)
{ {
SPRITEp sp = &sprite[SpriteNum]; SPRITEp sp = &sprite[SpriteNum];
USERp u = User[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; const char* extra_text;
short w, h; 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 pic_shadow_warrior 2366
#define m_defshade 2 #define m_defshade 2
extern SWBOOL SavegameLoaded; extern bool SavegameLoaded;
END_SW_NS END_SW_NS

View file

@ -22,10 +22,10 @@ void MapColors(short num,COLOR_MAP cm,short create);
void InitPalette(void); void InitPalette(void);
int32_t CONFIG_ReadSetup(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 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); 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); SPRITEp Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
void ProcessVisOn(void); void ProcessVisOn(void);
@ -36,7 +36,7 @@ enum TriggerType { TRIGGER_TYPE_REMOTE_SO };
int ActorFollowTrack(short SpriteNum, short locktics); int ActorFollowTrack(short SpriteNum, short locktics);
void ActorLeaveTrack(short SpriteNum); 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 TrackSetup(void);
void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy); void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy);
void PlaceSectorObjectsOnTracks(void); 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); void PutStringInfo(PLAYERp pp, const char* string);
short DoSlidorMatch(PLAYERp pp, short match, SWBOOL); short DoSlidorMatch(PLAYERp pp, short match, bool);
SWBOOL TestSlidorMatchActive(short match); bool TestSlidorMatchActive(short match);
void InterpSectorSprites(short sectnum, SWBOOL state); void InterpSectorSprites(short sectnum, bool state);
typedef void INTERP_FUNC(int*); typedef void INTERP_FUNC(int*);
typedef INTERP_FUNC* INTERP_FUNCp; typedef INTERP_FUNC* INTERP_FUNCp;
@ -86,7 +86,7 @@ void ProcessQuakeOn(void);
void ProcessQuakeSpot(void); void ProcessQuakeSpot(void);
void QuakeViewChange(PLAYERp pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff); void QuakeViewChange(PLAYERp pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff);
void DoQuake(PLAYERp pp); 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 SetExpQuake(int16_t Weapon);
int SetGunQuake(int16_t SpriteNum); int SetGunQuake(int16_t SpriteNum);
int SetPlayerQuake(PLAYERp mpp); int SetPlayerQuake(PLAYERp mpp);

View file

@ -153,7 +153,7 @@ int DoToiletGirl(short SpriteNum)
{ {
USERp u = User[SpriteNum]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
static short alreadythrew = 0; static short alreadythrew = 0;
DoActorPickClosePlayer(SpriteNum); DoActorPickClosePlayer(SpriteNum);
@ -1914,7 +1914,7 @@ int DoPruneGirl(short SpriteNum)
{ {
USERp u = User[SpriteNum]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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]; USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP; SPRITEp sp = User[SpriteNum]->SpriteP;
SWBOOL ICanSee = false; bool ICanSee = false;
DoActorPickClosePlayer(SpriteNum); 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); 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 OFF 0
#define ON 1 #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 //Local multiplayer variables
// should move this to a local scope of faketimerhandler - do it when able to test // 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; uint8_t CommPlayers = 0;
double smoothratio; double smoothratio;

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@ -29,12 +29,12 @@ BEGIN_SW_NS
#define SYNC_TEST 0 #define SYNC_TEST 0
#define MAXSYNCBYTES 16 #define MAXSYNCBYTES 16
extern SWBOOL PredictionOn; extern bool PredictionOn;
extern PLAYER PredictPlayer; extern PLAYER PredictPlayer;
extern PLAYERp ppp; extern PLAYERp ppp;
extern short predictangpos[]; extern short predictangpos[];
extern int predictmovefifoplc; extern int predictmovefifoplc;
extern SWBOOL Prediction; extern bool Prediction;
void InitPrediction(PLAYERp pp); void InitPrediction(PLAYERp pp);
void DoPrediction(PLAYERp ppp); void DoPrediction(PLAYERp ppp);
@ -61,12 +61,12 @@ typedef struct
int32_t TimeLimit; int32_t TimeLimit;
int32_t TimeLimitClock; int32_t TimeLimitClock;
int16_t MultiGameType; // used to be a stand alone global int16_t MultiGameType; // used to be a stand alone global
SWBOOL TeamPlay; bool TeamPlay;
SWBOOL HurtTeammate; bool HurtTeammate;
SWBOOL SpawnMarkers; bool SpawnMarkers;
SWBOOL AutoAim; bool AutoAim;
SWBOOL NoRespawn; // for commbat type games bool NoRespawn; // for commbat type games
SWBOOL Nuke; bool Nuke;
} gNET,*gNETp; } gNET,*gNETp;
extern gNET gNet; extern gNET gNet;

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@ -2393,7 +2393,7 @@ InitPlayerSprite(PLAYERp pp)
SPRITE *sp; SPRITE *sp;
USERp u; USERp u;
int pnum = pp - Player; int pnum = pp - Player;
extern SWBOOL NewGame; extern bool NewGame;
COVER_SetReverb(0); // Turn off any echoing that may have been going before COVER_SetReverb(0); // Turn off any echoing that may have been going before
pp->Reverb = 0; pp->Reverb = 0;

