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

125
undead.c
View File

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