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:
86
lightup.c
86
lightup.c
@ -157,7 +157,8 @@ typedef struct {
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/* Fills in (doesn't allocate) a surrounds structure with the grid locations
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* around a given square, taking account of the edges. */
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static void get_surrounds(game_state *state, int ox, int oy, surrounds *s)
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static void get_surrounds(const game_state *state, int ox, int oy,
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surrounds *s)
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{
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assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h);
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s->npoints = 0;
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@ -229,7 +230,7 @@ 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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@ -273,7 +274,7 @@ 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 buf[80];
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@ -288,7 +289,7 @@ static char *encode_params(game_params *params, int full)
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return dupstr(buf);
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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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@ -333,7 +334,7 @@ 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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@ -346,7 +347,7 @@ 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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if (params->w < 2 || params->h < 2)
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return "Width and height must be at least 2";
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@ -382,7 +383,7 @@ static game_state *new_state(const game_params *params)
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return ret;
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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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game_state *ret = snew(game_state);
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@ -479,7 +480,7 @@ static int grid_overlap(game_state *state)
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return 0;
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}
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static int number_wrong(game_state *state, int x, int y)
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static int number_wrong(const game_state *state, int x, int y)
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{
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surrounds s;
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int i, n, empty, lights = GRID(state, lights, x, y);
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@ -1628,7 +1629,7 @@ goodpuzzle:
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return ret;
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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 i;
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for (i = 0; i < params->w*params->h; i++) {
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@ -1650,7 +1651,8 @@ 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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game_state *ret = new_state(params);
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int x,y;
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@ -1697,8 +1699,8 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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return ret;
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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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game_state *solved;
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char *move = NULL, buf[80];
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@ -1753,7 +1755,7 @@ done:
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return move;
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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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@ -1762,7 +1764,7 @@ static int game_can_format_as_text_now(game_params *params)
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* character per cell (like debug_state) but that comes out tiny.
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* 'L' is used for 'light here' because 'O' looks too much like '0'
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* (black square with no surrounding lights). */
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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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int w = state->w, h = state->h, W = w+1, H = h+1;
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int x, y, len, lights;
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@ -1817,7 +1819,7 @@ struct game_ui {
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int cur_x, cur_y, cur_visible;
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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->cur_x = ui->cur_y = ui->cur_visible = 0;
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@ -1829,19 +1831,19 @@ 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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/* nothing to encode. */
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return NULL;
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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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/* nothing to decode. */
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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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if (newstate->completed)
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ui->cur_visible = 0;
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@ -1873,8 +1875,9 @@ struct game_drawstate {
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(pc)) -1 (nil)
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(nil))
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*/
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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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enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
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int cx = -1, cy = -1;
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@ -1942,7 +1945,7 @@ 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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game_state *ret = dup_game(state);
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int x, y, n, flags;
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@ -1992,8 +1995,8 @@ badmove:
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*/
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/* XXX entirely cloned from fifteen.c; separate out? */
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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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@ -2004,7 +2007,7 @@ 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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ds->crad = 3*(tilesize-1)/8;
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@ -2037,7 +2040,7 @@ 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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struct game_drawstate *ds = snew(struct game_drawstate);
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int i;
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@ -2067,8 +2070,8 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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#define HINT_OVERLAPS
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#define HINT_NUMBERS
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static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui,
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int x, int y, int flashing)
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static unsigned int tile_flags(game_drawstate *ds, const game_state *state,
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const game_ui *ui, int x, int y, int flashing)
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{
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unsigned int flags = GRID(state, flags, x, y);
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int lights = GRID(state, lights, x, y);
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@ -2102,8 +2105,8 @@ static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *u
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return ret;
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}
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static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state,
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int x, int y)
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static void tile_redraw(drawing *dr, game_drawstate *ds,
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const game_state *state, int x, int y)
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{
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unsigned int ds_flags = GRID(ds, flags, x, y);
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int dx = COORD(x), dy = COORD(y);
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@ -2156,9 +2159,10 @@ static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state,
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draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
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}
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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 flashing = FALSE;
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int x,y;
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@ -2192,14 +2196,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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}
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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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return 0.0F;
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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->completed && newstate->completed &&
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!oldstate->used_solve && !newstate->used_solve)
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@ -2207,17 +2211,17 @@ 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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return state->completed ? +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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int pw, ph;
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@ -2229,7 +2233,7 @@ static void game_print_size(game_params *params, float *x, float *y)
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*y = ph / 100.0F;
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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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int w = state->w, h = state->h;
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int ink = print_mono_colour(dr, 0);
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