Replaced all bools with ints.

This is part of the conversion of Starfighter's code to C. C doesn't
have the bool type.
This commit is contained in:
onpon4 2016-11-19 11:43:50 -05:00
parent e0cac7850c
commit 30b05b6b4e
24 changed files with 188 additions and 188 deletions

View File

@ -26,7 +26,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
int main(int argc, char **argv)
{
bool cheatAttempt;
int cheatAttempt;
int cheatCount;
int section;
@ -52,7 +52,7 @@ int main(int argc, char **argv)
engine_init(); // Must do this first!
cheatAttempt = false;
cheatAttempt = 0;
cheatCount = 0;
if (argc > 1)
@ -74,16 +74,16 @@ int main(int argc, char **argv)
for (int i = 1 ; i < argc ; i++)
{
if (strcmp(argv[i], "-cheat") == 0)
cheatAttempt = true;
cheatAttempt = 1;
if (strcmp(argv[i], "-noaudio") == 0)
{
printf("No Audio\n");
engine.useAudio = false;
engine.useAudio = 0;
}
if (strcmp(argv[i], "-mono") == 0)
{
printf("Mono sound output\n");
engine.useAudio = true;
engine.useAudio = 1;
}
if ((strcmp(argv[i], "humans") == 0) && (cheatCount == 0))
cheatCount = 1;
@ -95,7 +95,7 @@ int main(int argc, char **argv)
(strcmp(argv[i], "humansdoitbetter") == 0))
{
printf("Humans do it better! Cheats enabled.\n");
engine.cheat = true;
engine.cheat = 1;
}
}
@ -140,7 +140,7 @@ int main(int argc, char **argv)
game.difficulty = DIFFICULTY_NORMAL;
game_init();
while (true)
while (1)
{
switch (section)
{

View File

@ -744,7 +744,7 @@ void aliens_init()
for (int i = 0 ; i < ALIEN_MAX ; i++)
{
aliens[i].active = false;
aliens[i].active = 0;
aliens[i].shield = -1;
aliens[i].flags = 0;
}
@ -908,7 +908,7 @@ void aliens_init()
aliens[i].owner = &aliens[i];
aliens[i].target = &aliens[i];
aliens[i].face = rand() % 2;
aliens[i].active = true;
aliens[i].active = 1;
/*
we make 1000 attempts to place this enemy since it is required. If after
@ -916,7 +916,7 @@ void aliens_init()
simply isn't going to happen and we will just exit the game. The chances
of this happening are very very low!
*/
while (true)
while (1)
{
placeAttempt++;
@ -939,7 +939,7 @@ void aliens_init()
if (aliens[i].classDef == CD_CLOAKFIGHTER)
{
aliens[i].active = false;
aliens[i].active = 0;
aliens[i].maxShield = aliens[i].shield = 400;
aliens[i].flags &= ~FL_RUNSAWAY;
aliens[i].speed = 3;
@ -947,12 +947,12 @@ void aliens_init()
if ((aliens[i].classDef == CD_MOBILE_RAY) && (i >= ALIEN_BOSS_PART3))
{
aliens[i].active = false;
aliens[i].active = 0;
}
if (aliens[i].classDef == CD_FIREFLY)
{
aliens[i].active = false;
aliens[i].active = 0;
}
if (aliens[i].classDef == CD_BARRIER)
@ -1042,7 +1042,7 @@ void aliens_init()
}
}
bool alien_add()
int alien_add()
{
int index = alien_getFreeIndex();
@ -1175,7 +1175,7 @@ bool alien_add()
delete[] alienArray;
aliens[index] = alien_defs[randEnemy];
aliens[index].active = true;
aliens[index].active = 1;
aliens[index].face = rand() % 2;
aliens[index].owner = &aliens[index]; // Most enemies will own themselves
aliens[index].target = &aliens[index];
@ -1191,9 +1191,9 @@ bool alien_add()
{
if (alien_place(&aliens[index]))
break;
aliens[index].active = false;
aliens[index].active = 0;
return false;
return 0;
}
if (aliens[index].classDef == CD_CARGOSHIP)
@ -1213,7 +1213,7 @@ bool alien_add()
if (game.area == MISN_ELLESH)
aliens[index].flags |= FL_HASMINIMUMSPEED;
return true;
return 1;
}
void alien_addDrone(object *hostAlien)
@ -1224,7 +1224,7 @@ void alien_addDrone(object *hostAlien)
return;
aliens[index] = alien_defs[CD_DRONE];
aliens[index].active = true;
aliens[index].active = 1;
aliens[index].face = rand() % 2;
aliens[index].owner = &aliens[index]; // Most enemies will own themselves
aliens[index].target = &aliens[index];
@ -1277,7 +1277,7 @@ void alien_addSmallAsteroid(object *hostAlien)
aliens[index].x = hostAlien->x;
aliens[index].y = hostAlien->y;
aliens[index].active = true;
aliens[index].active = 1;
}
void alien_addFriendly(int type)
@ -1289,7 +1289,7 @@ void alien_addFriendly(int type)
aliens[type].owner = &aliens[type];
aliens[type].target = &aliens[type];
aliens[type].active = true;
aliens[type].active = 1;
aliens[type].x = RANDRANGE((screen->w / 2) - 150, (screen->w / 2) + 150);
aliens[type].y = RANDRANGE((screen->h / 2) - 150, (screen->h / 2) + 150);
@ -1304,7 +1304,7 @@ void alien_addFriendly(int type)
aliens[type].flags |= FL_IMMORTAL;
}
bool alien_place(object *alien)
int alien_place(object *alien)
{
if (rand() % 2 == 0)
alien->x = RANDRANGE(screen->w, screen->w * 2);
@ -1327,11 +1327,11 @@ bool alien_place(object *alien)
if ((aliens[i].owner != alien) && (aliens[i].shield > 0))
{
if (ship_collision(alien, &aliens[i]))
return false;
return 0;
}
}
return true;
return 1;
}
void alien_setAI(object *alien)
@ -1640,12 +1640,12 @@ int alien_enemiesInFront(object *alien)
void alien_move(object *alien)
{
bool checkCollisions;
int checkCollisions;
if ((alien->flags & FL_LEAVESECTOR) || (alien->shield < 1))
checkCollisions = false;
checkCollisions = 0;
else
checkCollisions = true;
checkCollisions = 1;
if (alien->owner == alien)
{
@ -1835,7 +1835,7 @@ void alien_destroy(object *alien, object *attacker)
}
}
void alien_hurt(object *alien, object *attacker, int damage, bool ion)
void alien_hurt(object *alien, object *attacker, int damage, int ion)
{
double run_chance;

