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

@ -137,7 +137,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
case 2: n = 15; break;
case 3: n = 20; break;
case 4: n = 25; break;
default: return FALSE;
default: return false;
}
sprintf(buf, "%d points", n);
@ -146,7 +146,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
*params = ret = snew(game_params);
ret->n = n;
return TRUE;
return true;
}
static void free_params(game_params *params)
@ -331,7 +331,7 @@ static int cross(point a1, point a2, point b1, point b2)
/* If they have the same non-zero sign, the lines do not cross. */
if ((sign64(d1) > 0 && sign64(d2) > 0) ||
(sign64(d1) < 0 && sign64(d2) < 0))
return FALSE;
return false;
/*
* If the dot products are both exactly zero, then the two line
@ -348,13 +348,13 @@ static int cross(point a1, point a2, point b1, point b2)
d2 = dotprod64(b2x, px, b2y, py);
/* If they're both strictly negative, the lines do not cross. */
if (sign64(d1) < 0 && sign64(d2) < 0)
return FALSE;
return false;
/* Otherwise, take the dot product of a2-a1 with itself. If
* the other two dot products both exceed this, the lines do
* not cross. */
d3 = dotprod64(px, px, py, py);
if (greater64(d1, d3) && greater64(d2, d3))
return FALSE;
return false;
}
/*
@ -373,12 +373,12 @@ static int cross(point a1, point a2, point b1, point b2)
d2 = dotprod64(b2x, px, b2y, py);
if ((sign64(d1) > 0 && sign64(d2) > 0) ||
(sign64(d1) < 0 && sign64(d2) < 0))
return FALSE;
return false;
/*
* The lines must cross.
*/
return TRUE;
return true;
}
static unsigned long squarert(unsigned long n) {
@ -540,7 +540,7 @@ static char *new_game_desc(const game_params *params, random_state *rs,
edges = newtree234(edgecmp);
vlist = snewn(n, vertex);
while (1) {
int added = FALSE;
int added = false;
for (i = 0; i < n; i++) {
v = index234(vertices, i);
@ -602,7 +602,7 @@ static char *new_game_desc(const game_params *params, random_state *rs,
* the two vertices involved, and break.
*/
addedge(edges, j, ki);
added = TRUE;
added = true;
del234(vertices, vs+j);
vs[j].param++;
add234(vertices, vs+j);
@ -759,13 +759,13 @@ static const char *validate_desc(const game_params *params, const char *desc)
static void mark_crossings(game_state *state)
{
int ok = TRUE;
int ok = true;
int i, j;
edge *e, *e2;
#ifdef SHOW_CROSSINGS
for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++)
state->crosses[i] = FALSE;
state->crosses[i] = false;
#endif
/*
@ -779,9 +779,9 @@ static void mark_crossings(game_state *state)
continue;
if (cross(state->pts[e2->a], state->pts[e2->b],
state->pts[e->a], state->pts[e->b])) {
ok = FALSE;
ok = false;
#ifdef SHOW_CROSSINGS
state->crosses[i] = state->crosses[j] = TRUE;
state->crosses[i] = state->crosses[j] = true;
#else
goto done; /* multi-level break - sorry */
#endif
@ -797,7 +797,7 @@ static void mark_crossings(game_state *state)
done:
#endif
if (ok)
state->completed = TRUE;
state->completed = true;
}
static game_state *new_game(midend *me, const game_params *params,
@ -814,7 +814,7 @@ static game_state *new_game(midend *me, const game_params *params,
state->graph = snew(struct graph);
state->graph->refcount = 1;
state->graph->edges = newtree234(edgecmp);
state->completed = state->cheated = state->just_solved = FALSE;
state->completed = state->cheated = state->just_solved = false;
while (*desc) {
a = atoi(desc);
@ -1025,7 +1025,7 @@ 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)
@ -1045,7 +1045,7 @@ static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->dragpoint = -1;
ui->just_moved = ui->just_dragged = FALSE;
ui->just_moved = ui->just_dragged = false;
return ui;
}
@ -1068,7 +1068,7 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
{
ui->dragpoint = -1;
ui->just_moved = ui->just_dragged;
ui->just_dragged = FALSE;
ui->just_dragged = false;
}
struct game_drawstate {
@ -1144,7 +1144,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
*/
sprintf(buf, "P%d:%ld,%ld/%ld", p,
ui->newpoint.x, ui->newpoint.y, ui->newpoint.d);
ui->just_dragged = TRUE;
ui->just_dragged = true;
return dupstr(buf);
}
@ -1158,13 +1158,13 @@ static game_state *execute_move(const game_state *state, const char *move)
long x, y, d;
game_state *ret = dup_game(state);
ret->just_solved = FALSE;
ret->just_solved = false;
while (*move) {
if (*move == 'S') {
move++;
if (*move == ';') move++;
ret->cheated = ret->just_solved = TRUE;
ret->cheated = ret->just_solved = true;
}
if (*move == 'P' &&
sscanf(move+1, "%d:%ld,%ld/%ld%n", &p, &x, &y, &d, &k) == 4 &&
@ -1321,7 +1321,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
* Also in this loop we work out the coordinates of all the
* points for this redraw.
*/
points_moved = FALSE;
points_moved = false;
for (i = 0; i < state->params.n; i++) {
point p = state->pts[i];
long x, y;
@ -1336,7 +1336,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
y = p.y * ds->tilesize / p.d;
if (ds->x[i] != x || ds->y[i] != y)
points_moved = TRUE;
points_moved = true;
ds->x[i] = x;
ds->y[i] = y;
@ -1434,7 +1434,7 @@ 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)
@ -1457,15 +1457,15 @@ 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,
FALSE, game_can_format_as_text_now, game_text_format,
true, solve_game,
false, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
@ -1482,8 +1482,8 @@ 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,
SOLVE_ANIMATES, /* flags */
};