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Board.cpp
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237 lines (214 loc) · 7.92 KB
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#include "Board.h"
Board::Board(int width, int height, int mines) {
this->width = width;
this->height = height;
this->mines = mines;
}
Tile& Board::GetTile(int tile) {
return board.at(tile);
}
int Board::GetSize() const {
return width * height;
}
void Board::ToggleDebug() {
debug = !debug;
if (!gameOver && !victory) {
for (int i = 0; i < GetSize(); i++) {
if (debug && board.at(i).GetSecretState() == Tile::SecretState::MINE)
board.at(i).SetSprite("mine");
else if (!debug && board.at(i).GetState() == Tile::State::FLAGGED)
board.at(i).SetSprite("flag");
else if (!debug && board.at(i).GetSecretState() == Tile::SecretState::MINE)
board.at(i).SetSprite("tile_hidden");
}
}
}
void Board::Initialize() {
vector<int> randoMines;
randoMines.push_back(randInt(0, (width * height) - 1));
while (randoMines.size() < mines) {
int x = randInt(0,(width * height) - 1);
bool dup = false;
for (int i = 0; i < randoMines.size(); i++) {
if (x == randoMines.at(i)) {
dup = true;
break;
}
}
if (!dup)
randoMines.push_back(x);
}
gameOver = false;
victory = false;
board.clear();
mineCount = 0;
flagCount = 0;
for (int i = 0; i < height; i++) {
for (unsigned int j = 0; j < width; j++) {
sf::Vector2f position = sf::Vector2f((float)(j) * 32, (float)(i) * 32);
Tile::SecretState sec_state = Tile::SecretState::EMPTY;
Tile temp = Tile(position, "tile_hidden", sec_state);
board.push_back(temp);
}
}
for (int i = 0; i < randoMines.size(); i++) {
board.at(randoMines.at(i)).SetSecretState(Tile::SecretState::MINE);
mineCount++;
if (debug)
board.at(randoMines.at(i)).SetSprite("mine");
}
SetAllNeighbors();
SetNeighborNumbers();
}
bool Board::GetGameOver() const {
return gameOver;
}
void Board::SetGameOver() {
gameOver = true;
for (int i = 0; i < board.size(); i++) {
board.at(i).SetClickable(false);
board.at(i).SetRightClickable(false);
if (board.at(i).GetSecretState() == Tile::SecretState::MINE) {
board.at(i).SetSprite("mine");
}
}
}
void Board::SetAllNeighbors() {
for (int i = 0; i < board.size(); i++) {
// Top Left
if (i == 0) {
board.at(i).AddNeighbor(&board.at(1));
board.at(i).AddNeighbor(&board.at(width));
board.at(i).AddNeighbor(&board.at(width + 1));
}
// Top Right
else if (i == width - 1) {
board.at(i).AddNeighbor(&board.at(i - 2));
board.at(i).AddNeighbor(&board.at(i * 2));
board.at(i).AddNeighbor(&board.at((i * 2) + 1));
}
// Bottom Left
else if (i == (width * height) - width) {
board.at(i).AddNeighbor(&board.at(i - width));
board.at(i).AddNeighbor(&board.at(i - width + 1));
board.at(i).AddNeighbor(&board.at(i + 1));
}
// Bottom Right
else if (i == (width * height) - 1) {
board.at(i).AddNeighbor(&board.at(i - width));
board.at(i).AddNeighbor(&board.at(i - width - 1));
board.at(i).AddNeighbor(&board.at(i - 1));
}
// Top Edge
else if (i > 0 && i < width - 1) {
board.at(i).AddNeighbor(&board.at(i - 1));
board.at(i).AddNeighbor(&board.at(i + 1));
board.at(i).AddNeighbor(&board.at(i + width - 1));
board.at(i).AddNeighbor(&board.at(i + width));
