Added a seeding function to generate a 'random' board. There's clearly some logic bugs for cell status but its a start.
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+22
@@ -20,6 +20,7 @@ const int CELL_SIZE = 15;
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const int MAX_X = SCREEN_WIDTH / CELL_SIZE - 1;
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const int MAX_Y = SCREEN_HEIGHT / CELL_SIZE - 1;
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int Start = 0;
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int RestartSim = 0;
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typedef struct {
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SDL_Window *window;
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@@ -41,6 +42,7 @@ void Cleanup(void);
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void HandleInput(void);
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int GetIndex(int x, int y, int columns);
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int GetNotSoRandomNumber(int);
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void Seed(void);
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int main(int argc, char** argv) {
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memset(&app, 0, sizeof(app));
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@@ -99,6 +101,12 @@ int main(int argc, char** argv) {
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// rect->y = 0;//MAX_Y * CELL_SIZE;
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// Cell* cell = CreateCell(*rect);
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Restart:
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RestartSim = 0;
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Seed();
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while(!Start){
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HandleInput();
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@@ -128,6 +136,8 @@ int main(int argc, char** argv) {
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HandleInput();
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if (RestartSim) goto Restart;
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SDL_Delay(128);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 255);
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@@ -196,6 +206,17 @@ int main(int argc, char** argv) {
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//free(cell);
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}
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void Seed(){
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for(int i = 0; i < GlobalList->capcity; i++) {
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if (GlobalList->cells[i] == NULL) continue;
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if (GetNotSoRandomNumber(100) % 3 != 0) continue;
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Cell* cell = GlobalList->cells[i];
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cell->Status = Alive;
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}
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}
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void Cleanup(void) {
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SDL_DestroyWindow(app.window);
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SDL_DestroyRenderer(app.renderer);
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@@ -232,6 +253,7 @@ void HandleInput(void) {
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else Thing(event.button.x, event.button.y);
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_s) Start = 1;
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if (event.key.keysym.sym == SDLK_r) RestartSim = 1;
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default:
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break;
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}
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