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#include "GameField.hpp"

GameField::GameField(int a_cols, int a_rows, int a_lwin)
	: cols(a_cols), rows(a_rows), win_length(a_lwin), state(G_NONE),
	who_move(G_XPLAYER)
{
	int c, r;
	field = new int*[cols];
	for(c = 0; c < cols; c++) {
		field[c] = new int[rows];
		for(r = 0; r < rows; r++) {
			field[c][r] = G_EMPTY;
		}
	}
	free_fields = cols * rows;
}

GameField::~GameField()
{
	if(field) {
		int c;
		for(c = 0; c < cols; c++) {
			delete[] field[c];
		}
		delete[] field;
	}
}

bool GameField::CanMove(int y, int x)
{
	if(field[y][x] != G_EMPTY)
		return false;
	return true;
}

void GameField::Move(int y, int x)
{
	field[y][x] = who_move;
	who_move = -who_move; // change player
	free_fields--;

	UpdateState();
}

void GameField::UpdateState() 
{
	int tmp;

	if(!free_fields) {
		state = G_DRAW;
		return;
	}
	tmp = ScanRows();
	if(tmp) {
		state = tmp;
		return;
	}
	tmp = ScanCols();
	if(tmp) {
		state = tmp;
		return;
	}
	tmp = ScanDiags();
	if(tmp) {
		state = tmp;
		return;
	}
}

/* This version is a dummy */
int GameField::ScanRows()
{
	int i;
	for(i = 0; i < 3; i++) {
		if(field[i][0] == field[i][1] && field[i][1] == field[i][2] &&
				field[i][1] != G_EMPTY)
			return field[i][1];
	}

	return 0;
}

/* This version is a dummy */ 
int GameField::ScanCols()
{
	int i;
	for(i = 0; i < 3; i++) {
		if(field[0][i] == field[1][i] && field[1][i] == field[2][i] &&
				field[1][i] != G_EMPTY)
			return field[1][i];
	}

	return 0;
}

/* This version is a dummy */
int GameField::ScanDiags()
{
	if(field[0][0] == field[1][1] && field[1][1] == field[2][2] &&
			field[1][1] != G_EMPTY)
		return field[1][1];
	else if(field[0][2] == field[1][1] && field[1][1] == field[2][0] &&
			field[1][1] != G_EMPTY)
		return field[1][1];

	return 0;
}