mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -07:00
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:
72
inertia.c
72
inertia.c
@ -127,7 +127,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
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char namebuf[80];
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if (i < 0 || i >= lenof(inertia_presets))
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return FALSE;
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return false;
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p = inertia_presets[i];
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ret = dup_params(&p);
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@ -136,7 +136,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
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*params = ret;
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*name = retname;
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return TRUE;
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return true;
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}
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static void decode_params(game_params *params, char const *string)
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@ -247,7 +247,7 @@ static int can_go(int w, int h, char *grid,
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int x1, int y1, int dir1, int x2, int y2, int dir2)
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{
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/*
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* Returns TRUE if we can transition directly from (x1,y1)
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* Returns true if we can transition directly from (x1,y1)
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* going in direction dir1, to (x2,y2) going in direction dir2.
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*/
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@ -257,7 +257,7 @@ static int can_go(int w, int h, char *grid,
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*/
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if (AT(w, h, grid, x1, y1) == WALL ||
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AT(w, h, grid, x1, y1) == MINE)
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return FALSE;
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return false;
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/*
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* If a move is capable of stopping at x1,y1,dir1, and x2,y2 is
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@ -271,7 +271,7 @@ static int can_go(int w, int h, char *grid,
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(AT(w, h, grid, x1, y1) == STOP ||
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AT(w, h, grid, x1, y1) == START ||
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AT(w, h, grid, x1+DX(dir1), y1+DY(dir1)) == WALL))
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return TRUE;
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return true;
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/*
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* If a move is capable of continuing here, then x1,y1,dir1 can
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@ -282,12 +282,12 @@ static int can_go(int w, int h, char *grid,
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AT(w, h, grid, x2, y2) == GEM ||
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AT(w, h, grid, x2, y2) == STOP ||
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AT(w, h, grid, x2, y2) == START))
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return TRUE;
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return true;
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/*
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* That's it.
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*/
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return FALSE;
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return false;
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}
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static int find_gem_candidates(int w, int h, char *grid,
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@ -351,7 +351,7 @@ static int find_gem_candidates(int w, int h, char *grid,
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for (dir = 0; dir < DIRECTIONS; dir++) {
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int index = (sy*w+sx)*DIRECTIONS+dir;
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sc->positions[tail++] = index;
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reachable[index] = TRUE;
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reachable[index] = true;
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#ifdef SOLVER_DIAGNOSTICS
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printf("starting point %d,%d,%d\n", sx, sy, dir);
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#endif
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@ -405,7 +405,7 @@ static int find_gem_candidates(int w, int h, char *grid,
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#endif
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if (ok) {
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sc->positions[tail++] = i2;
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reachable[i2] = TRUE;
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reachable[i2] = true;
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}
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}
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}
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@ -642,9 +642,9 @@ static game_state *new_game(midend *me, const game_params *params,
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assert(state->px >= 0 && state->py >= 0);
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state->distance_moved = 0;
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state->dead = FALSE;
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state->dead = false;
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state->cheated = FALSE;
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state->cheated = false;
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state->solnpos = 0;
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state->soln = NULL;
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@ -662,7 +662,7 @@ static game_state *dup_game(const game_state *state)
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ret->gems = state->gems;
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ret->grid = snewn(wh, char);
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ret->distance_moved = state->distance_moved;
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ret->dead = FALSE;
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ret->dead = false;
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memcpy(ret->grid, state->grid, wh);
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ret->cheated = state->cheated;
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ret->soln = state->soln;
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@ -892,10 +892,10 @@ static char *solve_game(const game_state *state, const game_state *currstate,
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*/
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unvisited = snewn(wh, int);
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for (i = 0; i < wh; i++)
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unvisited[i] = FALSE;
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unvisited[i] = false;
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for (i = 0; i < wh; i++)
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if (currstate->grid[i] == GEM)
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unvisited[i] = TRUE;
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unvisited[i] = true;
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/*
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* Allocate space for doing bfses inside the main loop.
