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| author | Simon Tatham <anakin@pobox.com> | 2013-04-13 10:37:32 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2013-04-13 10:37:32 +0000 |
| commit | 251b21c41813055d9c416378508b1ee038bc3dac (patch) | |
| tree | 3adb963c93a9ae014c8c7d6fd1bce5498d6bd062 /loopy.c | |
| parent | 339329449f4db72e4754f21c14295303ffe0ea5d (diff) | |
| download | puzzles-251b21c41813055d9c416378508b1ee038bc3dac.zip puzzles-251b21c41813055d9c416378508b1ee038bc3dac.tar.gz puzzles-251b21c41813055d9c416378508b1ee038bc3dac.tar.bz2 puzzles-251b21c41813055d9c416378508b1ee038bc3dac.tar.xz | |
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 'loopy.c')
| -rw-r--r-- | loopy.c | 85 |
1 files changed, 45 insertions, 40 deletions
@@ -231,7 +231,7 @@ struct game_drawstate { char *clue_satisfied; }; -static char *validate_desc(const game_params *params, char *desc); +static char *validate_desc(const game_params *params, const char *desc); static int dot_order(const game_state* state, int i, char line_type); static int face_order(const game_state* state, int i, char line_type); static solver_state *solve_game_rec(const solver_state *sstate); @@ -277,7 +277,8 @@ static const struct { /* Generates a (dynamically allocated) new grid, according to the * type and size requested in params. Does nothing if the grid is already * generated. */ -static grid *loopy_generate_grid(const game_params *params, char *grid_desc) +static grid *loopy_generate_grid(const game_params *params, + const char *grid_desc) { return grid_new(grid_types[params->type], params->w, params->h, grid_desc); } @@ -306,7 +307,7 @@ static grid *loopy_generate_grid(const game_params *params, char *grid_desc) * General struct manipulation and other straightforward code */ -static game_state *dup_game(game_state *state) +static game_state *dup_game(const game_state *state) { game_state *ret = snew(game_state); @@ -340,7 +341,7 @@ static void free_game(game_state *state) } } -static solver_state *new_solver_state(game_state *state, int diff) { +static solver_state *new_solver_state(const game_state *state, int diff) { int i; int num_dots = state->game_grid->num_dots; int num_faces = state->game_grid->num_faces; @@ -479,7 +480,7 @@ static game_params *default_params(void) return ret; } -static game_params *dup_params(game_params *params) +static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); @@ -574,7 +575,7 @@ 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 str[80]; sprintf(str, "%dx%dt%d", params->w, params->h, params->type); @@ -583,7 +584,7 @@ static char *encode_params(game_params *params, int full) return dupstr(str); } -static config_item *game_configure(game_params *params) +static config_item *game_configure(const game_params *params) { config_item *ret; char buf[80]; @@ -620,7 +621,7 @@ 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); @@ -632,7 +633,7 @@ 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->type < 0 || params->type >= NUM_GRID_TYPES) return "Illegal grid type"; @@ -694,7 +695,7 @@ static char *state_to_text(const game_state *state) /* Splits up a (optional) grid_desc from the game desc. Returns the * grid_desc (which needs freeing) and updates the desc pointer to * start of real desc, or returns NULL if no desc. */ -static char *extract_grid_desc(char **desc) +static char *extract_grid_desc(const char **desc) { char *sep = strchr(*desc, GRID_DESC_SEP), *gd; int gd_len; @@ -713,7 +714,7 @@ static char *extract_grid_desc(char **desc) /* We require that the params pass the test in validate_params and that the * description fills the entire game area */ -static char *validate_desc(const game_params *params, char *desc) +static char *validate_desc(const game_params *params, const char *desc) { int count = 0; grid *g; @@ -802,7 +803,7 @@ static char *encode_solve_move(const game_state *state) return ret; } -static game_ui *new_ui(game_state *state) +static game_ui *new_ui(const game_state *state) { return NULL; } @@ -811,21 +812,21 @@ 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) { } -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) { int grid_width, grid_height, rendered_width, rendered_height; @@ -842,7 +843,7 @@ 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; } @@ -891,7 +892,7 @@ 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); int num_faces = state->game_grid->num_faces; @@ -926,25 +927,25 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) sfree(ds); } -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 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 int game_can_format_as_text_now(game_params *params) +static int game_can_format_as_text_now(const game_params *params) { if (params->type != 0) return FALSE; return TRUE; } -static char *game_text_format(game_state *state) +static char *game_text_format(const game_state *state) { int w, h, W, H; int x, y, i; @@ -1426,7 +1427,8 @@ static char *new_game_desc(const game_params *params, random_state *rs, return retval; } -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; game_state *state = snew(game_state); @@ -2784,8 +2786,8 @@ static solver_state *solve_game_rec(const solver_state *sstate_start) return sstate; } -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) { char *soln = NULL; solver_state *sstate, *new_sstate; @@ -2813,7 +2815,8 @@ static char *solve_game(game_state *state, game_state *currstate, * Drawing and mouse-handling */ -static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, +static char *interpret_move(const game_state *state, game_ui *ui, + const game_drawstate *ds, int x, int y, int button) { grid *g = state->game_grid; @@ -2888,7 +2891,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate return ret; } -static game_state *execute_move(game_state *state, char *move) +static game_state *execute_move(const game_state *state, const char *move) { int i; game_state *newstate = dup_game(state); @@ -2992,7 +2995,7 @@ static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f, } static void game_redraw_clue(drawing *dr, game_drawstate *ds, - game_state *state, int i) + const game_state *state, int i) { grid *g = state->game_grid; grid_face *f = g->faces + i; @@ -3051,7 +3054,7 @@ static const int loopy_line_redraw_phases[] = { #define NPHASES lenof(loopy_line_redraw_phases) static void game_redraw_line(drawing *dr, game_drawstate *ds, - game_state *state, int i, int phase) + const game_state *state, int i, int phase) { grid *g = state->game_grid; grid_edge *e = g->edges + i; @@ -3093,7 +3096,7 @@ static void game_redraw_line(drawing *dr, game_drawstate *ds, } static void game_redraw_dot(drawing *dr, game_drawstate *ds, - game_state *state, int i) + const game_state *state, int i) { grid *g = state->game_grid; grid_dot *d = g->dots + i; @@ -3115,7 +3118,8 @@ static int boxes_intersect(int x0, int y0, int w0, int h0, } static void game_redraw_in_rect(drawing *dr, game_drawstate *ds, - game_state *state, int x, int y, int w, int h) + const game_state *state, + int x, int y, int w, int h) { grid *g = state->game_grid; int i, phase; @@ -3148,8 +3152,9 @@ static void game_redraw_in_rect(drawing *dr, game_drawstate *ds, draw_update(dr, x, y, w, h); } -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) { #define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */ @@ -3280,8 +3285,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, ds->started = TRUE; } -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->solved && newstate->solved && !oldstate->cheated && !newstate->cheated) { @@ -3291,12 +3296,12 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_status(game_state *state) +static int game_status(const game_state *state) { return state->solved ? +1 : 0; } -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; @@ -3308,7 +3313,7 @@ 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 ink = print_mono_colour(dr, 0); int i; |