]> git.localhorst.tv Git - l2e.git/blobdiff - src/common/Hero.cpp
put stat increments in level ladder
[l2e.git] / src / common / Hero.cpp
index beeab8305844b8a9b2cccb95a98a66d73c8153ee..79581569c4002335402d9e3117069221de5714c8 100644 (file)
@@ -1,6 +1,7 @@
 #include "Hero.h"
 
 #include "Item.h"
+#include "LevelUp.h"
 #include "Spell.h"
 #include "Upgrade.h"
 #include "../graphics/Animation.h"
@@ -65,7 +66,7 @@ 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;
        }
@@ -80,14 +81,44 @@ void Hero::AddExperience(int exp, vector<Upgrade> &info) {
        }
        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));
 
-               // TODO: upgrade attributes and push info
+               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(
@@ -128,7 +159,7 @@ 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).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));