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authorMichele Calgaro <michele.calgaro@yahoo.it>2025-04-07 15:50:40 +0900
committerMichele Calgaro <michele.calgaro@yahoo.it>2025-04-07 23:25:01 +0900
commit664580ffc694a1f9e7ab25d4636ca9696a38d958 (patch)
treedaea2bbeea9cce36e9c8fe66afd1930e397e7ebd /kgoldrunner/src/kgrfigure.cpp
parentd62a856cb43f9a527dc936783d18fbfe4cc0d9c2 (diff)
downloadtdegames-r14.1.4.tar.gz
tdegames-r14.1.4.zip
Replace TRUE/FALSE with boolean values true/falser14.1.4
Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it> (cherry picked from commit 66230b1cca2fa5c95886d8cf708829e4bfac2b10)
Diffstat (limited to 'kgoldrunner/src/kgrfigure.cpp')
-rw-r--r--kgoldrunner/src/kgrfigure.cpp154
1 files changed, 77 insertions, 77 deletions
diff --git a/kgoldrunner/src/kgrfigure.cpp b/kgoldrunner/src/kgrfigure.cpp
index 0707da67..bfe7a6e1 100644
--- a/kgoldrunner/src/kgrfigure.cpp
+++ b/kgoldrunner/src/kgrfigure.cpp
@@ -36,10 +36,10 @@ KGrFigure :: KGrFigure (int px, int py)
}
// Initialise the global settings flags.
-bool KGrFigure::variableTiming = TRUE;
-bool KGrFigure::alwaysCollectNugget = TRUE;
-bool KGrFigure::runThruHole = TRUE;
-bool KGrFigure::reappearAtTop = TRUE;
+bool KGrFigure::variableTiming = true;
+bool KGrFigure::alwaysCollectNugget = true;
+bool KGrFigure::runThruHole = true;
+bool KGrFigure::reappearAtTop = true;
SearchStrategy KGrFigure::searchStrategy = LOW;
int KGrFigure::herox = 0;
@@ -155,7 +155,7 @@ void KGrFigure::walkUp(int WALKDELAY)
rely -= STEP;
absy -= STEP;
}
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true);
}
else {
// End of 4-step cycle: move up to next cell, if possible.
@@ -185,7 +185,7 @@ void KGrFigure::walkDown(int WALKDELAY, int FALLDELAY)
rely += STEP;
absy += STEP;
}
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true);
}
else {
// End of 4-step cycle: move down to next cell, if possible.
@@ -217,7 +217,7 @@ void KGrFigure::walkLeft (int WALKDELAY, int FALLDELAY)
relx -= STEP;
absx -=STEP;
}
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true);
}
else {
// End of 4-pixmap cycle: start again, in next cell if possible.
@@ -249,7 +249,7 @@ void KGrFigure::walkRight(int WALKDELAY, int FALLDELAY)
relx += STEP;
absx += STEP; // nur vorwärts gehen, wenn es auch möglich ist
}
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true);
}
else {
actualPixmap -= 4; // Schritt war vollendet
@@ -277,7 +277,7 @@ void KGrFigure::initFall(int apm, int FALLDELAY)
actualPixmap = apm;
walkCounter=1;
walkTimer->stop();
- fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE);
+ fallTimer->start((FALLDELAY * NSPEED) / speed, true);
}
void KGrFigure::showFigure ()
@@ -303,12 +303,12 @@ KGrHero :: KGrHero (KGrCanvas * view, int x, int y)
herox = x;
heroy = y;
- started = FALSE;
- mouseMode = TRUE;
+ started = false;
+ mouseMode = true;
walkCounter = 1;
- walkFrozen = FALSE;
- fallFrozen = FALSE;
+ walkFrozen = false;
+ fallFrozen = false;
connect (walkTimer, TQ_SIGNAL (timeout ()), TQ_SLOT (walkTimeDone ()));
connect (fallTimer, TQ_SIGNAL (timeout ()), TQ_SLOT (fallTimeDone ()));
@@ -380,22 +380,22 @@ void KGrHero::setKey(Direction key)
{
// Keyboard control of hero: direction is fixed until next key is pressed.
