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Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
61 lines
1.2 KiB
C
61 lines
1.2 KiB
C
/*
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* malloc.c: safe wrappers around malloc, realloc, free, strdup
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "puzzles.h"
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/*
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* smalloc should guarantee to return a useful pointer - Halibut
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* can do nothing except die when it's out of memory anyway.
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*/
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int allocs = 0;
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int frees = 0;
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void *smalloc(size_t size) {
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void *p;
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p = malloc(size);
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LOGF("allocs: %d", ++allocs);
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if (!p)
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fatal("out of memory");
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return p;
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}
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/*
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* sfree should guaranteeably deal gracefully with freeing NULL
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*/
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void sfree(void *p) {
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if (p) {
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++frees;
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LOGF("frees: %d, total outstanding: %d", frees, allocs - frees);
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free(p);
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}
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}
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/*
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* srealloc should guaranteeably be able to realloc NULL
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*/
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void *srealloc(void *p, size_t size) {
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void *q;
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if (p) {
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q = realloc(p, size);
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} else {
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LOGF("allocs: %d", ++allocs);
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q = malloc(size);
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}
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if (!q)
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fatal("out of memory");
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return q;
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}
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/*
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* dupstr is like strdup, but with the never-return-NULL property
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* of smalloc (and also reliably defined in all environments :-)
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*/
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char *dupstr(const char *s) {
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char *r = smalloc(1+strlen(s));
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strcpy(r,s);
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return r;
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}
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