Minesweeper revealing cells in C - c

I am trying to write a minesweeper program in C.
What I am trying to achieve here is when user steps on one cell, the cells near without bombs and hint numbers will be revealed.
For example, if x is the cell stepped on, o is an empty but concealed square, . is an empty but revealed cell and * is the bomb (hidden when playing of course):
x o o o o
o o o * o
o o o o o
will result in:
. . 1 o o
. . 1 * o
. . 1 o o
Here is part of the code:
while (1)
{
printf("Row? ");
scanf("%d", &row);
printf("column? ");
scanf("%d", &clos);
if (row < 9 && row >= 0 && clos < 8 && clos >= 0)
break;
printf("\nInvalid Location\n\n");
}
if (real_map[row][clos] =='*')
{
print_map_win(display_map,real_map);
printf("\n");
printf("Flags Left = %d\n\n\n", flag_left);
printf("Game Over\n");
exit(0);
}
else
{
if (real_map[row][clos] == ' ')
{
display_map[row][clos] = real_map[row][clos];
bonos_reveal(display_map, real_map, clos, row);
// [[[bonos_reveal is the function I am asking for]]]
printf("\n");
}
else
{
display_map[row][clos] = real_map[row][clos];
}
}
in which real_map has the hint number and bombs in it, and display_map is the current state of the map.
edit: I have the following code, and it only reveals in one direction:
int bonos_reveal(int disp_map[MAP_ROWS][MAP_COLS], int real_map[MAP_ROWS][MAP_COLS], int clos, int row)
{
disp_map[row][clos] = real_map[row][clos];
if (row < 9 && row >= 0 && clos < 8 && clos >= 0)
{
if (real_map[row][clos+1] == ' ')
{
bonos_reveal(disp_map, real_map, clos + 1, row);
}
else
{
disp_map[row][clos+1] = real_map[row][clos+1];
return 1;
}
}
else
{
return 1;
}
return 1;
}
I have no idea how to loop through the cells.

Okay, here's an example implementation. It uses the following values for tiles:
0 to 8: an unmined tile; the number represents the pre-calculated number of adjacent mines
9: a mine; this special value is defined as BOMB.
Covered tiles have 10 added to that, flagged tiles (not used here) have 20 added to that. You can test whether a tile is mined with:
board[row][col] % 10 == BOMB
I'll let the code do the explaining:
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#define ROWS 12
#define COLS 20
#define BOMBS 8
#define BOMB 9
void inc(int board[ROWS][COLS], int row, int col)
{
if (row < 0 || row >= ROWS) return;
if (col < 0 || col >= COLS) return;
if (board[row][col] % 10 == BOMB) return;
board[row][col]++;
}
/*
* Set up board and pre-calculate adjacent bombs
*/
void board_init(int board[ROWS][COLS])
{
int i, j, n;
for (j = 0; j < ROWS; j++) {
for (i = 0; i < COLS; i++) {
board[j][i] = 10;
}
}
n = 0;
while (n < BOMBS) {
j = rand() % ROWS;
i = rand() % COLS;
if (board[j][i] % 10 != BOMB) {
board[j][i] = 19;
inc(board, j - 1, i - 1);
inc(board, j - 1, i);
inc(board, j - 1, i + 1);
inc(board, j, i - 1);
inc(board, j, i + 1);
inc(board, j + 1, i - 1);
inc(board, j + 1, i);
inc(board, j + 1, i + 1);
n++;
}
}
}
/*
* Reveal tile and propagate revelation
*/
void board_reveal(int board[ROWS][COLS], int row, int col)
{
if (row < 0 || row >= ROWS) return; /* skip off-board tiles */
if (col < 0 || col >= COLS) return;
if (board[row][col] < 10) return; /* already revealed, skip */
if (board[row][col] >= 20) return; /* must remove flag first, skip */
if (board[row][col] % 10 == BOMB) {
int i, j;
printf("Bang!\n");
for (j = 0; j < ROWS; j++) {
for (i = 0; i < COLS; i++) {
if (board[j][i] % 10 == BOMB) board[j][i] = BOMB;
}
}
} else {
board[row][col] %= 10;
if (board[row][col] == 0) {
board_reveal(board, row - 1, col);
board_reveal(board, row, col - 1);
board_reveal(board, row, col + 1);
board_reveal(board, row + 1, col);
}
}
}
void board_print(int board[ROWS][COLS])
{
int i, j;
for (j = 0; j < ROWS; j++) {
putchar(' ');
for (i = 0; i < COLS; i++) {
const char *tile = ".12345678*##########PPPPPPPPPP";
int k = board[j][i];
putchar(tile[k]);
}
putchar('\n');
}
}
int main()
{
int board[ROWS][COLS];
srand(time(NULL));
board_init(board);
board_reveal(board, 0, 0);
board_print(board);
return 0;
}

