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https://github.com/RGBCube/serenity
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This change makes it easier to generate a new field. Instead of using hard-coded values everywhere, we now just need to keep track of the Difficulty enum value.
165 lines
4.5 KiB
C++
165 lines
4.5 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Noncopyable.h>
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#include <LibCore/Timer.h>
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#include <LibGUI/Frame.h>
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#include <LibGfx/Palette.h>
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class Field;
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class SquareButton;
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class SquareLabel;
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class Square {
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AK_MAKE_NONCOPYABLE(Square);
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public:
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Square();
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~Square();
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Field* field { nullptr };
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bool is_swept { false };
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bool has_mine { false };
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bool has_flag { false };
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bool is_considering { false };
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size_t row { 0 };
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size_t column { 0 };
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size_t number { 0 };
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RefPtr<SquareButton> button;
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RefPtr<SquareLabel> label;
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template<typename Callback>
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void for_each_neighbor(Callback);
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};
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class Field final : public GUI::Frame {
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C_OBJECT(Field)
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friend class Square;
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friend class SquareLabel;
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public:
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virtual ~Field() override;
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enum class Difficulty {
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Beginner,
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Intermediate,
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Expert,
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Madwoman,
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Custom
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};
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StringView difficulty_to_string(Difficulty difficulty) const
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{
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switch (difficulty) {
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case Difficulty::Beginner:
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return "beginner"sv;
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case Difficulty::Intermediate:
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return "intermediate"sv;
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case Difficulty::Expert:
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return "expert"sv;
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case Difficulty::Madwoman:
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return "madwoman"sv;
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case Difficulty::Custom:
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return "custom"sv;
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default:
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VERIFY_NOT_REACHED();
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}
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}
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Optional<Difficulty> difficulty_from_string(StringView difficulty_string) const
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{
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if (difficulty_string.matches("beginner"))
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return Difficulty::Beginner;
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if (difficulty_string.equals_ignoring_case("intermediate"))
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return Difficulty::Intermediate;
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if (difficulty_string.equals_ignoring_case("expert"))
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return Difficulty::Expert;
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if (difficulty_string.equals_ignoring_case("madwoman"))
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return Difficulty::Madwoman;
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if (difficulty_string.equals_ignoring_case("custom"))
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return Difficulty::Custom;
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return {};
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}
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Difficulty difficulty() const { return m_difficulty; }
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size_t rows() const { return m_rows; }
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size_t columns() const { return m_columns; }
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size_t mine_count() const { return m_mine_count; }
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int square_size() const { return 15; }
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bool is_single_chording() const { return m_single_chording; }
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void set_field_difficulty(Difficulty difficulty);
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void set_field_size(Difficulty difficulty, size_t rows, size_t columns, size_t mine_count);
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void set_single_chording(bool new_val);
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void reset();
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private:
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Field(GUI::Label& flag_label, GUI::Label& time_label, GUI::Button& face_button, Function<void(Gfx::IntSize)> on_size_changed);
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virtual void paint_event(GUI::PaintEvent&) override;
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void on_square_clicked(Square&);
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void on_square_secondary_clicked(Square&);
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void on_square_middle_clicked(Square&);
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void on_square_chorded(Square&);
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void game_over();
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void win();
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void reveal_mines();
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void set_chord_preview(Square&, bool);
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void set_flag(Square&, bool);
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Square& square(size_t row, size_t column) { return *m_squares[row * columns() + column]; }
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const Square& square(size_t row, size_t column) const { return *m_squares[row * columns() + column]; }
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void flood_fill(Square&);
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void on_square_clicked_impl(Square&, bool);
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template<typename Callback>
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void for_each_square(Callback);
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enum class Face {
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Default,
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Good,
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Bad
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};
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void set_face(Face);
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Difficulty m_difficulty { Difficulty::Beginner };
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size_t m_rows { 0 };
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size_t m_columns { 0 };
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size_t m_mine_count { 0 };
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size_t m_unswept_empties { 0 };
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Vector<OwnPtr<Square>> m_squares;
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RefPtr<Gfx::Bitmap> m_mine_bitmap;
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RefPtr<Gfx::Bitmap> m_flag_bitmap;
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RefPtr<Gfx::Bitmap> m_badflag_bitmap;
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RefPtr<Gfx::Bitmap> m_consider_bitmap;
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RefPtr<Gfx::Bitmap> m_default_face_bitmap;
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RefPtr<Gfx::Bitmap> m_good_face_bitmap;
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RefPtr<Gfx::Bitmap> m_bad_face_bitmap;
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RefPtr<Gfx::Bitmap> m_number_bitmap[8];
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Gfx::Palette m_mine_palette;
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GUI::Button& m_face_button;
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GUI::Label& m_flag_label;
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GUI::Label& m_time_label;
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RefPtr<Core::Timer> m_timer;
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size_t m_time_elapsed { 0 };
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size_t m_flags_left { 0 };
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Face m_face { Face::Default };
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bool m_chord_preview { false };
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bool m_first_click { true };
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bool m_single_chording { true };
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Function<void(Gfx::IntSize)> m_on_size_changed;
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};
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