// Sets a simulated mouse-pointer above, below, left, right or on the hero.
- mouseMode = FALSE;
- stopped = FALSE;
+ mouseMode = false;
+ stopped = false;
switch (key) {
case UP: mousex = x; mousey = 0; break;
case DOWN: mousex = x; mousey = FIELDHEIGHT + 1; break;
case LEFT: mousex = 0; mousey = y; break;
case RIGHT: mousex = FIELDWIDTH + 1; mousey = y; break;
- case STAND: stopped = TRUE; mousex = x; mousey = y; break;
+ case STAND: stopped = true; mousex = x; mousey = y; break;
}
}
void KGrHero::setDirection(int i, int j)
{
// Mouse control of hero: direction is updated continually on a timer.
- mouseMode = TRUE;
- stopped = FALSE;
+ mouseMode = true;
+ stopped = false;
mousex = i;
mousey = j;
}
@@ -446,11 +446,11 @@ void KGrHero::setNextDir()
void KGrHero::doStep() {
if (walkFrozen) {
- walkFrozen = FALSE;
+ walkFrozen = false;
walkTimeDone();
}
if (fallFrozen) {
- fallFrozen = FALSE;
+ fallFrozen = false;
fallTimeDone();
}
}
@@ -479,7 +479,7 @@ void KGrHero::init(int a,int b)
walkTimer->stop();
fallTimer->stop();
walkCounter = 1;
- started = FALSE;
+ started = false;
x = mem_x = a;
y = mem_y = b;
@@ -503,9 +503,9 @@ void KGrHero::init(int a,int b)
void KGrHero::start()
{
- started = TRUE;
- walkFrozen = FALSE;
- fallFrozen = FALSE;
+ started = true;
+ walkFrozen = false;
+ fallFrozen = false;
if (!(canStand()||hangAtPole())) { // Held muss wohl fallen...
status = FALLING;
@@ -539,7 +539,7 @@ void KGrHero::setSpeed (int gamespeed)
void KGrHero::walkTimeDone ()
{
if (! started) return; // Ignore signals from earlier play.
- if (KGrObject::frozen) {walkFrozen = TRUE; return; }
+ if (KGrObject::frozen) {walkFrozen = true; return; }
if ((*playfield)[x][y]->whatIam() == BRICK) {
emit caughtHero(); // Brick closed over hero.
@@ -587,7 +587,7 @@ void KGrHero::walkTimeDone ()
if (!canStand()&&!hangAtPole())
initFall(FALL1, FALLDELAY);
else
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true);
// This additional showFigure() is to update the hero position after it is
// altered by the hero-enemy deadlock fix in standOnEnemy(). Messy, but ...
@@ -602,11 +602,11 @@ void KGrHero::walkTimeDone ()
void KGrHero::fallTimeDone()
{
if (! started) return; // Ignore signals from earlier play.
- if (KGrObject::frozen) {fallFrozen = TRUE; return; }
+ if (KGrObject::frozen) {fallFrozen = true; return; }
if (!standOnEnemy()) {
if (walkCounter++ < 4) { // Held fällt vier Positionen
- fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE);
+ fallTimer->start((FALLDELAY * NSPEED) / speed, true);
rely+=STEP;
absy+=STEP;
}
@@ -617,12 +617,12 @@ void KGrHero::fallTimeDone()
absy = y*16; // wird Null und Figur eins runter
collectNugget(); // gesetzt. Zeit evtl. Nugget zu nehmen
if (! (canStand()||hangAtPole())) { // Held muss wohl weiterfallen.
- fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE);
+ fallTimer->start((FALLDELAY * NSPEED) / speed, true);
walkCounter = 1;
}
else { // Held hat Boden (oder Feind) unter den
status = STANDING; // Füssen oder hängt an Stange -> steh!
