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

93
solo.c
View File

@ -289,7 +289,7 @@ 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 */
@ -399,7 +399,7 @@ 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 str[80];
@ -435,7 +435,7 @@ static char *encode_params(game_params *params, int full)
return dupstr(str);
}
static config_item *game_configure(game_params *params)
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
@ -489,7 +489,7 @@ 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);
@ -508,7 +508,7 @@ 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->c < 2)
return "Both dimensions must be at least 2";
@ -3789,7 +3789,7 @@ static char *new_game_desc(const game_params *params, random_state *rs,
return desc;
}
static char *spec_to_grid(char *desc, digit *grid, int area)
static const char *spec_to_grid(const char *desc, digit *grid, int area)
{
int i = 0;
while (*desc && *desc != ',') {
@ -3819,9 +3819,9 @@ static char *spec_to_grid(char *desc, digit *grid, int area)
* end of the block spec, and return an error string or NULL if everything
* is OK. The DSF is stored in *PDSF.
*/
static char *spec_to_dsf(char **pdesc, int **pdsf, int cr, int area)
static char *spec_to_dsf(const char **pdesc, int **pdsf, int cr, int area)
{
char *desc = *pdesc;
const char *desc = *pdesc;
int pos = 0;
int *dsf;
@ -3883,9 +3883,9 @@ static char *spec_to_dsf(char **pdesc, int **pdsf, int cr, int area)
return NULL;
}
static char *validate_grid_desc(char **pdesc, int range, int area)
static char *validate_grid_desc(const char **pdesc, int range, int area)
{
char *desc = *pdesc;
const char *desc = *pdesc;
int squares = 0;
while (*desc && *desc != ',') {
int n = *desc++;
@ -3913,7 +3913,7 @@ static char *validate_grid_desc(char **pdesc, int range, int area)
return NULL;
}
static char *validate_block_desc(char **pdesc, int cr, int area,
static char *validate_block_desc(const char **pdesc, int cr, int area,
int min_nr_blocks, int max_nr_blocks,
int min_nr_squares, int max_nr_squares)
{
@ -3990,7 +3990,7 @@ static char *validate_block_desc(char **pdesc, int cr, int area,
return NULL;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
int cr = params->c * params->r, area = cr*cr;
char *err;
@ -4034,7 +4034,8 @@ static char *validate_desc(const game_params *params, char *desc)
return NULL;
}
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 = snew(game_state);
int c = params->c, r = params->r, cr = c*r, area = cr * cr;
@ -4136,7 +4137,7 @@ 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 = snew(game_state);
int cr = state->cr, area = cr * cr;
@ -4186,8 +4187,8 @@ static void free_game(game_state *state)
sfree(state);
}
static char *solve_game(game_state *state, game_state *currstate,
char *ai, char **error)
static char *solve_game(const game_state *state, const game_state *currstate,
const char *ai, char **error)
{
int cr = state->cr;
char *ret;
@ -4414,7 +4415,7 @@ static char *grid_text_format(int cr, struct block_structure *blocks,
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)
{
/*
* Formatting Killer puzzles as text is currently unsupported. I
@ -4427,7 +4428,7 @@ static int game_can_format_as_text_now(game_params *params)
return TRUE;
}
static char *game_text_format(game_state *state)
static char *game_text_format(const game_state *state)
{
assert(!state->kblocks);
return grid_text_format(state->cr, state->blocks, state->xtype,
@ -4461,7 +4462,7 @@ struct game_ui {
int hcursor;
};
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
@ -4476,17 +4477,17 @@ 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)
{
int cr = newstate->cr;
/*
@ -4512,8 +4513,9 @@ struct game_drawstate {
int nregions, *entered_items;
};
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 cr = state->cr;
int tx, ty;
@ -4611,14 +4613,14 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
return NULL;
}
static game_state *execute_move(game_state *from, char *move)
static game_state *execute_move(const game_state *from, const char *move)
{
int cr = from->cr;
game_state *ret;
int x, y, n;
if (move[0] == 'S') {
char *p;
const char *p;
ret = dup_game(from);
ret->completed = ret->cheated = TRUE;
@ -4670,8 +4672,8 @@ static game_state *execute_move(game_state *from, char *move)
#define SIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
#define GETTILESIZE(cr, w) ( (double)(w-1) / (double)(cr+1) )
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;
@ -4682,7 +4684,7 @@ 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;
}
@ -4729,7 +4731,7 @@ 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 cr = state->cr;
@ -4765,8 +4767,8 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
sfree(ds);
}
static void draw_number(drawing *dr, game_drawstate *ds, game_state *state,
int x, int y, int hl)
static void draw_number(drawing *dr, game_drawstate *ds,
const game_state *state, int x, int y, int hl)
{
int cr = state->cr;
int tx, ty, tw, th;
@ -5048,9 +5050,10 @@ static void draw_number(drawing *dr, game_drawstate *ds, game_state *state,
ds->hl[y*cr+x] = hl;
}
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 cr = state->cr;
int x, y;
@ -5180,14 +5183,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
}
}
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 &&
!oldstate->cheated && !newstate->cheated)
@ -5195,19 +5198,19 @@ 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)
{
if (state->completed)
return FALSE;
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;
@ -5234,7 +5237,7 @@ static void game_print_size(game_params *params, float *x, float *y)
* the interior of the affected squares.
*/
static void outline_block_structure(drawing *dr, game_drawstate *ds,
game_state *state,
const game_state *state,
struct block_structure *blocks,
int ink, int inset)
{
@ -5390,7 +5393,7 @@ static void outline_block_structure(drawing *dr, game_drawstate *ds,
sfree(coords);
}
static void game_print(drawing *dr, game_state *state, int tilesize)
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int cr = state->cr;
int ink = print_mono_colour(dr, 0);