fin du nb solution avec tests et sans fuite memoire non de dieu c'est bon
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+14
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@@ -249,8 +249,21 @@ square ext_hard_10x10[] = {
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S_BLANK, S_BLANK, S_BLACK0, S_BLANK, S_BLANK, S_BLANK, S_BLACKU, S_BLANK, S_BLANK, S_BLANK /* row 10 */
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};
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square ext_1sol_1x1[] = {
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S_BLANK /* row 0 */
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};
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square ext_2sol_2x1[] = {
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S_BLANK, S_BLANK /* row 0 */
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};
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square ext_2sol_2x2[] = {
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S_BLANK, S_BLACK1, /* row 0 */
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S_BLANK, S_BLANK /* row 1 */
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};
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square ext_4sol_3x3[] = {
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S_BLANK, S_BLANK, S_BLANK, /* row 0 */
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S_BLANK, S_BLACK2, S_BLANK, /* row 1 */
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S_BLANK, S_BLANK, S_BLANK /* row 3 */
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};
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};
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@@ -36,6 +36,9 @@ extern char default_str[];
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extern char ext_5x3w_str[];
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extern char other_str[];
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extern square ext_hard_10x10[];
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extern square ext_1sol_1x1[];
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extern square ext_2sol_2x1[];
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extern square ext_2sol_2x2[];
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extern square ext_4sol_3x3[];
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#endif // __GAME_EXAMPLES_H__
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+22
-2
@@ -1243,12 +1243,32 @@ bool test_game_nb_solutions(bool whoami, char** name) {
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*name = (char*)__func__;
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return false;
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}
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bool test1, test2, test3, test4;
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game game_1sol_1x1 = game_new_ext(1, 1, ext_1sol_1x1, false);
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if (game_nb_solutions(game_1sol_1x1) == 1) {
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game_delete(game_1sol_1x1);
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test1 = true;
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}
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game game_2sol_2x1 = game_new_ext(2, 1, ext_2sol_2x1, false);
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if (game_nb_solutions(game_2sol_2x1) == 2) {
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game_delete(game_2sol_2x1);
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test2 = true;
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}
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game game_2sol_2x2 = game_new_ext(2, 2, ext_2sol_2x2, false);
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if (game_nb_solutions(game_2sol_2x2) == 2) {
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game_delete(game_2sol_2x2);
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test3 = true;
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}
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game game_4sol_3x3 = game_new_ext(3, 3, ext_4sol_3x3, false);
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if (game_nb_solutions(game_4sol_3x3) != 4) {
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if (game_nb_solutions(game_4sol_3x3) == 4) {
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game_delete(game_4sol_3x3);
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test4 = true;
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}
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if (test1 && test2 && test3 && test4) {
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return true;
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} else {
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return false;
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}
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return true;
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}
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/* ********** USAGE ********** */
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+20
-8
@@ -425,7 +425,7 @@ bool game_solve(game g) {
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return false;
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}
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uint game_nb_solutions_aux(game g, game* t_games) {
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uint game_nb_solutions_aux(game g, game* t_games, uint index, uint ind_max) {
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/*sauvegarde de la game de base*/
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game game_save = game_copy(g);
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/*application du game solve*/
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@@ -434,11 +434,16 @@ uint game_nb_solutions_aux(game g, game* t_games) {
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}
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/*copy de la solution dans le tableau*/
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t_games[0] = game_copy(g);
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/*allocation de une place en plus dans le tableau t_game pour pouvoir ensuite utiliser en recursif la case d'apres*/
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t_games = (game*)malloc(sizeof(game));
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t_games[index] = game_copy(g);
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index++;
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/*inittialisation des différentes variables utilisé par la suite dans la fonction*/
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if (index == ind_max) {
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/*allocation de une place en plus dans le tableau t_game pour pouvoir ensuite utiliser en recursif la case d'apres*/
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t_games = (game*)realloc(t_games, sizeof(game) * ind_max);
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ind_max = ind_max * 2;
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}
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/*initialisation des différentes variables utilisé par la suite dans la fonction*/
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uint res = 1; // resultat renvoyé par la fonction
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uint** tab = (uint**)malloc(sizeof(uint*) * (g->height * g->width)); // tableau stockant l'emplacement des lightbulbs
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for (uint r = 0; r < (g->height * g->width); r++) {
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@@ -461,17 +466,21 @@ uint game_nb_solutions_aux(game g, game* t_games) {
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for (uint s = 0; s < size; s++) {
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game game_test = game_copy(game_save);
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game_set_square(game_test, tab[s][0], tab[s][1], S_MARK);
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res = res + game_nb_solutions_aux(game_test, &t_games[1]);
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res = res + game_nb_solutions_aux(game_test, t_games, index, ind_max);
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game_delete(game_test);
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}
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game_delete(game_save);
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free(tab);
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return res;
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}
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uint game_nb_solutions(cgame g) {
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if (g == NULL) {
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return 0;
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}
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game* t_games = (game*)malloc(sizeof(game));
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game g_tmp = game_copy(g);
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uint nb = game_nb_solutions_aux(g_tmp, t_games);
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uint nb = game_nb_solutions_aux(g_tmp, t_games, 0, 2);
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uint res = nb;
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for (uint n = 0; n < nb; n++) {
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for (uint i = n + 1; i < nb; i++) {
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@@ -482,11 +491,14 @@ uint game_nb_solutions(cgame g) {
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} else {
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game_print(t_games[n]);
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}
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game_delete(g1);
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game_delete(g2);
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}
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}
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for (uint i = 0; i < nb; i++) {
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game_print(t_games[i]);
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}
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game_delete(g_tmp);
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free(t_games);
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return (res);
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}
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