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Model2.cpp
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#include "Model.h"
#include "GameObject.h"
#include "Pokemon.h"
#include "PokemonCenter.h"
#include "PokemonGym.h"
#include "View.h"
#include <cstdlib>
#include <iostream>
#include <string>
#include "Rival.h"
#include <list>
Model::Model() {
time = 0;
//Pikachu 1
list<Gameobject*> object_ptrs;
list<Gameobject*> active_ptrs;
list<Pokemon*> pokemon_ptrs;
Pokemon* pokemon1 = new Pokemon("Pikachu", 1, 'P', 2.0, Point2D(5, 1));
Pokemon* pokemon2 = new Pokemon("Bulbasaur", 2, 'P', 1.0, Point2D(10, 1));
pokemon_ptrs.push_back (pokemon1);
pokemon_ptrs.push_back (pokemon2);
object_ptrs=pokemon_ptrs;
// object_ptrs.push_back (pokemon2);
list<Rival*> rival_ptrs;
Rival* rival1= new Rival("Burhack", 5.0, 16,3,4,12, 1, Point2D(15,12));
object_ptrs.push_back (rival1);
Rival* rival2 = new Rival("Mmark9", 5.0, 20,3,7.2,20, 2, Point2D(15,12));
object_ptrs.push_back (rival2);
Rival* rival3= new Rival("Densmore(aka BigBoss)", 5, 41,6,8.2,18, 3, Point2D(15,12));
object_ptrs.push_back (rival3);
rival_ptrs.push_back (rival1);
rival_ptrs.push_back (rival2);
rival_ptrs.push_back (rival3);
//PokemonCenter 1
PokemonCenter* center1= new PokemonCenter(1, 1, 100, Point2D(1, 20));
object_ptrs.push_back (center1);
//PokemonCenter 2
PokemonCenter* center2 = new PokemonCenter(2, 2, 200, Point2D(10, 20));
object_ptrs.push_back (center2);
list<PokemonCenter*> center_ptrs;
center_ptrs.push_back (center1);
center_ptrs.push_back (center2);
//PokemonGym
PokemonGym* gym1 = new PokemonGym(10, 1.0,
2.0, 3, 1, Point2D(0, 0));
object_ptrs.push_back (gym1);
PokemonGym* gym2 = new PokemonGym(20, 5,
7.5, 8, 2, Point2D(5, 5));
object_ptrs.push_back (gym2);
list<PokemonGym*> gym_ptrs;
gym_ptrs.push_back (gym1);
gym_ptrs.push_back (gym2);
BattleArena* arena = new BattleArena(3, 3,
2.5, 1, Point2D(15, 12));
object_ptrs.push_back (arena);
active_ptrs = object_ptrs;
/* list<Pokemon*> pokemon_ptrs;
pokemon_ptrs.push_back (pokemon1);
pokemon_ptrs.push_back (pokemon2);
list<PokemonCenter*> center_ptrs;
center_ptrs.push_back (center1);
center_ptrs.push_back (center2);
list<PokemonGym*> gym_ptrs;
gym_ptrs.push_back (gym1);
gym_ptrs.push_back (gym2);
list<Rival*> rival_ptrs;
rival_ptrs.push_back (rival1);
rival_ptrs.push_back (rival2);
rival_ptrs.push_back (rival3);
*/
cout << "Model default constructed. " << endl;
}
Model::~Model() {
list<GameObject*>::iterator it;
for (it=object_ptrs.begin(); it!=object_ptrs.end(); ++it) {
delete it;
}
cout << "Model destructed. " << endl;
}
Pokemon *Model::GetPokemonPtr(int id) {
list<Pokemon*>::iterator it;
for (it=pokemon_ptrs.begin(); it!=pokemon_ptrs.end(); ++it) {
if (id == it->GetId()) {
return it;
}
}
return 0;
}
PokemonCenter *Model::GetPokemonCenterPtr(int id) {
list<PokemonCenter*>::iterator it;
for (it=center_ptrs.begin(); it!=center_ptrs.end(); ++it) {
if (id == it->GetId()) {
return it;
}
}
return 0;
}
PokemonGym *Model::GetPokemonGymPtr(int id) {
list<PokemonGym*>::iterator it;
for (it=gym_ptrs.begin(); it!=gym_ptrs.end(); ++it) {
if (id == it->GetId()) {
return it;
}
}
return 0;
}
BattleArena* Model::GetBattleArenaPtr(int id) {
if (id == arena->GetId()) {
return arena;
}
return 0;
}
Rival* Model::GetRivalPtr(int id) {
list<Rival*>::iterator it;
for (it=rival_ptrs.begin(); it!=rival_ptrs.end(); ++it) {
if (id == it->GetId()) {
return it;
}
}
return 0;
}
bool Model::Update() {
time++;
int gyms_beaten = 0;
int pokemon_exhausted = 0;
// int rivals_beaten = 0;
//Calculating number of gyms beaten
if (gyms_beaten != gym_ptrs.size()) {
for (it=gym_ptrs.begin(); it!=gym_ptrs.end(); ++it) {
if (it->GetState() == BEATEN)
gyms_beaten++;
}
}
// Calculating number of pokemon that are tired
if (pokemon_exhausted != pokemon_ptrs.size()) {
for (it=pokemon_ptrs.begin(); it!=pokemon_ptrs.end(); ++it) ) {
if (it->IsExhausted())
pokemon_exhausted++;
}
}
bool event = false;
// continue to update all
if (gyms_beaten == gym_ptrs.size()) {
cout << "GAME OVER: You win! All Pokemon Gyms beaten!" << endl;
exit(EXIT_SUCCESS);
}
if (pokemon_exhausted == num_pokemon) {
cout << "GAME OVER: You lose! All of your Pokemon are exhausted!" << endl;
exit(EXIT_SUCCESS);
}
// update if winning condition is not met
for (int i = 0; i < num_objects; i++) {
bool temp = object_ptrs[i]->Update();
if (temp) {
event = temp;
}
}
return event;
}
void Model::Display(View &view) {
view.Clear();
for (int i = 0; i < num_objects; i++) {
if (object_ptrs[i]->ShouldBeVisible()) {
view.Plot(object_ptrs[i]);
}
}
view.Draw();
}
void Model::ShowStatus() {
cout << "Time: " << time << endl;
for (int i = 0; i < 10; i++) {
object_ptrs[i]->ShowStatus();
}
}