Fix missing error highlights (+ array underrun!) in Pearl.

I was accidentally re-checking the value of component_state[comp]
after resetting comp to the special value -1, which caused a failure
to highlight stray path-shaped components if they existed in addition
to a large loop component. (Plus, of course, it's just illegal no
matter what visible behaviour it does or doesn't cause in practice.)

Fixed by adjusting the code to more closely match the version in Loopy
(I wonder how I managed to add two pieces of code in commit b31155b73
without noticing this difference between them).
This commit is contained in:
Simon Tatham
2016-12-16 18:33:10 +00:00
parent cf6e4e272c
commit 0b348877e2

View File

@ -1610,8 +1610,6 @@ static void check_completion(game_state *state, int mark)
*/ */
for (i = 0; i < w*h; i++) { for (i = 0; i < w*h; i++) {
int comp = dsf_canonify(dsf, i); int comp = dsf_canonify(dsf, i);
if (component_state[comp] == COMP_PATH)
comp = -1; /* part of the 'all paths' quasi-component */
if ((component_state[comp] == COMP_PATH && if ((component_state[comp] == COMP_PATH &&
-1 != largest_comp) || -1 != largest_comp) ||
(component_state[comp] == COMP_LOOP && (component_state[comp] == COMP_LOOP &&