mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
finish game logic implementation. we now have a working game
This commit is contained in:
@@ -2,6 +2,7 @@
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#include <stdbool.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <math.h>
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#include <math.h>
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#include <string.h>
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#include <glad/gl.h>
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#include <glad/gl.h>
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#include "3rdparty/stb/stb_image.h"
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#include "3rdparty/stb/stb_image.h"
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@@ -106,10 +107,10 @@ void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture,
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]) {
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, Cell board[9][9]) {
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for (int i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 9; j++) {
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for (int j = 0; j < 9; j++) {
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if (board[i][j] != 0) {
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if (board[i][j].value != 0) {
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draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
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draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
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}
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}
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}
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}
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@@ -231,9 +232,24 @@ void do_selection(Cudoku *game, int x, int y, int width, int height, float x_sca
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game->selection.y = cell_x;
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game->selection.y = cell_x;
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}
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}
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bool check_win(Cudoku *game) {
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 9; j++) {
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if (game->board[i][j].is_locked) continue;
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if (game->board[i][j].value != game->solution[i][j]) return false;
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}
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}
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game->has_won = true;
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game->should_draw_selection = false;
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return true;
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}
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void set_selected_number(Cudoku *game, int number) {
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void set_selected_number(Cudoku *game, int number) {
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if (game->should_draw_selection && !game->has_won) {
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if (game->should_draw_selection && !game->has_won && !game->board[game->selection.x][game->selection.y].is_locked) {
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game->board[game->selection.x][game->selection.y] = number;
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game->board[game->selection.x][game->selection.y].value = number;
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check_win(game);
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}
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}
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}
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}
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@@ -267,21 +283,21 @@ void remove_arr_element(int *arr, int index, int size) {
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}
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}
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}
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}
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bool get_candidates(int board[9][9], int row, int col, int candidates[], int *size) {
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void get_candidates(Cell board[9][9], int row, int col, int candidates[], int *size) {
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// use this as a set to check if a number is already in the row, col, or box
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// use this as a set to check if a number is already in the row, col, or box
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// 0 is no clash, 1 is clash
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// 0 is no clash, 1 is clash
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int clashingDigits[9] = {0};
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int clashingDigits[9] = {0};
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// check row
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// check row
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for (int i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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if (board[row][i] != 0) {
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if (board[row][i].value != 0) {
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clashingDigits[board[row][i] - 1] = 1;
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clashingDigits[board[row][i].value - 1] = 1;
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}
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}
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}
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}
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// check col
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// check col
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for (int i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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if (board[i][col] != 0) {
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if (board[i][col].value != 0) {
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clashingDigits[board[i][col] - 1] = 1;
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clashingDigits[board[i][col].value - 1] = 1;
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}
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}
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}
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}
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@@ -290,8 +306,8 @@ bool get_candidates(int board[9][9], int row, int col, int candidates[], int *si
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int box_col = floor(col / 3.f) * 3;
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int box_col = floor(col / 3.f) * 3;
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for (int i = box_row; i < box_row + 3; i++) {
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for (int i = box_row; i < box_row + 3; i++) {
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for (int j = box_col; j < box_col + 3; j++) {
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for (int j = box_col; j < box_col + 3; j++) {
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if (board[i][j] != 0) {
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if (board[i][j].value != 0) {
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clashingDigits[board[i][j] - 1] = 1;
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clashingDigits[board[i][j].value - 1] = 1;
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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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@@ -301,8 +317,6 @@ bool get_candidates(int board[9][9], int row, int col, int candidates[], int *si
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candidates[(*size)++] = i + 1;
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candidates[(*size)++] = i + 1;
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}
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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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}
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bool backtracker(Cudoku *game, int start_row, int start_col) {
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bool backtracker(Cudoku *game, int start_row, int start_col) {
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@@ -346,17 +360,109 @@ bool backtracker(Cudoku *game, int start_row, int start_col) {
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uint candidate = candidates[rand_idx];
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uint candidate = candidates[rand_idx];
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remove_arr_element(candidates, rand_idx, num_candidates);
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remove_arr_element(candidates, rand_idx, num_candidates);
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num_candidates--;
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num_candidates--;
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game->board[start_row][start_col] = candidate;
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game->board[start_row][start_col].value = candidate;
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game->board[start_row][start_col].is_locked = true;
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if (backtracker(game, start_row, start_col + 1)) {
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if (backtracker(game, start_row, start_col + 1)) {
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return true;
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return true;
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}
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}
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game->board[start_row][start_col] = 0;
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game->board[start_row][start_col].value = 0;
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game->board[start_row][start_col].is_locked = false;
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}
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}
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// if no candidates, we backtrack and try something else.
