1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222
|
// Brain Party
// Copyright (C) 2010 Paul Hudson (http://www.tuxradar.com/brainparty)
// Brain Party is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "minesweep.h"
#include "Minigame.h"
BPMiniGame_MineSweep::BPMiniGame_MineSweep(BPGame* game) : BPMiniGame(game) {
sfcBackground = TheGame->LoadBitmap("minesweep", 320, 416);
sfcTile = TheGame->LoadBitmap("minesweep_tile", 50, 50);
sfcBombTile = TheGame->LoadBitmap("minesweep_bombtile", 50, 50);
TimeStarted = NumTaps = 0;
WinTime = -1;
GameTitle = "Minesweep";
GameHelp = "Tap squares to find mines; squares with mines nearby will show you how many mines are in adjacent squares. There are eight mines, and you need to uncover them in the fewest moves possible - good luck!";
GameHelp2 = "When you see a number in a square, it means there are that many mines in the eight adjacent squares. You need to use that information to figure out where all 8 mines are. When you have found all the mines, you win - the faster you are, the higher you score!";
MiniGameType = LIVELY;
GenerateMines();
}
BPMiniGame_MineSweep::~BPMiniGame_MineSweep() {
SAFE_DELETE(sfcBackground);
SAFE_DELETE(sfcTile);
SAFE_DELETE(sfcBombTile);
Tiles.Clear();
}
void BPMiniGame_MineSweep::GenerateMines() {
Tiles.Clear();
BPMiniGame_MineSweep_Tile* tile;
int index = 0;
for (int i = 0; i < 6; ++i) {
for (int j = 0; j < 8; ++j) {
tile = new BPMiniGame_MineSweep_Tile();
tile->Index = index++;
tile->X = 11 + (i * 50);
tile->Y = 9 + (j * 50);
tile->Row = j;
tile->Col = i;
Tiles.Add(tile);
}
}
// pick which squares are going to have mines
BPList<int> NumList;
for (int i = 0; i < Tiles.Count; ++i) NumList.Add(i);
NumList.Shuffle();
for (int i = 0; i < 8; ++i) {
if (NumList[i] == 40) NumList.SetValue(i, NumList[i + 10]);
Tiles[NumList[i]]->HasMine = true;
Tiles[NumList[i]]->NumMines = "Eek!"; // this just avoids us showing mines by accident when clicking empty squares
}
int num_mines;
// now update all the other squares so they know how many mines are around them
for (int i = 0; i < Tiles.Count; ++i) {
tile = Tiles[i];
if (tile->HasMine) continue;
num_mines = 0;
if (tile->Row > 0 && tile->Col > 0 && Tiles[i - 9]->HasMine == true) ++num_mines; // up-left one
if (tile->Row > 0 && Tiles[i - 1]->HasMine == true) ++num_mines; // up one
if (tile->Row > 0 && tile->Col < 5 && Tiles[i + 7]->HasMine == true) ++num_mines; // up-right one
if (tile->Col > 0 && Tiles[i - 8]->HasMine == true) ++num_mines; // left one
if (tile->Col < 5 && Tiles[i + 8]->HasMine == true) ++num_mines; // right one
if (tile->Row < 7 && tile->Col > 0 && Tiles[i - 7]->HasMine == true) ++num_mines; // down-left one
if (tile->Row < 7 && Tiles[i + 1]->HasMine == true) ++num_mines; // down one
if (tile->Row < 7 && tile->Col < 5 && Tiles[i + 9]->HasMine == true) ++num_mines; // down-right one
if (num_mines > 0) {
ostringstream mines;
mines << num_mines;
string str = mines.str();
tile->NumMines = str;
TheGame->AllocString(&tile->sfcNumMines, tile->NumMines.c_str(), LARGE, 50, 35, CENTRED, true);
} else {
tile->NumMines = "";
}
}
WinTime = -1;
}
void BPMiniGame_MineSweep::OnMouseDown() {
}
void BPMiniGame_MineSweep::OnMouseMove() {
}
void BPMiniGame_MineSweep::OnMouseUp() {
if (WinTime != -1) return; // we've lost; can't click any more squares
for (int i = 0; i < Tiles.Count; ++i) {
BPMiniGame_MineSweep_Tile* tile = Tiles[i];
if (TheGame->PointOverRect(TouchEvent.X, TouchEvent.Y, tile->X, tile->Y, 50, 50)) {
if (tile->Showing) continue;
++NumTaps;
if (tile->NumMines.size() == 0) {
// this square is empty - are there any other empty squares around?
RevealSquare(tile);
TheGame->PlaySound("swoosh_long");
} else {
tile->Showing = true;
if (tile->HasMine) {
TheGame->PlaySound("explosion");
} else {
TheGame->PlaySound("card_flip");
}
}
break;
}
}
CheckWin();
}
void BPMiniGame_MineSweep::CheckWin() {
int num_found = 0;
for (int i = 0; i < Tiles.Count; ++i) {
if (Tiles[i]->HasMine && Tiles[i]->Showing) {
++num_found;
}
}
if (num_found == 8) {
WinTime = TheGame->TickCount;
}
}
void BPMiniGame_MineSweep::RevealSquare(BPMiniGame_MineSweep_Tile* tile) {
if (tile->Showing) return;
tile->Showing = true;
if (tile->NumMines.size() == 0) {
if (tile->Col > 0 && tile->Row > 0 && !Tiles[tile->Index - 9]->HasMine) RevealSquare(Tiles[tile->Index - 9]); // mine above left
if (tile->Row > 0 && !Tiles[tile->Index - 1]->HasMine) RevealSquare(Tiles[tile->Index - 1]); // mine above
if (tile->Col < 5 && tile->Row > 0 && !Tiles[tile->Index + 7]->HasMine) RevealSquare(Tiles[tile->Index + 7]); // mine above right
if (tile->Col > 0 && !Tiles[tile->Index - 8]->HasMine) RevealSquare(Tiles[tile->Index - 8]); // mine to the left
if (tile->Col < 5 && !Tiles[tile->Index + 8]->HasMine) RevealSquare(Tiles[tile->Index + 8]); // mine to the right
if (tile->Col > 0 && tile->Row < 7 && !Tiles[tile->Index - 7]->HasMine) RevealSquare(Tiles[tile->Index - 7]); // mine below left
if (tile->Row < 7 && !Tiles[tile->Index + 1]->HasMine) RevealSquare(Tiles[tile->Index + 1]); // mine below
if (tile->Col < 5 && tile->Row < 7 && !Tiles[tile->Index + 9]->HasMine) RevealSquare(Tiles[tile->Index + 9]); // mine below right
}
}
int BPMiniGame_MineSweep::GetWeight() {
return MinMax(950 - (NumTaps * 30));
}
void BPMiniGame_MineSweep::Start() {
TimeStarted = TheGame->TickCount;
}
void BPMiniGame_MineSweep::Render() {
TheGame->DrawImage(sfcBackground, 0, 0);
for (int i = 0; i < Tiles.Count; ++i) {
BPMiniGame_MineSweep_Tile* tile = Tiles[i];
if (tile->Showing) {
if (tile->HasMine) {
TheGame->DrawImage(sfcBombTile, tile->X, tile->Y);
} else {
if (tile->NumMines.size() != 0) {
TheGame->DrawString(tile->sfcNumMines, WHITE, tile->X, tile->Y + 7);
}
}
} else {
TheGame->DrawImage(sfcTile, tile->X, tile->Y);
}
}
}
void BPMiniGame_MineSweep::Tick() {
if (WinTime != -1 && WinTime + 500 < TheGame->TickCount) {
Success();
return;
}
}
|