/* * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that * it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If * not, see <http://www.gnu.org/licenses/>. */ package silentium.gameserver.model.base; import silentium.gameserver.configs.CustomConfig; /** * Character Sub-Class Definition <BR> * Used to store key information about a character's sub-class. * * @author Tempy */ public final class SubClass { private PlayerClass _class; private long _exp = Experience.LEVEL[CustomConfig.START_SUBCLASS_LEVEL]; private int _sp = 0; private byte _level = (byte) CustomConfig.START_SUBCLASS_LEVEL; private int _classIndex = 1; public SubClass(int classId, long exp, int sp, byte level, int classIndex) { _class = PlayerClass.values()[classId]; _exp = exp; _sp = sp; _level = level; _classIndex = classIndex; } public SubClass(int classId, int classIndex) { // Used for defining a sub class using default values for XP, SP and player level. _class = PlayerClass.values()[classId]; _classIndex = classIndex; } public SubClass() { // Used for specifying ALL attributes of a sub class directly, // using the preset default values. } public PlayerClass getClassDefinition() { return _class; } public int getClassId() { return _class.ordinal(); } public long getExp() { return _exp; } public int getSp() { return _sp; } public byte getLevel() { return _level; } public int getClassIndex() { return _classIndex; } public void setClassId(int classId) { _class = PlayerClass.values()[classId]; } public void setExp(long expValue) { if (expValue > Experience.LEVEL[Experience.MAX_LEVEL]) expValue = Experience.LEVEL[Experience.MAX_LEVEL]; _exp = expValue; } public void setSp(int spValue) { _sp = spValue; } public void setClassIndex(int classIndex) { _classIndex = classIndex; } public void setLevel(byte levelValue) { if (levelValue > (Experience.MAX_LEVEL - 1)) levelValue = (Experience.MAX_LEVEL - 1); else if (levelValue < 40) levelValue = 40; _level = levelValue; } public void incLevel() { if (getLevel() == (Experience.MAX_LEVEL - 1)) return; _level++; setExp(Experience.LEVEL[getLevel()]); } public void decLevel() { if (getLevel() == 40) return; _level--; setExp(Experience.LEVEL[getLevel()]); } }