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Patch from Ben Hutchings to prevent memory leakage during Loopy game
generation. [originally from svn r6708]
This commit is contained in:
15
loopy.c
15
loopy.c
@ -683,13 +683,12 @@ static void print_board(const game_params *params, const char *board)
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#endif
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#endif
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}
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}
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static char *new_fullyclued_board(game_params *params, random_state *rs)
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static void add_full_clues(game_state *state, game_params *params,
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random_state *rs)
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{
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{
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char *clues;
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char *clues;
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char *board;
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char *board;
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int i, j, a, b, c;
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int i, j, a, b, c;
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game_state s;
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game_state *state = &s;
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int board_area = SQUARE_COUNT(params);
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int board_area = SQUARE_COUNT(params);
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int t;
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int t;
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@ -763,11 +762,7 @@ static char *new_fullyclued_board(game_params *params, random_state *rs)
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#define SCORE_DISTANCE 1
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#define SCORE_DISTANCE 1
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board = snewn(board_area, char);
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board = snewn(board_area, char);
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clues = snewn(board_area, char);
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clues = state->clues;
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state->h = params->h;
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state->w = params->w;
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state->clues = clues;
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/* Make a board */
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/* Make a board */
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memset(board, SQUARE_UNLIT, board_area);
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memset(board, SQUARE_UNLIT, board_area);
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@ -932,7 +927,6 @@ static char *new_fullyclued_board(game_params *params, random_state *rs)
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}
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}
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sfree(board);
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sfree(board);
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return clues;
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}
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}
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static solver_state *solve_game_rec(const solver_state *sstate, int diff);
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static solver_state *solve_game_rec(const solver_state *sstate, int diff);
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@ -1004,6 +998,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
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state->h = params->h;
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state->h = params->h;
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state->w = params->w;
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state->w = params->w;
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state->clues = snewn(SQUARE_COUNT(params), char);
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state->hl = snewn(HL_COUNT(params), char);
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state->hl = snewn(HL_COUNT(params), char);
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state->vl = snewn(VL_COUNT(params), char);
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state->vl = snewn(VL_COUNT(params), char);
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@ -1019,7 +1014,7 @@ newboard_please:
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* preventing games smaller than 4x4 seems to stop this happening */
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* preventing games smaller than 4x4 seems to stop this happening */
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do {
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do {
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state->clues = new_fullyclued_board(params, rs);
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add_full_clues(state, params, rs);
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} while (!game_has_unique_soln(state, params->diff));
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} while (!game_has_unique_soln(state, params->diff));
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state_new = remove_clues(state, rs, params->diff);
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state_new = remove_clues(state, rs, params->diff);
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