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Copy pathAddCardAction.cpp
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158 lines (129 loc) · 4.04 KB
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#include "AddCardAction.h"
#include "Input.h"
#include "Output.h"
#include "DecWalletCard_1.h"
#include "FireCard_5.h"
#include "BackwardCard_3.h"
#include "PreventCard_4.h"
#include "NextCard_2.h"
#include "FreezeCard.h"
#include "Cairo.h"
#include "Alexandria.h"
#include "Aswan.h"
#include "Hurghada.h"
#include "Luxor.h"
#include "TakeCityCard.h"
#include "LoseCityCard.h"
#include "ReturnMortgagedCard.h"
#include "BenefitAllCard.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
// == Here are some guideline steps (numbered below) to implement this function ==
// 1- Get a Pointer to the Input / Output Interfaces
Grid* pGrid = pManager->GetGrid();
Output* pOut = pGrid->GetOutput();
Input* pIn = pGrid->GetInput();
// 2- Read the "cardNumber" parameter and set its data member
pOut->PrintMessage("Enter the card number");
this->cardNumber = pIn->GetInteger(pOut);
if (this->cardNumber < 1 || this->cardNumber>14) {
pOut->PrintMessage("Enter a valid number whithin the range 1-14");
}
//first we will dereference the grid pointer to get the getClipboard which returns a card pointer
//which can be dereferenced to get it's number
// 3- Read the "cardPosition" parameter (its cell position) and set its data member
pOut->PrintMessage("Click on cell you want to the card to");
CellPosition newCell = pIn->GetCellClicked();
if (newCell.IsValidCell()) {
this->cardPosition = newCell;
}
else {
pOut->PrintMessage("Enter a valid cell");
}
// 4- Make the needed validations on the read parameters
// 5- Clear status bar
pOut->ClearStatusBar();
}
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_2(cardPosition);
break;
case 3:
pCard = new BackwardCard_3(cardPosition);
break;
case 4:
pCard = new PreventCard_4(cardPosition);
break;
case 5:
pCard = new FireCard_5(cardPosition);
break;
case 6:
pCard = new FreezeCard(cardPosition);
break;
case 7:
pCard = new Cairo(cardPosition);
break;
case 8:
pCard = new Alexandria(cardPosition);
break;
case 9:
pCard = new Aswan(cardPosition);
break;
case 10:
pCard = new Luxor(cardPosition);
break;
case 11:
pCard = new Hurghada(cardPosition);
break;
case 12:
pCard = new TakeCityCard(cardPosition);
break;
case 13:
pCard = new LoseCityCard(cardPosition);
break;
case 14:
pCard = new ReturnMortgagedCard(cardPosition);
break;
case 15:
pCard = new BenefitAllCard(cardPosition);
break;
// A- Add the remaining cases
//will be implemented after the cards
}
// 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* gridPtr = pManager->GetGrid();
// B- Make the "pCard" reads its card parameters: ReadCardParameters(), It is virtual and depends on the card type
pCard->ReadCardParameters(gridPtr);
// C- Add the card object to the GameObject of its Cell:
bool val = gridPtr->AddObjectToCell(pCard);
if (!val) {
pManager->GetGrid()->PrintErrorMessage("There is an object in this 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
}
//Mohamed Shams