#include "Capsule.h"
-#include "../common/Item.h"
-#include "../common/Spell.h"
-#include "../common/Stats.h"
+#include "Item.h"
+#include "LevelUp.h"
+#include "Spell.h"
+#include "Upgrade.h"
#include "../graphics/Animation.h"
#include "../graphics/Sprite.h"
#include "../loader/Interpreter.h"
int Capsule::NextLevel() const {
int levelOffset(Level() - 1);
if (levelOffset < numLevels) {
- return levelLadder[levelOffset] - Experience();
+ return levelLadder[levelOffset].Experience() - Experience();
} else {
return 0;
}
}
-void Capsule::AddExperience(int exp, vector<Hero::UpgradeInfo> &info) {
+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()) {
+ const LevelUp &lup = levelLadder[level - 1];
int added = NextLevel();
experience += added;
remain -= added;
++level;
+ maxHealth += lup.MaxHealth();
+ stats += lup;
- info.push_back(Hero::UpgradeInfo(Hero::UPGRADE_LVL, level));
+ info.push_back(Upgrade(name, Upgrade::LEVEL_UP, level));
- // TODO: upgrade attributes and push info
+ if (lup.MaxHealth() > 0) {
+ info.push_back(Upgrade(name, Upgrade::MAX_HEALTH, lup.MaxHealth()));
+ }
+ if (lup.Attack() > 0) {
+ info.push_back(Upgrade(name, Upgrade::ATTACK, lup.Attack()));
+ }
+ if (lup.Defense() > 0) {
+ info.push_back(Upgrade(name, Upgrade::DEFENSE, lup.Defense()));
+ }
+ if (lup.Strength() > 0) {
+ info.push_back(Upgrade(name, Upgrade::STRENGTH, lup.Strength()));
+ }
+ if (lup.Agility() > 0) {
+ info.push_back(Upgrade(name, Upgrade::AGILITY, lup.Agility()));
+ }
+ if (lup.Intelligence() > 0) {
+ info.push_back(Upgrade(name, Upgrade::INTELLIGENCE, lup.Intelligence()));
+ }
+ if (lup.Gut() > 0) {
+ info.push_back(Upgrade(name, Upgrade::GUT, lup.Gut()));
+ }
+ if (lup.MagicResistance() > 0) {
+ info.push_back(Upgrade(name, Upgrade::MAGIC_RESISTANCE, lup.MagicResistance()));
+ }
if (level > numLevels) {
+ info.push_back(Upgrade(
+ name, Upgrade::LEVEL_NEXT, NextLevel()));
return;
}
}
experience += remain;
+ info.push_back(Upgrade(
+ name, Upgrade::LEVEL_NEXT, NextLevel()));
}
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).SetAggregate());
+ td.AddField("ladder", FieldDescription(((char *)&c.levelLadder) - ((char *)&c), LevelUp::TYPE_ID).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));