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

85
loopy.c
View File

@ -231,7 +231,7 @@ struct game_drawstate {
char *clue_satisfied;
};
static char *validate_desc(const game_params *params, char *desc);
static char *validate_desc(const game_params *params, const char *desc);
static int dot_order(const game_state* state, int i, char line_type);
static int face_order(const game_state* state, int i, char line_type);
static solver_state *solve_game_rec(const solver_state *sstate);
@ -277,7 +277,8 @@ static const struct {
/* Generates a (dynamically allocated) new grid, according to the
* type and size requested in params. Does nothing if the grid is already
* generated. */
static grid *loopy_generate_grid(const game_params *params, char *grid_desc)
static grid *loopy_generate_grid(const game_params *params,
const char *grid_desc)
{
return grid_new(grid_types[params->type], params->w, params->h, grid_desc);
}
@ -306,7 +307,7 @@ static grid *loopy_generate_grid(const game_params *params, char *grid_desc)
* General struct manipulation and other straightforward code
*/
static game_state *dup_game(game_state *state)
static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
@ -340,7 +341,7 @@ static void free_game(game_state *state)
}
}
static solver_state *new_solver_state(game_state *state, int diff) {
static solver_state *new_solver_state(const game_state *state, int diff) {
int i;
int num_dots = state->game_grid->num_dots;
int num_faces = state->game_grid->num_faces;
@ -479,7 +480,7 @@ static game_params *default_params(void)
return ret;
}
static game_params *dup_params(game_params *params)
static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
@ -574,7 +575,7 @@ 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%dt%d", params->w, params->h, params->type);
@ -583,7 +584,7 @@ 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];
@ -620,7 +621,7 @@ 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);
@ -632,7 +633,7 @@ 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->type < 0 || params->type >= NUM_GRID_TYPES)
return "Illegal grid type";
@ -694,7 +695,7 @@ static char *state_to_text(const game_state *state)
/* Splits up a (optional) grid_desc from the game desc. Returns the
* grid_desc (which needs freeing) and updates the desc pointer to
* start of real desc, or returns NULL if no desc. */
static char *extract_grid_desc(char **desc)
static char *extract_grid_desc(const char **desc)
{
char *sep = strchr(*desc, GRID_DESC_SEP), *gd;
int gd_len;
@ -713,7 +714,7 @@ static char *extract_grid_desc(char **desc)
/* We require that the params pass the test in validate_params and that the
* description fills the entire game area */
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
int count = 0;
grid *g;
@ -802,7 +803,7 @@ static char *encode_solve_move(const game_state *state)
return ret;
}
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
return NULL;
}
@ -811,21 +812,21 @@ static void free_ui(game_ui *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)
{
}
static void game_compute_size(game_params *params, int tilesize,
static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
int grid_width, grid_height, rendered_width, rendered_height;
@ -842,7 +843,7 @@ 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;
}
@ -891,7 +892,7 @@ 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 num_faces = state->game_grid->num_faces;
@ -926,25 +927,25 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
sfree(ds);
}
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 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 int game_can_format_as_text_now(game_params *params)
static int game_can_format_as_text_now(const game_params *params)
{
if (params->type != 0)
return FALSE;
return TRUE;
}
static char *game_text_format(game_state *state)
static char *game_text_format(const game_state *state)
{
int w, h, W, H;
int x, y, i;
@ -1426,7 +1427,8 @@ static char *new_game_desc(const game_params *params, random_state *rs,
return retval;
}
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)
{
int i;
game_state *state = snew(game_state);
@ -2784,8 +2786,8 @@ static solver_state *solve_game_rec(const solver_state *sstate_start)
return sstate;
}
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)
{
char *soln = NULL;
solver_state *sstate, *new_sstate;
@ -2813,7 +2815,8 @@ static char *solve_game(game_state *state, game_state *currstate,
* Drawing and mouse-handling
*/
static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
{
grid *g = state->game_grid;
@ -2888,7 +2891,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
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 i;
game_state *newstate = dup_game(state);
@ -2992,7 +2995,7 @@ static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f,
}
static void game_redraw_clue(drawing *dr, game_drawstate *ds,
game_state *state, int i)
const game_state *state, int i)
{
grid *g = state->game_grid;
grid_face *f = g->faces + i;
@ -3051,7 +3054,7 @@ static const int loopy_line_redraw_phases[] = {
#define NPHASES lenof(loopy_line_redraw_phases)
static void game_redraw_line(drawing *dr, game_drawstate *ds,
game_state *state, int i, int phase)
const game_state *state, int i, int phase)
{
grid *g = state->game_grid;
grid_edge *e = g->edges + i;
@ -3093,7 +3096,7 @@ static void game_redraw_line(drawing *dr, game_drawstate *ds,
}
static void game_redraw_dot(drawing *dr, game_drawstate *ds,
game_state *state, int i)
const game_state *state, int i)
{
grid *g = state->game_grid;
grid_dot *d = g->dots + i;
@ -3115,7 +3118,8 @@ static int boxes_intersect(int x0, int y0, int w0, int h0,
}
static void game_redraw_in_rect(drawing *dr, game_drawstate *ds,
game_state *state, int x, int y, int w, int h)
const game_state *state,
int x, int y, int w, int h)
{
grid *g = state->game_grid;
int i, phase;
@ -3148,8 +3152,9 @@ static void game_redraw_in_rect(drawing *dr, game_drawstate *ds,
draw_update(dr, x, y, w, h);
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
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)
{
#define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */
@ -3280,8 +3285,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
ds->started = TRUE;
}
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->solved && newstate->solved &&
!oldstate->cheated && !newstate->cheated) {
@ -3291,12 +3296,12 @@ 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->solved ? +1 : 0;
}
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;
@ -3308,7 +3313,7 @@ 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 ink = print_mono_colour(dr, 0);
int i;