Giant const patch of doom: add a 'const' to every parameter in every

puzzle backend function which ought to have it, and propagate those
consts through to per-puzzle subroutines as needed.

I've recently had to do that to a few specific parameters which were
being misused by particular puzzles (r9657, r9830), which suggests
that it's probably a good idea to do the whole lot pre-emptively
before the next such problem shows up.

[originally from svn r9832]
[r9657 == 3b250baa02a7332510685948bf17576c397b8ceb]
[r9830 == 0b93de904a98f119b1a95d3a53029f1ed4bfb9b3]
This commit is contained in:
Simon Tatham
2013-04-13 10:37:32 +00:00
parent 339329449f
commit 251b21c418
45 changed files with 1856 additions and 1655 deletions

View File

@ -210,12 +210,12 @@ static void fixup_islands_for_realloc(game_state *state)
}
}
static int game_can_format_as_text_now(game_params *params)
static int game_can_format_as_text_now(const game_params *params)
{
return TRUE;
}
static char *game_text_format(game_state *state)
static char *game_text_format(const game_state *state)
{
int x, y, len, nl;
char *ret, *p;
@ -679,7 +679,7 @@ static void free_params(game_params *params)
sfree(params);
}
static game_params *dup_params(game_params *params)
static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
@ -722,7 +722,7 @@ static void decode_params(game_params *params, char const *string)
}
}
static char *encode_params(game_params *params, int full)
static char *encode_params(const game_params *params, int full)
{
char buf[80];
@ -738,7 +738,7 @@ static char *encode_params(game_params *params, int full)
return dupstr(buf);
}
static config_item *game_configure(game_params *params)
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
@ -790,7 +790,7 @@ static config_item *game_configure(game_params *params)
return ret;
}
static game_params *custom_params(config_item *cfg)
static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
@ -805,7 +805,7 @@ static game_params *custom_params(config_item *cfg)
return ret;
}
static char *validate_params(game_params *params, int full)
static char *validate_params(const game_params *params, int full)
{
if (params->w < 3 || params->h < 3)
return "Width and height must be at least 3";
@ -862,7 +862,7 @@ static char *encode_game(game_state *state)
return ret;
}
static char *game_state_diff(game_state *src, game_state *dest)
static char *game_state_diff(const game_state *src, const game_state *dest)
{
int movesize = 256, movelen = 0;
char *move = snewn(movesize, char), buf[80];
@ -1781,7 +1781,7 @@ static game_state *new_state(const game_params *params)
return ret;
}
static game_state *dup_game(game_state *state)
static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
int wh = state->w*state->h;
@ -2015,7 +2015,7 @@ generated:
return ret;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
int i, wh = params->w * params->h;
@ -2043,7 +2043,7 @@ static char *validate_desc(const game_params *params, char *desc)
return NULL;
}
static game_state *new_game_sub(game_params *params, char *desc)
static game_state *new_game_sub(const game_params *params, const char *desc)
{
game_state *state = new_state(params);
int x, y, run = 0;
@ -2095,7 +2095,8 @@ static game_state *new_game_sub(game_params *params, char *desc)
return state;
}
static game_state *new_game(midend *me, game_params *params, char *desc)
static game_state *new_game(midend *me, const game_params *params,
const char *desc)
{
return new_game_sub(params, desc);
}
@ -2118,7 +2119,7 @@ static char *ui_cancel_drag(game_ui *ui)
return "";
}
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui_cancel_drag(ui);
@ -2134,17 +2135,17 @@ static void free_ui(game_ui *ui)
sfree(ui);
}
static char *encode_ui(game_ui *ui)
static char *encode_ui(const game_ui *ui)
{
return NULL;
}
static void decode_ui(game_ui *ui, char *encoding)
static void decode_ui(game_ui *ui, const char *encoding)
{
}
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
static void game_changed_state(game_ui *ui, const game_state *oldstate,
const game_state *newstate)
{
}
@ -2157,7 +2158,7 @@ struct game_drawstate {
int show_hints;
};
static char *update_drag_dst(game_state *state, game_ui *ui,
static char *update_drag_dst(const game_state *state, game_ui *ui,
const game_drawstate *ds, int nx, int ny)
{
int ox, oy, dx, dy, i, currl, maxb;
@ -2229,7 +2230,7 @@ static char *update_drag_dst(game_state *state, game_ui *ui,
