+void Capsule::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()) {
+ int added = NextLevel();
+ experience += added;
+ remain -= added;
+ ++level;
+
+ info.push_back(Upgrade(name, Upgrade::LEVEL_UP, level));
+
+ // TODO: upgrade attributes and push info
+
+ if (level > numLevels) {
+ info.push_back(Upgrade(
+ name, Upgrade::LEVEL_NEXT, NextLevel()));
+ return;
+ }
+ }
+ experience += remain;
+ info.push_back(Upgrade(
+ name, Upgrade::LEVEL_NEXT, NextLevel()));
+}
+
+
+void Capsule::UpgradeClass() {
+ ++maxClass;
+ ++curClass;
+}
+
+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;
+ }
+ if (curClass >= maxClass) {
+ curClass = maxClass - 1;
+ }
+}
+