- walkTimer->start((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start((WALKDELAY * NSPEED) / speed, true);
direction = (actualPixmap == 19) ? RIGHT : LEFT;
if ((*playfield)[x][y]->whatIam() == POLE)
actualPixmap = (direction == RIGHT)? RIGHTCLIMB1:LEFTCLIMB1;
@@ -643,11 +643,11 @@ void KGrHero::fallTimeDone()
// else
// Reduce jerkiness when descending over a falling enemy.
// actualPixmap = (direction == RIGHT)? RIGHTWALK1:LEFTWALK1;
- walkTimer->start((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start((WALKDELAY * NSPEED) / speed, true);
}
else {
// Else, freeze hero until enemy moves out of the way.
- fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE);
+ fallTimer->start((FALLDELAY * NSPEED) / speed, true);
}
}
if (isInEnemy() && (! standOnEnemy()))
@@ -812,9 +812,9 @@ KGrEnemy :: KGrEnemy (KGrCanvas * view, int x, int y)
birthX=x;
birthY=y;
- walkFrozen = FALSE;
- fallFrozen = FALSE;
- captiveFrozen = FALSE;
+ walkFrozen = false;
+ fallFrozen = false;
+ captiveFrozen = false;
captiveTimer = new TQTimer (this);
connect (captiveTimer,TQ_SIGNAL(timeout()),TQ_SLOT(captiveTimeDone()));
@@ -828,15 +828,15 @@ int KGrEnemy::CAPTIVEDELAY = 0;
void KGrEnemy::doStep() {
if (walkFrozen) {
- walkFrozen = FALSE;
+ walkFrozen = false;
walkTimeDone();
}
if (fallFrozen) {
- fallFrozen = FALSE;
+ fallFrozen = false;
fallTimeDone();
}
if (captiveFrozen) {
- captiveFrozen = FALSE;
+ captiveFrozen = false;
captiveTimeDone();
}
}
@@ -885,7 +885,7 @@ void KGrEnemy::init(int a,int b)
void KGrEnemy::walkTimeDone ()
{
- if (KGrObject::frozen) {walkFrozen = TRUE; return; }
+ if (KGrObject::frozen) {walkFrozen = true; return; }
// Check we are alive BEFORE checking for friends being in the way.
// Maybe a friend overhead is blocking our escape from a brick.
@@ -932,7 +932,7 @@ void KGrEnemy::walkTimeDone ()
}
status = WALKING; // initialisiere die Zählervariablen und
walkCounter = 1; // den Timer um den Held weiter
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE); // zu jagen
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true); // zu jagen
startWalk ();
}
}
@@ -953,14 +953,14 @@ void KGrEnemy::walkTimeDone ()
rely = 0; absy = 16 * y;
startWalk ();
}
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true);
}
showFigure();
}
void KGrEnemy::fallTimeDone ()
{
- if (KGrObject::frozen) {fallFrozen = TRUE; return; }
+ if (KGrObject::frozen) {fallFrozen = true; return; }
if ((*playfield)[x][y+1]->whatIam() == HOLE) { // wenn Enemy ins Loch fällt
((KGrBrick*)(*playfield)[x][y+1])->useHole(); // reserviere das Loch, damit
@@ -990,12 +990,12 @@ void KGrEnemy::fallTimeDone ()
}
if (standOnEnemy()) { // Don't fall into a friend.
- fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE);
+ fallTimer->start((FALLDELAY * NSPEED) / speed, true);
return;
}
if (walkCounter++ < 4){
- fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE);
+ fallTimer->start((FALLDELAY * NSPEED) / speed, true);
{ rely+=STEP; absy+=STEP;}
}
else {
@@ -1003,10 +1003,10 @@ void KGrEnemy::fallTimeDone ()
if ((*playfield)[x][y]->whatIam() == USEDHOLE) {
captiveCounter = 0;
status = CAPTIVE;
- captiveTimer->start((CAPTIVEDELAY * NSPEED) / speed, TRUE);
+ captiveTimer->start((CAPTIVEDELAY * NSPEED) / speed, true);
}
else if (!(canStand()||hangAtPole())) {
- fallTimer->start((FALLDELAY * NSPEED) / speed, TRUE);
+ fallTimer->start((FALLDELAY * NSPEED) / speed, true);
walkCounter=1;
}
else {
@@ -1019,7 +1019,7 @@ void KGrEnemy::fallTimeDone ()
status = WALKING;
walkCounter = 1;
direction = searchbestway(x,y,herox,heroy);
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true);
startWalk ();
if (!nuggets)
collectNugget();
@@ -1031,7 +1031,7 @@ void KGrEnemy::fallTimeDone ()
void KGrEnemy::captiveTimeDone()
{
- if (KGrObject::frozen) {captiveFrozen = TRUE; return; }
+ if (KGrObject::frozen) {captiveFrozen = true; return; }
if ((*playfield)[x][y]->whatIam()==BRICK)
dieAndReappear();
else
@@ -1039,11 +1039,11 @@ void KGrEnemy::captiveTimeDone()
status = WALKING;
walkCounter = 1;
direction = UP;
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true);
captiveCounter = 0;
} else {
captiveCounter ++;
- captiveTimer->start((CAPTIVEDELAY * NSPEED) / speed, TRUE);
+ captiveTimer->start((CAPTIVEDELAY * NSPEED) / speed, true);
showFigure();
}
}
@@ -1055,11 +1055,11 @@ void KGrEnemy::startSearching()
if (canStand()||((*playfield)[x][y+1]->whatIam()==USEDHOLE)) {
status = WALKING;
- walkTimer->start ((WALKDELAY * NSPEED) / speed, TRUE);
+ walkTimer->start ((WALKDELAY * NSPEED) / speed, true);
}
else {
status = FALLING;
- fallTimer->start ((FALLDELAY * NSPEED) / speed, TRUE);
+ fallTimer->start ((FALLDELAY * NSPEED) / speed, true);
}
walkCounter = 1;
@@ -1137,7 +1137,7 @@ void KGrEnemy::dieAndReappear()
if (reappearAtTop) {
// Follow Traditional rules: enemies reappear at top.
- looking = TRUE;
+ looking = true;
y = 2;
// Randomly look for a free spot in row 2. Limit the number of tries.
for (i = 1; ((i <= 3) && looking); i++) {
@@ -1145,7 +1145,7 @@ void KGrEnemy::dieAndReappear()
switch ((*playfield)[x][2]->whatIam()) {
case FREE:
case HLADDER:
- looking = FALSE;
+ looking = false;
break;
default:
break;
@@ -1160,7 +1160,7 @@ void KGrEnemy::dieAndReappear()
switch ((*playfield)[x][y]->whatIam()) {
case FREE:
case HLADDER:
- looking = FALSE;
+ looking = false;
break;
default:
break;
@@ -1540,7 +1540,7 @@ int KGrEnemy::distanceDown (int x, int y, int deltah)
int rungs = -1;
int exitRung = 0;
- bool canGoThru = TRUE;
+ bool canGoThru = true;
char objType;
// If there is a way down at (x,y), return its length, else return zero.
@@ -1557,7 +1557,7 @@ int KGrEnemy::distanceDown (int x, int y, int deltah)
if ((objType == HOLE) && (rungs < 0))
rungs = 0; // Enemy can go SIDEWAYS through a hole.
else
- canGoThru = FALSE; // Cannot go through here.
+ canGoThru = false; // Cannot go through here.
break;
case LADDER:
case POLE: // Can go through or stop.
@@ -1575,7 +1575,7 @@ int KGrEnemy::distanceDown (int x, int y, int deltah)
exitRung = rungs;
}
else
- canGoThru = FALSE; // Should stop at hero's level.
