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Player.cpp
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242 lines (196 loc) · 5.94 KB
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#include "Player.h"
#include "GameObject.h"
Player::Player(Cell * pCell, int playerNum) : stepCount(0), wallet(100), playerNum(playerNum),Freezed(false), Poisoned(0),Fired(0)
{
this->pCell = pCell;
this->turnCount = 0;
// Make all the needed initialization or validations
}
// ====== Setters and Getters ======
void Player::SetCell(Cell * cell)
{
pCell = cell;
}
Cell* Player::GetCell() const
{
return pCell;
}
void Player::SetWallet(int wallet)
{
if (wallet > 0)
this->wallet = wallet;
else this->wallet = 0;
// Make any needed validations
}
int Player::GetWallet() const
{
return wallet;
}
int Player::GetTurnCount() const
{
return turnCount;
}
void Player::SetstepCount(int sC)
{
if (sC >= 1 && sC <= NumHorizontalCells * NumVerticalCells) stepCount = sC;
}
void Player::ResetturnCount()
{
turnCount = 0;
}
void Player::DecrementTurnCount()
{
turnCount--;
}
void Player::ResetPlayer()
{
SetWallet(100);
UnFreezePlayer();
Fired = 0;;
Poisoned = 0 ;
SetstepCount(1);
ResetturnCount();
}
// ====== Drawing Functions ======
void Player::Draw(Output* pOut) const
{
color playerColor = UI.PlayerColors[playerNum];
if (Freezed) playerColor = SNOW;
if (Fired) playerColor = color(255, 128, 0);
if (Poisoned) playerColor = DARKGREEN;
pOut->DrawPlayer(pCell->GetCellPosition(), playerNum, playerColor);
///TODO: use the appropriate output function to draw the player with "playerColor"
}
void Player::ClearDrawing(Output* pOut) const
{
color cellColor = pCell->HasCard() ? UI.CellColor_HasCard : UI.CellColor_NoCard;
pOut->DrawPlayer(pCell->GetCellPosition(), playerNum, cellColor);
///TODO: use the appropriate output function to draw the player with "cellColor" (to clear it)
}
// ====== 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 ==
justRolledDiceNum = diceNumber;
// 1- Increment the turnCount because calling Move() means that the player has rolled the dice once
turnCount++;
// 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)
if (turnCount == 3)
{
pGrid->Specialcases(this);
turnCount = 0;
return;
}
// 3- Set the justRolledDiceNum with the passed diceNumber
if (this->IsFired())
{
this->wallet -= 20;
pGrid->PrintErrorMessage("You are still on fire ...##" + to_string(Fired));
this->UnFirePlayer();
}
if (this->IsPoisoned())
{
justRolledDiceNum--;
pGrid->PrintErrorMessage("You will now move " + to_string(justRolledDiceNum) + " ...##" + to_string(Poisoned));
this->UnPoisonPlayer();
}
if (this->IsFreezed())
{
pGrid->PrintErrorMessage("Current Player is Frozen ...");
this->UnFreezePlayer();
return;
}
// 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"
if (!wallet)
{
pGrid->PrintErrorMessage("You Don't Have any Money You Won't Move! ...");
return;
}
CellPosition pos = this->GetCell()->GetCellPosition();
stepCount += justRolledDiceNum;
pos.AddCellNum(justRolledDiceNum);
if (stepCount >= 100)
{
pGrid->SetEndGame(true);
pos = CellPosition::GetCellPositionFromNum(99);
}
// 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
pGrid->UpdatePlayerCell(this, pos);
// 6- Apply() the game object of the reached cell (if any)
GameObject* pObj = this->GetCell()->GetGameObject();
if (pObj) pObj->Apply(pGrid, this);
// 7- Check if the player reached the end cell of the whole game, and if yes, Set end game with true: pGrid->SetEndGame(true)
if (pGrid->GetEndGame())
{
Output* pOut = pGrid->GetOutput();
Input* pIn = pGrid->GetInput();
pOut->PrintMessage(to_string(playerNum) + " Won ! ... The Game Ended..");
pOut->DrawPlayerWins(playerNum);
pIn->GetCellClicked();
pOut->ClearStatusBar();
}
}
void Player::MoveToCell(Grid* pGrid, const CellPosition& NewPosition)
{
// == Here are some guideline steps (numbered below) to implement this function ==
// 1- 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
pGrid->UpdatePlayerCell(this, NewPosition);
stepCount = NewPosition.GetCellNum();
// 2- Apply() the game object of the reached cell (if any)
GameObject* pObj = this->GetCell()->GetGameObject();
if (pObj) pObj->Apply(pGrid,this);
// 3- Check if the player reached the end cell of the whole game, and if yes, Set end game with true: pGrid->SetEndGame(true)
}
void Player::FreezePlayer()
{
Freezed = true;
}
void Player::UnFreezePlayer()
{
Freezed = false;
}
bool Player::IsFreezed()
{
return Freezed;
}
void Player::FirePlayer()
{
Fired = 3;
}
void Player::UnFirePlayer()
{
if (Fired)
Fired--;
}
bool Player::IsFired()
{
return Fired;
}
void Player::PoisonPlayer()
{
Poisoned = 5;
}
void Player::UnPoisonPlayer()
{
if(Poisoned)
Poisoned--;
}
bool Player::IsPoisoned()
{
return Poisoned;
}
int Player::GetjustRolledDiceNum() const
{
return justRolledDiceNum;
}
void Player::AppendPlayerInfo(string & playersInfo) const
{
playersInfo += "P" + to_string(playerNum) + "(" ;
playersInfo += to_string(wallet) + ", ";
playersInfo += to_string(turnCount) + ")";
}