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Player.cpp
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#include "Player.h"
#include "GameObject.h"
Player::Player(Cell* pCell, int playerNum) : stepCount(0), wallet(100), playerNum(playerNum), justRolledDiceNum(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;
}
int Player::getPlayerNum() const {
return playerNum;
}
void Player::SetWallet(int wallet)
{
this->wallet = wallet;
// Make any needed validations
}
void Player::SetTurnCount(int turnCount)
{
this->turnCount = turnCount;
}
void Player::SetJustRolledDiceNum(int justRolledDiceNum)
{
this->justRolledDiceNum = justRolledDiceNum;
}
int Player::GetJustRolledDiceNum() const
{
return justRolledDiceNum;
}
void Player::SetPrison(int s)
{
if (s > 0)
Prison = s;
else
Prison = 0;
}
int Player::GetPrison() const
{
return Prison;
}
void Player::SetStop(int s)
{
if (s > 0)
Stop = s;
else
Stop = 0;
}
int Player::GetStop() const
{
return Stop;
}
int Player::GetWallet() const
{
return wallet;
}
int Player::GetTurnCount() const
{
return turnCount;
}
// ====== Drawing Functions ======
void Player::Draw(Output* pOut) const
{
color playerColor = UI.PlayerColors[playerNum];
pOut->DrawPlayer(pCell->GetCellPosition(), playerNum, playerColor);
///TODO: use the appropriate output function to draw the player with "playerColor"
//DONE
}
void Player::ClearDrawing(Output* pOut) const
{
color cellColor = pCell->HasCard() ? UI.CellColor_HasCard : UI.CellColor_NoCard;
pOut->DrawPlayer(pCell->GetCellPosition(), playerNum, cellColor);
///TODO: use the appropriate output function to draw the player with "cellColor" (to clear it)
//DONE
}
// ====== 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 ==
//DONE
if (Prison > 0)
{
Prison--;
return;
}
// 1- Increment the turnCount because calling Move() means that the player has rolled the dice once
if (!(pCell->HasLadder() || pCell->HasSnake()))
turnCount++;
if (Stop > 0 && turnCount == 3)
{
turnCount = 0;
Stop--;
return;
}
else if (Stop > 0)
{
Stop--;
return;
}
// 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 += diceNumber * 10;
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"
//Freezes the player until wallet is recharged
if (wallet <= 0)
return;
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)
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 (pCell->GetCellPosition().GetCellNum() == 99)
pGrid->SetEndGame(true);
}
void Player::AppendPlayerInfo(string& playersInfo) const
{
playersInfo += "P" + to_string(playerNum) + "(";
playersInfo += to_string(wallet) + ", ";
playersInfo += to_string(turnCount) + ")";
}