sudoku.c 21 KB

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  1. #include <stdio.h>
  2. #include <furi.h>
  3. #include <furi_hal.h>
  4. #include <dolphin/dolphin.h>
  5. #include <gui/gui.h>
  6. #include <input/input.h>
  7. #include <notification/notification_messages.h>
  8. #include <storage/storage.h>
  9. #define TAG "sudoku"
  10. #define BOARD_SIZE 9
  11. #define BOARD_SIZE_3 BOARD_SIZE / 3
  12. #define FONT_SIZE 6
  13. #define VALUE_MASK 0x0F
  14. #define FLAGS_MASK ~VALUE_MASK
  15. #define USER_INPUT_FLAG 0x80
  16. static_assert(USER_INPUT_FLAG > VALUE_MASK);
  17. #define EASY_GAPS 37
  18. #define NORMAL_GAPS 44
  19. #define HARD_GAPS 51
  20. typedef enum {
  21. GameStateRunning,
  22. GameStatePaused,
  23. GameStateVictory,
  24. GameStateRestart, // util state
  25. } GameState;
  26. typedef struct {
  27. FuriMutex* mutex;
  28. uint8_t board[BOARD_SIZE][BOARD_SIZE];
  29. int8_t cursorX;
  30. int8_t cursorY;
  31. uint16_t horizontalFlags;
  32. uint16_t vertivalFlags;
  33. GameState state;
  34. int8_t menuCursor;
  35. int8_t lastGameMode;
  36. bool blockInputUntilRelease;
  37. } SudokuState;
  38. #define MENU_ITEMS_COUNT 5
  39. const char* MENU_ITEMS[] = {
  40. "Continue",
  41. "Easy game",
  42. "Nornal game",
  43. "Hard game",
  44. "Save+Exit",
  45. };
  46. /*
  47. Fontname: -Raccoon-Fixed4x6-Medium-R-Normal--6-60-75-75-P-40-ISO10646-1
  48. Copyright:
  49. Glyphs: 95/203
  50. BBX Build Mode: 0
  51. */
  52. const uint8_t u8g2_font_tom_thumb_4x6_tr[725] =
  53. "_\0\2\2\2\3\3\4\4\3\6\0\377\5\377\5\0\0\352\1\330\2\270 \5\340\315\0!\6\265\310"
  54. "\254\0\42\6\213\313$\25#\10\227\310\244\241\206\12$\10\227\310\215\70b\2%\10\227\310d\324F\1"
  55. "&\10\227\310(\65R\22'\5\251\313\10(\6\266\310\251\62)\10\226\310\304\224\24\0*\6\217\312\244"
  56. "\16+\7\217\311\245\225\0,\6\212\310)\0-\5\207\312\14.\5\245\310\4/\7\227\310Ve\4\60"
  57. "\7\227\310-k\1\61\6\226\310\255\6\62\10\227\310h\220\312\1\63\11\227\310h\220\62X\0\64\10\227"
  58. "\310$\65b\1\65\10\227\310\214\250\301\2\66\10\227\310\315\221F\0\67\10\227\310\314TF\0\70\10\227"
  59. "\310\214\64\324\10\71\10\227\310\214\64\342\2:\6\255\311\244\0;\7\222\310e\240\0<\10\227\310\246\32"
  60. "d\20=\6\217\311l\60>\11\227\310d\220A*\1\77\10\227\310\314\224a\2@\10\227\310UC\3"
  61. "\1A\10\227\310UC\251\0B\10\227\310\250\264\322\2C\7\227\310\315\32\10D\10\227\310\250d-\0"
  62. "E\10\227\310\214\70\342\0F\10\227\310\214\70b\4G\10\227\310\315\221\222\0H\10\227\310$\65\224\12"
  63. "I\7\227\310\254X\15J\7\227\310\226\252\2K\10\227\310$\265\222\12L\7\227\310\304\346\0M\10\227"
  64. "\310\244\61\224\12N\10\227\310\244q\250\0O\7\227\310UV\5P\10\227\310\250\264b\4Q\10\227\310"
  65. "Uj$\1R\10\227\310\250\64V\1S\10\227\310m\220\301\2T\7\227\310\254\330\2U\7\227\310$"
  66. "W\22V\10\227\310$\253L\0W\10\227\310$\65\206\12X\10\227\310$\325R\1Y\10\227\310$U"
  67. "V\0Z\7\227\310\314T\16[\7\227\310\214X\16\134\10\217\311d\220A\0]\7\227\310\314r\4^"
  68. "\5\213\313\65_\5\207\310\14`\6\212\313\304\0a\7\223\310\310\65\2b\10\227\310D\225\324\2c\7"
  69. "\223\310\315\14\4d\10\227\310\246\245\222\0e\6\223\310\235\2f\10\227\310\246\264b\2g\10\227\307\35"
  70. "\61%\0h\10\227\310D\225\254\0i\6\265\310\244\1j\10\233\307f\30U\5k\10\227\310\304\264T"
