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Actor.h
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Actor.h
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#ifndef ACTOR_H_
#define ACTOR_H_
#include "GraphObject.h"
class StudentWorld;
// Students: Add code to this file, Actor.cpp, StudentWorld.h, and StudentWorld.cpp
class Actor : public GraphObject
{
public:
//basics
Actor(int imageID, int startX, int startY, Direction startDirection, StudentWorld *SW, float size = 1.0, unsigned int depth = 0);
virtual ~Actor();
//accessors
bool isActive() const;
StudentWorld *getWorld() const;
virtual bool isObstacle();
virtual bool isPickupable();
//mutators
virtual void doSomething() = 0;
void setInactive();
virtual bool annoy(int HP = 0);
void convertDirToCoord(Direction dir, int &x, int &y);
private:
bool m_isActive;
StudentWorld *p_StudentWorld;
};
class Dirt:public Actor
{
public:
Dirt(int startX, int startY, StudentWorld *SW);
virtual ~Dirt();
//accessors
virtual bool isObstacle();
//mutators
virtual void doSomething();
};
class Human :public Actor
{
public:
//basics
Human(int imageID, int startX, int startY, Direction startDirection, int HP, StudentWorld *SW);
virtual ~Human();
//accessors
int getHP() const;
//mutators
virtual bool annoy(int HP = 0) = 0;
virtual bool setLeaveOilField() = 0;
void decHP(int HP);
private:
int m_HP;
};
class FrackMan :public Human
{
public:
//basics
FrackMan(int startX, int startY, StudentWorld *SW);
virtual ~FrackMan();
//accessors
int getWater() const;
int getSonarCharge() const;
int getGoldNuggets() const;
//mutators
void addWater();
void addSonarCharge();
void addGoldNuggets();
virtual void doSomething();
void turnOrMove(Direction dir);
virtual bool setLeaveOilField();
virtual bool annoy(int HP = 0);
private:
void addSquirt();
void useSonar();
void dropBribe();
int m_water;
int m_charge;
int m_nuggets;
};
class Protester : public Human
{
public:
Protester(int imageID, int startX, int startY, int HP, StudentWorld *SW);
virtual ~Protester();
//accessors
int getRestCount();
bool getLeaveOilField();
virtual bool canUseRadar();
//mutators
void addRestCount(int count);
void setRestCount(int count);
virtual void doSomething();
void setNext(int x, int y);
virtual bool setLeaveOilField();
void turnThenMove(char dir = 'n');
virtual bool useRadar() = 0;
virtual void getBribed() = 0;
virtual bool annoy(int HP = 0);
private:
//within doSomething()
void leaveOilField();
bool isFacingFrackMan(int x, int y, Direction dir);
void moveToNewDirection();
bool movePerpendicular();
bool stepForward();
//others
int calcRestCount();
//data members
int m_nRest;
int m_nSquares;
int m_restCount;
int m_shoutCount;
int m_perpendicularCount;
bool m_leaveOilField;
int m_xNext;
int m_yNext;
};
class RegularProtester:public Protester
{
public:
RegularProtester(int startX, int startY, StudentWorld *SW);
virtual ~RegularProtester();
//mutators
virtual bool useRadar();
virtual void getBribed();
private:
};
class HardcoreProtester :public Protester
{
public:
HardcoreProtester(int startX, int startY, StudentWorld *SW);
virtual ~HardcoreProtester();
//accessors
virtual bool canUseRadar();
//mutators
virtual bool useRadar();
virtual void getBribed();
private:
};
class Boulder : public Actor
{
public:
Boulder(int startX, int startY, StudentWorld *SW);
virtual ~Boulder();
//accessors
virtual bool isObstacle();
//mutators
virtual void doSomething();
private:
int m_tickUntilFall;
bool m_dirtUnder;
};
class Squirt : public Actor
{
public:
Squirt(int startX, int startY, Direction startDirection, StudentWorld *SW);
virtual ~Squirt();
//mutator
virtual void doSomething();
void convertDirection(int &cx, int &cy);
private:
int m_travelDistance;
};
class ActivatingObject : public Actor
{
public:
ActivatingObject(int imageID, int startX, int startY, StudentWorld *SW, bool ticking = false, int tick = -1);
virtual ~ActivatingObject();
virtual void doSomething();
virtual void checkTickLeft();
void showItself();
virtual bool isPickupable();
private:
virtual void activate() = 0;
bool m_canYouSeeThis;
int m_tickLeft;
bool m_isTicking;
};
class OilBarrel:public ActivatingObject
{
public:
OilBarrel(int startX, int startY, StudentWorld *SW);
virtual ~OilBarrel();
virtual void activate();
};
class GoldNugget :public ActivatingObject
{
public:
GoldNugget(int startX, int startY, StudentWorld *SW);
virtual ~GoldNugget();
virtual void activate();
};
class Bribe :public ActivatingObject
{
public:
Bribe(int startX, int startY, StudentWorld *SW);
virtual ~Bribe();
virtual void doSomething();
virtual void activate();
private:
};
class SonarKit :public ActivatingObject
{
public:
SonarKit(int startX, int startY, StudentWorld *SW);
virtual ~SonarKit();
virtual void activate();
private:
};
class WaterPool :public ActivatingObject
{
public:
WaterPool(int startX, int startY, StudentWorld *SW);
virtual ~WaterPool();
virtual void activate();
private:
};
#endif // ACTOR_H_