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AddSnakeAction.cpp
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AddSnakeAction.cpp
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#include "AddSnakeAction.h"
#include "Input.h"
#include "Output.h"
#include "snake.h"
AddSnakeAction::AddSnakeAction(ApplicationManager *pApp) : Action(pApp)
{
// Initializes the pManager pointer of Action with the passed pointer
}
AddSnakeAction::~AddSnakeAction()
{
}
void AddSnakeAction::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
do{
do
{
pOut->PrintMessage("New Snake: Click on its valid Start Cell ...");
from = pIn->GetCellClicked();
}while(from.IsValidCell()==false);
// Read the endPos parameter
do
{
pOut->PrintMessage("New Snake: Click on its Valid End Cell ...");
to = pIn->GetCellClicked();
}while(to.IsValidCell()==false);
}while(to.HCell()!=from.HCell() || to.GetCellNum()>=from.GetCellNum());
///TODO: Make the needed validations on the read parameters
// Clear messages
pOut->ClearStatusBar();
}
// Execute the action
void AddSnakeAction::Execute()
{
// The first line of any Action Execution is to read its parameter first
// and hence initializes its data members
ReadActionParameters();
// Create a Ladder object with the parameters read from the user
Snake * pSnake = new Snake(from, to);
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(pSnake);
// 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 AddSnakeAction
}