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Copy pathAddLadderAction.cpp
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126 lines (102 loc) · 2.92 KB
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#include "AddLadderAction.h"
AddLadderAction::AddLadderAction(ApplicationManager *pApp) : Action(pApp)
{
// 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();
// Read the endPos parameter
pOut->PrintMessage("New Ladder: Click on its End Cell ...");
endPos = pIn->GetCellClicked();
///TODO: Make the needed validations on the read parameters
// 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();
Grid* pGrid = pManager->GetGrid(); // We get a pointer to the Grid from the ApplicationManager
Output* pOut = pGrid->GetOutput();
// Create a Ladder object with the parameters read from the user
if (startPos.GetCellNum() < endPos.GetCellNum())
{
Ladder* pLadder = new Ladder(startPos, endPos);
if (!pGrid->IsOverLapping(pLadder))
{
// 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
}
else
{
pLadder->DecNum();
delete pLadder;
}
}
else
{
pOut->PrintMessage("Really inverted ladder ?!");
}
}
void AddLadderAction::Execute(const CellPosition& fromCell, const CellPosition& toCell)
{
Grid* pGrid = pManager->GetGrid(); // We get a pointer to the Grid from the ApplicationManager
Output* pOut = pGrid->GetOutput();
if (fromCell.GetCellNum() < toCell.GetCellNum())
{
Ladder* pLadder = new Ladder(fromCell, toCell);
// Add the card object to the GameObject of its Cell:
if (!pGrid->IsOverLapping(pLadder))
{
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
}
else
{
pLadder->DecNum();
delete pLadder;
}
}
else
{
pOut->PrintMessage("Really inverted ladder ?!");
}
}
void AddLadderAction::Open(ifstream& Infile)
{
int n;
Infile >> n;
int s, e;
for (int i = 0; i < n; ++i)
{
Infile >> s >> e;
CellPosition start(s);
CellPosition end(e);
Execute(s, e);
}
}