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authorSimon Tatham <anakin@pobox.com>2013-04-13 10:37:32 +0000
committerSimon Tatham <anakin@pobox.com>2013-04-13 10:37:32 +0000
commit251b21c41813055d9c416378508b1ee038bc3dac (patch)
tree3adb963c93a9ae014c8c7d6fd1bce5498d6bd062 /cube.c
parent339329449f4db72e4754f21c14295303ffe0ea5d (diff)
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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]
Diffstat (limited to 'cube.c')
-rw-r--r--cube.c81
1 files changed, 42 insertions, 39 deletions
diff --git a/cube.c b/cube.c
index 380e330..c22e299 100644
--- a/cube.c
+++ b/cube.c
@@ -280,7 +280,7 @@ 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 */
@@ -304,7 +304,7 @@ 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 data[256];
@@ -482,7 +482,7 @@ static int grid_area(int d1, int d2, int order)
return d1*d1 + d2*d2 + 4*d1*d2;
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret = snewn(4, config_item);
char buf[80];
@@ -512,7 +512,7 @@ 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);
@@ -538,7 +538,7 @@ static void count_grid_square_callback(void *ctx, struct grid_square *sq)
classes[thisclass]++;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
int classes[5];
int i;
@@ -846,7 +846,7 @@ static struct solid *transform_poly(const struct solid *solid, int flip,
return ret;
}
-static char *validate_desc(const game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
int i, j;
@@ -874,7 +874,8 @@ 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_grid *grid = snew(game_grid);
game_state *state = snew(game_state);
@@ -903,7 +904,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
* the game description.
*/
{
- char *p = desc;
+ const char *p = desc;
int i, j, v;
j = 8;
@@ -960,7 +961,7 @@ 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);
@@ -1002,23 +1003,23 @@ static void free_game(game_state *state)
sfree(state);
}
-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 NULL;
}
-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)
{
return NULL;
}
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
return NULL;
}
@@ -1027,17 +1028,17 @@ static void free_ui(game_ui *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)
{
}
@@ -1049,7 +1050,7 @@ struct game_drawstate {
/*
* Code shared between interpret_move() and execute_move().
*/
-static int find_move_dest(game_state *from, int direction,
+static int find_move_dest(const game_state *from, int direction,
int *skey, int *dkey)
{
int mask, dest, i, j;
@@ -1101,8 +1102,9 @@ static int find_move_dest(game_state *from, int direction,
return dest;
}
-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 direction, mask, i;
int skey[2], dkey[2];
@@ -1222,7 +1224,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
return NULL; /* should never happen */
}
-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;
float angle;
@@ -1463,7 +1465,7 @@ static void find_bbox_callback(void *ctx, struct grid_square *sq)
}
}
-static struct bbox find_bbox(game_params *params)
+static struct bbox find_bbox(const game_params *params)
{
struct bbox bb;
@@ -1485,8 +1487,8 @@ static struct bbox find_bbox(game_params *params)
#define YSIZE(gs, bb, solid) \
((int)(((bb).d - (bb).u + 2*(solid)->border) * gs))
-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)
{
struct bbox bb = find_bbox(params);
@@ -1495,7 +1497,7 @@ 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)
{
struct bbox bb = find_bbox(params);
@@ -1522,7 +1524,7 @@ 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);
@@ -1537,14 +1539,15 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
sfree(ds);
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
+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;
struct bbox bb = find_bbox(&state->params);
struct solid *poly;
- int *pkey, *gkey;
+ const int *pkey, *gkey;
float t[3];
float angle;
int square;
@@ -1553,7 +1556,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND);
if (dir < 0) {
- game_state *t;
+ const game_state *t;
/*
* This is an Undo. So reverse the order of the states, and
@@ -1697,33 +1700,33 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
}
}
-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 ROLLTIME;
}
-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 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)
{
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
}