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@ -89,8 +89,8 @@ int DoBeginPanelJump(PANEL_SPRITEp psp);
void SpawnHeartBlood(PANEL_SPRITEp psp); void SpawnHeartBlood(PANEL_SPRITEp psp);
void SpawnUziShell(PANEL_SPRITEp psp); void SpawnUziShell(PANEL_SPRITEp psp);
SWBOOL pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state); bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
SWBOOL pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state); bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
void pHotHeadOverlays(PANEL_SPRITEp psp, short mode); void pHotHeadOverlays(PANEL_SPRITEp psp, short mode);
char UziRecoilYadj = 0; char UziRecoilYadj = 0;
@ -153,10 +153,10 @@ PANEL_SPRITEp pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pr
return NULL; return NULL;
} }
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id) bool pKillScreenSpiteIDs(PLAYERp pp, short id)
{ {
PANEL_SPRITEp psp=NULL, next; PANEL_SPRITEp psp=NULL, next;
SWBOOL found = false; bool found = false;
// Kill ALL sprites with the correct id // Kill ALL sprites with the correct id
TRAVERSE(&pp->PanelSpriteList, psp, next) TRAVERSE(&pp->PanelSpriteList, psp, next)
@ -238,8 +238,8 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
if (value < 0) if (value < 0)
{ {
SWBOOL IsChem = false; bool IsChem = false;
SWBOOL NoArmor = false; bool NoArmor = false;
if (value <= -2000) if (value <= -2000)
{ {
@ -650,7 +650,7 @@ int WeaponOperate(PLAYERp pp)
return 0; return 0;
} }
SWBOOL bool
WeaponOK(PLAYERp pp) WeaponOK(PLAYERp pp)
{ {
USERp u; USERp u;
@ -1208,7 +1208,7 @@ pSwordHide(PANEL_SPRITEp psp)
void void
pSwordRest(PANEL_SPRITEp psp) 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)) if (pWeaponHideKeys(psp, ps_SwordHide))
return; return;
@ -1507,7 +1507,7 @@ pStarHide(PANEL_SPRITEp psp)
void void
pStarRest(PANEL_SPRITEp psp) 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)) if (pWeaponHideKeys(psp, ps_StarHide))
return; return;
@ -2331,8 +2331,8 @@ pUziHide(PANEL_SPRITEp psp)
void void
pUziRest(PANEL_SPRITEp psp) pUziRest(PANEL_SPRITEp psp)
{ {
char shooting; bool shooting;
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
// If you have two uzi's, but one didn't come up, spawn it // 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 pShotgunRecoilUp(PANEL_SPRITEp psp);
void pShotgunRecoilDown(PANEL_SPRITEp psp); void pShotgunRecoilDown(PANEL_SPRITEp psp);
SWBOOL pShotgunReloadTest(PANEL_SPRITEp psp); bool pShotgunReloadTest(PANEL_SPRITEp psp);
extern PANEL_STATE ps_ShotgunReload[]; extern PANEL_STATE ps_ShotgunReload[];
@ -2958,7 +2958,7 @@ pShotgunBobSetup(PANEL_SPRITEp psp)
psp->bob_height_divider = 8; psp->bob_height_divider = 8;
} }
SWBOOL bool
pShotgunOverlays(PANEL_SPRITEp psp) pShotgunOverlays(PANEL_SPRITEp psp)
{ {
#define SHOTGUN_AUTO_XOFF 28 #define SHOTGUN_AUTO_XOFF 28
@ -3019,7 +3019,7 @@ pShotgunHide(PANEL_SPRITEp psp)
} }
#if 1 #if 1
SWBOOL bool
pShotgunReloadTest(PANEL_SPRITEp psp) pShotgunReloadTest(PANEL_SPRITEp psp)
{ {
//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType]; //short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
@ -3041,7 +3041,7 @@ pShotgunReloadTest(PANEL_SPRITEp psp)
void void
pShotgunRest(PANEL_SPRITEp psp) 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[psp->PlayerP->WeaponType];
short ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN]; short ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN];
char lastammo = psp->PlayerP->WpnShotgunLastShell; char lastammo = psp->PlayerP->WpnShotgunLastShell;
@ -3090,7 +3090,7 @@ pShotgunRest(PANEL_SPRITEp psp)
void void
pShotgunRestTest(PANEL_SPRITEp psp) 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)) if (psp->PlayerP->WpnShotgunType == 1 && !pShotgunReloadTest(psp))
force = true; force = true;
@ -3172,7 +3172,7 @@ void pRailRecoilDown(PANEL_SPRITEp psp);
void pRailBobSetup(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_BEAT_RATE 24
#define Rail_ACTION_RATE 3 // !JIM! Was 10 #define Rail_ACTION_RATE 3 // !JIM! Was 10
@ -3453,7 +3453,7 @@ void
pRailRest(PANEL_SPRITEp psp) pRailRest(PANEL_SPRITEp psp)
{ {
int InitLaserSight(PLAYERp pp); int InitLaserSight(PLAYERp pp);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (SW_SHAREWARE) return; if (SW_SHAREWARE) return;
@ -3488,7 +3488,7 @@ pRailRest(PANEL_SPRITEp psp)
void void
pRailRestTest(PANEL_SPRITEp psp) 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)) if (pWeaponHideKeys(psp, ps_RailHide))
return; return;
@ -3868,7 +3868,7 @@ pHotheadHide(PANEL_SPRITEp psp)
void void
pHotheadRest(PANEL_SPRITEp psp) pHotheadRest(PANEL_SPRITEp psp)
{ {
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (SW_SHAREWARE) return; if (SW_SHAREWARE) return;
@ -4343,7 +4343,7 @@ pMicroHide(PANEL_SPRITEp psp)
} }
} }
SWBOOL bool
pMicroOverlays(PANEL_SPRITEp psp) pMicroOverlays(PANEL_SPRITEp psp)
{ {
#define MICRO_SIGHT_XOFF 29 #define MICRO_SIGHT_XOFF 29
@ -4441,7 +4441,7 @@ void
pMicroRest(PANEL_SPRITEp psp) pMicroRest(PANEL_SPRITEp psp)
{ {
PLAYERp pp = psp->PlayerP; 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)) if (pWeaponHideKeys(psp, ps_MicroHide))
return; return;
@ -4783,7 +4783,7 @@ pHeartHide(PANEL_SPRITEp psp)
void void
pHeartRest(PANEL_SPRITEp psp) 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)) if (pWeaponHideKeys(psp, ps_HeartHide))
return; return;
@ -5371,7 +5371,7 @@ pGrenadeHide(PANEL_SPRITEp psp)
void void
pGrenadeRest(PANEL_SPRITEp psp) 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)) if (pWeaponHideKeys(psp, ps_GrenadeHide))
return; return;
@ -5620,7 +5620,7 @@ pMineHide(PANEL_SPRITEp psp)
void void
pMineRest(PANEL_SPRITEp psp) 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)) if (pWeaponHideKeys(psp, ps_MineHide))
return; return;
@ -6494,7 +6494,7 @@ pFistHide(PANEL_SPRITEp psp)
void void
pFistRest(PANEL_SPRITEp psp) 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)) if (pWeaponHideKeys(psp, ps_FistHide))
return; return;
@ -6601,7 +6601,7 @@ pWeaponForceRest(PLAYERp pp)
pSetState(pp->CurWpn, pp->CurWpn->RestState); pSetState(pp->CurWpn, pp->CurWpn->RestState);
} }
SWBOOL bool
pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
{ {
// initing the other weapon will take care of this // initing the other weapon will take care of this
@ -6649,7 +6649,7 @@ pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
return false; return false;
} }
SWBOOL bool
pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
{ {
if (TEST(psp->PlayerP->Flags, PF_DEAD)) if (TEST(psp->PlayerP->Flags, PF_DEAD))
@ -6875,7 +6875,7 @@ pWeaponBob(PANEL_SPRITEp psp, short condition)
// //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
SWBOOL DrawBeforeView = false; bool DrawBeforeView = false;
void void
pDisplaySprites(PLAYERp pp, double smoothratio) 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); PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, double x, double y);
void pSetSuicide(PANEL_SPRITEp psp); void pSetSuicide(PANEL_SPRITEp psp);
SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id); bool pKillScreenSpiteIDs(PLAYERp pp, short id);
void PreUpdatePanel(double smoothratio); void PreUpdatePanel(double smoothratio);
void UpdatePanel(double smoothratio); void UpdatePanel(double smoothratio);
void PlayerUpdateArmor(PLAYERp pp,short value); void PlayerUpdateArmor(PLAYERp pp,short value);

