Exemple #1
0
void Character::levelup()
{
    mLevel++;

    mCharacterPoints += CHARPOINTS_PER_LEVELUP;
    mCorrectionPoints += CORRECTIONPOINTS_PER_LEVELUP;
    if (mCorrectionPoints > CORRECTIONPOINTS_MAX)
        mCorrectionPoints = CORRECTIONPOINTS_MAX;

    MessageOut levelupMsg(GPMSG_LEVELUP);
    levelupMsg.writeInt16(mLevel);
    levelupMsg.writeInt16(mCharacterPoints);
    levelupMsg.writeInt16(mCorrectionPoints);
    gameHandler->sendTo(this, levelupMsg);
    LOG_INFO(getName()<<" reached level "<<mLevel);
}
Exemple #2
0
void CharacterComponent::levelup(Entity &entity)
{
    mLevel++;

    mCharacterPoints += CHARPOINTS_PER_LEVELUP;
    mCorrectionPoints += CORRECTIONPOINTS_PER_LEVELUP;
    if (mCorrectionPoints > CORRECTIONPOINTS_MAX)
        mCorrectionPoints = CORRECTIONPOINTS_MAX;

    MessageOut levelupMsg(GPMSG_LEVELUP);
    levelupMsg.writeInt16(mLevel);
    levelupMsg.writeInt16(mCharacterPoints);
    levelupMsg.writeInt16(mCorrectionPoints);
    gameHandler->sendTo(mClient, levelupMsg);
    LOG_INFO(entity.getComponent<BeingComponent>()->getName()
             << " reached level " << mLevel);
}