View File

@ -25,11 +25,11 @@ extern object aliens[ALIEN_MAX];
void alien_defs_init();
void aliens_init();
bool alien_add();
int alien_add();
void alien_addDrone(object *hostAlien);
void alien_addSmallAsteroid(object *hostAlien);
void alien_addFriendly(int type);
bool alien_place(object *alien);
int alien_place(object *alien);
void alien_setAI(object *alien);
void alien_setKlineAttackMethod(object *alien);
void alien_setKlineAI(object *alien);
@ -38,6 +38,6 @@ int alien_checkTarget(object *alien);
int alien_enemiesInFront(object *alien);
void alien_move(object *alien);
void alien_destroy(object *alien, object *attacker);
void alien_hurt(object *alien, object *attacker, int damage, bool ion);
void alien_hurt(object *alien, object *attacker, int damage, int ion);
#endif

View File

@ -31,7 +31,7 @@ void bullet_add(object *theWeapon, object *attacker, int y, int dy)
game.shots++;
bullet->next = NULL;
bullet->active = true;
bullet->active = 1;
bullet->x = attacker->x + (attacker->image[0]->w / 2) -
(theWeapon->image[0]->w * attacker->face);
bullet->y = attacker->y + y;
@ -182,7 +182,7 @@ object *bullet_getTarget(object *bullet)
return &aliens[i];
}
bool bullet_collision(object *bullet, object *ship)
int bullet_collision(object *bullet, object *ship)
{
float x0 = bullet->x;
float y0 = bullet->y;

View File

@ -22,6 +22,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
void bullet_add(object *theWeapon, object *attacker, int y, int dy);
object *bullet_getTarget(object *bullet);
bool bullet_collision(object *bullet, object *ship);
int bullet_collision(object *bullet, object *ship);
#endif

View File

@ -25,7 +25,7 @@ void cargo_init()
{
for (int i = 0 ; i < MAX_CARGO ; i++)
{
cargo[i].active = false;
cargo[i].active = 0;
cargo[i].owner = NULL;
}
}
@ -51,7 +51,7 @@ object *cargo_add(object *owner, int cargoType)
if (index == -1)
return NULL;
cargo[index].active = true;
cargo[index].active = 1;
cargo[index].owner = owner;
cargo[index].x = owner->x;
cargo[index].y = owner->y;
@ -73,11 +73,11 @@ void cargo_becomeCollectable(int i)
}
else
{
aliens[ALIEN_PHOEBE].active = true;
aliens[ALIEN_PHOEBE].active = 1;
aliens[ALIEN_PHOEBE].x = cargo[i].x;
aliens[ALIEN_PHOEBE].y = cargo[i].y;
setRadioMessage(FS_PHOEBE, "Thanks! Watch out, WEAPCO! Phoebe's loose and she's ANGRY!", 1);
}
cargo[i].active = false;
cargo[i].active = 0;
}

View File

@ -134,7 +134,7 @@ void collectable_add(float x, float y, int type, int value, int life)
collectables *collectable = new collectables;
collectable->next = NULL;
collectable->active = true;
collectable->active = 1;
collectable->x = x;
collectable->y = y;
@ -206,7 +206,7 @@ void collectable_add(float x, float y, int type, int value, int life)
engine.collectableTail = collectable;
}
bool collectable_collision(collectables *collectable, object *ship)
int collectable_collision(collectables *collectable, object *ship)
{
float x0 = collectable->x;
float y0 = collectable->y;

View File

@ -21,7 +21,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define COLLECTABLE_H
void collectable_add(float x, float y, int type, int value, int life);
bool collectable_collision(collectables *collectable, object *ship);
int collectable_collision(collectables *collectable, object *ship);
void collectable_explode(collectables *collectable);
#endif

