mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -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:
73
inertia.c
73
inertia.c
@ -101,7 +101,7 @@ 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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@ -149,7 +149,7 @@ 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 data[256];
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@ -158,7 +158,7 @@ static char *encode_params(game_params *params, int full)
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return dupstr(data);
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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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@ -185,7 +185,7 @@ 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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@ -195,7 +195,7 @@ 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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/*
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* Avoid completely degenerate cases which only have one
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@ -589,7 +589,7 @@ static char *new_game_desc(const game_params *params, random_state *rs,
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return gengrid(params->w, params->h, rs);
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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 w = params->w, h = params->h, wh = w*h;
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int starts = 0, gems = 0, i;
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@ -617,7 +617,8 @@ 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(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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int w = params->w, h = params->h, wh = w*h;
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int i;
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@ -654,7 +655,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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return state;
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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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int w = state->p.w, h = state->p.h, wh = w*h;
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game_state *ret = snew(game_state);
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@ -731,8 +732,8 @@ static int compare_integers(const void *av, const void *bv)
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return 0;
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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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int w = state->p.w, h = state->p.h, wh = w*h;
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int *nodes, *nodeindex, *edges, *backedges, *edgei, *backedgei, *circuit;
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@ -1445,12 +1446,12 @@ static char *solve_game(game_state *state, game_state *currstate,
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return soln;
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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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return NULL;
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}
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@ -1463,7 +1464,7 @@ struct game_ui {
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int just_died;
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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->anim_length = 0.0F;
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@ -1479,7 +1480,7 @@ 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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char buf[80];
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/*
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@ -1489,14 +1490,14 @@ static char *encode_ui(game_ui *ui)
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return dupstr(buf);
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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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int p = 0;
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sscanf(encoding, "D%d%n", &ui->deaths, &p);
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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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* Increment the deaths counter. We only do this if
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@ -1534,8 +1535,9 @@ struct game_drawstate {
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#define COORD(x) ( (x) * TILESIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
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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 w = state->p.w, h = state->p.h /*, wh = w*h */;
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int dir;
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@ -1609,7 +1611,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
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return dupstr(buf);
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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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int w = state->p.w, h = state->p.h /*, wh = w*h */;
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int dir;
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@ -1705,8 +1707,8 @@ static game_state *execute_move(game_state *state, char *move)
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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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@ -1717,7 +1719,7 @@ 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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@ -1767,7 +1769,7 @@ 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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int w = state->p.w, h = state->p.h, wh = w*h;
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struct game_drawstate *ds = snew(struct game_drawstate);
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@ -1930,9 +1932,10 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v)
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#define BASE_ANIM_LENGTH 0.1F
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#define FLASH_LENGTH 0.3F
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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 w = state->p.w, h = state->p.h /*, wh = w*h */;
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int x, y;
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@ -2110,8 +2113,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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ds->player_bg_saved = TRUE;
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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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int dist;
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if (dir > 0)
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@ -2122,8 +2125,8 @@ static float game_anim_length(game_state *oldstate, game_state *newstate,
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return ui->anim_length;
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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->dead && newstate->dead) {
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ui->flashtype = FLASH_DEAD;
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@ -2135,7 +2138,7 @@ 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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/*
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* We never report the game as lost, on the grounds that if the
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@ -2145,16 +2148,16 @@ static int game_status(game_state *state)
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return state->gems == 0 ? +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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}
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static void game_print(drawing *dr, game_state *state, int tilesize)
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static void game_print(drawing *dr, const game_state *state, int tilesize)
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{
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}
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