#include "Capsule.h"
+#include "../common/Item.h"
#include "../common/Spell.h"
#include "../common/Stats.h"
#include "../graphics/Animation.h"
using loader::FieldDescription;
using loader::Interpreter;
using loader::TypeDescription;
+using std::vector;
namespace common {
}
}
+void Capsule::AddExperience(int exp, vector<Hero::UpgradeInfo> &info) {
+ if (level > numLevels) {
+ // don't award any experience if at highest level
+ return;
+ }
+ int remain = exp;
+ while (remain >= NextLevel()) {
+ int added = NextLevel();
+ experience += added;
+ remain -= added;
+ ++level;
+
+ info.push_back(Hero::UpgradeInfo(Hero::UPGRADE_LVL, level));
+
+ // TODO: upgrade attributes and push info
+
+ if (level > numLevels) {
+ return;
+ }
+ }
+ experience += remain;
+}
+
+
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;
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("level", FieldDescription(((char *)&c.level) - ((char *)&c), Interpreter::NUMBER_ID));
td.AddField("experience", FieldDescription(((char *)&c.experience) - ((char *)&c), Interpreter::NUMBER_ID));
- td.AddField("ladder", FieldDescription(((char *)&c.levelLadder) - ((char *)&c), Interpreter::NUMBER_ID).SetReferenced().SetAggregate());
+ td.AddField("ladder", FieldDescription(((char *)&c.levelLadder) - ((char *)&c), Interpreter::NUMBER_ID).SetAggregate());
- td.AddField("classes", FieldDescription(((char *)&c.classes) - ((char *)&c), Class::TYPE_ID).SetReferenced().SetAggregate());
+ td.AddField("classes", FieldDescription(((char *)&c.classes) - ((char *)&c), Class::TYPE_ID).SetAggregate());
td.AddField("class", FieldDescription(((char *)&c.curClass) - ((char *)&c), Interpreter::NUMBER_ID));
td.AddField("maxClass", FieldDescription(((char *)&c.maxClass) - ((char *)&c), Interpreter::NUMBER_ID));
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));