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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
int preventNext; // check if prevent (card 4)
public:
Player(Cell * pCell, int playerNum); // Constructor making any needed initializations
// ====== Setters and Getters ======
void preventNextTime();
bool isPrevented();
void decreasePreventTimes();
void SetCell(Cell * cell); // A setter for the pCell
Cell* GetCell() const; // A getter for the pCell
void SetWallet(int wallet); // A setter for the wallet
int GetWallet() const; // a getter for the wallet
int GetTurnCount() const; // A getter for the turnCount
int getPlayerNumber() const;
int getPlayerJustRolledNumber() const;
///TODO: You can add setters and getters for data members here (if needed)
// ====== 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)
int GetMostExpensiveStationNumber() ;
void ResetAll();
};