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

116
tracks.c
View File

@ -52,7 +52,7 @@ static game_params *default_params(void)
ret->w = ret->h = 8;
ret->diff = DIFF_TRICKY;
ret->single_ones = TRUE;
ret->single_ones = true;
return ret;
}
@ -76,7 +76,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
char str[80];
if (i < 0 || i >= lenof(tracks_presets))
return FALSE;
return false;
ret = snew(game_params);
*ret = tracks_presets[i];
@ -85,7 +85,7 @@ 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)
@ -118,9 +118,9 @@ static void decode_params(game_params *params, char const *string)
params->diff = i;
if (*string) string++;
}
params->single_ones = TRUE;
params->single_ones = true;
if (*string == 'o') {
params->single_ones = FALSE;
params->single_ones = false;
string++;
}
@ -324,7 +324,7 @@ static void clear_game(game_state *state)
memset(state->num_errors, 0, (w+h) * sizeof(int));
state->completed = state->used_solve = state->impossible = FALSE;
state->completed = state->used_solve = state->impossible = false;
}
static game_state *blank_game(const game_params *params)
@ -887,7 +887,7 @@ static int solve_set_sflag(game_state *state, int x, int y,
x, y, (f == S_TRACK ? "TRACK" : "NOTRACK"), why));
if (state->sflags[i] & (f == S_TRACK ? S_NOTRACK : S_TRACK)) {
debug(("solve: opposite flag already set there, marking IMPOSSIBLE"));
state->impossible = TRUE;
state->impossible = true;
}
state->sflags[i] |= f;
return 1;
@ -905,7 +905,7 @@ static int solve_set_eflag(game_state *state, int x, int y, int d,
(f == S_TRACK ? "TRACK" : "NOTRACK"), why));
if (sf & (f == E_TRACK ? E_NOTRACK : E_TRACK)) {
debug(("solve: opposite flag already set there, marking IMPOSSIBLE"));
state->impossible = TRUE;
state->impossible = true;
}
S_E_SET(state, x, y, d, f);
return 1;
@ -1116,7 +1116,7 @@ static int solve_check_loose_sub(game_state *state, int si, int id, int n,
if (nloose > (target - e2count)) {
debug(("check %s from (%d,%d): more loose (%d) than empty (%d), IMPOSSIBLE",
what, si%w, si/w, nloose, target-e2count));
state->impossible = TRUE;
state->impossible = true;
}
if (nloose > 0 && nloose == (target - e2count)) {
debug(("check %s from (%d,%d): nloose = empty (%d), forcing loners out.",
@ -1285,7 +1285,7 @@ static int tracks_solve(game_state *state, int diff)
int didsth, x, y, w = state->p.w, h = state->p.h;
debug(("solve..."));
state->impossible = FALSE;
state->impossible = false;
/* Set all the outer border edges as no-track. */
for (x = 0; x < w; x++) {
@ -1312,7 +1312,7 @@ static int tracks_solve(game_state *state, int diff)
if (!didsth || state->impossible) break;
}
return state->impossible ? -1 : check_completion(state, FALSE) ? 1 : 0;
return state->impossible ? -1 : check_completion(state, false) ? 1 : 0;
}
static char *move_string_diff(const game_state *before, const game_state *after, int issolve)
@ -1382,7 +1382,7 @@ static char *solve_game(const game_state *state, const game_state *currstate,
*error = "Unable to find solution";
move = NULL;
} else {
move = move_string_diff(currstate, solved, TRUE);
move = move_string_diff(currstate, solved, true);
}
free_game(solved);
@ -1391,7 +1391,7 @@ 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)
@ -1534,7 +1534,7 @@ static int tracks_neighbour(int vertex, void *vctx)
static int check_completion(game_state *state, int mark)
{
int w = state->p.w, h = state->p.h, x, y, i, target, ret = TRUE;
int w = state->p.w, h = state->p.h, x, y, i, target, ret = true;
int ntrack, nnotrack, ntrackcomplete;
int *dsf, pathclass;
struct findloopstate *fls;
@ -1548,7 +1548,7 @@ static int check_completion(game_state *state, int mark)
state->sflags[i] &= ~S_ERROR;
if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0) {
if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2) {
ret = FALSE;
ret = false;
state->sflags[i] |= S_ERROR;
