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

136
rect.c
View File

@ -90,7 +90,7 @@ static game_params *default_params(void)
ret->w = ret->h = 7;
ret->expandfactor = 0.0F;
ret->unique = TRUE;
ret->unique = true;
return ret;
}
@ -111,7 +111,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
case 5: w = 17, h = 17; break;
case 6: w = 19, h = 19; break;
#endif
default: return FALSE;
default: return false;
}
sprintf(buf, "%dx%d", w, h);
@ -120,8 +120,8 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
ret->w = w;
ret->h = h;
ret->expandfactor = 0.0F;
ret->unique = TRUE;
return TRUE;
ret->unique = true;
return true;
}
static void free_params(game_params *params)
@ -153,7 +153,7 @@ static void decode_params(game_params *ret, char const *string)
}
if (*string == 'a') {
string++;
ret->unique = FALSE;
ret->unique = false;
}
}
@ -493,7 +493,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
* Now run the actual deduction loop.
*/
while (1) {
int done_something = FALSE;
int done_something = false;
#ifdef SOLVER_DIAGNOSTICS
printf("starting deduction loop\n");
@ -606,7 +606,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
for (j = 0; j < rectpositions[i].n; j++) {
int xx, yy, k;
int del = FALSE;
int del = false;
for (k = 0; k < nrects; k++)
workspace[k] = 0;
@ -632,7 +632,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
rectpositions[i].rects[j].h,
x, y);
#endif
del = TRUE;
del = true;
}
if (rectbyplace[y * w + x] != -1) {
@ -665,7 +665,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
rectpositions[i].rects[j].h,
k);
#endif
del = TRUE;
del = true;
break;
}
@ -686,7 +686,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
rectpositions[i].rects[j].w,
rectpositions[i].rects[j].h);
#endif
del = TRUE;
del = true;
}
}
@ -695,7 +695,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
j--; /* don't skip over next placement */
done_something = TRUE;
done_something = true;
}
}
}
@ -739,7 +739,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
remove_rect_placement(w, h, rectpositions, overlaps,
index, j);
j--; /* don't skip over next placement */
done_something = TRUE;
done_something = true;
}
}
}
@ -847,7 +847,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
remove_number_placement(w, h, &numbers[k],
m, rectbyplace);
m--; /* don't skip the next one */
done_something = TRUE;
done_something = true;
}
}
}
@ -1267,7 +1267,7 @@ static char *new_game_desc(const game_params *params_in, random_state *rs,
int dirs[4], ndirs;
#ifdef GENERATION_DIAGNOSTICS
display_grid(params2, grid, NULL, FALSE);
display_grid(params2, grid, NULL, false);
printf("singleton at %d,%d\n", x, y);
#endif
@ -1445,7 +1445,7 @@ static char *new_game_desc(const game_params *params_in, random_state *rs,
#ifdef GENERATION_DIAGNOSTICS
printf("before expansion:\n");
display_grid(params2, grid, NULL, TRUE);
display_grid(params2, grid, NULL, true);
#endif
/*
@ -1573,7 +1573,7 @@ static char *new_game_desc(const game_params *params_in, random_state *rs,
#ifdef GENERATION_DIAGNOSTICS
printf("after expansion:\n");
display_grid(params3, grid2, NULL, TRUE);
display_grid(params3, grid2, NULL, true);
#endif
/*
* Transpose.
@ -1604,7 +1604,7 @@ static char *new_game_desc(const game_params *params_in, random_state *rs,
#ifdef GENERATION_DIAGNOSTICS
printf("after transposition:\n");
display_grid(params2, grid, NULL, TRUE);
display_grid(params2, grid, NULL, true);
#endif
}
@ -1731,7 +1731,7 @@ static char *new_game_desc(const game_params *params_in, random_state *rs,
}
#ifdef GENERATION_DIAGNOSTICS
display_grid(params, grid, numbers, FALSE);
display_grid(params, grid, numbers, false);
#endif
desc = snewn(11 * params->w * params->h, char);
@ -1831,14 +1831,14 @@ static unsigned char *get_correct(game_state *state)
* should be if it's there at all. Find out if we
* really have a valid rectangle.
