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Copy pathcontroller.cpp
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103 lines (100 loc) · 4.32 KB
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#include "controller.h"
#include "model.h"
Controller::Controller(Model * model, QObject *parent) :
QObject(parent),
m_model(model)
{
}
Line::LineEnum isVictory(int index, const QList<Cell*>* gameField)
{
auto gamer = gameField->at(index)->value();
switch (index) {
case 0:
if(State::Equals(gameField->at(3)->value(), gameField->at(6)->value(), gamer))
return Line::VerticalLeft;
else if(State::Equals(gameField->at(1)->value(), gameField->at(2)->value(), gamer))
return Line::HorisontalTop;
else if(State::Equals(gameField->at(4)->value(), gameField->at(8)->value(), gamer))
return Line::Diagonal1;
else
return Line::NotLine;
case 1:
if(State::Equals(gameField->at(4)->value(), gameField->at(7)->value(), gamer))
return Line::VerticalCenter;
else if(State::Equals(gameField->at(0)->value(), gameField->at(2)->value(), gamer))
return Line::HorisontalTop;
else
return Line::NotLine;
case 2:
if(State::Equals(gameField->at(5)->value(), gameField->at(8)->value(), gamer))
return Line::VerticalRight;
else if(State::Equals(gameField->at(0)->value(), gameField->at(1)->value(), gamer))
return Line::HorisontalTop;
else if(State::Equals(gameField->at(4)->value(), gameField->at(6)->value(), gamer))
return Line::Diagonal2;
else
return Line::NotLine;
case 3:
if(State::Equals(gameField->at(0)->value(), gameField->at(6)->value(), gamer))
return Line::VerticalLeft;
else if(State::Equals(gameField->at(4)->value(), gameField->at(5)->value(), gamer))
return Line::HorisontalCenter;
else
return Line::NotLine;
case 4:
if(State::Equals(gameField->at(0)->value(), gameField->at(8)->value(), gamer))
return Line::Diagonal1;
else if(State::Equals(gameField->at(1)->value(), gameField->at(7)->value(), gamer))
return Line::VerticalCenter;
else if(State::Equals(gameField->at(2)->value(), gameField->at(6)->value(), gamer))
return Line::Diagonal2;
else if(State::Equals(gameField->at(3)->value(), gameField->at(5)->value(), gamer))
return Line::HorisontalCenter;
else
return Line::NotLine;
case 5:
if(State::Equals(gameField->at(3)->value(), gameField->at(4)->value(), gamer))
return Line::HorisontalCenter;
else if(State::Equals(gameField->at(2)->value(), gameField->at(8)->value(), gamer))
return Line::VerticalRight;
else
return Line::NotLine;
case 6:
if(State::Equals(gameField->at(0)->value(), gameField->at(3)->value(), gamer))
return Line::VerticalLeft;
else if(State::Equals(gameField->at(2)->value(), gameField->at(4)->value(), gamer))
return Line::Diagonal2;
else if(State::Equals(gameField->at(7)->value(), gameField->at(8)->value(), gamer))
return Line::HorisontalBottom;
else
return Line::NotLine;
case 7:
if(State::Equals(gameField->at(6)->value(), gameField->at(8)->value(), gamer))
return Line::HorisontalBottom;
else if(State::Equals(gameField->at(1)->value(), gameField->at(4)->value(), gamer))
return Line::VerticalCenter;
else
return Line::NotLine;
case 8:
if(State::Equals(gameField->at(0)->value(), gameField->at(4)->value(), gamer))
return Line::Diagonal1;
else if(State::Equals(gameField->at(2)->value(), gameField->at(5)->value(), gamer))
return Line::VerticalRight;
else if(State::Equals(gameField->at(6)->value(), gameField->at(7)->value(), gamer))
return Line::HorisontalBottom;
else
return Line::NotLine;
default:
return Line::NotLine;
}
}
void Controller::chengeCell(int index){
if(m_model->gameIsActive() && m_model->gameField().at(index)->value() == State::Empty){
m_model->gameField().at(index)->setValue(m_model->gamer());
auto isV = isVictory(index, &m_model->gameField());
if(isV == Line::NotLine)
m_model->setGamer(m_model->gamer() == State::X ? State::O : State::X);
else
m_model->setVictoryLine(isV);
}
}