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Cards.cpp
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#include "Cards.h"
#include <iostream>
#include <vector>
#include <stdlib.h>
#include <random>
#include <algorithm>
//#include <crtdbg.h>
#ifdef _DEBUG
#define DBG_NEW new ( _NORMAL_BLOCK , __FILE__ , __LINE__ )
// Replace _NORMAL_BLOCK with _CLIENT_BLOCK if you want the
// allocations to be of _CLIENT_BLOCK type
#else
#define DBG_NEW new
#endif
using namespace std;
//Card default constructor
Card::Card()
{
name = "test";
}
//Card parametrized constructor
Card::Card(string name) :name(){}
//Card destructor
Card::~Card(){}
//virtual play() method will defer to the play() method of the calling card type
void Card::play(Deck* deck, Hand* hand, Orderlist* orderlist){std::cout << "Playing Default Card" << std::endl;}
//Accessor
string Card::getName()
{
return this->name;
}
/*Find method
*
* Linear search through a small array will
* return a pointer to the first occurence of the card being searched for.
*
* @params: Hand* hand, string name.
*/
Card* Card::find(Hand* hand, string cardName)
{
vector<Card*> handContainer = hand->getHandContainer();
for(int i=0; i<handContainer.size(); i++)
{
if(handContainer[i]->getName() == cardName)
{
Card* cardToReturn = handContainer[i];
handContainer.erase(handContainer.begin() + i);
hand->setHand(handContainer);
std::cout << "Playing " << *cardToReturn << std::endl;
return cardToReturn;
}
}
return NULL;
}
//copy constructor
Card::Card(const Card& c) : name(c.name)
{
}
//assignmnet operator overload
Card &Card::operator = (const Card& o)
{
name = o.name;
return *this;
}
//stream i/o overloads
istream &operator >> (istream &stream, Card &o)
{
stream >> o.name;
return stream;
}
ostream &operator << (ostream &out, const Card &o)
{
out << o.name;
return out;
}
//Constructor
BombCard::BombCard(string n)
{
name = n;
bombOrderPtr = NULL;
}
//BombCard destructor
BombCard::~BombCard()
{
if (bombOrderPtr == NULL) return;
delete(bombOrderPtr);
bombOrderPtr = NULL;
}
/*
* Play method adds appropriate order to
* the orderlist, removes card from hand and
* replaces it in the deck
*
* @params Deck*, Hand*, Orderlist*
*/
void BombCard::play(Deck* deck, Player* player, Territory* territory)
{
cout << "In Play() method" << endl;
vector<Card*> deckContainer = deck->getDeck();
//create order and add to orderlist
player->addOrder(DBG_NEW Bomborder(player, territory));
//remove card from the hand
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Bomb Card"));
deck->setDeck(deckContainer);
}
void BombCard::deletecard(Deck* deck, Hand* hand, Player* player) {
vector<Card*> deckContainer = deck->getDeck();
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Bomb Card"));
deck->setDeck(deckContainer);
}
//copy constructor
BombCard::BombCard(const BombCard& c) : bombOrderPtr(c.bombOrderPtr)
{
std::cout << "copy construction of BombCard\n";
}
//assignment operator
BombCard &BombCard::operator = (const BombCard& o)
{
std::cout << "copy assignment of BombCard\n";
name = o.name;
bombOrderPtr = o.bombOrderPtr;
return *this;
}
//constructor
ReinforcementCard::ReinforcementCard(string n)
{
name = n;
reinforcementOrderPtr = NULL;
}
//ReinforcementCard destructor
ReinforcementCard::~ReinforcementCard()
{
if (reinforcementOrderPtr == NULL) return;
delete(reinforcementOrderPtr);
reinforcementOrderPtr = NULL;
}
/*
* Play method adds appropriate order to
* the orderlist, removes card from hand and
* replaces it in the deck
*
* @params Deck*, Hand*, Orderlist*
