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

81
cube.c
View File

@ -280,7 +280,7 @@ 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 */
@ -304,7 +304,7 @@ static void decode_params(game_params *ret, char const *string)
}
}
static char *encode_params(game_params *params, int full)
static char *encode_params(const game_params *params, int full)
{
char data[256];
@ -482,7 +482,7 @@ static int grid_area(int d1, int d2, int order)
return d1*d1 + d2*d2 + 4*d1*d2;
}
static config_item *game_configure(game_params *params)
static config_item *game_configure(const game_params *params)
{
config_item *ret = snewn(4, config_item);
char buf[80];
@ -512,7 +512,7 @@ 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);
@ -538,7 +538,7 @@ static void count_grid_square_callback(void *ctx, struct grid_square *sq)
classes[thisclass]++;
}
static char *validate_params(game_params *params, int full)
static char *validate_params(const game_params *params, int full)
{
int classes[5];
int i;
@ -846,7 +846,7 @@ static struct solid *transform_poly(const struct solid *solid, int flip,
return ret;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
int i, j;
@ -874,7 +874,8 @@ static char *validate_desc(const game_params *params, char *desc)
return NULL;
}
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)
{
game_grid *grid = snew(game_grid);
game_state *state = snew(game_state);
@ -903,7 +904,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
* the game description.
*/
{
char *p = desc;
const char *p = desc;
int i, j, v;
j = 8;
@ -960,7 +961,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
return state;
}
static game_state *dup_game(game_state *state)
static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
@ -1002,23 +1003,23 @@ static void free_game(game_state *state)
sfree(state);
}
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)
{
return NULL;
}
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)
{
return NULL;
}
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
return NULL;
}
@ -1027,17 +1028,17 @@ static void free_ui(game_ui *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)
{
}
@ -1049,7 +1050,7 @@ struct game_drawstate {
/*
* Code shared between interpret_move() and execute_move().
*/
static int find_move_dest(game_state *from, int direction,
static int find_move_dest(const game_state *from, int direction,
int *skey, int *dkey)
{
int mask, dest, i, j;
@ -1101,8 +1102,9 @@ static int find_move_dest(game_state *from, int direction,
return dest;
}
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 direction, mask, i;
int skey[2], dkey[2];
@ -1222,7 +1224,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
return NULL; /* should never happen */
}
static game_state *execute_move(game_state *from, char *move)
static game_state *execute_move(const game_state *from, const char *move)
{
game_state *ret;
float angle;
@ -1463,7 +1465,7 @@ static void find_bbox_callback(void *ctx, struct grid_square *sq)
}
}
static struct bbox find_bbox(game_params *params)
static struct bbox find_bbox(const game_params *params)
{
struct bbox bb;
@ -1485,8 +1487,8 @@ static struct bbox find_bbox(game_params *params)
#define YSIZE(gs, bb, solid) \
((int)(((bb).d - (bb).u + 2*(solid)->border) * gs))
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)
{
struct bbox bb = find_bbox(params);
@ -1495,7 +1497,7 @@ 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)
{
struct bbox bb = find_bbox(params);
@ -1522,7 +1524,7 @@ 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);
@ -1537,14 +1539,15 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
sfree(ds);
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
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 i, j;
struct bbox bb = find_bbox(&state->params);
struct solid *poly;
int *pkey, *gkey;
const int *pkey, *gkey;
float t[3];
float angle;
int square;
@ -1553,7 +1556,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND);
if (dir < 0) {
game_state *t;
const game_state *t;
/*
* This is an Undo. So reverse the order of the states, and
@ -1697,33 +1700,33 @@ 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 ROLLTIME;
}
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)
{
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)
{
}
static void game_print(drawing *dr, game_state *state, int tilesize)
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
}