mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 16:32:13 -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]
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@ -150,7 +150,7 @@ 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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@ -188,7 +188,7 @@ static void decode_params(game_params *params, 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 ret[80];
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@ -201,7 +201,7 @@ static char *encode_params(game_params *params, int full)
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return dupstr(ret);
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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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@ -232,7 +232,7 @@ 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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@ -243,7 +243,7 @@ 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->w < 3 || params->w > 26)
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return "Grid size must be between 3 and 26";
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@ -810,7 +810,7 @@ static char *validate_grid_desc(const char **pdesc, int range, int area)
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return NULL;
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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 w = params->w, a = w*w;
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const char *p = desc;
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@ -818,7 +818,7 @@ static char *validate_desc(const game_params *params, char *desc)
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return validate_grid_desc(&p, w, a);
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}
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static char *spec_to_grid(char *desc, digit *grid, int area)
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static const char *spec_to_grid(const char *desc, digit *grid, int area)
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{
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int i = 0;
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while (*desc && *desc != ',') {
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@ -843,7 +843,8 @@ static char *spec_to_grid(char *desc, digit *grid, int area)
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return desc;
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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 w = params->w, a = w*w;
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game_state *state = snew(game_state);
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@ -875,7 +876,7 @@ 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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int w = state->par.w, a = w*w;
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game_state *ret = snew(game_state);
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@ -908,8 +909,8 @@ static void free_game(game_state *state)
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sfree(state);
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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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int w = state->par.w, a = w*w;
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int i, ret;
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@ -942,12 +943,12 @@ static char *solve_game(game_state *state, game_state *currstate,
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return out;
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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 = state->par.w;
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int x, y;
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@ -1015,7 +1016,7 @@ struct game_ui {
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int edgepos;
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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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@ -1031,17 +1032,17 @@ 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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int w = newstate->par.w;
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/*
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@ -1093,7 +1094,7 @@ struct game_drawstate {
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digit *sequence;
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};
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static int check_errors(game_state *state, long *errors)
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static int check_errors(const game_state *state, long *errors)
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{
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int w = state->par.w, a = w*w;
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digit *grid = state->grid;
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@ -1213,8 +1214,9 @@ static int find_in_sequence(digit *seq, int len, digit n)
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return -1;
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}
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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 w = state->par.w;
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int tx, ty;
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@ -1353,7 +1355,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
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return NULL;
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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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int w = from->par.w, a = w*w;
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game_state *ret;
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@ -1451,8 +1453,8 @@ static game_state *execute_move(game_state *from, char *move)
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#define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
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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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@ -1462,7 +1464,7 @@ 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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@ -1497,7 +1499,7 @@ 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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int w = state->par.w, a = w*w;
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struct game_drawstate *ds = snew(struct game_drawstate);
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@ -1703,9 +1705,10 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
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draw_update(dr, cx, cy, cw, ch);
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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 w = state->par.w /*, a = w*w */;
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int x, y, i, j;
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@ -1814,14 +1817,14 @@ 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 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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if (!oldstate->completed && newstate->completed &&
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!oldstate->cheated && !newstate->cheated)
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@ -1829,19 +1832,19 @@ 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 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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if (state->completed)
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return FALSE;
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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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int pw, ph;
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@ -1853,7 +1856,7 @@ static void game_print_size(game_params *params, float *x, float *y)
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*y = ph / 100.0F;
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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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int w = state->par.w;
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int ink = print_mono_colour(dr, 0);
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