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Player.cpp
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Player.cpp
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#include "Player.h"
#include "Card.h"
#include "GameObject.h"
Player::Player(Cell * pCell, int playerNum) : stepCount(0), wallet(100), playerNum(playerNum), DoNotPlay(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 = 0;
return;
}
this->wallet = wallet;
// Make any needed validations
}
int Player::GetWallet() const
{
return wallet;
}
int Player::GetTurnCount() const
{
return turnCount;
}
void Player::DeductWallet(int val)
{
if (wallet - val < 0) // sets wallet to 0 if wallet is negative after deduction
wallet = 0;
else
wallet -= val;
// deduct given amount
}
bool Player::EnoughCredit(int val)// checks if money of player is bigger than value of fees to set the wallet with 0 not negative
{
return (wallet>=val);
}
void Player::IncrementWallet(int val)//increases the value of the wallet wit the passed value
{
wallet += val;
}
int Player::GetRolledDiceNum() const {
return justRolledDiceNum;
}
void Player::SetRolledDiceNum(int value) {
justRolledDiceNum = value;
}
//setter for DoNotPlay
void Player::SetDoNotPlay(int penalty)
{
if (penalty>=-1||penalty>=3) //penalty should be from -1 to 3
{
DoNotPlay=penalty;
}
}
//Getter for DoNotPlay
int Player::GetDoNotPlay()
{
return this->DoNotPlay;
}
// ====== Drawing Functions ======
void Player::Draw(Output* pOut) const
{
color playerColor = UI.PlayerColors[playerNum];
///TODO: use the appropriate output function to draw the player with "playerColor"
pOut->DrawPlayer(pCell->GetCellPosition(), playerNum, playerColor);
}
void Player::ClearDrawing(Output* pOut) const
{
color cellColor = pCell->HasCard() ? UI.CellColor_HasCard : UI.CellColor_NoCard;
///TODO: use the appropriate output function to draw the player with "cellColor" (to clear it)
pOut->DrawPlayer(pCell->GetCellPosition(), playerNum, cellColor);
}
// ====== 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
if (diceNumber == 0 || wallet == 0) //checking if the player can't move ;when DoNotPlay > 0 or wallet is empty.
{
turnCount += 1;
if (turnCount == 3)
{
wallet += 10 * diceNumber;
turnCount = 0;
return;
}
return;
}
//getting card number to prevent turnCount from increasing if the player stopped on two consecutive CardThree.
int cardval = (pCell->GetGameObject()) ? dynamic_cast<Card*>(pCell->GetGameObject())->GetCardNumber() : 0;;
if (cardval != 3)//
{
turnCount += 1;
// 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)
{
wallet += 10 * diceNumber;
turnCount = 0;
return;
}
}
// 3- Set the justRolledDiceNum with the passed diceNumber
justRolledDiceNum = 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"
CellPosition pos = pCell->GetCellPosition();
pos.AddCellNum(diceNumber);
// 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* cellObj = pCell->GetGameObject();
if (cellObj != NULL)
{
cellObj->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 (pos.GetCellNum() == 99)
{
pGrid->SetEndGame(true);
}
}
void Player::AppendPlayerInfo(string & playersInfo) const
{
playersInfo += "P" + to_string(playerNum) + "(" ;
playersInfo += to_string(wallet) + ", ";
playersInfo += to_string(turnCount) + ")";
}