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Tracks: fix further completion-checking loopholes.
A user pointed out that Tracks could sometimes flash for completion when there wasn't even a full path from A to B! And it looks as if that wasn't even a mistake I introduced with the loop-checking revamp this week. Now I _think_ it's complete: we set ret=FALSE in check_completion wherever we also produce an error highlight, and also whenever there is no path connecting A with B. And if there is a path connecting A with B, then any square not on the path becomes an error highlight.
This commit is contained in:
12
tracks.c
12
tracks.c
@ -1551,11 +1551,13 @@ static int check_completion(game_state *state, int mark)
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for (i = 0; i < w*h; i++) {
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state->sflags[i] &= ~S_ERROR;
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if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0) {
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if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2)
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if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2) {
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ret = FALSE;
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state->sflags[i] |= S_ERROR;
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}
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}
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}
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}
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/* A cell is 'complete', for the purposes of marking the game as
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* finished, if it has two edges marked as TRACK. But it only has
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@ -1579,6 +1581,7 @@ static int check_completion(game_state *state, int mark)
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debug(("col %d error: target %d, track %d, notrack %d",
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x, target, ntrack, nnotrack));
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state->num_errors[x] = 1;
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ret = FALSE;
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}
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}
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if (ntrackcomplete != target)
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@ -1601,6 +1604,7 @@ static int check_completion(game_state *state, int mark)
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debug(("row %d error: target %d, track %d, notrack %d",
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y, target, ntrack, nnotrack));
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state->num_errors[w+y] = 1;
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ret = FALSE;
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}
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}
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if (ntrackcomplete != target)
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@ -1651,6 +1655,12 @@ static int check_completion(game_state *state, int mark)
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state->sflags[i] |= S_ERROR;
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}
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}
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} else {
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/* If we _don't_ have such a path, then certainly the game
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* can't be in a winning state. So even if we're not
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* highlighting any _errors_, we certainly shouldn't
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* return true. */
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ret = FALSE;
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}
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}
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