}
}
@ -1577,11 +1577,11 @@ static int check_completion(game_state *state, int mark)
debug(("col %d error: target %d, track %d, notrack %d",
x, target, ntrack, nnotrack));
state->num_errors[x] = 1;
ret = FALSE;
ret = false;
}
}
if (ntrackcomplete != target)
ret = FALSE;
ret = false;
}
for (y = 0; y < h; y++) {
target = state->numbers->numbers[w+y];
@ -1600,11 +1600,11 @@ static int check_completion(game_state *state, int mark)
debug(("row %d error: target %d, track %d, notrack %d",
y, target, ntrack, nnotrack));
state->num_errors[w+y] = 1;
ret = FALSE;
ret = false;
}
}
if (ntrackcomplete != target)
ret = FALSE;
ret = false;
}
dsf = snewn(w*h, int);
@ -1621,7 +1621,7 @@ static int check_completion(game_state *state, int mark)
ctx.state = state;
if (findloop_run(fls, w*h, tracks_neighbour, &ctx)) {
debug(("loop detected, not complete"));
ret = FALSE; /* no loop allowed */
ret = false; /* no loop allowed */
if (mark) {
for (x = 0; x < w; x++) {
for (y = 0; y < h; y++) {
@ -1647,7 +1647,7 @@ static int check_completion(game_state *state, int mark)
if ((dsf_canonify(dsf, i) != pathclass) &&
((state->sflags[i] & S_TRACK) ||
(S_E_COUNT(state, i%w, i/w, E_TRACK) > 0))) {
ret = FALSE;
ret = false;
state->sflags[i] |= S_ERROR;
}
}
@ -1656,7 +1656,7 @@ static int check_completion(game_state *state, int mark)
* can't be in a winning state. So even if we're not
* highlighting any _errors_, we certainly shouldn't
* return true. */
ret = FALSE;
ret = false;
}
}
@ -1674,7 +1674,7 @@ struct game_ui {
int clickx, clicky; /* pixel position of initial click */
int curx, cury; /* grid position of keyboard cursor; uses half-size grid */
int cursor_active; /* TRUE iff cursor is shown */
int cursor_active; /* true iff cursor is shown */
};
static game_ui *new_ui(const game_state *state)
@ -1683,7 +1683,7 @@ static game_ui *new_ui(const game_state *state)
ui->clearing = ui->notrack = ui->dragging = 0;
ui->drag_sx = ui->drag_sy = ui->drag_ex = ui->drag_ey = -1;
ui->cursor_active = FALSE;
ui->cursor_active = false;
ui->curx = ui->cury = 1;
return ui;
@ -1753,15 +1753,15 @@ static void update_ui_drag(const game_state *state, game_ui *ui, int gx, int gy)
if (dy == 0) {
ui->drag_ex = gx < 0 ? 0 : gx >= w ? w-1 : gx;
ui->drag_ey = ui->drag_sy;
ui->dragging = TRUE;
ui->dragging = true;
} else if (dx == 0) {
ui->drag_ex = ui->drag_sx;
ui->drag_ey = gy < 0 ? 0 : gy >= h ? h-1 : gy;
ui->dragging = TRUE;
ui->dragging = true;
} else {
ui->drag_ex = ui->drag_sx;
ui->drag_ey = ui->drag_sy;
ui->dragging = FALSE;
ui->dragging = false;
}
}
@ -1774,12 +1774,12 @@ static int ui_can_flip_edge(const game_state *state, int x, int y, int dir,
unsigned int sf1, sf2, ef;
if (!INGRID(state, x, y) || !INGRID(state, x2, y2))
return FALSE;
return false;
sf1 = state->sflags[y*w + x];
sf2 = state->sflags[y2*w + x2];
if ( !notrack && ((sf1 & S_CLUE) || (sf2 & S_CLUE)) )
return FALSE;
return false;
ef = S_E_FLAGS(state, x, y, dir);
if (notrack) {
@ -1788,21 +1788,21 @@ static int ui_can_flip_edge(const game_state *state, int x, int y, int dir,
could be set to TRACK, because we don't know which edges the general
square setting refers to. */
if (!(ef & E_NOTRACK) && (ef & E_TRACK))
return FALSE;
return false;
} else {
if (!(ef & E_TRACK)) {
/* if we're going to _set_ TRACK, make sure neither adjacent square nor
the edge itself is already set to NOTRACK. */
if ((sf1 & S_NOTRACK) || (sf2 & S_NOTRACK) || (ef & E_NOTRACK))
return FALSE;
return false;
/* if we're going to _set_ TRACK, make sure neither adjacent square has
2 track flags already. */
if ((S_E_COUNT(state, x, y, E_TRACK) >= 2) ||
(S_E_COUNT(state, x2, y2, E_TRACK) >= 2))
return FALSE;
return false;
}
}
return TRUE;
return true;
}
static int ui_can_flip_square(const game_state *state, int x, int y, int notrack)
