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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:
26
flip.c
26
flip.c
@ -58,7 +58,8 @@ struct matrix {
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struct game_state {
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int w, h;
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int moves, completed, cheated, hints_active;
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int moves;
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bool completed, cheated, hints_active;
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unsigned char *grid; /* array of w*h */
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struct matrix *matrix;
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};
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@ -896,13 +897,15 @@ static char *game_text_format(const game_state *state)
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#undef DOWN
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struct game_ui {
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int cx, cy, cdraw;
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int cx, cy;
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bool cdraw;
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};
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static game_ui *new_ui(const game_state *state)
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{
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game_ui *ui = snew(game_ui);
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ui->cx = ui->cy = ui->cdraw = 0;
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ui->cx = ui->cy = 0;
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ui->cdraw = false;
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return ui;
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}
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@ -926,7 +929,8 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
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}
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struct game_drawstate {
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int w, h, started;
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int w, h;
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bool started;
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unsigned char *tiles;
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int tilesize;
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};
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@ -942,10 +946,10 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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int tx, ty;
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if (button == LEFT_BUTTON) {
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tx = FROMCOORD(x), ty = FROMCOORD(y);
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ui->cdraw = 0;
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ui->cdraw = false;
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} else {
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tx = ui->cx; ty = ui->cy;
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ui->cdraw = 1;
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ui->cdraw = true;
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}
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nullret = UI_UPDATE;
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@ -955,7 +959,8 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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* will have at least one square do nothing whatsoever.
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* If so, we avoid encoding a move at all.
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*/
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int i = ty*w+tx, j, makemove = false;
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int i = ty*w+tx, j;
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bool makemove = false;
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for (j = 0; j < wh; j++) {
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if (state->matrix->matrix[i*wh+j])
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makemove = true;
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@ -980,7 +985,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->cx += dx; ui->cy += dy;
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ui->cx = min(max(ui->cx, 0), state->w - 1);
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ui->cy = min(max(ui->cy, 0), state->h - 1);
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ui->cdraw = 1;
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ui->cdraw = true;
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nullret = UI_UPDATE;
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}
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@ -1008,7 +1013,8 @@ static game_state *execute_move(const game_state *from, const char *move)
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} else if (move[0] == 'M' &&
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sscanf(move+1, "%d,%d", &x, &y) == 2 &&
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x >= 0 && x < w && y >= 0 && y < h) {
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int i, j, done;
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int i, j;
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bool done;
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ret = dup_game(from);
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@ -1112,7 +1118,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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}
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static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
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int x, int y, int tile, int anim, float animtime)
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int x, int y, int tile, bool anim, float animtime)
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{
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int w = ds->w, h = ds->h, wh = w * h;
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int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
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