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AddCardAction.cpp
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152 lines (133 loc) · 4.27 KB
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#include "AddCardAction.h"
#include "Input.h"
#include "Output.h"
#include "CardOne.h"
#include "CardTwo.h"
#include "CardThree.h"
#include "CardFour.h"
#include "CardFive.h"
#include "CardSix.h"
#include "CardSeven.h"
#include "CardEight.h"
#include "CardNine.h"
#include "CardTen.h"
#include "CardEleven.h"
#include "CardTwelve.h"
#include "CardThirteen.h"
AddCardAction::AddCardAction(ApplicationManager* pApp) : Action(pApp)
{
// Initializes the pManager pointer of Action with the passed pointer
}
AddCardAction::~AddCardAction()
{
}
bool AddCardAction::ReadActionParameters()
{
///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- Get a Pointer to the Input / Output Interfaces
Grid* pGrid = pManager->GetGrid();
Output* pOut = pGrid->GetOutput();
Input* pIn = pGrid->GetInput();
pOut->PrintMessage("New Card:Enter Card Number...");
// 2- Read the "cardNumber" parameter and set its data member
cardNumber = pIn->GetInteger(pOut);
if (cardNumber > 0 && cardNumber <= 13)
{// 3- Read the "cardPosition" parameter (its cell position) and set its data member
pOut->PrintMessage("New Card: Click on its Cell ...");
cardPosition = pIn->GetCellClicked();
}
else
{
pGrid->PrintErrorMessage("Error: You Enter An Invalid Card Number, Click to continue ...");
}
// 4- Make the needed validations on the read parameters
if (!cardPosition.IsValidCell() || !(cardNumber > 0 && cardNumber <= 13)|| cardPosition.GetCellNum()==1 || cardPosition.GetCellNum()==99)
return false;
// 5- Clear status bar
pOut->ClearStatusBar();
return true;
}
void AddCardAction::Execute()
{
///TODO: Implement this function as mentioned in the guideline steps (numbered below) below
Grid* pGrid = pManager->GetGrid(); //a pointer to the Grid from the ApplicationManager (handwritten)
Input* pIn = pGrid->GetInput();
// == Here are some guideline steps (numbered below) to implement this function ==
// 1- The first line of any Action Execution is to read its parameter first
if (!ReadActionParameters() && cardNumber > 0 && cardNumber <= 13)
{
pGrid->PrintErrorMessage("Error : Invalid Cell");
return;
}
// 2- Switch case on cardNumber data member and create the appropriate card object type
Card* pCard = NULL; // will point to the card object type
switch (cardNumber)
{
case 1:
pCard = new CardOne(cardPosition);
break;
case 2:
pCard = new CardTwo(cardPosition);
break;
case 3:
pCard = new CardThree(cardPosition);
break;
case 4:
pCard = new CardFour(cardPosition);
break;
case 5:
pCard = new CardFive(cardPosition);
break;
case 6:
pCard = new CardSix(cardPosition);
break;
case 7:
pCard = new CardSeven(cardPosition);
break;
case 8:
pCard = new CardEight(cardPosition);
break;
case 9:
pCard = new CardNine(cardPosition);
break;
case 10:
pCard = new CardTen(cardPosition);
break;
case 11:
pCard = new CardEleven(cardPosition);
break;
case 12:
pCard = new CardTwelve(cardPosition);
break;
case 13:
pCard = new CardThirteen(cardPosition);
break;
// A- Add the remaining cases
default:
break;
}
// 3- if pCard is correctly set in the switch case (i.e. if pCard is pointing to an object -- NOT NULL)
if (pCard)
{
// A- We get a pointer to the Grid from the ApplicationManager
//done
// B- Make the "pCard" reads its card parameters: ReadCardParameters(), It is virtual and depends on the card type
pCard->ReadCardParameters(pGrid);
if (!(pCard->IsValidCard()))
{
delete pCard;
//pGrid->PrintErrorMessage("Error:The Card Is Invalid, Click to continue ... ");
return;
}
// C- Add the card object to the GameObject of its Cell:
bool added = pGrid->AddObjectToCell(pCard);
// D- if the GameObject cannot be added in the Cell, Print the appropriate error message on statusbar
if (!added)
{
pGrid->PrintErrorMessage("Error: Cell already has an object, Click to continue ...");
delete pCard;
}
}
// Here, the card is created and added to the GameObject of its Cell, so we finished executing the AddCardAction
}