mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 16:32:13 -07:00
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:
96
bridges.c
96
bridges.c
@ -210,12 +210,12 @@ static void fixup_islands_for_realloc(game_state *state)
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}
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}
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static int game_can_format_as_text_now(game_params *params)
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static int game_can_format_as_text_now(const game_params *params)
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{
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return TRUE;
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}
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static char *game_text_format(game_state *state)
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static char *game_text_format(const game_state *state)
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{
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int x, y, len, nl;
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char *ret, *p;
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@ -679,7 +679,7 @@ static void free_params(game_params *params)
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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static game_params *dup_params(const game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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@ -722,7 +722,7 @@ static void decode_params(game_params *params, char const *string)
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}
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}
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static char *encode_params(game_params *params, int full)
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static char *encode_params(const game_params *params, int full)
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{
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char buf[80];
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@ -738,7 +738,7 @@ static char *encode_params(game_params *params, int full)
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return dupstr(buf);
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}
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static config_item *game_configure(game_params *params)
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static config_item *game_configure(const game_params *params)
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{
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config_item *ret;
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char buf[80];
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@ -790,7 +790,7 @@ static config_item *game_configure(game_params *params)
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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static game_params *custom_params(const config_item *cfg)
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{
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game_params *ret = snew(game_params);
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@ -805,7 +805,7 @@ static game_params *custom_params(config_item *cfg)
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return ret;
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}
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static char *validate_params(game_params *params, int full)
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static char *validate_params(const game_params *params, int full)
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{
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if (params->w < 3 || params->h < 3)
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return "Width and height must be at least 3";
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@ -862,7 +862,7 @@ static char *encode_game(game_state *state)
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return ret;
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}
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static char *game_state_diff(game_state *src, game_state *dest)
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static char *game_state_diff(const game_state *src, const game_state *dest)
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{
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int movesize = 256, movelen = 0;
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char *move = snewn(movesize, char), buf[80];
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@ -1781,7 +1781,7 @@ static game_state *new_state(const game_params *params)
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return ret;
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}
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static game_state *dup_game(game_state *state)
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static game_state *dup_game(const game_state *state)
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{
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game_state *ret = snew(game_state);
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int wh = state->w*state->h;
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@ -2015,7 +2015,7 @@ generated:
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return ret;
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}
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static char *validate_desc(const game_params *params, char *desc)
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static char *validate_desc(const game_params *params, const char *desc)
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{
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int i, wh = params->w * params->h;
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@ -2043,7 +2043,7 @@ static char *validate_desc(const game_params *params, char *desc)
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return NULL;
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}
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static game_state *new_game_sub(game_params *params, char *desc)
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static game_state *new_game_sub(const game_params *params, const char *desc)
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{
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game_state *state = new_state(params);
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int x, y, run = 0;
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@ -2095,7 +2095,8 @@ static game_state *new_game_sub(game_params *params, char *desc)
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return state;
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}
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static game_state *new_game(midend *me, game_params *params, char *desc)
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static game_state *new_game(midend *me, const game_params *params,
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const char *desc)
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{
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return new_game_sub(params, desc);
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}
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@ -2118,7 +2119,7 @@ static char *ui_cancel_drag(game_ui *ui)
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return "";
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}
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static game_ui *new_ui(game_state *state)
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static game_ui *new_ui(const game_state *state)
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{
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game_ui *ui = snew(game_ui);
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ui_cancel_drag(ui);
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@ -2134,17 +2135,17 @@ static void free_ui(game_ui *ui)
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sfree(ui);
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}
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static char *encode_ui(game_ui *ui)
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static char *encode_ui(const game_ui *ui)
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{
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return NULL;
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}
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static void decode_ui(game_ui *ui, char *encoding)
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static void decode_ui(game_ui *ui, const char *encoding)
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{
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}
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static void game_changed_state(game_ui *ui, game_state *oldstate,
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game_state *newstate)
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static void game_changed_state(game_ui *ui, const game_state *oldstate,
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const game_state *newstate)
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{
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}
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@ -2157,7 +2158,7 @@ struct game_drawstate {
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int show_hints;
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};
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static char *update_drag_dst(game_state *state, game_ui *ui,
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static char *update_drag_dst(const game_state *state, game_ui *ui,
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const game_drawstate *ds, int nx, int ny)
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{
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int ox, oy, dx, dy, i, currl, maxb;
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@ -2229,7 +2230,7 @@ static char *update_drag_dst(game_state *state, game_ui *ui,
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return "";
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}
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static char *finish_drag(game_state *state, game_ui *ui)
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static char *finish_drag(const game_state *state, game_ui *ui)
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{
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char buf[80];
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@ -2253,8 +2254,9 @@ static char *finish_drag(game_state *state, game_ui *ui)
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return dupstr(buf);
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}
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static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
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int x, int y, int button)
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static char *interpret_move(const game_state *state, game_ui *ui,
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const game_drawstate *ds,
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int x, int y, int button)
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{
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int gx = FROMCOORD(x), gy = FROMCOORD(y);
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char buf[80], *ret;
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@ -2391,7 +2393,7 @@ found:
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return NULL;
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}
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static game_state *execute_move(game_state *state, char *move)
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static game_state *execute_move(const game_state *state, const char *move)
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{
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game_state *ret = dup_game(state);
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int x1, y1, x2, y2, nl, n;
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@ -2458,8 +2460,8 @@ badmove:
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return NULL;
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}
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static char *solve_game(game_state *state, game_state *currstate,
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char *aux, char **error)
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static char *solve_game(const game_state *state, const game_state *currstate,
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const char *aux, char **error)
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{
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char *ret;
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game_state *solved;
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@ -2490,8 +2492,8 @@ static char *solve_game(game_state *state, game_state *currstate,
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* Drawing routines.
