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Copy pathBelt.cpp
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72 lines (55 loc) · 1.77 KB
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#include "Belt.h"
Belt::Belt(const CellPosition & startCellPos, const CellPosition & endCellPos) : GameObject(startCellPos)
{
this->endCellPos = endCellPos;
///TODO: Do the needed validation
if (!startCellPos.IsValidCell() || !endCellPos.IsValidCell())
{
this->endCellPos = CellPosition(-1, -1);
}
}
void Belt::Draw(Output* pOut) const
{
pOut->DrawBelt(position, endCellPos);
}
void Belt::Apply(Grid* pGrid, Player* pPlayer)
{
///TODO: Implement this function as mentioned in the guideline steps (numbered below) below
// 1- Print a message "You have reached a belt. Click to continue ..." and wait mouse click
Output* pOut = pGrid->GetOutput();
Input* pIn = pGrid->GetInput();
pOut->PrintMessage("You have reached a belt. Click to continue ...");
pIn->GetCellClicked();
pOut->ClearStatusBar();
// 2- Apply the belt'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, endCellPos);
}
void Belt::Save(ofstream& OutFile, type Type, int n)
{
if (Type == belts)
{
OutFile << "Belt n" << n << " start cell = " << position.GetCellNumFromPosition(position)<<"\t" << "Belt n" << n << " end cell = " << position.GetCellNumFromPosition(endCellPos) << "\n";
}
}
void Belt::Load(ifstream& Infile)
{
int startcellnum, endcellnum;
string skipp;
Infile >> startcellnum; //get the start cell number of saved belt
getline(Infile, skipp, '=');
Infile >> endcellnum; //get the end cell number of saved belt
position = position.GetCellPositionFromNum(startcellnum);
endCellPos = endCellPos.GetCellPositionFromNum(endcellnum);
}
CellPosition Belt::GetstartPosition() const
{
return position;
}
CellPosition Belt::GetEndPosition() const
{
return endCellPos;
}
Belt::~Belt()
{
}