minehunt.cpp Example File
demos/declarative/minehunt/minehunt.cpp
#include <stdlib.h>
#include <QTime>
#include <QTimer>
#include "minehunt.h"
void tilesPropAppend(QDeclarativeListProperty<TileData>* prop, TileData* value)
{
Q_UNUSED(prop);
Q_UNUSED(value);
return;
}
int tilesPropCount(QDeclarativeListProperty<TileData>* prop)
{
return static_cast<QList<TileData*>*>(prop->data)->count();
}
TileData* tilesPropAt(QDeclarativeListProperty<TileData>* prop, int index)
{
return static_cast<QList<TileData*>*>(prop->data)->at(index);
}
QDeclarativeListProperty<TileData> MinehuntGame::tiles(){
return QDeclarativeListProperty<TileData>(this, &_tiles, &tilesPropAppend,
&tilesPropCount, &tilesPropAt, 0);
}
MinehuntGame::MinehuntGame()
: numCols(9), numRows(9), playing(true), won(false)
{
setObjectName("mainObject");
srand(QTime(0,0,0).secsTo(QTime::currentTime()));
for(int ii = 0; ii < numRows * numCols; ++ii) {
_tiles << new TileData;
}
reset();
}
void MinehuntGame::setBoard()
{
foreach(TileData* t, _tiles){
t->setHasMine(false);
t->setHint(-1);
}
int mines = nMines;
remaining = numRows*numCols-mines;
while ( mines ) {
int col = int((double(rand()) / double(RAND_MAX)) * numCols);
int row = int((double(rand()) / double(RAND_MAX)) * numRows);
TileData* t = tile( row, col );
if (t && !t->hasMine()) {
t->setHasMine( true );
mines--;
}
}
for (int r = 0; r < numRows; r++)
for (int c = 0; c < numCols; c++) {
TileData* t = tile(r, c);
if (t && !t->hasMine()) {
int hint = getHint(r,c);
t->setHint(hint);
}
}
setPlaying(true);
}
void MinehuntGame::reset()
{
foreach(TileData* t, _tiles){
t->unflip();
t->setHasFlag(false);
}
nMines = 12;
nFlags = 0;
emit numMinesChanged();
emit numFlagsChanged();
setPlaying(false);
QTimer::singleShot(600,this, SLOT(setBoard()));
}
int MinehuntGame::getHint(int row, int col)
{
int hint = 0;
for (int c = col-1; c <= col+1; c++)
for (int r = row-1; r <= row+1; r++) {
TileData* t = tile(r, c);
if (t && t->hasMine())
hint++;
}
return hint;
}
bool MinehuntGame::flip(int row, int col)
{
if(!playing)
return false;
TileData *t = tile(row, col);
if (!t || t->hasFlag())
return false;
if(t->flipped()){
int flags = 0;
for (int c = col-1; c <= col+1; c++)
for (int r = row-1; r <= row+1; r++) {
TileData *nearT = tile(r, c);
if(!nearT || nearT == t)
continue;
if(nearT->hasFlag())
flags++;
}
if(!t->hint() || t->hint() != flags)
return false;
for (int c = col-1; c <= col+1; c++)
for (int r = row-1; r <= row+1; r++) {
TileData *nearT = tile(r, c);
if (nearT && !nearT->flipped() && !nearT->hasFlag()) {
flip( r, c );
}
}
return true;
}
t->flip();
if (t->hint() == 0) {
for (int c = col-1; c <= col+1; c++)
for (int r = row-1; r <= row+1; r++) {
TileData* t = tile(r, c);
if (t && !t->flipped()) {
flip( r, c );
}
}
}
if(t->hasMine()){
for (int r = 0; r < numRows; r++)
for (int c = 0; c < numCols; c++) {
TileData* t = tile(r, c);
if (t && t->hasMine()) {
flip(r, c);
}
}
won = false;
hasWonChanged();
setPlaying(false);
return true;
}
remaining--;
if(!remaining){
won = true;
hasWonChanged();
setPlaying(false);
return true;
}
return true;
}
bool MinehuntGame::flag(int row, int col)
{
TileData *t = tile(row, col);
if(!t || !playing || t->flipped())
return false;
t->setHasFlag(!t->hasFlag());
nFlags += (t->hasFlag()?1:-1);
emit numFlagsChanged();
return true;
}