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@ -68,7 +68,7 @@ void pWeaponForceRest(PLAYERp pp);
#define SO_DRIVE_SOUND 2 #define SO_DRIVE_SOUND 2
#define SO_IDLE_SOUND 1 #define SO_IDLE_SOUND 1
extern SWBOOL NoMeters; extern bool NoMeters;
#define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER)) #define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER))
@ -80,7 +80,7 @@ extern SWBOOL NoMeters;
USER puser[MAX_SW_PLAYERS_REG]; USER puser[MAX_SW_PLAYERS_REG];
//int16_t gNet.MultiGameType = MULTI_GAME_NONE; //int16_t gNet.MultiGameType = MULTI_GAME_NONE;
SWBOOL NightVision = false; bool NightVision = false;
extern int FinishAnim; extern int FinishAnim;
@ -118,7 +118,7 @@ extern int FinishAnim;
char PlayerGravity = PLAYER_JUMP_GRAV; char PlayerGravity = PLAYER_JUMP_GRAV;
#endif #endif
extern SWBOOL DebugOperate; extern bool DebugOperate;
enum enum
{ {
@ -138,10 +138,10 @@ PLAYER Player[MAX_SW_PLAYERS_REG + 1];
short NormalVisibility; 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); SPRITEp FindNearSprite(SPRITEp sp, short stat);
SWBOOL PlayerOnLadder(PLAYERp pp); bool PlayerOnLadder(PLAYERp pp);
void DoPlayerSlide(PLAYERp pp); void DoPlayerSlide(PLAYERp pp);
void DoPlayerBeginSwim(PLAYERp pp); void DoPlayerBeginSwim(PLAYERp pp);
void DoPlayerSwim(PLAYERp pp); void DoPlayerSwim(PLAYERp pp);
@ -171,10 +171,10 @@ void DoPlayerOperateTurret(PLAYERp pp);
void DoPlayerBeginDive(PLAYERp pp); void DoPlayerBeginDive(PLAYERp pp);
void DoPlayerDive(PLAYERp pp); void DoPlayerDive(PLAYERp pp);
void DoPlayerTeleportPause(PLAYERp pp); void DoPlayerTeleportPause(PLAYERp pp);
SWBOOL PlayerFlyKey(void); bool PlayerFlyKey(void);
void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy); void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
void CheckFootPrints(PLAYERp pp); void CheckFootPrints(PLAYERp pp);
SWBOOL DoPlayerTestCrawl(PLAYERp pp); bool DoPlayerTestCrawl(PLAYERp pp);
void DoPlayerDeathFlip(PLAYERp pp); void DoPlayerDeathFlip(PLAYERp pp);
void DoPlayerDeathCrumble(PLAYERp pp); void DoPlayerDeathCrumble(PLAYERp pp);
void DoPlayerDeathExplode(PLAYERp pp); void DoPlayerDeathExplode(PLAYERp pp);
@ -1175,7 +1175,7 @@ static int CompareTarget(void const * a, void const * b)
return tgt2->weight - tgt1->weight; return tgt2->weight - tgt1->weight;
} }
SWBOOL bool
FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, 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); int32_t xe, int32_t ye, int32_t ze, int16_t secte);
@ -2007,7 +2007,7 @@ UpdatePlayerUnderSprite(PLAYERp pp)
short SpriteNum; short SpriteNum;
int water_level_z, zdiff; int water_level_z, zdiff;
SWBOOL above_water, in_dive_area; bool above_water, in_dive_area;
if (Prediction) if (Prediction)
return; return;
@ -2318,7 +2318,7 @@ DoPlayerMove(PLAYERp pp)
// turning and movement still get appropriately interpolated. // turning and movement still get appropriately interpolated.
// We do this from here instead of MovePlayer, covering the case // 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). // 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); void SlipSlope(PLAYERp pp);
@ -2687,7 +2687,7 @@ void DoTankTreads(PLAYERp pp)
SECTORp *sectp; SECTORp *sectp;
int j; int j;
int dot; int dot;
SWBOOL reverse = false; bool reverse = false;
if (Prediction) if (Prediction)
return; return;
@ -2973,7 +2973,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
int j,k; int j,k;
short startwall,endwall; short startwall,endwall;
SWBOOL RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP); bool RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP);
if (Prediction) if (Prediction)
return; return;
@ -3618,7 +3618,7 @@ DoPlayerClimb(PLAYERp pp)
int dot; int dot;
short sec,wal,spr; short sec,wal,spr;
int dist; int dist;
SWBOOL LadderUpdate = false; bool LadderUpdate = false;
if (Prediction) if (Prediction)
return; return;
@ -3873,9 +3873,9 @@ DoPlayerWadeSuperJump(PLAYERp pp)
return false; return false;
} }
SWBOOL PlayerFlyKey(void) bool PlayerFlyKey(void)
{ {
SWBOOL key = false; bool key = false;
if (!GodMode) if (!GodMode)
return false; return false;
@ -3908,7 +3908,7 @@ DoPlayerBeginCrawl(PLAYERp pp)
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl); 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 the floor is far below you, fall hard instead of adjusting height
if (labs(pp->posz - pp->loz) > player_height + PLAYER_FALL_HEIGHT) if (labs(pp->posz - pp->loz) > player_height + PLAYER_FALL_HEIGHT)
@ -4089,7 +4089,7 @@ void PlayerWarpUpdatePos(PLAYERp pp)
UpdatePlayerSprite(pp); UpdatePlayerSprite(pp);
} }
SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit) bool PlayerCeilingHit(PLAYERp pp, int zlimit)
{ {
if (pp->posz < zlimit) if (pp->posz < zlimit)
{ {
@ -4099,7 +4099,7 @@ SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit)
return false; return false;
} }
SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit) bool PlayerFloorHit(PLAYERp pp, int zlimit)
{ {
if (pp->posz > zlimit) if (pp->posz > zlimit)
{ {
@ -4193,7 +4193,7 @@ FindNearSprite(SPRITEp sp, short stat)
return near_fp; return near_fp;
} }
SWBOOL bool
PlayerOnLadder(PLAYERp pp) PlayerOnLadder(PLAYERp pp)
{ {
short sec, wal, spr; short sec, wal, spr;
@ -4297,7 +4297,7 @@ PlayerOnLadder(PLAYERp pp)
return true; return true;
} }
SWBOOL DoPlayerTestCrawl(PLAYERp pp) bool DoPlayerTestCrawl(PLAYERp pp)
{ {
if (labs(pp->loz - pp->hiz) < PLAYER_STANDING_ROOM) if (labs(pp->loz - pp->hiz) < PLAYER_STANDING_ROOM)
return true; 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; SPRITEp sp;
short i,nexti; short i,nexti;
@ -6052,7 +6052,7 @@ void
DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer) DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer)
{ {
int pnum; int pnum;
SWBOOL SEND_OK = false; bool SEND_OK = false;
killer->KilledPlayer[pp-Player]++; killer->KilledPlayer[pp-Player]++;
@ -6086,7 +6086,7 @@ DoPlayerDeathMessage(PLAYERp pp, PLAYERp killer)
void void
DoPlayerBeginDie(PLAYERp pp) DoPlayerBeginDie(PLAYERp pp)
{ {
extern SWBOOL ReloadPrompt; extern bool ReloadPrompt;
short bak; short bak;
int choosesnd = 0; int choosesnd = 0;
@ -7299,7 +7299,7 @@ void MultiPlayLimits(void)
{ {
short pnum; short pnum;
PLAYERp pp; PLAYERp pp;
SWBOOL Done = false; bool Done = false;
if (gNet.MultiGameType != MULTI_GAME_COMMBAT) if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
return; return;
@ -7339,7 +7339,7 @@ void MultiPlayLimits(void)
void PauseMultiPlay(void) void PauseMultiPlay(void)
{ {
#if 0 #if 0
static SWBOOL SavePrediction; static bool SavePrediction;
PLAYERp pp; PLAYERp pp;
short pnum,p; short pnum,p;
@ -7424,7 +7424,7 @@ domovethings(void)
TRAVERSE_CONNECT(pnum) TRAVERSE_CONNECT(pnum)
{ {
extern short screenpeek; extern short screenpeek;
extern SWBOOL PlayerTrackingMode; extern bool PlayerTrackingMode;
extern PLAYERp GlobPlayerP; extern PLAYERp GlobPlayerP;
pp = Player + pnum; pp = Player + pnum;
@ -7501,7 +7501,7 @@ InitAllPlayers(void)
PLAYERp pp; PLAYERp pp;
PLAYERp pfirst = Player; PLAYERp pfirst = Player;
int i; int i;
extern SWBOOL NewGame; extern bool NewGame;
//int fz,cz; //int fz,cz;
//getzsofslope(pfirst->cursectnum, pfirst->posx, pfirst->posy, &cz, &fz); //getzsofslope(pfirst->cursectnum, pfirst->posx, pfirst->posy, &cz, &fz);
@ -7565,7 +7565,7 @@ int SearchSpawnPosition(PLAYERp pp)
SPRITEp sp; SPRITEp sp;
short pos_num; short pos_num;
short pnum,spawn_sprite; short pnum,spawn_sprite;
SWBOOL blocked; bool blocked;
do do
{ {
@ -7599,7 +7599,7 @@ int SearchSpawnPosition(PLAYERp pp)
return pos_num; return pos_num;
} }
SWBOOL SpawnPositionUsed[MAX_SW_PLAYERS_REG+1]; bool SpawnPositionUsed[MAX_SW_PLAYERS_REG+1];
void void
PlayerSpawnPosition(PLAYERp pp) PlayerSpawnPosition(PLAYERp pp)

View file

@ -36,8 +36,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
SWBOOL PredictionOn = true; bool PredictionOn = true;
SWBOOL Prediction = false; bool Prediction = false;
PLAYER PredictPlayer; PLAYER PredictPlayer;
USER PredictUser; USER PredictUser;
PLAYERp ppp = &PredictPlayer; PLAYERp ppp = &PredictPlayer;

View file

@ -276,7 +276,7 @@ int SpawnQuake(short sectnum, int x, int y, int z,
return SpriteNum; return SpriteNum;
} }
SWBOOL bool
SetQuake(PLAYERp pp, short tics, short amt) SetQuake(PLAYERp pp, short tics, short amt)
{ {
SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, tics, amt, 30000); 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 }; hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
SWBOOL Found = false; bool Found = false;
short dang, tang; short dang, tang;
for (dang = 0; dang < 2048; dang += 128) 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 }; hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
SWBOOL Found = false; bool Found = false;
short dang, tang; short dang, tang;
for (dang = 0; dang < 2048; dang += 128) for (dang = 0; dang < 2048; dang += 128)

View file

@ -53,7 +53,7 @@ typedef struct
SAVE save; SAVE save;
SWBOOL FAF_DebugView = false; bool FAF_DebugView = false;
void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector) void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector)
{ {
@ -86,7 +86,7 @@ int COVERinsertsprite(short sectnum, short stat)
return spnum; return spnum;
} }
SWBOOL bool
FAF_Sector(short sectnum) FAF_Sector(short sectnum)
{ {
short SpriteNum, Next; short SpriteNum, Next;
@ -155,7 +155,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int loz, hiz; int loz, hiz;
short newsectnum = sectnum; short newsectnum = sectnum;
int startclipmask = 0; int startclipmask = 0;
SWBOOL plax_found = false; bool plax_found = false;
if (clipmask == CLIPMASK_MISSILE) if (clipmask == CLIPMASK_MISSILE)
startclipmask = CLIPMASK_WARP_HITSCAN; 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, 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) 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; short ang;
hitdata_t hitinfo; hitdata_t hitinfo;
int dist; int dist;
SWBOOL plax_found = false; bool plax_found = false;
vec3_t s = { xs, ys, zs }; vec3_t s = { xs, ys, zs };
// ASSERT(sects >= 0 && secte >= 0); // ASSERT(sects >= 0 && secte >= 0);
@ -368,12 +368,12 @@ GetZadjustment(short sectnum, short hitag)
return 0L; 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; extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
int z_amt = 0; int z_amt = 0;
SWBOOL SkipFAFcheck = false; bool SkipFAFcheck = false;
if ((int)florhit != -1) 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 foo1;
int foo2; int foo2;
SWBOOL SkipFAFcheck; bool SkipFAFcheck;
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// This will return invalid FAF ceiling and floor heights inside of analyzesprite // 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 foo1;
int foo2; int foo2;
SWBOOL SkipFAFcheck; bool SkipFAFcheck;
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// This will return invalid FAF ceiling and floor heights inside of analyzesprite // 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 // doesn't work for blank pics
SWBOOL bool
PicInView(short tile_num, SWBOOL reset) PicInView(short tile_num, bool reset)
{ {
if (TEST(gotpic[tile_num >> 3], 1 << (tile_num & 7))) 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 // will not hurt if GlobStackSect is invalid - inside checks for this
if (inside(x, y, GlobStackSect[i]) == 1) if (inside(x, y, GlobStackSect[i]) == 1)
{ {
SWBOOL found = false; bool found = false;
TRAVERSE_SPRITE_SECT(headspritesect[GlobStackSect[i]], SpriteNum, Next) 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) if (inside(x, y, (short) i) == 1)
{ {
SWBOOL found = false; bool found = false;
TRAVERSE_SPRITE_SECT(headspritesect[i], SpriteNum, Next) 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) FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
{ {
int xoff = 0; int xoff = 0;
@ -882,7 +882,7 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum
return true; return true;
} }
SWBOOL bool
FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum) FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
{ {
int xoff = 0; int xoff = 0;