board.at(i).AddNeighbor(&board.at(i + width + 1));
}
// Bottom Edge
else if (i > (width * height) - width && i < (width * height) - 1) {
board.at(i).AddNeighbor(&board.at(i - width - 1));
board.at(i).AddNeighbor(&board.at(i - width));
board.at(i).AddNeighbor(&board.at(i - width + 1));
board.at(i).AddNeighbor(&board.at(i - 1));
board.at(i).AddNeighbor(&board.at(i + 1));
}
// Left Edge
else if (i % width == 0) {
board.at(i).AddNeighbor(&board.at(i + 1));
board.at(i).AddNeighbor(&board.at(i + 1 - width));
board.at(i).AddNeighbor(&board.at(i + 1 + width));
board.at(i).AddNeighbor(&board.at(i + width));
board.at(i).AddNeighbor(&board.at(i - width));
}
// Right Edge
else if ((i + 1) % width == 0) {
board.at(i).AddNeighbor(&board.at(i - 1));
board.at(i).AddNeighbor(&board.at(i - width));
board.at(i).AddNeighbor(&board.at(i + width));
board.at(i).AddNeighbor(&board.at(i - 1 - width));
board.at(i).AddNeighbor(&board.at(i - 1 + width));
}
// All Others
else {
board.at(i).AddNeighbor(&board.at(i - 1));
board.at(i).AddNeighbor(&board.at(i - 1 + width));
board.at(i).AddNeighbor(&board.at(i - 1 - width));
board.at(i).AddNeighbor(&board.at(i + 1));
board.at(i).AddNeighbor(&board.at(i + 1 + width));
board.at(i).AddNeighbor(&board.at(i + 1 - width));
board.at(i).AddNeighbor(&board.at(i + width));
board.at(i).AddNeighbor(&board.at(i - width));
}
}
}
void Board::SetNeighborNumbers() {
for (int i = 0; i < board.size(); i++) {
if (board.at(i).GetSecretState() != Tile::SecretState::MINE) {
int count = 0;
for (int j = 0; j < board.at(i).GetNeighborCount(); j++) {
Tile* t = board.at(i).GetNeighbor(j);
if (t->GetSecretState() == Tile::SecretState::MINE)
count++;
}
if (count == 1)
board.at(i).SetSecretState(Tile::SecretState::ONE);
else if (count == 2)
board.at(i).SetSecretState(Tile::SecretState::TWO);
else if (count == 3)
board.at(i).SetSecretState(Tile::SecretState::THREE);
else if (count == 4)
board.at(i).SetSecretState(Tile::SecretState::FOUR);
else if (count == 5)
board.at(i).SetSecretState(Tile::SecretState::FIVE);
else if (count == 6)
board.at(i).SetSecretState(Tile::SecretState::SIX);
else if (count == 7)
board.at(i).SetSecretState(Tile::SecretState::SEVEN);
else if (count == 8)
board.at(i).SetSecretState(Tile::SecretState::EIGHT);
else
board.at(i).SetSecretState(Tile::SecretState::EMPTY);
}
}
}
void Board::RevealTile(Tile* tile) {
bool end = tile->Reveal();
if (end)
SetGameOver();
}
void Board::ToggleFlag(Tile* tile) {
tile->ToggleFlag(debug);
}
bool Board::GetVictory() {
int count = 0;
for (int i = 0; i < GetSize(); i++) {
if (board.at(i).GetState() == Tile::State::REVEALED)
count++;
}
if (GetSize() - count - mineCount == 0) {
for (int i = 0; i < board.size(); i++) {
board.at(i).SetClickable(false);
board.at(i).SetRightClickable(false);
if (board.at(i).GetSecretState() == Tile::SecretState::MINE) {
board.at(i).SetSprite("flag");
}
}
victory = true;
return true;
}
return false;
}
int Board::GetFlagCount() {
flagCount = 0;
for (int i = 0; i < GetSize(); i++) {
if (board.at(i).GetState() == Tile::State::FLAGGED)
flagCount++;
}
return flagCount;
}
int Board::GetMineCount() {
return mineCount;
}