update flags finished not sure if it works well
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@@ -26,7 +26,7 @@ Projet Techno
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| [game_has_error](./game.c#L?) | [bool game_has_error(cgame g, uint i, uint j)](./game.h#L240-252) | @nnunes | | <ul><li>[ ] </li></ul> |
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| [game_check_move](./game.c#L122-128) | [bool game_check_move(cgame g, uint i, uint j, square s)](./game.h#L242-269) | @thoguet | | <ul><li>[X] </li></ul> |
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| [game_play_move](./game.c#L130-133) | [void game_play_move(game g, uint i, uint j, square s)](./game.h#L271-284) | @thoguet | | <ul><li>[X] </li></ul> |
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| [game_update_flags](./game.c#L?) | [void game_update_flags(game g)](./game.h#L145-406) | @thoguet | | <ul><li>[ ] </li></ul> |
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| [game_update_flags](./game.c#L?135-234) | [void game_update_flags(game g)](./game.h#L145-406) | @thoguet | | <ul><li>[X] </li></ul> |
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| [game_is_over](./game.c#L139-150) | [bool game_is_over(cgame g)](./game.h#L295-304) | @thoguet | | <ul><li>[X] </li></ul> |
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| [game_restart](./game.c#L152-160) | [void game_restart(game g)](./game.h#L306-313) | @thoguet | | <ul><li>[X] </li></ul> |
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@@ -133,7 +133,104 @@ 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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return;
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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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}
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bool game_is_over(cgame g) {
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