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#include <stdio.h>
#include <iostream>
#include "Player.h"
#include "Controller.h"

Player::Player(PlayerNumber PlayerID, Coordinates InitialPoint, VelocityVector initialVel) : m_playerID(PlayerID), m_currentCoordinates(InitialPoint), m_velocityVector(initialVel)
{
	m_alive = true;
	m_pController = NULL;
	// m_name not initialized
}

Player::Player()
{
	m_playerID = -1;
	m_alive = false;
	m_pController = NULL;
	m_currentCoordinates = Coordinates(0, 0);
	m_velocityVector = VelocityVector(0, 1);
	// m_name not initialized
}

Player::~Player(void)
{
	if (m_pController) delete(m_pController);
}

void Player::setCoordinates(Coordinates c) {
	m_currentCoordinates = c;
}

void Player::setNumber(PlayerNumber n) {
	m_playerID = n;
}

void Player::revive() {
	m_alive = true;
}

std::vector<Coordinates> Player::move() {
	std::vector<Coordinates> cases;

	int sgn_x = m_velocityVector.x >= 0 ? 1 : -1;
	int sgn_y = m_velocityVector.y >= 0 ? 1 : -1;

	for (int i = 0; i <= abs(m_velocityVector.x) ; ++i ) {
		for (int j = 0; j <= abs(m_velocityVector.y) ; ++j ) {
			cases.push_back(Coordinates(m_currentCoordinates.x+i*sgn_x, m_currentCoordinates.y+j*sgn_y));
		}
	}
 	m_currentCoordinates.x += m_velocityVector.x;
 	m_currentCoordinates.y += m_velocityVector.y;
	return(cases);
}

void Player::setVelocity(VelocityVector v) {
	m_velocityVector = v;
}

void Player::turnLeft() {
	VelocityVector t = VelocityVector(- m_velocityVector.y, m_velocityVector.x);
	m_velocityVector = t;
}

void Player::turnRight() {
	VelocityVector t = VelocityVector(m_velocityVector.y, - m_velocityVector.x);
	m_velocityVector = t;
}


bool Player::changeDirection(VelocityVector v) {
	if ((m_velocityVector.x != 0 && v.x != 0) || (m_velocityVector.y != 0 && v.y != 0)) {
		return(false);
	} else {
		m_velocityVector = v;
		return(true);
	}
}

bool Player::isAlive() {
	return(m_alive);
}

void Player::kill() {
	m_alive = false;
}

PlayerNumber Player::getNumber() {
	return(m_playerID);
}

Controller* Player::getController() {
	return(m_pController);
}

void Player::setController(Controller* pController) {
	m_pController=pController;
}

VelocityVector Player::getVelocity() {
	return(m_velocityVector);
}

Coordinates Player::getCoordinates() {
	return(m_currentCoordinates);
}