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;
 }