#include "Hero.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Sprite.h"
+#include "../loader/Interpreter.h"
#include "../loader/TypeDescription.h"
+#include "../map/Entity.h"
+using graphics::Animation;
+using graphics::Sprite;
using loader::FieldDescription;
+using loader::Interpreter;
using loader::TypeDescription;
+using map::Entity;
namespace common {
, ip(0)
, level(0)
+, experience(0)
+, levelLadder(0)
+, numLevels(0)
, weapon(0)
, armor(0)
}
+int Hero::NextLevel() const {
+ int levelOffset(Level() - 1);
+ if (levelOffset < numLevels) {
+ return levelLadder[levelOffset] - Experience();
+ } else {
+ return 0;
+ }
+}
+
+
void Hero::CreateTypeDescription() {
Hero h;
- int animationId(TypeDescription::GetTypeId("Animation"));
- int entityId(TypeDescription::GetTypeId("Entity"));
- int numberId(TypeDescription::GetTypeId("Number"));
- int spriteId(TypeDescription::GetTypeId("Sprite"));
- int statsId(TypeDescription::GetTypeId("Stats"));
- int stringId(TypeDescription::GetTypeId("String"));
-
- TypeDescription &td(TypeDescription::CreateOrGet("Hero"));
+ TypeDescription &td(TypeDescription::Create(TYPE_ID, "Hero"));
td.SetConstructor(&Construct);
td.SetSize(sizeof(Hero));
- td.AddField("name", FieldDescription(((char *)&h.name) - ((char *)&h), stringId).SetReferenced());
+ td.AddField("name", FieldDescription(((char *)&h.name) - ((char *)&h), Interpreter::STRING_ID).SetReferenced());
- td.AddField("maxHealth", FieldDescription(((char *)&h.maxHealth) - ((char *)&h), numberId));
- td.AddField("health", FieldDescription(((char *)&h.health) - ((char *)&h), numberId));
- td.AddField("maxMana", FieldDescription(((char *)&h.maxMana) - ((char *)&h), numberId));
- td.AddField("mana", FieldDescription(((char *)&h.mana) - ((char *)&h), numberId));
- td.AddField("ip", FieldDescription(((char *)&h.ip) - ((char *)&h), numberId));
+ td.AddField("maxHealth", FieldDescription(((char *)&h.maxHealth) - ((char *)&h), Interpreter::NUMBER_ID));
+ td.AddField("health", FieldDescription(((char *)&h.health) - ((char *)&h), Interpreter::NUMBER_ID));
+ td.AddField("maxMana", FieldDescription(((char *)&h.maxMana) - ((char *)&h), Interpreter::NUMBER_ID));
+ td.AddField("mana", FieldDescription(((char *)&h.mana) - ((char *)&h), Interpreter::NUMBER_ID));
+ td.AddField("ip", FieldDescription(((char *)&h.ip) - ((char *)&h), Interpreter::NUMBER_ID));
- td.AddField("stats", FieldDescription(((char *)&h.stats) - ((char *)&h), statsId));
+ td.AddField("stats", FieldDescription(((char *)&h.stats) - ((char *)&h), Stats::TYPE_ID));
- td.AddField("level", FieldDescription(((char *)&h.level) - ((char *)&h), numberId));
+ td.AddField("level", FieldDescription(((char *)&h.level) - ((char *)&h), Interpreter::NUMBER_ID));
+ td.AddField("ladder", FieldDescription(((char *)&h.levelLadder) - ((char *)&h), Interpreter::NUMBER_ID).SetReferenced().SetAggregate());
- td.AddField("battleSprite", FieldDescription(((char *)&h.battleSprite) - ((char *)&h), spriteId).SetReferenced().SetDescription("the sprite used for battle scenes"));
- td.AddField("attackAnimation", FieldDescription(((char *)&h.attackAnimation) - ((char *)&h), animationId).SetReferenced().SetDescription("the animation played for physical attacks"));
- td.AddField("spellAnimation", FieldDescription(((char *)&h.spellAnimation) - ((char *)&h), animationId).SetReferenced().SetDescription("the animation played for magical attacks"));
- td.AddField("meleeAnimation", FieldDescription(((char *)&h.meleeAnimation) - ((char *)&h), animationId).SetReferenced().SetDescription("the animation played on attacked monsters when the hero has no weapon"));
+ td.AddField("battleSprite", FieldDescription(((char *)&h.battleSprite) - ((char *)&h), Sprite::TYPE_ID).SetReferenced().SetDescription("the sprite used for battle scenes"));
+ td.AddField("attackAnimation", FieldDescription(((char *)&h.attackAnimation) - ((char *)&h), Animation::TYPE_ID).SetReferenced().SetDescription("the animation played for physical attacks"));
+ td.AddField("spellAnimation", FieldDescription(((char *)&h.spellAnimation) - ((char *)&h), Animation::TYPE_ID).SetReferenced().SetDescription("the animation played for magical attacks"));
+ td.AddField("meleeAnimation", FieldDescription(((char *)&h.meleeAnimation) - ((char *)&h), Animation::TYPE_ID).SetReferenced().SetDescription("the animation played on attacked monsters when the hero has no weapon"));
- td.AddField("mapEntity", FieldDescription(((char *)&h.mapEntity) - ((char *)&h), entityId).SetDescription("the entity representing the hero on maps"));
+ td.AddField("mapEntity", FieldDescription(((char *)&h.mapEntity) - ((char *)&h), Entity::TYPE_ID).SetDescription("the entity representing the hero on maps"));
}
void Hero::Construct(void *data) {