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

@ -77,13 +77,13 @@ static game_params *default_params(void)
static bool game_fetch_preset(int i, char **name, game_params **params)
{
if (i < 0 || i >= lenof(presets)) return FALSE;
if (i < 0 || i >= lenof(presets)) return false;
*params = clone(&presets[i]);
*name = string(60, "%d x %d, regions of size %d",
presets[i].w, presets[i].h, presets[i].k);
return TRUE;
return true;
}
static void free_params(game_params *params)
@ -315,7 +315,7 @@ static void solver_connected_clues_versus_region_size(solver_ctx *ctx)
ctx->params->k != 2))
{
disconnect(ctx, i, j, dir);
/* changed = TRUE, but this is a one-shot... */
/* changed = true, but this is a one-shot... */
}
}
}
@ -324,7 +324,7 @@ static void solver_connected_clues_versus_region_size(solver_ctx *ctx)
static int solver_number_exhausted(solver_ctx *ctx)
{
int w = ctx->params->w, h = ctx->params->h, wh = w*h, i, dir, off;
int changed = FALSE;
int changed = false;
for (i = 0; i < wh; ++i) {
if (ctx->clues[i] == EMPTY) continue;
@ -334,7 +334,7 @@ static int solver_number_exhausted(solver_ctx *ctx)
int j = i + dx[dir] + w*dy[dir];
if (!maybe(ctx, i, j, dir)) continue;
connect(ctx, i, j);
changed = TRUE;
changed = true;
}
continue;
}
@ -350,7 +350,7 @@ static int solver_number_exhausted(solver_ctx *ctx)
int j = i + dx[dir] + w*dy[dir];
if (!maybe(ctx, i, j, dir)) continue;
disconnect(ctx, i, j, dir);
changed = TRUE;
changed = true;
}
}
@ -360,7 +360,7 @@ static int solver_number_exhausted(solver_ctx *ctx)
static int solver_not_too_big(solver_ctx *ctx)
{
int w = ctx->params->w, h = ctx->params->h, wh = w*h, i, dir;
int changed = FALSE;
int changed = false;
for (i = 0; i < wh; ++i) {
int size = dsf_size(ctx->dsf, i);
@ -369,7 +369,7 @@ static int solver_not_too_big(solver_ctx *ctx)
if (!maybe(ctx, i, j, dir)) continue;
if (size + dsf_size(ctx->dsf, j) <= ctx->params->k) continue;
disconnect(ctx, i, j, dir);
changed = TRUE;
changed = true;
}
}
@ -379,7 +379,7 @@ static int solver_not_too_big(solver_ctx *ctx)
static int solver_not_too_small(solver_ctx *ctx)
{
int w = ctx->params->w, h = ctx->params->h, wh = w*h, i, dir;
int *outs, k = ctx->params->k, ci, changed = FALSE;
int *outs, k = ctx->params->k, ci, changed = false;
snewa(outs, wh);
setmem(outs, -1, wh);
@ -400,7 +400,7 @@ static int solver_not_too_small(solver_ctx *ctx)
if (i != dsf_canonify(ctx->dsf, i)) continue;
if (j < 0) continue;
connect(ctx, i, j); /* only one place for i to grow */
changed = TRUE;
changed = true;
}
sfree(outs);
@ -410,7 +410,7 @@ static int solver_not_too_small(solver_ctx *ctx)
static int solver_no_dangling_edges(solver_ctx *ctx)
{
int w = ctx->params->w, h = ctx->params->h, r, c;
int changed = FALSE;
int changed = false;
/* for each vertex */
for (r = 1; r < h; ++r)
@ -435,7 +435,7 @@ static int solver_no_dangling_edges(solver_ctx *ctx)
if (4 - noline == 1) {
assert (e != -1);
disconnect(ctx, e, COMPUTE_J, de);
changed = TRUE;
changed = true;
continue;
}
@ -447,11 +447,11 @@ static int solver_no_dangling_edges(solver_ctx *ctx)
if (ctx->borders[e] & BORDER(de)) {
if (!(ctx->borders[f] & BORDER(df))) {
disconnect(ctx, f, COMPUTE_J, df);
changed = TRUE;
changed = true;
}
} else if (ctx->borders[f] & BORDER(df)) {
disconnect(ctx, e, COMPUTE_J, de);
changed = TRUE;
changed = true;
}
}
@ -461,7 +461,7 @@ static int solver_no_dangling_edges(solver_ctx *ctx)
static int solver_equivalent_edges(solver_ctx *ctx)
{
int w = ctx->params->w, h = ctx->params->h, wh = w*h, i, dirj;
int changed = FALSE;
int changed = false;
/* if a square is adjacent to two connected squares, the two
* borders (i,j) and (i,k) are either both on or both off. */
@ -489,11 +489,11 @@ static int solver_equivalent_edges(solver_ctx *ctx)
