/*
* 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()]);
}
}