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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 hascard9 = 0; //bool used to know if the player has card 9 or not
bool hascard10 = 0; //bool used to know if the player has card 10 or not
bool hascard11 = 0; //bool used to know if the player has card 11 or not
bool HasMoveAbility = 1; //bool used to give the player ability to move
int freezingcount = 0; //count used to in card8 (prison) to which help to make plauer stay in card without move for 3 rounds
bool card4affect = 0; //bool used to know if player have card 4 affect
static Player* lowPlayer; //pointer of player type used to refers to player whose has the most lowest wallet
static int MinWallet; //int used to get the most lowest amount of wallet
static bool end;
//Bonus::
bool hasFire = 0;
int FireCount = 0;
bool IceAbility = 0;
bool FireAbility = 0;
bool LightAbility = 0;
bool PoisonAbility = 0;
int NumberOfUsedAbility = 0;
bool poisoned = 0;
int poisonCount = 0;
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
int getjustrolleddicenumber() const;
void SetWallet(int wallet); // A setter for the wallet
int GetWallet() const; // a getter for the wallet
void SetTurnCount(int turn);
int GetTurnCount() const; // A getter for the turnCount
///TODO: You can add setters and getters for data members here (if needed)
void setcard4affect(bool x); //set card 4 affect
bool getcard4affect() const; //get card 4 affect
void setmoveability(bool x); //set the move ability of player
bool getmoveability();
void increasecountby1(); //increase the count by one which used in card 8
void resetcount(); //reset the count which used in card 8
int getcount() const;
void setownership(int x, bool c12 = 1); //used to set the ownership of cards(9/10/11) for player
bool gettheownership(int x); //used to check has the card or no
int getdiffClosestPlayer(Player* pPlayer); //gets the difference between the cell num of the passed player and the calling player
int getstepCount() const; //gets the step count
void SetstepCount(int s); //set the step count
static Player* GetPlayerThatHasLowWallet(); //gets the pointer of the player that has the most lowest wallet
// ====== 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
void AppendPlayerInfo(string& playersInfo) const; // Appends player's info to the input string,
// for example: P0(wallet, turnCount)
// ====== Bonus Functions ======
bool IceAbilityF(Grid* pGrid);
bool FireAbilityF(Grid* pGrid);
bool PoisonAbilityF(Grid* pGrid);
bool Lighting(Player* pPlayer);
void sethasfire(bool x);
void sethaspoison(bool x);
bool gethasfire();
};