247 lines
5.6 KiB
C
247 lines
5.6 KiB
C
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/*
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Created by Fry.
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Date: 10.12.2016
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https://www.ryoko-rpg.ro
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https://github.com/Metonimie
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <errno.h>
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#define VISITED_MASK ( (unsigned) 1 << 4)
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#define DEATH_MASK ( (unsigned) 1 << 5)
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#define EXIT_MASK ( (unsigned) 1 << 6)
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#define WALL_MASK ( (unsigned) 1 << 7)
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#define NUMBER_MASK ~( (unsigned) ~0 << 4)
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#define ISVISITED(x) ((x) & VISITED_MASK)
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#define ISDEATH(x) ((x) & DEATH_MASK)
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#define ISEXIT(x) ((x) & EXIT_MASK)
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#define ISWALL(x) ((x) & WALL_MASK)
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#define GETNUMBER(x) ((x) & NUMBER_MASK)
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unsigned rows = 4;
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unsigned cols = 4;
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unsigned testM[4][4] = {
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{0, 0, 0, 0},
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{0, 0, 0, 0},
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{0, 0, 0, 0},
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{0, 0, 0, 0},
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};
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// The number will represent the death time, when it reaches 0, the cell
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// becomes a death wall.
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void make_visited_cell(unsigned * x) { *x |= VISITED_MASK; }
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void unmake_visited_cell(unsigned * x) { *x &= ~VISITED_MASK; }
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void make_death_cell(unsigned * x) { *x |= DEATH_MASK; }
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void unmake_death_cell(unsigned * x) { *x &= ~DEATH_MASK; }
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void make_exit_cell(unsigned * x) { *x |= EXIT_MASK; }
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void unmake_exit_cell(unsigned * x) { *x &= ~EXIT_MASK; }
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void make_wall_cell(unsigned * x) { *x |= WALL_MASK; }
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void unmake_wall_cell(unsigned * x) { *x &= ~WALL_MASK; }
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void increment_cell(unsigned * x) {
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// We don't want to mess with walls or the exit cell.
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if ( ISWALL(*x) || ISEXIT(*x)) {
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return;
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}
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// check the timmer is not bigget than 15, the maximum value for a timmer.
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if ( GETNUMBER(*x) < 16 ) {
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*x = *x + 1;
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}
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}
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void decrement_cell(unsigned * x) {
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// We don't want to mess with walls or the exit cell.
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if ( ISWALL(*x) || ISEXIT(*x)) {
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return;
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}
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// We need to make sure the cell is always greater than 0.
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if ( GETNUMBER(*x) > 0 ) {
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*x = *x - 1;
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}
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}
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// This should be called when updating the timmers of a cell that's not a
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// death cell.
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void update_cell_mechanism() {
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for (unsigned i = 0; i < rows; ++i) {
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for (unsigned j = 0; j < cols; ++j) {
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// We don't update the walls or exit cells.
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if ( ISWALL(testM[i][j]) || ISEXIT(testM[i][j])) {
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continue;
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}
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// We update the cell.
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if ( ISDEATH(testM[i][j]) ) {
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increment_cell(&testM[i][j]);
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} else if ( !ISDEATH(testM[i][j]) ) {
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decrement_cell(&testM[i][j]);
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}
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// We have a cell that is going to turn.
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if ( GETNUMBER(testM[i][j] == 0) ) {
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// We turn the cell.
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testM[i][j] = testM[i][j] ^ DEATH_MASK;
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}
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}
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}
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}
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// This should be called when backtracking, cheater.
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void reverse_update_cell_mechanism() {
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for (unsigned i = 0; i < rows; ++i) {
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for (unsigned j = 0; j < cols; ++j) {
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// We don't update the walls or exit cells.
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if ( ISWALL(testM[i][j]) || ISEXIT(testM[i][j])) {
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continue;
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}
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// We update the cell.
