]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/VictoryState.cpp
put stat increments in level ladder
[l2e.git] / src / battle / states / VictoryState.cpp
index 831f08eef002b268f50c6c831ce235fa926195cc..e2cc99fb27cc3e7799d0dde3728958c4a1f45538 100644 (file)
@@ -8,7 +8,7 @@
 #include "../../common/Capsule.h"
 #include "../../common/GameConfig.h"
 #include "../../common/GameState.h"
-#include "../../common/Hero.h"
+#include "../../common/Upgrade.h"
 #include "../../math/Vector.h"
 #include "../../graphics/Font.h"
 #include "../../graphics/Frame.h"
@@ -17,6 +17,8 @@
 
 using app::Application;
 using app::Input;
+using common::GameState;
+using common::Upgrade;
 using graphics::Font;
 using graphics::Frame;
 using math::Vector;
@@ -31,6 +33,7 @@ void VictoryState::OnEnterState(SDL_Surface *screen) {
 }
 
 void VictoryState::LoadResults() {
+       // TODO: localization
        lines.clear();
 
        std::stringstream s;
@@ -43,28 +46,62 @@ void VictoryState::LoadResults() {
 
        lines.push_back("");
 
-       for (std::vector<Hero>::const_iterator
-                       i(battle->HeroesBegin()), end(battle->HeroesEnd());
+       GameState &state = *parent->Game().state;
+       vector<Upgrade> upgrade;
+       battle->ApplyRewards(state, upgrade);
+       for (std::vector<Upgrade>::const_iterator
+                       i(upgrade.begin()), end(upgrade.end());
                        i != end; ++i) {
-               if (i->Health() <= 0) continue;
-               const common::Hero &hero = i->Master();
-               s.str("");
-               s << hero.Name() << " next level " << hero.NextLevel();
-               lines.push_back(s.str());
-       }
-
-       if (battle->HasCapsule()) {
-               const Capsule &capsule = battle->GetCapsule();
-               if (capsule.Health() > 0) {
-                       s.str("");
-                       s << capsule.Name() << " next level " << capsule.Master().NextLevel();
-                       lines.push_back(s.str());
-               }
+               LoadResult(*i, lines);
        }
 
        lines.push_back("");
        s.str("");
-       s << parent->Game().state->money << " gold";
+       s << state.money << " gold";
+       lines.push_back(s.str());
+}
+
+void VictoryState::LoadResult(
+               const Upgrade &u,
+               vector<string> &lines) {
+       std::stringstream s;
+       switch (u.GetType()) {
+               case Upgrade::LEVEL_UP:
+                       s << u.Name() << " levels up.";
+                       break;
+               case Upgrade::MAX_HEALTH:
+                       s << "Max. HP increases by " << u.Amount();
+                       break;
+               case Upgrade::MAX_MAGIC:
+                       s << "Max. MP increases by " << u.Amount();
+                       break;
+               case Upgrade::ATTACK:
+                       s << "ATP increases by " << u.Amount();
+                       break;
+               case Upgrade::DEFENSE:
+                       s << "DFP increases by " << u.Amount();
+                       break;
+               case Upgrade::STRENGTH:
+                       s << "STR increases by " << u.Amount();
+                       break;
+               case Upgrade::AGILITY:
+                       s << "AGL increases by " << u.Amount();
+                       break;
+               case Upgrade::INTELLIGENCE:
+                       s << "INT increases by " << u.Amount();
+                       break;
+               case Upgrade::GUT:
+                       s << "GUT increases by " << u.Amount();
+                       break;
+               case Upgrade::MAGIC_RESISTANCE:
+                       s << "MGR increases by " << u.Amount();
+                       break;
+               case Upgrade::LEVEL_NEXT:
+                       s << u.Name() << " next level " << u.Amount();
+                       break;
+               default:
+                       s << "unknown upgrade type " << u.GetType();
+       }
        lines.push_back(s.str());
 }
 
@@ -159,13 +196,12 @@ void VictoryState::RenderLines(SDL_Surface *screen) {
 
        if (start > 0) {
                if (timer.Running() && !stalling) {
+                       --end;
                        position += lineBreak;
                        const int correction = timer.IterationElapsed();
                        if (correction > 0) {
                //              ++start;
                                position.Y() -= lineBreak.Y() * correction / timer.TargetTime();
-                       } else {
-                               --end;
                        }
                }
        }