  71. "\1l\7\227\310\310\326\0m\7\223\310<R\0n\7\223\310\250d\5o\7\223\310U\252\2p\10\227"
  72. "\307\250\244V\4q\10\227\307-\225d\0r\6\223\310\315\22s\10\223\310\215\70\22\0t\10\227\310\245"
  73. "\25\243\0u\7\223\310$+\11v\10\223\310$\65R\2w\7\223\310\244q\4x\7\223\310\244\62\25"
  74. "y\11\227\307$\225dJ\0z\7\223\310\254\221\6{\10\227\310\251\32D\1|\6\265\310(\1}\11"
  75. "\227\310\310\14RR\0~\6\213\313\215\4\0\0\0\4\377\377\0";
  76. static int get_mode_gaps(int index) {
  77. if(index <= 0) {
  78. return EASY_GAPS;
  79. }
  80. if(index == 1) {
  81. return NORMAL_GAPS;
  82. }
  83. return HARD_GAPS;
  84. }
  85. #define SAVE_VERSION 2
  86. #define SAVE_FILE APP_DATA_PATH("save.dat")
  87. static bool load_game(SudokuState* state) {
  88. Storage* storage = furi_record_open(RECORD_STORAGE);
  89. File* file = storage_file_alloc(storage);
  90. bool res = false;
  91. if(storage_file_open(file, SAVE_FILE, FSAM_READ, FSOM_OPEN_EXISTING)) {
  92. uint16_t version = 0;
  93. uint64_t expectedSize = sizeof(version) + sizeof(SudokuState);
  94. uint64_t fileSize = storage_file_size(file);
  95. if(fileSize >= expectedSize) {
  96. storage_file_read(file, &version, sizeof(version));
  97. if(version != SAVE_VERSION) {
  98. storage_simply_remove(storage, SAVE_FILE);
  99. } else {
  100. res = storage_file_read(file, state, sizeof(SudokuState)) == sizeof(SudokuState);
  101. }
  102. }
  103. }
  104. storage_file_free(file); // Closes the file if it was open.
  105. furi_record_close(RECORD_STORAGE);
  106. return res;
  107. }
  108. static void save_game(SudokuState* app) {
  109. Storage* storage = furi_record_open(RECORD_STORAGE);
  110. File* file = storage_file_alloc(storage);
  111. if(storage_file_open(file, SAVE_FILE, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
  112. uint16_t version = SAVE_VERSION;
  113. storage_file_write(file, &version, sizeof(version));
  114. storage_file_write(file, app, sizeof(SudokuState));
  115. }
  116. storage_file_free(file);
  117. furi_record_close(RECORD_STORAGE);
  118. }
  119. // inspired by game_2048
  120. static void gray_canvas(Canvas* const canvas) {
  121. canvas_set_color(canvas, ColorWhite);
  122. for(int x = 0, mx = canvas_width(canvas); x < mx; x += 2) {
  123. for(int y = 0, my = canvas_height(canvas); y != my; y++) {
  124. canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
  125. }
  126. }
  127. }
  128. static void draw_callback(Canvas* canvas, void* ctx) {
  129. SudokuState* state = ctx;
  130. furi_mutex_acquire(state->mutex, FuriWaitForever);
  131. canvas_clear(canvas);
  132. canvas_set_custom_u8g2_font(canvas, u8g2_font_tom_thumb_4x6_tr);
  133. int gapX = 0;
  134. int xOffset = 2;
  135. int yOffset = -2;
  136. for(int i = 0; i != BOARD_SIZE; ++i) {
  137. int gapY = 0;
  138. bool vflag = state->vertivalFlags & (1 << i);
  139. if((i % 3) == 0) gapX += 2;
  140. if(vflag) {
  141. // draw vertical hint line
  142. canvas_set_color(canvas, ColorBlack);
  143. canvas_draw_line(
  144. canvas,
  145. i * FONT_SIZE + gapX + xOffset - 1,
  146. 0,
  147. i * FONT_SIZE + gapX + xOffset + FONT_SIZE - 3,
  148. 0);
  149. }
  150. for(int j = 0; j != BOARD_SIZE; ++j) {
