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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 /twiddle.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 'twiddle.c')
-rw-r--r--twiddle.c96
1 files changed, 57 insertions, 39 deletions
diff --git a/twiddle.c b/twiddle.c
index 08ef792..a1d32cd 100644
--- a/twiddle.c
+++ b/twiddle.c
@@ -70,7 +70,7 @@ 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 */
@@ -133,7 +133,7 @@ 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 buf[256];
sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
@@ -146,7 +146,7 @@ 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];
@@ -195,7 +195,7 @@ 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);
@@ -209,7 +209,7 @@ 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->n < 2)
return "Rotating block size must be at least two";
@@ -430,9 +430,9 @@ 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)
{
- char *p;
+ const char *p;
int w = params->w, h = params->h, wh = w*h;
int i;
@@ -459,12 +459,13 @@ 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);
int w = params->w, h = params->h, n = params->n, wh = w*h;
int i;
- char *p;
+ const char *p;
state->w = w;
state->h = h;
@@ -499,7 +500,7 @@ 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);
@@ -539,18 +540,18 @@ static int compare_int(const void *av, const void *bv)
return 0;
}
-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 dupstr("S");
}
-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, buf[80];
int i, x, y, col, o, maxlen;
@@ -602,7 +603,7 @@ struct game_ui {
int cur_visible;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
@@ -618,17 +619,17 @@ 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)
{
}
@@ -640,8 +641,9 @@ struct game_drawstate {
int cur_x, cur_y;
};
-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 w = state->w, h = state->h, n = state->n /* , wh = w*h */;
char buf[80];
@@ -731,7 +733,7 @@ static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate
return dupstr(buf);
}
-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;
int w = from->w, h = from->h, n = from->n, wh = w*h;
@@ -782,8 +784,8 @@ static game_state *execute_move(game_state *from, char *move)
* Drawing routines.
*/
-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 `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
@@ -794,7 +796,7 @@ 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;
}
@@ -822,7 +824,7 @@ 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;
@@ -872,7 +874,7 @@ static void rotate(int *xy, struct rotation *rot)
#define CUR_BOTTOM 4
#define CUR_LEFT 8
-static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
int x, int y, int tile, int flash_colour,
struct rotation *rot, unsigned cedges)
{
@@ -1053,14 +1055,29 @@ static int highlight_colour(float angle)
return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length_real(const game_state *oldstate,
+ const game_state *newstate, int dir,
+ const game_ui *ui)
{
+ /*
+ * Our game_anim_length doesn't need to modify its game_ui, so
+ * this is the real function which declares ui as const. We must
+ * wrap this for the backend structure with a version that has ui
+ * non-const, but we still need this version to call from within
+ * game_redraw which only has a const ui available.
+ */
return (float)(ANIM_PER_BLKSIZE_UNIT * sqrt(newstate->n-1));
}
-static float game_flash_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 game_anim_length_real(oldstate, newstate, dir, 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->used_solve && !newstate->used_solve)
@@ -1069,14 +1086,15 @@ 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->completed ? +1 : 0;
}
-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 i, bgcolour;
struct rotation srot, *rot;
@@ -1133,7 +1151,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
*/
if (oldstate) {
float angle;
- float anim_max = game_anim_length(oldstate, state, dir, ui);
+ float anim_max = game_anim_length_real(oldstate, state, dir, ui);
if (dir > 0) {
lastx = state->lastx;
@@ -1243,16 +1261,16 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
}
}
-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)
{
}