diff options
Diffstat (limited to 'net.c')
| -rw-r--r-- | net.c | 130 |
1 files changed, 65 insertions, 65 deletions
@@ -154,27 +154,27 @@ static game_params *default_params(void) ret->width = 5; ret->height = 5; - ret->wrapping = FALSE; - ret->unique = TRUE; + ret->wrapping = false; + ret->unique = true; ret->barrier_probability = 0.0; return ret; } static const struct game_params net_presets[] = { - {5, 5, FALSE, TRUE, 0.0}, - {7, 7, FALSE, TRUE, 0.0}, - {9, 9, FALSE, TRUE, 0.0}, - {11, 11, FALSE, TRUE, 0.0}, + {5, 5, false, true, 0.0}, + {7, 7, false, true, 0.0}, + {9, 9, false, true, 0.0}, + {11, 11, false, true, 0.0}, #ifndef SMALL_SCREEN - {13, 11, FALSE, TRUE, 0.0}, + {13, 11, false, true, 0.0}, #endif - {5, 5, TRUE, TRUE, 0.0}, - {7, 7, TRUE, TRUE, 0.0}, - {9, 9, TRUE, TRUE, 0.0}, - {11, 11, TRUE, TRUE, 0.0}, + {5, 5, true, true, 0.0}, + {7, 7, true, true, 0.0}, + {9, 9, true, true, 0.0}, + {11, 11, true, true, 0.0}, #ifndef SMALL_SCREEN - {13, 11, TRUE, TRUE, 0.0}, + {13, 11, true, true, 0.0}, #endif }; @@ -184,7 +184,7 @@ static bool game_fetch_preset(int i, char **name, game_params **params) char str[80]; if (i < 0 || i >= lenof(net_presets)) - return FALSE; + return false; ret = snew(game_params); *ret = net_presets[i]; @@ -194,7 +194,7 @@ 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) @@ -226,14 +226,14 @@ static void decode_params(game_params *ret, char const *string) while (*p) { if (*p == 'w') { p++; - ret->wrapping = TRUE; + ret->wrapping = true; } else if (*p == 'b') { p++; ret->barrier_probability = (float)atof(p); while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; } else if (*p == 'a') { p++; - ret->unique = FALSE; + ret->unique = false; } else p++; /* skip any other gunk */ } @@ -424,7 +424,7 @@ static void todo_add(struct todo *todo, int index) { if (todo->marked[index]) return; /* already on the list */ - todo->marked[index] = TRUE; + todo->marked[index] = true; todo->buffer[todo->tail++] = index; if (todo->tail == todo->buflen) todo->tail = 0; @@ -438,7 +438,7 @@ static int todo_get(struct todo *todo) { ret = todo->buffer[todo->head++]; if (todo->head == todo->buflen) todo->head = 0; - todo->marked[ret] = FALSE; + todo->marked[ret] = false; return ret; } @@ -591,7 +591,7 @@ static int net_solver(int w, int h, unsigned char *tiles, /* * Main deductive loop. */ - done_something = TRUE; /* prevent instant termination! */ + done_something = true; /* prevent instant termination! */ while (1) { int index; @@ -605,8 +605,8 @@ static int net_solver(int w, int h, unsigned char *tiles, * have no choice but to scan the whole grid for * longer-range things we've missed. Hence, I now add * every square on the grid back on to the to-do list. - * I also set `done_something' to FALSE at this point; - * if we later come back here and find it still FALSE, + * I also set `done_something' to false at this point; + * if we later come back here and find it still false, * we will know we've scanned the entire grid without * finding anything new to do, and we can terminate. */ @@ -614,7 +614,7 @@ static int net_solver(int w, int h, unsigned char *tiles, break; for (i = 0; i < w*h; i++) todo_add(todo, i); - done_something = FALSE; + done_something = false; index = todo_get(todo); } @@ -633,7 +633,7 @@ static int net_solver(int w, int h, unsigned char *tiles, int nequiv, equiv[5]; int val = tilestate[(y*w+x) * 4 + i]; - valid = TRUE; + valid = true; nnondeadends = deadendtotal = 0; equiv[0] = ourclass; nequiv = 1; @@ -644,7 +644,7 @@ static int net_solver(int w, int h, unsigned char *tiles, */ if ((edgestate[(y*w+x) * 5 + d] == 1 && !