Reputation: 776
I am trying to make a console version of Minesweeper, but I'm having a bit of difficulity with editing the particular cells on the board. As you can see, I have a Board which has a private [6][6] array of Cell objects.
At the moment, I'm trying to call the Cell methods with something like
Board gameBoard;
gameBoard.accessCell(row,col).flag();
but this seems to not be actually editing the state of the accessed Cell because the object is being copied over rather than a pointer. How can I fix Board::accessCell(int row, int col)
to return a pointer to the object so that I can call a function and actually edit its state?
#include <iostream>
#include <ctime>
#include <cstdlib>
#include <iomanip>
#include <string>
using namespace std;
#define debugging true //set this to true to activiate debugging
const int ROWS(6), COLS(6), MINE(-1);
const char FLAG('F'), REVEALED('R'), HIDDEN('*');
class Cell
{
friend class Board;
private:
char displaySetting;
int minesTouching;
public:
Cell();
int getMinesTouching() const;
void increaseMinesTouching();
char getDisplaySetting() const;
bool isMine() const;
void flag();
void reveal();
void setMine();
};
int Cell::getMinesTouching() const { return this->minesTouching; }
void Cell::increaseMinesTouching() { this->minesTouching++; }
char Cell::getDisplaySetting() const { return this->displaySetting; }
bool Cell::isMine() const { return this->minesTouching == MINE; }
void Cell::flag() { this->displaySetting = FLAG; }
void Cell::reveal() { this->displaySetting = REVEALED; }
void Cell::setMine() { this->minesTouching = MINE; }
Cell::Cell():
displaySetting(HIDDEN),
minesTouching(0)
{}
class Board
{
private:
Cell boardCells[ROWS][COLS];
public:
Board();
bool isInBounds(int row, int col) const;
void reveal(int row, int col);
void displayBoard() const;
Cell accessCell(int row, int col) const;
};
Board::Board()
{
//place mines randomly
srand(time(0));
for(int i=0; i<6;)
{
int row = rand()%6, col = rand()%6;
if(!this->boardCells[row][col].isMine())
{
this->boardCells[row][col].setMine();
i++;
}
}
//determine number of mines touching each space and store them
for(int i=0; i<ROWS; i++)
{
for(int j=0; j<COLS; j++)
{
if(!boardCells[i][j].isMine())
{
if(boardCells[i+1][j+1].isMine()) boardCells[i][j].increaseMinesTouching(); //bottom right
if(boardCells[i-1][j-1].isMine()) boardCells[i][j].increaseMinesTouching(); //top left
if(boardCells[i+1][j+0].isMine()) boardCells[i][j].increaseMinesTouching(); //down
if(boardCells[i+0][j+1].isMine()) boardCells[i][j].increaseMinesTouching(); //right
if(boardCells[i-1][j-0].isMine()) boardCells[i][j].increaseMinesTouching(); //up
if(boardCells[i-0][j-1].isMine()) boardCells[i][j].increaseMinesTouching(); //left
if(boardCells[i+1][j-1].isMine()) boardCells[i][j].increaseMinesTouching(); //bottom left
if(boardCells[i-1][j+1].isMine()) boardCells[i][j].increaseMinesTouching(); //top right
}
}
}
}
bool Board::isInBounds(int row, int col) const
{
if(row < 0) return false;
if(row >= ROWS) return false;
if(col >= COLS) return false;
if(col < 0) return false;
return true;
}
void Board::reveal(int row, int col)
{
if(!this->boardCells[row][col].getMinesTouching())
{
this->boardCells[row][col].reveal();
if(isInBounds(row+1, col+1)) this->reveal(row+1, col+1); //bottom right
if(isInBounds(row-1, col-1)) this->reveal(row-1, col-1); //top left
if(isInBounds(row+1, col+0)) this->reveal(row+1, col+0); //down
