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1 | /////////////////////////////////////////////////////////////////////////////// | |
2 | // Name: bombs1.cpp | |
3 | // Purpose: Implementation of the class BombsGame | |
4 | // Author: P. Foggia 1996 | |
5 | // Modified by: Wlodzimierz Skiba (ABX) since 2003 | |
6 | // Created: 1996 | |
7 | // RCS-ID: $Id$ | |
8 | // Copyright: (c) 1996 P. Foggia | |
9 | // Licence: wxWindows licence | |
10 | /////////////////////////////////////////////////////////////////////////////// | |
11 | ||
12 | #include "wx/wxprec.h" | |
13 | ||
14 | #ifdef __BORLANDC__ | |
15 | #pragma hdrstop | |
16 | #endif | |
17 | ||
18 | #ifndef WX_PRECOMP | |
19 | # include "wx/wx.h" | |
20 | #endif | |
21 | ||
22 | #include "game.h" | |
23 | #include <stdlib.h> | |
24 | #include <limits.h> | |
25 | ||
26 | #define PROB 0.2 | |
27 | ||
28 | #ifndef RAND_MAX | |
29 | # define RAND_MAX INT_MAX | |
30 | #endif | |
31 | ||
32 | ||
33 | BombsGame::~BombsGame() | |
34 | { | |
35 | if (m_field) | |
36 | { | |
37 | delete[] m_field; | |
38 | } | |
39 | } | |
40 | ||
41 | // Initialize the play field. Returns false on failure | |
42 | bool BombsGame::Init(int aWidth, int aHeight, bool easyCorner) | |
43 | { | |
44 | m_gridFocusX = m_gridFocusY = -1; | |
45 | ||
46 | int x, y; | |
47 | int xx, yy; | |
48 | ||
49 | if (m_field) | |
50 | { | |
51 | delete[] m_field; | |
52 | } | |
53 | ||
54 | m_field = new short[aWidth*aHeight]; | |
55 | if (!m_field) | |
56 | { | |
57 | m_width = m_height = 0; | |
58 | return false; | |
59 | } | |
60 | ||
61 | m_width = aWidth; | |
62 | m_height = aHeight; | |
63 | ||
64 | for(x=0; x<m_width; x++) | |
65 | { | |
66 | for(y=0; y<m_height; y++) | |
67 | { | |
68 | m_field[x+y*m_width] = ((float)rand()/RAND_MAX <PROB) | |
69 | ? BG_HIDDEN | BG_BOMB | |
70 | : BG_HIDDEN; | |
71 | } | |
72 | } | |
73 | ||
74 | /* Force (0,0) not to have a bomb for those that don't want to have | |
75 | to guess on the first move. Better would be to for the MS rule that | |
76 | whatever is picked first isn't a bomb. | |
77 | */ | |
78 | if(easyCorner) | |
79 | { | |
80 | m_field[0] = BG_HIDDEN; | |
81 | } | |
82 | ||
83 | m_numBombCells = 0; | |
84 | for(x=0; x<m_width; x++) | |
85 | for(y=0; y<m_height; y++) | |
86 | if (m_field[x+y*m_width] & BG_BOMB) | |
87 | { | |
88 | m_numBombCells++; | |
89 | ||
90 | for(xx=x-1; xx<=x+1; xx++) | |
91 | if (xx>=0 && xx<m_width) | |
92 | for(yy=y-1; yy<=y+1; yy++) | |
93 | if (yy>=0 && yy<m_height && (yy!=y || xx!=x)) | |
94 | m_field[xx+yy*m_width]++; | |
95 | } | |
96 | ||
97 | m_numRemainingCells = m_height*m_width-m_numBombCells; | |
98 | m_numMarkedCells = 0; | |
99 | ||
100 | return true; | |
101 | } | |
102 | ||
103 | void BombsGame::Mark(int x, int y) | |
104 | { | |
105 | m_field[x+y*m_width] ^= BG_MARKED; | |
106 | if (IsMarked(x, y)) | |
107 | m_numMarkedCells++; | |
108 | else | |
109 | m_numMarkedCells--; | |
110 | } | |
111 | ||
112 | void BombsGame::Unhide(int x, int y, bool b_selected) | |
113 | { | |
114 | if (!IsHidden(x,y)) | |
115 | { | |
116 | return; | |
117 | } | |
118 | ||
119 | if (b_selected) | |
120 | m_field[x+y*m_width] |= BG_SELECTED; | |
121 | ||
122 | m_field[x+y*m_width] &= ~BG_HIDDEN; | |
123 | ||
124 | if (!IsBomb(x,y)) | |
125 | { | |
126 | m_numRemainingCells--; | |
127 | } | |
128 | } | |
129 | ||
130 | ||
131 | void BombsGame::Explode(int x, int y) | |
132 | { | |
133 | m_field[x+y*m_width] |= BG_EXPLODED; | |
134 | } |