View File

@ -54,7 +54,7 @@ void cutscene_init(int scene)
// particular reason for choosing this alien def.
aliens[i] = alien_defs[0];
aliens[i].face = 0;
aliens[i].active = false;
aliens[i].active = 0;
}
for (int i = 0 ; i < MAX_EVENTS ; i++)
@ -74,7 +74,7 @@ void cutscene_init(int scene)
aliens[0].x = screen->w * 3 / 5;
aliens[0].y = screen->h / 2;
aliens[0].dx = 3.1;
aliens[0].active = true;
aliens[0].active = 1;
for (int i = 1 ; i < 7 ; i++)
{
@ -82,7 +82,7 @@ void cutscene_init(int scene)
aliens[i].x = RANDRANGE(0, screen->w / 8);
aliens[i].y = RANDRANGE(50, screen->h - 50);
aliens[i].dx = 3;
aliens[i].active = true;
aliens[i].active = 1;
}
messages[0].face = -1;
@ -108,7 +108,7 @@ void cutscene_init(int scene)
aliens[0].x = screen->w / 2;
aliens[0].y = screen->h / 2;
aliens[0].dx = 0.5;
aliens[0].active = true;
aliens[0].active = 1;
for (int i = 1 ; i < 15 ; i++)
{
@ -116,7 +116,7 @@ void cutscene_init(int scene)
aliens[i].x = RANDRANGE(0, screen->w);
aliens[i].y = RANDRANGE(50, screen->h - 50);
aliens[i].dx = RANDRANGE(1, 3);
aliens[i].active = true;
aliens[i].active = 1;
}
messages[0].face = -1;
@ -145,13 +145,13 @@ void cutscene_init(int scene)
aliens[0].x = screen->w / 4;
aliens[0].y = screen->h / 2;
aliens[0].dx = 1.5;
aliens[0].active = true;
aliens[0].active = 1;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w / 4 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 1.5;
aliens[1].active = true;
aliens[1].active = 1;
messages[0].face = FS_SID;
strcpy(messages[0].message, "We're nearly ready to make the jump to Eyananth.");
@ -179,19 +179,19 @@ void cutscene_init(int scene)
aliens[0].x = screen->w * 3 / 8;
aliens[0].y = screen->h / 2;
aliens[0].dx = 0.5;
aliens[0].active = true;
aliens[0].active = 1;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w * 3 / 8 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 0.5;
aliens[1].active = true;
aliens[1].active = 1;
aliens[2].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[2].x = screen->w * 3 / 8 - 50;
aliens[2].y = screen->h / 2 + 40;
aliens[2].dx = 0.5;
aliens[2].active = true;
aliens[2].active = 1;
messages[0].face = FS_PHOEBE;
strcpy(messages[0].message, "Nice head gear! You shop at the same place as me, huh?");
@ -225,19 +225,19 @@ void cutscene_init(int scene)
aliens[0].x = screen->w / 4;
aliens[0].y = screen->h / 2;
aliens[0].dx = 1.5;
aliens[0].active = true;
aliens[0].active = 1;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w / 4 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 1.5;
aliens[1].active = true;
aliens[1].active = 1;
aliens[2].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[2].x = screen->w / 4 - 50;
aliens[2].y = screen->h / 2 + 40;
aliens[2].dx = 1.5;
aliens[2].active = true;
aliens[2].active = 1;
messages[0].face = FS_SID;
strcpy(messages[0].message, "What happened back there, Chris? The video feed was jammed.");
@ -277,19 +277,19 @@ void cutscene_init(int scene)
aliens[0].x = screen->w * 3 / 8;
aliens[0].y = screen->h / 2;
aliens[0].dx = 0.5;
aliens[0].active = true;
aliens[0].active = 1;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w * 3 / 8 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 0.5;
aliens[1].active = true;
aliens[1].active = 1;
aliens[2].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[2].x = screen->w * 3 / 8 - 50;
aliens[2].y = screen->h / 2 + 40;
aliens[2].dx = 0.5;
aliens[2].active = true;
aliens[2].active = 1;
messages[0].face = FS_PHOEBE;
strcpy(messages[0].message, "Will she be okay?");
@ -317,25 +317,25 @@ void cutscene_init(int scene)
aliens[0].x = screen->w / 4;
aliens[0].y = screen->h / 2;
aliens[0].dx = 1.5;
aliens[0].active = true;
aliens[0].active = 1;
aliens[1].image[0] = gfx_shipSprites[SS_SID];
aliens[1].x = screen->w / 4 - 50;
aliens[1].y = screen->h / 2 - 40;
aliens[1].dx = 1.5;
aliens[1].active = true;
aliens[1].active = 1;
aliens[2].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[2].x = screen->w / 4 - 50;
aliens[2].y = screen->h / 2 + 40;
aliens[2].dx = 1.5;
aliens[2].active = true;
aliens[2].active = 1;
aliens[3].image[0] = gfx_shipSprites[SS_FRIEND];
aliens[3].x = screen->w / 4 - 90;
aliens[3].y = screen->h / 2;
aliens[3].dx = 1.5;
aliens[3].active = true;
aliens[3].active = 1;
messages[0].face = FS_CHRIS;
strcpy(messages[0].message, "Sorry folks, we just lost our bargaining chip.");
@ -365,7 +365,7 @@ void cutscene_init(int scene)
aliens[i].engineY = (aliens[i].image[0]->h / 2);
}
bool showMessage = false;
int showMessage = 0;
int currentMessage = -1;
int timer = 60 * 4;
@ -375,7 +375,7 @@ void cutscene_init(int scene)
flushInput();
while (true)
while (1)
{
renderer_update();
screen_unBuffer();

