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logic.cpp
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#include "logic.h"
#include "time.h"
#include <iostream>
void GameLogic::newField(unsigned xpos, unsigned ypos) {
remainingMines = numberOfMines;
srand(time(NULL));
for(int i = 0; i < numberOfMines; i++) {
unsigned x = rand() % fieldWidth;
unsigned y = rand() % fieldHeight;
if(x == xpos && y == ypos) {
i--;
continue;
}
x %= fieldWidth;
y %= fieldHeight;
field[x + y * fieldWidth].isMine = true;
}
calculateNeighboringMinesForAll();
}
void GameLogic::clearField() {
field = cArray();
}
bool GameLogic::isCellHere(unsigned x, unsigned y) {
if(x < 0 || x >= fieldWidth || y < 0 || y >= fieldHeight)
return false;
else
return true;
}
bool GameLogic::isMine(unsigned x, unsigned y) {
if(!isCellHere(x, y))
return false;
x %= fieldWidth;
y %= fieldHeight;
return field[x + y * fieldWidth].isMine;
}
unsigned GameLogic::calculateNeighboringMines(unsigned x, unsigned y) {
unsigned n = 0;
if(isMine(x, y)) { return 0; }
if(isMine(x+1, y)) { n++; }
if(isMine(x-1, y)) { n++; }
if(isMine(x, y+1)) { n++; }
if(isMine(x, y-1)) { n++; }
if(isMine(x+1, y+1)) { n++; }
if(isMine(x+1, y-1)) { n++; }
if(isMine(x-1, y+1)) { n++; }
if(isMine(x-1, y-1)) { n++; }
return n;
}
void GameLogic::calculateNeighboringMinesForAll() {
for (int i = 0; i < fieldWidth; i++) {
for (int j = 0; j < fieldHeight; j++) {
int x = i;
int y = j;
x %= fieldWidth;
y %= fieldHeight;
field[x + y * fieldWidth].neighboringMines = calculateNeighboringMines(i, j);
}
}
}
Cell GameLogic::getCell(unsigned x, unsigned y) {
x %= fieldWidth;
y %= fieldHeight;
return field[x + y * fieldWidth];
}
int GameLogic::open(unsigned x, unsigned y) {
auto cell = getCell(x, y);
auto ax = x;
auto ay = y;
ax %= fieldWidth;
ay %= fieldHeight;
if(cell.isMine)
return 0;
recOpen(x, y);
return 1;
}
void GameLogic::recOpen(unsigned x, unsigned y) {
if(!isCellHere(x, y)){
return;
}
auto cell = getCell(x, y);
auto ax = x;
auto ay = y;
ax %= fieldWidth;
ay %= fieldHeight;
auto nm = cell.neighboringMines;
if(nm !=0 && !cell.isOpen) {
field[ax + ay * fieldWidth].isOpen = true;
return;
}
if(cell.isOpen || cell.isFlagged || cell.isSuspect) {
return;
}
if(!cell.isMine) {
field[ax + ay * fieldWidth].isOpen = true;
recOpen(x+1, y);
recOpen(x-1, y);
recOpen(x, y+1);
recOpen(x, y-1);
recOpen(x+1, y+1);
recOpen(x+1, y-1);
recOpen(x-1, y+1);
recOpen(x-1, y-1);
}
}
void GameLogic::mark(unsigned x, unsigned y) {
auto cell = getCell(x, y);
if(cell.isOpen)
return;
bool isMine = cell.isMine;
bool isFlagged = cell.isFlagged;
bool isSuspect = cell.isSuspect;
x %= fieldWidth;
y %= fieldHeight;
if(!isFlagged && !isSuspect) {
if(isMine) {
remainingMines--;
}
field[x + y * fieldWidth].isFlagged = true;
}
else if (isFlagged && !isSuspect) {
if(isMine) {
remainingMines++;
}
field[x + y * fieldWidth].isSuspect = true;
field[x + y * fieldWidth].isFlagged = false;
} else if (!isFlagged && isSuspect) {
field[x + y * fieldWidth].isSuspect = false;
field[x + y * fieldWidth].isFlagged = false;
}
}