X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fcommon%2FHero.cpp;h=79581569c4002335402d9e3117069221de5714c8;hb=b9e715649b41cb69ea1b2d2a588522541eb87b46;hp=8222e124ce8e81686a876fbc94c23dd25c99a95f;hpb=f552d26f537af9fa48255bd71cdc1a0a1b860bac;p=l2e.git diff --git a/src/common/Hero.cpp b/src/common/Hero.cpp index 8222e12..7958156 100644 --- a/src/common/Hero.cpp +++ b/src/common/Hero.cpp @@ -1,24 +1,26 @@ -/* - * 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 + 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 { @@ -36,18 +38,13 @@ Hero::Hero() , 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)); } @@ -69,12 +66,80 @@ void Hero::SubtractHealth(int amount) { int Hero::NextLevel() const { int levelOffset(Level() - 1); if (levelOffset < numLevels) { - return levelLadder[levelOffset] - Experience(); + return levelLadder[levelOffset].Experience() - Experience(); } else { return 0; } } +void Hero::AddExperience(int exp, vector &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; @@ -94,7 +159,9 @@ 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), LevelUp::TYPE_ID).SetAggregate()); + + td.AddField("useMask", FieldDescription(((char *)&h.useMask) - ((char *)&h), Interpreter::NUMBER_ID)); 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"));