View File

@ -29,7 +29,7 @@ Engine engine;
void engine_init()
{
engine.musicVolume = 100;
engine.useAudio = true;
engine.useAudio = 1;
engine.maxAliens = 9;
@ -66,13 +66,13 @@ void engine_init()
engine.counter = 0;
engine.seconds = 0;
engine.minutes = 0;
engine.paused = false;
engine.paused = 0;
engine.gameSection = SECTION_TITLE;
engine.cheat = false;
engine.cheatShield = false;
engine.cheatAmmo = false;
engine.cheatCash = false;
engine.cheat = 0;
engine.cheatShield = 0;
engine.cheatAmmo = 0;
engine.cheatCash = 0;
}
/*
@ -237,7 +237,7 @@ void engine_setMode()
{
printf("Warning: Couldn't set 44100 Hz 16-bit stereo audio - Reason:\n%s\n", Mix_GetError());
printf("Sound and Music will be disabled\n");
engine.useAudio = false;
engine.useAudio = 0;
}
}

View File

@ -80,25 +80,25 @@ typedef struct Engine_ {
int allAliensDead;
int addAliens;
bool paused;
int paused;
int gameSection;
bool useAudio;
bool useSound;
bool useMusic;
bool fullScreen;
bool autoPause;
int useAudio;
int useSound;
int useMusic;
int fullScreen;
int autoPause;
char configDirectory[1024];
char keyState[KEY_LAST];
bool cheat; // overall cheat
bool cheatShield;
bool cheatCash;
bool cheatAmmo;
bool cheatTime;
bool cheatCredits;
int cheat; // overall cheat
int cheatShield;
int cheatCash;
int cheatAmmo;
int cheatTime;
int cheatCredits;
} Engine;

View File

@ -349,7 +349,7 @@ void events_check()
}
else
{
aliens[events[i].entity].active = true;
aliens[events[i].entity].active = 1;
aliens[events[i].entity].x = ((int)player.x +
RANDRANGE(400, 800));
aliens[events[i].entity].y = ((int)player.y +

View File

@ -30,7 +30,7 @@ void explosion_add(float x, float y, int type)
object *explosion = new object;
explosion->next = NULL;
explosion->active = true;
explosion->active = 1;
explosion->x = x;
explosion->y = y;
explosion->thinktime = 28;

