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/******************************************************************************
* Copyright (C) 2015 Alejandro Colomar Andrés *
******************************************************************************/
/******************************************************************************
******* headers **************************************************************
******************************************************************************/
#include <stdbool.h>
#include <stdlib.h>
#include <time.h>
#include <unistd.h>
#include "libalx/alx_seed.h"
#include "save.h"
#include "game.h"
/******************************************************************************
******* variables ************************************************************
******************************************************************************/
/* Global --------------------------------------------------------------------*/
struct Game_Board game_board;
/* Static --------------------------------------------------------------------*/
/******************************************************************************
******* static functions *****************************************************
******************************************************************************/
/* Init */
static void game_init_clr (void);
static void game_init_mines (int pos_row, int pos_col);
static void game_init_adjnums (void);
/* Step */
static void game_step (int r, int c);
static void game_discover (int r, int c);
static void game_discover_recursive (int r, int c);
static void game_big_step (int r, int c);
static int game_count_flags (int r, int c);
static void game_step_recursive (int r, int c);
/* Flag */
static void game_flag (int r, int c);
static void game_possible (int r, int c);
static void game_rmflag (int r, int c);
static void game_all_flags (int r, int c);
static int game_count_nclear (int r, int c);
static void game_flag_recursive (int r, int c);
/******************************************************************************
******* global functions *****************************************************
******************************************************************************/
void game_init (void)
{
int seed;
seed = seedf(clock(), time(NULL), getpid());
srand(seed);
}
void game_init_rand (int rows, int cols, int mines, int pos_row, int pos_col)
{
/* size & mines */
game_board.rows = rows;
game_board.cols = cols;
game_board.mines = mines;
/* clear */
game_init_clr();
/* place mines */
game_init_mines(pos_row, pos_col);
/* calc adjacency numbers */
game_init_adjnums();
}
void game_init_load (int *rows, int *cols)
{
load_game_file();
game_board.state = GAME_STATE_PLAYING;
*rows = game_board.rows;
*cols = game_board.cols;
}
void game_action (int action, int row, int col)
{
switch (action) {
case GAME_ACT_STEP:
game_step(row, col);
break;
case GAME_ACT_FLAG:
game_flag(row, col);
break;
case GAME_ACT_FLAG_POSSIBLE:
game_possible(row, col);
break;
case GAME_ACT_RM_FLAG:
game_rmflag(row, col);
break;
}
}
/******************************************************************************
******* static functions *****************************************************
******************************************************************************/
/* * * * * * * * * *
* * * Init * * * * * * *
* * * * * * * * * */
static void game_init_clr (void)
{
int i;
int j;
for (i = 0; i < game_board.rows; i++) {
for (j = 0; j < game_board.cols; j++) {
game_board.gnd[i][j] = GAME_MINE_NO;
game_board.usr[i][j] = GAME_USR_HIDDEN;
}
}
game_board.flags = 0;
game_board.clr = 0;
game_board.state = GAME_STATE_PLAYING;
}
static void game_init_mines (int pos_row, int pos_col)
{
/* place mines */
int i;
int r;
int c;
i = 0;
while (i < game_board.mines) {
r = (rand() % game_board.rows);
c = (rand() % game_board.cols);
if (game_board.gnd[r][c] == GAME_MINE_NO) {
/* first step is safe */
if (!((r == pos_row) && (c == pos_col))) {
game_board.gnd[r][c] = GAME_MINE_YES;
i++;
}
}
}
}
static void game_init_adjnums (void)
