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 ret[80];
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];
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->order < 3 || params->order > 32)
return "Order must be between 3 and 32";
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = blank_game(state->order, state->adjacent);
int o2 = state->order*state->order, o3 = o2*state->order;
return -1;
}
-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)
{
int x, y, len, n;
char *ret, *p;
return 1;
}
-static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
+static game_state *solver_hint(const game_state *state, int *diff_r,
+ int mindiff, int maxdiff)
{
game_state *ret = dup_game(state);
int diff, r = 0;
}
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params_in, random_state *rs,
char **aux, int interactive)
{
+ game_params params_copy = *params_in; /* structure copy */
+ game_params *params = ¶ms_copy;
digit *sq = NULL;
int i, x, y, retlen, k, nsol;
int o2 = params->order * params->order, ntries = 1;
return ret;
}
-static game_state *load_game(game_params *params, char *desc,
+static game_state *load_game(const game_params *params, const char *desc,
char **why_r)
{
game_state *state = blank_game(params->order, params->adjacent);
- char *p = desc;
+ const char *p = desc;
int i = 0, n, o = params->order, x, y;
char *why = NULL;
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 = load_game(params, desc, NULL);
if (!state) {
return state;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
char *why = NULL;
game_state *dummy = load_game(params, desc, &why);
return why;
}
-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;
int r;
int hshow, hpencil, hcursor; /* show state, type, and ?cursor. */
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_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)
{
/* See solo.c; if we were pencil-mode highlighting and
* somehow a square has just been properly filled, cancel
int hflash;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int ox, int oy, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int ox, int oy, int button)
{
int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
char buf[80];
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret = NULL;
int x, y, n, i, rc;
}
return ret;
} else if (move[0] == 'S') {
- char *p;
+ const char *p;
ret = dup_game(state);
ret->completed = ret->cheated = TRUE;
#define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
-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, order; } 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->tilesize = tilesize;
}
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 o2 = state->order*state->order, o3 = o2*state->order;
draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
}
-static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
- game_ui *ui, int x, int y, int hflash)
+static void draw_furniture(drawing *dr, game_drawstate *ds,
+ const game_state *state, const game_ui *ui,
+ int x, int y, int hflash)
{
int ox = COORD(x), oy = COORD(y), bg, hon;
unsigned int f = GRID(state, flags, x, y);
}
}
-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 x, y, i, hchanged = 0, stale, hflash = 0;
ds->hflash = hflash;
}
-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->cheated && !newstate->cheated)
return 0.0F;
}
-static int game_is_solved(game_state *state)
+static int game_status(const game_state *state)
{
- return state->completed;
+ 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 ink = print_mono_colour(dr, 0);
int x, y, o = state->order, ox, oy, n;
game_redraw,
game_anim_length,
game_flash_length,
- game_is_solved,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,