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// if no candidates, we backtrack and try something else.
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return false;
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return false;
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}
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}
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bool solver(int *solutions, Vec2 empty_cells[81], int empty_cells_size, Cell board[9][9]) {
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if (empty_cells_size) {
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(*solutions)++;
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if (*solutions > 1) {
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return false;
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}
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return true;
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}
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int rand_idx = rand() % empty_cells_size;
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Vec2 rand_empty_cell = empty_cells[rand_idx];
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int candidates_size = 0;
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int candidates[9];
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get_candidates(board, rand_empty_cell.x, rand_empty_cell.y, candidates, &candidates_size);
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while (candidates_size) {
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rand_idx = rand() % candidates_size;
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int candidate = candidates[rand_idx];
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remove_arr_element(candidates, rand_idx, candidates_size--);
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Cell cell = { .is_locked = true, .value = candidate };
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board[rand_empty_cell.x][rand_empty_cell.y] = cell;
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if (solver(solutions, empty_cells, empty_cells_size, board)) {
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return true;
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}
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// reset the cell
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cell.value = 0;
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cell.is_locked = false;
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board[rand_empty_cell.x][rand_empty_cell.y] = cell;
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}
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empty_cells_size++;
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empty_cells[empty_cells_size] = rand_empty_cell;
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return false;
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}
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void remove_numbers(Cudoku *game) {
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int solutions = 0;
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int removed_cells_size = 0;
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Vec2 removed_cells[81];
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int filled_cells_size = 81;
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int filled_cells[81];
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for (int i = 0; i < filled_cells_size; i++) {
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filled_cells[i] = i;
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}
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while (filled_cells_size) {
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solutions = 0;
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int rand_idx = rand() % filled_cells_size;
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int cell = filled_cells[rand_idx];
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remove_arr_element(filled_cells, rand_idx, filled_cells_size--);
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int removed_row = floor(cell / 9.f);
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int removed_col = cell % 9;
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Cell removed_cell = game->board[removed_row][removed_col];
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Cell empty = {0};
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game->board[removed_row][removed_col] = empty;
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Vec2 removed_cell_coords = {.x = removed_row, .y = removed_col};
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removed_cells[removed_cells_size] = removed_cell_coords;
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removed_cells_size++;
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int candidates_size = 0;
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int candidates[9];
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get_candidates(game->board, removed_row, removed_col, candidates, &candidates_size);
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Vec2 removed_cells_cpy[81];
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Cell board_cpy[9][9];
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while (candidates_size) {
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candidates_size--;
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memcpy(removed_cells_cpy, removed_cells, sizeof(Cell) * removed_cells_size);
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memcpy(board_cpy, game->board, sizeof(Cell) * 81);
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solver(&solutions, removed_cells_cpy, removed_cells_size, board_cpy);
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if (solutions > 1) {
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game->board[removed_row][removed_col] = removed_cell;
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removed_cells_size--;
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break;
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}
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}
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}
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}
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void generate_random_board(Cudoku *game) {
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void generate_random_board(Cudoku *game) {
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int size = 9;
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int size = 9;
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// fill diagonal boxes 1, 5, 9
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// fill diagonal boxes 1, 5, 9
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@@ -374,7 +480,8 @@ void generate_random_board(Cudoku *game) {
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int rand_idx = rand() % size;
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int rand_idx = rand() % size;
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int num = digits[rand_idx];
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int num = digits[rand_idx];
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remove_arr_element(digits, rand_idx, size--);
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remove_arr_element(digits, rand_idx, size--);
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game->board[row][j] = num;
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game->board[row][j].value = num;
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game->board[row][j].is_locked = true;
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}
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}
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}
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}
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@@ -384,8 +491,11 @@ void generate_random_board(Cudoku *game) {
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// copy the board to the solution
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// copy the board to the solution
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for (int i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 9; j++) {
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for (int j = 0; j < 9; j++) {
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game->solution[i][j] = game->board[i][j];
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game->solution[i][j] = game->board[i][j].value;
