-/*
- * Hero.cpp
- *
- * Created on: Oct 7, 2012
- * Author: holy
- */
-
#include "Hero.h"
+#include "Item.h"
+#include "LevelUp.h"
+#include "Spell.h"
+#include "Upgrade.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Sprite.h"
+#include "../loader/Interpreter.h"
#include "../loader/TypeDescription.h"
+#include "../map/Entity.h"
+
+#include <cstring>
+using graphics::Animation;
+using graphics::Sprite;
using loader::FieldDescription;
+using loader::Interpreter;
using loader::TypeDescription;
+using map::Entity;
+using std::memset;
+using std::vector;
+
namespace common {
, ip(0)
, level(0)
+, experience(0)
+, levelLadder(0)
+, numLevels(0)
-, weapon(0)
-, armor(0)
-, shield(0)
-, helmet(0)
-, ring(0)
-, jewel(0)
+, useMask(0)
, battleSprite(0)
, meleeAnimation(0)
, attackAnimation(0)
, spellAnimation(0) {
-
+ memset(equipment, 0, sizeof(equipment));
}
}
+int Hero::NextLevel() const {
+ int levelOffset(Level() - 1);
+ if (levelOffset < numLevels) {
+ return levelLadder[levelOffset].Experience() - Experience();
+ } else {
+ return 0;
+ }
+}
+
+void Hero::AddExperience(int exp, vector<Upgrade> &info) {
+ if (level > numLevels) {
+ // don't award any experience if at highest level
+ info.push_back(Upgrade(
+ name, Upgrade::LEVEL_NEXT, NextLevel()));
+ return;
+ }
+ int remain = exp;
+ while (remain >= NextLevel()) {
+ const LevelUp &lup = levelLadder[level - 1];
+ int added = NextLevel();
+ experience += added;
+ remain -= added;
+ ++level;
+ maxHealth += lup.MaxHealth();
+ maxMana += lup.MaxMagic();
+ stats += lup;
+
+ info.push_back(Upgrade(name, Upgrade::LEVEL_UP, level));
+
+ if (lup.MaxHealth() > 0) {
+ info.push_back(Upgrade(name, Upgrade::MAX_HEALTH, lup.MaxHealth()));
+ }
+ if (lup.MaxMagic() > 0) {
+ info.push_back(Upgrade(name, Upgrade::MAX_MAGIC, lup.MaxMagic()));
+ }
+ if (lup.Attack() > 0) {
+ info.push_back(Upgrade(name, Upgrade::ATTACK, lup.Attack()));
+ }
+ if (lup.Defense() > 0) {
+ info.push_back(Upgrade(name, Upgrade::DEFENSE, lup.Defense()));
+ }
+ if (lup.Strength() > 0) {
+ info.push_back(Upgrade(name, Upgrade::STRENGTH, lup.Strength()));
+ }
+ if (lup.Agility() > 0) {
+ info.push_back(Upgrade(name, Upgrade::AGILITY, lup.Agility()));
+ }
+ if (lup.Intelligence() > 0) {
+ info.push_back(Upgrade(name, Upgrade::INTELLIGENCE, lup.Intelligence()));
+ }
+ if (lup.Gut() > 0) {
+ info.push_back(Upgrade(name, Upgrade::GUT, lup.Gut()));
+ }
+ if (lup.MagicResistance() > 0) {
+ info.push_back(Upgrade(name, Upgrade::MAGIC_RESISTANCE, lup.MagicResistance()));
+ }
+
+ if (level > numLevels) {
+ info.push_back(Upgrade(
+ name, Upgrade::LEVEL_NEXT, NextLevel()));
+ return;
+ }
+ }
+ experience += remain;
+ info.push_back(Upgrade(
+ name, Upgrade::LEVEL_NEXT, NextLevel()));
+}
+
+
+bool Hero::CanEquip(const Item &item) const {
+ return useMask & item.HeroMask();
+}
+
+bool Hero::CanInvoke(const Spell &spell) const {
+ return useMask & spell.HeroMask();
+}
+
+
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), 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("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("stats", FieldDescription(((char *)&h.stats) - ((char *)&h), Stats::TYPE_ID));
- td.AddField("stats", FieldDescription(((char *)&h.stats) - ((char *)&h), statsId));
+ td.AddField("level", FieldDescription(((char *)&h.level) - ((char *)&h), Interpreter::NUMBER_ID));
+ td.AddField("ladder", FieldDescription(((char *)&h.levelLadder) - ((char *)&h), LevelUp::TYPE_ID).SetAggregate());
- td.AddField("level", FieldDescription(((char *)&h.level) - ((char *)&h), numberId));
+ td.AddField("useMask", FieldDescription(((char *)&h.useMask) - ((char *)&h), Interpreter::NUMBER_ID));
- 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) {