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authorSimon Tatham <anakin@pobox.com>2018-11-13 21:44:02 +0000
committerSimon Tatham <anakin@pobox.com>2018-11-13 21:48:24 +0000
commita550ea0a47374705a37f36b0f05ffe9e4c8161fb (patch)
treea4664ac4d90cdeb581ddd2bf41ccda7b0d45855c /flood.c
parent064da876828ea3079d5d7be5849b693f4d55364b (diff)
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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.
Diffstat (limited to 'flood.c')
-rw-r--r--flood.c44
1 files changed, 22 insertions, 22 deletions
diff --git a/flood.c b/flood.c
index 50ef5a7..56d1d96 100644
--- a/flood.c
+++ b/flood.c
@@ -106,13 +106,13 @@ static bool game_fetch_preset(int i, char **name, game_params **params)
game_params *ret;
if (i < 0 || i >= lenof(flood_presets))
- return FALSE;
+ return false;
ret = snew(game_params);
*ret = flood_presets[i].preset;
*name = dupstr(flood_presets[i].name);
*params = ret;
- return TRUE;
+ return true;
}
static void free_params(game_params *params)
@@ -448,9 +448,9 @@ static int completed(int w, int h, char *grid)
for (i = 1; i < wh; i++)
if (grid[i] != grid[0])
- return FALSE;
+ return false;
- return TRUE;
+ return true;
}
/*
@@ -642,8 +642,8 @@ static game_state *new_game(midend *me, const game_params *params,
desc++;
state->movelimit = atoi(desc);
- state->complete = FALSE;
- state->cheated = FALSE;
+ state->complete = false;
+ state->cheated = false;
state->solnpos = 0;
state->soln = NULL;
@@ -731,7 +731,7 @@ 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)
@@ -768,7 +768,7 @@ struct game_ui {
static game_ui *new_ui(const game_state *state)
{
struct game_ui *ui = snew(struct game_ui);
- ui->cursor_visible = FALSE;
+ ui->cursor_visible = false;
ui->cx = FILLX;
ui->cy = FILLY;
return ui;
@@ -820,22 +820,22 @@ static char *interpret_move(const game_state *state, game_ui *ui,
if (button == LEFT_BUTTON) {
tx = FROMCOORD(x);
ty = FROMCOORD(y);
- ui->cursor_visible = FALSE;
+ ui->cursor_visible = false;
} else if (button == CURSOR_LEFT && ui->cx > 0) {
ui->cx--;
- ui->cursor_visible = TRUE;
+ ui->cursor_visible = true;
return UI_UPDATE;
} else if (button == CURSOR_RIGHT && ui->cx+1 < w) {
ui->cx++;
- ui->cursor_visible = TRUE;
+ ui->cursor_visible = true;
return UI_UPDATE;
} else if (button == CURSOR_UP && ui->cy > 0) {
ui->cy--;
- ui->cursor_visible = TRUE;
+ ui->cursor_visible = true;
return UI_UPDATE;
} else if (button == CURSOR_DOWN && ui->cy+1 < h) {
ui->cy++;
- ui->cursor_visible = TRUE;
+ ui->cursor_visible = true;
return UI_UPDATE;
} else if (button == CURSOR_SELECT) {
tx = ui->cx;
@@ -928,7 +928,7 @@ static game_state *execute_move(const game_state *state, const char *move)
}
ret = dup_game(state);
- ret->cheated = TRUE;
+ ret->cheated = true;
if (ret->soln && --ret->soln->refcount == 0) {
sfree(ret->soln->moves);
sfree(ret->soln);
@@ -1033,7 +1033,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
int w = state->w, h = state->h, wh = w*h;
int i;
- ds->started = FALSE;
+ ds->started = false;
ds->tilesize = 0;
ds->grid = snewn(wh, int);
for (i = 0; i < wh; i++)
@@ -1312,7 +1312,7 @@ static float game_flash_length(const game_state *oldstate,
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)
@@ -1335,15 +1335,15 @@ 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,
@@ -1360,8 +1360,8 @@ 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 */
};