📄 gameboard.cpp
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// GameBoard.cpp#include "GameBoard.h"using namespace std;// Microsoft Visual Studio requires you to omit the following two lines.// However, some compilers require them.//const int GameBoard::kDefaultWidth;//const int GameBoard::kDefaultHeight;GameBoard::GameBoard(int inWidth, int inHeight) throw(bad_alloc) : mWidth(inWidth), mHeight(inHeight){ int i, j; mCells = new GamePiece* [mWidth]; try { for (i = 0; i < mWidth; i++) { mCells[i] = new GamePiece[mHeight]; } } catch (...) { // // Cleanup any memory we already allocated, because the destructor // will never get called. The upper bound of the for loop is the index // of the last element in the mCells array that we tried to allocate // (the one that failed). All indices before that one store pointers to // allocated memory that must be freed. // for (j = 0; j < i; j++) { delete [] mCells[j]; } delete [] mCells; // translate any exception to bad_alloc throw bad_alloc(); }}GameBoard::GameBoard(const GameBoard& src) throw (bad_alloc){ copyFrom(src);}GameBoard::~GameBoard() throw(){ // free the old memory for (int i = 0; i < mWidth; i++) { delete [] mCells[i]; } delete [] mCells;}GameBoard& GameBoard::operator=(const GameBoard& rhs) throw (bad_alloc){ // check for self-assignment if (this == &rhs) { return (*this); } // free the old memory for (int i = 0; i < mWidth; i++) { delete [] mCells[i]; } delete [] mCells; // copy the new memory copyFrom(rhs); return (*this);}void GameBoard::copyFrom(const GameBoard& src) throw(bad_alloc){ int i, j; mWidth = src.mWidth; mHeight = src.mHeight; mCells = new GamePiece *[mWidth]; try { for (i = 0; i < mWidth; i++) { mCells[i] = new GamePiece[mHeight]; } } catch (...) { // Cleanup any memory we already allocated. // If this function is called from the copy constructor, // the destructor will never get called. // Use the same upper bound on the loop as described in the constructor. for (j = 0; j < i; j++) { delete [] mCells[j]; } delete [] mCells; // Set mCells and mWidth to values that will allow the // destructor to run without harming anything. // This function is called from operator=, in which case the // object was already constructed, so the destructor will get // called. mCells = NULL; mWidth = 0; throw bad_alloc(); } for (i = 0; i < mWidth; i++) { for (j = 0; j < mHeight; j++) { mCells[i][j] = src.mCells[i][j]; } }}void GameBoard::setPieceAt(int x, int y, const GamePiece& inElem) throw(out_of_range){ // Check for out of range arguments if (x < 0 || x >= mWidth || y < 0 || y >= mHeight) { throw out_of_range("Invalid width or height"); } mCells[x][y] = inElem;}GamePiece& GameBoard::getPieceAt(int x, int y) throw(out_of_range){ // Check for out of range arguments if (x < 0 || x >= mWidth || y < 0 || y >= mHeight) { throw out_of_range("Invlalid width or height"); } return (mCells[x][y]);}const GamePiece& GameBoard::getPieceAt(int x, int y) const throw(out_of_range){ // Check for out of range arguments if (x < 0 || x >= mWidth || y < 0 || y >= mHeight) { throw out_of_range("Invlalid width or height"); } return (mCells[x][y]);}
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