]> git.localhorst.tv Git - l2e.git/blobdiff - src/common/Hero.cpp
moved upgrade process to battle class
[l2e.git] / src / common / Hero.cpp
index ab73a6be70d3ee91fbc003d4918342ebba28638c..beeab8305844b8a9b2cccb95a98a66d73c8153ee 100644 (file)
@@ -1,26 +1,25 @@
-/*
- * Hero.cpp
- *
- *  Created on: Oct 7, 2012
- *      Author: holy
- */
-
 #include "Hero.h"
 
 #include "Item.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 {
 
@@ -40,18 +39,11 @@ Hero::Hero()
 
 , useMask(0)
 
-, weapon(0)
-, armor(0)
-, shield(0)
-, helmet(0)
-, ring(0)
-, jewel(0)
-
 , battleSprite(0)
 , meleeAnimation(0)
 , attackAnimation(0)
 , spellAnimation(0) {
-
+       memset(equipment, 0, sizeof(equipment));
 }
 
 
@@ -79,6 +71,35 @@ int Hero::NextLevel() const {
        }
 }
 
+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()) {
+               int added = NextLevel();
+               experience += added;
+               remain -= added;
+               ++level;
+
+               info.push_back(Upgrade(name, Upgrade::LEVEL_UP, level));
+
+               // TODO: upgrade attributes and push info
+
+               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();
@@ -107,7 +128,7 @@ void Hero::CreateTypeDescription() {
        td.AddField("stats", FieldDescription(((char *)&h.stats) - ((char *)&h), Stats::TYPE_ID));
 
        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("ladder", FieldDescription(((char *)&h.levelLadder) - ((char *)&h), Interpreter::NUMBER_ID).SetAggregate());
 
        td.AddField("useMask", FieldDescription(((char *)&h.useMask) - ((char *)&h), Interpreter::NUMBER_ID));