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:
125
undead.c
125
undead.c
@ -113,7 +113,8 @@ 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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return ret;
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@ -142,7 +143,8 @@ static void decode_params(game_params *params, char const *string) {
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return;
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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%d", params->w, params->h);
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if (full)
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@ -150,7 +152,8 @@ 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[64];
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@ -181,7 +184,8 @@ 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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ret->w = atoi(cfg[0].sval);
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@ -190,7 +194,8 @@ 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->w * params->h ) > 54) return "Grid is too big";
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if (params->w < 3) return "Width must be at least 3";
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if (params->h < 3) return "Height must be at least 3";
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@ -293,7 +298,8 @@ static game_state *new_state(const game_params *params) {
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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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ret->common = state->common;
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@ -1299,7 +1305,9 @@ void num2grid(int num, int width, int height, int *x, int *y) {
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return;
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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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int i;
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int n;
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int count;
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@ -1419,14 +1427,15 @@ 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 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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int i;
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int w = params->w, h = params->h;
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int wh = w*h;
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int area;
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int monsters;
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int monster_count;
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char *desc_s = desc;
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const char *desc_s = desc;
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for (i=0;i<3;i++) {
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if (!*desc) return "Faulty game description";
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@ -1470,7 +1479,9 @@ 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 char *solve_game(game_state *state_start, game_state *currstate, char *aux, char **error) {
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static char *solve_game(const game_state *state_start, const game_state *currstate,
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const char *aux, char **error)
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{
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int p;
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int *old_guess;
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int iterative_depth;
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@ -1553,11 +1564,13 @@ static char *solve_game(game_state *state_start, game_state *currstate, char *au
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return move;
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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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int w,h,c,r,xi,g;
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char *ret;
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char buf[120];
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@ -1602,7 +1615,8 @@ struct game_ui {
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int ascii;
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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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ui->hx = ui->hy = 0;
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ui->hpencil = ui->hshow = ui->hcursor = 0;
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@ -1615,15 +1629,19 @@ static void free_ui(game_ui *ui) {
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return;
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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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return;
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}
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static void game_changed_state(game_ui *ui, game_state *oldstate, 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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/* See solo.c; if we were pencil-mode highlighting and
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* somehow a square has just been properly filled, cancel
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* pencil mode. */
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@ -1653,8 +1671,9 @@ struct game_drawstate {
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#define TILESIZE (ds->tilesize)
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#define BORDER (TILESIZE/4)
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static char *interpret_move(game_state *state, game_ui *ui,
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const game_drawstate *ds, 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 gx,gy;
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int g,xi;
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@ -1921,7 +1940,8 @@ int check_path_solution(game_state *state, int p) {
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return correct;
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}
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static game_state *execute_move(game_state *state, char *move) {
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static game_state *execute_move(const game_state *state, const char *move)
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{
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int x,n,p,i;
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char c;
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int correct;
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@ -1979,8 +1999,9 @@ static game_state *execute_move(game_state *state, char *move) {
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#define PREFERRED_TILE_SIZE 64
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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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ads.tilesize = tilesize;
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@ -1991,14 +2012,16 @@ 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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return;
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}
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#define COLOUR(ret, i, r, g, b) ((ret[3*(i)+0] = (r)), (ret[3*(i)+1] = (g)), (ret[3*(i)+2] = (b)))
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static float *game_colours(frontend *fe, int *ncolours) {
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static float *game_colours(frontend *fe, int *ncolours)
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{
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float *ret = snewn(3 * NCOLOURS, float);
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frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
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@ -2039,7 +2062,8 @@ 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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int i;
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struct game_drawstate *ds = snew(struct game_drawstate);
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@ -2082,7 +2106,8 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) {
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}
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static void draw_cell_background(drawing *dr, game_drawstate *ds,
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game_state *state, game_ui *ui, int x, int y) {
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const game_state *state, const game_ui *ui,
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int x, int y) {
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int hon;
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int dx,dy;
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@ -2247,7 +2272,7 @@ static void draw_monster(drawing *dr, game_drawstate *ds, int x, int y,
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}
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static void draw_monster_count(drawing *dr, game_drawstate *ds,
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game_state *state, int c, int hflash) {
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const game_state *state, int c, int hflash) {
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int dx,dy,dh;
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char buf[8];
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char bufm[8];
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@ -2292,7 +2317,8 @@ static void draw_monster_count(drawing *dr, game_drawstate *ds,
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return;
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}
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static void draw_path_hint(drawing *dr, game_drawstate *ds, game_state *state,
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static void draw_path_hint(drawing *dr, game_drawstate *ds,
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const game_state *state,
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int i, int hflash, int start) {
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int dx,dy,x,y;
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int p,error;
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@ -2312,8 +2338,9 @@ static void draw_path_hint(drawing *dr, game_drawstate *ds, game_state *state,
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return;
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}
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static void draw_mirror(drawing *dr, game_drawstate *ds, game_state *state,
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int x, int y, int hflash, int mirror) {
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static void draw_mirror(drawing *dr, game_drawstate *ds,
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const game_state *state, int x, int y,
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int hflash, int mirror) {
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int dx,dy,mx1,my1,mx2,my2;
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dx = BORDER+(x* ds->tilesize)+(TILESIZE/2);
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dy = BORDER+(y* ds->tilesize)+(TILESIZE/2)+TILESIZE;
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@ -2337,8 +2364,9 @@ static void draw_mirror(drawing *dr, game_drawstate *ds, game_state *state,
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return;
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}
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static void draw_big_monster(drawing *dr, game_drawstate *ds, game_state *state,
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int x, int y, int hflash, int monster)
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static void draw_big_monster(drawing *dr, game_drawstate *ds,
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const game_state *state, int x, int y,
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int hflash, int monster)
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{
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int dx,dy;
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char buf[10];
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@ -2360,8 +2388,9 @@ static void draw_big_monster(drawing *dr, game_drawstate *ds, game_state *state,
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return;
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}
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static void draw_pencils(drawing *dr, game_drawstate *ds, game_state *state,
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int x, int y, int pencil) {
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static void draw_pencils(drawing *dr, game_drawstate *ds,
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const game_state *state, int x, int y, int pencil)
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{
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int dx, dy;
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int monsters[4];
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int i, j, px, py;
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@ -2402,9 +2431,11 @@ static void draw_pencils(drawing *dr, game_drawstate *ds, game_state *state,
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#define FLASH_TIME 0.7F
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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,j,x,y,xy;
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int stale, xi, c, hflash, hchanged, changed_ascii;
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@ -2541,29 +2572,35 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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return;
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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(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 0.0F;
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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_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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return (!oldstate->solved && newstate->solved && !oldstate->cheated &&
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!newstate->cheated) ? FLASH_TIME : 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->solved;
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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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#ifdef COMBINED
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