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I wrote a function to print Pascal's triangle with modifications.
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Example :
Pascal Triangle With Modification Example
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How to make a save/load function for a board of an array? in C

Basically I took on this project of making a Connect Four game in C , I managed to make it work but decided to go one step further trying to make a save game / load game function for the game. I really don't know what should I even google to find the answer for this one. I need to be able to save the state of the board:
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So I have two questions :
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#include <stdlib.h>
#include <string.h>
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#define BOARD_COLS 7
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int mainMenu();
void printBoard(char *board);
int game();
int takeTurn(char *board, int player, const char *PIECES);
int checkWin(char *board);
int checkFour(char *board, int, int, int, int);
int horizontalCheck(char *board);
int verticalCheck(char *board);
int diagonalCheck(char *board);
//function for game and some game logic
int game(){
const char *PIECES = "XO";
char board[BOARD_COLS * BOARD_ROWS];
memset(board, ' ', BOARD_COLS * BOARD_ROWS);
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printBoard(board);
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puts("|");
puts("-----------------------------");
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puts(" 1 2 3 4 5 6 7\n");
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return (horizontalCheck(board) || verticalCheck(board) || diagonalCheck(board));
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//board[b] = won;
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int horizontalCheck(char *board){
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}
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}
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for(col = 0; col < BOARD_COLS; col++){
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if(checkFour(board, idx, idx + HEIGHT, idx + HEIGHT * 2, idx + HEIGHT * 3)){
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int row, col = 0;
printf("Player %d (%c):\nEnter number coordinate: ", player + 1, PIECES[player]);
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col--;
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Need to show index number for lamps that have value of 0

my code shows all 100 "lights" with values of 1 and 0, what I need to do (and not managing to..) is to show only the lights which has value of 0 (so it's these lights [and these numbers are what needs to be shown] 1, 4, 9, 16, 25, 36, 49, 64, 81, 100).
Thanks for the help.
The current code:
#include <stdio.h>
#include <conio.h>
#define lights 100
int main()
{
int arr[lights] = { 0 }, i, j;
printf("Lights that are off:\n");
for (i = 0; i <= lights; i++)
arr[i] = 1;
for (i = 1; i <= lights; i++)
{
for (j = i; j <= lights; j += i)
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if (arr[j] == 0)
arr[j] = 1;
else if (arr[j] == 1)
arr[j] = 0;
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}
for (i = 1; i <= lights; i++)
printf("%d ", arr[i]);
return 0;
_getch;
}
So it looks like you're trying to solve the light bulb puzzle.
There's a good solution here: http://puzzles.nigelcoldwell.co.uk/six.htm
I've fixed your code so that it works, you have to be careful with the indexing.
#define NUM_OF_LIGHTS (100)
void main(void)
{
int bulbs[NUM_OF_LIGHTS] = { 0 };
int i, j;
for (i = 1; i < (NUM_OF_LIGHTS + 1); i++)
{
for (j = i; j < (NUM_OF_LIGHTS + 1); j += i)
{
/* Toggle the indexed bulb.
* Note: adjust the array as it runs from 0 to 99, not 1 to 100.
*/
bulbs[j - 1] ^= 1;
}
}
/* Print out the result. */
printf("Lights that are off:\n");
for (i = 0; i < NUM_OF_LIGHTS; i++)
{
/* Only showing the bulb index for lights that are switched off. */
if (bulbs[i] == 0)
{
printf("%d ", i + 1);
}
}
}

Why won't for loop terminate?

