fix bug
This commit is contained in:
104
src/game_core.c
104
src/game_core.c
@@ -7,75 +7,75 @@ const int directions[8][2] = {{-1, -1}, {-1, 0}, {-1, 1}, {0, -1},
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const uint32_t colors[2] = {BLACK, WHITE};
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Board init_board(size_t width, size_t height, int random) {
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Board board = {NULL, width, height};
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board.pixels = malloc(height * sizeof(uint32_t *));
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for (size_t y = 0; y < height; y++) {
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board.pixels[y] = malloc(width * sizeof(uint32_t));
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for (size_t x = 0; x < width; x++) {
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if (random)
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board.pixels[y][x] = colors[rand() % 2];
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else
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board.pixels[y][x] = BLACK;
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Board board = {NULL, width, height};
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board.pixels = malloc(height * sizeof(uint32_t*));
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for (size_t y = 0; y < height; y++) {
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board.pixels[y] = malloc(width * sizeof(uint32_t));
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for (size_t x = 0; x < width; x++) {
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if (random)
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board.pixels[y][x] = colors[rand() % 2];
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else
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board.pixels[y][x] = BLACK;
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}
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}
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}
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return board;
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return board;
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}
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void free_board(Board board) {
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for (size_t y = 0; y < board.height; y++)
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free(board.pixels[y]);
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free(board.pixels);
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for (size_t y = 0; y < board.height; y++)
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free(board.pixels[y]);
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free(board.pixels);
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}
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Board copy_board(Board board) {
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Board copy = init_board(board.width, board.height, 0);
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for (size_t x = 0; x < board.width; x++) {
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for (size_t y = 0; y < board.height; y++) {
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copy.pixels[y][x] = board.pixels[y][x];
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Board copy = init_board(board.width, board.height, 0);
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for (size_t x = 0; x < board.width; x++) {
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for (size_t y = 0; y < board.height; y++) {
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copy.pixels[y][x] = board.pixels[y][x];
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}
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}
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}
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return copy;
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return copy;
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}
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void display_board(Board board) {
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for (size_t y = 0; y < board.height; y++) {
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for (size_t x = 0; x < board.width; x++) {
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printf("%c", board.pixels[y][x] == BLACK ? ' ' : 'X');
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for (size_t y = 0; y < board.height; y++) {
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for (size_t x = 0; x < board.width; x++) {
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printf("%c", board.pixels[y][x] == BLACK ? ' ' : 'X');
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}
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puts("");
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}
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puts("");
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}
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}
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int count_adjacent(Board board, size_t x, size_t y) {
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size_t i;
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int w, h;
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uint8_t count = 0;
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for (i = 0; i < 8; i++) {
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w = x + directions[i][1];
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h = y + directions[i][0];
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if (!((w < 0 || w >= (int)board.width) ||
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(h < 0 || h >= (int)board.height)))
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if (board.pixels[h][w] == WHITE)
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count++;
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}
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return count;
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size_t i;
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int w, h;
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uint8_t count = 0;
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for (i = 0; i < 8; i++) {
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w = (int)x + directions[i][0];
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h = (int)y + directions[i][1];
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if (!((w < 0 || w >= (int)board.width) ||
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(h < 0 || h >= (int)board.height)))
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if (board.pixels[h][w] == WHITE)
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count++;
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}
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return count;
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}
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Board process_game(Board board) {
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Board new_board = copy_board(board);
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size_t x, y;
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uint8_t count = 0;
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for (y = 0; y < board.height; y++) {
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for (x = 0; x < board.width; x++) {
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count = count_adjacent(board, x, y);
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if (board.pixels[y][x] == BLACK && count == 3) {
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new_board.pixels[y][x] = WHITE;
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} else if (board.pixels[y][x] == WHITE && count != 2 && count != 3) {
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new_board.pixels[y][x] = BLACK;
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}
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Board new_board = copy_board(board);
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size_t x, y;
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uint8_t count = 0;
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for (y = 0; y < board.height; y++) {
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for (x = 0; x < board.width; x++) {
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count = count_adjacent(board, x, y);
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if (board.pixels[y][x] == BLACK && count == 3) {
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new_board.pixels[y][x] = WHITE;
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} else if (board.pixels[y][x] == WHITE && count != 2 &&
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count != 3) {
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new_board.pixels[y][x] = BLACK;
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}
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}
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}
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}
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free_board(board);
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return new_board;
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free_board(board);
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return new_board;
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}
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167
src/main.c
167
src/main.c
@@ -1,92 +1,101 @@
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#include "game_core.h"
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#include "utils.h"
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#include <SDL2/SDL.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include "game_core.h"
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#include "utils.h"
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#define SEED (5)
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#define WIDTH (800)
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#define HEIGHT (600)
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#define SIM_WIDTH (10)
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#define SIM_HEIGHT (10)
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#define SIM_WIDTH (800)
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#define SIM_HEIGHT (600)
