#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"
using loader::TypeDescription;
using map::Entity;
using std::memset;
+using std::vector;
namespace common {
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<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();
+ 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();
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));