View File

@ -75,8 +75,8 @@ void game_init()
if (!engine.useAudio)
{
engine.useSound = false;
engine.useMusic = false;
engine.useSound = 0;
engine.useMusic = 0;
}
game.cash = 0;
@ -486,7 +486,7 @@ static void game_doCollectables()
updateMissionRequirements(M_COLLECT, collectable->type,
collectable->value);
collectable->active = false;
collectable->active = 0;
if (collectable->type != P_MINE)
{
setInfoLine(temp, FONT_WHITE);
@ -508,7 +508,7 @@ static void game_doCollectables()
if (collectable->life < 1)
{
collectable->active = false;
collectable->active = 0;
if ((collectable->type == P_CARGO) ||
(collectable->type == P_ESCAPEPOD) ||
(collectable->type == P_SLAVES))
@ -551,7 +551,7 @@ static void game_doBullets()
collectables *collectable;
collectables *prevCollectable;
bool okayToHit = false;
int okayToHit = 0;
int old_shield;
float homingMissileSpeed = 0;
int charger_num;
@ -642,18 +642,18 @@ static void game_doBullets()
if ((aliens[i].shield < 1) || (!aliens[i].active))
continue;
okayToHit = false;
okayToHit = 0;
if ((bullet->flags & WF_FRIEND) && (aliens[i].flags & FL_WEAPCO))
okayToHit = true;
okayToHit = 1;
if ((bullet->flags & WF_WEAPCO) && (aliens[i].flags & FL_FRIEND))
okayToHit = true;
okayToHit = 1;
if ((bullet->id == WT_ROCKET) || (bullet->id == WT_LASER) ||
(bullet->id == WT_CHARGER))
okayToHit = true;
okayToHit = 1;
if (bullet->owner == aliens[i].owner)
okayToHit = false;
okayToHit = 0;
if (okayToHit)
{
@ -690,7 +690,7 @@ static void game_doBullets()
bullet->damage -= old_shield;
if (bullet->damage <= 0)
{
bullet->active = false;
bullet->active = 0;
bullet->shield = 0;
audio_playSound(SFX_EXPLOSION, bullet->x, bullet->y);
for (int i = 0 ; i < 10 ; i++)
@ -701,7 +701,7 @@ static void game_doBullets()
}
else
{
bullet->active = false;
bullet->active = 0;
bullet->shield = 0;
}
@ -750,7 +750,7 @@ static void game_doBullets()
bullet->damage -= old_shield;
if (bullet->damage <= 0)
{
bullet->active = false;
bullet->active = 0;
bullet->shield = 0;
audio_playSound(SFX_EXPLOSION, bullet->x, bullet->y);
for (int i = 0 ; i < 10 ; i++)
@ -760,7 +760,7 @@ static void game_doBullets()
}
else
{
bullet->active = false;
bullet->active = 0;
bullet->shield = 0;
}
@ -783,12 +783,12 @@ static void game_doBullets()
{
if (bullet_collision(bullet, &cargo[j]))
{
bullet->active = false;
bullet->active = 0;
explosion_add(bullet->x, bullet->y, SP_SMALL_EXPLOSION);
audio_playSound(SFX_HIT, cargo[j].x, cargo[j].y);
if (cargo[j].collectType != P_PHOEBE)
{
cargo[j].active = false;
cargo[j].active = 0;
audio_playSound(SFX_EXPLOSION, cargo[j].x, cargo[j].y);
for (int i = 0 ; i < 10 ; i++)
explosion_add(cargo[j].x + RANDRANGE(-15, 15),
@ -814,17 +814,17 @@ static void game_doBullets()
{
if (collectable_collision(collectable, bullet))
{
collectable->active = false;
collectable->active = 0;
if (bullet->id != WT_CHARGER)
{
bullet->active = false;
bullet->active = 0;
}
else
{
bullet->shield--;
if (bullet->shield < 0)
bullet->active = false;
bullet->active = 0;
}
if (bullet->owner == &player)
@ -862,7 +862,7 @@ static void game_doBullets()
player_checkShockDamage(bullet->x, bullet->y);
}
bullet->active = false;
bullet->active = 0;
}
if (bullet->active)
@ -884,7 +884,7 @@ static void game_doAliens()
static float barrierLoop = 0;
int shapeToUse;
bool canFire;
int canFire;
int n;
barrierLoop += 0.2;
@ -929,7 +929,7 @@ static void game_doAliens()
}
}
canFire = true; // The alien is allowed to fire
canFire = 1; // The alien is allowed to fire
LIMIT_ADD(aliens[i].thinktime, -1, 0, 250);
@ -1009,7 +1009,7 @@ static void game_doAliens()
{
aliens[i].flags -= FL_LEAVESECTOR;
aliens[i].flags += FL_ESCAPED;
aliens[i].active = false;
aliens[i].active = 0;
if (aliens[i].classDef == CD_CLOAKFIGHTER)
{
@ -1069,7 +1069,7 @@ static void game_doAliens()
}
else
{
canFire = false;
canFire = 0;
}
if (canFire)
@ -1164,7 +1164,7 @@ static void game_doAliens()
}
if ((game.area == MISN_MARS) && (aliens[i].x < -60))
aliens[i].active = false;
aliens[i].active = 0;
}
else
{
@ -1180,7 +1180,7 @@ static void game_doAliens()
}
if (aliens[i].shield < aliens[i].deathCounter)
{
aliens[i].active = false;
aliens[i].active = 0;
if ((aliens[i].classDef == CD_BOSS) ||
(aliens[i].owner == &aliens[ALIEN_BOSS]) ||
(aliens[i].flags & FL_FRIEND) ||
@ -1286,7 +1286,7 @@ static void game_doPlayer()
{
ship_fireBullet(&player, 1);
player.ammo[1] = 0;
player_chargerFired = true;
player_chargerFired = 1;
}
}
}
@ -1296,7 +1296,7 @@ static void game_doPlayer()
if (player.ammo[1] > 0)
ship_fireBullet(&player, 1);
player.ammo[1] = 0;
player_chargerFired = false;
player_chargerFired = 0;
}
}
@ -1366,7 +1366,7 @@ static void game_doPlayer()
if (engine.keyState[KEY_PAUSE])
{
engine.paused = true;
engine.paused = 1;
engine.keyState[KEY_PAUSE] = 0;
}
@ -1469,7 +1469,7 @@ static void game_doPlayer()
}
else
{
player.active = false;
player.active = 0;
player.shield--;
if (player.shield == -1)
{
@ -1624,7 +1624,7 @@ void game_doExplosions()
if(explosion->thinktime < 1)
{
explosion->active = false;
explosion->active = 0;
}
else
{
@ -2035,28 +2035,28 @@ Checked during the main game loop. When the game is paused
it goes into a constant loop checking this routine. If escape is
pressed, the game automatically ends and goes back to the title screen
*/
static bool game_checkPauseRequest()
static int game_checkPauseRequest()
{
getPlayerInput();
if (engine.keyState[KEY_ESCAPE])
{
engine.paused = false;
engine.paused = 0;
engine.done = 1;
player.shield = 0;
return true;
return 1;
}
if (engine.keyState[KEY_PAUSE])
{
engine.paused = false;
engine.paused = 0;
engine.keyState[KEY_PAUSE] = 0;
}
return false;
return 0;
}
bool game_collision(float x0, float y0, int w0, int h0, float x2, float y2, int w1, int h1)
int game_collision(float x0, float y0, int w0, int h0, float x2, float y2, int w1, int h1)
{
float x1 = x0 + w0;
float y1 = y0 + h0;
@ -2083,7 +2083,7 @@ int game_mainLoop()
game.hasWingMate1 = 1;
if (game.area == MISN_ELAMALE)
aliens[ALIEN_KLINE].active = false;
aliens[ALIEN_KLINE].active = 0;
for (int i = 0 ; i < engine.maxAliens ; i++)
alien_add();
@ -2110,8 +2110,8 @@ int game_mainLoop()
case MISN_ELLESH:
case MISN_MARS:
case MISN_VENUS:
aliens[ALIEN_PHOEBE].active = false;
aliens[ALIEN_URSULA].active = false;
aliens[ALIEN_PHOEBE].active = 0;
aliens[ALIEN_URSULA].active = 0;
break;
}
@ -2129,7 +2129,7 @@ int game_mainLoop()
aliens[ALIEN_KLINE] = alien_defs[CD_KLINE];
aliens[ALIEN_KLINE].owner = &aliens[ALIEN_KLINE];
aliens[ALIEN_KLINE].target = &player;
aliens[ALIEN_KLINE].active = true;
aliens[ALIEN_KLINE].active = 1;
aliens[ALIEN_KLINE].x = player.x + 1000;
aliens[ALIEN_KLINE].y = player.y;
player_setTarget(ALIEN_KLINE);
@ -2143,7 +2143,7 @@ int game_mainLoop()
aliens[ALIEN_BOSS].owner = &aliens[ALIEN_BOSS];
aliens[ALIEN_BOSS].target = &aliens[ALIEN_BOSS];
aliens[ALIEN_BOSS].shield = 1000;
aliens[ALIEN_BOSS].active = true;
aliens[ALIEN_BOSS].active = 1;
aliens[ALIEN_BOSS].x = player.x - 1000;
aliens[ALIEN_BOSS].y = player.y;
player_setTarget(ALIEN_BOSS);

