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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;
}
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