*/
void ReinforcementCard::play(Deck* deck, Player* player)
{
vector<Card*> deckContainer = deck->getDeck();
//create order and add to orderlist
player->addOrder(DBG_NEW Reinforcementorder(player));
//remove card from the hand
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Reinforcement Card"));
deck->setDeck(deckContainer);
}
void ReinforcementCard::deletecard(Deck* deck, Hand* hand, Player* player) {
vector<Card*> deckContainer = deck->getDeck();
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Reinforcement Card"));
deck->setDeck(deckContainer);
}
//copy ocnstructor
ReinforcementCard::ReinforcementCard(const ReinforcementCard& c) : reinforcementOrderPtr(c.reinforcementOrderPtr)
{
std::cout << "copy construction of Reinforcement Card\n";
}
//assignment operator
ReinforcementCard &ReinforcementCard::operator = (const ReinforcementCard& o)
{
std::cout << "copy assignment of ReinforcementCard\n";
name = o.name;
reinforcementOrderPtr = o.reinforcementOrderPtr;
return *this;
}
//constructor
BlockadeCard::BlockadeCard(string n)
{
name = n;
blockadeOrderPtr = NULL;
}
//BlockadeCard destructor
BlockadeCard::~BlockadeCard()
{
if (blockadeOrderPtr == NULL) return;
delete(blockadeOrderPtr);
blockadeOrderPtr = NULL;
}
/*
* Play method adds appropriate order to
* the orderlist, removes card from hand and
* replaces it in the deck
*
* @params Deck*, Hand*, Orderlist*
*/
void BlockadeCard::play(Deck* deck, Player* player, Territory* territory)
{
vector<Card*> deckContainer = deck->getDeck();
//create order and add to orderlist
player->addOrder(DBG_NEW Blockadeorder(player, territory));
//remove card from the hand
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Blockade Card"));
deck->setDeck(deckContainer);
}
void BlockadeCard::deletecard(Deck* deck, Hand* hand, Player* player) {
vector<Card*> deckContainer = deck->getDeck();
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Blockade Card"));
deck->setDeck(deckContainer);
}
//copy ocnstructor
BlockadeCard::BlockadeCard(const BlockadeCard& c) : blockadeOrderPtr(c.blockadeOrderPtr)
{
std::cout << "copy construction of BlockadeCard\n";
}
//assignment operator
BlockadeCard &BlockadeCard::operator = (const BlockadeCard& o)
{
std::cout << "copy assignment of BlockadeCard\n";
name = o.name;
blockadeOrderPtr = o.blockadeOrderPtr;
return *this;
}
//constructor
AirliftCard::AirliftCard(string n)
{
name = n;
airliftOrderPtr = NULL;
}
//AirliftCard destructor
AirliftCard::~AirliftCard()
{
if (airliftOrderPtr == NULL) return;
delete(airliftOrderPtr);
airliftOrderPtr = NULL;
}
/*
* Play method adds appropriate order to
* the orderlist, removes card from hand and
* replaces it in the deck
*
* @params Deck*, Hand*, Orderlist*
*/
void AirliftCard::play( Deck* deck, Player* player, Territory* territorySource, Territory* territoryDestination, int* i)
{
vector<Card*> deckContainer = deck->getDeck();
//create order and add to orderlist
player->addOrder(DBG_NEW Airliftorder(i, territorySource, territoryDestination, player));
//remove card from the hand
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Airlift Card"));
deck->setDeck(deckContainer);
}
void AirliftCard::deletecard(Deck* deck, Hand* hand, Player* player) {
vector<Card*> deckContainer = deck->getDeck();
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Airlift Card"));
deck->setDeck(deckContainer);
}
//copy ocnstructor
AirliftCard::AirliftCard(const AirliftCard& c) : airliftOrderPtr(c.airliftOrderPtr)
{
std::cout << "copy construction of AirliftCard\n";
}
