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Player.h
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Player.h
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#pragma once
#include "Grid.h"
#include "Cell.h"
class Player
{
Cell * pCell; // pointer to the current Cell of the player
const int playerNum; // the player number (from 0 to MaxPlayerCount-1)
// player number does NOT change after construction (const.)
int stepCount; // step count which is the same as his cellNum: from 1 to NumVerticalCells*NumHorizontalCells
int wallet; // player's wallet (how many coins he has -- integer)
int justRolledDiceNum; // the current dice number which is just rolled by the player
int turnCount; // a counter that starts with 0, is incremented with each dice roll
// and reset again when reached 3
// it is used to indicate when to move and when to add to your wallet
bool inPrison;
int prisonCount;
bool skipturn;
SpecialAttackType SA;
int firecount;
int SpecialUses;
int poisoned;
public:
Player(Cell * pCell, int playerNum); // Constructor making any needed initializations
// ====== Setters and Getters ======
void SetCell(Cell * cell); // A setter for the pCell
Cell* GetCell() const; // A getter for the pCell
void SetWallet(int wallet); // A setter for the wallet
int GetWallet() const; // a getter for the wallet
int GetTurnCount() const; // A getter for the turnCount
void SetSkipTurn(bool);
int GetJustRolled()const;
void DecrementWallet(int);
bool getPrison() const;
void setPrisonCount(int);
void setinPrison(bool);
void setSpecialAttack(SpecialAttackType);
SpecialAttackType getSpecialAttack();
int getSpecialUses()const;
void setSpecialUses(int);
void setFirecount(int);
void SetPoisoned(int);
void SetTurnCount(int = 0);
void Restart(Grid*);
///TODO: You can add setters and getters for data members here (if needed)
// ====== Drawing Functions ======
void Draw(Output* pOut) const; // Draws the Player's Circle on its current cell
void ClearDrawing(Output* pOut) const; // Clears the Player's Circle from its current cell
// ====== Game Functions ======
void Move(Grid * pGrid, int diceNumber); // Moves the Player with the passed diceNumber
// and Applies the Game Object's effect (if any) of the end reached cell
// for example, if the end cell contains a ladder, take it
int TransferCoins(Player* to, int amount); //transfers coins to passed player
//if calling player doesnt have enough coins then it will transfer all the wallet
//and return -1
void IncrementWallet(int amount); //increments calling player's wallet with amount
void AppendPlayerInfo(string & playersInfo) const; // Appends player's info to the input string,
// for example: P0(wallet, turnCount)
};