304 lines
7.8 KiB
C
304 lines
7.8 KiB
C
#include "game.h"
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#include <stdio.h>
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#include <stdlib.h>
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struct game_s {
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square** tab_cell;
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};
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game game_new(square* squares) {
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game g = game_new_empty();
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for (int i = 0; i < DEFAULT_SIZE; i++) {
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for (int j = 0; j < DEFAULT_SIZE; j++) {
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g->tab_cell[i][j] = squares[DEFAULT_SIZE * i + j];
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}
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}
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return g;
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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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if (g == NULL) {
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fprintf(stderr, "not enough memory\n");
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exit(EXIT_FAILURE);
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}
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g->tab_cell = (square**)malloc(sizeof(square*) * DEFAULT_SIZE);
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if (g->tab_cell == NULL) {
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fprintf(stderr, "not enough memory\n");
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exit(EXIT_FAILURE);
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}
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for (int i = 0; i < DEFAULT_SIZE; i++) {
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g->tab_cell[i] = (square*)malloc(sizeof(square) * DEFAULT_SIZE);
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if (g->tab_cell[i] == NULL) {
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fprintf(stderr, "not enough memory\n");
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exit(EXIT_FAILURE);
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}
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for (int j = 0; j < DEFAULT_SIZE; j++) {
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g->tab_cell[i][j] = S_BLANK;
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}
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}
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return g;
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}
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game game_copy(cgame g1) {
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game g2 = game_new_empty();
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for (int i = 0; i < DEFAULT_SIZE; i++) {
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for (int j = 0; j < DEFAULT_SIZE; j++) {
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g2->tab_cell[i][j] = g1->tab_cell[i][j];
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}
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}
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return g2;
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}
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bool game_equal(cgame g1, cgame g2) {
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for (int i = 0; i < DEFAULT_SIZE; i++) {
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for (int j = 0; j < DEFAULT_SIZE; j++) {
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if (g1->tab_cell[i][j] != g2->tab_cell[i][j]) {
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return false;
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}
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}
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}
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return true;
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}
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void game_delete(game g) {
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for (int i = 0; i < DEFAULT_SIZE; i++) {
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free(g->tab_cell[i]);
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g->tab_cell[i] = NULL;
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}
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free(g);
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g = NULL;
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return;
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}
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void game_set_square(game g, uint i, uint j, square s) {
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g->tab_cell[i][j] = s;
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return;
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}
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square game_get_square(cgame g, uint i, uint j) {
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return g->tab_cell[i][j];
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}
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square game_get_state(cgame g, uint i, uint j) {
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square tmp = g->tab_cell[i][j];
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if (tmp >= F_ERROR) {
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tmp -= F_ERROR;
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}
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if (tmp >= F_LIGHTED) {
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tmp -= F_LIGHTED;
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}
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return tmp;
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}
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square game_get_flags(cgame g, uint i, uint j) {
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square temp = g->tab_cell[i][j];
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if (temp >= F_ERROR) {
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temp -= F_ERROR;
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if (temp >= F_LIGHTED) {
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return (F_ERROR | F_LIGHTED);
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}
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return (F_ERROR);
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}
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if (temp >= F_LIGHTED) {
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return (F_LIGHTED);
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}
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return (S_BLANK);
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}
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bool game_is_blank(cgame g, uint i, uint j) {
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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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return ((g->tab_cell[i][j] == S_LIGHTBULB) ||
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(g->tab_cell[i][j] == (S_LIGHTBULB | F_LIGHTED)) ||
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(g->tab_cell[i][j] == (S_LIGHTBULB | F_ERROR)) ||
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(g->tab_cell[i][j] == (S_LIGHTBULB | F_LIGHTED | F_ERROR)));
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}
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bool game_is_black(cgame g, uint i, uint j) {
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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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if (game_get_state(g, i, j) == S_BLACKU)
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return -1;
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return game_get_state(g, i, j) - 8;
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}
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bool game_is_marked(cgame g, uint i, uint j) {
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return ((g->tab_cell[i][j] == S_MARK) ||
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(g->tab_cell[i][j] == (S_MARK | F_LIGHTED)) ||
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(g->tab_cell[i][j] == (S_MARK | F_ERROR)) ||
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(g->tab_cell[i][j] == (S_MARK | F_LIGHTED | F_ERROR)));
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}
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bool game_is_lighted(cgame g, uint i, uint j) {
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if (g->tab_cell[i][j] >= F_ERROR) {
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g->tab_cell[i][j] -= F_ERROR;
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}
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if (g->tab_cell[i][j] >= F_LIGHTED) {
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return true;
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}
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return false;
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}
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bool game_has_error(cgame g, uint i, uint j) {
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if (g->tab_cell[i][j] >= F_ERROR) {
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return true;
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}
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return false;
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}
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bool game_check_move(cgame g, uint i, uint j, square s) {
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if (i >= DEFAULT_SIZE || j >= DEFAULT_SIZE ||
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(s != S_BLANK && s != S_MARK && s != S_LIGHTBULB) ||
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game_is_black(g, i, j))
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return false;
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return true;
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}
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void game_play_move(game g, uint i, uint j, square s) {
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game_set_square(g, i, j, s);
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game_update_flags(g);
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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 lighted and lightbulb error
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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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if (game_get_flags(g, i, j) > 16)
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game_set_square(g, i, j,
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(S_LIGHTBULB | F_LIGHTED | F_ERROR));
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else
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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 (int i2 = i - 1; i2 > 0 && !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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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 (int j2 = j - 1; j2 > 0 && !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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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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}
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}
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}
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// update flags wall
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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_is_black(g, i, j)) {
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if (game_get_black_number(g, i, j) >= 0) {
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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 >
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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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}
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bool game_is_over(cgame g) {
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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_BLANK &&
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game_get_flags(g, i, j) == S_BLANK) ||
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game_get_flags(g, i, j) == F_ERROR ||
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game_get_flags(g, i, j) == (F_LIGHTED | F_ERROR))
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return false;
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}
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}
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return true;
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}
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void game_restart(game g) {
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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_MARK ||
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game_get_state(g, i, j) == S_LIGHTBULB)
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game_set_square(g, i, j, S_BLANK);
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}
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}
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game_update_flags(g);
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}
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