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RollDiceAction.cpp
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#include "RollDiceAction.h"
#include "Grid.h"
#include "Player.h"
#include <time.h> // used to in srand to generate random numbers with different seed
RollDiceAction::RollDiceAction(ApplicationManager* pApp) : Action(pApp)
{
}
void RollDiceAction::ReadActionParameters()
{
// no parameters to read from user
}
void RollDiceAction::Execute()
{
int diceNumber = 0;
///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- Check if the Game is ended (Use the GetEndGame() function of pGrid), if yes, make the appropriate action
Grid* pGrid = pManager->GetGrid();
Output* pOut = pGrid->GetOutput();
if (pGrid->GetEndGame())
{
return;
}
int Prisons = pGrid->GetCurrentPlayer()->GetPrison();
if (Prisons > 0)
{
pGrid->GetOutput()->PrintMessage("You are still in Prison!!");
}
int Stops = pGrid->GetCurrentPlayer()->GetStop();
if (Stops > 0)
{
pGrid->GetOutput()->PrintMessage("You can't play this turn!!");
}
else
{
srand((int)time(NULL)); // time is for different seed each run
diceNumber = 1 + rand() % 6; // from 1 to 6 --> should change seed
string msg = "Dice Number: " + to_string(diceNumber);
pOut->PrintMessage(msg);
}
// -- If not ended, do the following --:
// 2- Generate a random number from 1 to 6 --> This step is done for you
// 3- Get the "current" player from pGrid
Player* pPlayer = pGrid->GetCurrentPlayer();
// 4- Move the currentPlayer using function Move of class player
int currentPos = pPlayer->GetCell()->GetCellPosition().GetCellNum();
if (currentPos + diceNumber >= 99)
{
pGrid->SetEndGame(true);
pPlayer->Move(pGrid, 99 - currentPos);
pGrid->PrintErrorMessage("Game has ended! Player " + to_string(pGrid->getCurrPlayerNumber()) + " has won!! Click for Options..");
pOut->PrintMessage("You can restart or go to design mode...");
return;
}
pPlayer->Move(pGrid, diceNumber);
// 5- Advance the current player number of pGrid
pGrid->AdvanceCurrentPlayer();
// NOTE: the above guidelines are the main ones but not a complete set (You may need to add more steps).
}
RollDiceAction::~RollDiceAction()
{
}