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Current File : //home/tasantos/wargame.cpp
// cardclass.cpp - cpp file for card and card deck classes

#include <iostream>
#include <cstdlib>  // for random num generator
#include "cardclass.h"

using namespace std;

// ----- First the Card members -----


//--------------------------------------------------------------------------
// The default CardType constructor actually does nothing!
//--------------------------------------------------------------------------
// Accepts:  nothing
// Returns:  nothing
//--------------------------------------------------------------------------

CardType :: CardType ()
{
}

//--------------------------------------------------------------------------
// Assign allows assignment of this card's face and suit
//--------------------------------------------------------------------------
// Accepts:  the new face and suit values
// Returns:  nothing
//--------------------------------------------------------------------------

void CardType :: Assign (SuitType s, FaceType f)
{
   suit = s;
   face = f;
}

//--------------------------------------------------------------------------
// Print displays the face value and suit of this card using words
//--------------------------------------------------------------------------
// Accepts:  nothing
// Returns:  nothing
//--------------------------------------------------------------------------

void CardType :: Print ()
{

    switch (face)                   // first display face value
    {
	case ACE : cout << "  ACE"; break;
	case TWO : cout << "  TWO"; break;
	case THREE : cout << "THREE"; break;
	case FOUR : cout << " FOUR"; break;
	case FIVE : cout << " FIVE"; break;
	case SIX : cout << "  SIX"; break;
	case SEVEN : cout << "SEVEN"; break;
	case EIGHT : cout << "EIGHT"; break;
	case NINE : cout << " NINE"; break;
	case TEN : cout << "  TEN"; break;
	case JACK : cout << " JACK"; break;
	case QUEEN : cout << "QUEEN"; break;
	case KING : cout << " KING"; break;
    }

    cout << " of ";

    switch (suit)                   // then display suit
    {
	case CLUB : cout << "CLUBS   "; break;
	case DIAMOND : cout << "DIAMONDS"; break;
	case HEART : cout << "HEARTS  "; break;
	case SPADE : cout << "SPADES  "; break;
    }
}

//--------------------------------------------------------------------------
// GreaterFace compares the face value of this card and another card.
//--------------------------------------------------------------------------
// Accepts:  the card to which this card is compared
// Returns:  TRUE if this card's face > other card's face, FALSE otherwise
//--------------------------------------------------------------------------

bool CardType :: GreaterFace(CardType othercard)
{
    if (face > othercard.face)
	return true;
    else
	return false;
}

//--------------------------------------------------------------------------
// EqualFace compares the face value of this card and another card.
//--------------------------------------------------------------------------
// Accepts:  the card to which this card is compared
// Returns:  TRUE if this card's face == other card's face, FALSE otherwise
//--------------------------------------------------------------------------

bool CardType :: EqualFace(CardType othercard)
{
    if (face == othercard.face)
	return true;
    else
	return false;
}

//--------------------------------------------------------------------------
// GreaterSuit compares the suit of this card and another card.
//--------------------------------------------------------------------------
// Accepts:  the card to which this card is compared
// Returns:  TRUE if this card's suit > other card's suit
//--------------------------------------------------------------------------

bool CardType :: GreaterSuit(CardType othercard)
{
    if (suit > othercard.suit)
	return true;
    else
	return false;
}

//--------------------------------------------------------------------------
// EqualSuit compares the suit of this card and another card.
//--------------------------------------------------------------------------
// Accepts:  the card to which this card is compared
// Returns:  TRUE if this card's suit == other card's suit
//--------------------------------------------------------------------------

bool CardType :: EqualSuit(CardType othercard)
{
    if (suit == othercard.suit)
	return true;
    else
	return false;
}


// ----- Now the Deck members


//--------------------------------------------------------------------------
// The default constructor sets up this deck as a "fresh" deck of cards
//    by systematically assigning a value to each card in the deck.
//--------------------------------------------------------------------------
// Accepts:  nothing
// Returns:  nothing
//--------------------------------------------------------------------------

DeckType :: DeckType()
{
    int i = 0;   // counter for cards
    SuitType s;  // counter for suit loop
    FaceType f;  // counter for face value loop
    CardType c;  // temporary card

    for (s = CLUB; s <= SPADE; s = SuitType(int(s) + 1)) // pair each suit... 
	for (f = TWO; f <= ACE; f = FaceType(int(f) + 1)) // ... & each face
	{
	    c.Assign(s,f);          // build a card with this suit and face
	    cards[i] = c;           // put card in the deck
	    i++;                    // increment for next card
	};

    top = 0;                        // top starts at beginning of deck
}

//--------------------------------------------------------------------------
// Shuffle uses a random number to "swap" cards around in the deck.
//--------------------------------------------------------------------------
// Accepts:  nothing
// Returns:  nothing
//--------------------------------------------------------------------------

void DeckType :: Shuffle ()
{
    int
	current,         // current card
	swapposition;    // position with which to swap current card

    CardType tempcard;   // used for swapping

    for (current = DECKSIZE - 1; current > 0; current--)
    {
	swapposition = rand() % DECKSIZE;     // choose card to swap with 

	tempcard = cards[current];     // perform the swap
	cards[current] = cards[swapposition];
	cards[swapposition] = tempcard;
    }
}

//--------------------------------------------------------------------------
// DrawCard returns the next card in the deck.
//--------------------------------------------------------------------------
// Pre:  Deck is not empty  (top <= DECKSIZE - 1)
//--------------------------------------------------------------------------
// Accepts:  the deck
// Returns:  the next card in the deck && and the modified deck
//--------------------------------------------------------------------------

CardType DeckType :: DrawCard ()
{
    CardType tempcard;

    tempcard = cards[top];  // grab copy of next card
    top++;                  // adjust top to "remove" card from deck

    return tempcard;
}

//--------------------------------------------------------------------------
// IsEmpty tests to see if all cards have been drawn from the deck
//--------------------------------------------------------------------------
// Accepts:  nothing
// Returns:  TRUE if deck is empty, FALSE otherwise
//--------------------------------------------------------------------------

bool DeckType :: IsEmpty ()
{
    if (top == DECKSIZE)   // top will have advanced past last card position
	return true;
    else
	return false;
}

//--------------------------------------------------------------------------
// Print uses the card Print member to display the entire deck of cards
//--------------------------------------------------------------------------
// Accepts:  nothing
// Returns:  nothing
//--------------------------------------------------------------------------

void DeckType :: Print ()
{

    int i;   // counter for cards

    for (i = 0; i < DECKSIZE; i++)
    {
	cards[i].Print();
	if (i % 2 == 1)           // start a new line after every other card
		cout << "\n";
	else
		cout << "   ";
    }
}



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