edit game_is_blank + README
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@@ -17,7 +17,7 @@ Projet Techno
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| [game_get_square](./game.c#L78-80) | [square game_get_square(cgame g, uint i, uint j)](./game.h#L130-140) | @thoguet | | <ul><li>[X] </li></ul> |
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| [game_get_state](./game.c#L?) | [square game_get_state(cgame g, uint i, uint j)](./game.h#L142-153) | @nnunes | | <ul><li>[ ] </li></ul> |
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| [game_get_flags](./game.c#L?) | [square game_get_flags(cgame g, uint i, uint j)](./game.h#L155-166) | @nnunes | | <ul><li>[ ] </li></ul> |
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| [game_is_blank](./game.c#L?) | [bool game_is_blank(cgame g, uint i, uint j)](./game.h#L168-178) | @thperrier | | <ul><li>[ ] </li></ul> |
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| [game_is_blank](./game.c#L?) | [bool game_is_blank(cgame g, uint i, uint j)](./game.h#L168-178) | @thperrier | | <ul><li>[X] </li></ul> |
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| [game_is_lightbulb](./game.c#L?) | [bool game_is_lightbulb(cgame g, uint i, uint j)](./game.h#L180-190) | @thperrier | | <ul><li>[ ] </li></ul> |
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| [game_is_black](./game.c#L98-102) | [bool game_is_black(cgame g, uint i, uint j)](./game.h#L192-202) | @thoguet | | <ul><li>[X] </li></ul> |
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| [game_get_black_number](./game.c#L104-108) | [int game_get_black_number(cgame g, uint i, uint j)](./game.h#L204-214) | @thoguet | | <ul><li>[X] </li></ul> |
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@@ -4,7 +4,6 @@
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struct game_s {
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square** tab_cell;
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int menfou;
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};
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game game_new(square* squares) {
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@@ -18,7 +17,7 @@ game game_new(square* squares) {
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}
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game game_new_empty(void) {
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game g = (game)malloc(sizeof(struct game_s));
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game g = (game)malloc(sizeof(game));
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if (g == NULL) {
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fprintf(stderr, "not enough memory\n");
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exit(EXIT_FAILURE);
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@@ -73,113 +72,6 @@ void game_delete(game g) {
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}
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void game_set_square(game g, uint i, uint j, square s) {
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if (s == S_BLANK) {
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g->tab_cell[i][j] = S_BLANK;
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return;
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}
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if (s == S_LIGHTBULB) {
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g->tab_cell[i][j] = S_LIGHTBULB;
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return;
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}
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if (s == S_MARK) {
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g->tab_cell[i][j] = S_MARK;
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return;
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}
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if (s == S_BLACK) {
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g->tab_cell[i][j] = S_BLACK;
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return;
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}
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if (s == S_BLACK0) {
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g->tab_cell[i][j] = S_BLACK0;
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return;
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}
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if (s == S_BLACK1) {
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g->tab_cell[i][j] = S_BLACK1;
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return;
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}
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if (s == S_BLACK2) {
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g->tab_cell[i][j] = S_BLACK2;
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return;
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}
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if (s == S_BLACK3) {
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g->tab_cell[i][j] = S_BLACK3;
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return;
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}
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if (s == S_BLACK4) {
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g->tab_cell[i][j] = S_BLACK4;
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return;
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}
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if (s == S_BLACKU) {
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g->tab_cell[i][j] = S_BLACKU;
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return;
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}
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// Avec F_LIGHTED //
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if (s == (S_BLANK | F_LIGHTED)) {
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g->tab_cell[i][j] = (S_BLANK | F_LIGHTED);
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return;
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}
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if (s == (S_LIGHTBULB | F_LIGHTED)) {
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g->tab_cell[i][j] = (S_LIGHTBULB | F_LIGHTED);
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return;
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}
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if (s == (S_MARK | F_LIGHTED)) {
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g->tab_cell[i][j] = (S_MARK | F_LIGHTED);
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return;
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}
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// Avec F_ERROR //
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if (s == (S_BLANK | F_ERROR)) {
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g->tab_cell[i][j] = (S_BLANK | F_ERROR);
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return;
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}
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if (s == (S_LIGHTBULB | F_ERROR)) {
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g->tab_cell[i][j] = (S_LIGHTBULB | F_ERROR);
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return;
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}
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if (s == (S_MARK | F_ERROR)) {
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g->tab_cell[i][j] = (S_MARK | F_ERROR);
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return;
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}
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if (s == (S_BLACK | F_ERROR)) {
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g->tab_cell[i][j] = (S_BLACK | F_ERROR);
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return;
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}
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if (s == (S_BLACK0 | F_ERROR)) {
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g->tab_cell[i][j] = (S_BLACK0 | F_ERROR);
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return;
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}
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if (s == (S_BLACK1 | F_ERROR)) {
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g->tab_cell[i][j] = (S_BLACK1 | F_ERROR);
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return;
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}
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if (s == (S_BLACK2 | F_ERROR)) {
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g->tab_cell[i][j] = (S_BLACK2 | F_ERROR);
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return;
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}
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if (s == (S_BLACK3 | F_ERROR)) {
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g->tab_cell[i][j] = (S_BLACK3 | F_ERROR);
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return;
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}
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if (s == (S_BLACK4 | F_ERROR)) {
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g->tab_cell[i][j] = (S_BLACK4 | F_ERROR);
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return;
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}
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if (s == (S_BLACKU | F_ERROR)) {
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g->tab_cell[i][j] = (S_BLACKU | F_ERROR);
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return;
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}
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// Avec les 2 flags //
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if (s == (S_BLANK | F_LIGHTED | F_ERROR)) {
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g->tab_cell[i][j] = (S_BLANK | F_LIGHTED | F_ERROR);
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return;
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}
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if (s == (S_LIGHTBULB | F_LIGHTED | F_ERROR)) {
