wxWidgets/demos/bombs/game.cpp

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///////////////////////////////////////////////////////////////////////////////
// Name: bombs1.cpp
// Purpose: Implementation of the class BombsGame
// Author: P. Foggia 1996
// Modified by: Wlodzimierz Skiba (ABX) since 2003
// Created: 1996
// Copyright: (c) 1996 P. Foggia
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#ifndef WX_PRECOMP
# include "wx/wx.h"
#endif
#include "game.h"
#include <stdlib.h>
#include <limits.h>
#define PROB 0.2
#ifndef RAND_MAX
# define RAND_MAX INT_MAX
#endif
BombsGame::~BombsGame()
{
if (m_field)
{
delete[] m_field;
}
}
// Initialize the play field. Returns false on failure
bool BombsGame::Init(int aWidth, int aHeight, bool easyCorner)
{
m_gridFocusX = m_gridFocusY = -1;
int x, y;
int xx, yy;
if (m_field)
{
delete[] m_field;
}
m_field = new short[aWidth*aHeight];
if (!m_field)
{
m_width = m_height = 0;
return false;
}
m_width = aWidth;
m_height = aHeight;
for(x=0; x<m_width; x++)
{
for(y=0; y<m_height; y++)
{
m_field[x+y*m_width] = ((float)rand()/RAND_MAX <PROB)
? BG_HIDDEN | BG_BOMB
: BG_HIDDEN;
}
}
/* Force (0,0) not to have a bomb for those that don't want to have
to guess on the first move. Better would be to for the MS rule that
whatever is picked first isn't a bomb.
*/
if(easyCorner)
{
m_field[0] = BG_HIDDEN;
}
m_numBombCells = 0;
for(x=0; x<m_width; x++)
for(y=0; y<m_height; y++)
if (m_field[x+y*m_width] & BG_BOMB)
{
m_numBombCells++;
for(xx=x-1; xx<=x+1; xx++)
if (xx>=0 && xx<m_width)
for(yy=y-1; yy<=y+1; yy++)
if (yy>=0 && yy<m_height && (yy!=y || xx!=x))
m_field[xx+yy*m_width]++;
}
m_numRemainingCells = m_height*m_width-m_numBombCells;
m_numMarkedCells = 0;
return true;
}
void BombsGame::Mark(int x, int y)
{
m_field[x+y*m_width] ^= BG_MARKED;
if (IsMarked(x, y))
m_numMarkedCells++;
else
m_numMarkedCells--;
}
void BombsGame::Unhide(int x, int y, bool b_selected)
{
if (!IsHidden(x,y))
{
return;
}
if (b_selected)
m_field[x+y*m_width] |= BG_SELECTED;
m_field[x+y*m_width] &= ~BG_HIDDEN;
if (!IsBomb(x,y))
{
m_numRemainingCells--;
}
}
void BombsGame::Explode(int x, int y)
{
m_field[x+y*m_width] |= BG_EXPLODED;
}