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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 /twiddle.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 'twiddle.c')
| -rw-r--r-- | twiddle.c | 96 |
1 files changed, 57 insertions, 39 deletions
@@ -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) { } |