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@ -1175,7 +1175,7 @@ static char *solve_game(const game_state *state, const game_state *currstate,
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for (i = n1; i <= n2; i++) {
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int pos = nodes[circuit[i]] / DP1;
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assert(pos >= 0 && pos < wh);
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unvisited[pos] = FALSE;
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unvisited[pos] = false;
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}
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}
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@ -1445,7 +1445,7 @@ static char *solve_game(const game_state *state, const game_state *currstate,
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static bool game_can_format_as_text_now(const game_params *params)
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{
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return TRUE;
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return true;
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}
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static char *game_text_format(const game_state *state)
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@ -1501,8 +1501,8 @@ static game_ui *new_ui(const game_state *state)
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ui->anim_length = 0.0F;
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ui->flashtype = 0;
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ui->deaths = 0;
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ui->just_made_move = FALSE;
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ui->just_died = FALSE;
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ui->just_made_move = false;
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ui->just_died = false;
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return ui;
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}
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@ -1539,11 +1539,11 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
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if (!oldstate->dead && newstate->dead && ui->just_made_move &&
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oldstate->gems) {
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ui->deaths++;
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ui->just_died = TRUE;
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ui->just_died = true;
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} else {
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ui->just_died = FALSE;
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ui->just_died = false;
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}
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ui->just_made_move = FALSE;
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ui->just_made_move = false;
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}
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struct game_drawstate {
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@ -1637,7 +1637,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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* Otherwise, we can make the move. All we need to specify is
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* the direction.
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*/
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ui->just_made_move = TRUE;
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ui->just_made_move = true;
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sprintf(buf, "%d", dir);
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return dupstr(buf);
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}
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@ -1662,7 +1662,7 @@ static void install_new_solution(game_state *ret, const char *move)
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ret->soln = sol;
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sol->refcount = 1;
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ret->cheated = TRUE;
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ret->cheated = true;
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ret->solnpos = 0;
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}
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@ -1716,7 +1716,7 @@ static game_state *execute_move(const game_state *state, const char *move)
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}
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if (AT(w, h, ret->grid, ret->px, ret->py) == MINE) {
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ret->dead = TRUE;
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ret->dead = true;
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break;
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}
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@ -1823,11 +1823,11 @@ static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
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/* We can't allocate the blitter rectangle for the player background
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* until we know what size to make it. */
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ds->player_background = NULL;
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ds->player_bg_saved = FALSE;
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ds->player_bg_saved = false;
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ds->pbgx = ds->pbgy = -1;
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ds->p = state->p; /* structure copy */
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ds->started = FALSE;
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ds->started = false;
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ds->grid = snewn(wh, unsigned short);
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for (i = 0; i < wh; i++)
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ds->grid[i] = UNDRAWN;
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@ -2001,7 +2001,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
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assert(ds->player_background);
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blitter_load(dr, ds->player_background, ds->pbgx, ds->pbgy);
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draw_update(dr, ds->pbgx, ds->pbgy, TILESIZE, TILESIZE);
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ds->player_bg_saved = FALSE;
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ds->player_bg_saved = false;
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}
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/*
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@ -2027,7 +2027,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
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draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h),
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COL_LOWLIGHT);
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ds->started = TRUE;
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ds->started = true;
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}
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/*
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@ -2153,7 +2153,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
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(state->dead && !oldstate),
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(!oldstate && state->soln ?
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state->soln->list[state->solnpos] : -1));
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ds->player_bg_saved = TRUE;
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ds->player_bg_saved = true;
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}
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static float game_anim_length(const game_state *oldstate,
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@ -2193,7 +2193,7 @@ static int game_status(const game_state *state)
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static bool game_timing_state(const game_state *state, game_ui *ui)
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{
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return TRUE;
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return true;
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}
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static void game_print_size(const game_params *params, float *x, float *y)
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@ -2216,15 +2216,15 @@ const struct game thegame = {
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encode_params,
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free_params,
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dup_params,
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TRUE, game_configure, custom_params,
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true, game_configure, custom_params,
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validate_params,
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new_game_desc,
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validate_desc,
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new_game,
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dup_game,
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free_game,
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TRUE, solve_game,
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TRUE, game_can_format_as_text_now, game_text_format,
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true, solve_game,
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true, game_can_format_as_text_now, game_text_format,
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new_ui,
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free_ui,
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encode_ui,
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@ -2241,8 +2241,8 @@ const struct game thegame = {
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game_anim_length,
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game_flash_length,
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game_status,
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FALSE, FALSE, game_print_size, game_print,
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TRUE, /* wants_statusbar */
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FALSE, game_timing_state,
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false, false, game_print_size, game_print,
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true, /* wants_statusbar */
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false, game_timing_state,
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0, /* flags */
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};
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