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Fix the return type of monstersnear.
No intended functional change.
This commit is contained in:
parent
f111c8b209
commit
eb270595f8
24
game.cpp
24
game.cpp
@ -1038,8 +1038,6 @@ bool outlawNearby(cell *c, int dist) {
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return false;
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return false;
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}
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}
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// int monstersnear(cell *c, cell *nocount = NULL, eMonster who = moPlayer, cell *pushto = NULL) {
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namespace stalemate {
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namespace stalemate {
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bool anyKilled() {
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bool anyKilled() {
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for(int i=0; i<size(moves); i++) if(moves[i].killed) return true;
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for(int i=0; i<size(moves); i++) if(moves[i].killed) return true;
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@ -1074,12 +1072,12 @@ bool krakensafe(cell *c) {
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(c->item == itOrbAether && c->wall == waBoat);
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(c->item == itOrbAether && c->wall == waBoat);
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}
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}
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int monstersnear(stalemate1& sm) {
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bool monstersnear(stalemate1& sm) {
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cell *c = sm.moveto;
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cell *c = sm.moveto;
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bool eaten = false;
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bool eaten = false;
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if(hardcore && sm.who == moPlayer) return 0;
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if(hardcore && sm.who == moPlayer) return false;
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int res = 0;
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int res = 0;
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bool fast = false;
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bool fast = false;
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@ -1156,12 +1154,12 @@ int monstersnear(stalemate1& sm) {
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if(sm.who == moPlayer && res && markOrb2(itOrbDomination) && c->monst)
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if(sm.who == moPlayer && res && markOrb2(itOrbDomination) && c->monst)
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res = 0;
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res = 0;
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return res;
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return !!res;
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}
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}
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namespace multi { bool aftermove; }
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namespace multi { bool aftermove; }
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int monstersnear2();
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bool monstersnear2();
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int lastkills;
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int lastkills;
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@ -1194,9 +1192,9 @@ bool swordConflict(const stalemate1& sm1, const stalemate1& sm2) {
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return false;
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return false;
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}
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}
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int monstersnear2() {
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bool monstersnear2() {
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multi::cpid++;
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multi::cpid++;
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int b = 0;
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bool b = false;
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bool recorduse[ittypes];
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bool recorduse[ittypes];
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for(int i=0; i<ittypes; i++) recorduse[i] = orbused[i];
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for(int i=0; i<ittypes; i++) recorduse[i] = orbused[i];
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if(multi::cpid == multi::players || multi::players == 1 || multi::checkonly) {
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if(multi::cpid == multi::players || multi::players == 1 || multi::checkonly) {
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@ -1210,13 +1208,13 @@ int monstersnear2() {
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for(int i=0; i<size(stalemate::moves); i++)
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for(int i=0; i<size(stalemate::moves); i++)
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for(int j=0; j<size(stalemate::moves); j++) if(i != j) {
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for(int j=0; j<size(stalemate::moves); j++) if(i != j) {
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if(swordConflict(stalemate::moves[i], stalemate::moves[j])) {
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if(swordConflict(stalemate::moves[i], stalemate::moves[j])) {
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b = 1;
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b = true;
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which = moEnergySword;
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which = moEnergySword;
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}
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}
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if(multi::player[i].c == multi::player[j].c)
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if(multi::player[i].c == multi::player[j].c)
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{ b = 1; which = moFireball; }
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{ b = true; which = moFireball; }
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if(celldistance(multi::player[i].c, multi::player[j].c) > 8)
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if(celldistance(multi::player[i].c, multi::player[j].c) > 8)
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{ b = 1; which = moAirball; }
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{ b = true; which = moAirball; }
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}
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}
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for(int i=0; !b && i<size(stalemate::moves); i++)
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for(int i=0; !b && i<size(stalemate::moves); i++)
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@ -1228,7 +1226,7 @@ int monstersnear2() {
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return b;
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return b;
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}
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}
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int monstersnear(cell *c, cell *nocount, eMonster who, cell *pushto, cell *comefrom) {
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bool monstersnear(cell *c, cell *nocount, eMonster who, cell *pushto, cell *comefrom) {
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if(peace::on) return 0; // you are safe
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if(peace::on) return 0; // you are safe
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@ -1260,7 +1258,7 @@ int monstersnear(cell *c, cell *nocount, eMonster who, cell *pushto, cell *comef
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// dynamicval<eMonster> x7(stalemate::who, who);
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// dynamicval<eMonster> x7(stalemate::who, who);
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int b;
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bool b;
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if(who == moPlayer && c->wall == waBigStatue) {
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if(who == moPlayer && c->wall == waBigStatue) {
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eWall w = comefrom->wall;
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eWall w = comefrom->wall;
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c->wall = waNone;
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c->wall = waNone;
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8
orbs.cpp
8
orbs.cpp
@ -882,12 +882,12 @@ void useOrbOfDragon(cell *c) {
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checkmoveO();
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checkmoveO();
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}
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}
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int monstersnearO(orbAction a, cell *c, cell *nocount, eMonster who, cell *pushto, cell *comefrom) {
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bool monstersnearO(orbAction a, cell *c, cell *nocount, eMonster who, cell *pushto, cell *comefrom) {
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// printf("[a = %d] ", a);
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// printf("[a = %d] ", a);
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if(shmup::on) return 0;
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if(shmup::on) return false;
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if(a == roCheck && multi::players > 1)
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if(a == roCheck && multi::players > 1)
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return 1;
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return true;
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else if(a == roMultiCheck) return 0;
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else if(a == roMultiCheck) return false;
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else return monstersnear(c, nocount, who, pushto, comefrom);
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else return monstersnear(c, nocount, who, pushto, comefrom);
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}
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}
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