ref: 3e5f44f8deb12840d892b3cc5d204542b05f0d78
parent: 923749e41e323a85953bdde7ae0c3510ab687fac
author: Clownacy <Clownacy@users.noreply.github.com>
date: Fri Feb 22 17:23:57 EST 2019
Changed some things to BOOL/BOOLEAN, for ASM-accuracy
--- a/src/MiniMap.cpp
+++ b/src/MiniMap.cpp
@@ -16,7 +16,7 @@
#include "MyChar.h"
#include "Stage.h"
-int8_t gMapping[0x80];
+BOOLEAN gMapping[0x80];
void WriteMiniMapLine(int line)
{
@@ -196,17 +196,17 @@
return 1;
}
-bool IsMapping()
+BOOL IsMapping()
{
- return gMapping[gStageNo] != 0;
+ return gMapping[gStageNo];
}
void StartMapping()
{
- memset(gMapping, 0, 0x80u);
+ memset(gMapping, FALSE, 0x80);
}
void SetMapping(int a)
{
- gMapping[a] = 1;
+ gMapping[a] = TRUE;
}
--- a/src/MiniMap.h
+++ b/src/MiniMap.h
@@ -2,9 +2,11 @@
#include <stdint.h>
-extern int8_t gMapping[0x80];
+#include "WindowsWrapper.h"
+extern BOOLEAN gMapping[0x80];
+
int MiniMapLoop();
-bool IsMapping();
+BOOL IsMapping();
void StartMapping();
void SetMapping(int a);
--- a/src/NpChar.cpp
+++ b/src/NpChar.cpp
@@ -594,26 +594,26 @@
*y = gNPC[i].y;
}
-bool IsNpCharCode(int code)
+BOOL IsNpCharCode(int code)
{
for (int i = 0; i < NPC_MAX; i++)
{
if ((gNPC[i].cond & 0x80) && gNPC[i].code_char == code)
- return true;
+ return TRUE;
}
- return false;
+ return FALSE;
}
-bool GetNpCharAlive(int code_event)
+BOOL GetNpCharAlive(int code_event)
{
for (int i = 0; i < NPC_MAX; i++)
{
if ((gNPC[i].cond & 0x80) && gNPC[i].code_event == code_event)
- return true;
+ return TRUE;
}
- return false;
+ return FALSE;
}
int CountAliveNpChar()
--- a/src/NpChar.h
+++ b/src/NpChar.h
@@ -101,6 +101,6 @@
void DeleteNpCharEvent(int code);
void DeleteNpCharCode(int code, bool bSmoke);
void GetNpCharPosition(int *x, int *y, int i);
-bool IsNpCharCode(int code);
-bool GetNpCharAlive(int code_event);
+BOOL IsNpCharCode(int code);
+BOOL GetNpCharAlive(int code_event);
int CountAliveNpChar();
--- a/src/Stage.cpp
+++ b/src/Stage.cpp
@@ -129,12 +129,12 @@
STAGE_ENTRY("Oside", "Clock", 6, "bkMoon", "Moon", "0", 0, "Clock Room", "���v��"),
};
-bool TransferStage(int no, int w, int x, int y)
+BOOL TransferStage(int no, int w, int x, int y)
{
//Move character
SetMyCharPosition(x << 13, y << 13);
- bool bError = false;
+ BOOL bError = FALSE;
//Get path
char path_dir[20];
@@ -144,31 +144,31 @@
char path[PATH_LENGTH];
sprintf(path, "%s/Prt%s", path_dir, gTMT[no].parts);
if (!ReloadBitmap_File(path, SURFACE_ID_LEVEL_TILESET))
- bError = true;
+ bError = TRUE;
sprintf(path, "%s/%s.pxa", path_dir, gTMT[no].parts);
if (!LoadAttributeData(path))
- bError = true;
+ bError = TRUE;
//Load tilemap
sprintf(path, "%s/%s.pxm", path_dir, gTMT[no].map);
if (!LoadMapData2(path))
- bError = true;
+ bError = TRUE;
//Load NPCs
sprintf(path, "%s/%s.pxe", path_dir, gTMT[no].map);
if (!LoadEvent(path))
- bError = true;
+ bError = TRUE;
//Load script
sprintf(path, "%s/%s.tsc", path_dir, gTMT[no].map);
if (!LoadTextScript_Stage(path))
- bError = true;
+ bError = TRUE;
//Load background
strcpy(path, gTMT[no].back);
if (!InitBack(path, gTMT[no].bkType))
- bError = true;
+ bError = TRUE;
//Get path
strcpy(path_dir, "Npc");
@@ -176,16 +176,16 @@
//Load NPC sprite sheets
sprintf(path, "%s/Npc%s", path_dir, gTMT[no].npc);
if (!ReloadBitmap_File(path, SURFACE_ID_LEVEL_SPRITESET_1))
- bError = true;
+ bError = TRUE;
sprintf(path, "%s/Npc%s", path_dir, gTMT[no].boss);
if (!ReloadBitmap_File(path, SURFACE_ID_LEVEL_SPRITESET_2))
- bError = true;
+ bError = TRUE;
if (bError)
{
printf("Failed to load stage %d\n", no);
- return false;
+ return FALSE;
}
else
{
@@ -201,10 +201,10 @@
InitBossChar(gTMT[no].boss_no);
ResetFlash();
gStageNo = no;
- return true;
+ return TRUE;
}
- return false;
+ return FALSE;
}
//Music
--- a/src/Stage.h
+++ b/src/Stage.h
@@ -1,5 +1,7 @@
#pragma once
+#include "WindowsWrapper.h"
+
struct STAGE_TABLE
{
char parts[0x20];
@@ -15,6 +17,6 @@
extern int gStageNo;
extern int gMusicNo;
-bool TransferStage(int no, int w, int x, int y);
+BOOL TransferStage(int no, int w, int x, int y);
void ChangeMusic(int no);
void ReCallMusic();