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//cardImp.cpp
#include "card.h"
#include <string>
#include <iostream>
using namespace std;
//overloads << operator so Card object can be sent to cout
ostream& operator << (ostream& os, const Card& aCard)
{
const string RANKS[] = {"0", "A", "2", "3", "4", "5", "6", "7", "8", "9",
"10", "J", "Q", "K"};
const string SUITS[] = {"c", "d", "h", "s"};
if (aCard.m_IsFaceUp)
os << RANKS[aCard.m_Rank] << SUITS[aCard.m_Suit];
else
os << "XX";
return os;
}
Card::Card(rank r, suit s, bool ifu): m_Rank(r), m_Suit(s), m_IsFaceUp(ifu)
{}
int Card::GetValue() const
{
//if a cards is face down, its value is 0
int value = 0;
if (m_IsFaceUp)
{
//value is number showing on card
value = m_Rank;
//value is 10 for face cards
if (value > 10)
value = 10;
}
return value;
}
void Card::Flip()
{
m_IsFaceUp = !(m_IsFaceUp);
}
/////
//deckImp.cpp
/////
#include "deck.h"
#include <algorithm>
#include <ctime>
Deck::Deck()
{
m_Cards.reserve(52);
Populate();
}
Deck::~Deck()
{}
void Deck::Populate()
{
Clear();
//create standard deck
for (int s = Card::CLUBS; s <= Card::SPADES; ++s)
for (int r = Card::ACE; r <= Card::KING; ++r)
Add(new Card(static_cast<Card::rank>(r), static_cast<Card::suit>(s)));
}
void Deck::Shuffle()
{
random_shuffle(m_Cards.begin(), m_Cards.end());
}
void Deck::Deal(Hand& aHand)
{
if (!m_Cards.empty())
{
aHand.Add(m_Cards.back());
m_Cards.pop_back();
}
else
{
cout << "Out of cards. Unable to deal.";
}
}
void Deck::AdditionalCards(GenericPlayer& aGenericPlayer)
{
cout << endl;
//continue to deal a card as long as generic player isn't busted and
//wants another hit
while ( !(aGenericPlayer.IsBusted()) && aGenericPlayer.IsHitting() )
{
Deal(aGenericPlayer);
cout << aGenericPlayer << endl;
if (aGenericPlayer.IsBusted())
aGenericPlayer.Bust();
}
}
/////
//gameImp.cpp
////
#include "game.h"
Game::Game(const vector<string>& names)
{
//create a vector of players from a vector of names
vector<string>::const_iterator pName;
for (pName = names.begin(); pName != names.end(); ++pName)
m_Players.push_back(Player(*pName));
srand(time(0)); //seed the random number generator
m_Deck.Populate();
m_Deck.Shuffle();
}
Game::~Game()
{}
void Game::Play()
{
//deal initial 2 cards to everyone
vector<Player>::iterator pPlayer;
for (int i = 0; i < 2; ++i)
{
for (pPlayer = m_Players.begin(); pPlayer != m_Players.end(); ++pPlayer)
m_Deck.Deal(*pPlayer);
m_Deck.Deal(m_House);
}
//hide house's first card
m_House.FlipFirstCard();
//display everyone's hand
for (pPlayer = m_Players.begin(); pPlayer != m_Players.end(); ++pPlayer)
cout << *pPlayer << endl;
cout << m_House << endl;
//deal additional cards to players
for (pPlayer = m_Players.begin(); pPlayer != m_Players.end(); ++pPlayer)
m_Deck.AdditionalCards(*pPlayer);
//reveal house's first card
m_House.FlipFirstCard();
cout << endl << m_House;
//deal additional cards to house
m_Deck.AdditionalCards(m_House);
if (m_House.IsBusted())
{
//everyone still playing wins
for (pPlayer = m_Players.begin(); pPlayer != m_Players.end(); ++pPlayer)
if ( !(pPlayer->IsBusted()) )
pPlayer->Win();
}
else
{
//compare each player still playing to house
for (pPlayer = m_Players.begin(); pPlayer != m_Players.end(); ++pPlayer)
