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

@ -133,7 +133,7 @@ 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 */
@ -148,7 +148,7 @@ static void decode_params(game_params *params, char const *string)
params->unique = FALSE;
}
static char *encode_params(game_params *params, int full)
static char *encode_params(const game_params *params, int full)
{
char buf[80];
sprintf(buf, "%d", params->n);
@ -157,7 +157,7 @@ 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];
@ -183,7 +183,7 @@ 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);
@ -193,7 +193,7 @@ 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->n < 1)
return "Maximum face number must be at least one";
@ -746,7 +746,7 @@ static char *new_game_desc(const game_params *params, random_state *rs,
return ret;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
int n = params->n, w = n+2, h = n+1, wh = w*h;
int *occurrences;
@ -797,7 +797,8 @@ static char *validate_desc(const game_params *params, char *desc)
return ret;
}
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)
{
int n = params->n, w = n+2, h = n+1, wh = w*h;
game_state *state = snew(game_state);
@ -840,7 +841,7 @@ 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)
{
int n = state->params.n, w = n+2, h = n+1, wh = w*h;
game_state *ret = snew(game_state);
@ -871,8 +872,8 @@ 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)
{
int n = state->params.n, w = n+2, h = n+1, wh = w*h;
int *placements;
@ -941,12 +942,12 @@ static char *solve_game(game_state *state, game_state *currstate,
return ret;
}
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;
}
@ -955,7 +956,7 @@ struct game_ui {
int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cur_x = ui->cur_y = 0;
@ -968,17 +969,17 @@ 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)
{
if (!oldstate->completed && newstate->completed)
ui->cur_visible = 0;
@ -1001,8 +1002,9 @@ struct game_drawstate {
unsigned long *visible;
};
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 w = state->w, h = state->h;
char buf[80];
@ -1075,7 +1077,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
return NULL;
}
static game_state *execute_move(game_state *state, char *move)
static game_state *execute_move(const game_state *state, const char *move)
{
int n = state->params.n, w = n+2, h = n+1, wh = w*h;
int d1, d2, d3, p;
@ -1230,8 +1232,8 @@ static game_state *execute_move(game_state *state, char *move)
* 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)
{
int n = params->n, w = n+2, h = n+1;
@ -1244,7 +1246,7 @@ 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;
}
@ -1279,7 +1281,7 @@ 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 i;
@ -1328,7 +1330,7 @@ enum {
#define CEDGE_OFF (TILESIZE / 8)
#define IS_EMPTY(s,x,y) ((s)->grid[(y)*(s)->w+(x)] == ((y)*(s)->w+(x)))
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
int x, int y, int type)
{
int w = state->w /*, h = state->h */;
@ -1433,9 +1435,10 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
unclip(dr);
}
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 n = state->params.n, w = state->w, h = state->h, wh = w*h;
int x, y, i;
@ -1520,14 +1523,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
sfree(used);
}
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->cheated && !newstate->cheated)
@ -1535,17 +1538,17 @@ 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;
@ -1557,7 +1560,7 @@ 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 tilesize)
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w = state->w, h = state->h;
int c, x, y;