//assignment operator
AirliftCard &AirliftCard::operator = (const AirliftCard& o)
{
std::cout << "copy assignment of AirliftCard\n";
name = o.name;
airliftOrderPtr = o.airliftOrderPtr;
return *this;
}
//constructor
DiplomacyCard::DiplomacyCard(string n)
{
name = n;
diplomacyOrderPtr = NULL;
}
//DiplomacyCard destructor
DiplomacyCard::~DiplomacyCard()
{
if (diplomacyOrderPtr == NULL) return;
delete(diplomacyOrderPtr);
diplomacyOrderPtr = NULL;
}
/*
* Play method adds appropriate order to
* the orderlist, removes card from hand and
* replaces it in the deck
*
* @params Deck*, Hand*, Orderlist*
*/
void DiplomacyCard::play(Deck* deck, Player* player, Player* targetPlayer)
{
vector<Card*> deckContainer = deck->getDeck();
//create order and add to orderlist
player->addOrder(DBG_NEW Negotiateorder(player, targetPlayer));
//remove card from the hand
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Diplomacy Card"));
deck->setDeck(deckContainer);
}
void DiplomacyCard::deletecard(Deck* deck, Hand* hand, Player* player) {
vector<Card*> deckContainer = deck->getDeck();
//place card back in deck
deckContainer.push_back(find(player->getHand(), "Diplomacy Card"));
deck->setDeck(deckContainer);
}
//copy ocnstructor
DiplomacyCard::DiplomacyCard(const DiplomacyCard& c) : diplomacyOrderPtr(c.diplomacyOrderPtr)
{
std::cout << "copy construction of DiplomacyCard\n";
}
//assignment operator
DiplomacyCard &DiplomacyCard::operator = (const DiplomacyCard& o)
{
std::cout << "copy assignment of DiplomacyCard\n";
name = o.name;
diplomacyOrderPtr = o.diplomacyOrderPtr;
return *this;
}
//constructor
Deck::Deck()
{
cout << "\nGenerating Deck..." << std::endl;
deckOfCardsPtr = DBG_NEW vector<Card*>();
//Create pointers to card objects
bombCrdPtr = DBG_NEW BombCard("Bomb Card");
reinCrdPtr = DBG_NEW ReinforcementCard("Reinforcement Card");
alftCrdPtr = DBG_NEW AirliftCard("Airlift Card");
dpcyCrdPtr = DBG_NEW DiplomacyCard("Diplomacy Card");
blkdCrdPtr = DBG_NEW BlockadeCard("Blockade Card");
//push 5 cards into the deck
deckOfCardsPtr->push_back(bombCrdPtr);
deckOfCardsPtr->push_back(reinCrdPtr);
deckOfCardsPtr->push_back(alftCrdPtr);
deckOfCardsPtr->push_back(dpcyCrdPtr);
deckOfCardsPtr->push_back(blkdCrdPtr);
}
//parametrized constructor
Deck::Deck(int numOfPlayers)
{
cout << "\nGenerating Deck..." << std::endl;
deckOfCardsPtr = DBG_NEW vector<Card*>();
//The more players there are, the larger the deck should be
for(int i=0; i<numOfPlayers; i++)
{
//push 5 cards into the deck
deckOfCardsPtr->push_back(DBG_NEW BombCard("Bomb Card"));
deckOfCardsPtr->push_back(DBG_NEW ReinforcementCard("Reinforcement Card"));
deckOfCardsPtr->push_back(DBG_NEW AirliftCard("Airlift Card"));
deckOfCardsPtr->push_back(DBG_NEW DiplomacyCard("Diplomacy Card"));
deckOfCardsPtr->push_back(DBG_NEW BlockadeCard("Blockade Card"));
}
cout << "Shuffling Cards..." << endl;
//shuffle deck
//rng used as seed for std::mt19337
std::random_device rd;
//mersenne-twister-engine to ensure high quality "shuffle"
std::mt19937 g(rd());
//shuffle playerList, play order will be the order in which players appear in the shuffled list
std::shuffle(deckOfCardsPtr->begin(), deckOfCardsPtr->end(), g);
}
//Destructor
Deck::~Deck()
{
for(int i=0; i<deckOfCardsPtr->size(); i++)
{
if(deckOfCardsPtr->at(i) != NULL)
{
delete(deckOfCardsPtr->at(i));
deckOfCardsPtr->at(i) = NULL;
}
}
if(deckOfCardsPtr != NULL)
{
delete(deckOfCardsPtr);
}
}
/*
* Draw method will randomly pick a card out of a deck structure
* and place the card at the front of a hand structure.