View file

@ -38,9 +38,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL); short DoRotatorMatch(PLAYERp pp, short match, bool);
SWBOOL TestRotatorMatchActive(short match); bool TestRotatorMatchActive(short match);
void InterpSectorSprites(short sectnum, SWBOOL state); void InterpSectorSprites(short sectnum, bool state);
void DoMatchEverything(PLAYERp pp, short match, short state); void DoMatchEverything(PLAYERp pp, short match, short state);
void DoRotatorSetInterp(short SpriteNum); void DoRotatorSetInterp(short SpriteNum);
void DoRotatorStopInterp(short SpriteNum); void DoRotatorStopInterp(short SpriteNum);
@ -73,12 +73,12 @@ void ReverseRotator(short SpriteNum)
r->vel = -r->vel; r->vel = -r->vel;
} }
SWBOOL bool
RotatorSwitch(short match, short setting) RotatorSwitch(short match, short setting)
{ {
SPRITEp sp; SPRITEp sp;
short i,nexti; short i,nexti;
SWBOOL found = false; bool found = false;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{ {
@ -151,7 +151,7 @@ short DoRotatorOperate(PLAYERp pp, short sectnum)
// called from switches and triggers // called from switches and triggers
// returns first vator found // returns first vator found
short short
DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual) DoRotatorMatch(PLAYERp pp, short match, bool manual)
{ {
USERp fu; USERp fu;
SPRITEp fsp; SPRITEp fsp;
@ -171,7 +171,7 @@ DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
fu = User[i]; fu = User[i];
// single play only vator // 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 (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
{ {
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXT_SPONLY")); 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) TestRotatorMatchActive(short match)
{ {
USERp fu; USERp fu;
@ -315,7 +315,7 @@ int DoRotatorMove(short SpriteNum)
int i, nexti; int i, nexti;
vec2_t nxy; vec2_t nxy;
int dist,closest; int dist,closest;
SWBOOL kill = false; bool kill = false;
r = u->rotator; r = u->rotator;

View file

@ -70,16 +70,16 @@ extern int lastUpdate;
extern char SaveGameDescr[10][80]; extern char SaveGameDescr[10][80];
extern int PlayClock; extern int PlayClock;
extern short Bunny_Count; extern short Bunny_Count;
extern SWBOOL NewGame; extern bool NewGame;
extern int GodMode; extern int GodMode;
extern int FinishTimer; extern int FinishTimer;
extern int FinishAnim; extern int FinishAnim;
extern int GameVersion; extern int GameVersion;
//extern short Zombies; //extern short Zombies;
extern SWBOOL serpwasseen; extern bool serpwasseen;
extern SWBOOL sumowasseen; extern bool sumowasseen;
extern SWBOOL zillawasseen; extern bool zillawasseen;
extern short BossSpriteNum[3]; extern short BossSpriteNum[3];
#define PANEL_SAVE 1 #define PANEL_SAVE 1
@ -641,7 +641,7 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
} }
extern SWBOOL SavegameLoaded; extern bool SavegameLoaded;
bool GameInterface::LoadGame(FSaveGameNode* sv) bool GameInterface::LoadGame(FSaveGameNode* sv)
{ {

View file

@ -59,8 +59,8 @@ static char* script_p, * scriptend_p;
static char token[MAXTOKEN]; static char token[MAXTOKEN];
static int grabbed; static int grabbed;
static int scriptline; static int scriptline;
static SWBOOL endofscript; static bool endofscript;
static SWBOOL tokenready; // only true if UnGetToken was just called 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; char *token_p;

View file

@ -57,17 +57,17 @@ void DoPlayerBeginForceJump(PLAYERp);
short FindNextSectorByTag(short sectnum, int tag); short FindNextSectorByTag(short sectnum, int tag);
short LevelSecrets; short LevelSecrets;
SWBOOL TestVatorMatchActive(short match); bool TestVatorMatchActive(short match);
SWBOOL TestSpikeMatchActive(short match); bool TestSpikeMatchActive(short match);
SWBOOL TestRotatorMatchActive(short match); bool TestRotatorMatchActive(short match);
SWBOOL TestSlidorMatchActive(short match); bool TestSlidorMatchActive(short match);
int PlayerCheckDeath(PLAYERp, short); int PlayerCheckDeath(PLAYERp, short);
short DoVatorOperate(PLAYERp, short); short DoVatorOperate(PLAYERp, short);
short DoVatorMatch(PLAYERp pp, short match); short DoVatorMatch(PLAYERp pp, short match);
short DoRotatorOperate(PLAYERp, short); short DoRotatorOperate(PLAYERp, short);
short DoRotatorMatch(PLAYERp pp, short match, SWBOOL); short DoRotatorMatch(PLAYERp pp, short match, bool);
short DoSlidorOperate(PLAYERp, short); short DoSlidorOperate(PLAYERp, short);
short DoSlidorMatch(PLAYERp pp, short match, SWBOOL); short DoSlidorMatch(PLAYERp pp, short match, bool);
void KillMatchingCrackSprites(short match); void KillMatchingCrackSprites(short match);
int DoTrapReset(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]; SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
SPRING_BOARD SpringBoard[20]; 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; 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)) if (TEST(sop->flags, SOBJ_KILLABLE))
{ {
@ -1341,7 +1341,7 @@ DoSectorObjectKillMatch(short match)
} }
SWBOOL bool
SearchExplodeSectorMatch(short match) SearchExplodeSectorMatch(short match)
{ {
short i,nexti; short i,nexti;
@ -1621,7 +1621,7 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
DoDeleteSpriteMatch(match); DoDeleteSpriteMatch(match);
} }
SWBOOL ComboSwitchTest(short combo_type, short match) bool ComboSwitchTest(short combo_type, short match)
{ {
short i,nexti; short i,nexti;
SPRITEp sp; 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 // 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 // If player is too far away, don't grunt
#define PLAYER_SOUNDEVENT_TAG 900 #define PLAYER_SOUNDEVENT_TAG 900
SWBOOL NearThings(PLAYERp pp) bool NearThings(PLAYERp pp)
{ {
short neartagsect, neartagwall, neartagsprite; short neartagsect, neartagwall, neartagsprite;
int neartaghitdist; int neartaghitdist;
@ -2561,7 +2561,7 @@ int DoPlayerGrabStar(PLAYERp pp)
void void
PlayerOperateEnv(PLAYERp pp) PlayerOperateEnv(PLAYERp pp)
{ {
SWBOOL found; bool found;
if (Prediction || !pp->SpriteP) if (Prediction || !pp->SpriteP)
return; return;
@ -3255,7 +3255,7 @@ void
DoSector(void) DoSector(void)
{ {
SECTOR_OBJECTp sop; SECTOR_OBJECTp sop;
SWBOOL riding; bool riding;
int sync_flag; int sync_flag;
short pnum; short pnum;
int min_dist,dist,a,b,c; int min_dist,dist,a,b,c;