View File

@ -26,7 +26,7 @@ void game_init();
void game_doStars();
void game_doExplosions();
void game_delayFrame();
bool game_collision(float x0, float y0, int w0, int h0, float x2, float y2, int w1, int h1);
int game_collision(float x0, float y0, int w0, int h0, float x2, float y2, int w1, int h1);
int game_mainLoop();
#endif

View File

@ -403,12 +403,12 @@ Spins the planets around the sun, spaced according to their Y value
as defined in intermission_setSystemPlanets(). Moving the cursor over the planet
will show their name and their current status
*/
static bool intermission_showSystem(float x, float y, bool selectable)
static int intermission_showSystem(float x, float y, int selectable)
{
SDL_Rect r;
int planet = 0;
int planetSpace = systemPlanet[planet].y;
bool rtn = false;
int rtn = 0;
// Blit the sun
screen_blit(gfx_sprites[SP_SUN], 370, 220);
@ -439,7 +439,7 @@ static bool intermission_showSystem(float x, float y, bool selectable)
{
game.destinationPlanet = planet;
strcpy(game.destinationName, systemPlanet[game.destinationPlanet].name);
rtn = true;
rtn = 1;
engine.keyState[KEY_FIRE] = 0;
}
}
@ -1030,21 +1030,21 @@ static void intermission_doOptions(SDL_Surface *optionsSurface)
if ((engine.keyState[KEY_FIRE]))
{
if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 172, 45, 22))
engine.useSound = true;
engine.useSound = 1;
if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 172, 45, 22))
engine.useSound = false;
engine.useSound = 0;
if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 417, 222, 45, 22))
{
engine.useMusic = true;
engine.useMusic = 1;
audio_playMusic("music/through_space.ogg", -1);
}
if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 478, 222, 45, 22))
{
engine.useMusic = false;
engine.useMusic = 0;
audio_haltMusic();
}
@ -1053,7 +1053,7 @@ static void intermission_doOptions(SDL_Surface *optionsSurface)
if (!engine.fullScreen)
{
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
engine.fullScreen = true;
engine.fullScreen = 1;
}
}
@ -1062,7 +1062,7 @@ static void intermission_doOptions(SDL_Surface *optionsSurface)
if (engine.fullScreen)
{
SDL_SetWindowFullscreen(window, 0);
engine.fullScreen = false;
engine.fullScreen = 0;
}
}
@ -1091,12 +1091,12 @@ int intermission()
float sinX = 300;
float cosY = 300;
bool movePlanets = true;
int movePlanets = 1;
int saveSlot = -1;
int rtn = 0;
bool redrawBackground = true;
int redrawBackground = 1;
gfx_free();
@ -1264,7 +1264,7 @@ int intermission()
if (redrawBackground)
{
screen_drawBackground();
redrawBackground = false;
redrawBackground = 0;
}
else
{
@ -1352,7 +1352,7 @@ int intermission()
cosY += 0.01;
}
if (intermission_showSystem(sinX, cosY, true))
if (intermission_showSystem(sinX, cosY, 1))
{
sprintf(string, "Destination: %s", systemPlanet[game.destinationPlanet].name);
gfx_createTextObject(TS_DEST_PLANET, string, 550, 450, FONT_WHITE);
@ -1392,7 +1392,7 @@ int intermission()
break;
case 8:
intermission_showSystem(sinX, cosY, false);
intermission_showSystem(sinX, cosY, 0);
screen_blit(systemPlanet[game.stationedPlanet].image, 150, 450);
screen_blitText(TS_CURRENT_PLANET);
@ -1414,7 +1414,7 @@ int intermission()
gfx_createTextObject(TS_CURRENT_PLANET, string, 90, 450, FONT_WHITE);
intermission_updateCommsSurface(commsSurface);
section = 1;
redrawBackground = true;
redrawBackground = 1;
save(0);
}
else if (interceptionChance > 0)
@ -1460,7 +1460,7 @@ int intermission()
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
redrawBackground = 1;
section = 0;
engine.keyState[KEY_FIRE] = 0;
}
@ -1471,7 +1471,7 @@ int intermission()
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
redrawBackground = 1;
section = 1;
engine.keyState[KEY_FIRE] = 0;
}
@ -1482,7 +1482,7 @@ int intermission()
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
redrawBackground = 1;
section = 2;
engine.keyState[KEY_FIRE] = 0;
}
@ -1493,7 +1493,7 @@ int intermission()
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
redrawBackground = 1;
section = 3;
engine.keyState[KEY_FIRE] = 0;
}
@ -1504,7 +1504,7 @@ int intermission()
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
redrawBackground = 1;
section = 4;
engine.keyState[KEY_FIRE] = 0;
}
@ -1515,7 +1515,7 @@ int intermission()
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
redrawBackground = 1;
section = 5;
engine.keyState[KEY_FIRE] = 0;
}
@ -1526,7 +1526,7 @@ int intermission()
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
redrawBackground = 1;
section = 6;
engine.keyState[KEY_FIRE] = 0;
}
@ -1537,7 +1537,7 @@ int intermission()
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
redrawBackground = 1;
section = 7;
engine.keyState[KEY_FIRE] = 0;
}