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*/
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static void game_compute_size(game_params *params, int tilesize,
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int *x, int *y)
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static void game_compute_size(const game_params *params, int tilesize,
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int *x, int *y)
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{
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/* Ick: fake up `ds->tilesize' for macro expansion purposes */
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struct { int tilesize; } ads, *ds = &ads;
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@ -2502,7 +2504,7 @@ static void game_compute_size(game_params *params, int tilesize,
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}
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static void game_set_size(drawing *dr, game_drawstate *ds,
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game_params *params, int tilesize)
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const game_params *params, int tilesize)
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{
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ds->tilesize = tilesize;
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}
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@ -2537,7 +2539,7 @@ static float *game_colours(frontend *fe, int *ncolours)
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return ret;
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}
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static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
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{
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struct game_drawstate *ds = snew(struct game_drawstate);
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int wh = state->w*state->h;
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@ -2604,7 +2606,8 @@ static void line_cross(drawing *dr, game_drawstate *ds,
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draw_line(dr, ox+off, oy, ox, oy+off, col);
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}
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static int between_island(game_state *state, int sx, int sy, int dx, int dy)
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static int between_island(const game_state *state, int sx, int sy,
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int dx, int dy)
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{
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int x = sx - dx, y = sy - dy;
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@ -2622,8 +2625,8 @@ found:
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return 0;
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}
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static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v,
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int *lv_r, int *lh_r)
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static void lines_lvlh(const game_state *state, const game_ui *ui,
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int x, int y, grid_type v, int *lv_r, int *lh_r)
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{
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int lh = 0, lv = 0;
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@ -2639,7 +2642,7 @@ static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v
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}
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static void dsf_debug_draw(drawing *dr,
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game_state *state, game_drawstate *ds,
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const game_state *state, game_drawstate *ds,
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int x, int y)
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{
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#ifdef DRAW_DSF
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@ -2653,8 +2656,8 @@ static void dsf_debug_draw(drawing *dr,
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#endif
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}
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static void lines_redraw(drawing *dr,
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game_state *state, game_drawstate *ds, game_ui *ui,
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static void lines_redraw(drawing *dr, const game_state *state,
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game_drawstate *ds, const game_ui *ui,
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int x, int y, grid_type v, int lv, int lh)
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{
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int ox = COORD(x), oy = COORD(y);
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@ -2707,7 +2710,7 @@ static void lines_redraw(drawing *dr,
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(((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
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static void island_redraw(drawing *dr,
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game_state *state, game_drawstate *ds,
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const game_state *state, game_drawstate *ds,
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struct island *is, grid_type v)
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{
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/* These overlap the edges of their squares, which is why they're drawn later.
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@ -2741,9 +2744,10 @@ static void island_redraw(drawing *dr,
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draw_update(dr, ox - orad, oy - orad, updatesz, updatesz);
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}
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static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui,
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float animtime, float flashtime)
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static void game_redraw(drawing *dr, game_drawstate *ds,
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const game_state *oldstate, const game_state *state,
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int dir, const game_ui *ui,
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float animtime, float flashtime)
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{
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int x, y, force = 0, i, j, redraw, lv, lh;
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grid_type v, dsv, flash = 0;
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@ -2850,14 +2854,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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}
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}
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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static float game_anim_length(const game_state *oldstate,
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const game_state *newstate, int dir, game_ui *ui)
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{
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return 0.0F;
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}
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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static float game_flash_length(const game_state *oldstate,
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const game_state *newstate, int dir, game_ui *ui)
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{
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if (!oldstate->completed && newstate->completed &&
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!oldstate->solved && !newstate->solved)
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@ -2866,17 +2870,17 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
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return 0.0F;
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}
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static int game_status(game_state *state)
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static int game_status(const game_state *state)
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{
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return state->completed ? +1 : 0;
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}
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static int game_timing_state(game_state *state, game_ui *ui)
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static int game_timing_state(const game_state *state, game_ui *ui)
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{
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return TRUE;
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}
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static void game_print_size(game_params *params, float *x, float *y)
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static void game_print_size(const game_params *params, float *x, float *y)
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{
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int pw, ph;
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@ -2886,7 +2890,7 @@ static void game_print_size(game_params *params, float *x, float *y)
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*y = ph / 100.0F;
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}
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static void game_print(drawing *dr, game_state *state, int ts)
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static void game_print(drawing *dr, const game_state *state, int ts)
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{
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int ink = print_mono_colour(dr, 0);
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int paper = print_mono_colour(dr, 1);
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