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t_flags process_args(int argc, char **argv) {
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t_flags output_flags = {0};
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if (argc <= 1)
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return output_flags;
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if (argv[1][0] != '-')
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return output_flags;
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t_flags process_args(int argc, char** argv) {
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t_flags output_flags = {0};
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if (argc <= 1)
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return output_flags;
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if (argv[1][0] != '-')
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return output_flags;
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char *flags = argv[1];
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int i = 1;
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char c = flags[i];
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while (c) {
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if (c == 'g')
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output_flags.graphical = 1;
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if (c == 'm')
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output_flags.multithread = 1;
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if (c == 'o')
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output_flags.opti = 1;
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c = flags[++i];
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}
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return output_flags;
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}
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int main(int argc, char *argv[]) {
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t_flags flags = process_args(argc, argv);
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srand(time(NULL));
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if (flags.graphical) {
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Board b = init_board(WIDTH, HEIGHT, 1);
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window *win = SDL_CreateWindow("pixels", 0, 0, WIDTH, HEIGHT, 0);
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SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
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SDL_Texture *tex =
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SDL_CreateTexture(ren, SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING, SIM_WIDTH, SIM_HEIGHT);
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uint32_t pixels[HEIGHT][WIDTH];
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int running = 1;
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SDL_Event e;
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while (running) {
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while (SDL_PollEvent(&e))
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if (e.type == SDL_QUIT)
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running = 0;
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// Envoie la matrice à la texture
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uint32_t flat[HEIGHT * WIDTH];
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for (size_t y = 0; y < HEIGHT; y++)
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for (size_t x = 0; x < WIDTH; x++)
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flat[y * WIDTH + x] = b.pixels[y][x];
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SDL_Rect dst = {0, 0, WIDTH, HEIGHT};
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SDL_UpdateTexture(tex, NULL, flat, SIM_WIDTH * sizeof(uint32_t));
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SDL_RenderClear(ren);
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SDL_RenderCopy(ren, tex, NULL, &dst);
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SDL_RenderPresent(ren);
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b = process_game(b);
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SDL_Delay(500);
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char* flags = argv[1];
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int i = 1;
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char c = flags[i];
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while (c) {
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if (c == 'g')
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output_flags.graphical = 1;
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if (c == 'm')
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output_flags.multithread = 1;
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if (c == 'o')
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output_flags.opti = 1;
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c = flags[++i];
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}
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SDL_DestroyTexture(tex);
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SDL_DestroyRenderer(ren);
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SDL_DestroyWindow(win);
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SDL_Quit();
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free_board(b);
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} else {
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Board b = init_board(SIM_WIDTH, SIM_HEIGHT, 1);
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display_board(b);
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puts("----------");
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b = process_game(b);
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display_board(b);
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free_board(b);
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}
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return EXIT_SUCCESS;
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return output_flags;
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}
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int main(int argc, char* argv[]) {
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t_flags flags = process_args(argc, argv);
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srand(time(NULL));
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if (flags.graphical) {
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Board b = init_board(SIM_WIDTH, SIM_HEIGHT, 1);
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window* win = SDL_CreateWindow("pixels", 0, 0, WIDTH, HEIGHT, 0);
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SDL_Renderer* ren =
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SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
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SDL_Texture* tex = SDL_CreateTexture(ren, SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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SIM_WIDTH, SIM_HEIGHT);
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int running = 1;
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SDL_Event e;
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while (running) {
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while (SDL_PollEvent(&e))
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if (e.type == SDL_QUIT)
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running = 0;
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uint32_t flat[SIM_HEIGHT * SIM_WIDTH];
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for (size_t y = 0; y < SIM_HEIGHT; y++)
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for (size_t x = 0; x < SIM_WIDTH; x++)
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flat[y * SIM_WIDTH + x] = b.pixels[y][x];
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SDL_Rect dst = {0, 0, WIDTH, HEIGHT};
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SDL_UpdateTexture(tex, NULL, flat, SIM_WIDTH * sizeof(uint32_t));
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SDL_RenderClear(ren);
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SDL_RenderCopy(ren, tex, NULL, &dst);
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SDL_RenderPresent(ren);
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b = process_game(b);
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SDL_Delay(50);
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}
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SDL_DestroyTexture(tex);
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SDL_DestroyRenderer(ren);
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SDL_DestroyWindow(win);
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SDL_Quit();
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free_board(b);
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} else {
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Board b = init_board(6, 6, 0);
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b.pixels[0][1] = WHITE;
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b.pixels[1][2] = WHITE;
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b.pixels[2][0] = WHITE;
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b.pixels[2][1] = WHITE;
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b.pixels[2][2] = WHITE;
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display_board(b);
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puts("----------");
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b = process_game(b);
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display_board(b);
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puts("----------");
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b = process_game(b);
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display_board(b);
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puts("----------");
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b = process_game(b);
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display_board(b);
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free_board(b);
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}
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return EXIT_SUCCESS;
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}
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