Replace TRUE/FALSE with C99 true/false throughout.

This commit removes the old #defines of TRUE and FALSE from puzzles.h,
and does a mechanical search-and-replace throughout the code to
replace them with the C99 standard lowercase spellings.
This commit is contained in:
Simon Tatham
2018-11-13 21:44:02 +00:00
parent 064da87682
commit a550ea0a47
64 changed files with 2111 additions and 2118 deletions

View File

@ -177,7 +177,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
char buf[80];
if (i < 0 || i >= lenof(galaxies_presets))
return FALSE;
return false;
ret = snew(game_params);
*ret = galaxies_presets[i]; /* structure copy */
@ -187,7 +187,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
if (name) *name = dupstr(buf);
*params = ret;
return TRUE;
return true;
}
static game_params *default_params(void)
@ -386,7 +386,7 @@ static space *sp2dot(const game_state *state, int x, int y)
static bool game_can_format_as_text_now(const game_params *params)
{
return TRUE;
return true;
}
static char *game_text_format(const game_state *state)
@ -1310,7 +1310,7 @@ generate:
for (i = 0; i < state->sx*state->sy; i++)
if (state->grid[i].type == s_tile)
outline_tile_fordot(state, &state->grid[i], TRUE);
outline_tile_fordot(state, &state->grid[i], true);
cc = check_complete(state, NULL, NULL);
assert(cc);
@ -1412,14 +1412,14 @@ generate:
cy0 = ((cy+1) & ~1) - 1;
cx1 = 2*cx-cx0; /* and reflect about cx to get cx1 */
cy1 = 2*cy-cy0;
ok = TRUE;
ok = true;
for (ty = cy0; ty <= cy1; ty += 2)
for (tx = cx0; tx <= cx1; tx += 2) {
ts = &SPACE(state, tx, ty);
assert(ts->type == s_tile);
if ((ts->dotx != d0->x || ts->doty != d0->y) &&
(ts->dotx != d1->x || ts->doty != d1->y))
ok = FALSE;
ok = false;
}
if (!ok)
continue;
@ -1441,13 +1441,13 @@ generate:
tx1 = 2*cx-tx;
ty1 = 2*cy-ty;
if (!INGRID(state, tx1, ty1)) {
ok = FALSE;
ok = false;
break;
}
ts = &SPACE(state, cx+cx-tx, cy+cy-ty);
if ((ts->dotx != d0->x || ts->doty != d0->y) &&
(ts->dotx != d1->x || ts->doty != d1->y)) {
ok = FALSE;
ok = false;
break;
}
}
@ -2308,7 +2308,7 @@ struct game_ui {
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->dragging = FALSE;
ui->dragging = false;
ui->cur_x = ui->cur_y = 1;
ui->cur_visible = 0;
return ui;
@ -2545,7 +2545,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
* Now, if we've managed to find a dot, begin a drag.
*/
if (dot) {
ui->dragging = TRUE;
ui->dragging = true;
ui->dx = x;
ui->dy = y;
ui->dotx = dot->x;
@ -2558,7 +2558,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
ui->dy = y;
return UI_UPDATE;
} else if (button == RIGHT_RELEASE && ui->dragging) {
ui->dragging = FALSE;
ui->dragging = false;
/*
* Drags are always targeted at a single square.
