我試圖製作一個控制檯版本的掃雷,但是我在編輯電路板上的特定單元時遇到了一些困難。正如你所看到的,我有一個Board擁有一個私人的[6] [6] Cell對象數組。使用指針指向對象的方法C
此刻,我想叫的東西的細胞的方法,如 Board gameBoard; gameBoard.accessCell(row,col).flag();
但這似乎不實際編輯訪問單元的狀態,因爲對象正在被複制,而不是一個指針。我如何修復Board::accessCell(int row, int col)
以返回指向對象的指針,以便我可以調用一個函數並實際編輯它的狀態?
#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";
}
這是**遠**太多代碼堆棧溢出問題。請創建一個代表您的問題的小得多的測試用例。 – 2012-07-17 00:13:21
您的構造函數在不存在的對象上調用'isMine',因爲它們超出了數組範圍。 – 2012-07-17 00:18:29