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Player.cpp
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Player.cpp
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#include "Player.h"
Player::Player(const char* name,int maxHP, int force) :
m_name(name), m_level(FIRST), m_force(force), m_maxHP(maxHP), m_HP(maxHP), m_coins(COINS_ON_START)
{
if(maxHP<=0)
{
this->m_maxHP= DEFAULT_MAXHP;
this->m_HP= DEFAULT_MAXHP;
}
if(force<=0)
{
this->m_force= DEFAULT_FORCE;
}
}
void Player::printInfo()
{
printPlayerInfo(this->m_name, this->m_level, this->m_force, this->m_HP, this->m_coins);
}
void Player::levelUp()
{
if(this->m_level!= MAX_LEVEL)
{
++this->m_level;
}
}
int Player::getLevel()
{
return this->m_level;
}
void Player::buff(int forceToAdd)
{
if(forceToAdd>0)
{
this->m_force += forceToAdd;
}
}
void Player::heal(int pointsToHeal)
{
if(pointsToHeal>0)
{
if(this->m_HP+ pointsToHeal > this->m_maxHP)
{
this->m_HP= this->m_maxHP;
}
else
{
this->m_HP += pointsToHeal;
}
}
}
void Player::damage(int damageToMake)
{
if(damageToMake>0)
{
if(this->m_HP - damageToMake <0)
{
this->m_HP =0;
}
else
{
this->m_HP -= damageToMake;
}
}
}
bool Player::isKnockedOut()
{
if(this->m_HP <=0)
{
return true;
}
return false;
}
void Player::addCoins(int coinsToAdd)
{
if(coinsToAdd>0)
{
this->m_coins += coinsToAdd;
}
}
bool Player::pay(int coinsToPay)
{
if(coinsToPay>0)
{
if(this->m_coins - coinsToPay <0)
{
return false;
}
else
{
this->m_coins -= coinsToPay;
return true;
}
}
return true;
}
int Player::getAttackStrength()
{
return this->m_force + this->m_level;
}