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

@ -58,7 +58,7 @@ static game_params *default_params(void)
ret->w = ret->h = 3;
ret->n = 2;
ret->rowsonly = ret->orientable = FALSE;
ret->rowsonly = ret->orientable = false;
ret->movetarget = 0;
return ret;
@ -83,30 +83,30 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
const char *title;
game_params params;
} const presets[] = {
{ "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
{ "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
{ "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
{ "4x4 normal", { 4, 4, 2, FALSE } },
{ "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
{ "4x4, rotating 3x3 blocks", { 4, 4, 3, FALSE } },
{ "5x5, rotating 3x3 blocks", { 5, 5, 3, FALSE } },
{ "6x6, rotating 4x4 blocks", { 6, 6, 4, FALSE } },
{ "3x3 rows only", { 3, 3, 2, true, false } },
{ "3x3 normal", { 3, 3, 2, false, false } },
{ "3x3 orientable", { 3, 3, 2, false, true } },
{ "4x4 normal", { 4, 4, 2, false } },
{ "4x4 orientable", { 4, 4, 2, false, true } },
{ "4x4, rotating 3x3 blocks", { 4, 4, 3, false } },
{ "5x5, rotating 3x3 blocks", { 5, 5, 3, false } },
{ "6x6, rotating 4x4 blocks", { 6, 6, 4, false } },
};
if (i < 0 || i >= lenof(presets))
return FALSE;
return false;
*name = dupstr(presets[i].title);
*params = dup_params(&presets[i].params);
return TRUE;
return true;
}
static void decode_params(game_params *ret, char const *string)
{
ret->w = ret->h = atoi(string);
ret->n = 2;
ret->rowsonly = ret->orientable = FALSE;
ret->rowsonly = ret->orientable = false;
ret->movetarget = 0;
while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
@ -121,9 +121,9 @@ static void decode_params(game_params *ret, char const *string)
}
while (*string) {
if (*string == 'r') {
ret->rowsonly = TRUE;
ret->rowsonly = true;
} else if (*string == 'o') {
ret->orientable = TRUE;
ret->orientable = true;
} else if (*string == 'm') {
string++;
ret->movetarget = atoi(string);
@ -285,15 +285,15 @@ static void do_rotate(int *grid, int w, int h, int n, int orientable,
static int grid_complete(int *grid, int wh, int orientable)
{
int ok = TRUE;
int ok = true;
int i;
for (i = 1; i < wh; i++)
if (grid[i] < grid[i-1])
ok = FALSE;
ok = false;
if (orientable) {
for (i = 0; i < wh; i++)
if (grid[i] & 3)
ok = FALSE;
ok = false;
}
return ok;
}
@ -464,7 +464,7 @@ static game_state *new_game(midend *me, const game_params *params,
state->n = n;
state->orientable = params->orientable;
state->completed = 0;
state->used_solve = FALSE;
state->used_solve = false;
state->movecount = 0;
state->movetarget = params->movetarget;
state->lastx = state->lasty = state->lastr = -1;
@ -540,7 +540,7 @@ 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)
@ -601,7 +601,7 @@ static game_ui *new_ui(const game_state *state)
ui->cur_x = 0;
ui->cur_y = 0;
ui->cur_visible = FALSE;
ui->cur_visible = false;
return ui;
}
@ -745,7 +745,7 @@ static game_state *execute_move(const game_state *from, const char *move)
qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
for (i = 0; i < ret->w*ret->h; i++)
ret->grid[i] &= ~3;
ret->used_solve = TRUE;
ret->used_solve = true;
ret->completed = ret->movecount = 1;
return ret;
@ -821,7 +821,7 @@ 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->bgcolour = COL_BACKGROUND;
@ -1133,7 +1133,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
ds->started = TRUE;
ds->started = true;
}
/*
@ -1255,7 +1255,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
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)
@ -1278,15 +1278,15 @@ 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,
@ -1303,9 +1303,9 @@ 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 */
};