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GameLogic.cpp
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279 lines (221 loc) · 7.71 KB
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#include "GameLogic.h"
#include <iostream>
GameLogic::GameLogic() {
initCells();
initWinSymbolSequenceVector();
}
GameLogic::GameLogic(unsigned int gridSize, unsigned int numberOfCellsInRowToWin) : gridSize(gridSize),
numberOfCellsInRowToWin(
numberOfCellsInRowToWin) {
initCells();
initWinSymbolSequenceVector();
}
GameLogic::GameLogic(unsigned int gridSize, unsigned int numberOfCellsInRowToWin, std::string player1color,
std::string player2color) : gridSize(gridSize),
numberOfCellsInRowToWin(
numberOfCellsInRowToWin){
players[0].setColor(player1color);
players[1].setColor(player2color);
initCells();
initWinSymbolSequenceVector();
}
GameLogic::~GameLogic() {
for (auto row = cells.begin(); row < cells.end(); row++) {
for (auto col = (*row).begin(); col < (*row).end(); col++) {
delete *col;
}
}
}
void GameLogic::initCells() {
for (unsigned long row = 0; row < gridSize; row++) {
std::vector<Cell *> rowVector;
rowVector.reserve(gridSize);
for (unsigned long col = 0; col < gridSize; col++) {
rowVector.push_back(new Cell(row, col));
}
cells.push_back(rowVector);
}
}
void GameLogic::initWinSymbolSequenceVector() {
for (const auto &player : players) {
std::string winSymbolSequence;
for (unsigned int i = 0; i < numberOfCellsInRowToWin; i++) {
winSymbolSequence.append(Cell::convertValueToString(player.getSymbol()));
}
winSymbolSequenceVector.push_back(winSymbolSequence);
}
}
bool GameLogic::updateGrid(unsigned long row, unsigned long col) {
if (!isGameRunning())
return false;
if (cells.at(row).at(col)->getValue() != Empty)
return false;
cells.at(row).at(col)->setValue(getActivePlayer()->getSymbol());
cells.at(row).at(col)->setColor(getActivePlayer()->getColor());
numberOfMoves++;
if (doWeHaveWinner(row, col)) {
winner = getActivePlayer();
setupWinningCells();
stopGame();
} else {
swapActivePlayer();
if (numberOfMoves == gridSize * gridSize) {
tieGame = true;
stopGame();
}
}
return true;
}
void GameLogic::swapActivePlayer() {
switch (activePlayerIndex) {
case 0:
activePlayerIndex = 1;
break;
case 1:
activePlayerIndex = 0;
break;
default:
break;
}
}
bool GameLogic::doWeHaveWinner(unsigned long row, unsigned long col) {
std::string cellValues;
// Check row
unsigned int offsetBegin = (unsigned int) std::max(0, int(col - numberOfCellsInRowToWin + 1));
unsigned int offsetEnd = gridSize - 1 -
(unsigned int) std::min((unsigned int) col + numberOfCellsInRowToWin - 1,
gridSize - 1);
for (auto it = cells.at(row).begin() + offsetBegin; it < cells.at(row).end() - offsetEnd; it++) {
cellValues.append((*it)->getStringValue());
}
std::size_t found = cellValues.find(winSymbolSequenceVector.at(activePlayerIndex));
if (found != std::string::npos) {
firstWinningCellRow = row;
firstWinningCellCol = found + offsetBegin;
winningCellSequenceDirection = Horizontal;
return true;
}
cellValues = "";
// Check column
offsetBegin = (unsigned int) std::max(0, int(row - numberOfCellsInRowToWin + 1));
offsetEnd = gridSize - 1 -
(unsigned int) std::min((unsigned int) row + numberOfCellsInRowToWin - 1, gridSize - 1);
for (auto it = cells.begin() + offsetBegin; it < cells.end() - offsetEnd; it++) {
cellValues.append((*it).at(col)->getStringValue());
}
found = cellValues.find(winSymbolSequenceVector.at(activePlayerIndex));
if (found != std::string::npos) {
firstWinningCellRow = found + offsetBegin;
firstWinningCellCol = col;
winningCellSequenceDirection = Vertical;
return true;
}
cellValues = "";
// Check diagonal
// Say row index is smaller
unsigned long smallerIndex = row;
if (col < smallerIndex)
smallerIndex = col;
if (smallerIndex > 4)
smallerIndex = 4;
for (long i = -smallerIndex; i < (long)(-smallerIndex + smallerIndex + numberOfCellsInRowToWin); i++) {
if (row + i >= gridSize || col + i >= gridSize)
break;
cellValues.append(cells.at(row + i).at(col + i)->getStringValue());
}
found = cellValues.find(winSymbolSequenceVector.at(activePlayerIndex));
if (found != std::string::npos) {
firstWinningCellRow = row - smallerIndex + found;
firstWinningCellCol = col - smallerIndex + found;
winningCellSequenceDirection = Diagonal;
return true;
}
cellValues = "";
// Check opposite diagonal
smallerIndex = row;
unsigned long colFromEnd = gridSize - col - 1;
if (colFromEnd < smallerIndex)
smallerIndex = colFromEnd;
if (smallerIndex > 4)
smallerIndex = 4;
for (long i = -smallerIndex; i < (long)(-smallerIndex + smallerIndex + numberOfCellsInRowToWin); i++) {
if (row + i >= gridSize || col - i >= gridSize)
break;
cellValues.append(cells.at(row + i).at(col - i)->getStringValue());
}
found = cellValues.find(winSymbolSequenceVector.at(activePlayerIndex));
if (found != std::string::npos) {
firstWinningCellRow = row - smallerIndex + found;
firstWinningCellCol = col + smallerIndex - found;
winningCellSequenceDirection = OppositeDiagonal;
return true;
}
return false;
}
void GameLogic::stopGame() {
gameRunning = false;
}
void GameLogic::setupWinningCells() {
int *rowOffset = nullptr, *colOffset = nullptr;
int zero = 0;
int i;
int negativei;
switch (winningCellSequenceDirection) {
case Horizontal:
rowOffset = &zero;
colOffset = &i;
break;
case Vertical:
rowOffset = &i;
colOffset = &zero;
break;
case Diagonal:
rowOffset = &i;
colOffset = &i;
break;
case OppositeDiagonal:
rowOffset = &i;
colOffset = &negativei;
break;
default:
return;
}
for (i = 0; i < (int) numberOfCellsInRowToWin; i++) {
negativei = -i;
Cell *cell = cells.at(firstWinningCellRow + *rowOffset).at(firstWinningCellCol + *colOffset);
winningCells.push_back(cell);
}
}
// Getters
unsigned int GameLogic::getGridSize() const {
return gridSize;
}
Cell *GameLogic::getCell(unsigned long row, unsigned long col) {
return cells.at(row).at(col);
}
Player *GameLogic::getActivePlayer() {
return &players[activePlayerIndex];
}
bool GameLogic::isGameRunning() const {
return gameRunning;
}
const std::vector<Cell *> &GameLogic::getWinningCells() const {
return winningCells;
}
WinningCellSequenceDirection GameLogic::getWinningCellSequenceDirection() const {
return winningCellSequenceDirection;
}
bool GameLogic::isCellWinning(Cell *cell) {
bool result = false;
for(auto currentCell : winningCells) {
if (cell->getCol() == currentCell->getCol() && cell->getRow() == currentCell->getRow())
return true;
}
return result;
}
bool GameLogic::isTieGame() const {
return tieGame;
}
Player *GameLogic::getWinner() const {
return winner;
}