View File

@ -530,7 +530,7 @@ static int revealHiddenObjectives()
{
mission_killAllEnemies();
events_sync();
aliens[ALIEN_KLINE].active = true;
aliens[ALIEN_KLINE].active = 1;
aliens[ALIEN_KLINE].x = player.x + 1000;
aliens[ALIEN_KLINE].y = player.y;
aliens[ALIEN_KLINE].flags |= FL_IMMORTAL | FL_NOFIRE;
@ -542,7 +542,7 @@ static int revealHiddenObjectives()
return allDone;
}
bool allMissionsCompleted()
int allMissionsCompleted()
{
for (int i = 0 ; i < 3 ; i++)
{
@ -647,8 +647,8 @@ bool allMissionsCompleted()
}
int remaining;
bool add = false;
bool allDone = true;
int add = 0;
int allDone = 1;
// Zero objective list for a recount
currentMission.remainingObjectives1 = currentMission.remainingObjectives2 = 0;
@ -661,12 +661,12 @@ bool allMissionsCompleted()
{
currentMission.remainingObjectives1++;
if (currentMission.primaryType[i] == M_DESTROY_ALL_TARGETS)
add = true;
allDone = false;
add = 1;
allDone = 0;
}
if (currentMission.completed1[i] < OB_INCOMPLETE)
return false;
return 0;
}
if (currentMission.secondaryType[i] != M_NONE)
{
@ -674,8 +674,8 @@ bool allMissionsCompleted()
{
currentMission.remainingObjectives2++;
if (currentMission.secondaryType[i] == M_DESTROY_ALL_TARGETS)
add = true;
allDone = false;
add = 1;
allDone = 0;
}
}
}
@ -693,17 +693,17 @@ bool allMissionsCompleted()
return allDone;
}
bool missionFailed()
int missionFailed()
{
for (int i = 0 ; i < 3 ; i++)
{
if (currentMission.completed1[i] < OB_INCOMPLETE)
{
return true;
return 1;
}
}
return false;
return 0;
}
static void drawBriefScreen()
@ -834,7 +834,7 @@ void missionBriefScreen()
engine.keyState[KEY_ALTFIRE] = 0;
engine.keyState[KEY_ESCAPE] = 0;
while (true)
while (1)
{
game_delayFrame();
getPlayerInput();
@ -940,7 +940,7 @@ void missionFinishedScreen()
engine.done = 0;
engine.keyState[KEY_FIRE] = 0;
while (true)
while (1)
{
game_delayFrame();
getPlayerInput();

View File

@ -29,8 +29,8 @@ extern void updateSystemStatus();
extern void setMission(int mission);
extern void checkTimer();
extern void updateMissionRequirements(int type, int id, int value);
extern bool allMissionsCompleted();
extern bool missionFailed();
extern int allMissionsCompleted();
extern int missionFailed();
extern void missionBriefScreen();
extern void missionFinishedScreen();
extern void initMissions();

