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

76
net.c
View File

@ -205,7 +205,7 @@ 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 */
@ -242,7 +242,7 @@ static void decode_params(game_params *ret, char const *string)
}
}
static char *encode_params(game_params *params, int full)
static char *encode_params(const game_params *params, int full)
{
char ret[400];
int len;
@ -260,7 +260,7 @@ static char *encode_params(game_params *params, int full)
return dupstr(ret);
}
static config_item *game_configure(game_params *params)
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
@ -303,7 +303,7 @@ 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);
@ -316,7 +316,7 @@ 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->width <= 0 || params->height <= 0)
return "Width and height must both be greater than zero";
@ -1545,7 +1545,7 @@ static char *new_game_desc(const game_params *params, random_state *rs,
return desc;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
int w = params->width, h = params->height;
int i;
@ -1575,7 +1575,8 @@ static char *validate_desc(const game_params *params, char *desc)
* Construct an initial game state, given a description and parameters.
*/
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 *state;
int w, h, x, y;
@ -1661,7 +1662,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
return state;
}
static game_state *dup_game(game_state *state)
static game_state *dup_game(const game_state *state)
{
game_state *ret;
@ -1689,8 +1690,8 @@ static void free_game(game_state *state)
sfree(state);
}
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)
{
unsigned char *tiles;
char *ret;
@ -1784,12 +1785,12 @@ static char *solve_game(game_state *state, game_state *currstate,
return ret;
}
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;
}
static char *game_text_format(game_state *state)
static char *game_text_format(const game_state *state)
{
return NULL;
}
@ -1805,7 +1806,7 @@ static char *game_text_format(game_state *state)
* completed - just call this function and see whether every square
* is marked active.
*/
static unsigned char *compute_active(game_state *state, int cx, int cy)
static unsigned char *compute_active(const game_state *state, int cx, int cy)
{
unsigned char *active;
tree234 *todo;
@ -1866,7 +1867,7 @@ struct game_ui {
#endif
};
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
void *seed;
int seedsize;
@ -1888,7 +1889,7 @@ static void free_ui(game_ui *ui)
sfree(ui);
}
static char *encode_ui(game_ui *ui)
static char *encode_ui(const game_ui *ui)
{
char buf[120];
/*
@ -1899,14 +1900,14 @@ static char *encode_ui(game_ui *ui)
return dupstr(buf);
}
static void decode_ui(game_ui *ui, char *encoding)
static void decode_ui(game_ui *ui, const char *encoding)
{
sscanf(encoding, "O%d,%d;C%d,%d",
&ui->org_x, &ui->org_y, &ui->cx, &ui->cy);
}
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)
{
}
@ -1921,8 +1922,9 @@ struct game_drawstate {
/* ----------------------------------------------------------------------
* Process a move.
*/
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)
{
char *nullret;
int tx = -1, ty = -1, dir = 0;
@ -2194,7 +2196,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
}
}
static game_state *execute_move(game_state *from, char *move)
static game_state *execute_move(const game_state *from, const char *move)
{
game_state *ret;
int tx = -1, ty = -1, n, noanim, orig;
@ -2285,7 +2287,7 @@ static game_state *execute_move(game_state *from, char *move)
* Routines for drawing the game position on the screen.
*/
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
game_drawstate *ds = snew(game_drawstate);
@ -2306,15 +2308,15 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
sfree(ds);
}
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)
{
*x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER;
*y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
game_params *params, int tilesize)
const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
@ -2447,7 +2449,7 @@ static void draw_barrier(drawing *dr, game_drawstate *ds,
/*
* draw_tile() is passed physical coordinates
*/
static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
static void draw_tile(drawing *dr, const game_state *state, game_drawstate *ds,
int x, int y, int tile, int src, float angle, int cursor)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
@ -2663,8 +2665,10 @@ static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui, float t, float ft)
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float t, float ft)
{
int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE;
unsigned char *active;
@ -2828,8 +2832,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
sfree(active);
}
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)
{
int last_rotate_dir;
@ -2844,8 +2848,8 @@ static float game_anim_length(game_state *oldstate,
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 the game has just been completed, we display a completion
@ -2864,17 +2868,17 @@ static float game_flash_length(game_state *oldstate,
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;
@ -2932,7 +2936,7 @@ static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y,
}
}
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->width, h = state->height;
int ink = print_mono_colour(dr, 0);