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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(y, x);
}
void GameField::UpdateState(int y, int x)
{
if(!free_fields) {
state = G_DRAW;
return;
}
if((state = ScanRowsAround(y, x)) != G_NONE)
return;
if((state = ScanColsAround(y, x)) != G_NONE)
return;
if((state = ScanDiags()) != G_NONE)
return;
}
int GameField::ScanRowsAround(int y, int x)
{
int i, n;
int player = field[y][x];
// ray left
for(i = x, n = 0; i >= 0; i--) {
if(player == field[y][i]) {
n++;
if(n == win_length)
return player;
}
else break;
}
// ray right
for(i = x; i < rows; i++) {
if(player == field[y][i]) {
n++;
if(n == win_length)
return player;
}
else break;
}
return G_NONE;
}
int GameField::ScanColsAround(int y, int x)
{
int i, n;
int player = field[y][x];
// ray up
for(i = y, n = 0; i >= 0; i--) {
if(player == field[i][x]) {
n++;
if(n == win_length)
return player;
}
else break;
}
// ray down
for(i = y; i < cols; i++) {
if(player == field[i][x]) {
n++;
if(n == win_length)
return player;
}
else break;
}
return G_NONE;
}
/* 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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