if(isInBounds(row+0, col+1)) this->reveal(row+0, col+1); //right
if(isInBounds(row-1, col-0)) this->reveal(row-1, col-0); //up
if(isInBounds(row-0, col-1)) this->reveal(row-0, col-1); //left
if(isInBounds(row+1, col-1)) this->reveal(row+1, col-1); //bottom left
if(isInBounds(row-1, col+1)) this->reveal(row-1, col+1); //top right
}
}
void Board::displayBoard() const
{
system("clear");
if(debugging) //display system board if debugging is enabled
{
for(int i=0; i<ROWS; i++)
{
for(int j=0; j<COLS; j++)
cout << "[ " << setw(3) << this->boardCells[i][j].getMinesTouching() << setw(3) << " ]";
cout << "\n";
}
cout << "\n\n\n";
}
//
for(int i=0; i<ROWS; i++)
{
for(int j=0; j<COLS; j++)
{
if(this->boardCells[i][j].getDisplaySetting() == HIDDEN)
cout << "[ " << setw(3) << this->boardCells[i][j].getDisplaySetting() << setw(3) << " ]";
else if(this->boardCells[i][j].getDisplaySetting() == REVEALED)
cout << "[ " << setw(3) << this->boardCells[i][j].getMinesTouching() << setw(3) << " ]";
else
cout <<"[ " << setw(3) << FLAG << setw(3) << " ]";
}
cout << "\n";
}
cout << "\n";
}
Cell Board::accessCell(int row, int col) const { return this->boardCells[row][col]; }
//function prototypes
void provideMenu();
string playTurn(Board gameBoard, int& guesses);
void playGame();
int main()
{
Board gameBoard;
provideMenu();
return 0;
}
void provideMenu()
{
int choice(0);
while(choice < 1 || choice > 3)
{
cout << "1:\t Play a game of Minesweeper" << endl;
cout << "2:\t Help" << endl;
cout << "3:\t Exit" << endl;
cin>>choice;
}
switch(choice)
{
case 1:
playGame();
break;
case 2:
cout << "The objective of Minesweeper is to clear all the tiles on the board without mines without uncovering any hidden mines" << endl;
cout << "*\t Hidden tile, has yet to be revealed" << endl;
cout << "F\t Flagged tile, marked by user as possible mine" << endl;
cout << "#\t Any number represents the number of mines touching the tile" << endl;
break;
}
}
void playGame()
{
Board gameBoard;
int guesses(0);
string gameState = "onGoing";
while(gameState == "onGoing")
{
gameState = playTurn(gameBoard, guesses);
if(gameState == "userWon")
cout << "Congratulations, you've one!" << endl;
if(gameState == "userLost")
{
cout << "Game over! Try again!" << endl;
gameBoard.displayBoard();
}
}
}
string playTurn(Board gameBoard, int& guesses)
{
gameBoard.displayBoard();
int row;
do
{
cout << "Row:";
cin>>row;
} while(row <0 || row >= ROWS);
int col;
do
{
cout << "Column:";
cin>>col;
} while(col < 0 || col>= COLS);
if(gameBoard.accessCell(row, col).isMine())
return "userLost";
if(++guesses == ROWS*COLS-6)
return "userWon";
gameBoard.reveal(row,col);
return "onGoing";
}
Upvotes: 2
Views: 178
Reputation: 19032
Return a reference to the Cell object instead of a copy:
const Cell& Board::accessCell(int row, int col) const
{
return this->boardCells[row][col];
}
If you need a mutable
version (non-const
), then I will hint to you that you need to overload this function.
Upvotes: 0
Reputation: 70382
You have defined your access method to return a copy:
Cell accessCell(int row, int col) const ;
Since you want to be able to modify the Cell
that is returned, you should return a reference instead, and the method should not be const
.
Cell & accessCell(int row, int col);
The corresponding changes need to be done to your implementation of the method also.
Cell & Board::accessCell(int row, int col) { return this->boardCells[row][col]; }
Upvotes: 4