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Ladder.cpp
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106 lines (93 loc) · 3.03 KB
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#include "Ladder.h"
#include "Snake.h"
#include "Player.h"
int Ladder::NumberOfLadders = 0;
Ladder::Ladder(const CellPosition& startCellPos, const CellPosition& endCellPos) : GameObject(startCellPos)
{
this->endCellPos = endCellPos;
NumberOfLadders++;
///TODO: Do the needed validation
if (!IsValidLadder()) //if the ladder is invalid set start and end position = toset(-1,-1)
{
CellPosition toset;
position = toset;
this->endCellPos = toset;
}
}
bool Ladder::IsValidLadder() const
{
if (position.IsValidCell() && endCellPos.IsValidCell())
{
if (position.HCell() == endCellPos.HCell() && position.VCell() > endCellPos.VCell())
return true;
}
return false;
}
void Ladder::Draw(Output* pOut) const
{
pOut->DrawLadder(position, endCellPos);
}
void Ladder::Apply(Grid* pGrid, Player* pPlayer)
{
Output* pOut = pGrid->GetOutput();
Input* pIn = pGrid->GetInput();
///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- Print a message "You have reached a ladder. Click to continue ..." and wait mouse click
pGrid->PrintErrorMessage("You have reached a ladder. Click to continue ...");
// 2- Apply the ladder's effect by moving the player to the endCellPos
// Review the "pGrid" functions and decide which function can be used for that
pPlayer -> MoveToCell (pGrid, endCellPos);
}
CellPosition Ladder::GetEndPosition() const
{
return endCellPos;
}
int Ladder::Getnumofladders()
{
return NumberOfLadders;
}
bool Ladder::IsOverlapping(GameObject* pObj)
{
if (!pObj) return false;
if (Ladder* tocheck = dynamic_cast<Ladder*>(pObj))
{
if (this->GetPosition().VCell() <= tocheck->GetPosition().VCell() && this->GetPosition().VCell() >= tocheck->GetEndPosition().VCell())
{
return true;
}
if (this->GetEndPosition().VCell() <= tocheck->GetPosition().VCell() && this->GetEndPosition().VCell() >= tocheck->GetEndPosition().VCell())
{
return true;
}
if (tocheck->GetPosition().VCell() <= this->GetPosition().VCell() && tocheck->GetPosition().VCell() >= this->GetEndPosition().VCell())
{
return true;
}
if (tocheck->GetEndPosition().VCell() <= this->GetPosition().VCell() && tocheck->GetEndPosition().VCell() >= this->GetEndPosition().VCell())
{
return true;
}
}
else if (Snake* tocheck =dynamic_cast<Snake*>(pObj))
{
if (tocheck->GetEndPosition().VCell() == this->position.VCell() || tocheck->GetPosition().VCell() == this->endCellPos.VCell()) return true;
}
return false;
}
void Ladder::Save(ofstream& save, ObjectType T)
{
if (T != Ladders) return;
save << position.GetCellNum() << " " << endCellPos.GetCellNum() << "\n";
}
void Ladder::Read(ifstream& load)
{
int Spos, Epos;
load >> Spos >> Epos;
position = CellPosition::GetCellPositionFromNum(Spos);
endCellPos = CellPosition::GetCellPositionFromNum(Epos);
}
Ladder::~Ladder()
{
NumberOfLadders--;
}