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AddLadderAction.cpp
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#include "AddLadderAction.h"
#include"Snake.h"
#include "Input.h"
#include "Output.h"
#include "Ladder.h"
AddLadderAction::AddLadderAction(ApplicationManager *pApp) : Action(pApp)
{
isValid = true; //Intializing
// Initializes the pManager pointer of Action with the passed pointer
}
AddLadderAction::~AddLadderAction()
{
}
void AddLadderAction::ReadActionParameters()
{
// Get a Pointer to the Input / Output Interfaces
Grid* pGrid = pManager->GetGrid();
Output* pOut = pGrid->GetOutput();
Input* pIn = pGrid->GetInput();
// Read the startPos parameter
pOut->PrintMessage("New Ladder: Click on its Start Cell ...");
startPos = pIn->GetCellClicked();
Snake* pSnake; //points on a snake (if exists) on the start or end of the ladder
bool thereSnake = false; // if there is end of a Snake at the start of the ladder
if (startPos.VCell() == 0 ) // the start of the ladder on last row
{
pGrid->PrintErrorMessage("Invalid Ladder, Click to Continue ...");
isValid = false;
return;
}
for (int i = 0; i < NumVerticalCells - 1; i++) {
// loops on the vertical column and checks if there are snakes whose end
// overlapps with the start of the ladder
pSnake = pGrid->GetCell(i, startPos.HCell())->HasSnake();
if (pSnake != NULL) {
if (pSnake->GetEndPosition().GetCellNum() == startPos.GetCellNum())
{
thereSnake = true;
break;
}
}
}
if (thereSnake) // checks for the condition above
{
pGrid->PrintErrorMessage("Invalid Ladder,here is a snake, Click to Continue ...");
isValid = false;
return;
}
// Read the endPos parameter
pOut->PrintMessage("New Ladder: Click on its End Cell ...");
endPos = pIn->GetCellClicked();
pSnake = pManager->GetGrid()->GetCell(endPos.VCell(), endPos.HCell())->HasSnake(); // if there is a start of a snake at the end of the ladder
if (startPos.VCell() <= endPos.VCell() || startPos.HCell() != endPos.HCell()|| pSnake!=NULL) // validation
{
pGrid->PrintErrorMessage("Invalid Ladder, Click to Continue ...");
isValid = false;
return;
}
///TODO: Make the needed validations on the read parameters
//Done
// Clear messages
pOut->ClearStatusBar();
}
// Execute the action
void AddLadderAction::Execute()
{
// The first line of any Action Execution is to read its parameter first
// and hence initializes its data members
ReadActionParameters();
if (!isValid)
return; // if the ladder not valid, do not add it to the grid
// Create a Ladder object with the parameters read from the user
Ladder * pLadder = new Ladder(startPos, endPos);
Grid * pGrid = pManager->GetGrid(); // We get a pointer to the Grid from the ApplicationManager
// Add the card object to the GameObject of its Cell:
bool added = pGrid->AddObjectToCell(pLadder);
// if the GameObject cannot be added
if (! added)
{
// Print an appropriate message
pGrid->PrintErrorMessage("Error: Cell already has an object ! Click to continue ...");
}
// Here, the ladder is created and added to the GameObject of its Cell, so we finished executing the AddLadderAction
}