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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 /samegame.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 'samegame.c')
-rw-r--r--samegame.c87
1 files changed, 45 insertions, 42 deletions
diff --git a/samegame.c b/samegame.c
index a271dee..8e428bb 100644
--- a/samegame.c
+++ b/samegame.c
@@ -121,7 +121,7 @@ struct game_params {
TILE(gs,x2,y2) = t; \
} while (0)
-static int npoints(game_params *params, int nsel)
+static int npoints(const game_params *params, int nsel)
{
int sdiff = nsel - params->scoresub;
return (sdiff > 0) ? sdiff * sdiff : 0;
@@ -181,7 +181,7 @@ 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 */
@@ -221,7 +221,7 @@ 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 ret[80];
@@ -231,7 +231,7 @@ static char *encode_params(game_params *params, int full)
return dupstr(ret);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
@@ -274,7 +274,7 @@ 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);
@@ -287,7 +287,7 @@ 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->w < 1 || params->h < 1)
return "Width and height must both be positive";
@@ -948,13 +948,13 @@ static char *new_game_desc(const game_params *params, random_state *rs,
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 = params->w * params->h, i;
- char *p = desc;
+ const char *p = desc;
for (i = 0; i < area; i++) {
- char *q = p;
+ const char *q = p;
int n;
if (!isdigit((unsigned char)*p))
@@ -975,10 +975,11 @@ 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_state *state = snew(game_state);
- char *p = desc;
+ const char *p = desc;
int i;
state->params = *params; /* struct copy */
@@ -998,7 +999,7 @@ 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);
@@ -1016,18 +1017,18 @@ 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)
{
char *ret, *p;
int x, y, maxlen;
@@ -1057,7 +1058,7 @@ struct game_ui {
int xsel, ysel, displaysel;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
@@ -1077,16 +1078,16 @@ 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 sel_clear(game_ui *ui, game_state *state)
+static void sel_clear(game_ui *ui, const game_state *state)
{
int i;
@@ -1096,8 +1097,8 @@ static void sel_clear(game_ui *ui, game_state *state)
}
-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)
{
sel_clear(ui, newstate);
@@ -1110,7 +1111,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
ui->displaysel = 0;
}
-static char *sel_movedesc(game_ui *ui, game_state *state)
+static char *sel_movedesc(game_ui *ui, const game_state *state)
{
int i;
char *ret, *sep, buf[80];
@@ -1143,7 +1144,7 @@ static char *sel_movedesc(game_ui *ui, game_state *state)
return sresize(ret, retlen, char);
}
-static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
+static void sel_expand(game_ui *ui, const game_state *state, int tx, int ty)
{
int ns = 1, nadded, x, y, c;
@@ -1267,8 +1268,9 @@ struct game_drawstate {
int *tiles; /* contains colour and SELECTED. */
};
-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 tx, ty;
char *ret = "";
@@ -1309,7 +1311,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
return ret;
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
int i, n;
game_state *ret;
@@ -1348,14 +1350,14 @@ static game_state *execute_move(game_state *from, char *move)
*/
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilegap = 2;
ds->tileinner = tilesize - ds->tilegap;
}
-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 tile size variables for macro expansion purposes */
game_drawstate ads, *ds = &ads;
@@ -1427,7 +1429,7 @@ 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 i;
@@ -1497,9 +1499,10 @@ static void tile_redraw(drawing *dr, game_drawstate *ds,
draw_update(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
}
-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 bgcolour, x, y;
@@ -1595,14 +1598,14 @@ 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 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->complete && newstate->complete) ||
(!oldstate->impossible && newstate->impossible))
@@ -1611,7 +1614,7 @@ 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)
{
/*
* Dead-end situations are assumed to be rescuable by Undo, so we
@@ -1620,16 +1623,16 @@ static int game_status(game_state *state)
return state->complete ? +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)
{
}