View File

@ -20,14 +20,14 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "Starfighter.h"
object player;
bool player_chargerFired = false;
int player_chargerFired = 0;
/*
Initialises the player for a new game.
*/
void initPlayer()
{
player.active = true;
player.active = 1;
player.x = screen->w / 2;
player.y = screen->h / 2;
player.speed = 2;
@ -95,7 +95,7 @@ void player_checkShockDamage(float x, float y)
void exitPlayer()
{
player_chargerFired = false;
player_chargerFired = 0;
if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
player.ammo[1] = 0;
@ -188,7 +188,7 @@ void getPlayerInput()
engine.keyState[mapkey(engine.event.key.keysym.sym)] = 1;
if (engine.gameSection != SECTION_GAME)
engine.paused = false;
engine.paused = 0;
break;
@ -233,17 +233,17 @@ void getPlayerInput()
break;
case SDL_JOYAXISMOTION:
static bool prevjoyup, prevjoydown, prevjoyleft, prevjoyright;
static int prevjoyup, prevjoydown, prevjoyleft, prevjoyright;
if (engine.event.jaxis.axis & 1) {
bool joyup = engine.event.jaxis.value < -16384;
bool joydown = engine.event.jaxis.value >= 16384;
int joyup = engine.event.jaxis.value < -16384;
int joydown = engine.event.jaxis.value >= 16384;
if(joyup != prevjoyup)
engine.keyState[KEY_UP] = prevjoyup = joyup;
if(joydown != prevjoydown)
engine.keyState[KEY_DOWN] = prevjoydown = joydown;
} else {
bool joyleft = engine.event.jaxis.value < -16384;
bool joyright = engine.event.jaxis.value >= 16384;
int joyleft = engine.event.jaxis.value < -16384;
int joyright = engine.event.jaxis.value >= 16384;
if(joyleft != prevjoyleft)
engine.keyState[KEY_LEFT] = prevjoyleft = joyleft;
if(joyright != prevjoyright)
@ -254,7 +254,7 @@ void getPlayerInput()
case SDL_WINDOWEVENT:
if (engine.autoPause &&
(engine.event.window.event == SDL_WINDOWEVENT_FOCUS_LOST))
engine.paused = true;
engine.paused = 1;
break;
}

View File

@ -21,7 +21,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define PLAYER_H
extern object player;
extern bool player_chargerFired;
extern int player_chargerFired;
extern void initPlayer();
void player_setTarget(int index);

View File

@ -19,7 +19,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "Starfighter.h"
bool ship_collision(object *ship, object *otherShip)
int ship_collision(object *ship, object *otherShip)
{
float x0 = ship->x;
float y0 = ship->y;
@ -198,7 +198,7 @@ void ship_fireRay(object *ship)
if (game_collision(aliens[i].x, aliens[i].y, aliens[i].image[0]->w,
aliens[i].image[0]->h, ray.x, ray.y, ray.w, ray.h))
{
alien_hurt(&aliens[i], ship->owner, 1, false);
alien_hurt(&aliens[i], ship->owner, 1, 0);
}
}
}

View File

@ -18,7 +18,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef SHIP_H
#define SHIP_H
bool ship_collision(object *ship, object *otherShip);
int ship_collision(object *ship, object *otherShip);
void ship_fireBullet(object *ship, int weaponType);
void ship_fireRay(object *ship);

View File

@ -22,7 +22,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
typedef struct object_ {
bool active;
int active;
int classDef; // Used by aliens to determine what they are
int AIType; // Type of articifial intelligence
@ -99,7 +99,7 @@ typedef struct Star_ {
typedef struct collectables_ {
bool active;
int active;
float x, y, dx, dy;
SDL_Surface *image;
int type; // What kind of collectable is it?

View File

@ -205,7 +205,7 @@ int doTitle()
char buildVersion[25];
int selectedOption = 1;
bool skip = false;
int skip = 0;
int listLength = 5; // menu list length
int menuType = MENU_MAIN;
@ -411,7 +411,7 @@ int doTitle()
gfx_renderString(buildVersion, screen->w - 6 - strlen(buildVersion) * 9,
screen->h - 20, FONT_WHITE, 0, gfx_background);
screen_addBuffer(0, 0, screen->w, screen->h);
skip = true;
skip = 1;
}
}
}
@ -422,7 +422,7 @@ int doTitle()
if (engine.cheatCredits)
{
doCredits();
engine.cheatCredits = false;
engine.cheatCredits = 0;
}
if ((engine.keyState[KEY_FIRE] || engine.keyState[KEY_ALTFIRE]))
@ -438,7 +438,7 @@ int doTitle()
gfx_renderString(buildVersion, screen->w - 6 - strlen(buildVersion) * 9,
screen->h - 20, FONT_WHITE, 0, gfx_background);
screen_addBuffer(0, 560, 800, 40);
skip = true;
skip = 1;
}
else
{
@ -631,7 +631,7 @@ void gameover()
flushInput();
engine.keyState[KEY_FIRE] = engine.keyState[KEY_ALTFIRE] = 0;
while (true)
while (1)
{
getPlayerInput();
@ -701,7 +701,7 @@ void doCredits()
engine.keyState[KEY_ALTFIRE] = 0;
flushInput();
while (true)
while (1)
{
renderer_update();
screen_unBuffer();