if (n_on + 2 > ctx->clues[i]) {
connect(ctx, i, j);
connect(ctx, i, k);
changed = TRUE;
changed = true;
} else if (n_off + 2 > 4 - ctx->clues[i]) {
disconnect(ctx, i, j, dirj);
disconnect(ctx, i, k, dirk);
changed = TRUE;
changed = true;
}
}
}
@ -536,7 +536,7 @@ static int is_solved(const game_params *params, clue *clues,
* - the borders also satisfy the clue set
*/
for (i = 0; i < wh; ++i) {
if (dsf[i] == UNVISITED) dfs_dsf(i, params->w, border, dsf, TRUE);
if (dsf[i] == UNVISITED) dfs_dsf(i, params->w, border, dsf, true);
if (dsf_size(dsf, i) != k) goto error;
if (clues[i] == EMPTY) continue;
if (clues[i] != bitcount[border[i] & BORDER_MASK]) goto error;
@ -563,11 +563,11 @@ static int is_solved(const game_params *params, clue *clues,
}
sfree(dsf);
return TRUE;
return true;
error:
sfree(dsf);
return FALSE;
return false;
}
static int solver(const game_params *params, clue *clues, borderflag *borders)
@ -582,7 +582,7 @@ static int solver(const game_params *params, clue *clues, borderflag *borders)
solver_connected_clues_versus_region_size(&ctx); /* idempotent */
do {
changed = FALSE;
changed = false;
changed |= solver_number_exhausted(&ctx);
changed |= solver_not_too_big(&ctx);
changed |= solver_not_too_small(&ctx);
@ -750,7 +750,7 @@ static game_state *new_game(midend *me, const game_params *params,
init_borders(w, h, state->borders);
state->completed = (params->k == wh);
state->cheated = FALSE;
state->cheated = false;
return state;
}
@ -821,7 +821,7 @@ 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)
@ -872,7 +872,7 @@ static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->x = ui->y = 0;
ui->show = FALSE;
ui->show = false;
return ui;
}
@ -945,7 +945,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
if (OUT_OF_BOUNDS(hx, hy, w, h)) return NULL;
ui->show = FALSE;
ui->show = false;
i = gy * w + gx;
switch ((button == RIGHT_BUTTON) |
@ -969,13 +969,13 @@ static char *interpret_move(const game_state *state, game_ui *ui,
}
if (IS_CURSOR_MOVE(button)) {
ui->show = TRUE;
ui->show = true;
if (control || shift) {
borderflag flag = 0, newflag;
int dir, i = ui->y * w + ui->x;
x = ui->x;
y = ui->y;
move_cursor(button, &x, &y, w, h, FALSE);
move_cursor(button, &x, &y, w, h, false);
if (OUT_OF_BOUNDS(x, y, w, h)) return NULL;
for (dir = 0; dir < 4; ++dir)
@ -995,7 +995,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
return string(80, "F%d,%d,%dF%d,%d,%d",
ui->x, ui->y, flag, x, y, newflag);
} else {
move_cursor(button, &ui->x, &ui->y, w, h, FALSE);
move_cursor(button, &ui->x, &ui->y, w, h, false);
return UI_UPDATE;
}
}
@ -1016,7 +1016,7 @@ static game_state *execute_move(const game_state *state, const char *move)
ret->borders[i] =
(move[i] & BORDER_MASK) | DISABLED(~move[i] & BORDER_MASK);
if (i < wh || move[i]) return NULL; /* leaks `ret', then we die */
ret->cheated = ret->completed = TRUE;
ret->cheated = ret->completed = true;
return ret;
}
@ -1190,9 +1190,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
for (i = 0; i < wh; ++i) {
if (black_border_dsf[i] == UNVISITED)
dfs_dsf(i, w, state->borders, black_border_dsf, TRUE);
dfs_dsf(i, w, state->borders, black_border_dsf, true);
if (yellow_border_dsf[i] == UNVISITED)
dfs_dsf(i, w, state->borders, yellow_border_dsf, FALSE);
dfs_dsf(i, w, state->borders, yellow_border_dsf, false);
}
for (r = 0; r < h; ++r)
@ -1362,15 +1362,15 @@ 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,
@ -1387,8 +1387,8 @@ const struct game thegame = {
game_anim_length,
game_flash_length,
game_status,
TRUE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,
true, false, game_print_size, game_print,
true, /* wants_statusbar */
false, game_timing_state,
0, /* flags */
};