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

38
pegs.c
View File

@ -83,7 +83,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
char str[80];
if (i < 0 || i >= lenof(pegs_presets))
return FALSE;
return false;
ret = snew(game_params);
*ret = pegs_presets[i];
@ -94,7 +94,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
*name = dupstr(str);
*params = ret;
return TRUE;
return true;
}
static void free_params(game_params *params)
@ -714,7 +714,7 @@ 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)
@ -749,7 +749,7 @@ static game_ui *new_ui(const game_state *state)
int x, y, v;
ui->sx = ui->sy = ui->dx = ui->dy = 0;
ui->dragging = FALSE;
ui->dragging = false;
ui->cur_visible = ui->cur_jumping = 0;
/* make sure we start the cursor somewhere on the grid. */
@ -789,7 +789,7 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
* Cancel a drag, in case the source square has become
* unoccupied.
*/
ui->dragging = FALSE;
ui->dragging = false;
}
#define PREFERRED_TILE_SIZE 33
@ -838,7 +838,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
ty = FROMCOORD(y);
if (tx >= 0 && tx < w && ty >= 0 && ty < h &&
state->grid[ty*w+tx] == GRID_PEG) {
ui->dragging = TRUE;
ui->dragging = true;
ui->sx = tx;
ui->sy = ty;
ui->dx = x;
@ -860,7 +860,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
* Button released. Identify the target square of the drag,
* see if it represents a valid move, and if so make it.
*/
ui->dragging = FALSE; /* cancel the drag no matter what */
ui->dragging = false; /* cancel the drag no matter what */
tx = FROMCOORD(x);
ty = FROMCOORD(y);
if (tx < 0 || tx >= w || ty < 0 || ty >= h)
@ -1045,14 +1045,14 @@ static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
/* We can't allocate the blitter rectangle for the drag background
* until we know what size to make it. */
ds->drag_background = NULL;
ds->dragging = FALSE;
ds->dragging = false;
ds->w = w;
ds->h = h;
ds->grid = snewn(w*h, unsigned char);
memset(ds->grid, 255, w*h);
ds->started = FALSE;
ds->started = false;
ds->bgcolour = -1;
return ds;
@ -1120,7 +1120,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
assert(ds->drag_background);
blitter_load(dr, ds->drag_background, ds->dragx, ds->dragy);
draw_update(dr, ds->dragx, ds->dragy, TILESIZE, TILESIZE);
ds->dragging = FALSE;
ds->dragging = false;
}
if (!ds->started) {
@ -1206,7 +1206,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
TILESIZE, COL_BACKGROUND);
}
ds->started = TRUE;
ds->started = true;
draw_update(dr, 0, 0,
TILESIZE * state->w + 2 * BORDER,
@ -1244,7 +1244,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
* Draw the dragging sprite if any.
*/
if (ui->dragging) {
ds->dragging = TRUE;
ds->dragging = true;
ds->dragx = ui->dx - TILESIZE/2;
ds->dragy = ui->dy - TILESIZE/2;
blitter_save(dr, ds->drag_background, ds->dragx, ds->dragy);
@ -1280,7 +1280,7 @@ 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)
@ -1303,15 +1303,15 @@ 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,
FALSE, solve_game,
TRUE, game_can_format_as_text_now, game_text_format,
false, solve_game,
true, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
@ -1328,9 +1328,9 @@ const struct game thegame = {
game_anim_length,
game_flash_length,
game_status,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
false, false, game_print_size, game_print,
false, /* wants_statusbar */
false, game_timing_state,
0, /* flags */
};