View file

@ -67,12 +67,12 @@ extern short nti_cnt;
void DoSpawnSpotsForKill(short match); void DoSpawnSpotsForKill(short match);
void DoSpawnSpotsForDamage(short match); void DoSpawnSpotsForDamage(short match);
void DoMatchEverything(PLAYERp pp, short match, short state); 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 DoSoundSpotStopSound(short match);
void DoSector(void); void DoSector(void);
short AnimateSwitch(SPRITEp sp,short tgt_value); short AnimateSwitch(SPRITEp sp,short tgt_value);
void ShootableSwitch(short SpriteNum); void ShootableSwitch(short SpriteNum);
SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop); bool TestKillSectorObject(SECTOR_OBJECTp sop);
void WeaponExplodeSectorInRange(short weapon); void WeaponExplodeSectorInRange(short weapon);
void initlava(void); void initlava(void);

View file

@ -39,7 +39,7 @@ int InitSpriteChemBomb(short SpriteNum);
int InitFlashBomb(short SpriteNum); int InitFlashBomb(short SpriteNum);
int InitCaltrops(short SpriteNum); int InitCaltrops(short SpriteNum);
int InitPhosphorus(int16_t 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) SlidorSwitch(short match, short setting)
{ {
SPRITEp sp; SPRITEp sp;
short i,nexti; short i,nexti;
SWBOOL found = false; bool found = false;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{ {
@ -147,7 +147,7 @@ short DoSlidorOperate(PLAYERp pp, short sectnum)
// called from switches and triggers // called from switches and triggers
// returns first vator found // returns first vator found
short short
DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual) DoSlidorMatch(PLAYERp pp, short match, bool manual)
{ {
USERp fu; USERp fu;
SPRITEp fsp; SPRITEp fsp;
@ -167,7 +167,7 @@ DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual)
fu = User[i]; fu = User[i];
// single play only vator // 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 (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
{ {
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY")); 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) TestSlidorMatchActive(short match)
{ {
USERp fu; USERp fu;
@ -538,7 +538,7 @@ int DoSlidorMove(short SpriteNum)
SPRITEp sp = u->SpriteP; SPRITEp sp = u->SpriteP;
ROTATORp r; ROTATORp r;
int old_pos; int old_pos;
SWBOOL kill = false; bool kill = false;
r = u->rotator; r = u->rotator;
@ -623,7 +623,7 @@ int DoSlidorMove(short SpriteNum)
int i,nexti; int i,nexti;
SPRITEp bsp; SPRITEp bsp;
USERp bu; USERp bu;
SWBOOL found = false; bool found = false;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) 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. // Play CD audio if enabled.
if (cdaudio_track >= 0 && (mus_redbook || *song_file_name == 0)) if (cdaudio_track >= 0 && (mus_redbook || *song_file_name == 0))

View file

@ -86,7 +86,7 @@ void StopFX(void);
void StopSound(void); void StopSound(void);
void StartAmbientSound(void); void StartAmbientSound(void);
void StopAmbientSound(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); void PlaySoundRTS(int rts_num);
// //
@ -170,8 +170,8 @@ struct VOC3Dstruct
int tics; // Tics used to count to next sound occurance int tics; // Tics used to count to next sound occurance
int maxtics; // Tics until next sound occurance int maxtics; // Tics until next sound occurance
// for intermittent sounds // for intermittent sounds
SWBOOL deleted; // Has sound been marked for deletion? bool deleted; // Has sound been marked for deletion?
SWBOOL FX_Ok; // Did this sound play ok? bool FX_Ok; // Did this sound play ok?
}; };
#endif #endif

View file

@ -36,9 +36,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
short DoSpikeMatch(short match); short DoSpikeMatch(short match);
SWBOOL TestSpikeMatchActive(short match); bool TestSpikeMatchActive(short match);
int DoVatorMove(short SpriteNum, int *lptr); int DoVatorMove(short SpriteNum, int *lptr);
void InterpSectorSprites(short sectnum, SWBOOL state); void InterpSectorSprites(short sectnum, bool state);
void ReverseSpike(short SpriteNum) void ReverseSpike(short SpriteNum)
{ {
@ -72,12 +72,12 @@ void ReverseSpike(short SpriteNum)
u->vel_rate = -u->vel_rate; u->vel_rate = -u->vel_rate;
} }
SWBOOL bool
SpikeSwitch(short match, short setting) SpikeSwitch(short match, short setting)
{ {
SPRITEp sp; SPRITEp sp;
short i,nexti; short i,nexti;
SWBOOL found = false; bool found = false;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{ {
@ -210,7 +210,7 @@ DoSpikeMatch(short match)
} }
SWBOOL bool
TestSpikeMatchActive(short match) TestSpikeMatchActive(short match)
{ {
USERp fu; USERp fu;
@ -397,7 +397,7 @@ int DoSpike(short SpriteNum)
int i,nexti; int i,nexti;
SPRITEp bsp; SPRITEp bsp;
USERp bu; USERp bu;
SWBOOL found = false; bool found = false;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
{ {

View file

@ -90,7 +90,7 @@ int DoSlidorInstantClose(short SpriteNum);
void InitWeaponRocket(PLAYERp); void InitWeaponRocket(PLAYERp);
void InitWeaponUzi(PLAYERp); void InitWeaponUzi(PLAYERp);
SWBOOL FAF_Sector(short sectnum); bool FAF_Sector(short sectnum);
int MoveSkip4, MoveSkip2, MoveSkip8; int MoveSkip4, MoveSkip2, MoveSkip8;
extern STATE s_CarryFlag[]; extern STATE s_CarryFlag[];
@ -99,7 +99,7 @@ extern STATE s_CarryFlagNoDet[];
static int globhiz, globloz, globhihit, globlohit; static int globhiz, globloz, globhihit, globlohit;
short wait_active_check_offset; short wait_active_check_offset;
int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust; 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); int DoActorDebris(short SpriteNum);
void ActorWarpUpdatePos(short SpriteNum,short sectnum); void ActorWarpUpdatePos(short SpriteNum,short sectnum);
void ActorWarpType(SPRITEp sp, SPRITEp sp_warp); void ActorWarpType(SPRITEp sp, SPRITEp sp_warp);
@ -1036,7 +1036,7 @@ PicAnimOff(short picnum)
RESET(picanm[picnum].sf, PICANM_ANIMTYPE_MASK); RESET(picanm[picnum].sf, PICANM_ANIMTYPE_MASK);
} }
SWBOOL bool
IconSpawn(SPRITEp sp) IconSpawn(SPRITEp sp)
{ {
// if multi item and not a modem game // if multi item and not a modem game
@ -1049,7 +1049,7 @@ IconSpawn(SPRITEp sp)
return true; return true;
} }
SWBOOL bool
ActorTestSpawn(SPRITEp sp) ActorTestSpawn(SPRITEp sp)
{ {
if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR) if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR)
@ -1125,7 +1125,7 @@ void PreCacheSkull(void);
void PreCacheBetty(void); void PreCacheBetty(void);
void PreCachePachinko(void); void PreCachePachinko(void);
SWBOOL bool
ActorSpawn(SPRITEp sp) ActorSpawn(SPRITEp sp)
{ {
bool ret = true; 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; short i,nexti;
if (TEST_BOOL2(sip)) if (TEST_BOOL2(sip))
@ -4649,7 +4649,7 @@ NewStateGroup(short SpriteNum, STATEp StateGroup[])
} }
SWBOOL bool
SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b) SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b)
{ {
SPRITEp spa = &sprite[spritenum_a], spb = &sprite[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) SpriteOverlapZ(int16_t spritenum_a, int16_t spritenum_b, int z_overlap)
{ {
SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b]; 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) ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_height)
{ {
SPRITEp sp = &sprite[SpriteNum]; 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 // Primarily used in ai.c for now - need to get rid of
SWBOOL bool
DropAhead(short SpriteNum, short min_height) DropAhead(short SpriteNum, short min_height)
{ {
@ -5469,7 +5469,7 @@ void ChoosePlayerGetSound(PLAYERp pp)
PlayerSound(PlayerGetItemVocs[choose_snd], v3df_follow|v3df_dontpan,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]; USERp u = User[SpriteNum];
@ -5528,7 +5528,7 @@ DoGet(short SpriteNum)
PLAYERp pp; PLAYERp pp;
short pnum, key_num; short pnum, key_num;
int dist, a,b,c; int dist, a,b,c;
SWBOOL can_see; bool can_see;
int cstat_bak; int cstat_bak;
// For flag stuff // For flag stuff
@ -5684,7 +5684,7 @@ KeyMain:
case ICON_SM_MEDKIT: case ICON_SM_MEDKIT:
if (pu->Health < 100) if (pu->Health < 100)
{ {
SWBOOL putbackmax=false; bool putbackmax=false;
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_SmMedkit)); 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); void SpriteFindNewDirection(short SpriteNum, short range);
int DoWalk(short SpriteNum); int DoWalk(short SpriteNum);
int DoBody(short SpriteNum); int DoBody(short SpriteNum);
SWBOOL CanMoveHere(int16_t spritenum); bool CanMoveHere(int16_t spritenum);
SWBOOL SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b); bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
int DoActorDie(short SpriteNum, short weapon); int DoActorDie(short SpriteNum, short weapon);
int DoGet(short SpriteNum); int DoGet(short SpriteNum);
void SpriteControl(void); void SpriteControl(void);
@ -53,11 +53,11 @@ void DoActorZrange(short SpriteNum);
void PreMapCombineFloors(void); void PreMapCombineFloors(void);
void SpriteSetupPost(void); void SpriteSetupPost(void);
int ActorCoughItem(short SpriteNum); int ActorCoughItem(short SpriteNum);
SWBOOL ActorSpawn(SPRITEp sp); bool ActorSpawn(SPRITEp sp);
int SpawnItemsMatch(short match); int SpawnItemsMatch(short match);
void PicAnimOff(short picnum); void PicAnimOff(short picnum);
int MissileWaterAdjust(short SpriteNum); 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 enum
{ {

