#include "Capsule.h"
+#include "../common/Item.h"
#include "../common/Spell.h"
#include "../common/Stats.h"
#include "../graphics/Animation.h"
}
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;
return HungerEmpty();
}
-void Capsule::Feed(const common::Item *) {
+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
}
}
+const common::Item *Capsule::UpgradeItem() const {
+ return GetClass().upgradeItem;
+}
+
+void Capsule::UpgradeSpecial() {
+ maxClass = GetClass().upgradeClass + 1;
+ curClass = GetClass().upgradeClass;
+}
+
Capsule::Class::Class()
: name(0)
, attackAnimation(0)
, spellAnimation(0)
+
+, upgradeItem(0)
+, upgradeClass(0)
, hunger(32)
, hungerFull(0)
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));