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Patch from Ben Hutchings to prevent memory leakage during Loopy game
[sgt/puzzles]
/
loopy.c
diff --git
a/loopy.c
b/loopy.c
index
f70e5b1
..
69ddb56
100644
(file)
--- a/
loopy.c
+++ b/
loopy.c
@@
-683,13
+683,12
@@
static void print_board(const game_params *params, const char *board)
#endif
}
#endif
}
-static char *new_fullyclued_board(game_params *params, random_state *rs)
+static void add_full_clues(game_state *state, game_params *params,
+ random_state *rs)
{
char *clues;
char *board;
int i, j, a, b, c;
{
char *clues;
char *board;
int i, j, a, b, c;
- game_state s;
- game_state *state = &s;
int board_area = SQUARE_COUNT(params);
int t;
int board_area = SQUARE_COUNT(params);
int t;
@@
-763,11
+762,7
@@
static char *new_fullyclued_board(game_params *params, random_state *rs)
#define SCORE_DISTANCE 1
board = snewn(board_area, char);
#define SCORE_DISTANCE 1
board = snewn(board_area, char);
- clues = snewn(board_area, char);
-
- state->h = params->h;
- state->w = params->w;
- state->clues = clues;
+ clues = state->clues;
/* Make a board */
memset(board, SQUARE_UNLIT, board_area);
/* Make a board */
memset(board, SQUARE_UNLIT, board_area);
@@
-932,7
+927,6
@@
static char *new_fullyclued_board(game_params *params, random_state *rs)
}
sfree(board);
}
sfree(board);
- return clues;
}
static solver_state *solve_game_rec(const solver_state *sstate, int diff);
}
static solver_state *solve_game_rec(const solver_state *sstate, int diff);
@@
-1004,6
+998,7
@@
static char *new_game_desc(game_params *params, random_state *rs,
state->h = params->h;
state->w = params->w;
state->h = params->h;
state->w = params->w;
+ state->clues = snewn(SQUARE_COUNT(params), char);
state->hl = snewn(HL_COUNT(params), char);
state->vl = snewn(VL_COUNT(params), char);
state->hl = snewn(HL_COUNT(params), char);
state->vl = snewn(VL_COUNT(params), char);
@@
-1019,7
+1014,7
@@
newboard_please:
* preventing games smaller than 4x4 seems to stop this happening */
do {
* preventing games smaller than 4x4 seems to stop this happening */
do {
-
state->clues = new_fullyclued_board(
params, rs);
+
add_full_clues(state,
params, rs);
} while (!game_has_unique_soln(state, params->diff));
state_new = remove_clues(state, rs, params->diff);
} while (!game_has_unique_soln(state, params->diff));
state_new = remove_clues(state, rs, params->diff);