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Player.cpp
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Player.cpp
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#include "Player.h"
#include "SpecialAttack.h"
#include "GameObject.h"
#include "DEFS.h"
Player::Player(Cell * pCell, int playerNum) : stepCount(0), wallet(100), playerNum(playerNum)
{
this->pCell = pCell;
this->turnCount = 0;
this->inPrison = false;
this->wallet = 100;
this->skipturn = false;
SpecialUses = 2;
SA = NA_SA;
firecount = 0;
poisoned = 0;
// Make all the needed initialization or validations
}
// ====== Setters and Getters ======
void Player::Restart(Grid* pGrid) {
CellPosition origin(1);
pGrid->UpdatePlayerCell(this, origin);
this->turnCount = 0;
this->inPrison = false;
this->wallet = 100;
this->skipturn = false;
SpecialUses = 2;
SA = NA_SA;
firecount = 0;
poisoned = 0;
}
int Player::getSpecialUses()const {
return SpecialUses;
}
void Player::setSpecialUses(int s) {
if (s < 0)
s = 0;
else
SpecialUses = s;
}
void Player::setSpecialAttack(SpecialAttackType s) {
SA = s;
}
SpecialAttackType Player::getSpecialAttack() {
return SA;
}
void Player::SetCell(Cell * cell)
{
pCell = cell;
}
Cell* Player::GetCell() const
{
return pCell;
}
void Player::SetPoisoned(int b) {
poisoned = b;
}
void Player::SetTurnCount(int i)
{
turnCount = i;
}
void Player::SetWallet(int wallet)
{
this->wallet = wallet;
// Make any needed validations
if (this->wallet < 0)
this->wallet = 0;
}
int Player::GetWallet() const
{
return wallet;
}
int Player::GetTurnCount() const
{
return turnCount;
}
int Player::GetJustRolled()const
{
return justRolledDiceNum;
}
void Player::SetSkipTurn(bool b) {
skipturn = b;
}
bool Player::getPrison() const
{
return inPrison;
}
void Player::setPrisonCount(int c)
{
prisonCount = c;
}
void Player::setinPrison(bool i)
{
inPrison = i;
}
// ====== 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::DecrementWallet(int value)
{
if (value >= wallet)
wallet = 0;
else
wallet -= value;
}
int Player::TransferCoins(Player* to, int amount) {
if (amount > wallet) {
int ret = wallet;
to->IncrementWallet(wallet);
this->DecrementWallet(wallet);
return ret;
}
else {
to->IncrementWallet(amount);
this->DecrementWallet(amount);
return -1;
}
}
void Player::IncrementWallet(int amount) {
wallet += amount;
}
void Player::setFirecount(int c) {
firecount = c;
}
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
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 (poisoned > 0) {
diceNumber--;
poisoned--;
}
//fire apply
if (firecount > 0) {
firecount--;
DecrementWallet(20);
}
//if skip turn set skip turn to false then return
if (skipturn) {
skipturn = false;
if (turnCount % 3 == 0)
turnCount = 0;
return;
}
//if count==0 set in prison false
if (prisonCount == 0)
inPrison = false;
//if in prison decrement count return
if (inPrison == true && prisonCount > 0) {
prisonCount--;
if (turnCount % 3 == 0) {
wallet += diceNumber * 10;
turnCount = 0;
}
return;
}
//if at charge wallet
if (turnCount % 3 == 0 && SpecialUses>0) {
pGrid->GetOutput()->PrintMessage("Do you wish to launch a special attack instead of recharging? y/n"); //ask
string inp = pGrid->GetInput()->GetSrting(pGrid->GetOutput());
if (inp == "y") { //if yes
SpecialAttack sp(pGrid);
if (sp.Execute()) { //try to execute special
turnCount = 0; //if success then reset turn count else continue and increment wallet
return;
}
}
pGrid->GetOutput()->ClearStatusBar();
}
if (turnCount % 3 == 0) {
pGrid->PrintErrorMessage("Player " + to_string(playerNum) + " recharging " + to_string(diceNumber * 10) + " to wallet. Click to to continue.");
wallet += diceNumber * 10;
turnCount = 0;
return;
}
if (wallet == 0)
return;
//if poisoned deduct dice 1
// 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"
pGrid->PrintErrorMessage("Player " + to_string(playerNum) + " just rolled " + to_string(justRolledDiceNum) + " .Click to continue.");
int cellnum=pCell->GetCellPosition().GetCellNum() + justRolledDiceNum;
//have to get to 100 but will be drawn on 99
bool reached100=false;
if (cellnum == NumVerticalCells * NumHorizontalCells + 1) {
cellnum = NumVerticalCells * NumHorizontalCells;
reached100 = true;
}
if (cellnum > (NumVerticalCells) * (NumHorizontalCells)+1)
return;
CellPosition pos(cellnum);
// 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)
if (pCell->GetGameObject())
pCell->GetGameObject()->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 (reached100) {
pGrid->SetEndGame(true);
pGrid->PrintErrorMessage("Player" + to_string(playerNum) + " has WON!. Click to continue...");
}
}
void Player::AppendPlayerInfo(string & playersInfo) const
{
playersInfo += "P" + to_string(playerNum) + "(" ;
playersInfo += to_string(wallet) + ", ";
playersInfo += to_string(turnCount) + ")";
}