#include "Capsule.h"
-#include "../common/Spell.h"
-#include "../common/Stats.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"
using loader::FieldDescription;
using loader::Interpreter;
using loader::TypeDescription;
+using std::vector;
namespace common {
: name("")
, alignment("")
+, alignmentSprite(0)
+
, maxHealth(0)
, level(1)
, classes(0)
, numClasses(0)
-, curClass(0)
+, curClass(-1)
, maxClass(0) {
}
int Capsule::NextLevel() const {
int levelOffset(Level() - 1);
if (levelOffset < numLevels) {
- return levelLadder[levelOffset] - Experience();
+ return levelLadder[levelOffset].Experience() - Experience();
} else {
return 0;
}
}
+void Capsule::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();
+ 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.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()));
+}
+
+
+void Capsule::UpgradeClass() {
+ ++maxClass;
+ ++curClass;
+}
+
+void Capsule::NextClass() {
+ if (maxClass == numClasses) {
+ return;
+ }
+ ++curClass;
+ if (curClass >= maxClass) {
+ curClass = 0;
+ }
+}
+
+void Capsule::PreviousClass() {
+ if (maxClass == numClasses) {
+ return;
+ }
+ --curClass;
+ if (curClass < 0) {
+ curClass = maxClass - 1;
+ }
+}
+
+void Capsule::SetClass(int index) {
+ if (maxClass == numClasses) {
+ return;
+ }
+ curClass = index;
+ if (curClass < 0 ) {
+ curClass = 0;
+ }
+ if (curClass >= maxClass) {
+ curClass = maxClass - 1;
+ }
+}
+
Sprite *Capsule::BattleSprite() {
return GetClass().battleSprite;
}
+int Capsule::HungerEmpty() const {
+ return HungerTotal() - HungerFull();
+}
+
+int Capsule::HungerTotal() const {
+ return GetClass().hunger;
+}
+
+int Capsule::HungerFull() const {
+ return GetClass().hungerFull;
+}
+
+bool Capsule::IsHungry() const {
+ return HungerEmpty();
+}
+
+void Capsule::Feed(const common::Item *item) {
+ // TODO: find out how to calculate an item's feed value
+ // TODO: an item the capsule favors (changes on every feed and after every
+ // battle) doubles the value
+ int value = 1;
+ GetClass().hungerFull += value;
+ if (GetClass().hungerFull >= GetClass().hunger) {
+ GetClass().hungerFull = GetClass().hunger;
+ UpgradeClass();
+ }
+}
+
+const common::Item *Capsule::UpgradeItem() const {
+ return GetClass().upgradeItem;
+}
+
+void Capsule::UpgradeSpecial() {
+ maxClass = GetClass().upgradeClass + 1;
+ curClass = GetClass().upgradeClass;
+}
+
+
Capsule::Class::Class()
: name(0)
, tribe(0)
, attackAnimation(0)
, spellAnimation(0)
+
+, upgradeItem(0)
+, upgradeClass(0)
+, hunger(32)
+, hungerFull(0)
+
, healthBoost(0) {
attacks[0] = 0;
attacks[1] = 0;
td.AddField("name", FieldDescription(((char *)&c.name) - ((char *)&c), Interpreter::STRING_ID).SetReferenced());
td.AddField("alignment", FieldDescription(((char *)&c.alignment) - ((char *)&c), Interpreter::STRING_ID).SetReferenced());
+ td.AddField("alignmentCursor", FieldDescription(((char *)&c.alignmentCursor) - ((char *)&c), Interpreter::VECTOR_ID));
+ td.AddField("alignmentSprite", FieldDescription(((char *)&c.alignmentSprite) - ((char *)&c), Sprite::TYPE_ID).SetReferenced());
+
td.AddField("maxHealth", FieldDescription(((char *)&c.maxHealth) - ((char *)&c), Interpreter::NUMBER_ID));
td.AddField("stats", FieldDescription(((char *)&c.stats) - ((char *)&c), Stats::TYPE_ID));
td.AddField("level", FieldDescription(((char *)&c.level) - ((char *)&c), Interpreter::NUMBER_ID));
td.AddField("experience", FieldDescription(((char *)&c.experience) - ((char *)&c), Interpreter::NUMBER_ID));
- td.AddField("ladder", FieldDescription(((char *)&c.levelLadder) - ((char *)&c), Interpreter::NUMBER_ID).SetReferenced().SetAggregate());
+ td.AddField("ladder", FieldDescription(((char *)&c.levelLadder) - ((char *)&c), LevelUp::TYPE_ID).SetAggregate());
- td.AddField("classes", FieldDescription(((char *)&c.classes) - ((char *)&c), Class::TYPE_ID).SetReferenced().SetAggregate());
+ td.AddField("classes", FieldDescription(((char *)&c.classes) - ((char *)&c), Class::TYPE_ID).SetAggregate());
td.AddField("class", FieldDescription(((char *)&c.curClass) - ((char *)&c), Interpreter::NUMBER_ID));
td.AddField("maxClass", FieldDescription(((char *)&c.maxClass) - ((char *)&c), Interpreter::NUMBER_ID));
td.AddField("attackAnimation", FieldDescription(((char *)&c.attackAnimation) - ((char *)&c), Animation::TYPE_ID).SetReferenced());
td.AddField("spellAnimation", FieldDescription(((char *)&c.spellAnimation) - ((char *)&c), Animation::TYPE_ID).SetReferenced());
+ td.AddField("upgradeItem", FieldDescription(((char *)&c.upgradeItem) - ((char *)&c), common::Item::TYPE_ID).SetReferenced());
+ td.AddField("upgradeClass", FieldDescription(((char *)&c.upgradeClass) - ((char *)&c), Interpreter::NUMBER_ID));
+ td.AddField("hunger", FieldDescription(((char *)&c.hunger) - ((char *)&c), Interpreter::NUMBER_ID));
+
td.AddField("healthBoost", FieldDescription(((char *)&c.healthBoost) - ((char *)&c), Interpreter::NUMBER_ID));
td.AddField("statBoost", FieldDescription(((char *)&c.statBoost) - ((char *)&c), Stats::TYPE_ID));
}