  151. if((j % 3) == 0) gapY += 4;
  152. canvas_set_color(canvas, ColorBlack);
  153. if(i == 0) {
  154. bool hflag = state->horizontalFlags & (1 << j);
  155. if(hflag) {
  156. // draw horizontal hint line
  157. canvas_draw_line(
  158. canvas,
  159. 0,
  160. j * FONT_SIZE + gapY + yOffset + 1,
  161. 0,
  162. j * FONT_SIZE + gapY + yOffset + FONT_SIZE - 1);
  163. }
  164. }
  165. bool userInput = state->board[i][j] & USER_INPUT_FLAG;
  166. bool cursor = i == state->cursorX && j == state->cursorY;
  167. if(!userInput) {
  168. int xBoxOffset = cursor ? -1 : 0;
  169. // draw black box around the locked number
  170. canvas_draw_box(
  171. canvas,
  172. i * FONT_SIZE + gapX - 1 + xBoxOffset + xOffset,
  173. j * FONT_SIZE + gapY + yOffset,
  174. FONT_SIZE - 1 - xBoxOffset * 2,
  175. FONT_SIZE + 1);
  176. // text will be white
  177. canvas_set_color(canvas, ColorXOR);
  178. } else if(cursor) {
  179. // draw frame around the cursor
  180. canvas_draw_frame(
  181. canvas,
  182. i * FONT_SIZE + gapX - 2 + xOffset,
  183. j * FONT_SIZE + gapY + yOffset,
  184. FONT_SIZE + 1,
  185. FONT_SIZE + 1);
  186. }
  187. int value = state->board[i][j] & VALUE_MASK;
  188. if(value != 0) {
  189. canvas_draw_glyph(
  190. canvas,
  191. i * FONT_SIZE + gapX + xOffset,
  192. (j + 1) * FONT_SIZE + gapY + yOffset,
  193. '0' + value);
  194. }
  195. }
  196. }
  197. canvas_set_color(canvas, ColorBlack);
  198. gapX = 0;
  199. int gapY = 0;
  200. yOffset = 2;
  201. for(int i = 1; i != BOARD_SIZE / 3; ++i) {
  202. gapX += i;
  203. gapY += i * 2;
  204. // vertical lines
  205. canvas_draw_line(
  206. canvas,
  207. i * FONT_SIZE * 3 + xOffset + gapX,
  208. yOffset,
  209. i * FONT_SIZE * 3 + xOffset + gapX,
  210. FONT_SIZE * BOARD_SIZE + 8 + yOffset);
  211. // horizontal lines
  212. canvas_draw_line(
  213. canvas,
  214. xOffset,
  215. i * FONT_SIZE * 3 + gapY + yOffset,
  216. FONT_SIZE * BOARD_SIZE + xOffset + 3,
  217. i * FONT_SIZE * 3 + gapY + yOffset);
  218. }
  219. if(state->state == GameStateVictory || state->state == GameStatePaused) {
  220. gray_canvas(canvas);
  221. canvas_set_color(canvas, ColorWhite);
  222. int w = canvas_width(canvas);
  223. int h = canvas_height(canvas);
  224. int winW = 58;
  225. int winH = 48;
  226. int winX = (w - winW) / 2;
  227. int winY = (h - winH) / 2;
  228. canvas_draw_rbox(canvas, winX, winY, winW, winH, 4);
  229. canvas_set_color(canvas, ColorBlack);
  230. canvas_draw_rframe(canvas, winX, winY, winW, winH, 4);
  231. int offX = 6;
  232. int offY = 3;
  233. int itemH = FONT_SIZE + 2;
  234. for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
  235. if(i == state->menuCursor) {
  236. canvas_set_color(canvas, ColorBlack);
  237. canvas_draw_box(
  238. canvas, winX + offX, winY + offY + itemH * i, winW - offX * 2, itemH);
  239. }
  240. canvas_set_color(canvas, i == state->menuCursor ? ColorWhite : ColorBlack);
  241. canvas_draw_str_aligned(
  242. canvas,
  243. w / 2,
  244. winY + offY + itemH * i + itemH / 2,
  245. AlignCenter,
  246. AlignCenter,
  247. i == 0 && state->state == GameStateVictory ? "VICTORY!" : MENU_ITEMS[i]);
  248. }
  249. }
  250. furi_mutex_release(state->mutex);
  251. }
