/*
* gamelist.c -- Functions to manage a gamelist
*
- * Copyright 1995, 2009, 2010, 2011 Free Software Foundation, Inc.
+ * Copyright 1995, 2009, 2010, 2011, 2012 Free Software Foundation, Inc.
*
* Enhancements Copyright 2005 Alessandro Scotti
*
/* [AS] Wildcard pattern matching */
Boolean
-HasPattern( const char * text, const char * pattern )
+HasPattern (const char * text, const char * pattern)
{
while( *pattern != '\0' ) {
if( *pattern == '*' ) {
}
Boolean
-SearchPattern( const char * text, const char * pattern )
+SearchPattern (const char * text, const char * pattern)
{
Boolean result = TRUE;
/* Delete a ListGame; implies removint it from a list.
*/
-static void GameListDeleteGame(listGame)
- ListGame *listGame;
+static void
+GameListDeleteGame (ListGame *listGame)
{
if (listGame) {
if (listGame->gameInfo.event) free(listGame->gameInfo.event);
/* Free the previous list of games.
*/
-static void GameListFree(gameList)
- List *gameList;
+static void
+GameListFree (List *gameList)
{
- while (!ListEmpty(gameList))
+ while (!ListEmpty(gameList))
{
GameListDeleteGame((ListGame *) gameList->head);
}
/* Initialize a new GameInfo structure.
*/
-void GameListInitGameInfo(gameInfo)
- GameInfo *gameInfo;
+void
+GameListInitGameInfo (GameInfo *gameInfo)
{
gameInfo->event = NULL;
gameInfo->site = NULL;
*
* Note, that the ListGame is *not* added to any list
*/
-static ListGame *GameListCreate()
-
+static ListGame *
+GameListCreate ()
{
ListGame *listGame;
/* Creates a new game for the gamelist.
*/
-static int GameListNewGame(listGamePtr)
- ListGame **listGamePtr;
+static int
+GameListNewGame (ListGame **listGamePtr)
{
if (!(*listGamePtr = (ListGame *) GameListCreate())) {
GameListFree(&gameList);
/* Build the list of games in the open file f.
* Returns 0 for success or error number.
*/
-int GameListBuild(f)
- FILE *f;
+int
+GameListBuild (FILE *f)
{
ChessMove cm, lastStart;
int gameNumber;
/* Clear an existing GameInfo structure.
*/
-void ClearGameInfo(gameInfo)
- GameInfo *gameInfo;
+void
+ClearGameInfo (GameInfo *gameInfo)
{
if (gameInfo->event != NULL) {
free(gameInfo->event);
/* [AS] Replaced by "dynamic" tag selection below */
char *
-GameListLineOld(number, gameInfo)
- int number;
- GameInfo *gameInfo;
+GameListLineOld (int number, GameInfo *gameInfo)
{
char *event = (gameInfo->event && strcmp(gameInfo->event, "?") != 0) ?
gameInfo->event : gameInfo->site ? gameInfo->site : "?";
#define MAX_FIELD_LEN 80 /* To avoid overflowing the buffer */
-char * GameListLine( int number, GameInfo * gameInfo )
+char *
+GameListLine (int number, GameInfo * gameInfo)
{
char buffer[2*MSG_SIZ];
char * buf = buffer;
return strdup( buffer );
}
-char * GameListLineFull( int number, GameInfo * gameInfo )
+char *
+GameListLineFull (int number, GameInfo * gameInfo)
{
char * event = gameInfo->event ? gameInfo->event : "?";
char * site = gameInfo->site ? gameInfo->site : "?";
char lpUserGLT[LPUSERGLT_SIZE];
// back-end: convert the tag id-char to a full tag name
-char * GLT_FindItem( char id )
+char *
+GLT_FindItem (char id)
{
char * result = 0;
// back-end: build the list of tag names
void
-GLT_TagsToList( char * tags )
+GLT_TagsToList (char *tags)
{
char * pc = tags;
// back-end: retrieve item from dialog and translate to id-char
char
-GLT_ListItemToTag( int index )
+GLT_ListItemToTag (int index)
{
char result = '\0';
char name[MSG_SIZ];
// back-end: add items id-chars one-by-one to temp tags string
void
-GLT_ParseList()
+GLT_ParseList ()
{
char * pc = lpUserGLT;
int idx = 0;