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LivingEntity.cpp
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LivingEntity.cpp
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#include "LivingEntity.hpp"
#include "Game.hpp"
#include "Display.hpp"
LivingEntity::LivingEntity(void) : Entity(), _hp(100), _maxHp(100), _damage(5) {
}
LivingEntity::LivingEntity(int posX, int posY, char drawingChar, int speed, bool ally, int hp, int damage) :
Entity(posX, posY, drawingChar, speed, ally), _hp(hp), _maxHp(hp), _damage(damage) {
}
LivingEntity::LivingEntity(LivingEntity const & src) {
*this = src;
}
LivingEntity::~LivingEntity(void) {
}
LivingEntity & LivingEntity::operator=(LivingEntity const & rhs) {
if (this != &rhs){
this->_hp = rhs._hp;
this->_maxHp = rhs._maxHp;
this->_damage = rhs._damage;
this->_posX = rhs._posX;
this->_posY = rhs._posY;
this->_oldX = rhs._oldX;
this->_oldY = rhs._oldY;
this->_hasPosChanged = rhs._hasPosChanged;
this->_drawingChar = rhs._drawingChar;
this->_speed = rhs._speed;
this->_frameCount = rhs._frameCount;
this->_isCollide = rhs._isCollide;
this->_ally = rhs._ally;
for (int i = 0; i < NB_CHILD; i++) {
this->entitiesChild[i] = rhs.entitiesChild[i];
}
this->_nbChild = rhs._nbChild;
}
return (*this);
}
void LivingEntity::TakeDamage(int damage)
{
this->_hp -= damage;
if (this->_hp <= 0)
{
Game::Instance->AddScore(this->_maxHp);
Display::Erase(this->_posX, this->_posY);
Game::Instance->RemoveEntity(this);
}
}
void LivingEntity::Heal(int amount)
{
this->_hp += amount;
if (this->_hp > this->_maxHp)
this->_hp = this->_maxHp;
}
int LivingEntity::GetHp() const
{
return this->_hp;
}
int LivingEntity::GetMaxHp() const
{
return this->_maxHp;
}
int LivingEntity::GetDamage() const
{
return this->_damage;
}