View file

@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
extern uint8_t playTrack; extern uint8_t playTrack;
SWBOOL serpwasseen = false; bool serpwasseen = false;
SWBOOL sumowasseen = false; bool sumowasseen = false;
SWBOOL zillawasseen = false; bool zillawasseen = false;
short BossSpriteNum[3] = {-1,-1,-1}; short BossSpriteNum[3] = {-1,-1,-1};
@ -816,10 +816,10 @@ BossHealthMeter(void)
PLAYERp pp = Player + myconnectindex; PLAYERp pp = Player + myconnectindex;
short color=0,i=0,nexti,metertics,meterunit; short color=0,i=0,nexti,metertics,meterunit;
int y; int y;
extern SWBOOL NoMeters; extern bool NoMeters;
short health; short health;
SWBOOL bosswasseen; bool bosswasseen;
static SWBOOL triedplay = false; static bool triedplay = false;
if (NoMeters) return; if (NoMeters) return;

View file

@ -726,8 +726,8 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
short sp_num, next_sp_num, startwall, endwall; short sp_num, next_sp_num, startwall, endwall;
int i, k, j; int i, k, j;
SPRITEp BoundSprite; SPRITEp BoundSprite;
SWBOOL FoundOutsideLoop = false; bool FoundOutsideLoop = false;
SWBOOL SectorInBounds; bool SectorInBounds;
SECTORp *sectp; SECTORp *sectp;
USERp u = User[sop->sp_child - sprite]; USERp u = User[sop->sp_child - sprite];
@ -1468,7 +1468,7 @@ void
PlaceSectorObjectsOnTracks(void) PlaceSectorObjectsOnTracks(void)
{ {
short i, j, k, startwall, endwall; short i, j, k, startwall, endwall;
SWBOOL found; bool found;
// place each sector object on the track // place each sector object on the track
for (i = 0; i < MAX_SECTOR_OBJECTS; i++) 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; WALLp wp;
USERp u; USERp u;
short i, rot_ang; short i, rot_ang;
SWBOOL PlayerMove = true; bool PlayerMove = true;
if (sop->xmid >= MAXSO) if (sop->xmid >= MAXSO)
PlayerMove = false; PlayerMove = false;
@ -1783,7 +1783,7 @@ PlayerPart:
{ {
#if 0 #if 0
short nr, nextnr; short nr, nextnr;
SWBOOL skip = true; bool skip = true;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_NO_RIDE], nr, nextnr) TRAVERSE_SPRITE_STAT(headspritestat[STAT_NO_RIDE], nr, nextnr)
{ {
if (sprite[nr].lotag == sop - SectorObject) 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; short wallcount = 0, j, k, startwall, endwall, delta_ang_from_orig;
SECTORp *sectp; SECTORp *sectp;
@ -3136,7 +3136,7 @@ ScanToWall
*/ */
SWBOOL bool
ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
{ {
SPRITEp sp; SPRITEp sp;

View file

@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS BEGIN_SW_NS
short DoVatorMatch(PLAYERp pp, short match); short DoVatorMatch(PLAYERp pp, short match);
SWBOOL TestVatorMatchActive(short match); bool TestVatorMatchActive(short match);
void InterpSectorSprites(short sectnum, SWBOOL state); void InterpSectorSprites(short sectnum, bool state);
int InitBloodSpray(short, SWBOOL, short); int InitBloodSpray(short, bool, short);
void ReverseVator(short SpriteNum) void ReverseVator(short SpriteNum)
{ {
@ -77,12 +77,12 @@ void ReverseVator(short SpriteNum)
u->vel_rate = -u->vel_rate; u->vel_rate = -u->vel_rate;
} }
SWBOOL bool
VatorSwitch(short match, short setting) VatorSwitch(short match, short setting)
{ {
SPRITEp sp; SPRITEp sp;
short i,nexti; short i,nexti;
SWBOOL found = false; bool found = false;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti) TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
{ {
@ -161,7 +161,7 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
sectnum = fsp->sectnum; sectnum = fsp->sectnum;
// single play only vator // 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 (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."); 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; first_vator = i;
// single play only vator // 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 (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
{ {
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY")); if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
@ -287,7 +287,7 @@ DoVatorMatch(PLAYERp pp, short match)
} }
SWBOOL bool
TestVatorMatchActive(short match) TestVatorMatchActive(short match)
{ {
USERp fu; USERp fu;
@ -315,7 +315,7 @@ TestVatorMatchActive(short match)
return false; return false;
} }
void InterpSectorSprites(short sectnum, SWBOOL state) void InterpSectorSprites(short sectnum, bool state)
{ {
SPRITEp sp; SPRITEp sp;
short i,nexti; 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; SPRITEp sp;
short i,nexti; short i,nexti;
SWBOOL both = false; bool both = false;
if (SectUser[sectnum]) if (SectUser[sectnum])
both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH); both = !!TEST(SectUser[sectnum]->flags, SECTFU_VATOR_BOTH);
@ -538,7 +538,7 @@ int DoVator(short SpriteNum)
int i,nexti; int i,nexti;
SPRITEp bsp; SPRITEp bsp;
USERp bu; USERp bu;
SWBOOL found = false; bool found = false;
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti) TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
{ {

View file

@ -86,9 +86,9 @@ int DoWallMove(SPRITEp sp)
short shade1,shade2,ang,picnum1,picnum2; short shade1,shade2,ang,picnum1,picnum2;
WALLp wallp; WALLp wallp;
short prev_wall; short prev_wall;
SWBOOL found = false; bool found = false;
short dang; short dang;
SWBOOL SOsprite = false; bool SOsprite = false;
dist = SP_TAG13(sp); dist = SP_TAG13(sp);
ang = SP_TAG4(sp); ang = SP_TAG4(sp);
@ -162,10 +162,10 @@ int DoWallMove(SPRITEp sp)
return found; return found;
} }
SWBOOL CanSeeWallMove(SPRITEp wp, short match) bool CanSeeWallMove(SPRITEp wp, short match)
{ {
short i,nexti; short i,nexti;
SWBOOL found = false; bool found = false;
SPRITEp sp; SPRITEp sp;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE_CANSEE], i, nexti) TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE_CANSEE], i, nexti)
@ -193,7 +193,7 @@ int DoWallMoveMatch(short match)
{ {
SPRITEp sp; SPRITEp sp;
short i,nexti; short i,nexti;
SWBOOL found = false; bool found = false;
// just all with the same matching tags // just all with the same matching tags
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WALL_MOVE], i, nexti) 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) WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
{ {
int i,nexti; 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) WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
{ {
int i,nexti; int i,nexti;