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}
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}
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}
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}
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remove_numbers(game);
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}
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}
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@@ -9,8 +9,13 @@ typedef struct Vec2 {
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int y;
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int y;
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} Vec2;
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} Vec2;
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typedef struct Cell {
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int value;
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bool is_locked;
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} Cell;
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typedef struct Cudoku {
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typedef struct Cudoku {
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int board[9][9];
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Cell board[9][9];
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int solution[9][9];
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int solution[9][9];
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bool has_won;
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bool has_won;
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Vec2 selection;
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Vec2 selection;
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@@ -21,7 +26,7 @@ void set_scale_factor(int width, int height, float *x, float *y);
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unsigned int prepare_bg(bool use_texture, unsigned int *texture);
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unsigned int prepare_bg(bool use_texture, unsigned int *texture);
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void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution);
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void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution);
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void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform);
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void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform);
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]);
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, Cell board[9][9]);
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unsigned int prepare_win_overlay();
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unsigned int prepare_win_overlay();
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void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform);
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void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform);
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void prepare_selection_box(unsigned int *vao, unsigned int *vbo);
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void prepare_selection_box(unsigned int *vao, unsigned int *vbo);
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@@ -124,14 +124,18 @@ Size calculate_text_size(const char *text, float scale) {
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return size;
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return size;
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}
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}
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void draw_number(Shader shader, int text, int row, int column, float scale, unsigned int vao, unsigned int vbo, float *transform) {
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void draw_number(Shader shader, Cell cell, int row, int column, float scale, unsigned int vao, unsigned int vbo, float *transform) {
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use_shader(shader);
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use_shader(shader);
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set_vec3f(shader, "textColor", 44.f / 255.f, 54.f / 255.f, 57.f / 255.f);
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if (cell.is_locked) {
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set_vec3f(shader, "textColor", 44.f / 255.f, 54.f / 255.f, 57.f / 255.f);
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} else {
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set_vec3f(shader, "textColor", 110.f / 255.f, 133.f / 255.f, 183.f / 255.f);
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}
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set_mat4f(shader, "transform", transform);
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set_mat4f(shader, "transform", transform);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(vao);
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glBindVertexArray(vao);
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Character ch = numbers[text - 1];
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Character ch = numbers[cell.value - 1];
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float w = ch.size.width;
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float w = ch.size.width;
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float h = ch.size.height;
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float h = ch.size.height;
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@@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include "cudoku.h"
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#include "shader.h"
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#include "shader.h"
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typedef struct Size {
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typedef struct Size {
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@@ -17,5 +18,5 @@ typedef struct Character {
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int init_fonts(const char *font_path);
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int init_fonts(const char *font_path);
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void prepare_font(unsigned int *vao, unsigned int *vbo);
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void prepare_font(unsigned int *vao, unsigned int *vbo);
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Size calculate_text_size(const char *text, float scale);
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Size calculate_text_size(const char *text, float scale);
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void draw_number(Shader shader, int text, int row, int column, float scale,unsigned int vao, unsigned int vbo, float* transform);
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void draw_number(Shader shader, Cell cell, int row, int column, float scale,unsigned int vao, unsigned int vbo, float* transform);
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void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform);
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void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform);
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@@ -124,7 +124,11 @@ int main(int argc, char *argv[]) {
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for (int i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 9; j++) {
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for (int j = 0; j < 9; j++) {
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printf("%d | ", game.board[i][j]);
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if (game.board[i][j].value) {
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printf("%d | ", game.board[i][j].value);
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} else {
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printf(" | ");
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}
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}
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}
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printf("\n");
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printf("\n");
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}
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}
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