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:
96
twiddle.c
96
twiddle.c
@ -70,7 +70,7 @@ 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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@ -133,7 +133,7 @@ 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 buf[256];
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sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
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@ -146,7 +146,7 @@ static char *encode_params(game_params *params, int full)
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return dupstr(buf);
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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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@ -195,7 +195,7 @@ 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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@ -209,7 +209,7 @@ 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->n < 2)
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return "Rotating block size must be at least two";
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@ -430,9 +430,9 @@ static char *new_game_desc(const game_params *params, random_state *rs,
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return ret;
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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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char *p;
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const char *p;
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int w = params->w, h = params->h, wh = w*h;
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int i;
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@ -459,12 +459,13 @@ static char *validate_desc(const game_params *params, char *desc)
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return NULL;
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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 = snew(game_state);
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int w = params->w, h = params->h, n = params->n, wh = w*h;
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int i;
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char *p;
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const char *p;
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state->w = w;
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state->h = h;
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@ -499,7 +500,7 @@ 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 = snew(game_state);
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@ -539,18 +540,18 @@ static int compare_int(const void *av, const void *bv)
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return 0;
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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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return dupstr("S");
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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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char *ret, *p, buf[80];
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int i, x, y, col, o, maxlen;
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@ -602,7 +603,7 @@ 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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@ -618,17 +619,17 @@ 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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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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@ -640,8 +641,9 @@ 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, const game_drawstate *ds,
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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 w = state->w, h = state->h, n = state->n /* , wh = w*h */;
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char buf[80];
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@ -731,7 +733,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
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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 w = from->w, h = from->h, n = from->n, wh = w*h;
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@ -782,8 +784,8 @@ static game_state *execute_move(game_state *from, char *move)
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* Drawing routines.
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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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@ -794,7 +796,7 @@ 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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@ -822,7 +824,7 @@ static float *game_colours(frontend *fe, int *ncolours)
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return ret;
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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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struct game_drawstate *ds = snew(struct game_drawstate);
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int i;
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@ -872,7 +874,7 @@ static void rotate(int *xy, struct rotation *rot)
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#define CUR_BOTTOM 4
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#define CUR_LEFT 8
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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, int flash_colour,
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struct rotation *rot, unsigned cedges)
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{
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@ -1053,14 +1055,29 @@ static int highlight_colour(float angle)
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return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
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}
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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static float game_anim_length_real(const game_state *oldstate,
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const game_state *newstate, int dir,
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const game_ui *ui)
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{
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/*
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* Our game_anim_length doesn't need to modify its game_ui, so
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* this is the real function which declares ui as const. We must
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* wrap this for the backend structure with a version that has ui
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* non-const, but we still need this version to call from within
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* game_redraw which only has a const ui available.
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*/
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return (float)(ANIM_PER_BLKSIZE_UNIT * sqrt(newstate->n-1));
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}
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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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 game_anim_length_real(oldstate, newstate, dir, ui);
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}
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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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if (!oldstate->completed && newstate->completed &&
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!oldstate->used_solve && !newstate->used_solve)
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@ -1069,14 +1086,15 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
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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 void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui,
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float animtime, float flashtime)
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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 animtime, float flashtime)
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{
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int i, bgcolour;
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struct rotation srot, *rot;
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@ -1133,7 +1151,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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*/
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if (oldstate) {
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float angle;
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float anim_max = game_anim_length(oldstate, state, dir, ui);
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float anim_max = game_anim_length_real(oldstate, state, dir, ui);
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if (dir > 0) {
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lastx = state->lastx;
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@ -1243,16 +1261,16 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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}
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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 TRUE;
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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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