+ canGoThru = false; // Should stop at hero's level.
}
break;
default:
@@ -1603,9 +1603,9 @@ bool KGrEnemy::searchOK (int direction, int x, int y)
if (canWalkLR (direction, x, y) > 0) {
// Can go into that cell, but check for a fall.
if (willNotFall (x+direction, y))
- return TRUE;
+ return true;
}
- return FALSE; // Cannot go into and through that cell.
+ return false; // Cannot go into and through that cell.
}
int KGrEnemy::canWalkLR (int direction, int x, int y)
@@ -1637,7 +1637,7 @@ bool KGrEnemy::willNotFall (int x, int y)
switch ( (*playfield)[x][y]->whatIam()) {
case LADDER:
case POLE:
- return TRUE; break; // OK, can hang on ladder or pole.
+ return true; break; // OK, can hang on ladder or pole.
default:
break;
}
@@ -1661,12 +1661,12 @@ bool KGrEnemy::willNotFall (int x, int y)
for (c = 0; c < cmax; c++) {
enemy = enemies->at(c);
if ((enemy->getx()==16*x) && (enemy->gety()==16*(y+1)))
- return TRUE; // Standing on a friend.
+ return true; // Standing on a friend.
}
- return FALSE; break; // Will fall: there is no floor.
+ return false; break; // Will fall: there is no floor.
default:
- return TRUE; break; // OK, will not fall.
+ return true; break; // OK, will not fall.
}
}
@@ -1733,13 +1733,13 @@ bool KGrEnemy::bumpingFriend()
if ((dx >= -32) && (dx < 16) && (dy > -16) && (dy < 16)) {
if ((enemy->direction == RIGHT) &&
(enemy->status == WALKING) && (absx%16==0)) {
- return TRUE;
+ return true;
}
else if (dx >= -16) {
if ((dx > -16) && (enemyId < enemy->enemyId))
- return FALSE;
+ return false;
else
- return TRUE; // Wait for the one in front.
+ return true; // Wait for the one in front.
}
}
break;
@@ -1747,13 +1747,13 @@ bool KGrEnemy::bumpingFriend()
if ((dx > -16) && (dx < 32) && (dy > -16) && (dy < 16)) {
if ((enemy->direction == LEFT) &&
(enemy->status == WALKING) && (absx%16==0)) {
- return TRUE;
+ return true;
}
else if (dx <= 16) {
if ((dx < 16) && (enemyId < enemy->enemyId))
- return FALSE;
+ return false;
else
- return TRUE; // Wait for the one in front.
+ return true; // Wait for the one in front.
}
}
break;
@@ -1761,13 +1761,13 @@ bool KGrEnemy::bumpingFriend()
if ((dy >= -32) && (dy < 16) && (dx > -16) && (dx < 16)) {
if ((enemy->direction == DOWN) &&
(enemy->status == WALKING) && (absy%16==0)) {
- return TRUE;
+ return true;
}
else if (dy >= -16) {
if ((dy > -16) && (enemyId < enemy->enemyId))
- return FALSE;
+ return false;
else
- return TRUE; // Wait for the one above.
+ return true; // Wait for the one above.
}
}
break;
@@ -1775,13 +1775,13 @@ bool KGrEnemy::bumpingFriend()
if ((dy > -16) && (dy < 32) && (dx > -16) && (dx < 16)) {
if ((enemy->direction == UP) &&
(enemy->status == WALKING) && (absy%16==0)) {
- return TRUE;
+ return true;
}
else if (dy <= 16) {
if ((dy < 16) && (enemyId < enemy->enemyId))
- return FALSE;
+ return false;
else
- return TRUE; // Wait for the one below.
+ return true; // Wait for the one below.
}
}
break;
@@ -1790,7 +1790,7 @@ bool KGrEnemy::bumpingFriend()
}
}
}
- return FALSE;
+ return false;
}
KGrEnemy :: ~KGrEnemy ()