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if ( !ISDEATH(testM[i][j]) ) {
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increment_cell(&testM[i][j]);
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} else if ( ISDEATH(testM[i][j]) ) {
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decrement_cell(&testM[i][j]);
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}
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// We have a cell that is going to turn.
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if ( GETNUMBER(testM[i][j] == 0) ) {
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// We turn the cell. Death doesn't wait.
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testM[i][j] = testM[i][j] ^ DEATH_MASK;
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}
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}
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}
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}
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void set_timmer(unsigned row, unsigned col, unsigned timer) {
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// If the timer is correct, we set it. If not, thou shall get blessed.
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// We don't mess with walls or the exit.
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if ( ISWALL(testM[row][col]) || ISEXIT(testM[row][col]) ) {
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return;
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}
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if ( timer > 0 && timer < 16) {
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testM[row][col] += timer;
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} else {
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testM[row][col] += (15 - GETNUMBER(testM[row][col]));
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}
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}
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void print_matrix2(unsigned m[4][4], unsigned row, unsigned col) {
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for (unsigned i = 0; i < row; ++i) {
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for (unsigned j = 0; j < col; ++j) {
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printf(" ");
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if ( ISEXIT(testM[i][j])) {
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printf("E ");
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continue;
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}
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if ( ISWALL(testM[i][j])) {
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printf("W ");
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continue;
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}
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if ( ISVISITED(testM[i][j]) ) {
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printf("V");
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}
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if ( ISDEATH(testM[i][j]) ) {
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printf("D");
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}
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printf("%d ", GETNUMBER(testM[i][j]));
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}
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printf("\n");
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}
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}
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unsigned ** new_matrix(unsigned row, unsigned col) {
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unsigned ** mat = (unsigned **) calloc(row, sizeof(unsigned *));
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for (unsigned i = 0; i < col; ++i) {
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mat[i] = (unsigned *) calloc(col, sizeof(unsigned) * col);
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}
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return mat;
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}
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// This function will be called with the initial position from where the player
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// will start the labyrinth.
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unsigned solve_mat(unsigned c, unsigned r) {
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// Make sure we check that everything is safe before accessing memory.
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if ( !( (c < cols) && (r < rows)) ) {
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return 0;
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}
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// check if we're on a wall or on a visited path or a deathcell.
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else if ( (ISWALL(testM[r][c])) || ISVISITED(testM[r][c])
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|| ISDEATH(testM[r][c]) )
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{
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return 0;
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} // check for deathcell.
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// Check if we found the exit.
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if ( ISEXIT(testM[r][c]) ) {
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return 1;
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}
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update_cell_mechanism();
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make_visited_cell(&testM[r][c]);
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if ( solve_mat(c + 1, r) == 1) {
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return 1;
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}
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if ( solve_mat(c, r + 1) == 1) {
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return 1;
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}
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if ( solve_mat(c - 1, r) == 1) {
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return 1;
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}
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if ( solve_mat(c, r - 1) == 1) {
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return 1;
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}
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reverse_update_cell_mechanism();
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unmake_visited_cell(&testM[r][c]);
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return 0;
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}
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void skip_lines(FILE * fd, unsigned num) {
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for (unsigned i = 0; i < num; ++i) {
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fscanf(fd, "%*[^\n]\n", NULL);
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}
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}
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void fatal(const char * msg) {
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fprintf(stderr, "%s\n", msg);
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exit(1);
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}
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int main(void) {
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make_exit_cell(&testM[3][3]);
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make_wall_cell(&testM[0][3]);
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make_wall_cell(&testM[1][1]);
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make_wall_cell(&testM[2][1]);
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make_wall_cell(&testM[2][2]);
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make_wall_cell(&testM[2][3]);
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for (unsigned i = 0; i < rows; ++i) {
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for (unsigned j = 0; j < cols; ++j) {
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set_timmer(i, j, 6);
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}
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}
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print_matrix2(testM, 4, 4);
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unsigned x = solve_mat(0, 0);
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printf("Solved: %d\n", x);
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print_matrix2(testM, 4, 4);
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return EXIT_SUCCESS;
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}
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