*/
valid = TRUE;
valid = true;
/* Check the horizontal edges. */
for (xx = x; xx < x+rw; xx++) {
for (yy = y; yy <= y+rh; yy++) {
int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
int ec = (yy == y || yy == y+rh);
if (e != ec)
valid = FALSE;
valid = false;
}
}
/* Check the vertical edges. */
@ -1847,7 +1847,7 @@ static unsigned char *get_correct(game_state *state)
int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
int ec = (xx == x || xx == x+rw);
if (e != ec)
valid = FALSE;
valid = false;
}
}
@ -1872,13 +1872,13 @@ static unsigned char *get_correct(game_state *state)
area++;
if (grid(state,xx,yy)) {
if (num > 0)
valid = FALSE; /* two numbers */
valid = false; /* two numbers */
num = grid(state,xx,yy);
}
}
}
if (num != area)
valid = FALSE;
valid = false;
/*
* Now fill in the whole rectangle based on the
@ -1908,7 +1908,7 @@ static game_state *new_game(midend *me, const game_params *params,
state->grid = snewn(area, int);
state->vedge = snewn(area, unsigned char);
state->hedge = snewn(area, unsigned char);
state->completed = state->cheated = FALSE;
state->completed = state->cheated = false;
i = 0;
while (*desc) {
@ -2044,7 +2044,7 @@ 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)
@ -2192,14 +2192,14 @@ static void reset_ui(game_ui *ui)
ui->y1 = -1;
ui->x2 = -1;
ui->y2 = -1;
ui->dragged = FALSE;
ui->dragged = false;
}
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
reset_ui(ui);
ui->erasing = FALSE;
ui->erasing = false;
ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0;
return ui;
}
@ -2303,7 +2303,7 @@ static void coord_round(float x, float y, int *xr, int *yr)
}
/*
* Returns TRUE if it has made any change to the grid.
* Returns true if it has made any change to the grid.
*/
static int grid_draw_rect(const game_state *state,
unsigned char *hedge, unsigned char *vedge,
@ -2311,7 +2311,7 @@ static int grid_draw_rect(const game_state *state,
int x1, int y1, int x2, int y2)
{
int x, y;
int changed = FALSE;
int changed = false;
/*
* Draw horizontal edges of rectangles.
@ -2374,7 +2374,7 @@ static char *interpret_move(const game_state *from, game_ui *ui,
int x, int y, int button)
{
int xc, yc;
int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE;
int startdrag = false, enddrag = false, active = false, erasing = false;
char buf[80], *ret;
button &= ~MOD_MASK;
@ -2384,23 +2384,23 @@ static char *interpret_move(const game_state *from, game_ui *ui,
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
if (ui->drag_start_x >= 0 && ui->cur_dragging)
reset_ui(ui); /* cancel keyboard dragging */
startdrag = TRUE;
ui->cur_visible = ui->cur_dragging = FALSE;
active = TRUE;
startdrag = true;
ui->cur_visible = ui->cur_dragging = false;
active = true;
erasing = (button == RIGHT_BUTTON);
} else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
/* We assert we should have had a LEFT_BUTTON first. */
if (ui->cur_visible) {
ui->cur_visible = FALSE;
active = TRUE;
ui->cur_visible = false;
active = true;
}
assert(!ui->cur_dragging);
enddrag = TRUE;
enddrag = true;
erasing = (button == RIGHT_RELEASE);
} else if (IS_CURSOR_MOVE(button)) {
move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
ui->cur_visible = TRUE;
active = TRUE;
ui->cur_visible = true;
active = true;
if (!ui->cur_dragging) return UI_UPDATE;
coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
} else if (IS_CURSOR_SELECT(button)) {
@ -2413,27 +2413,27 @@ static char *interpret_move(const game_state *from, game_ui *ui,
}
if (!ui->cur_visible) {
assert(!ui->cur_dragging);
ui->cur_visible = TRUE;
ui->cur_visible = true;
return UI_UPDATE;
}
coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
erasing = (button == CURSOR_SELECT2);
if (ui->cur_dragging) {