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g->tab_cell[i][j] = (S_LIGHTBULB | F_LIGHTED | F_ERROR);
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return;
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}
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if (s == (S_MARK | F_LIGHTED | F_ERROR)) {
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g->tab_cell[i][j] = (S_MARK | F_LIGHTED | F_ERROR);
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return;
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}
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return;
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}
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@@ -196,7 +88,7 @@ square game_get_flags(cgame g, uint i, uint j) {
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}
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bool game_is_blank(cgame g, uint i, uint j) {
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return false;
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return (g->tab_cell[i][j] == S_BLANK);
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}
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bool game_is_lightbulb(cgame g, uint i, uint j) {
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@@ -204,7 +96,9 @@ bool game_is_lightbulb(cgame g, uint i, uint j) {
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}
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bool game_is_black(cgame g, uint i, uint j) {
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return game_get_state(g, i, j) >= 8 && game_get_state(g, i, j) <= 13;
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if (game_get_state(g, i, j) >= 8 && game_get_state(g, i, j) <= 13)
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return true;
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return false;
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}
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int game_get_black_number(cgame g, uint i, uint j) {
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@@ -239,104 +133,7 @@ void game_play_move(game g, uint i, uint j, square s) {
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}
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void game_update_flags(game g) {
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// delete prev flags
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for (uint i = 0; i < DEFAULT_SIZE; i++) {
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for (uint j = 0; j < DEFAULT_SIZE; j++) {
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game_set_square(g, i, j, game_get_state(g, i, j));
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}
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}
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// update flags
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for (uint i = 0; i < DEFAULT_SIZE; i++) {
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for (uint j = 0; j < DEFAULT_SIZE; j++) {
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if (game_get_state(g, i, j) == S_LIGHTBULB) {
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game_set_square(g, i, j, (S_LIGHTBULB | F_LIGHTED));
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for (uint i2 = i + 1;
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i2 < DEFAULT_SIZE && !game_is_black(g, i2, j); i2++) {
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if (game_get_state(g, i2, j) == S_LIGHTBULB)
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// update initial lightbulb on F_ERROR
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game_set_square(g, i, j,
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(S_LIGHTBULB | F_LIGHTED | F_ERROR));
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// update cases on FLIGHTED
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game_set_square(g, i2, j,
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(game_get_state(g, i2, j) | F_LIGHTED));
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}
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for (uint i2 = i - 1; i2 >= 0 && !game_is_black(g, i2, j);
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i2--) {
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if (game_get_state(g, i2, j) == S_LIGHTBULB)
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// update initial lightbulb on F_ERROR
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game_set_square(g, i, j,
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(S_LIGHTBULB | F_LIGHTED | F_ERROR));
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game_set_square(g, i2, j,
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(game_get_state(g, i2, j) | F_LIGHTED));
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}
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for (uint j2 = j - 1; j2 >= 0 && !game_is_black(g, i, j2);
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j2--) {
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if (game_get_state(g, i, j2) == S_LIGHTBULB)
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// update initial lightbulb on F_ERROR
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game_set_square(g, i, j,
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(S_LIGHTBULB | F_LIGHTED | F_ERROR));
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game_set_square(g, i, j2,
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(game_get_state(g, i, j2) | F_LIGHTED));
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}
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for (uint j2 = j + 1;
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j2 < DEFAULT_SIZE && !game_is_black(g, i, j2); j2++) {
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if (game_get_state(g, i, j2) == S_LIGHTBULB)
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// update initial lightbulb on F_ERROR
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game_set_square(g, i, j,
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(S_LIGHTBULB | F_LIGHTED | F_ERROR));
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game_set_square(g, i, j2,
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(game_get_state(g, i, j2) | F_LIGHTED));
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}
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} else if (game_is_black(g, i, j)) {
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square choice[4];
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int size = 0;
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int lb = 0;
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int notempty = 0;
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if (i > 0) {
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choice[size] = game_get_square(g, i - 1, j);
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size++;
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} else {
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notempty++;
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}
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if (i < DEFAULT_SIZE - 1) {
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choice[size] = game_get_square(g, i + 1, j);
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size++;
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} else {
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notempty++;
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}
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if (j > 0) {
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choice[size] = game_get_square(g, i, j - 1);
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size++;
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} else {
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notempty++;
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}
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if (j < DEFAULT_SIZE - 1) {
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choice[size] = game_get_square(g, i, j + 1);
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size++;
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} else {
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notempty++;
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}
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for (int l = 0; l < size; l++) {
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if (choice[l] == S_LIGHTBULB ||
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choice[l] == (S_LIGHTBULB | F_LIGHTED) ||
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choice[l] == (S_LIGHTBULB | F_LIGHTED | F_ERROR)) {
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lb++;
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} else if (choice[l] != S_BLANK) {
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notempty++;
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}
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}
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if (lb > game_get_black_number(g, i, j)) {
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game_set_square(g, i, j,
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(game_get_state(g, i, j) | F_ERROR));
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}
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// look if there is enough empty cell around the wall
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else if (notempty > abs(game_get_black_number(g, i, j) - 4)) {
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game_set_square(g, i, j,
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(game_get_state(g, i, j) | F_ERROR));
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}
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}
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}
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}
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return;
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}
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bool game_is_over(cgame g) {
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