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

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