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Copy pathcreature.cpp
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89 lines (80 loc) · 1.69 KB
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#include "creature.h"
#include "room.h"
#include "item.h"
Creature::Creature
(
World& world,
Room& location,
EntityType entity_type,
const std::string& name,
const std::string& description,
int health,
float damage_multiplier
)
: Entity(world, entity_type, name, description, health, damage_multiplier, nullptr),
location(&location)
{
location.contains.push_back(this);
}
Creature::~Creature()
{
location->contains.remove(this);
}
void ListInventoryRecursive(const Entity* parent)
{
for (const Entity* const entity : parent->contains)
{
if (entity->entity_type != EntityType::Item)
{
// Not an item (this should never happen)
continue;
}
const Item* const item = dynamic_cast<const Item*>(entity);
if (item->item_type == ItemType::BodyPart)
{
ListInventoryRecursive(item);
}
else
{
std::cout << " " << item->name << " (" << parent->name << ")\n";
}
}
}
void Creature::Inspect() const
{
Entity::Inspect();
if (health == 0)
{
std::cout << "Health Status:\n";
std::cout << " Deceased.\n";
}
else if (health < starting_health / 2)
{
std::cout << "Health Status:\n";
std::cout << " Wounded.\n";
}
else if (health < starting_health / 4)
{
std::cout << "Health Status:\n";
std::cout << " Critical.\n";
}
if (!contains.empty())
{
std::cout << "Holding:\n";
ListInventoryRecursive(this);
std::cout << "Body:\n";
for (const Entity* const entity : contains)
{
if (entity->entity_type != EntityType::Item)
{
// Not an item (this should never happen)
continue;
}
const Item* const item = dynamic_cast<const Item*>(entity);
if (item->item_type == ItemType::BodyPart)
{
std::cout << " " << item->name << "\n";
}
}
}
}