7 #include "../graphics/Animation.h"
8 #include "../graphics/Sprite.h"
9 #include "../loader/Interpreter.h"
10 #include "../loader/TypeDescription.h"
16 using graphics::Animation;
17 using graphics::Sprite;
18 using loader::FieldDescription;
19 using loader::Interpreter;
20 using loader::TypeDescription;
47 const char *Capsule::ClassName() const {
48 return GetClass().name;
51 const char *Capsule::Tribe() const {
52 return GetClass().tribe;
55 const Spell *Capsule::Attack1() const {
56 return GetClass().attacks[0];
59 const Spell *Capsule::Attack2() const {
60 return GetClass().attacks[1];
63 const Spell *Capsule::Attack3() const {
64 return GetClass().attacks[2];
68 Uint16 Capsule::MaxHealth() const {
69 return maxHealth + GetClass().healthBoost;
73 Stats Capsule::GetStats() const {
74 return stats + GetClass().statBoost;
77 int Capsule::NextLevel() const {
78 int levelOffset(Level() - 1);
79 if (levelOffset < numLevels) {
80 return levelLadder[levelOffset] - Experience();
86 void Capsule::AddExperience(int exp, vector<Upgrade> &info) {
87 if (level > numLevels) {
88 // don't award any experience if at highest level
89 info.push_back(Upgrade(
90 name, Upgrade::LEVEL_NEXT, NextLevel()));
94 while (remain >= NextLevel()) {
95 int added = NextLevel();
100 info.push_back(Upgrade(name, Upgrade::LEVEL_UP, level));
102 // TODO: upgrade attributes and push info
104 if (level > numLevels) {
105 info.push_back(Upgrade(
106 name, Upgrade::LEVEL_NEXT, NextLevel()));
110 experience += remain;
111 info.push_back(Upgrade(
112 name, Upgrade::LEVEL_NEXT, NextLevel()));
116 void Capsule::UpgradeClass() {
121 void Capsule::NextClass() {
122 if (maxClass == numClasses) {
126 if (curClass >= maxClass) {
131 void Capsule::PreviousClass() {
132 if (maxClass == numClasses) {
137 curClass = maxClass - 1;
141 void Capsule::SetClass(int index) {
142 if (maxClass == numClasses) {
149 if (curClass >= maxClass) {
150 curClass = maxClass - 1;
155 Sprite *Capsule::BattleSprite() {
156 return GetClass().battleSprite;
159 const Sprite *Capsule::BattleSprite() const {
160 return GetClass().battleSprite;
163 Animation *Capsule::MeleeAnimation() {
164 return GetClass().meleeAnimation;
167 Animation *Capsule::AttackAnimation() {
168 return GetClass().attackAnimation;
171 Animation *Capsule::SpellAnimation() {
172 return GetClass().spellAnimation;
176 Capsule::Class &Capsule::GetClass() {
177 assert(classes && curClass < numClasses);
178 return classes[curClass];
181 const Capsule::Class &Capsule::GetClass() const {
182 assert(classes && curClass < numClasses);
183 return classes[curClass];
187 int Capsule::HungerEmpty() const {
188 return HungerTotal() - HungerFull();
191 int Capsule::HungerTotal() const {
192 return GetClass().hunger;
195 int Capsule::HungerFull() const {
196 return GetClass().hungerFull;
199 bool Capsule::IsHungry() const {
200 return HungerEmpty();
203 void Capsule::Feed(const common::Item *item) {
204 // TODO: find out how to calculate an item's feed value
205 // TODO: an item the capsule favors (changes on every feed and after every
206 // battle) doubles the value
208 GetClass().hungerFull += value;
209 if (GetClass().hungerFull >= GetClass().hunger) {
210 GetClass().hungerFull = GetClass().hunger;
215 const common::Item *Capsule::UpgradeItem() const {
216 return GetClass().upgradeItem;
219 void Capsule::UpgradeSpecial() {
220 maxClass = GetClass().upgradeClass + 1;
221 curClass = GetClass().upgradeClass;
225 Capsule::Class::Class()
246 void Capsule::CreateTypeDescription() {
