mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
636 lines
19 KiB
C
636 lines
19 KiB
C
#include <stdio.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include "core.h"
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#include "cudoku.h"
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#include "audio.h"
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#include "ui.h"
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#include "text.h"
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#include "zephr.h"
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#define HELP_TEXT_SIZE 13
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static const Color mistake_color = {255.f, 0.f, 0.f, 127};
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static const Color selection_color = {102, 102, 255, 255};
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static const char *win_text = "You won!";
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static const char *help_texts[HELP_TEXT_SIZE] = {
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"F1 - Toggle help",
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"1-9 - Set number",
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"0/Del/Backspace - Remove number",
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"Left/A/H - Move selection left",
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"Right/D/L - Move selection right",
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"Up/W/K - Move selection up",
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"Down/S/J - Move selection down",
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"Space/Enter - Toggle selection",
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"N - New board",
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"C - Check for mistakes",
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"R - Reset board",
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"P - Pause/Resume",
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"Ctrl+Q/Esc - Quit"
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};
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void draw_win(Cudoku *game) {
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Size window = zephr_get_window_size();
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Color bg_color = {0, 0, 0, 200.f};
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Color text_color = {237.f, 225.f, 215.f, 255.f};
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char time_text[64];
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double time_elapsed = game->win_time - game->timer.start + game->timer.elapsed;
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snprintf(time_text, 64, "Solved in: %02dm%02ds", (int)time_elapsed / 60, (int)time_elapsed % 60);
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, window.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, window.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &bg_color, 0.0, ALIGN_CENTER);
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set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, -30, UI_CONSTRAINT_FIXED);
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draw_text(win_text, 72.f, constraints, &text_color, ALIGN_CENTER);
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set_y_constraint(&constraints, 30, UI_CONSTRAINT_FIXED);
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draw_text(time_text, 48.f, constraints, &text_color, ALIGN_CENTER);
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}
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void draw_board(Cudoku *game, Size window_size) {
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Color bg_color = {240.0f, 235.0f, 227.0f, 255.f};
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Size cell_size = {window_size.width / 9, window_size.height / 9};
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, window_size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, window_size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &bg_color, 0.0, ALIGN_TOP_LEFT);
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for (int i = 1; i < 9; i++) {
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set_x_constraint(&constraints, i * 100, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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if (i % 3 == 0) {
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set_width_constraint(&constraints, 4, UI_CONSTRAINT_FIXED);
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} else {
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set_width_constraint(&constraints, 2, UI_CONSTRAINT_FIXED);
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}
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set_height_constraint(&constraints, window_size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, NULL, 0.0, ALIGN_TOP_LEFT);
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, i * 100, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, window_size.width, UI_CONSTRAINT_FIXED);
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if (i % 3 == 0) {
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set_height_constraint(&constraints, 4, UI_CONSTRAINT_FIXED);
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} else {
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set_height_constraint(&constraints, 2, UI_CONSTRAINT_FIXED);
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}
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draw_quad(constraints, NULL, 0.0, ALIGN_TOP_LEFT);
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}
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if (game->timer.state != TIMER_PAUSED) {
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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GlyphInstanceList batch;
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new_glyph_instance_list(&batch, 81);
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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].value) {
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continue;
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}
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char num[2];
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snprintf(num, sizeof(num), "%d", game->board[i][j].value);
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Sizef text_size = calculate_text_size(num, 72.f);
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set_y_constraint(&constraints, i * 100 + cell_size.height / 2.f - text_size.height / 2.f, UI_CONSTRAINT_FIXED);
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set_x_constraint(&constraints, j * 100 + cell_size.width / 2.f - text_size.width / 2.f, UI_CONSTRAINT_FIXED);
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if (game->board[i][j].is_locked) {
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add_text_instance(&batch, num, 72.f, constraints, NULL, ALIGN_TOP_LEFT);
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} else {
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add_text_instance(&batch, num, 72.f, constraints, &selection_color, ALIGN_TOP_LEFT);
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}
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}
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}
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draw_text_batch(&batch);
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}
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}
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void draw_pause_overlay() {
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Size window = zephr_get_window_size();
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Color bg_color = {0, 0, 0, 200.f};
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Color text_color = {237.f, 225.f, 215.f, 255.f};
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, window.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, window.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &bg_color, 0.0, ALIGN_CENTER);
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set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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draw_text("Paused", 100.f, constraints, &text_color, ALIGN_CENTER);
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}
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void pause_game(Cudoku *game) {
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if (game->has_won) return;
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if (game->timer.state == TIMER_PAUSED) {
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timer_resume(&game->timer);
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} else if (game->timer.state == TIMER_RUNNING) {
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game->should_draw_help = false;
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game->should_draw_selection = false;
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game->should_highlight_mistakes = false;
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timer_pause(&game->timer);
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timer_stop(&game->help_timer);
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}
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}
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void draw_selection_box(int x, int y, const Color color) {
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, x * 100, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, y * 100, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, 100, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 100, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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}
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void highlight_mistakes(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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Cell cell = game->board[i][j];
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if (cell.value != 0 && cell.value != game->solution[i][j]) {
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draw_selection_box(j, i, mistake_color);
