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 */
}
}
-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%d", params->w, params->h);
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[64];
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);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->w < 5) return "Width must be at least five";
if (params->h < 5) return "Height must be at least five";
#endif
}
-static int new_clues(game_params *params, random_state *rs,
+static int new_clues(const game_params *params, random_state *rs,
char *clues, char *grid)
{
int w = params->w, h = params->h, diff = params->difficulty;
return ngen;
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
char *grid, *clues;
return desc;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int i, sizesofar;
const int totalsize = params->w * params->h;
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 i, j, sz = params->w*params->h;
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);
int sz = state->shared->sz, i;
return move;
}
-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)
{
game_state *solved = dup_game(state);
int i, ret, sz = state->shared->sz;
return move;
}
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
{
return FALSE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
return NULL;
}
int cursor_active; /* TRUE iff cursor is shown */
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
int sz = state->shared->sz;
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)
{
}
char *draglines; /* size w*h; lines flipped by current drag */
};
-static void update_ui_drag(game_state *state, game_ui *ui, int gx, int gy)
+static void update_ui_drag(const game_state *state, game_ui *ui,
+ int gx, int gy)
{
int /* sz = state->shared->sz, */ w = state->shared->w;
int i, ox, oy, pos;
* to state newstate, each of which equals either 0 or dir]
* }
*/
-static void interpret_ui_drag(game_state *state, game_ui *ui, int *clearing,
- int i, int *sx, int *sy, int *dx, int *dy,
- int *dir, int *oldstate, int *newstate)
+static void interpret_ui_drag(const game_state *state, const game_ui *ui,
+ int *clearing, int i, int *sx, int *sy,
+ int *dx, int *dy, int *dir,
+ int *oldstate, int *newstate)
{
int w = state->shared->w;
int sp = ui->dragcoords[i], dp = ui->dragcoords[i+1];
}
}
-static char *mark_in_direction(game_state *state, int x, int y, int dir,
+static char *mark_in_direction(const game_state *state, int x, int y, int dir,
int ismark, char *buf)
{
int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */;
(btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
(btn) == CURSOR_LEFT ? L : R)
-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->shared->w, h = state->shared->h /*, sz = state->shared->sz */;
int gx = FROMCOORD(x), gy = FROMCOORD(y), i;
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->shared->w, h = state->shared->h;
char c;
#define FLASH_TIME 0.5F
-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 halfsz; } ads, *ds = &ads;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->halfsz = (tilesize-1)/2;
}
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;
}
}
-static void draw_square(drawing *dr, game_drawstate *ds, game_ui *ui,
+static void draw_square(drawing *dr, game_drawstate *ds, const game_ui *ui,
int x, int y, unsigned int lflags, char clue)
{
int ox = COORD(x), oy = COORD(y);
draw_update(dr, ox, oy, 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 w = state->shared->w, h = state->shared->h, sz = state->shared->sz;
int x, y, force = 0, flashing = 0;
}
}
-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->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve)
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)
{
int pw, ph;
*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 w = state->shared->w, h = state->shared->h, x, y;
int black = print_mono_colour(dr, 0);