@ -2616,7 +2616,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
}
sp = &SPACE(state, ui->cur_x, ui->cur_y);
if (ui->dragging) {
ui->dragging = FALSE;
ui->dragging = false;
if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) &&
SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) {
@ -2629,7 +2629,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
}
return dupstr(buf);
} else if (sp->flags & F_DOT) {
ui->dragging = TRUE;
ui->dragging = true;
ui->dx = SCOORD(ui->cur_x);
ui->dy = SCOORD(ui->cur_y);
ui->dotx = ui->srcx = ui->cur_x;
@ -2637,7 +2637,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
return UI_UPDATE;
} else if (sp->flags & F_TILE_ASSOC) {
assert(sp->type == s_tile);
ui->dragging = TRUE;
ui->dragging = true;
ui->dx = SCOORD(ui->cur_x);
ui->dy = SCOORD(ui->cur_y);
ui->dotx = sp->dotx;
@ -2669,10 +2669,10 @@ static int check_complete(const game_state *state, int *dsf, int *colours)
if (!dsf) {
dsf = snew_dsf(w*h);
free_dsf = TRUE;
free_dsf = true;
} else {
dsf_init(dsf, w*h);
free_dsf = FALSE;
free_dsf = false;
}
/*
@ -2711,7 +2711,7 @@ static int check_complete(const game_state *state, int *dsf, int *colours)
sqdata[i].minx = w+1;
sqdata[i].miny = h+1;
sqdata[i].maxx = sqdata[i].maxy = -1;
sqdata[i].valid = FALSE;
sqdata[i].valid = false;
}
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
@ -2724,7 +2724,7 @@ static int check_complete(const game_state *state, int *dsf, int *colours)
sqdata[i].miny = y;
if (sqdata[i].maxy < y)
sqdata[i].maxy = y;
sqdata[i].valid = TRUE;
sqdata[i].valid = true;
}
/*
@ -2738,12 +2738,12 @@ static int check_complete(const game_state *state, int *dsf, int *colours)
cx = sqdata[i].cx = sqdata[i].minx + sqdata[i].maxx + 1;
cy = sqdata[i].cy = sqdata[i].miny + sqdata[i].maxy + 1;
if (!(SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT))
sqdata[i].valid = FALSE; /* no dot at centre of symmetry */
sqdata[i].valid = false; /* no dot at centre of symmetry */
if (dsf_canonify(dsf, (cy-1)/2*w+(cx-1)/2) != i ||
dsf_canonify(dsf, (cy)/2*w+(cx-1)/2) != i ||
dsf_canonify(dsf, (cy-1)/2*w+(cx)/2) != i ||
dsf_canonify(dsf, (cy)/2*w+(cx)/2) != i)
sqdata[i].valid = FALSE; /* dot at cx,cy isn't ours */
sqdata[i].valid = false; /* dot at cx,cy isn't ours */
if (SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT_BLACK)
sqdata[i].colour = 2;
else
@ -2773,7 +2773,7 @@ static int check_complete(const game_state *state, int *dsf, int *colours)
for (cx = (x-1) >> 1; cx <= x >> 1; cx++) {
i = dsf_canonify(dsf, cy*w+cx);
if (x != sqdata[i].cx || y != sqdata[i].cy)
sqdata[i].valid = FALSE;
sqdata[i].valid = false;
}
}
@ -2787,7 +2787,7 @@ static int check_complete(const game_state *state, int *dsf, int *colours)
assert((cx1==cx2) ^ (cy1==cy2));
i = dsf_canonify(dsf, cy1*w+cx1);
if (i == dsf_canonify(dsf, cy2*w+cx2))
sqdata[i].valid = FALSE;
sqdata[i].valid = false;
}
}
@ -2806,7 +2806,7 @@ static int check_complete(const game_state *state, int *dsf, int *colours)
x2 = sqdata[i].cx - 1 - x;
y2 = sqdata[i].cy - 1 - y;
if (i != dsf_canonify(dsf, y2*w+x2))
sqdata[i].valid = FALSE;
sqdata[i].valid = false;
}
/*
@ -2816,7 +2816,7 @@ static int check_complete(const game_state *state, int *dsf, int *colours)
* true/false value depending on whether _every_ square in the
* grid is part of a valid component.
