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Ladder.cpp
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Ladder.cpp
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#include "Ladder.h"
#include "Snake.h"
int Ladder::LaddersCount = 0;
Ladder::Ladder(const CellPosition & startCellPos, const CellPosition & endCellPos) : GameObject(startCellPos)
{
this->endCellPos = endCellPos;
LaddersCount++;
///TODO: Do the needed validation
}
void Ladder::Draw(Output* pOut) const
{
pOut->DrawLadder(position, endCellPos);
}
void Ladder::Apply(Grid* pGrid, Player* pPlayer)
{
///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- Print a message "You have reached a ladder. Click to continue ..." and wait mouse click
Output* pOut = pGrid->GetOutput();
pOut->PrintMessage("You have reached a ladder. Click to continue ...");
// 2- Apply the ladder's effect by moving the player to the endCellPos
// Review the "pGrid" functions and decide which function can be used for that
pGrid->UpdatePlayerCell(pPlayer, GetEndPosition());
// if reached any card, take it
if (pPlayer->GetCell()->GetGameObject()) {
pPlayer->GetCell()->GetGameObject()->Apply(pGrid, pPlayer);
}
}
CellPosition Ladder::GetEndPosition() const
{
return endCellPos;
}
bool Ladder::IsOverlapping(GameObject* newObj) {
// if the object is ladder
Ladder* l = dynamic_cast<Ladder*>(newObj);
bool isOverlap = false;
if (l != nullptr) {
// check if both overlap
isOverlap |= !(position.VCell() < l->GetEndPosition().VCell() || l->GetPosition().VCell() < endCellPos.VCell());
}
// if snake
Snake* s = dynamic_cast<Snake*>(newObj);
if (s != nullptr) {
// check that both doesn't share start cell of end cell
isOverlap |= GetEndPosition().GetCellNum() == s->GetPosition().GetCellNum();
isOverlap |= GetPosition().GetCellNum() == s->GetEndPosition().GetCellNum();
}
return isOverlap;
}
int Ladder::getLaddersCount()
{
return LaddersCount;
}
void Ladder::Save(ofstream& OutFile)
{
OutFile << this->position.GetCellNum() << "\t" << this->GetEndPosition().GetCellNum() << "\n";
}
void Ladder::Load(ifstream& Infile, Grid* pGrid)
{
pGrid->AddObjectToCell(this);
}
Ladder::~Ladder()
{
LaddersCount--;
}