ui->cur_dragging = FALSE;
enddrag = TRUE;
active = TRUE;
ui->cur_dragging = false;
enddrag = true;
active = true;
} else {
ui->cur_dragging = TRUE;
startdrag = TRUE;
active = TRUE;
ui->cur_dragging = true;
startdrag = true;
active = true;
}
} else if (button == '\b' || button == 27) {
if (!ui->cur_dragging) {
ui->cur_visible = FALSE;
ui->cur_visible = false;
} else {
assert(ui->cur_visible);
reset_ui(ui); /* cancel keyboard dragging */
ui->cur_dragging = FALSE;
ui->cur_dragging = false;
}
return UI_UPDATE;
} else if (button != LEFT_DRAG && button != RIGHT_DRAG) {
@ -2448,9 +2448,9 @@ static char *interpret_move(const game_state *from, game_ui *ui,
ui->drag_start_y = yc;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
ui->dragged = FALSE;
ui->dragged = false;
ui->erasing = erasing;
active = TRUE;
active = true;
}
if (ui->drag_start_x >= 0 &&
@ -2458,10 +2458,10 @@ static char *interpret_move(const game_state *from, game_ui *ui,
int t;
if (ui->drag_end_x != -1 && ui->drag_end_y != -1)
ui->dragged = TRUE;
ui->dragged = true;
ui->drag_end_x = xc;
ui->drag_end_y = yc;
active = TRUE;
active = true;
if (xc >= 0 && xc <= 2*from->w &&
yc >= 0 && yc <= 2*from->h) {
@ -2494,7 +2494,7 @@ static char *interpret_move(const game_state *from, game_ui *ui,
if (ui->dragged) {
if (ui_draw_rect(from, ui, from->hedge,
from->vedge, 1, FALSE, !ui->erasing)) {
from->vedge, 1, false, !ui->erasing)) {
sprintf(buf, "%c%d,%d,%d,%d",
(int)(ui->erasing ? 'E' : 'R'),
ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
@ -2513,7 +2513,7 @@ static char *interpret_move(const game_state *from, game_ui *ui,
}
reset_ui(ui);
active = TRUE;
active = true;
}
if (ret)
@ -2534,7 +2534,7 @@ static game_state *execute_move(const game_state *from, const char *move)
int x, y;
ret = dup_game(from);
ret->cheated = TRUE;
ret->cheated = true;
for (y = 0; y < ret->h; y++)
for (x = 1; x < ret->w; x++) {
@ -2570,7 +2570,7 @@ static game_state *execute_move(const game_state *from, const char *move)
ret = dup_game(from);
if (mode == 'R' || mode == 'E') {
grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE,
grid_draw_rect(ret, ret->hedge, ret->vedge, 1, true,
mode == 'R', x1, y1, x2, y2);
} else if (mode == 'H') {
hedge(ret,x1,y1) = !hedge(ret,x1,y1);
@ -2588,14 +2588,14 @@ static game_state *execute_move(const game_state *from, const char *move)
if (!ret->completed) {
int x, y, ok;
ok = TRUE;
ok = true;
for (x = 0; x < ret->w; x++)
for (y = 0; y < ret->h; y++)
if (!index(ret, ret->correct, x, y))
ok = FALSE;
ok = false;
if (ok)
ret->completed = TRUE;
ret->completed = true;
}
return ret;
@ -2671,7 +2671,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->started = FALSE;
ds->started = false;
ds->w = state->w;
ds->h = state->h;
ds->visible = snewn(ds->w * ds->h, unsigned long);
@ -2758,7 +2758,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
vedge = snewn(state->w*state->h, unsigned char);
memcpy(hedge, state->hedge, state->w*state->h);
memcpy(vedge, state->vedge, state->w*state->h);
ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, TRUE, TRUE);
ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, true, true);
} else {
hedge = state->hedge;
vedge = state->vedge;
@ -2792,7 +2792,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
draw_rect(dr, COORD(0)-1, COORD(0)-1,
ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
ds->started = TRUE;
ds->started = true;
draw_update(dr, 0, 0,
state->w * TILE_SIZE + 2*BORDER + 1,
state->h * TILE_SIZE + 2*BORDER + 1);
@ -2881,7 +2881,7 @@ 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)
@ -2961,15 +2961,15 @@ 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,
@ -2986,9 +2986,9 @@ 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 */
};