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

@ -168,7 +168,7 @@ 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 */
@ -203,7 +203,7 @@ static void decode_params(game_params *params, char const *string)
}
}
static char *encode_params(game_params *params, int full)
static char *encode_params(const game_params *params, int full)
{
char buf[80];
@ -214,7 +214,7 @@ 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];
@ -246,7 +246,7 @@ 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);
@ -257,7 +257,7 @@ 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->w2 & 1) || (params->h2 & 1))
return "Width and height must both be even";
@ -269,12 +269,12 @@ static char *validate_params(game_params *params, int full)
return NULL;
}
static char *validate_desc(const game_params *params, char *desc)
static char *validate_desc(const game_params *params, const char *desc)
{
int w2 = params->w2, h2 = params->h2;
int s = w2 * h2;
char *p = desc;
const char *p = desc;
int pos = 0;
while (*p) {
@ -316,14 +316,15 @@ static game_state *blank_state(int w2, int h2)
return state;
}
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 w2 = params->w2, h2 = params->h2;
int s = w2 * h2;
game_state *state = blank_state(w2, h2);
char *p = desc;
const char *p = desc;
int pos = 0;
while (*p) {
@ -353,7 +354,7 @@ 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)
{
int w2 = state->w2, h2 = state->h2;
int s = w2 * h2;
@ -377,12 +378,12 @@ static void free_game(game_state *state)
sfree(state);
}
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 w2 = state->w2, h2 = state->h2;
int lr = w2*2 + 1;
@ -418,7 +419,7 @@ struct unruly_scratch {
int *zeros_cols;
};
static void unruly_solver_update_remaining(game_state *state,
static void unruly_solver_update_remaining(const game_state *state,
struct unruly_scratch *scratch)
{
int w2 = state->w2, h2 = state->h2;
@ -442,7 +443,7 @@ static void unruly_solver_update_remaining(game_state *state,
}
}
static struct unruly_scratch *unruly_new_scratch(game_state *state)
static struct unruly_scratch *unruly_new_scratch(const game_state *state)
{
int w2 = state->w2, h2 = state->h2;
@ -817,7 +818,7 @@ static int unruly_solver_check_all_near_complete(game_state *state,
return ret;
}
static int unruly_validate_rows(game_state *state, int horizontal,
static int unruly_validate_rows(const game_state *state, int horizontal,
char check, int *errors)
{
int w2 = state->w2, h2 = state->h2;
@ -857,7 +858,7 @@ static int unruly_validate_rows(game_state *state, int horizontal,
return ret;
}
static int unruly_validate_all_rows(game_state *state, int *errors)
static int unruly_validate_all_rows(const game_state *state, int *errors)
{
int errcount = 0;
@ -871,7 +872,7 @@ static int unruly_validate_all_rows(game_state *state, int *errors)
return 0;
}
static int unruly_validate_counts(game_state *state,
static int unruly_validate_counts(const game_state *state,
struct unruly_scratch *scratch, int *errors)
{
int w2 = state->w2, h2 = state->h2;
@ -982,8 +983,8 @@ static int unruly_solve_game(game_state *state,
return maxdiff;
}
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)
{
game_state *solved = dup_game(state);
struct unruly_scratch *scratch = unruly_new_scratch(solved);
@ -1232,7 +1233,7 @@ struct game_ui {
char cursor;
};
static game_ui *new_ui(game_state *state)
static game_ui *new_ui(const game_state *state)
{
game_ui *ret = snew(game_ui);
@ -1247,17 +1248,17 @@ 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)
{
}
@ -1272,7 +1273,7 @@ struct game_drawstate {
int *grid;
};
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);
@ -1306,9 +1307,9 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
#define COORD(x) ( (x) * ds->tilesize + ds->tilesize/2 )
#define FROMCOORD(x) ( ((x)-(ds->tilesize/2)) / ds->tilesize )
static char *interpret_move(game_state *state, game_ui *ui,
const game_drawstate *ds, int ox, int oy,
int button)
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int ox, int oy, int button)
{
int hx = ui->cx;
int hy = ui->cy;
@ -1378,7 +1379,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
return NULL;
}
static game_state *execute_move(game_state *state, char *move)
static game_state *execute_move(const game_state *state, const char *move)
{
int w2 = state->w2, h2 = state->h2;
int s = w2 * h2;
@ -1388,7 +1389,7 @@ static game_state *execute_move(game_state *state, char *move)
game_state *ret;
if (move[0] == 'S') {
char *p;
const char *p;
ret = dup_game(state);
p = move + 1;
@ -1434,7 +1435,7 @@ static game_state *execute_move(game_state *state, char *move)
* Drawing routines.
*/
static void game_compute_size(game_params *params, int tilesize,
static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
*x = tilesize * (params->w2 + 1);
@ -1442,7 +1443,7 @@ 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;
}
@ -1566,8 +1567,9 @@ static void unruly_draw_tile(drawing *dr, int x, int y, int tilesize, int tile)
#define FLASH_TIME (FLASH_FRAME * 3)
static void game_redraw(drawing *dr, game_drawstate *ds,
game_state *oldstate, game_state *state, int dir,
game_ui *ui, float animtime, float flashtime)
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
int w2 = state->w2, h2 = state->h2;
int s = w2 * h2;
@ -1632,15 +1634,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
}
}
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)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
@ -1648,17 +1649,17 @@ static float game_flash_length(game_state *oldstate,
return 0.0F;
}
static int game_status(game_state *state)
static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
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)
{
int pw, ph;
@ -1668,7 +1669,7 @@ static void game_print_size(game_params *params, float *x, float *y)
*y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int tilesize)
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w2 = state->w2, h2 = state->h2;
int x, y;