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David Nickerson reports that it's possible to lay a line over a 'no
line here' cross mark by dragging, and furthermore, that doing so puts that grid edge into a stuck state that no UI action short of undo can get it back out of. Fix drags to stop at crosses, and fix execute_move to fault any move string that nonetheless somehow managed to try to set a line over a cross without explicitly tagging it 'R'. [originally from svn r9400]
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21
pearl.c
21
pearl.c
@ -1836,7 +1836,15 @@ static void update_ui_drag(game_state *state, game_ui *ui, int gx, int gy)
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if (ox == gx || oy == gy) {
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int dx = (gx < ox ? -1 : gx > ox ? +1 : 0);
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int dy = (gy < oy ? -1 : gy > oy ? +1 : 0);
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int dir = (dy>0 ? D : dy<0 ? U : dx>0 ? R : L);
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while (ox != gx || oy != gy) {
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/*
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* If the drag attempts to cross a 'no line here' mark,
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* stop there. We physically don't allow the user to drag
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* over those marks.
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*/
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if (state->marks[oy*w+ox] & dir)
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break;
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ox += dx;
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oy += dy;
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ui->dragcoords[ui->ndragcoords++] = oy * w + ox;
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@ -2037,9 +2045,6 @@ static game_state *execute_move(game_state *state, char *move)
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if (!INGRID(state, x, y)) goto badmove;
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if (l < 0 || l > 15) goto badmove;
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/* TODO trying to set a line over a no-line mark should be
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* a failed move? */
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if (c == 'L')
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ret->lines[y*w + x] |= (char)l;
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else if (c == 'N')
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@ -2052,6 +2057,16 @@ static game_state *execute_move(game_state *state, char *move)
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else if (c == 'M')
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ret->marks[y*w + x] ^= (char)l;
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/*
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* If we ended up trying to lay a line _over_ a mark,
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* that's a failed move: interpret_move() should have
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* ensured we never received a move string like that in
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* the first place.
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*/
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if ((ret->lines[y*w + x] & (char)l) &&
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(ret->marks[y*w + x] & (char)l))
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goto badmove;
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move += n;
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} else if (strcmp(move, "H") == 0) {
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pearl_solve(ret->shared->w, ret->shared->h,
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