mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -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:
80
netslide.c
80
netslide.c
@ -197,7 +197,7 @@ 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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@ -232,7 +232,7 @@ 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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@ -252,7 +252,7 @@ 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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@ -296,7 +296,7 @@ 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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@ -309,7 +309,7 @@ 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 <= 1 || params->height <= 1)
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return "Width and height must both be greater than one";
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@ -696,7 +696,7 @@ 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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@ -726,7 +726,8 @@ 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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@ -852,7 +853,7 @@ 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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@ -884,8 +885,8 @@ 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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if (!aux) {
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*error = "Solution not known for this puzzle";
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@ -895,12 +896,12 @@ static char *solve_game(game_state *state, game_state *currstate,
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return dupstr(aux);
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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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@ -919,7 +920,7 @@ static char *game_text_format(game_state *state)
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* squares in the moving_row and moving_col are always inactive - this
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* is so that "current" doesn't appear to jump across moving lines.
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*/
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static unsigned char *compute_active(game_state *state,
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static unsigned char *compute_active(const game_state *state,
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int moving_row, int moving_col)
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{
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unsigned char *active;
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@ -976,7 +977,7 @@ struct game_ui {
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int cur_visible;
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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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game_ui *ui = snew(game_ui);
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ui->cur_x = 0;
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@ -991,12 +992,12 @@ 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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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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@ -1042,8 +1043,8 @@ static void slide_col(game_state *state, int dir, int col)
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slide_col_int(state->width, state->height, state->tiles, dir, col);
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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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@ -1055,8 +1056,9 @@ struct game_drawstate {
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int cur_x, cur_y;
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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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int cx, cy;
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int dx, dy;
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@ -1127,7 +1129,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
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return dupstr(buf);
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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 c, d, col;
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@ -1202,7 +1204,7 @@ 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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@ -1223,8 +1225,8 @@ 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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/* Ick: fake up `ds->tilesize' for macro expansion purposes */
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struct { int tilesize; } ads, *ds = &ads;
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@ -1235,7 +1237,7 @@ 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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@ -1374,7 +1376,7 @@ static void draw_barrier(drawing *dr, game_drawstate *ds,
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}
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}
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static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
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static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
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int x, int y, int tile, float xshift, float yshift)
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{
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int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
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@ -1513,7 +1515,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
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}
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static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
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game_state *state, int x, int y)
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const game_state *state, int x, int y)
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{
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int phase;
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int dir;
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@ -1580,8 +1582,10 @@ static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
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TILE_SIZE, TILE_SIZE);
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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, frame;
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unsigned char *active;
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@ -1669,7 +1673,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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* backwards.
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*/
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if (oldstate && oldstate->move_count > state->move_count) {
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game_state * tmpstate = state;
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const game_state * tmpstate = state;
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state = oldstate;
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oldstate = tmpstate;
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t = ANIM_TIME - t;
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@ -1795,14 +1799,14 @@ 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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return ANIM_TIME;
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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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@ -1826,21 +1830,21 @@ 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 FALSE;
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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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}
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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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}
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