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Player.cpp
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Player.cpp
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#include "Player.h"
#include "GameObject.h"
Player::Player(Cell * pCell, int playerNum) : stepCount(0), wallet(100), playerNum(playerNum)
{
// Make all the needed initialization or validations
this->pCell = pCell;
this->turnCount = 0;
PreventState = false; // A default of player's prevention state
Freeze = false; // A default of player's freeze state for freeze Card
Benefit = false; // A default of player's benefitit all state for BenefitAll Card
}
// ====== Setters and Getters ======
void Player::SetCell(Cell * cell){
pCell = cell;
}
Cell* Player::GetCell() const{
return pCell;
}
void Player::SetWallet(int wallet){
this->wallet = (wallet > 0 ? wallet : 0);
}
int Player::GetWallet() const{
return wallet;
}
int Player::GetStepCount() const{
return stepCount;
}
void Player::SetTurnCount(int count){
if(count >= 0 && count <= 3)
turnCount = count;
}
int Player::GetTurnCount() const{
return turnCount;
}
int Player::getPlayerNum() const{
return playerNum;
}
int Player::GetjustRolledDiceNum(){
return justRolledDiceNum;
}
CellPosition Player::GetPlayerCellPosition()
{
return (pCell -> GetCellPosition());
}
//============ Special Setters and Getters for card states and cities ============
void Player::setPreventState(bool state){
PreventState = state;
}
bool Player::getPreventState(){
return PreventState;
}
void Player::SetNrOfTurnsToFreeze(int nr){
nrOfTurnsToFreeze = nr;
}
int Player::GetNrOfTurnsToFreeze() const{
return nrOfTurnsToFreeze;
}
void Player::SetNrOfTurnsToBenefit(int nr){
nrOfTurnsToBenefit = nr;
}
int Player::GetNrOfTurnsToBenefit() const{
return nrOfTurnsToBenefit;
}
void Player::SetFreeze(bool Freeze){
this->Freeze = Freeze;
}
bool Player::GetFreeze() const{
return Freeze;
}
void Player::SetBenefit(bool Benefit){
this->Benefit = Benefit;
}
bool Player::GetBenefit() const{
return Benefit;
}
void Player::setCheckAnothRoll(bool state){
CheckAnothRoll = state;
}
bool Player::getCheckAnothRoll(){
return CheckAnothRoll;
}
void Player::SetCityOwner(Player* owner){
cityOwner = owner;
}
Player* Player::GetCityOwner() const{
return cityOwner;
}
void Player::SetCityNumber(int number) {
cityNumber = number;
}
int Player::GetCityNumber() const{
return cityNumber;
}
// ====== Drawing Functions ======
void Player::Draw(Output* pOut) const
{
///TODO: use the appropriate output function to draw the player with "playerColor"
pOut ->DrawPlayer(pCell->GetCellPosition(), playerNum, UI.PlayerColors[playerNum]);
}
void Player::ClearDrawing(Output* pOut) const
{
///TODO: use the appropriate output function to draw the player with "cellColor" (to clear it)
pOut ->DrawPlayer(pCell ->GetCellPosition() , playerNum , (pCell->HasCard() ? UI.CellColor_HasCard : UI.CellColor_NoCard));
}
// ====== Game Functions ======
void Player::Move(Grid * pGrid, int diceNumber)
{
///TODO: Implement this function as mentioned in the guideline steps (numbered below) below
// == Here are some guideline steps (numbered below) to implement this function ==
// 1- Increment the turnCount because calling Move() means that the player has rolled the dice once
// 2- Check the turnCount to know if the wallet recharge turn comes (recharge wallet instead of move)
// If yes, recharge wallet and reset the turnCount and return from the function (do NOT move)
// 3- Set the justRolledDiceNum with the passed diceNumber
// 4- Get the player current cell position, say "pos", and add to it the diceNumber (update the position)
// Using the appropriate function of CellPosition class to update "pos"
// 5- Use pGrid->UpdatePlayerCell() func to Update player's cell POINTER (pCell) with the cell in the passed position, "pos" (the updated one)
// the importance of this function is that it Updates the pCell pointer of the player and Draws it in the new position
// 6- Apply() the game object of the reached cell (if any)
// 7- Check if the player reached the end cell of the whole game, and if yes, Set end game with true: pGrid->SetEndGame(true)
Input * in = pGrid -> GetInput();
Output * out = pGrid -> GetOutput();
int x,y;
Player * CurrPlayer = pGrid -> GetCurrentPlayer();
turnCount++;
if (turnCount == 3)
{
wallet += diceNumber * 10;
out ->PrintMessage("Your total wallet amount has increased by: " + to_string(diceNumber * 10) + " Coins | Click to continue ..");
in->GetPointClicked(x,y);
out ->ClearStatusBar();
out ->PrintMessage("Your new wallet amount has increased to: " + to_string(wallet) + " Coins | Click to continue ..");
in->GetPointClicked(x,y);
out ->ClearStatusBar();
turnCount = 0;
return;
}
if (!CurrPlayer->GetWallet())
{
out ->PrintMessage("You have no money! wait for the recharging | Click to continue ...");
in->GetPointClicked(x,y);
out ->ClearStatusBar();
return;
}
justRolledDiceNum = diceNumber;
CellPosition pos = CurrPlayer ->GetCell() ->GetCellPosition();
pos.AddCellNum(justRolledDiceNum);
pGrid ->UpdatePlayerCell(CurrPlayer, pos);
CellPosition checkCellPosition = pos, tempCellPosition = pos;
bool check = true;
CurrPlayer ->setCheckAnothRoll(false);
while (pGrid->GetGameObject(checkCellPosition))
{
if (check)
{
tempCellPosition = checkCellPosition;
pGrid->GetGameObject(checkCellPosition)->Apply(pGrid,CurrPlayer);
checkCellPosition = CurrPlayer ->GetCell()->GetCellPosition();
check = false;
}
else if (pGrid ->GetGameObject(checkCellPosition) != pGrid ->GetGameObject(tempCellPosition))
{
tempCellPosition = checkCellPosition;
pGrid ->GetGameObject(checkCellPosition)->Apply(pGrid,CurrPlayer);
checkCellPosition = CurrPlayer->GetCell()->GetCellPosition();
}
else if (pGrid ->GetGameObject(checkCellPosition) == pGrid ->GetGameObject(tempCellPosition))
break;
}
if (pos.GetCellNum() == 99)
pGrid ->SetEndGame(true);
}
void Player::AppendPlayerInfo(string & playersInfo) const
{
playersInfo += "P" + to_string(playerNum) + "(" ;
playersInfo += to_string(wallet) + ", ";
playersInfo += to_string(3 - turnCount) + ")";
}