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AddCardAction.cpp
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AddCardAction.cpp
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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"
AddCardAction::AddCardAction(ApplicationManager *pApp) : Action(pApp)
{
pManager = pApp;
check = true;
// Initializes the pManager pointer of Action with the passed pointer
}
AddCardAction::~AddCardAction()
{
}
void 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
Input* pIn = pManager->GetGrid()->GetInput();
Output* pOut = pManager->GetGrid()->GetOutput();
Grid* pGrid = pManager->GetGrid();
// 2- Read the "cardNumber" parameter and set its data member
pOut->PrintMessage("Type card number: ");
int cnum= pIn->GetInteger(pOut);
// 3- Read the "cardPosition" parameter (its cell position) and set its data member
pOut->PrintMessage("Click on card cell");
CellPosition cellpos=pIn->GetCellClicked();
// 4- Make the needed validations on the read parameters
if (cnum < 1 && cnum > 12) {
pGrid->PrintErrorMessage("Error: invalid card number. Click to continue...");
check = false;
return;
}
if (!cellpos.IsValidCell()) {
pGrid->PrintErrorMessage("Error:not avalid cell. Click to continue...");
check = false;
return;
}
cardNumber = cnum;
cardPosition = cellpos;
// 5- Clear status bar
pOut->ClearStatusBar();
}
void AddCardAction::Execute()
{
///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- The first line of any Action Execution is to read its parameter first
ReadActionParameters();
// 2- Switch case on cardNumber data member and create the appropriate card object type
Card * pCard = NULL; // will point to the card object type
if (check) {
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;
}
// 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
Grid* pGrid = pManager->GetGrid();
// B- Make the "pCard" reads its card parameters: ReadCardParameters(), It is virtual and depends on the card type
pCard->ReadCardParameters(pGrid);
// C- Add the card object to the GameObject of its Cell:
bool done = pGrid->AddObjectToCell(pCard);
// D- if the GameObject cannot be added in the Cell, Print the appropriate error message on statusbar
if (!done) {
pGrid->PrintErrorMessage("Cell already contains an object. Click to continue...");
}
}
}
// Here, the card is created and added to the GameObject of its Cell, so we finished executing the AddCardAction
}