void Bonus::doBonus(IA& bomberman) { if (this->bonus == SPEEDADD) bomberman.setSpeed(bomberman.getSpeed() + 1); if (this->bonus == PORTEE) bomberman.setPortee(bomberman.getPortee() + 1); if (this->bonus == BOMBNB) bomberman.setStockBomb(bomberman.getStockBomb() + 1); }
IA *XmlLoad::createAI(tinyxml2::XMLElement *ai, int width, int height) const { IA *newAI; newAI = new IA(this->getUnIntValue(ai, "position"), static_cast<eDifficulty>(this->getIntValue(ai, "difficulty")), width, height); newAI->setMaxBombs(this->getIntValue(ai, "maxBombs")); newAI->setState(this->getBoolValue(ai, "state")); newAI->setDirection(static_cast<eDirection>(this->getIntValue(ai, "direction"))); newAI->setSpeed(this->getFloatValue(ai, "speed")); newAI->setRangeBomb(this->getUnIntValue(ai, "rangeBomb")); newAI->setTexturePath(std::string(ai->FirstChildElement("texture")->GetText())); newAI->setBombs(this->createBombs(ai->FirstChildElement("bombs"))); return (newAI); }