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;
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));