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

@ -92,7 +92,8 @@ static int whichdiri(game_state *state, int fromi, int toi)
return whichdir(fromi%w, fromi/w, toi%w, toi/w);
}
static int ispointing(game_state *state, int fromx, int fromy, int tox, int toy)
static int ispointing(const game_state *state, int fromx, int fromy,
int tox, int toy)
{
int w = state->w, dir = state->dirs[fromy*w+fromx];
@ -119,7 +120,7 @@ static int ispointingi(game_state *state, int fromi, int toi)
/* Taking the number 'num', work out the gap between it and the next
* available number up or down (depending on d). Return 1 if the region
* at (x,y) will fit in that gap, or 0 otherwise. */
static int move_couldfit(game_state *state, int num, int d, int x, int y)
static int move_couldfit(const game_state *state, int num, int d, int x, int y)
{
int n, gap, i = y*state->w+x, sz;
@ -144,7 +145,7 @@ static int move_couldfit(game_state *state, int num, int d, int x, int y)
return (sz > gap) ? 0 : 1;
}
static int isvalidmove(game_state *state, int clever,
static int isvalidmove(const game_state *state, int clever,
int fromx, int fromy, int tox, int toy)
{
int w = state->w, from = fromy*w+fromx, to = toy*w+tox;
@ -196,13 +197,13 @@ static void makelink(game_state *state, int from, int to)
state->prev[to] = from;
}
static int game_can_format_as_text_now(game_params *params)
static int game_can_format_as_text_now(const game_params *params)
{
if (params->w * params->h >= 100) return 0;
return 1;
}
static char *game_text_format(game_state *state)
static char *game_text_format(const game_state *state)
{
int len = state->h * 2 * (4*state->w + 1) + state->h + 2;
int x, y, i, num, n, set;
@ -339,7 +340,7 @@ 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 */
@ -363,7 +364,7 @@ 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 data[256];
@ -376,7 +377,7 @@ static char *encode_params(game_params *params, int full)
return dupstr(data);
}
static config_item *game_configure(game_params *params)
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
@ -408,7 +409,7 @@ 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);
@ -419,7 +420,7 @@ 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->w < 2 || params->h < 2)
return "Width and height must both be at least two";
@ -463,7 +464,7 @@ static game_state *blank_game(int w, int h)
return state;
}
static void dup_game_to(game_state *to, game_state *from)
static void dup_game_to(game_state *to, const game_state *from)
{
to->completed = from->completed;
to->used_solve = from->used_solve;
@ -480,7 +481,7 @@ static void dup_game_to(game_state *to, game_state *from)
memcpy(to->numsi, from->numsi, (to->n+1)*sizeof(int));
}
static game_state *dup_game(game_state *state)
static game_state *dup_game(const game_state *state)
{
game_state *ret = blank_game(state->w, state->h);
dup_game_to(ret, state);
@ -499,7 +500,7 @@ static void free_game(game_state *state)
sfree(state);
}
static void unpick_desc(const game_params *params, char *desc,
static void unpick_desc(const game_params *params, const char *desc,
game_state **sout, char **mout)
{
game_state *state = blank_game(params->w, params->h);
@ -840,7 +841,7 @@ generate:
return ret;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
char *ret = NULL;
@ -1202,7 +1203,8 @@ static int check_completion(game_state *state, int mark_errors)
if (error) return 0;
return complete;
}
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 = NULL;
@ -1332,8 +1334,8 @@ static int solve_state(game_state *state)
return ret;
}
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)
{
game_state *tosolve;
char *ret = NULL;
@ -1371,7 +1373,7 @@ struct game_ui {
int dx, dy; /* pixel coords of drag posn */
};
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
@ -1391,17 +1393,17 @@ 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)
{
}
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)
{
if (!oldstate->completed && newstate->completed)
ui->cshow = ui->dragging = 0;
@ -1418,8 +1420,9 @@ struct game_drawstate {
blitter *dragb;
};
static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
int mx, int my, int button)
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int mx, int my, int button)
{
int x = FROMCOORD(mx), y = FROMCOORD(my), w = state->w;
char buf[80];
@ -1539,7 +1542,7 @@ static void unlink_cell(game_state *state, int si)
}
}
static game_state *execute_move(game_state *state, char *move)
static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret = NULL;
int sx, sy, ex, ey, si, ei, w = state->w;
@ -1615,8 +1618,8 @@ static game_state *execute_move(game_state *state, char *move)
* Drawing routines.
*/
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, order; } ads, *ds = &ads;
@ -1627,7 +1630,7 @@ 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;
assert(TILE_SIZE > 0);
@ -1706,7 +1709,7 @@ static float *game_colours(frontend *fe, int *ncolours)
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
@ -1963,7 +1966,8 @@ static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty,
}
static void draw_drag_indicator(drawing *dr, game_drawstate *ds,
game_state *state, game_ui *ui, int validdrag)
const game_state *state, const game_ui *ui,
int validdrag)
{
int dir, w = ds->w, acol = COL_ARROW;
int fx = FROMCOORD(ui->dx), fy = FROMCOORD(ui->dy);
@ -2007,9 +2011,10 @@ static void draw_drag_indicator(drawing *dr, game_drawstate *ds,
draw_arrow(dr, ui->dx, ui->dy, ARROW_HALFSZ, ang, acol, acol);
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
int x, y, i, w = ds->w, dirp, force = 0;
unsigned int f;
@ -2139,14 +2144,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
if (!ds->started) ds->started = TRUE;
}
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 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 (!oldstate->completed &&
newstate->completed && !newstate->used_solve)
@ -2155,17 +2160,17 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
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;
@ -2174,7 +2179,7 @@ static void game_print_size(game_params *params, float *x, float *y)
*y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int tilesize)
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int ink = print_mono_colour(dr, 0);
int x, y;