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

@ -194,7 +194,7 @@ 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 */
@ -221,7 +221,7 @@ 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 str[80];
sprintf(str, "%dx%d", params->w, params->h);
@ -230,7 +230,7 @@ static char *encode_params(game_params *params, int full)
return dupstr(str);
}
static config_item *game_configure(game_params *params)
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
@ -262,7 +262,7 @@ 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);
@ -273,7 +273,7 @@ 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 both be at least 3";
@ -302,7 +302,7 @@ static void remove_dot(space *space) {
space->flags &= ~F_DOT;
}
static void remove_assoc(game_state *state, space *tile) {
static void remove_assoc(const game_state *state, space *tile) {
if (tile->flags & F_TILE_ASSOC) {
SPACE(state, tile->dotx, tile->doty).nassoc--;
tile->flags &= ~F_TILE_ASSOC;
@ -311,7 +311,7 @@ static void remove_assoc(game_state *state, space *tile) {
}
}
static void add_assoc(game_state *state, space *tile, space *dot) {
static void add_assoc(const game_state *state, space *tile, space *dot) {
remove_assoc(state, tile);
#ifdef STANDALONE_PICTURE_GENERATOR
@ -327,7 +327,7 @@ static void add_assoc(game_state *state, space *tile, space *dot) {
tile->x, tile->y, dot->x, dot->y, dot->nassoc));*/
}
static struct space *sp2dot(game_state *state, int x, int y)
static struct space *sp2dot(const game_state *state, int x, int y)
{
struct space *sp = &SPACE(state, x, y);
if (!(sp->flags & F_TILE_ASSOC)) return NULL;
@ -336,12 +336,12 @@ static struct space *sp2dot(game_state *state, int x, int y)
#define IS_VERTICAL_EDGE(x) ((x % 2) == 0)
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 maxlen = (state->sx+1)*state->sy, x, y;
char *ret, *p;
@ -398,7 +398,7 @@ static char *game_text_format(game_state *state)
return ret;
}
static void dbg_state(game_state *state)
static void dbg_state(const game_state *state)
{
#ifdef DEBUGGING
char *temp = game_text_format(state);
@ -617,7 +617,8 @@ static void tiles_from_edge(struct game_state *state,
/* Returns a move string for use by 'solve', including the initial
* 'S' if issolve is true. */
static char *diff_game(game_state *src, game_state *dest, int issolve)
static char *diff_game(const game_state *src, const game_state *dest,
int issolve)
{
int movelen = 0, movesize = 256, x, y, len;
char *move = snewn(movesize, char), buf[80], *sep = "";
@ -819,7 +820,7 @@ static void clear_game(game_state *state, int cleardots)
if (cleardots) game_update_dots(state);
}
static game_state *dup_game(game_state *state)
static game_state *dup_game(const game_state *state)
{
game_state *ret = blank_game(state->w, state->h);
@ -1230,7 +1231,7 @@ static void generate_pass(game_state *state, random_state *rs, int *scratch,
dbg_state(state);
}
static int check_complete(game_state *state, int *dsf, int *colours);
static int check_complete(const game_state *state, int *dsf, int *colours);
static int solver_state(game_state *state, int maxdiff);
static char *new_game_desc(const game_params *params, random_state *rs,
@ -1480,7 +1481,7 @@ static int dots_too_close(game_state *state)
return (ret == -1) ? 1 : 0;
}
static game_state *load_game(const game_params *params, char *desc,
static game_state *load_game(const game_params *params, const char *desc,
char **why_r)
{
game_state *state = blank_game(params->w, params->h);
@ -1528,7 +1529,7 @@ fail:
return NULL;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
char *why = NULL;
game_state *dummy = load_game(params, desc, &why);
@ -1540,7 +1541,8 @@ static char *validate_desc(const game_params *params, char *desc)
return why;
}
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_state *state = load_game(params, desc, NULL);
if (!state) {
@ -2212,8 +2214,8 @@ got_result:
}
#ifndef EDITOR
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)
{
game_state *tosolve;
char *ret;
@ -2263,7 +2265,7 @@ 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->dragging = FALSE;
@ -2277,17 +2279,17 @@ 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)
{
}
@ -2369,8 +2371,9 @@ static void coord_round_to_edge(float x, float y, int *xr, int *yr)
#endif
#ifdef EDITOR
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)
{
char buf[80];
int px, py;
@ -2404,8 +2407,9 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
return NULL;
}
#else
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)
{
/* UI operations (play mode):
*
@ -2610,7 +2614,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
}
#endif
static int check_complete(game_state *state, int *dsf, int *colours)
static int check_complete(const game_state *state, int *dsf, int *colours)
{
int w = state->w, h = state->h;
int x, y, i, ret;
@ -2787,7 +2791,7 @@ static int check_complete(game_state *state, int *dsf, int *colours)
return ret;
}
static game_state *execute_move(game_state *state, char *move)
static game_state *execute_move(const game_state *state, const char *move)
{
int x, y, ax, ay, n, dx, dy;
game_state *ret = dup_game(state);
@ -2907,8 +2911,8 @@ badmove:
* we may want to drag from them, for example.
*/
static void game_compute_size(game_params *params, int sz,
int *x, int *y)
static void game_compute_size(const game_params *params, int sz,
int *x, int *y)
{
struct { int tilesize, w, h; } ads, *ds = &ads;
@ -2921,7 +2925,7 @@ static void game_compute_size(game_params *params, int sz,
}
static void game_set_size(drawing *dr, game_drawstate *ds,
game_params *params, int sz)
const game_params *params, int sz)
{
ds->tilesize = sz;
@ -2988,7 +2992,7 @@ 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;
@ -3145,9 +3149,10 @@ static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
draw_update(dr, lx, ly, TILE_SIZE, TILE_SIZE);
}
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 w = ds->w, h = ds->h;
int x, y, flashing = FALSE;
@ -3332,14 +3337,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
#endif
}
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) &&
!(newstate->used_solve))
@ -3348,18 +3353,18 @@ 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;
}
#ifndef EDITOR
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;
@ -3372,7 +3377,7 @@ 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 sz)
static void game_print(drawing *dr, const game_state *state, int sz)
{
int w = state->w, h = state->h;
int white, black, blackish;