  252. static void input_callback(InputEvent* input_event, void* ctx) {
  253. FuriMessageQueue* event_queue = ctx;
  254. furi_message_queue_put(event_queue, input_event, FuriWaitForever);
  255. }
  256. static void init_board(SudokuState* state) {
  257. for(int i = 0; i != BOARD_SIZE; ++i) {
  258. for(int j = 0; j != BOARD_SIZE; ++j) {
  259. state->board[i][j] = 1 + (i * BOARD_SIZE_3 + i % BOARD_SIZE_3 + j) % 9;
  260. }
  261. }
  262. }
  263. static void shuffle_board(SudokuState* state, int times) {
  264. uint8_t tmp[BOARD_SIZE];
  265. for(int t = 0; t < times; ++t) {
  266. // swap numbers
  267. int swapX, swapY;
  268. do {
  269. swapX = 1 + furi_hal_random_get() % BOARD_SIZE;
  270. swapY = 1 + furi_hal_random_get() % BOARD_SIZE;
  271. } while(swapX == swapY);
  272. for(int i = 0; i != BOARD_SIZE; ++i) {
  273. for(int j = 0; j != BOARD_SIZE; ++j) {
  274. if(state->board[i][j] == swapX) {
  275. state->board[i][j] = swapY;
  276. } else if(state->board[i][j] == swapY) {
  277. state->board[i][j] = swapX;
  278. }
  279. }
  280. }
  281. // swap columns
  282. for(int i = 0; i != BOARD_SIZE_3; ++i) {
  283. int swapX, swapY;
  284. int offset = i * BOARD_SIZE_3;
  285. do {
  286. swapX = offset + furi_hal_random_get() % BOARD_SIZE_3;
  287. swapY = offset + furi_hal_random_get() % BOARD_SIZE_3;
  288. } while(swapX == swapY);
  289. memcpy(tmp, state->board[swapX], BOARD_SIZE);
  290. memcpy(state->board[swapX], state->board[swapY], BOARD_SIZE);
  291. memcpy(state->board[swapY], tmp, BOARD_SIZE);
  292. }
  293. // swap rows
  294. for(int i = 0; i != BOARD_SIZE_3; ++i) {
  295. int swapX, swapY;
  296. int offset = i * BOARD_SIZE_3;
  297. do {
  298. swapX = offset + furi_hal_random_get() % BOARD_SIZE_3;
  299. swapY = offset + furi_hal_random_get() % BOARD_SIZE_3;
  300. } while(swapX == swapY);
  301. for(int k = 0; k != BOARD_SIZE; ++k) {
  302. FURI_SWAP(state->board[k][swapX], state->board[k][swapY]);
  303. }
  304. }
  305. }
  306. }
  307. static void add_gaps(SudokuState* state, int inputCells) {
  308. for(int i = 0; i <= inputCells; ++i) {
  309. int x, y;
  310. do {
  311. x = furi_hal_random_get() % BOARD_SIZE;
  312. y = furi_hal_random_get() % BOARD_SIZE;
  313. } while(state->board[x][y] & USER_INPUT_FLAG);
  314. state->board[x][y] = USER_INPUT_FLAG;
  315. }
  316. }
  317. static bool validate_board(SudokuState* state) {
  318. bool res = true;
  319. // check vertical lines for duplicates
  320. state->vertivalFlags = 0;
  321. for(int i = 0; i != BOARD_SIZE; ++i) {
  322. uint flags = 0;
  323. bool ok = true;
  324. for(int j = 0; j != BOARD_SIZE; ++j) {
  325. int value = state->board[i][j] & VALUE_MASK;
  326. if(value == 0) {
  327. ok = false;
  328. res = false;
  329. }
  330. if(flags & (1 << value)) {
  331. ok = false;
  332. res = false;
  333. }
  334. flags |= 1 << value;
  335. }
  336. if(ok) {
  337. state->vertivalFlags |= 1 << i;
  338. }
  339. }
  340. // check horizontal lines for duplicates
  341. state->horizontalFlags = 0;
  342. for(int i = 0; i != BOARD_SIZE; ++i) {
  343. bool ok = true;
  344. uint flags = 0;
  345. for(int j = 0; j != BOARD_SIZE; ++j) {
  346. int value = state->board[j][i] & VALUE_MASK;
  347. if(value == 0) {
  348. ok = false;
  349. res = false;