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}
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}
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}
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UIConstraints constraints = {0};
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const int font_size = 24;
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const char *text = "Mistake highlighter is ON";
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Sizef text_size = calculate_text_size(text, font_size);
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set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &(Color){0, 0, 0, 30}, 0.0, ALIGN_BOTTOM_LEFT);
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set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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draw_text(text, font_size, constraints, &(Color){255, 0, 0, 255}, ALIGN_BOTTOM_LEFT);
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}
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void toggle_check(Cudoku *game) {
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if (game->has_won || game->timer.state == TIMER_PAUSED) return;
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game->should_highlight_mistakes = !game->should_highlight_mistakes;
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}
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void do_selection(Cudoku *game, int x, int y) {
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if (game->has_won || game->timer.state == TIMER_PAUSED) return;
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int cell_x = (int)floor(x / 100.f);
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int cell_y = (int)floor(y / 100.f);
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if (cell_x < 0 || cell_x > 8 || cell_y < 0 || cell_y > 8) {
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game->should_draw_selection = false;
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return;
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}
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game->should_draw_selection = true;
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game->selection.x = cell_y;
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game->selection.y = cell_x;
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}
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void reset_state(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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game->board[i][j].value = 0;
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game->board[i][j].is_locked = false;
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}
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}
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game->should_draw_selection = false;
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game->should_highlight_mistakes = false;
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game->has_won = false;
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timer_reset(&game->timer);
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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->win_time = get_time();
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timer_stop(&game->timer);
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audio_play_win();
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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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if (game->should_draw_selection && !game->has_won && !game->board[game->selection.x][game->selection.y].is_locked) {
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if (number != 0)
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audio_play_scribble();
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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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void move_selection(Cudoku *game, int x, int y) {
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if (game->should_draw_selection && !game->has_won) {
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game->selection.x += y;
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game->selection.y += x;
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if (game->selection.x < 0) {
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game->selection.x = 0;
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} else if (game->selection.x > 8) {
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game->selection.x = 8;
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}
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if (game->selection.y < 0) {
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game->selection.y = 0;
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} else if (game->selection.y > 8) {
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game->selection.y = 8;
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}
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}
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}
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void toggle_selection(Cudoku *game) {
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if (game->has_won || game->timer.state == TIMER_PAUSED) return;
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game->should_draw_selection = !game->should_draw_selection;
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}
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void remove_arr_element(int *arr, int index, int size) {
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for (int i = index; i < size - 1; i++) {
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arr[i] = arr[i + 1];
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}
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}
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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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// 0 is no clash, 1 is clash
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int clashingDigits[9] = {0};
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// check row
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for (int i = 0; i < 9; i++) {
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if (board[row][i].value != 0) {
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clashingDigits[board[row][i].value - 1] = 1;
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}
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}
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// check col
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for (int i = 0; i < 9; i++) {
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if (board[i][col].value != 0) {
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clashingDigits[board[i][col].value - 1] = 1;
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}
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}
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// check box
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int box_row = (int)floor(row / 3.f) * 3;
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int box_col = (int)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 j = box_col; j < box_col + 3; j++) {
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if (board[i][j].value != 0) {
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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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for (int i = 0; i < 9; i++) {
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if (clashingDigits[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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bool backtracker(Cudoku *game, int start_row, int start_col) {
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// if we went thru all the cols but not all the rows
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if (start_col >= 9 && start_row < 9 - 1) {
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start_row++;
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start_col = 0;
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}
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// if we went thru the entire board
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if (start_row >= 8 && start_col >= 9) {
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return true;
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}
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// if we're at diagonal box 1, 5 or 9, skip it
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if (start_row < 3) {
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if (start_col < 3) {
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start_col = 3;
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}
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} else if (start_row < 6) {
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if (start_col == (floor(start_row / 3.f) * 3)) {
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start_col += 3;
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}
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} else {
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if (start_col == 6) {
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start_row++;
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start_col = 0;
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if (start_row >= 9) {
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return true;
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}
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}
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}
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int num_candidates = 0;
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int candidates[9] = {0};
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get_candidates(game->board, start_row, start_col, candidates, &num_candidates);
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// try every candidate until we find one that uniquely solves the board.