249 TypeDescription &td(TypeDescription::Create(TYPE_ID, "Capsule"));
250 td.SetConstructor(&Construct);
251 td.SetSize(sizeof(Capsule));
253 td.AddField("name", FieldDescription(((char *)&c.name) - ((char *)&c), Interpreter::STRING_ID).SetReferenced());
254 td.AddField("alignment", FieldDescription(((char *)&c.alignment) - ((char *)&c), Interpreter::STRING_ID).SetReferenced());
256 td.AddField("alignmentCursor", FieldDescription(((char *)&c.alignmentCursor) - ((char *)&c), Interpreter::VECTOR_ID));
257 td.AddField("alignmentSprite", FieldDescription(((char *)&c.alignmentSprite) - ((char *)&c), Sprite::TYPE_ID).SetReferenced());
259 td.AddField("maxHealth", FieldDescription(((char *)&c.maxHealth) - ((char *)&c), Interpreter::NUMBER_ID));
261 td.AddField("stats", FieldDescription(((char *)&c.stats) - ((char *)&c), Stats::TYPE_ID));
263 td.AddField("level", FieldDescription(((char *)&c.level) - ((char *)&c), Interpreter::NUMBER_ID));
264 td.AddField("experience", FieldDescription(((char *)&c.experience) - ((char *)&c), Interpreter::NUMBER_ID));
266 td.AddField("ladder", FieldDescription(((char *)&c.levelLadder) - ((char *)&c), Interpreter::NUMBER_ID).SetAggregate());
268 td.AddField("classes", FieldDescription(((char *)&c.classes) - ((char *)&c), Class::TYPE_ID).SetAggregate());
269 td.AddField("class", FieldDescription(((char *)&c.curClass) - ((char *)&c), Interpreter::NUMBER_ID));
270 td.AddField("maxClass", FieldDescription(((char *)&c.maxClass) - ((char *)&c), Interpreter::NUMBER_ID));
272 Class::CreateTypeDescription();
275 void Capsule::Construct(void *data) {
280 void Capsule::Class::CreateTypeDescription() {
283 TypeDescription &td(TypeDescription::Create(TYPE_ID, "CapsuleClass"));
284 td.SetConstructor(&Construct);
285 td.SetSize(sizeof(Class));
287 td.AddField("name", FieldDescription(((char *)&c.name) - ((char *)&c), Interpreter::STRING_ID).SetReferenced());
288 td.AddField("tribe", FieldDescription(((char *)&c.tribe) - ((char *)&c), Interpreter::STRING_ID).SetReferenced());
290 td.AddField("attack1", FieldDescription(((char *)&c.attacks[0]) - ((char *)&c), Spell::TYPE_ID).SetReferenced());
291 td.AddField("attack2", FieldDescription(((char *)&c.attacks[1]) - ((char *)&c), Spell::TYPE_ID).SetReferenced());
292 td.AddField("attack3", FieldDescription(((char *)&c.attacks[2]) - ((char *)&c), Spell::TYPE_ID).SetReferenced());
294 td.AddField("battleSprite", FieldDescription(((char *)&c.battleSprite) - ((char *)&c), Sprite::TYPE_ID).SetReferenced());
295 td.AddField("meleeAnimation", FieldDescription(((char *)&c.meleeAnimation) - ((char *)&c), Animation::TYPE_ID).SetReferenced());
296 td.AddField("attackAnimation", FieldDescription(((char *)&c.attackAnimation) - ((char *)&c), Animation::TYPE_ID).SetReferenced());
297 td.AddField("spellAnimation", FieldDescription(((char *)&c.spellAnimation) - ((char *)&c), Animation::TYPE_ID).SetReferenced());
299 td.AddField("upgradeItem", FieldDescription(((char *)&c.upgradeItem) - ((char *)&c), common::Item::TYPE_ID).SetReferenced());
300 td.AddField("upgradeClass", FieldDescription(((char *)&c.upgradeClass) - ((char *)&c), Interpreter::NUMBER_ID));
301 td.AddField("hunger", FieldDescription(((char *)&c.hunger) - ((char *)&c), Interpreter::NUMBER_ID));
303 td.AddField("healthBoost", FieldDescription(((char *)&c.healthBoost) - ((char *)&c), Interpreter::NUMBER_ID));
304 td.AddField("statBoost", FieldDescription(((char *)&c.statBoost) - ((char *)&c), Stats::TYPE_ID));
307 void Capsule::Class::Construct(void *data) {
308 new (data) Capsule::Class;