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

@ -170,7 +170,7 @@ 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 */
@ -200,7 +200,7 @@ 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];
@ -212,7 +212,7 @@ 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];
@ -244,7 +244,7 @@ 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);
@ -255,7 +255,7 @@ 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 neight must be at least two";
@ -292,7 +292,7 @@ static game_state *blank_game(int w, int h)
return state;
}
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);
@ -333,7 +333,7 @@ static int c2n(char c) {
return -1;
}
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);
@ -378,12 +378,12 @@ static char *generate_desc(game_state *state, int issolve)
/* --- Useful game functions (completion, etc.) --- */
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)
{
int len, x, y, i;
char *ret, *p;
@ -552,7 +552,8 @@ static int check_complete(game_state *state, unsigned flags)
return (error > 0) ? 0 : 1;
}
static char *game_state_diff(game_state *src, game_state *dst, int issolve)
static char *game_state_diff(const game_state *src, const game_state *dst,
int issolve)
{
char *ret = NULL, buf[80], c;
int retlen = 0, x, y, i, k;
@ -1171,8 +1172,8 @@ static int solve_specific(game_state *state, int diff, int sneaky)
return state->impossible ? -1 : check_complete(state, CC_MUST_FILL);
}
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 *solved = dup_game(currstate);
char *move = NULL;
@ -1401,7 +1402,7 @@ randomise:
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;
@ -1409,7 +1410,8 @@ static char *validate_desc(const game_params *params, char *desc)
return ret;
}
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;
@ -1425,7 +1427,7 @@ struct game_ui {
int show_black_nums;
};
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
@ -1440,17 +1442,17 @@ 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 = 0;
@ -1471,8 +1473,9 @@ struct game_drawstate {
unsigned int *flags;
};
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)
{
char buf[80], c;
int i, x = FROMCOORD(mx), y = FROMCOORD(my);
@ -1522,7 +1525,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
return NULL;
}
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 = dup_game(state);
int x, y, i, n;
@ -1567,8 +1570,8 @@ badmove:
* 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; } ads, *ds = &ads;
@ -1579,7 +1582,7 @@ 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;
}
@ -1608,7 +1611,7 @@ 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);
@ -1673,9 +1676,10 @@ static void tile_redraw(drawing *dr, game_drawstate *ds, int x, int y,
draw_update(dr, x, y, 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 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, flash;
unsigned int f;
@ -1720,14 +1724,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
ds->started = 1;
}
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)
@ -1735,17 +1739,17 @@ 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;
@ -1755,7 +1759,7 @@ 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 paper = print_mono_colour(dr, 1);