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while (num_candidates) {
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u32 rand_idx = rand() % num_candidates;
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u32 candidate = candidates[rand_idx];
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remove_arr_element(candidates, rand_idx, num_candidates);
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num_candidates--;
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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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return true;
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}
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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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// if no candidates, we backtrack and try something else.
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return false;
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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 = (int)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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if (game->timer.state == TIMER_PAUSED) return;
|
|
reset_state(game);
|
|
int size = 9;
|
|
// fill diagonal boxes 1, 5, 9
|
|
int digits[] = {1, 2, 3, 4, 5, 6, 7, 8, 9};
|
|
for (int row = 0; row < 9; row++) {
|
|
if (row % 3 == 0) {
|
|
for (int l = 0; l < 9; l++) {
|
|
digits[l] = l + 1;
|
|
}
|
|
size = 9;
|
|
}
|
|
|
|
const int k = (int)floor(row / 3.f) * 3;
|
|
for (int j = k; j < k + 3; j++) {
|
|
int rand_idx = rand() % size;
|
|
int num = digits[rand_idx];
|
|
remove_arr_element(digits, rand_idx, size--);
|
|
game->board[row][j].value = num;
|
|
game->board[row][j].is_locked = true;
|
|
}
|
|
}
|
|
|
|
// fill the rest of the boxes
|
|
backtracker(game, 0, 3);
|
|
|
|
// copy the board to the solution
|
|
for (int i = 0; i < 9; i++) {
|
|
for (int j = 0; j < 9; j++) {
|
|
game->solution[i][j] = game->board[i][j].value;
|
|
}
|
|
}
|
|
|
|
remove_numbers(game);
|
|
}
|
|
|
|
void reset_board(Cudoku *game) {
|
|
if (game->has_won || game->timer.state == TIMER_PAUSED) return;
|
|
|
|
for (int i = 0; i < 9; i++) {
|
|
for (int j = 0; j < 9; j++) {
|
|
if (game->board[i][j].is_locked == false) {
|
|
game->board[i][j].value = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
timer_reset(&game->timer);
|
|
}
|
|
|
|
bool toggle_help(Cudoku *game) {
|
|
if (game->has_won || game->timer.state == TIMER_PAUSED) return false;
|
|
|
|
game->should_draw_help = !game->should_draw_help;
|
|
return game->should_draw_help;
|
|
}
|
|
|
|
void draw_help(Timer *timer) {
|
|
int const text_padding = 10;
|
|
int const help_font_size = 24;
|
|
int const closing_in_font_size = 18;
|
|
Color const bg_color = {
|
|
.r = 0.f,
|
|
.g = 0.f,
|
|
.b = 0.f,
|
|
.a = 185.f
|
|
};
|
|
Color const text_color = {
|
|
237.f,
|
|
255.f,
|
|
255.f,
|
|
255.f,
|
|
};
|
|
Color const closing_in_text_color = {
|
|
.r = 255.0f,
|
|
.g = 150.0f,
|
|
.b = 0.0f,
|
|
.a = 255.0f,
|
|
};
|
|
|
|
float overlay_height = 0;
|
|
float overlay_width = 0;
|
|
float total_help_texts_height = 10;
|
|
|
|
for (int i = 0; i < HELP_TEXT_SIZE; i++) {
|
