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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 16:05:44 -07:00
My favourite kind of patch, from James H: one which decreases the
amount of code. James has ripped out the solver's version of check_complete(), in favour of using the one I wrote for the game-playing UI. My one checks connectedness, which means that the solver will now not believe non-solutions to puzzles where connectedness becomes a difficult issue. Examples of game IDs which are now solved correctly but were previously not are 5x3:ubb and 7x7:ajfzmfqgtdzgt. [originally from svn r7362]
This commit is contained in:
101
galaxies.c
101
galaxies.c
@ -349,9 +349,11 @@ static char *game_text_format(game_state *state)
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sp = &SPACE(state, x, y);
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sp = &SPACE(state, x, y);
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if (sp->flags & F_DOT)
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if (sp->flags & F_DOT)
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*p++ = 'o';
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*p++ = 'o';
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#if 0
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else if (sp->flags & (F_REACHABLE|F_MULTIPLE|F_MARK))
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else if (sp->flags & (F_REACHABLE|F_MULTIPLE|F_MARK))
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*p++ = (sp->flags & F_MULTIPLE) ? 'M' :
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*p++ = (sp->flags & F_MULTIPLE) ? 'M' :
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(sp->flags & F_REACHABLE) ? 'R' : 'X';
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(sp->flags & F_REACHABLE) ? 'R' : 'X';
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#endif
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else {
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else {
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switch (sp->type) {
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switch (sp->type) {
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case s_tile:
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case s_tile:
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@ -607,85 +609,8 @@ static void tiles_from_edge(struct game_state *state,
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ts[1] = INGRID(state, xs[1], ys[1]) ? &SPACE(state, xs[1], ys[1]) : NULL;
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ts[1] = INGRID(state, xs[1], ys[1]) ? &SPACE(state, xs[1], ys[1]) : NULL;
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}
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}
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/* Check all tiles are associated with something, and all shapes
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/* Returns a move string for use by 'solve', including the initial
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* are the correct symmetry (i.e. all tiles have a matching tile
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* 'S' if issolve is true. */
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* the opposite direction from the dot) */
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static int cccb_assoc(game_state *state, space *tile, void *unused)
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{
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assert(tile->type == s_tile);
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if (!(tile->flags & F_TILE_ASSOC)) return -1;
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return 0;
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}
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struct dgs_ctx {
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space *dot;
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int ndots;
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};
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static int dgs_cb_check(game_state *state, space *tile, void *vctx)
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{
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struct dgs_ctx *ctx = (struct dgs_ctx *)vctx;
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space *opp;
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if (!(tile->flags & F_TILE_ASSOC)) return 0;
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if (tile->dotx != ctx->dot->x ||
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tile->doty != ctx->dot->y) return 0;
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ctx->ndots += 1;
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/* Check this tile has an opposite associated with same dot. */
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opp = tile_opposite(state, tile);
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if (!opp || !(opp->flags & F_TILE_ASSOC)) return -1;
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if (opp->dotx != tile->dotx || opp->doty != tile->doty) return -1;
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/* Check its edges are correct */
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if (outline_tile_fordot(state, tile, 0) == 1)
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return -1; /* there was some fixing required, we're wrong. */
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return 0;
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}
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static int dot_good_shape(game_state *state, space *dot, int mark)
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{
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struct dgs_ctx ctx;
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ctx.dot = dot;
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ctx.ndots = 0;
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if (mark) dot->flags &= ~F_GOOD;
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if (foreach_tile(state, dgs_cb_check, 0, &ctx) == -1)
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return 0;
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if (ctx.ndots == 0) return 0; /* no dots assoc. with tile. */
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if (mark) {
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debug(("marking dot %d,%d good tile.\n", dot->x, dot->y));
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dot->flags |= F_GOOD;
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}
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return 1;
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}
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static int check_complete(game_state *state, int mark_errors)
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{
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int i, complete = 1;
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/* Are all tiles associated? */
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if (foreach_tile(state, cccb_assoc, 0, NULL) == -1)
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complete = 0;
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/* Check all dots are associated, and their tiles are well-formed. */
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for (i = 0; i < state->ndots; i++) {
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if (!dot_good_shape(state, state->dots[i], mark_errors))
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complete = 0;
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}
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/*if (complete == 1) printf("Complete!\n");*/
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return complete;
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}
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/* Returns a move string for use by 'solve'; if you don't want the
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* initial 'S;' use ret[2]. */
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static char *diff_game(game_state *src, game_state *dest, int issolve)
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static char *diff_game(game_state *src, game_state *dest, int issolve)
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{
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{
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int movelen = 0, movesize = 256, x, y, len;
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int movelen = 0, movesize = 256, x, y, len;
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@ -1299,6 +1224,7 @@ static void generate_pass(game_state *state, random_state *rs, int *scratch,
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dbg_state(state);
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dbg_state(state);