View file

@ -68,7 +68,7 @@ DAMAGE_DATA DamageData[] =
short ADJUST=120; short ADJUST=120;
FOOT_TYPE FootMode=WATER_FOOT; FOOT_TYPE FootMode=WATER_FOOT;
SWBOOL left_foot = false; bool left_foot = false;
int FinishTimer = 0; int FinishTimer = 0;
// This is how many bullet shells have been spawned since the beginning of the game. // 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]; short LoWangsQueue[MAX_LOWANGS_QUEUE];
int SpawnBreakStaticFlames(short); int SpawnBreakStaticFlames(short);
SWBOOL GlobalSkipZrange = false; bool GlobalSkipZrange = false;
int WeaponIsAmmo = BIT(WPN_STAR) | BIT(WPN_SWORD) | BIT(WPN_MINE) | BIT(WPN_FIST); int WeaponIsAmmo = BIT(WPN_STAR) | BIT(WPN_SWORD) | BIT(WPN_MINE) | BIT(WPN_FIST);
@ -103,13 +103,13 @@ ANIMATOR DoShrapJumpFall;
ANIMATOR DoFastShrapJumpFall; ANIMATOR DoFastShrapJumpFall;
int SpawnSmokePuff(short SpriteNum); int SpawnSmokePuff(short SpriteNum);
SWBOOL WarpToUnderwater(short *sectnum, int *x, int *y, int *z); bool WarpToUnderwater(short *sectnum, int *x, int *y, int *z);
SWBOOL WarpToSurface(short *sectnum, int *x, int *y, int *z); bool WarpToSurface(short *sectnum, int *x, int *y, int *z);
short ElectroFindClosestEnemy(short SpriteNum); short ElectroFindClosestEnemy(short SpriteNum);
int InitElectroJump(SPRITEp wp, SPRITEp sp); int InitElectroJump(SPRITEp wp, SPRITEp sp);
SWBOOL TestDontStickSector(short hit_sect); bool TestDontStickSector(short hit_sect);
int SpawnShrapX(short SpriteNum); int SpawnShrapX(short SpriteNum);
SWBOOL WeaponMoveHit(short SpriteNum); bool WeaponMoveHit(short SpriteNum);
int HelpMissileLateral(int16_t Weapon, int dist); int HelpMissileLateral(int16_t Weapon, int dist);
void SpawnMidSplash(short SpriteNum); void SpawnMidSplash(short SpriteNum);
@ -2644,7 +2644,7 @@ STATE s_PaperShrapC[] =
}; };
#if 1 #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]; SPRITEp hsp = &sprite[hit_sprite];
@ -2763,7 +2763,7 @@ int DoLavaErupt(short SpriteNum)
short i,nexti,pnum; short i,nexti,pnum;
PLAYERp pp; PLAYERp pp;
SPRITEp tsp; SPRITEp tsp;
SWBOOL found = false; bool found = false;
if (TEST_BOOL1(sp)) 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) VehicleMoveHit(short SpriteNum)
{ {
USERp u = User[SpriteNum]; USERp u = User[SpriteNum];
SPRITEp cp; SPRITEp cp;
SECTOR_OBJECTp sop; SECTOR_OBJECTp sop;
SECTOR_OBJECTp hsop; SECTOR_OBJECTp hsop;
SWBOOL TestKillSectorObject(SECTOR_OBJECTp); bool TestKillSectorObject(SECTOR_OBJECTp);
short controller; short controller;
if (!u->ret) if (!u->ret)
@ -4473,7 +4473,7 @@ VehicleMoveHit(short SpriteNum)
} }
SWBOOL bool
WeaponMoveHit(short SpriteNum) WeaponMoveHit(short SpriteNum)
{ {
USERp u = User[SpriteNum]; USERp u = User[SpriteNum];
@ -4762,7 +4762,7 @@ DoFireballFlames(short SpriteNum)
{ {
SPRITEp sp = &sprite[SpriteNum],ap; SPRITEp sp = &sprite[SpriteNum],ap;
USERp u = User[SpriteNum]; USERp u = User[SpriteNum];
SWBOOL jumping = false; bool jumping = false;
// if no owner then stay where you are // if no owner then stay where you are
if (u->Attach >= 0) if (u->Attach >= 0)
@ -4859,7 +4859,7 @@ DoBreakFlames(short SpriteNum)
{ {
SPRITEp sp = &sprite[SpriteNum]; SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum]; USERp u = User[SpriteNum];
SWBOOL jumping = false; bool jumping = false;
if (TEST(u->Flags, SPR_JUMPING)) if (TEST(u->Flags, SPR_JUMPING))
{ {
@ -5439,7 +5439,7 @@ SopDamage(SECTOR_OBJECTp sop, short amt)
int int
SopCheckKill(SECTOR_OBJECTp sop) SopCheckKill(SECTOR_OBJECTp sop)
{ {
SWBOOL killed = false; bool killed = false;
if (TEST(sop->flags, SOBJ_BROKEN)) if (TEST(sop->flags, SOBJ_BROKEN))
return false; return false;
@ -5792,7 +5792,7 @@ PlayerCheckDeath(PLAYERp pp, short Weapon)
return false; return false;
} }
SWBOOL bool
PlayerTakeDamage(PLAYERp pp, short Weapon) PlayerTakeDamage(PLAYERp pp, short Weapon)
{ {
if (Weapon < 0) if (Weapon < 0)
@ -8076,7 +8076,7 @@ DoStar(int16_t Weapon)
case HIT_SECTOR: case HIT_SECTOR:
{ {
SWBOOL did_hit_wall; bool did_hit_wall;
short hit_sect = NORM_SECTOR(u->ret); short hit_sect = NORM_SECTOR(u->ret);
if (sp->z > DIV2(u->hiz + u->loz)) 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]; USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP; SPRITEp sp = u->SpriteP;
@ -9028,7 +9028,7 @@ DoGrenade(int16_t Weapon)
case HIT_SECTOR: case HIT_SECTOR:
{ {
SWBOOL did_hit_wall; bool did_hit_wall;
if (SlopeBounce(Weapon, &did_hit_wall)) if (SlopeBounce(Weapon, &did_hit_wall))
{ {
if (did_hit_wall) if (did_hit_wall)
@ -9251,7 +9251,7 @@ DoVulcanBoulder(int16_t Weapon)
case HIT_SECTOR: case HIT_SECTOR:
{ {
SWBOOL did_hit_wall; bool did_hit_wall;
if (SlopeBounce(Weapon, &did_hit_wall)) if (SlopeBounce(Weapon, &did_hit_wall))
{ {
@ -9322,7 +9322,7 @@ DoVulcanBoulder(int16_t Weapon)
return false; return false;
} }
SWBOOL bool
OwnerIsPlayer(short Weapon) OwnerIsPlayer(short Weapon)
{ {
SPRITEp sp = &sprite[Weapon]; SPRITEp sp = &sprite[Weapon];
@ -9346,7 +9346,7 @@ DoMineRangeTest(short Weapon, short range)
unsigned stat; unsigned stat;
int dist, tx, ty; int dist, tx, ty;
int tmin; int tmin;
SWBOOL ownerisplayer = false; bool ownerisplayer = false;
ownerisplayer = OwnerIsPlayer(Weapon); ownerisplayer = OwnerIsPlayer(Weapon);
@ -11396,7 +11396,7 @@ SpawnBigGunFlames(int16_t Weapon, int16_t Operator, SECTOR_OBJECTp sop)
USERp eu; USERp eu;
short explosion; short explosion;
unsigned sn; unsigned sn;
SWBOOL smallflames = false; bool smallflames = false;
if (Weapon < 0) if (Weapon < 0)
{ {
@ -12668,7 +12668,7 @@ DoMirv(int16_t Weapon)
return false; return false;
} }
SWBOOL bool
MissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist) MissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist)
{ {
SPRITEp wp = &sprite[Weapon]; SPRITEp wp = &sprite[Weapon];
@ -12714,7 +12714,7 @@ MissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist)
return retval; return retval;
} }
SWBOOL bool
TestMissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist, int zvel) TestMissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist, int zvel)
{ {
SPRITEp wp = &sprite[Weapon]; SPRITEp wp = &sprite[Weapon];
@ -14284,7 +14284,7 @@ InitMiniSumoClap(short SpriteNum)
} }
int int
WeaponAutoAim(SPRITEp sp, short Missile, short ang, SWBOOL test) WeaponAutoAim(SPRITEp sp, short Missile, short ang, bool test)
{ {
USERp wu = User[Missile]; USERp wu = User[Missile];
USERp u = User[sp - sprite]; USERp u = User[sp - sprite];
@ -14354,7 +14354,7 @@ WeaponAutoAim(SPRITEp sp, short Missile, short ang, SWBOOL test)
} }
int 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 wu = User[Missile];
USERp u = User[sp - sprite]; USERp u = User[sp - sprite];
@ -14482,7 +14482,7 @@ AimHitscanToTarget(SPRITEp sp, int *z, short *ang, int z_ratio)
} }
int int
WeaponAutoAimHitscan(SPRITEp sp, int *z, short *ang, SWBOOL test) WeaponAutoAimHitscan(SPRITEp sp, int *z, short *ang, bool test)
{ {
USERp u = User[sp - sprite]; USERp u = User[sp - sprite];
short hit_sprite = -1; short hit_sprite = -1;
@ -16081,7 +16081,7 @@ InitSerpSlash(short SpriteNum)
return 0; return 0;
} }
SWBOOL bool
WallSpriteInsideSprite(SPRITEp wsp, SPRITEp sp) WallSpriteInsideSprite(SPRITEp wsp, SPRITEp sp)
{ {
int x1, y1, x2, y2; 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; return SpriteNum;
} }
SWBOOL bool
HitscanSpriteAdjust(short SpriteNum, short hit_wall) HitscanSpriteAdjust(short SpriteNum, short hit_wall)
{ {
SPRITEp sp = &sprite[SpriteNum]; SPRITEp sp = &sprite[SpriteNum];
@ -17788,7 +17788,7 @@ InitUzi(PLAYERp pp)
//static char alternate=0; //static char alternate=0;
static int uziclock=0; static int uziclock=0;
int clockdiff=0; int clockdiff=0;
SWBOOL FireSnd = false; bool FireSnd = false;
#define UZIFIRE_WAIT 20 #define UZIFIRE_WAIT 20
void InitUziShell(PLAYERp); void InitUziShell(PLAYERp);
@ -18648,7 +18648,7 @@ InitSobjGun(PLAYERp pp)
{ {
short i; short i;
SPRITEp sp; SPRITEp sp;
SWBOOL first = false; bool first = false;
for (i = 0; pp->sop->sp_num[i] != -1; i++) for (i = 0; pp->sop->sp_num[i] != -1; i++)
{ {
@ -19252,7 +19252,7 @@ InitGrenade(PLAYERp pp)
short w; short w;
short oclipdist; short oclipdist;
int zvel; int zvel;
SWBOOL auto_aim = false; bool auto_aim = false;
DoPlayerBeginRecoil(pp, GRENADE_RECOIL_AMT); DoPlayerBeginRecoil(pp, GRENADE_RECOIL_AMT);
@ -19755,7 +19755,7 @@ InitEnemyFireball(short SpriteNum)
// for hitscans or other uses // for hitscans or other uses
/////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////
SWBOOL bool
WarpToUnderwater(short *sectnum, int *x, int *y, int *z) WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
{ {
short i, nexti; short i, nexti;
@ -19827,7 +19827,7 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
return true; return true;
} }
SWBOOL bool
WarpToSurface(short *sectnum, int *x, int *y, int *z) WarpToSurface(short *sectnum, int *x, int *y, int *z)
{ {
short i, nexti; short i, nexti;
@ -19899,7 +19899,7 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z)
} }
SWBOOL bool
SpriteWarpToUnderwater(SPRITEp sp) SpriteWarpToUnderwater(SPRITEp sp)
{ {
USERp u = User[sp - sprite]; USERp u = User[sp - sprite];
@ -19977,7 +19977,7 @@ SpriteWarpToUnderwater(SPRITEp sp)
return true; return true;
} }
SWBOOL bool
SpriteWarpToSurface(SPRITEp sp) SpriteWarpToSurface(SPRITEp sp)
{ {
USERp u = User[sp - sprite]; USERp u = User[sp - sprite];
@ -20172,7 +20172,7 @@ SpawnUnderSplash(short SpriteNum)
return 0; return 0;
} }
SWBOOL bool
MissileHitDiveArea(short SpriteNum) MissileHitDiveArea(short SpriteNum)
{ {
USERp u = User[SpriteNum]; USERp u = User[SpriteNum];
@ -20499,7 +20499,7 @@ void QueueReset(void)
LoWangsQueue[i] = -1; LoWangsQueue[i] = -1;
} }
SWBOOL TestDontStick(short SpriteNum, short hit_wall) bool TestDontStick(short SpriteNum, short hit_wall)
{ {
WALLp wp; WALLp wp;
@ -20522,7 +20522,7 @@ SWBOOL TestDontStick(short SpriteNum, short hit_wall)
return false; return false;
} }
SWBOOL TestDontStickSector(short hit_sect) bool TestDontStickSector(short hit_sect)
{ {
if (TEST(sector[hit_sect].extra, SECTFX_DYNAMIC_AREA|SECTFX_SECTOR_OBJECT)) if (TEST(sector[hit_sect].extra, SECTFX_DYNAMIC_AREA|SECTFX_SECTOR_OBJECT))
return true; return true;
@ -20718,7 +20718,7 @@ int QueueFootPrint(short hit_sprite)
USERp u = User[hit_sprite]; USERp u = User[hit_sprite];
USERp nu; USERp nu;
short rnd_num=0; short rnd_num=0;
SWBOOL Found=false; bool Found=false;
SECTORp sectp = &sector[hsp->sectnum]; SECTORp sectp = &sector[hsp->sectnum];
@ -21235,7 +21235,7 @@ DoShrapVelocity(int16_t SpriteNum)
case HIT_SECTOR: case HIT_SECTOR:
{ {
SWBOOL did_hit_wall; bool did_hit_wall;
if (SlopeBounce(SpriteNum, &did_hit_wall)) if (SlopeBounce(SpriteNum, &did_hit_wall))
{ {
@ -21469,7 +21469,7 @@ ShrapKillSprite(short SpriteNum)
return 0; 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); ////DSPRINTF(ds,"CheckBreakToughness called with %d",ID);
//CON_Message(ds); //CON_Message(ds);