{
int r;
int c;
int i;
int j;
for (r = 0; r < game_board.rows; r++) {
for (c = 0; c < game_board.cols; c++) {
if (game_board.gnd[r][c] >= GAME_MINE_YES) {
for (i = r-1; i < r+2; i++) {
for (j = c-1; j < c+2; j++) {
if (i >= 0 && i < game_board.rows) {
if (j >= 0 && j < game_board.cols) {
game_board.gnd[i][j]++;
}
}
}
}
}
}
}
}
/* * * * * * * * * *
* * * Step * * * * * * *
* * * * * * * * * */
static void game_step (int r, int c)
{
switch (game_board.usr[r][c]) {
case GAME_USR_HIDDEN:
case GAME_USR_POSSIBLE:
game_discover(r, c);
break;
case GAME_USR_CLEAR:
game_big_step(r, c);
break;
}
}
static void game_discover (int r, int c)
{
int safe_fields;
safe_fields = (game_board.rows * game_board.cols) - game_board.mines;
if (game_board.gnd[r][c] >= GAME_MINE_YES) {
game_board.usr[r][c] = GAME_USR_KBOOM;
game_board.state = GAME_STATE_GAMEOVER;
} else if (game_board.usr[r][c] != GAME_USR_CLEAR) {
game_board.usr[r][c] = GAME_USR_CLEAR;
game_board.clr++;
if (game_board.clr == safe_fields)
game_board.state = GAME_STATE_SAFE;
else if (game_board.gnd[r][c] == GAME_MINE_NO)
game_discover_recursive(r, c);
}
}
static void game_discover_recursive (int r, int c)
{
int i;
int j;
for (i = r - 1; i < r + 2; i++) {
for (j = c - 1; j < c + 2; j++) {
if (i >= 0 && i < game_board.rows &&
j >= 0 && j < game_board.cols) {
game_discover(i, j);
}
}
}
}
static void game_big_step (int r, int c)
{
int cnt;
cnt = game_count_flags(r, c);
if (cnt && (game_board.gnd[r][c] == cnt))
game_step_recursive(r, c);
}
static int game_count_flags (int r, int c)
{
int cnt;
int i;
int j;
cnt = 0;
for (i = r - 1; i < r + 2; i++) {
for (j = c - 1; j < c + 2; j++) {
if (i >= 0 && i < game_board.rows &&
j >= 0 && j < game_board.cols) {
if (game_board.usr[i][j] == GAME_USR_FLAG)
cnt++;
}
}
}
return cnt;
}
static void game_step_recursive (int r, int c)
{
int i;
int j;
for (i = r - 1; i < r + 2; i++) {
for (j = c - 1; j < c + 2; j++) {
if (i >= 0 && i < game_board.rows &&
j >= 0 && j < game_board.cols) {
switch (game_board.usr[i][j]) {
case GAME_USR_HIDDEN:
case GAME_USR_POSSIBLE:
game_discover(i, j);
break;
}
}
}
}
}
/* * * * * * * * * *
* * * Flag * * * * * * *
* * * * * * * * * */
static void game_flag (int r, int c)
{
switch (game_board.usr[r][c]) {
case GAME_USR_HIDDEN:
game_board.usr[r][c] = GAME_USR_FLAG;
game_board.flags++;
break;
case GAME_USR_FLAG:
game_board.usr[r][c] = GAME_USR_POSSIBLE;
game_board.flags--;
break;
case GAME_USR_POSSIBLE:
game_rmflag(r, c);
break;
case GAME_USR_CLEAR:
game_all_flags(r, c);
break;
}
}
static void game_possible (int r, int c)
{
switch (game_board.usr[r][c]) {
case GAME_USR_HIDDEN:
game_board.usr[r][c] = GAME_USR_POSSIBLE;
break;
case GAME_USR_POSSIBLE:
game_rmflag(r, c);
break;
}
}
static void game_rmflag (int r, int c)
{
switch (game_board.usr[r][c]) {
case GAME_USR_FLAG:
game_board.usr[r][c] = GAME_USR_HIDDEN;
game_board.flags--;
break;
case GAME_USR_POSSIBLE:
game_board.usr[r][c] = GAME_USR_HIDDEN;
break;
}
}
static void game_all_flags (int r, int c)
{
int cnt;
cnt = game_count_nclear(r, c);
if (cnt && (game_board.gnd[r][c] == cnt))
game_flag_recursive(r, c);
}
static int game_count_nclear (int r, int c)
{
int cnt;
int i;
int j;
cnt = 0;
for (i = r - 1; i < r + 2; i++) {
for (j = c - 1; j < c + 2; j++) {
if (i >= 0 && i < game_board.rows &&
j >= 0 && j < game_board.cols) {
if (game_board.usr[i][j] != GAME_USR_CLEAR)
cnt++;
}
}
}
return cnt;
}
static void game_flag_recursive (int r, int c)
{
int i;
int j;
for (i = r - 1; i < r + 2; i++) {
for (j = c - 1; j < c + 2; j++) {
if (i >= 0 && i < game_board.rows &&
j >= 0 && j < game_board.cols) {
switch (game_board.usr[i][j]) {
case GAME_USR_HIDDEN:
case GAME_USR_POSSIBLE:
game_board.usr[i][j] = GAME_USR_FLAG;
game_board.flags++;
break;
}
}
}
}
}
/******************************************************************************
******* end of file **********************************************************
******************************************************************************/
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