*
* @Params Deck*, Hand*
*/
void Deck::draw(Hand* hand)
{
//Define the vector/vector arrays containing the hand/deck cards respectively
vector<Card*> handContainer = hand->getHandContainer();
vector<Card*> deckContainer = this->getDeck();
if (deckContainer.size() ==0){
cout<<"sorry the deck is empty! please play more cards";
return;
}
//Draw a card, push it to the hand object's vector array and remove it from the deck object's vector array
Card* drawnCard = deckContainer.at(0);
handContainer.push_back(drawnCard);
deckContainer.erase(deckContainer.begin());
//Set the hand and deck object's arrays to the post-draw container values
hand->setHand(handContainer);
this->setDeck(deckContainer);
}
//Accessor
vector<Card*> Deck::getDeck()
{
return *this->deckOfCardsPtr;
}
//Mutator
void Deck::setDeck(vector<Card*> d)
{
*deckOfCardsPtr = d;
}
//copy ocnstructor
Deck::Deck(const Deck& d)
{
deckOfCardsPtr = DBG_NEW vector<Card*>;
for (int i = 0; i < d.deckOfCardsPtr->size(); i++) {
deckOfCardsPtr->push_back(DBG_NEW Card(*d.deckOfCardsPtr->at(i)));
}
}
//assignment operator
Deck &Deck::operator = (const Deck& d)
{
deckOfCardsPtr = d.deckOfCardsPtr;
itFront = d.itFront;
return *this;
}
//stream i/o operator overloads
istream &operator >> (istream& stream, Deck& o)
{
if(o.deckOfCardsPtr->size() > 0)
{
for(auto cardPtr : *o.deckOfCardsPtr)
{
stream >> *cardPtr;
}
}
return stream;
}
ostream &operator << (ostream &out, const Deck& o)
{
if(o.deckOfCardsPtr->size() > 0)
{
for(auto cardPtr : *o.deckOfCardsPtr)
{
out << *cardPtr << endl;
}
}
else
{
out << "Deck is empty" << endl;
}
return out;
}
//Constructor
Hand::Hand()
{
handOfCardsPtr = DBG_NEW vector<Card*>();
}
//Hand destructor
Hand::~Hand()
{
for (int i = 0; i < handOfCardsPtr->size(); i++) {
delete handOfCardsPtr->at(i);
}
delete handOfCardsPtr;
handOfCardsPtr = NULL;
}
//Accessor
vector<Card*> Hand::getHandContainer()
{
return *this->handOfCardsPtr;
}
//Mutator
void Hand::setHand(vector<Card*> h)
{
*handOfCardsPtr = h;
}
//copy ocnstructor
Hand::Hand(const Hand& h)
{
handOfCardsPtr = DBG_NEW vector<Card*>;
for (int i = 0; i < h.handOfCardsPtr->size(); i++) {
handOfCardsPtr->push_back(DBG_NEW Card(*h.handOfCardsPtr->at(i)));
}
}
//assignment operator
Hand &Hand::operator = (const Hand& h)
{
std::cout << "copy assignment of Deck\n";
handOfCardsPtr = h.handOfCardsPtr;
return *this;
}
//stream i/o operator overloads
istream &operator >> (istream& stream, Hand& o)
{
if(o.handOfCardsPtr->size() > 0)
{
for(int i=0; i<o.handOfCardsPtr->size(); i++)
{
stream >> *o.handOfCardsPtr->at(i);
}
}
return stream;
}
ostream &operator << (ostream &out, const Hand& o)
{
if(o.handOfCardsPtr->size() > 0)
{
for(int i=0; i<o.handOfCardsPtr->size(); i++)
{
out << *o.handOfCardsPtr->at(i) << endl;
}
}
else
{
out << "Hand is empty" << endl;
}
return out;
}