Thu, 05 Jun 2025 19:05:02 +0200
remove unnecessary loop variable
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * * Copyright 2016 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ #include "game-info.h" #include <string.h> #include <stdlib.h> void gamestate_init(GameState *gamestate) { memset(gamestate, 0, sizeof(GameState)); Board initboard = { {WROOK, WKNIGHT, WBISHOP, WQUEEN, WKING, WBISHOP, WKNIGHT, WROOK}, {WPAWN, WPAWN, WPAWN, WPAWN, WPAWN, WPAWN, WPAWN, WPAWN}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {BPAWN, BPAWN, BPAWN, BPAWN, BPAWN, BPAWN, BPAWN, BPAWN}, {BROOK, BKNIGHT, BBISHOP, BQUEEN, BKING, BBISHOP, BKNIGHT, BROOK} }; memcpy(gamestate->board, initboard, sizeof(Board)); } void gamestate_cleanup(GameState *gamestate) { MoveList *elem; elem = gamestate->movelist; while (elem) { MoveList *cur = elem; elem = elem->next; free(cur); } }