return "";
}
static char *finish_drag(game_state *state, game_ui *ui)
static char *finish_drag(const game_state *state, game_ui *ui)
{
char buf[80];
@ -2253,8 +2254,9 @@ static char *finish_drag(game_state *state, game_ui *ui)
return dupstr(buf);
}
static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
int x, int y, int button)
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
{
int gx = FROMCOORD(x), gy = FROMCOORD(y);
char buf[80], *ret;
@ -2391,7 +2393,7 @@ found:
return NULL;
}
static game_state *execute_move(game_state *state, char *move)
static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret = dup_game(state);
int x1, y1, x2, y2, nl, n;
@ -2458,8 +2460,8 @@ badmove:
return NULL;
}
static char *solve_game(game_state *state, game_state *currstate,
char *aux, char **error)
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, char **error)
{
char *ret;
game_state *solved;
@ -2490,8 +2492,8 @@ static char *solve_game(game_state *state, game_state *currstate,
* Drawing routines.
*/
static void game_compute_size(game_params *params, int tilesize,
int *x, int *y)
static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
@ -2502,7 +2504,7 @@ static void game_compute_size(game_params *params, int tilesize,
}
static void game_set_size(drawing *dr, game_drawstate *ds,
game_params *params, int tilesize)
const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
@ -2537,7 +2539,7 @@ static float *game_colours(frontend *fe, int *ncolours)
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int wh = state->w*state->h;
@ -2604,7 +2606,8 @@ static void line_cross(drawing *dr, game_drawstate *ds,
draw_line(dr, ox+off, oy, ox, oy+off, col);
}
static int between_island(game_state *state, int sx, int sy, int dx, int dy)
static int between_island(const game_state *state, int sx, int sy,
int dx, int dy)
{
int x = sx - dx, y = sy - dy;
@ -2622,8 +2625,8 @@ found:
return 0;
}
static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v,
int *lv_r, int *lh_r)
static void lines_lvlh(const game_state *state, const game_ui *ui,
int x, int y, grid_type v, int *lv_r, int *lh_r)
{
int lh = 0, lv = 0;
@ -2639,7 +2642,7 @@ static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v
}
static void dsf_debug_draw(drawing *dr,
game_state *state, game_drawstate *ds,
const game_state *state, game_drawstate *ds,
int x, int y)
{
#ifdef DRAW_DSF
@ -2653,8 +2656,8 @@ static void dsf_debug_draw(drawing *dr,
#endif
}
static void lines_redraw(drawing *dr,
game_state *state, game_drawstate *ds, game_ui *ui,
static void lines_redraw(drawing *dr, const game_state *state,
game_drawstate *ds, const game_ui *ui,
int x, int y, grid_type v, int lv, int lh)
{
int ox = COORD(x), oy = COORD(y);
@ -2707,7 +2710,7 @@ static void lines_redraw(drawing *dr,
(((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
static void island_redraw(drawing *dr,
game_state *state, game_drawstate *ds,
const game_state *state, game_drawstate *ds,
struct island *is, grid_type v)
{
/* These overlap the edges of their squares, which is why they're drawn later.
@ -2741,9 +2744,10 @@ static void island_redraw(drawing *dr,
draw_update(dr, ox - orad, oy - orad, updatesz, updatesz);
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
int x, y, force = 0, i, j, redraw, lv, lh;
grid_type v, dsv, flash = 0;
@ -2850,14 +2854,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
}
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
static float game_anim_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
static float game_flash_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->solved && !newstate->solved)
@ -2866,17 +2870,17 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
static int game_status(game_state *state)
static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
static int game_timing_state(game_state *state, game_ui *ui)
static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
static void game_print_size(game_params *params, float *x, float *y)
static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
@ -2886,7 +2890,7 @@ static void game_print_size(game_params *params, float *x, float *y)
*y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int ts)
static void game_print(drawing *dr, const game_state *state, int ts)
{
int ink = print_mono_colour(dr, 0);
int paper = print_mono_colour(dr, 1);