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

View File

@ -197,7 +197,7 @@ 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 */
@ -232,7 +232,7 @@ 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;
@ -252,7 +252,7 @@ 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];
@ -296,7 +296,7 @@ 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);
@ -309,7 +309,7 @@ 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 <= 1 || params->height <= 1)
return "Width and height must both be greater than one";
@ -696,7 +696,7 @@ 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;
@ -726,7 +726,8 @@ 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;
@ -852,7 +853,7 @@ 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;
@ -884,8 +885,8 @@ 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)
{
if (!aux) {
*error = "Solution not known for this puzzle";
@ -895,12 +896,12 @@ static char *solve_game(game_state *state, game_state *currstate,
return dupstr(aux);
}
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;
}
@ -919,7 +920,7 @@ static char *game_text_format(game_state *state)
* squares in the moving_row and moving_col are always inactive - this
* is so that "current" doesn't appear to jump across moving lines.
*/
static unsigned char *compute_active(game_state *state,
static unsigned char *compute_active(const game_state *state,
int moving_row, int moving_col)
{
unsigned char *active;
@ -976,7 +977,7 @@ struct game_ui {
int cur_visible;
};
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cur_x = 0;
@ -991,12 +992,12 @@ static void free_ui(game_ui *ui)
sfree(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)
{
}
@ -1042,8 +1043,8 @@ static void slide_col(game_state *state, int dir, int col)
slide_col_int(state->width, state->height, state->tiles, dir, col);
}
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)
{
}
@ -1055,8 +1056,9 @@ struct game_drawstate {
int cur_x, cur_y;
};
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)
{
int cx, cy;
int dx, dy;
@ -1127,7 +1129,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
return dupstr(buf);
}
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 c, d, col;
@ -1202,7 +1204,7 @@ 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);
@ -1223,8 +1225,8 @@ 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)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
@ -1235,7 +1237,7 @@ 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;
}
@ -1374,7 +1376,7 @@ static void draw_barrier(drawing *dr, game_drawstate *ds,
}
}
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
int x, int y, int tile, float xshift, float yshift)
{
int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
@ -1513,7 +1515,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
}
static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
game_state *state, int x, int y)
const game_state *state, int x, int y)
{
int phase;
int dir;
@ -1580,8 +1582,10 @@ static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
TILE_SIZE, TILE_SIZE);
}
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, frame;
unsigned char *active;
@ -1669,7 +1673,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
* backwards.
*/
if (oldstate && oldstate->move_count > state->move_count) {
game_state * tmpstate = state;
const game_state * tmpstate = state;
state = oldstate;
oldstate = tmpstate;
t = ANIM_TIME - t;
@ -1795,14 +1799,14 @@ 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)
{
return ANIM_TIME;
}
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
@ -1826,21 +1830,21 @@ 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 FALSE;
}
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)
{
}
static void game_print(drawing *dr, game_state *state, int tilesize)
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
}