Use C99 bool within source modules.

This is the main bulk of this boolification work, but although it's
making the largest actual change, it should also be the least
disruptive to anyone interacting with this code base downstream of me,
because it doesn't modify any interface between modules: all the
inter-module APIs were updated one by one in the previous commits.
This just cleans up the code within each individual source file to use
bool in place of int where I think that makes things clearer.
This commit is contained in:
Simon Tatham
2018-11-13 21:45:44 +00:00
parent a550ea0a47
commit 5f5b284c0b
61 changed files with 2297 additions and 1973 deletions

View File

@ -98,7 +98,7 @@ enum {
struct game_params {
int n;
int unique;
bool unique;
};
struct game_numbers {
@ -117,7 +117,7 @@ struct game_state {
struct game_numbers *numbers;
int *grid;
unsigned short *edges; /* h x w */
int completed, cheated;
bool completed, cheated;
};
static game_params *default_params(void)
@ -352,7 +352,7 @@ static int solver(int w, int h, int n, int *grid, int *output)
#endif
while (1) {
int done_something = false;
bool done_something = false;
/*
* For each domino, look at its possible placements, and
@ -861,7 +861,8 @@ static game_state *new_game(midend *me, const game_params *params,
state->numbers->numbers[i] = j;
}
state->completed = state->cheated = false;
state->completed = false;
state->cheated = false;
return state;
}
@ -1040,14 +1041,15 @@ static char *game_text_format(const game_state *state)
}
struct game_ui {
int cur_x, cur_y, cur_visible, highlight_1, highlight_2;
int cur_x, cur_y, highlight_1, highlight_2;
bool cur_visible;
};
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cur_x = ui->cur_y = 0;
ui->cur_visible = 0;
ui->cur_visible = false;
ui->highlight_1 = ui->highlight_2 = -1;
return ui;
}
@ -1070,7 +1072,7 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
const game_state *newstate)
{
if (!oldstate->completed && newstate->completed)
ui->cur_visible = 0;
ui->cur_visible = false;
}
#define PREFERRED_TILESIZE 32
@ -1085,7 +1087,7 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
struct game_drawstate {
int started;
bool started;
int w, h, tilesize;
unsigned long *visible;
};
@ -1134,13 +1136,13 @@ static char *interpret_move(const game_state *state, game_ui *ui,
(state->grid[d1] != d1 || state->grid[d2] != d2))
return NULL;
ui->cur_visible = 0;
ui->cur_visible = false;
sprintf(buf, "%c%d,%d", (int)(button == RIGHT_BUTTON ? 'E' : 'D'), d1, d2);
return dupstr(buf);
} else if (IS_CURSOR_MOVE(button)) {
ui->cur_visible = 1;
ui->cur_visible = true;
move_cursor(button, &ui->cur_x, &ui->cur_y, 2*w-1, 2*h-1, 0);
move_cursor(button, &ui->cur_x, &ui->cur_y, 2*w-1, 2*h-1, false);
return UI_UPDATE;
} else if (IS_CURSOR_SELECT(button)) {
@ -1305,7 +1307,7 @@ static game_state *execute_move(const game_state *state, const char *move)
*/
if (!ret->completed) {
int i, ok = 0;
unsigned char *used = snewn(TRI(n+1), unsigned char);
bool *used = snewn(TRI(n+1), bool);
memset(used, 0, TRI(n+1));
for (i = 0; i < wh; i++)
@ -1319,7 +1321,7 @@ static game_state *execute_move(const game_state *state, const char *move)
assert(di >= 0 && di < TRI(n+1));
if (!used[di]) {
used[di] = 1;
used[di] = true;
ok++;
}
}