View file

@ -71,8 +71,8 @@ SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
void ScaleSpriteVector(short SpriteNum, int scale); void ScaleSpriteVector(short SpriteNum, int scale);
int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z); int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z);
int QueueWallBlood(short hit_sprite, short ang); int QueueWallBlood(short hit_sprite, short ang);
SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall); bool SlopeBounce(short SpriteNum, bool *hit_wall);
SWBOOL HitscanSpriteAdjust(short SpriteNum, short 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 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 SpawnBubble(short SpriteNum);
int SpawnFireballExp(int16_t Weapon); int SpawnFireballExp(int16_t Weapon);
@ -82,7 +82,7 @@ int SpawnGrenadeExp(int16_t Weapon);
int SpawnSectorExp(int16_t Weapon); int SpawnSectorExp(int16_t Weapon);
int DoShrapVelocity(int16_t SpriteNum); int DoShrapVelocity(int16_t SpriteNum);
int ShrapKillSprite(short 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 ActorPain(short SpriteNum);
int SpawnBreakFlames(int16_t SpriteNum); int SpawnBreakFlames(int16_t SpriteNum);
const char *DeathString(short SpriteNum); const char *DeathString(short SpriteNum);
@ -154,12 +154,12 @@ extern int WeaponIsAmmo;
extern short target_ang; 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 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 DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec);
int GetOverlapSector(int x, int y, short *over, short *under); int GetOverlapSector(int x, int y, short *over, short *under);
SWBOOL MissileHitDiveArea(short SpriteNum); bool MissileHitDiveArea(short SpriteNum);
int DoDamageTest(short); int DoDamageTest(short);
@ -178,7 +178,7 @@ void WallBounce(short SpriteNum, short ang);
int PlayerInitChemBomb(PLAYERp pp); int PlayerInitChemBomb(PLAYERp pp);
int InitChemBomb(short SpriteNum); int InitChemBomb(short SpriteNum);
int PlayerInitCaltrops(PLAYERp pp); 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 SpawnBunnyExp(int16_t Weapon);
int InitBunnyRocket(PLAYERp pp); int InitBunnyRocket(PLAYERp pp);
@ -221,9 +221,9 @@ int HelpMissileLateral(int16_t Weapon,int dist);
int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop); int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop);
void QueueReset(void); void QueueReset(void);
int PlayerCheckDeath(PLAYERp pp,short Weapon); int PlayerCheckDeath(PLAYERp pp,short Weapon);
SWBOOL SpriteWarpToUnderwater(SPRITEp sp); bool SpriteWarpToUnderwater(SPRITEp sp);
int PlayerDamageSlide(PLAYERp pp,short damage,short ang); int PlayerDamageSlide(PLAYERp pp,short damage,short ang);
SWBOOL VehicleMoveHit(short SpriteNum); bool VehicleMoveHit(short SpriteNum);
int SpawnSplash(short SpriteNum); int SpawnSplash(short SpriteNum);
int SpawnMineExp(int16_t Weapon); int SpawnMineExp(int16_t Weapon);
int SpawnLittleExp(int16_t Weapon); int SpawnLittleExp(int16_t Weapon);
@ -232,7 +232,7 @@ int SpawnNuclearExp(int16_t Weapon);
int SpawnBoltExp(int16_t Weapon); int SpawnBoltExp(int16_t Weapon);
int SpawnTracerExp(int16_t Weapon); int SpawnTracerExp(int16_t Weapon);
int SpawnGoroFireballExp(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 DoItemFly(int16_t SpriteNum);
int SpawnVehicleSmoke(short SpriteNum); int SpawnVehicleSmoke(short SpriteNum);
short PrevWall(short wall_num); short PrevWall(short wall_num);