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Completely rewrite the loop-detection algorithm used to check game
completion, _again_. In r6174 I changed it from dsf to conventional graph theory so that it could actually highlight loops as opposed to just discovering that one existed. Unfortunately, yesterday I discovered a fundamental graph-theoretic error in the latter algorithm: if you had two entirely separate loops connected by a single path, the path would be highlighted as well as the loops. Therefore, I've reverted to the original dsf technique, combined with a subsequent pass to trace around each loop discovered. This version seems to do a better job of only highlighting the actual loops. [originally from svn r6283] [r6174 == 2bd8e241a93165a99f5e2c4a2dd9c3b3b1e3c6f3]
This commit is contained in:
200
slant.c
200
slant.c
@ -76,12 +76,13 @@ struct game_params {
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typedef struct game_clues {
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int w, h;
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signed char *clues;
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signed char *tmpsoln;
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int *tmpdsf;
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int refcount;
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} game_clues;
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#define ERR_VERTEX 1
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#define ERR_SQUARE 2
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#define ERR_SQUARE_TMP 4
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struct game_state {
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struct game_params p;
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@ -1122,7 +1123,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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state->clues->h = h;
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state->clues->clues = snewn(W*H, signed char);
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state->clues->refcount = 1;
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state->clues->tmpsoln = snewn(w*h, signed char);
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state->clues->tmpdsf = snewn(W*H, int);
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memset(state->clues->clues, -1, W*H);
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while (*desc) {
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int n = *desc++;
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@ -1165,7 +1166,7 @@ static void free_game(game_state *state)
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assert(state->clues);
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if (--state->clues->refcount <= 0) {
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sfree(state->clues->clues);
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sfree(state->clues->tmpsoln);
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sfree(state->clues->tmpdsf);
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sfree(state->clues);
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}
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sfree(state);
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@ -1216,63 +1217,162 @@ static int vertex_degree(int w, int h, signed char *soln, int x, int y,
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static int check_completion(game_state *state)
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{
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int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
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int x, y, err = FALSE;
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signed char *ts;
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int i, x, y, err = FALSE;
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int *dsf;
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memset(state->errors, 0, W*H);
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/*
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* An easy way to do loop checking would be by means of the
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* same dsf technique we've used elsewhere (loop over all edges
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* in the grid, joining vertices together into equivalence
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* classes when connected by an edge, and raise the alarm when
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* an edge joins two already-equivalent vertices). However, a
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* better approach is to repeatedly remove the single edge
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* connecting to any degree-1 vertex, and then see if there are
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* any edges left over; if so, precisely those edges are part
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* of loops, which means we can highlight them as errors for
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* the user.
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* To detect loops in the grid, we iterate through each edge
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* building up a dsf of connected components, and raise the
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* alarm whenever we find an edge that connects two
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* already-connected vertices.
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*
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* We use the `tmpsoln' scratch space in the shared clues
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* We use the `tmpdsf' scratch space in the shared clues
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* structure, to avoid mallocing too often.
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*
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* When we find such an edge, we then search around the grid to
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* find the loop it is a part of, so that we can highlight it
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* as an error for the user. We do this by the hand-on-one-wall
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* technique: the search will follow branches off the inside of
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* the loop, discover they're dead ends, and unhighlight them
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* again when returning to the actual loop.
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*
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* This technique guarantees that every loop it tracks will
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* surround a disjoint area of the grid (since if an existing
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* loop appears on the boundary of a new one, so that there are
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* multiple possible paths that would come back to the starting
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* point, it will pick the one that allows it to turn right
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* most sharply and hence the one that does not re-surround the
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* area of the previous one). Thus, the total time taken in
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* searching round loops is linear in the grid area since every
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* edge is visited at most twice.
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*/
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ts = state->clues->tmpsoln;
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memcpy(ts, state->soln, w*h);
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for (y = 0; y < H; y++)
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for (x = 0; x < W; x++) {
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int vx = x, vy = y;
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int sx, sy;
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/*
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* Every time we disconnect a vertex like this, there
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* is precisely one other vertex which might have
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* become degree 1; so we follow the trail as far as it
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* leads. This ensures that we don't have to make more
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* than one loop over the grid, because whenever a
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* degree-1 vertex comes into existence somewhere we've
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* already looked, we immediately remove it again.
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* Hence one loop over the grid is adequate; and
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* moreover, this algorithm visits every vertex at most
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* twice (once in the loop and possibly once more as a
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* result of following a trail) so it has linear time
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* in the area of the grid.