*/
ret = TRUE;
ret = true;
for (i = 0; i < w*h; i++) {
int ci = dsf_canonify(dsf, i);
int thisok = sqdata[ci].valid;
@ -2837,7 +2837,7 @@ static game_state *execute_move(const game_state *state, const char *move)
int x, y, ax, ay, n, dx, dy;
game_state *ret = dup_game(state);
space *sp, *dot;
int currently_solving = FALSE;
int currently_solving = false;
debug(("%s\n", move));
@ -2929,7 +2929,7 @@ static game_state *execute_move(const game_state *state, const char *move)
} else if (c == 'S') {
move++;
ret->used_solve = 1;
currently_solving = TRUE;
currently_solving = true;
} else
goto badmove;
@ -3063,7 +3063,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
ds->bl = NULL;
ds->blmirror = NULL;
ds->dragging = FALSE;
ds->dragging = false;
ds->dragx = ds->dragy = 0;
ds->colour_scratch = snewn(ds->w * ds->h, int);
@ -3221,7 +3221,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
float animtime, float flashtime)
{
int w = ds->w, h = ds->h;
int x, y, flashing = FALSE;
int x, y, flashing = false;
int oppx, oppy;
if (flashtime > 0) {
@ -3240,13 +3240,13 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
draw_update(dr, ds->dragx, ds->dragy, TILE_SIZE, TILE_SIZE);
blitter_load(dr, ds->blmirror, oppx, oppy);
draw_update(dr, oppx, oppy, TILE_SIZE, TILE_SIZE);
ds->dragging = FALSE;
ds->dragging = false;
}
if (ds->cur_visible) {
assert(ds->cur_bl);
blitter_load(dr, ds->cur_bl, ds->cx, ds->cy);
draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1);
ds->cur_visible = FALSE;
ds->cur_visible = false;
}
if (!ds->started) {
@ -3255,7 +3255,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
w*TILE_SIZE + EDGE_THICKNESS*2 - 1,
h*TILE_SIZE + EDGE_THICKNESS*2 - 1, COL_EDGE);
draw_update(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT);
ds->started = TRUE;
ds->started = true;
}
check_complete(state, NULL, ds->colour_scratch);
@ -3377,7 +3377,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
*/
if (ui->cur_visible) {
space *sp = &SPACE(state, ui->cur_x, ui->cur_y);
ds->cur_visible = TRUE;
ds->cur_visible = true;
ds->cx = SCOORD(ui->cur_x) - CURSOR_SIZE;
ds->cy = SCOORD(ui->cur_y) - CURSOR_SIZE;
blitter_save(dr, ds->cur_bl, ds->cx, ds->cy);
@ -3398,7 +3398,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
}
if (ui->dragging) {
ds->dragging = TRUE;
ds->dragging = true;
ds->dragx = ui->dx - TILE_SIZE/2;
ds->dragy = ui->dy - TILE_SIZE/2;
calculate_opposite_point(ui, ds, ui->dx, ui->dy, &oppx, &oppy);
@ -3444,7 +3444,7 @@ static int game_status(const game_state *state)
static bool game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
return true;
}
#ifndef EDITOR
@ -3635,7 +3635,7 @@ const struct game thegame = {
encode_params,
free_params,
dup_params,
TRUE, game_configure, custom_params,
true, game_configure, custom_params,
validate_params,
new_game_desc,
validate_desc,
@ -3643,11 +3643,11 @@ const struct game thegame = {
dup_game,
free_game,
#ifdef EDITOR
FALSE, NULL,
false, NULL,
#else
TRUE, solve_game,
true, solve_game,
#endif
TRUE, game_can_format_as_text_now, game_text_format,
true, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
@ -3665,13 +3665,13 @@ const struct game thegame = {
game_flash_length,
game_status,
#ifdef EDITOR
FALSE, FALSE, NULL, NULL,
TRUE, /* wants_statusbar */
false, false, NULL, NULL,
true, /* wants_statusbar */
#else
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
true, false, game_print_size, game_print,
false, /* wants_statusbar */
#endif
FALSE, game_timing_state,
false, game_timing_state,
REQUIRE_RBUTTON, /* flags */
};
@ -3977,8 +3977,8 @@ int main(int argc, char **argv)
rs = random_new((void*)&seed, sizeof(time_t));
desc = new_game_desc(par, rs, NULL, FALSE);
params = encode_params(par, FALSE);
desc = new_game_desc(par, rs, NULL, false);
params = encode_params(par, false);
printf("%s:%s\n", params, desc);
sfree(desc);