SAGA2: Drop custom TRUE/FALSE

This commit is contained in:
Eugene Sandulenko 2021-06-13 16:56:52 +02:00
parent 4eebd6d6bf
commit 97f7a0e529
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GPG key ID: 014D387312D34F08
96 changed files with 1251 additions and 1259 deletions

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@ -173,7 +173,7 @@ void ActorAssignment::startTask(void) {
// Determine if this assignment needs to create a task at this time
bool ActorAssignment::taskNeeded(void) {
return TRUE;
return true;
}
/* ===================================================================== *
@ -280,7 +280,7 @@ void PatrolRouteAssignment::handleTaskCompletion(TaskResult result) {
bool PatrolRouteAssignment::isValid(void) {
// If the route has already been completed, then the assignment is
// no longer valid
if (flags & routeCompleted) return FALSE;
if (flags & routeCompleted) return false;
return ActorAssignment::isValid();
}
@ -551,7 +551,7 @@ Task *HuntToBeNearActorAssignment::getTask(TaskStack *ts) {
ts,
*getTarget(),
range,
(flags & track) != FALSE);
(flags & track) != false);
}
/* ===================================================================== *
@ -562,7 +562,7 @@ Task *HuntToBeNearActorAssignment::getTask(TaskStack *ts) {
HuntToKillAssignment::HuntToKillAssignment(Actor *a, bool trackFlag) :
ActorAssignment(indefinitely) {
assert(isActor(a) && a != getActor());
initialize(SpecificActorTarget(a), trackFlag, TRUE);
initialize(SpecificActorTarget(a), trackFlag, true);
}
// Construct with no time limit and abstract actor target
@ -570,7 +570,7 @@ HuntToKillAssignment::HuntToKillAssignment(
const ActorTarget &at,
bool trackFlag) :
ActorAssignment(indefinitely) {
initialize(at, trackFlag, FALSE);
initialize(at, trackFlag, false);
}
@ -645,7 +645,7 @@ bool HuntToKillAssignment::isValid(void) {
if (flags & specificActor) {
SpecificActorTarget *sat = (SpecificActorTarget *)getTarget();
if (sat->getTargetActor()->isDead()) return FALSE;
if (sat->getTargetActor()->isDead()) return false;
}
// Otherwise, determine if the base class thinks this is a valid
@ -674,7 +674,7 @@ bool HuntToKillAssignment::taskNeeded(void) {
}
// Otherwise, we'll always want to create a task
return TRUE;
return true;
}
//----------------------------------------------------------------------
@ -684,7 +684,7 @@ Task *HuntToKillAssignment::getTask(TaskStack *ts) {
return new HuntToKillTask(
ts,
*getTarget(),
(flags & track) != FALSE);
(flags & track) != false);
}
/* ===================================================================== *