mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -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:
85
loopy.c
85
loopy.c
@ -231,7 +231,7 @@ struct game_drawstate {
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char *clue_satisfied;
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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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static int dot_order(const game_state* state, int i, char line_type);
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static int face_order(const game_state* state, int i, char line_type);
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static solver_state *solve_game_rec(const solver_state *sstate);
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@ -277,7 +277,8 @@ static const struct {
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/* Generates a (dynamically allocated) new grid, according to the
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* type and size requested in params. Does nothing if the grid is already
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* generated. */
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static grid *loopy_generate_grid(const game_params *params, char *grid_desc)
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static grid *loopy_generate_grid(const game_params *params,
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const char *grid_desc)
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{
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return grid_new(grid_types[params->type], params->w, params->h, grid_desc);
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}
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@ -306,7 +307,7 @@ static grid *loopy_generate_grid(const game_params *params, char *grid_desc)
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* General struct manipulation and other straightforward code
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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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@ -340,7 +341,7 @@ static void free_game(game_state *state)
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}
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}
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static solver_state *new_solver_state(game_state *state, int diff) {
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static solver_state *new_solver_state(const game_state *state, int diff) {
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int i;
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int num_dots = state->game_grid->num_dots;
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int num_faces = state->game_grid->num_faces;
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@ -479,7 +480,7 @@ static game_params *default_params(void)
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return ret;
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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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@ -574,7 +575,7 @@ 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 str[80];
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sprintf(str, "%dx%dt%d", params->w, params->h, params->type);
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@ -583,7 +584,7 @@ static char *encode_params(game_params *params, int full)
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return dupstr(str);
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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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@ -620,7 +621,7 @@ 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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@ -632,7 +633,7 @@ 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->type < 0 || params->type >= NUM_GRID_TYPES)
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return "Illegal grid type";
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@ -694,7 +695,7 @@ static char *state_to_text(const game_state *state)
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/* Splits up a (optional) grid_desc from the game desc. Returns the
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* grid_desc (which needs freeing) and updates the desc pointer to
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* start of real desc, or returns NULL if no desc. */
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static char *extract_grid_desc(char **desc)
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static char *extract_grid_desc(const char **desc)
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{
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char *sep = strchr(*desc, GRID_DESC_SEP), *gd;
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int gd_len;
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@ -713,7 +714,7 @@ static char *extract_grid_desc(char **desc)
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/* We require that the params pass the test in validate_params and that the
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* description fills the entire game area */
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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 count = 0;
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grid *g;
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@ -802,7 +803,7 @@ static char *encode_solve_move(const game_state *state)
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return ret;
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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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return NULL;
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}
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@ -811,21 +812,21 @@ static void free_ui(game_ui *ui)
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{
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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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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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}
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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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static void game_compute_size(game_params *params, int tilesize,
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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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int grid_width, grid_height, rendered_width, rendered_height;
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@ -842,7 +843,7 @@ 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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}
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@ -891,7 +892,7 @@ 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 num_faces = state->game_grid->num_faces;
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@ -926,25 +927,25 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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sfree(ds);
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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 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 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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if (params->type != 0)
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return FALSE;
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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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int w, h, W, H;
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int x, y, i;
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@ -1426,7 +1427,8 @@ static char *new_game_desc(const game_params *params, random_state *rs,
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return retval;
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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 i;
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game_state *state = snew(game_state);
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@ -2784,8 +2786,8 @@ static solver_state *solve_game_rec(const solver_state *sstate_start)
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return sstate;
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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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char *soln = NULL;
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solver_state *sstate, *new_sstate;
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@ -2813,7 +2815,8 @@ static char *solve_game(game_state *state, game_state *currstate,
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* Drawing and mouse-handling
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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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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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grid *g = state->game_grid;
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@ -2888,7 +2891,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
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return ret;
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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 i;
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game_state *newstate = dup_game(state);
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@ -2992,7 +2995,7 @@ static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f,
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}
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static void game_redraw_clue(drawing *dr, game_drawstate *ds,
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game_state *state, int i)
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const game_state *state, int i)
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{
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grid *g = state->game_grid;
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grid_face *f = g->faces + i;
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@ -3051,7 +3054,7 @@ static const int loopy_line_redraw_phases[] = {
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#define NPHASES lenof(loopy_line_redraw_phases)
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static void game_redraw_line(drawing *dr, game_drawstate *ds,
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game_state *state, int i, int phase)
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const game_state *state, int i, int phase)
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{
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grid *g = state->game_grid;
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grid_edge *e = g->edges + i;
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@ -3093,7 +3096,7 @@ static void game_redraw_line(drawing *dr, game_drawstate *ds,
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}
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static void game_redraw_dot(drawing *dr, game_drawstate *ds,
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game_state *state, int i)
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const game_state *state, int i)
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{
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grid *g = state->game_grid;
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grid_dot *d = g->dots + i;
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@ -3115,7 +3118,8 @@ static int boxes_intersect(int x0, int y0, int w0, int h0,
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}
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static void game_redraw_in_rect(drawing *dr, game_drawstate *ds,
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game_state *state, int x, int y, int w, int h)
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const game_state *state,
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int x, int y, int w, int h)
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{
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grid *g = state->game_grid;
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int i, phase;
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@ -3148,8 +3152,9 @@ static void game_redraw_in_rect(drawing *dr, game_drawstate *ds,
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draw_update(dr, x, y, w, h);
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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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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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#define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */
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@ -3280,8 +3285,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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ds->started = TRUE;
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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->solved && newstate->solved &&
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!oldstate->cheated && !newstate->cheated) {
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@ -3291,12 +3296,12 @@ 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->solved ? +1 : 0;
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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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@ -3308,7 +3313,7 @@ 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 ink = print_mono_colour(dr, 0);
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int i;
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