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

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