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:
76
net.c
76
net.c
@ -205,7 +205,7 @@ 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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@ -242,7 +242,7 @@ static void decode_params(game_params *ret, 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 ret[400];
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int len;
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@ -260,7 +260,7 @@ static char *encode_params(game_params *params, int full)
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return dupstr(ret);
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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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@ -303,7 +303,7 @@ 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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@ -316,7 +316,7 @@ 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->width <= 0 || params->height <= 0)
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return "Width and height must both be greater than zero";
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@ -1545,7 +1545,7 @@ static char *new_game_desc(const game_params *params, random_state *rs,
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return desc;
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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->width, h = params->height;
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int i;
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@ -1575,7 +1575,8 @@ static char *validate_desc(const game_params *params, char *desc)
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* Construct an initial game state, given a description and parameters.
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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 *state;
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int w, h, x, y;
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@ -1661,7 +1662,7 @@ 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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game_state *ret;
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@ -1689,8 +1690,8 @@ static void free_game(game_state *state)
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sfree(state);
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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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unsigned char *tiles;
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char *ret;
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@ -1784,12 +1785,12 @@ static char *solve_game(game_state *state, game_state *currstate,
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return ret;
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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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@ -1805,7 +1806,7 @@ static char *game_text_format(game_state *state)
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* completed - just call this function and see whether every square
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* is marked active.
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*/
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static unsigned char *compute_active(game_state *state, int cx, int cy)
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static unsigned char *compute_active(const game_state *state, int cx, int cy)
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{
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unsigned char *active;
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tree234 *todo;
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@ -1866,7 +1867,7 @@ struct game_ui {
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#endif
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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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void *seed;
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int seedsize;
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@ -1888,7 +1889,7 @@ 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[120];
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/*
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@ -1899,14 +1900,14 @@ 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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sscanf(encoding, "O%d,%d;C%d,%d",
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&ui->org_x, &ui->org_y, &ui->cx, &ui->cy);
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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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@ -1921,8 +1922,9 @@ struct game_drawstate {
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/* ----------------------------------------------------------------------
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* Process a move.
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*/
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static char *interpret_move(game_state *state, game_ui *ui,
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const game_drawstate *ds, 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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char *nullret;
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int tx = -1, ty = -1, dir = 0;
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@ -2194,7 +2196,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
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}
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}
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static game_state *execute_move(game_state *from, char *move)
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static game_state *execute_move(const game_state *from, const char *move)
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{
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game_state *ret;
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int tx = -1, ty = -1, n, noanim, orig;
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@ -2285,7 +2287,7 @@ static game_state *execute_move(game_state *from, char *move)
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* Routines for drawing the game position on the screen.
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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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game_drawstate *ds = snew(game_drawstate);
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@ -2306,15 +2308,15 @@ 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 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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*x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER;
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*y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER;
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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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@ -2447,7 +2449,7 @@ static void draw_barrier(drawing *dr, game_drawstate *ds,
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/*
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* draw_tile() is passed physical coordinates
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*/
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static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
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static void draw_tile(drawing *dr, const game_state *state, game_drawstate *ds,
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int x, int y, int tile, int src, float angle, int cursor)
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{
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int bx = WINDOW_OFFSET + TILE_SIZE * x;
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@ -2663,8 +2665,10 @@ static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
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draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
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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, float t, float ft)
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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 t, float ft)
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{
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int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE;
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unsigned char *active;
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@ -2828,8 +2832,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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sfree(active);
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}
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static float game_anim_length(game_state *oldstate,
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game_state *newstate, 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 last_rotate_dir;
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@ -2844,8 +2848,8 @@ static float game_anim_length(game_state *oldstate,
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return 0.0F;
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}
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static float game_flash_length(game_state *oldstate,
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game_state *newstate, 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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/*
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* If the game has just been completed, we display a completion
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@ -2864,17 +2868,17 @@ static float game_flash_length(game_state *oldstate,
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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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@ -2932,7 +2936,7 @@ static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int 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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int w = state->width, h = state->height;
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int ink = print_mono_colour(dr, 0);
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