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AddCardAction.cpp
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AddCardAction.cpp
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#include "AddCardAction.h"
#include "Input.h"
#include "Output.h"
#include "DecWalletCard_1.h"
#include"Nextcard.h"
#include"card3.h"
#include"card4.h"
#include"card5.h"
#include"card6.h"
#include"card7.h"
#include"card8.h"
#include"card9.h"
#include"card10.h"
#include"card11.h"
#include"card12.h"
#include"card13.h"
#include"card14.h"
#include"card15.h"
AddCardAction::AddCardAction(ApplicationManager *pApp) : Action(pApp)
{
// Initializes the pManager pointer of Action with the passed pointer
}
AddCardAction::~AddCardAction()
{
}
void AddCardAction::ReadActionParameters()
{
///TODO: Implement this function as mentioned in the guideline steps (numbered below) below
int x=0;int y=0;
// == Here are some guideline steps (numbered below) to implement this function ==
// 1- Get a Pointer to the Input / Output Interfaces
Output* pout=pManager->GetGrid()->GetOutput();
Input* pin=pManager->GetGrid()->GetInput();
do{
pout->PrintMessage("Enter the card number 1-15,click ");
pin->GetPointClicked(x,y);
cardNumber=pin->GetInteger(pout);
}while(cardNumber<1||cardNumber>15);
do{
pout->PrintMessage("Double click on the empty valid cell to put the card on");
pin->GetPointClicked(x,y);
cardPosition = pin->GetCellClicked();
}while(cardPosition.IsValidCell()==false);
// 2- Read the "cardNumber" parameter and set its data member
// 3- Read the "cardPosition" parameter (its cell position) and set its data member
// 4- Make the needed validations on the read parameters
pout->ClearStatusBar();
// 5- Clear status bar
}
void AddCardAction::Execute()
{
///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- The first line of any Action Execution is to read its parameter first
ReadActionParameters();
// 2- Switch case on cardNumber data member and create the appropriate card object type
Card * pCard = NULL; // will point to the card object type
switch (cardNumber)
{
case 1:
pCard = new DecWalletCard_1(cardPosition);
break;
case 2:
pCard = new Nextcard(cardPosition);
break;
case 3:
pCard = new card3(cardPosition);
break;
case 4:
pCard = new card4(cardPosition);
break;
case 5:
pCard = new card5(cardPosition);
break;
case 6:
pCard = new card6(cardPosition);
break;
case 7:
pCard = new card7(cardPosition);
break;
case 8:
pCard = new card8(cardPosition);
break;
case 9:
pCard = new card9(cardPosition);
break;
case 10:
pCard = new card10(cardPosition);
break;
case 11:
pCard = new card11(cardPosition);
break;
case 12:
pCard = new card12(cardPosition);
break;
case 13:
pCard = new card13(cardPosition);
break;
case 14:
pCard = new card14(cardPosition);
break;
case 15:
pCard = new card15(cardPosition);
break;
}
// 3- if pCard is correctly set in the switch case (i.e. if pCard is pointing to an object -- NOT NULL)
if (pCard)
{
// A- We get a pointer to the Grid from the ApplicationManager
Grid* pgrid=pManager->GetGrid();
// B- Make the "pCard" reads its card parameters: ReadCardParameters(), It is virtual and depends on the card type
if(cardNumber!=4 && cardNumber!=12)
{
if(cardNumber>=7 && cardNumber<=11)
{
if(pgrid->check(cardNumber)!=NULL)
{
Card* temp=pgrid->check(cardNumber);
pCard->setprice(temp->getprice());
pCard->setfees(temp->getfee());
}
else
pCard->ReadCardParameters(pgrid);
}
else
pCard->ReadCardParameters(pgrid);
}
if(pgrid->AddObjectToCell(pCard)==false)
pgrid->PrintErrorMessage("INVALID position,click to continue....");
// C- Add the card object to the GameObject of its Cell:
// D- if the GameObject cannot be added in the Cell, Print the appropriate error message on statusbar
}
// Here, the card is created and added to the GameObject of its Cell, so we finished executing the AddCardAction
}