for (i = 0; i < w*h; i++) {
state->sflags[i] &= ~S_ERROR;
if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0) {
- if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2)
+ if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2) {
+ ret = FALSE;
state->sflags[i] |= S_ERROR;
+ }
}
}
}
debug(("col %d error: target %d, track %d, notrack %d",
x, target, ntrack, nnotrack));
state->num_errors[x] = 1;
+ ret = FALSE;
}
}
if (ntrackcomplete != target)
debug(("row %d error: target %d, track %d, notrack %d",
y, target, ntrack, nnotrack));
state->num_errors[w+y] = 1;
+ ret = FALSE;
}
}
if (ntrackcomplete != target)
state->sflags[i] |= S_ERROR;
}
}
+ } else {
+ /* If we _don't_ have such a path, then certainly the game
+ * can't be in a winning state. So even if we're not
+ * highlighting any _errors_, we certainly shouldn't
+ * return true. */
+ ret = FALSE;
}
}