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}
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}
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static int check_complete(game_state *state, int *dsf, int *colours);
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static int solver_state(game_state *state, int maxdiff);
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static int solver_state(game_state *state, int maxdiff);
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static char *new_game_desc(game_params *params, random_state *rs,
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static char *new_game_desc(game_params *params, random_state *rs,
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@ -1307,7 +1233,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
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game_state *state = blank_game(params->w, params->h), *copy;
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game_state *state = blank_game(params->w, params->h), *copy;
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char *desc;
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char *desc;
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int *scratch, sz = state->sx*state->sy, i;
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int *scratch, sz = state->sx*state->sy, i;
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int diff, ntries = 0;
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int diff, ntries = 0, cc;
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/* Random list of squares to try and process, one-by-one. */
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/* Random list of squares to try and process, one-by-one. */
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scratch = snewn(sz, int);
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scratch = snewn(sz, int);
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@ -1334,7 +1260,8 @@ generate:
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for (i = 0; i < state->sx*state->sy; i++)
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for (i = 0; i < state->sx*state->sy; i++)
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if (state->grid[i].type == s_tile)
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if (state->grid[i].type == s_tile)
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outline_tile_fordot(state, &state->grid[i], TRUE);
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outline_tile_fordot(state, &state->grid[i], TRUE);
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assert(check_complete(state, FALSE));
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cc = check_complete(state, NULL, NULL);
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assert(cc);
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copy = dup_game(state);
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copy = dup_game(state);
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clear_game(copy, 0);
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clear_game(copy, 0);
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@ -2258,7 +2185,7 @@ cont:
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break;
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break;
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}
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}
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if (check_complete(state, 0)) goto got_result;
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if (check_complete(state, NULL, NULL)) goto got_result;
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diff = (maxdiff >= DIFF_UNREASONABLE) ?
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diff = (maxdiff >= DIFF_UNREASONABLE) ?
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solver_recurse(state, maxdiff) : DIFF_UNFINISHED;
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solver_recurse(state, maxdiff) : DIFF_UNFINISHED;
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@ -2266,7 +2193,7 @@ cont:
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got_result:
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got_result:
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free_solver(sctx);
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free_solver(sctx);
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#ifndef STANDALONE_SOLVER
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#ifndef STANDALONE_SOLVER
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debug(("solver_state ends:\n"));
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debug(("solver_state ends, diff %s:\n", galaxies_diffnames[diff]));
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dbg_state(state);
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dbg_state(state);
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#endif
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#endif
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@ -2616,7 +2543,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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}
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}
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#endif
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#endif
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static int check_complete_in_play(game_state *state, int *dsf, int *colours)
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static int check_complete(game_state *state, int *dsf, int *colours)
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{
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{
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int w = state->w, h = state->h;
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int w = state->w, h = state->h;
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int x, y, i, ret;
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int x, y, i, ret;
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@ -2883,7 +2810,7 @@ static game_state *execute_move(game_state *state, char *move)
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else if (*move)
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else if (*move)
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goto badmove;
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goto badmove;
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}
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}
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if (check_complete_in_play(ret, NULL, NULL))
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if (check_complete(ret, NULL, NULL))
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ret->completed = 1;
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ret->completed = 1;
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return ret;
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return ret;
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@ -3154,7 +3081,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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ds->started = TRUE;
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ds->started = TRUE;
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}
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}
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check_complete_in_play(state, NULL, ds->colour_scratch);
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check_complete(state, NULL, ds->colour_scratch);
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for (y = 0; y < h; y++)
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for (y = 0; y < h; y++)
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for (x = 0; x < w; x++) {
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for (x = 0; x < w; x++) {
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@ -3328,7 +3255,7 @@ static void game_print(drawing *dr, game_state *state, int sz)
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*/
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*/
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dsf = snewn(w * h, int);
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dsf = snewn(w * h, int);
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colours = snewn(w * h, int);
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colours = snewn(w * h, int);
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check_complete_in_play(state, dsf, colours);
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check_complete(state, dsf, colours);
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/*
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/*
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* Draw the grid.
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* Draw the grid.
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