(val & d)) || (edgestate[(y*w+x) * 5 + d] == 2 && (val & d))) - valid = FALSE; + valid = false; if (val & d) { /* @@ -672,7 +672,7 @@ static int net_solver(int w, int h, unsigned char *tiles, if (k == nequiv) equiv[nequiv++] = c; else - valid = FALSE; + valid = false; } } } @@ -689,7 +689,7 @@ static int net_solver(int w, int h, unsigned char *tiles, * with a total area of 6, not 5.) */ if (deadendtotal > 0 && deadendtotal+1 < area) - valid = FALSE; + valid = false; } else if (nnondeadends == 1) { /* * If this orientation links together one or @@ -729,7 +729,7 @@ static int net_solver(int w, int h, unsigned char *tiles, } if (j < i) { - done_something = TRUE; + done_something = true; /* * We have ruled out at least one tile orientation. @@ -764,7 +764,7 @@ static int net_solver(int w, int h, unsigned char *tiles, edgestate[(y*w+x) * 5 + d] = 1; edgestate[(y2*w+x2) * 5 + d2] = 1; dsf_merge(equivalence, y*w+x, y2*w+x2); - done_something = TRUE; + done_something = true; todo_add(todo, y2*w+x2); } else if (!(o & d)) { /* This edge is closed in all orientations. */ @@ -773,7 +773,7 @@ static int net_solver(int w, int h, unsigned char *tiles, #endif edgestate[(y*w+x) * 5 + d] = 2; edgestate[(y2*w+x2) * 5 + d2] = 2; - done_something = TRUE; + done_something = true; todo_add(todo, y2*w+x2); } } @@ -795,7 +795,7 @@ static int net_solver(int w, int h, unsigned char *tiles, x2, y2, d2, deadendmax[d]); #endif deadends[(y2*w+x2) * 5 + d2] = deadendmax[d]; - done_something = TRUE; + done_something = true; todo_add(todo, y2*w+x2); } } @@ -1640,7 +1640,7 @@ static game_state *new_game(midend *me, const game_params *params, state->imm = snew(game_immutable_state); state->imm->refcount = 1; state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0; - state->completed = state->used_solve = FALSE; + state->completed = state->used_solve = false; state->tiles = snewn(state->width * state->height, unsigned char); memset(state->tiles, 0, state->width * state->height); state->imm->barriers = snewn(state->width * state->height, unsigned char); @@ -1696,15 +1696,15 @@ static game_state *new_game(midend *me, const game_params *params, * description of a non-wrapping game. This is so that we * can change some aspects of the UI behaviour. */ - state->wrapping = FALSE; + state->wrapping = false; for (x = 0; x < state->width; x++) if (!(barrier(state, x, 0) & U) || !(barrier(state, x, state->height-1) & D)) - state->wrapping = TRUE; + state->wrapping = true; for (y = 0; y < state->height; y++) if (!(barrier(state, 0, y) & L) || !(barrier(state, state->width-1, y) & R)) - state->wrapping = TRUE; + state->wrapping = true; } return state; @@ -1846,7 +1846,7 @@ 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) @@ -2015,7 +2015,7 @@ static game_ui *new_ui(const game_state *state) ui->org_x = ui->org_y = 0; ui->cur_x = ui->cx = state->width / 2; ui->cur_y = ui->cy = state->height / 2; - ui->cur_visible = FALSE; + ui->cur_visible = false; get_random_seed(&seed, &seedsize); ui->rs = random_new(seed, seedsize); sfree(seed); @@ -2088,7 +2088,7 @@ static char *interpret_move(const game_state *state, game_ui *ui, button == RIGHT_BUTTON) { if (ui->cur_visible) { - ui->cur_visible = FALSE; + ui->cur_visible = false; nullret = UI_UPDATE; } @@ -2133,7 +2133,7 @@ static char *interpret_move(const game_state *state, game_ui *ui, ui->dragtiley = ty; ui->dragstartx = x % TILE_SIZE; ui->dragstarty = y % TILE_SIZE; - ui->dragged = FALSE; + ui->dragged = false; return nullret; /* no actual action */ } else if (button == LEFT_DRAG #ifndef STYLUS_BASED @@ -2176,17 +2176,17 @@ static char *interpret_move(const game_state *state, game_ui *ui, action = ROTATE_180; ui->dragstartx = xF; ui->dragstarty = yF; - ui->dragged = TRUE; + ui->dragged = true; } else if (dA == dmin) { action = ROTATE_LEFT; ui->dragstartx = xA; ui->dragstarty = yA; - ui->dragged = TRUE; + ui->dragged = true; } else /* dC == dmin */ { action = ROTATE_RIGHT; ui->dragstartx = xC; ui->dragstarty = yC; - ui->dragged = TRUE; + ui->dragged = true; } } else if (button == LEFT_RELEASE #ifndef STYLUS_BASED @@ -2242,7 +2242,7 @@ static char *interpret_move(const game_state *state, game_ui *ui, action = ROTATE_RIGHT; else if (button == 'f' || button == 'F') action = ROTATE_180; - ui->cur_visible = TRUE; + ui->cur_visible = true; } else if (button == 'j' || button == 'J') { /* XXX should we have some mouse control for this? */ action = JUMBLE; @@ -2327,7 +2327,7 @@ static char *interpret_move(const game_state *state, game_ui *ui, } if (action == MOVE_CURSOR) { OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state); - ui->cur_visible = TRUE; + ui->cur_visible = true; } return UI_UPDATE; } else { @@ -2344,14 +2344,14 @@ static game_state *execute_move(const game_state *from, const char *move) if (move[0] == 'J' || move[0] == 'S') { if (move[0] == 'S') - ret->used_solve = TRUE; + ret->used_solve = true; move++; if (*move == ';') move++; - noanim = TRUE; + noanim = true; } else - noanim = FALSE; + noanim = false; ret->last_rotate_dir = 0; /* suppress animation */ ret->last_rotate_x = ret->last_rotate_y = 0; @@ -2403,7 +2403,7 @@ static game_state *execute_move(const game_state *from, const char *move) { unsigned char *active; int pos; - int complete = TRUE; + int complete = true; for (pos = 0; pos < ret->width * ret->height; pos++) if (ret->tiles[pos] & 0xF) @@ -2414,7 +2414,7 @@ static game_state *execute_move(const game_state *from, const char *move) for (pos = 0; pos < ret->width * ret->height; pos++) if ((ret->tiles[pos] & 0xF) && !active[pos]) { - complete = FALSE; + complete = false; break; } @@ -2422,7 +2422,7 @@ static game_state *execute_move(const game_state *from, const char *move) } if (complete) - ret->completed = TRUE; + ret->completed = true; } return ret; @@ -2438,7 +2438,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) game_drawstate *ds = snew(game_drawstate); int i, ncells; - ds->started = FALSE; + ds->started = false; ds->width = state->width; ds->height = state->height; ncells = (state->width+2) * (state->height+2); @@ -2571,7 +2571,7 @@ static void draw_wires(drawing *dr, int cx, int cy, int radius, float fpoints[12*2]; int points[12*2]; int npoints, d, dsh, i; - int any_wire_this_colour = FALSE; + int any_wire_this_colour = false; float xf, yf; npoints = 0; @@ -2590,7 +2590,7 @@ static void draw_wires(drawing *dr, int cx, int cy, int radius, fpoints[2*npoints+1] = radius * Y(d) + halfwidth * Y(A(d)); npoints++; - any_wire_this_colour = TRUE; + any_wire_this_colour = true; } } @@ -2842,7 +2842,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, int w, h; game_params params; - ds->started = TRUE; + ds->started = true; params.width = ds->width; params.height = ds->height; @@ -3005,17 +3005,17 @@ static void game_redraw(drawing *dr, game_drawstate *ds, { char statusbuf[256], *p; int i, n, n2, a; - int complete = FALSE; + int complete = false; p = statusbuf; *p = '\0'; /* ensure even an empty status string is terminated */ if (state->used_solve) { p += sprintf(p, "Auto-solved. "); - complete = TRUE; + complete = true; } else if (state->completed) { p += sprintf(p, "COMPLETED! "); - complete = TRUE; + complete = true; } /* @@ -3091,7 +3091,7 @@ 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) @@ -3220,12 +3220,12 @@ static void game_print(drawing *dr, const game_state *state, int tilesize) /* * Draw the top left corner diagram. */ - draw_diagram(dr, ds, x, y, TRUE, vx, TRUE, ink); + draw_diagram(dr, ds, x, y, true, vx, true, ink); /* * Draw the real solution diagram, if we're doing so. */ - draw_diagram(dr, ds, x, y, FALSE, v, locked, ink); + draw_diagram(dr, ds, x, y, false, v, locked, ink); } } @@ -3241,15 +3241,15 @@ 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, @@ -3266,8 +3266,8 @@ 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 */ }; |