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*/
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while (vertex_degree(w, h, ts, vx, vy, FALSE, &sx, &sy) == 1) {
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ts[sy*w+sx] = 0;
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vx = vx + 1 + (sx - vx) * 2;
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vy = vy + 1 + (sy - vy) * 2;
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}
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}
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/*
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* Now mark any remaining edges with ERR_SQUARE.
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*/
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dsf = state->clues->tmpdsf;
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for (i = 0; i < W*H; i++)
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dsf[i] = i; /* initially all distinct */
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for (y = 0; y < h; y++)
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for (x = 0; x < w; x++)
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if (ts[y*w+x]) {
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state->errors[y*W+x] |= ERR_SQUARE;
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err = TRUE;
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for (x = 0; x < w; x++) {
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int i1, i2;
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if (state->soln[y*w+x] == 0)
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continue;
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if (state->soln[y*w+x] < 0) {
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i1 = y*W+x;
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i2 = (y+1)*W+(x+1);
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} else {
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i1 = y*W+(x+1);
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i2 = (y+1)*W+x;
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}
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/*
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* Our edge connects i1 with i2. If they're already
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* connected, flag an error. Otherwise, link them.
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*/
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if (dsf_canonify(dsf, i1) == dsf_canonify(dsf, i2)) {
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int x1, y1, x2, y2, dx, dy, dt, pass;
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err = TRUE;
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/*
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* Now search around the boundary of the loop to
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* highlight it.
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*
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* We have to do this in two passes. The first
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* time, we toggle ERR_SQUARE_TMP on each edge;
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* this pass terminates with ERR_SQUARE_TMP set on
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* exactly the loop edges. In the second pass, we
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* trace round that loop again and turn
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* ERR_SQUARE_TMP into ERR_SQUARE. We have to do
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* this because otherwise we might cancel part of a
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* loop highlighted in a previous iteration of the
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* outer loop.
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*/
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for (pass = 0; pass < 2; pass++) {
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x1 = i1 % W;
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y1 = i1 / W;
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x2 = i2 % W;
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y2 = i2 / W;
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do {
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/* Mark this edge. */
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if (pass == 0) {
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state->errors[min(y1,y2)*W+min(x1,x2)] ^=
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ERR_SQUARE_TMP;
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} else {
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state->errors[min(y1,y2)*W+min(x1,x2)] |=
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ERR_SQUARE;
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state->errors[min(y1,y2)*W+min(x1,x2)] &=
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~ERR_SQUARE_TMP;
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}
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/*
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* Progress to the next edge by turning as
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* sharply right as possible. In fact we do
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* this by facing back along the edge and
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* turning _left_ until we see an edge we
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* can follow.
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*/
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dx = x1 - x2;
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dy = y1 - y2;
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for (i = 0; i < 4; i++) {
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/*
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* Rotate (dx,dy) to the left.
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*/
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dt = dx; dx = dy; dy = -dt;
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/*
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* See if (x2,y2) has an edge in direction
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* (dx,dy).
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*/
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if (x2+dx < 0 || x2+dx >= W ||
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y2+dy < 0 || y2+dy >= H)
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continue; /* off the side of the grid */
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/* In the second pass, ignore unmarked edges. */
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if (pass == 1 &&
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!(state->errors[(y2-(dy<0))*W+x2-(dx<0)] &
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ERR_SQUARE_TMP))
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continue;
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if (state->soln[(y2-(dy<0))*w+x2-(dx<0)] ==
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(dx==dy ? -1 : +1))
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break;
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}
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/*
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* In pass 0, we expect to have found
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* _some_ edge we can follow, even if it
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* was found by rotating all the way round
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* and going back the way we came.
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*
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* In pass 1, because we're removing the
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* mark on each edge that allows us to
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* follow it, we expect to find _no_ edge
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* we can follow when we've come all the
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* way round the loop.
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*/
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if (pass == 1 && i == 4)
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break;
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assert(i < 4);
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/*
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* Set x1,y1 to x2,y2, and x2,y2 to be the
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* other end of the new edge.
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*/
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x1 = x2;
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y1 = y2;
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x2 += dx;
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y2 += dy;
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} while (y2*W+x2 != i2);
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}
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} else
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dsf_merge(dsf, i1, i2);
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}
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/*
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* Now go through and check the degree of each clue vertex, and
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* mark it with ERR_VERTEX if it cannot be fulfilled.
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