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

@ -157,7 +157,8 @@ typedef struct {
/* Fills in (doesn't allocate) a surrounds structure with the grid locations
* around a given square, taking account of the edges. */
static void get_surrounds(game_state *state, int ox, int oy, surrounds *s)
static void get_surrounds(const game_state *state, int ox, int oy,
surrounds *s)
{
assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h);
s->npoints = 0;
@ -229,7 +230,7 @@ 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 */
@ -273,7 +274,7 @@ 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 buf[80];
@ -288,7 +289,7 @@ 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];
@ -333,7 +334,7 @@ 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);
@ -346,7 +347,7 @@ 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 < 2 || params->h < 2)
return "Width and height must be at least 2";
@ -382,7 +383,7 @@ static game_state *new_state(const game_params *params)
return ret;
}
static game_state *dup_game(game_state *state)
static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
@ -479,7 +480,7 @@ static int grid_overlap(game_state *state)
return 0;
}
static int number_wrong(game_state *state, int x, int y)
static int number_wrong(const game_state *state, int x, int y)
{
surrounds s;
int i, n, empty, lights = GRID(state, lights, x, y);
@ -1628,7 +1629,7 @@ goodpuzzle:
return ret;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
int i;
for (i = 0; i < params->w*params->h; i++) {
@ -1650,7 +1651,8 @@ 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 *ret = new_state(params);
int x,y;
@ -1697,8 +1699,8 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
return ret;
}
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 *solved;
char *move = NULL, buf[80];
@ -1753,7 +1755,7 @@ done:
return move;
}
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;
}
@ -1762,7 +1764,7 @@ static int game_can_format_as_text_now(game_params *params)
* character per cell (like debug_state) but that comes out tiny.
* 'L' is used for 'light here' because 'O' looks too much like '0'
* (black square with no surrounding lights). */
static char *game_text_format(game_state *state)
static char *game_text_format(const game_state *state)
{
int w = state->w, h = state->h, W = w+1, H = h+1;
int x, y, len, lights;
@ -1817,7 +1819,7 @@ 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 = ui->cur_visible = 0;
@ -1829,19 +1831,19 @@ static void free_ui(game_ui *ui)
sfree(ui);
}
static char *encode_ui(game_ui *ui)
static char *encode_ui(const game_ui *ui)
{
/* nothing to encode. */
return NULL;
}
static void decode_ui(game_ui *ui, char *encoding)
static void decode_ui(game_ui *ui, const char *encoding)
{
/* nothing to decode. */
}
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 (newstate->completed)
ui->cur_visible = 0;
@ -1873,8 +1875,9 @@ struct game_drawstate {
(pc)) -1 (nil)
(nil))
*/
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)
{
enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
int cx = -1, cy = -1;
@ -1942,7 +1945,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
return dupstr(buf);
}
static game_state *execute_move(game_state *state, char *move)
static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret = dup_game(state);
int x, y, n, flags;
@ -1992,8 +1995,8 @@ badmove:
*/
/* XXX entirely cloned from fifteen.c; separate out? */
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)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
@ -2004,7 +2007,7 @@ 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;
ds->crad = 3*(tilesize-1)/8;
@ -2037,7 +2040,7 @@ 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;
@ -2067,8 +2070,8 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
#define HINT_OVERLAPS
#define HINT_NUMBERS
static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui,
int x, int y, int flashing)
static unsigned int tile_flags(game_drawstate *ds, const game_state *state,
const game_ui *ui, int x, int y, int flashing)
{
unsigned int flags = GRID(state, flags, x, y);
int lights = GRID(state, lights, x, y);
@ -2102,8 +2105,8 @@ static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *u
return ret;
}
static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state,
int x, int y)
static void tile_redraw(drawing *dr, game_drawstate *ds,
const game_state *state, int x, int y)
{
unsigned int ds_flags = GRID(ds, flags, x, y);
int dx = COORD(x), dy = COORD(y);
@ -2156,9 +2159,10 @@ static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state,
draw_update(dr, dx, dy, 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 flashing = FALSE;
int x,y;
@ -2192,14 +2196,14 @@ 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 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->used_solve && !newstate->used_solve)
@ -2207,17 +2211,17 @@ 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;
@ -2229,7 +2233,7 @@ 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 ink = print_mono_colour(dr, 0);