|
Sizef text_size = calculate_text_size(help_texts[i], help_font_size);
|
|
overlay_height += text_size.height + text_padding;
|
|
overlay_width = CORE_MAX(overlay_width, text_size.width + text_padding * 2);
|
|
}
|
|
Sizef size = {.width = overlay_width, .height = overlay_height + text_padding * 2};
|
|
UIConstraints constraints = {0};
|
|
set_width_constraint(&constraints, size.width, UI_CONSTRAINT_FIXED);
|
|
set_height_constraint(&constraints, size.height, UI_CONSTRAINT_FIXED);
|
|
draw_quad(constraints, &bg_color, 0.0, ALIGN_TOP_LEFT);
|
|
|
|
GlyphInstanceList batch;
|
|
new_glyph_instance_list(&batch, 100);
|
|
|
|
set_x_constraint(&constraints, text_padding, UI_CONSTRAINT_FIXED);
|
|
for (int i = 0; i < HELP_TEXT_SIZE; i++) {
|
|
Sizef text_size = calculate_text_size(help_texts[i], help_font_size);
|
|
set_y_constraint(&constraints, total_help_texts_height, UI_CONSTRAINT_FIXED);
|
|
set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
|
|
set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
|
|
add_text_instance(&batch, help_texts[i], help_font_size, constraints, &text_color, ALIGN_TOP_LEFT);
|
|
|
|
total_help_texts_height += text_size.height + text_padding;
|
|
}
|
|
|
|
if (timer->state == TIMER_RUNNING) {
|
|
char closing_in_text[128];
|
|
snprintf(closing_in_text, sizeof(closing_in_text), "Hiding in %ds", (int)timer_remaining(timer) + 1);
|
|
Sizef closing_in_text_size = calculate_text_size(closing_in_text, closing_in_font_size);
|
|
set_x_constraint(&constraints, overlay_width - closing_in_text_size.width - text_padding, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&constraints, text_padding, UI_CONSTRAINT_FIXED);
|
|
add_text_instance(&batch, closing_in_text, closing_in_font_size, constraints, &closing_in_text_color, ALIGN_TOP_LEFT);
|
|
}
|
|
|
|
draw_text_batch(&batch);
|
|
}
|
|
|
|
void draw_timer(Timer *timer) {
|
|
if (timer->state == TIMER_STOPPED) return;
|
|
|
|
const int font_size = 32;
|
|
const Color text_color = {
|
|
.r = 66.0f,
|
|
.g = 92.0f,
|
|
.b = 124.0f,
|
|
.a = 255.0f,
|
|
};
|
|
const Color bg_color = {
|
|
.r = 0.0f,
|
|
.g = 0.0f,
|
|
.b = 0.0f,
|
|
.a = 25.0f,
|
|
};
|
|
const Alignment alignment = ALIGN_BOTTOM_RIGHT;
|
|
|
|
char timer_text[64];
|
|
|
|
double elapsed = timer_elapsed(timer);
|
|
|
|
if (timer->state == TIMER_PAUSED) {
|
|
// if the timer is paused, we want to show the time at which it was paused
|
|
elapsed = timer->elapsed;
|
|
}
|
|
|
|
int minutes = (int)elapsed / 60;
|
|
int seconds = (int)elapsed % 60;
|
|
|
|
snprintf(timer_text, sizeof(timer_text), "Time: %02d:%02d", minutes, seconds);
|
|
|
|
Sizef text_size = calculate_text_size(timer_text, font_size);
|
|
|
|
UIConstraints constraints = {0};
|
|
set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
|
|
set_width_constraint(&constraints, text_size.width + 4, UI_CONSTRAINT_FIXED);
|
|
set_height_constraint(&constraints, text_size.height + 4, UI_CONSTRAINT_FIXED);
|
|
|
|
draw_quad(constraints, &bg_color, 0.0, alignment);
|
|
|
|
set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
|
|
set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
|
|
draw_text(timer_text, font_size, constraints, &text_color, alignment);
|
|
}
|