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

83
guess.c
View File

@ -66,7 +66,7 @@ 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 */
@ -145,7 +145,7 @@ 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 data[256];
@ -156,7 +156,7 @@ static char *encode_params(game_params *params, int full)
return dupstr(data);
}
static config_item *game_configure(game_params *params)
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
@ -199,7 +199,7 @@ 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);
@ -213,7 +213,7 @@ 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->ncolours < 2 || params->npegs < 2)
return "Trivial solutions are uninteresting";
@ -287,7 +287,7 @@ newcol:
return ret;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
unsigned char *bmp;
int i;
@ -310,7 +310,8 @@ 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_state *state = snew(game_state);
unsigned char *bmp;
@ -335,7 +336,7 @@ 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);
int i;
@ -365,23 +366,23 @@ 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 dupstr("S");
}
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 int is_markable(game_params *params, pegrow pegs)
static int is_markable(const game_params *params, pegrow pegs)
{
int i, nset = 0, nrequired, ret = 0;
pegrow colcount = new_pegrow(params->ncolours);
@ -422,7 +423,7 @@ struct game_ui {
int show_labels; /* label the colours with letters */
};
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
memset(ui, 0, sizeof(game_ui));
@ -441,7 +442,7 @@ static void free_ui(game_ui *ui)
sfree(ui);
}
static char *encode_ui(game_ui *ui)
static char *encode_ui(const game_ui *ui)
{
char *ret, *p, *sep;
int i;
@ -463,10 +464,10 @@ static char *encode_ui(game_ui *ui)
return sresize(ret, p - ret, char);
}
static void decode_ui(game_ui *ui, char *encoding)
static void decode_ui(game_ui *ui, const char *encoding)
{
int i;
char *p = encoding;
const char *p = encoding;
for (i = 0; i < ui->curr_pegs->npegs; i++) {
ui->curr_pegs->pegs[i] = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
@ -481,8 +482,8 @@ static void decode_ui(game_ui *ui, char *encoding)
ui->markable = is_markable(&ui->params, ui->curr_pegs);
}
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)
{
int i;
@ -564,7 +565,7 @@ struct game_drawstate {
int drag_col, blit_ox, blit_oy;
};
static void set_peg(game_params *params, game_ui *ui, int peg, int col)
static void set_peg(const game_params *params, game_ui *ui, int peg, int col)
{
ui->curr_pegs->pegs[peg] = col;
ui->markable = is_markable(params, ui->curr_pegs);
@ -610,7 +611,7 @@ static int mark_pegs(pegrow guess, pegrow solution, int ncols)
return nc_place;
}
static char *encode_move(game_state *from, game_ui *ui)
static char *encode_move(const game_state *from, game_ui *ui)
{
char *buf, *p, *sep;
int len, i;
@ -632,8 +633,9 @@ static char *encode_move(game_state *from, game_ui *ui)
return buf;
}
static char *interpret_move(game_state *from, game_ui *ui, const game_drawstate *ds,
int x, int y, int button)
static char *interpret_move(const game_state *from, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
{
int over_col = 0; /* one-indexed */
int over_guess = -1; /* zero-indexed */
@ -782,11 +784,11 @@ static char *interpret_move(game_state *from, game_ui *ui, const game_drawstate
return ret;
}
static game_state *execute_move(game_state *from, char *move)
static game_state *execute_move(const game_state *from, const char *move)
{
int i, nc_place;
game_state *ret;
char *p;
const char *p;
if (!strcmp(move, "S")) {
ret = dup_game(from);
@ -842,8 +844,8 @@ static game_state *execute_move(game_state *from, char *move)
#define BORDER 0.5
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)
{
double hmul, vmul_c, vmul_g, vmul;
int hintw = (params->npegs+1)/2;
@ -870,7 +872,7 @@ 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)
{
int colh, guessh;
@ -1004,7 +1006,7 @@ 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;
@ -1206,9 +1208,10 @@ static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col)
draw_update(dr, ox-off-1, oy, 2, PEGSZ);
}
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 i, new_move;
@ -1300,19 +1303,19 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
ds->started = 1;
}
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)
{
return 0.0F;
}
static int game_status(game_state *state)
static int game_status(const game_state *state)
{
/*
* We return nonzero whenever the solution has been revealed, even
@ -1323,16 +1326,16 @@ static int game_status(game_state *state)
return state->solved;
}
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)
{
}