  350. }
  351. if(flags & (1 << value)) {
  352. ok = false;
  353. res = false;
  354. }
  355. flags |= 1 << value;
  356. }
  357. if(ok) {
  358. state->horizontalFlags |= 1 << i;
  359. }
  360. }
  361. if(!res) {
  362. return res;
  363. }
  364. // check 3x3 squares for duplicates
  365. for(int i = 0; i != BOARD_SIZE_3; ++i) {
  366. for(int j = 0; j != BOARD_SIZE_3; ++j) {
  367. uint flags = 0;
  368. for(int k = 0; k != BOARD_SIZE_3; ++k) {
  369. for(int l = 0; l != BOARD_SIZE_3; ++l) {
  370. int value = state->board[i * BOARD_SIZE_3 + k][j * BOARD_SIZE_3 + l] &
  371. VALUE_MASK;
  372. if(flags & (1 << value)) {
  373. return false;
  374. }
  375. flags |= 1 << value;
  376. }
  377. }
  378. }
  379. }
  380. return true;
  381. }
  382. static bool start_game(SudokuState* state) {
  383. state->state = GameStateRunning;
  384. state->cursorX = 0;
  385. state->cursorY = 0;
  386. state->blockInputUntilRelease = false;
  387. init_board(state);
  388. shuffle_board(state, 10);
  389. add_gaps(state, get_mode_gaps(state->lastGameMode));
  390. return validate_board(state);
  391. }
  392. int32_t sudoku_main(void* p) {
  393. UNUSED(p);
  394. InputEvent event;
  395. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  396. SudokuState* state = malloc(sizeof(SudokuState));
  397. if(!load_game(state) || state->state == GameStateRestart) {
  398. state->menuCursor = 0;
  399. if(state->state != GameStateRestart)
  400. state->lastGameMode = 1; // set normal game mode by default, except restart
  401. start_game(state);
  402. }
  403. state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  404. furi_check(state->mutex, "mutex alloc failed");
  405. ViewPort* view_port = view_port_alloc();
  406. view_port_draw_callback_set(view_port, draw_callback, state);
  407. view_port_input_callback_set(view_port, input_callback, event_queue);
  408. view_port_set_orientation(view_port, ViewPortOrientationVertical);
  409. Gui* gui = furi_record_open(RECORD_GUI);
  410. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  411. dolphin_deed(DolphinDeedPluginGameStart);
  412. while(true) {
  413. furi_check(furi_message_queue_get(event_queue, &event, FuriWaitForever) == FuriStatusOk);
  414. furi_mutex_acquire(state->mutex, FuriWaitForever);
  415. if(state->state == GameStatePaused || state->state == GameStateVictory) {
  416. bool exit = false;
  417. if(event.type == InputTypePress || event.type == InputTypeLong ||
  418. event.type == InputTypeRepeat) {
  419. switch(event.key) {
  420. case InputKeyLeft:
  421. case InputKeyUp:
  422. state->menuCursor =
  423. (state->menuCursor + MENU_ITEMS_COUNT - 1) % MENU_ITEMS_COUNT;
  424. break;
  425. case InputKeyRight:
  426. case InputKeyDown:
  427. state->menuCursor = (state->menuCursor + 1) % MENU_ITEMS_COUNT;
  428. break;
  429. case InputKeyOk:
  430. if(state->state == GameStatePaused && state->menuCursor == 0) {
  431. state->state = GameStateRunning;
  432. } else if(state->menuCursor >= 1 && state->menuCursor <= 3) {
  433. state->lastGameMode = state->menuCursor - 1;
  434. state->menuCursor = 0;
  435. start_game(state);
  436. } else if(state->menuCursor == 4) {
  437. exit = true;
  438. break;
  439. }
  440. break;
  441. default:
  442. break;
  443. }
  444. }
  445. if(exit) {
  446. furi_mutex_release(state->mutex);
  447. break;
  448. }
  449. } else if(state->state == GameStateRunning) {
  450. bool invalidField = false;
  451. bool userInput = state->board[state->cursorX][state->cursorY] & USER_INPUT_FLAG;
  452. if(event.key == InputKeyBack) {
  453. if(event.type == InputTypeLong) {
  454. state->state = GameStatePaused;
  455. } else if(userInput && event.type == InputTypeShort) {
  456. invalidField = state->board[state->cursorX][state->cursorY] & VALUE_MASK;
  457. state->board[state->cursorX][state->cursorY] &= FLAGS_MASK;
  458. }
  459. }
  460. bool invalidLidAndRow =
  461. !(state->horizontalFlags & (1 << state->cursorY) ||
  462. state->vertivalFlags & (1 << state->cursorX));
  463. if(event.type == InputTypePress || event.type == InputTypeLong ||
  464. event.type == InputTypeRepeat) {
  465. switch(event.key) {
  466. case InputKeyLeft:
  467. state->blockInputUntilRelease = false;
  468. state->cursorX = (state->cursorX + BOARD_SIZE - 1) % BOARD_SIZE;
  469. break;
  470. case InputKeyRight:
  471. state->blockInputUntilRelease = false;
  472. state->cursorX = (state->cursorX + 1) % BOARD_SIZE;
  473. break;
  474. case InputKeyUp:
  475. state->blockInputUntilRelease = false;
  476. state->cursorY = (state->cursorY + BOARD_SIZE - 1) % BOARD_SIZE;
  477. break;
  478. case InputKeyDown:
  479. state->blockInputUntilRelease = false;
  480. state->cursorY = (state->cursorY + 1) % BOARD_SIZE;
  481. break;
  482. case InputKeyOk:
  483. if(userInput && !state->blockInputUntilRelease) {
  484. int flags = state->board[state->cursorX][state->cursorY] & FLAGS_MASK;
  485. int value = state->board[state->cursorX][state->cursorY] & VALUE_MASK;
  486. state->board[state->cursorX][state->cursorY] = flags | ((value + 1) % 10);
  487. invalidField = true;
  488. }
  489. break;
  490. default:
  491. break;
  492. }
  493. } else if(event.type == InputTypeRelease) {
  494. state->blockInputUntilRelease = false;
  495. }
  496. if(invalidField) {
  497. if(validate_board(state)) {
  498. dolphin_deed(DolphinDeedPluginGameWin);
  499. state->state = GameStateVictory;
  500. state->menuCursor = 0;
  501. for(int i = 0; i != BOARD_SIZE; ++i) {
  502. for(int j = 0; j != BOARD_SIZE; ++j) {
  503. state->board[i][j] &= ~USER_INPUT_FLAG;
  504. }
  505. }
  506. } else {
  507. bool isValidLineOrRow = state->horizontalFlags & (1 << state->cursorY) ||
  508. state->vertivalFlags & (1 << state->cursorX);
  509. if(invalidLidAndRow && isValidLineOrRow) {
  510. state->blockInputUntilRelease = true;
  511. }
  512. }
  513. }
  514. }
  515. furi_mutex_release(state->mutex);
  516. view_port_update(view_port);
  517. }
  518. furi_message_queue_free(event_queue);
  519. view_port_enabled_set(view_port, false);
  520. gui_remove_view_port(gui, view_port);
  521. view_port_free(view_port);
  522. furi_record_close(RECORD_GUI);
  523. furi_mutex_free(state->mutex);
  524. if(state->state == GameStateVictory) {
  525. state->state = GameStateRestart;
  526. }
  527. state->menuCursor = 0; // reset menu cursor, because we stand on exit
  528. state->mutex = NULL;
  529. save_game(state);
  530. free(state);
  531. return 0;
  532. }