@ -1810,23 +1810,23 @@ static int ui_can_flip_square(const game_state *state, int x, int y, int notrack
int w = state->p.w, trackc;
unsigned sf;
if (!INGRID(state, x, y)) return FALSE;
if (!INGRID(state, x, y)) return false;
sf = state->sflags[y*w+x];
trackc = S_E_COUNT(state, x, y, E_TRACK);
if (sf & S_CLUE) return FALSE;
if (sf & S_CLUE) return false;
if (notrack) {
/* If we're setting S_NOTRACK, we cannot have either S_TRACK or any E_TRACK. */
if (!(sf & S_NOTRACK) && ((sf & S_TRACK) || (trackc > 0)))
return FALSE;
return false;
} else {
/* If we're setting S_TRACK, we cannot have any S_NOTRACK (we could have
E_NOTRACK, though, because one or two wouldn't rule out a track) */
if (!(sf & S_TRACK) && (sf & S_NOTRACK))
return FALSE;
return false;
}
return TRUE;
return true;
}
static char *edge_flip_str(const game_state *state, int x, int y, int dir, int notrack, char *buf) {
@ -1897,8 +1897,8 @@ static char *interpret_move(const game_state *state, game_ui *ui,
/* --- mouse operations --- */
if (IS_MOUSE_DOWN(button)) {
ui->cursor_active = FALSE;
ui->dragging = FALSE;
ui->cursor_active = false;
ui->dragging = false;
if (!INGRID(state, gx, gy)) {
/* can't drag from off grid */
@ -1906,10 +1906,10 @@ static char *interpret_move(const game_state *state, game_ui *ui,
}
if (button == RIGHT_BUTTON) {
ui->notrack = TRUE;
ui->notrack = true;
ui->clearing = state->sflags[gy*w+gx] & S_NOTRACK;
} else {
ui->notrack = FALSE;
ui->notrack = false;
ui->clearing = state->sflags[gy*w+gx] & S_TRACK;
}
@ -1922,17 +1922,17 @@ static char *interpret_move(const game_state *state, game_ui *ui,
}
if (IS_MOUSE_DRAG(button)) {
ui->cursor_active = FALSE;
ui->cursor_active = false;
update_ui_drag(state, ui, gx, gy);
return UI_UPDATE;
}
if (IS_MOUSE_RELEASE(button)) {
ui->cursor_active = FALSE;
ui->cursor_active = false;
if (ui->dragging &&
(ui->drag_sx != ui->drag_ex || ui->drag_sy != ui->drag_ey)) {
game_state *dragged = copy_and_apply_drag(state, ui);
char *ret = move_string_diff(state, dragged, FALSE);
char *ret = move_string_diff(state, dragged, false);
ui->dragging = 0;
free_game(dragged);
@ -1992,7 +1992,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
int dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
if (!ui->cursor_active) {
ui->cursor_active = TRUE;
ui->cursor_active = true;
return UI_UPDATE;
}
@ -2009,7 +2009,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
if (IS_CURSOR_SELECT(button)) {
if (!ui->cursor_active) {
ui->cursor_active = TRUE;
ui->cursor_active = true;
return UI_UPDATE;
}
/* click on square corner does nothing (shouldn't get here) */
@ -2052,7 +2052,7 @@ static game_state *execute_move(const game_state *state, const char *move)
while (*move) {
c = *move;
if (c == 'S') {
ret->used_solve = TRUE;
ret->used_solve = true;
move++;
} else if (c == 'T' || c == 't' || c == 'N' || c == 'n') {
/* set track, clear track; set notrack, clear notrack */
@ -2094,7 +2094,7 @@ static game_state *execute_move(const game_state *state, const char *move)
goto badmove;
}
check_completion(ret, TRUE);
check_completion(ret, true);
return ret;
@ -2186,7 +2186,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
int i;
ds->sz6 = 0;
ds->started = FALSE;
ds->started = false;
ds->w = state->p.w;
ds->h = state->p.h;
@ -2507,7 +2507,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldst
draw_update(dr, 0, 0, (w+2)*TILE_SIZE + 2*BORDER, (h+2)*TILE_SIZE + 2*BORDER);
ds->started = TRUE;
ds->started = true;
force = 1;
}
@ -2569,7 +2569,7 @@ 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)
@ -2632,15 +2632,15 @@ 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,
@ -2657,9 +2657,9 @@ const struct game thegame = {
game_anim_length,
game_flash_length,
game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
true, false, game_print_size, game_print,
false, /* wants_statusbar */
false, game_timing_state,
0, /* flags */
};