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authorSimon Tatham <anakin@pobox.com>2005-06-01 17:47:56 +0000
committerSimon Tatham <anakin@pobox.com>2005-06-01 17:47:56 +0000
commit50edaa578b614eb74c57a38faa2d05ab628ff81b (patch)
treea48afa49172e113d2f867f33bb8f1c216b4bda8f /cube.c
parentad3abd9867962c94feeb09956e53c6fde886df0e (diff)
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Miscellaneous fixes from James Harvey's PalmOS porting work:
- fixed numerous memory leaks (not Palm-specific) - corrected a couple of 32-bit-int assumptions (vital for Palm but generally a good thing anyway) - lifted a few function pointer types into explicit typedefs (neutral for me but convenient for the source-munging Perl scripts he uses to deal with Palm code segment rules) - lifted a few function-level static arrays into global static arrays (neutral for me but apparently works round a Palm tools bug) - a couple more presets in Rectangles (so that Palm, or any other slow platform which can't handle the larger sizes easily, can still have some variety available) - in Solo, arranged a means of sharing scratch space between calls to nsolve to prevent a lot of redundant malloc/frees (gives a 10% speed increase even on existing platforms) [originally from svn r5897]
Diffstat (limited to 'cube.c')
-rw-r--r--cube.c12
1 files changed, 7 insertions, 5 deletions
diff --git a/cube.c b/cube.c
index cb6a1f9..0ff952f 100644
--- a/cube.c
+++ b/cube.c
@@ -300,10 +300,9 @@ static char *encode_params(game_params *params, int full)
return dupstr(data);
}
+typedef void (*egc_callback)(void *, struct grid_square *);
-static void enum_grid_squares(game_params *params,
- void (*callback)(void *, struct grid_square *),
- void *ctx)
+static void enum_grid_squares(game_params *params, egc_callback callback, void *ctx)
{
const struct solid *solid = solids[params->solid];
@@ -979,6 +978,8 @@ static game_state *dup_game(game_state *state)
static void free_game(game_state *state)
{
+ sfree(state->squares);
+ sfree(state->facecolours);
sfree(state);
}
@@ -1233,6 +1234,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
success = align_poly(poly, &from->squares[ret->current], all_pkey);
if (!success) {
+ sfree(poly);
angle = -angle;
poly = transform_poly(from->solid,
from->squares[from->current].flip,
@@ -1572,8 +1574,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
}
sfree(poly);
- draw_update(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
- (int)((bb.d-bb.u+2.0F) * GRID_SCALE));
+ game_size(&state->params, &i, &j);
+ draw_update(fe, 0, 0, i, j);
/*
* Update the status bar.