Patch from Ben Hutchings to prevent memory leakage during Loopy game

generation.

[originally from svn r6708]
This commit is contained in:
Simon Tatham
2006-05-20 11:52:22 +00:00
parent 3575c3df79
commit 877900f58a

15
loopy.c
View File

@ -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 *clues;
char *board; char *board;
int i, j, a, b, c; int i, j, a, b, c;
game_state s;
game_state *state = &s;
int board_area = SQUARE_COUNT(params); int board_area = SQUARE_COUNT(params);
int t; int t;
@ -763,11 +762,7 @@ static char *new_fullyclued_board(game_params *params, random_state *rs)
#define SCORE_DISTANCE 1 #define SCORE_DISTANCE 1
board = snewn(board_area, char); board = snewn(board_area, char);
clues = snewn(board_area, char); clues = state->clues;
state->h = params->h;
state->w = params->w;
state->clues = clues;
/* Make a board */ /* Make a board */
memset(board, SQUARE_UNLIT, board_area); 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->h = params->h;
state->w = params->w; state->w = params->w;
state->clues = snewn(SQUARE_COUNT(params), char);
state->hl = snewn(HL_COUNT(params), char); state->hl = snewn(HL_COUNT(params), char);
state->vl = snewn(VL_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 */ * preventing games smaller than 4x4 seems to stop this happening */
do { do {
state->clues = new_fullyclued_board(params, rs); add_full_clues(state, params, rs);
} while (!game_has_unique_soln(state, params->diff)); } while (!game_has_unique_soln(state, params->diff));
state_new = remove_clues(state, rs, params->diff); state_new = remove_clues(state, rs, params->diff);