关于扫雷的自动补空实现C语言
相信很多朋友在用C语言实现扫雷功能时,都想实现扫雷里面的的自动补足功能,但总是难以实现,在这里我将分享一种方法------递归思想
先看代码!
位置在game.c
c
//判断附近雷区并过滤空白区(实现递归)
void FilterBlankAreas(char mine[ROWS][COLS], char show[ROWS][COLS], int row, int col, int x, int y) {
int MineCount = GetMineCount(mine, x, y);
if (MineCount != 0) {
show[x][y] = MineCount + '0';
}
else if(show[x][y] != ' ' && MineCount == 0 && x >= 1 && x <= row && y >= 1 && y <= col){
show[x][y] = ' ';
FilterBlankAreas(mine, show, row, col, x - 1, y - 1);
FilterBlankAreas(mine, show, row, col, x - 1, y);
FilterBlankAreas(mine, show, row, col, x - 1, y + 1);
FilterBlankAreas(mine, show, row, col, x, y - 1);
FilterBlankAreas(mine, show, row, col, x, y + 1);
FilterBlankAreas(mine, show, row, col, x + 1, y - 1);
FilterBlankAreas(mine, show, row, col, x + 1, y);
FilterBlankAreas(mine, show, row, col, x + 1, y + 1);
}
}
//排查雷+过滤空白区
void FindMine(char mine[ROWS][COLS], char show[ROWS][COLS], int row, int col) {
int x = 0;
int y = 0;
while (1) {
printf("请输入坐标:");
scanf("%d %d", &x, &y);
if (x >= 1 && x <= row && y >= 1 && y <= col) {
if (mine[x][y] == '1') {
printf("很遗憾,你被炸死了!\n");
break;
}
else if (show[x][y] != '*') {
DisplayBoard(show, ROW, COL);
printf("这个坐标你已经排查过了,请重输\n");
}
else
{
FilterBlankAreas(mine, show, row, col, x, y);
DisplayBoard(show, ROW, COL);
}
}
else {
printf("输入错误,请重输!\n");
}
}
}
过滤空白区解析
c
void FilterBlankAreas(char mine[ROWS][COLS], char show[ROWS][COLS], int row, int col, int x, int y) {
int MineCount = GetMineCount(mine, x, y);
if (MineCount != 0) {
show[x][y] = MineCount + '0';
}
else if(show[x][y] != ' ' && MineCount == 0 && x >= 1 && x <= row && y >= 1 && y <= col){
show[x][y] = ' ';
FilterBlankAreas(mine, show, row, col, x - 1, y - 1);
FilterBlankAreas(mine, show, row, col, x - 1, y);
FilterBlankAreas(mine, show, row, col, x - 1, y + 1);
FilterBlankAreas(mine, show, row, col, x, y - 1);
FilterBlankAreas(mine, show, row, col, x, y + 1);
FilterBlankAreas(mine, show, row, col, x + 1, y - 1);
FilterBlankAreas(mine, show, row, col, x + 1, y);
FilterBlankAreas(mine, show, row, col, x + 1, y + 1);
}
}
这个FilterBlankAreas()函数主要先判断输入坐标附近八个空间地雷的数量,若地雷的数量不为0,那么直接将show棋盘的该坐标设置为地雷数,并没有进入递归。
反之 要是地雷数量为0,那么就进入递归开始排查除了原本x和y的另外8个坐标,注意: 在进入判断递归条件时一定要加入 show[x][y] != ' ',不然该函数会在内部没有地雷的空间进行无限递归从而导致崩溃。同时还要注意递归的范围是否数组越界,否则会导致严重的问题。
小tip:其实递归函数理论上可以不用八个
c
FilterBlankAreas(mine, show, row, col, x - 1, y - 1);
FilterBlankAreas(mine, show, row, col, x - 1, y);
FilterBlankAreas(mine, show, row, col, x - 1, y + 1);
FilterBlankAreas(mine, show, row, col, x, y - 1);
FilterBlankAreas(mine, show, row, col, x, y + 1);
FilterBlankAreas(mine, show, row, col, x + 1, y - 1);
FilterBlankAreas(mine, show, row, col, x + 1, y);
FilterBlankAreas(mine, show, row, col, x + 1, y + 1);
用上下左右的坐标再进行递归就可以了,减少了运算量。
c
FilterBlankAreas(mine, show, row, col, x - 1, y);
FilterBlankAreas(mine, show, row, col, x, y - 1);
FilterBlankAreas(mine, show, row, col, x, y + 1);
FilterBlankAreas(mine, show, row, col, x + 1, y);