My function:
int checkSE(disk board[][SIZE], disk hypotheticalDisk)
{
int i;
int j;
int row;
int col;
int player;
int opponent;
int checkSEflag;
player = hypotheticalDisk.type;
(player == 0) ? (opponent = 1) : (opponent = 0);
row = hypotheticalDisk.pos.row;
col = hypotheticalDisk.pos.col;
checkSEflag = 0;
for (i = row + 2, j = col + 2; ((i < SIZE) && (j < SIZE) && (checkSEflag == 0)); i++, j++)
{
if (board[i][j].type == player)
{
for (--i, --j; board[i][j].type == opponent; i--, j--)
{
if (i == row && j == col)
{
checkSEflag = 1;
break;
}
}
}
printf("\n%d and %d and %d", i, j, checkSEflag);
}
return checkSEflag;
}
My output:
2 and 3 and 0
2 and 3 and 0
2 and 3 and 0
2 and 3 and 0
2 and 3 and 0
.
.
.
And it keeps on going...
I want both i and j to increase until they are equal to SIZE (SIZE predefined to be 8) or until checkSEflag is assigned to be equal to 1.
It looks like the values of i and j just aren't being changed...
I tried taking them out of the loop conditions and instead placed them
in the loop body, though that didn't change anything.
I doubt the post increment operators just decided to not work so I must be doing something wrong, any ideas of what that may be?
These two lines:
for(i = row+2, j = col+2; ((i < SIZE) && (j <SIZE) && (checkSEflag == 0)); i++, j++)
...
for(--i, --j; board[i][j].type == opponent; i--, j--)
so, you are both incrementing and decrementing (i,j); try sprinkling printfs around these and see if you are both incrementing and decrementing i,j on each iteration...

Accessing out of bounds cells in a 2D array

I can't really see what's wrong with my check neighbors function in my game of life. It checks all the 8 neighbours then depending on the living count assigns the cell being checked to living or dead, then updates the board.
void check_neighbours (int board[][COL])
{
int living = 0, i, j, k, l;
int new_board[ROW][COL];
for (i = 0; i < ROW; i++)
{
for (j = 0; j < COL; j++)
{
if ((board[i + 1 % ROW][j % COL]) == '#')
{
living++;
}
if ((board[i - 1 % ROW ][j % COL]) == '#')
{
living++;
}
if ((board[i % ROW][j + 1 % COL]) == '#')
{
living++;
}
if ((board[i % ROW][j - 1 % COL]) == '#')
{
living++;
}
if ((board[i + 1 % ROW][j + 1 % COL]) == '#')
{
living++;
}
if ((board[i - 1 % ROW ][j + 1 % COL ]) == '#')
{
living++;
}
if ((board[i + 1 % ROW ][j - 1 % COL ]) == '#')
{
living++;
}
if ((board[i - 1 % ROW ][j - 1 % COL ]) == '#')
{
living++;
}
if (living == 3)
{
new_board[i][j] = '#';
}
if (living <= 2)
{
new_board[i][j] = '-';
if (living < 3)
{
new_board[i][j] = '-';
}
}
}
for (k = 0; k < ROW; k++)
{
for (l = 0; l < COL; l++)
{
board[k][l] = new_board[k][l];
}
}
}
}
edit: Added parentheses but still prints the same
Try sticking some brackets into your math:
board[(i + 1) % ROW]
is much safer than
board[i + 1 % ROW]
Test edge conditions before doing the living count.
for (i = 0; i < ROW; i++) {
for (j = 0; j < COL; j++) {
int living = 0;
for (int drow = -1; drow <= 1; drow++) {
int row = i+drow;
if (row < 0 || row >= ROW) continue; // over the edge
for (int dcol = -1; dcol <= 1; dcol++) {
int col = j+dcol;
if (col < 0 || col >= COL) continue; // over the edge
if (row==0 && col==0) continue;
if (board[row][col] == '#') {
living++;
}
} // endfor dcol
} // endfor drow
// This section may need review - GOL rules are unclear in post -see below
if (living == 3) {
new_board[i][j] = '#';
}
...
} // endfor j
} // endfor i
If rules follow:
Any live cell with fewer than two live neighbors dies, as if caused by under-population.
Any live cell with two or three live neighbors lives on to the next generation.
Any live cell with more than three live neighbors dies, as if by over-population.
Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction.
#define ALIVE ('#')
#define DEAD ('-')
#define POP_MIN 2
#define POP_MAX 3
#define POP_REPRO 3
new_board[i][j] = board[i][j];
if (board[i][j] == ALIVE) {
if (living < POP_MIN) new_board[i][j] = DEAD;
else if (living > POP_MAX) new_board[i][j] = DEAD;
} else {
if (living == POP_REPRO) new_board[i][j] = ALIVE;
}
Isn't this:
board[i + 1 % ROW]
going out of bounds? Try fixing these issues.
As Paul R suggested, you could use parentheses, in order to catch up with the higher precedence of % operator in comparison to the + operator. So change the code to this:
board[(i + 1) % ROW]
Assuming ROW = 5 and i = 4, you get:
(4 + 1) % 5 = 0 // yeah!
4 + 1 % 5 = 5 // oh dear...

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