if ( !(pPlayer->IsBusted()) )
{
if (pPlayer->GetTotal() > m_House.GetTotal())
pPlayer->Win();
else if (pPlayer->GetTotal() < m_House.GetTotal())
pPlayer->Lose();
else
pPlayer->Push();
}
}
//remove everyone's cards
for (pPlayer = m_Players.begin(); pPlayer != m_Players.end(); ++pPlayer)
pPlayer->Clear();
m_House.Clear();
}
///
//genericPlayerImp.cpp
///
#include "genericPlayer.h"
#include <iostream>
using namespace std;
//overloads << operator so a GenericPlayer object can be sent to cout
ostream& operator<<(ostream& os, const GenericPlayer& aGenericPlayer)
{
os << aGenericPlayer.m_Name << ":\t";
vector<Card*>::const_iterator pCard;
if (!aGenericPlayer.m_Cards.empty())
{
for (pCard = aGenericPlayer.m_Cards.begin();
pCard != aGenericPlayer.m_Cards.end(); ++pCard)
os << *(*pCard) << "\t";
if (aGenericPlayer.GetTotal() != 0)
cout << "(" << aGenericPlayer.GetTotal() << ")";
}
else
{
os << "<empty>";
}
return os;
}
GenericPlayer::GenericPlayer(const string& name): m_Name(name)
{}
GenericPlayer::~GenericPlayer()
{}
bool GenericPlayer::IsBusted() const
{
return (GetTotal() > 21);
}
void GenericPlayer::Bust() const
{
cout << m_Name << " busts.\n";
}
///
//handImp.cpp
///
#include "hand.h"
Hand::Hand()
{
m_Cards.reserve(7);
}
Hand::~Hand() //don't use the keyword virtual outside of class definition
{
Clear();
}
void Hand::Add(Card* pCard)
{
m_Cards.push_back(pCard);
}
void Hand::Clear()
{
//iterate through vector, freeing all memory on the heap
vector<Card*>::iterator iter = m_Cards.begin();
for (iter = m_Cards.begin(); iter != m_Cards.end(); ++iter)
{
delete *iter;
*iter = 0;
}
//clear vector of pointers
m_Cards.clear();
}
int Hand::GetTotal() const
{
//if no cards in hand, return 0
if (m_Cards.empty())
return 0;
//if a first card has value of 0, then card is face down; return 0
if (m_Cards[0]->GetValue() == 0)
return 0;
//add up card values, treat each Ace as 1
int total = 0;
vector<Card*>::const_iterator iter;
for (iter = m_Cards.begin(); iter != m_Cards.end(); ++iter)
total += (*iter)->GetValue();
//determine if hand contains an Ace
bool containsAce = false;
for (iter = m_Cards.begin(); iter != m_Cards.end(); ++iter)
if ((*iter)->GetValue() == Card::ACE)
containsAce = true;
//if hand contains Ace and total is low enough, treat Ace as 11
if (containsAce && total <= 11)
//add only 10 since we've already added 1 for the Ace
total += 10;
return total;
}
///
//houseImp.cpp
///
#include "house.h"
House::House(const string& name): GenericPlayer(name)
{}
House::~House()
{}
bool House::IsHitting() const
{
return (GetTotal() <= 16);
}
void House::FlipFirstCard()
{
if (!(m_Cards.empty()))
m_Cards[0]->Flip();
else cout << "No card to flip!\n";
}
///
//playerImp.cpp
///
#include "player.h"
#include "genericPlayer.h"
using namespace std;
Player::Player(const string& name): GenericPlayer(name)
{}
Player::~Player()
{}
bool Player::IsHitting() const
{
cout << m_Name << ", do you want a hit? (Y/N): ";
char response;
cin >> response;
return (response == 'y' || response == 'Y');
}
void Player::Win() const
{
cout << m_Name << " wins.\n";
}
void Player::Lose() const
{
cout << m_Name << " loses.\n";
}
void Player::Push() const
{
cout << m_Name << " pushes.\n";
}
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