using loader::TypeDescription;
using map::Entity;
using std::memset;
+using std::vector;
namespace common {
}
}
+void Hero::AddExperience(int exp, vector<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(UpgradeInfo(UPGRADE_LVL, level));
+
+ // TODO: upgrade attributes and push info
+
+ if (level > numLevels) {
+ return;
+ }
+ }
+ experience += remain;
+}
+
bool Hero::CanEquip(const Item &item) const {
return useMask & item.HeroMask();
td.AddField("stats", FieldDescription(((char *)&h.stats) - ((char *)&h), Stats::TYPE_ID));
td.AddField("level", FieldDescription(((char *)&h.level) - ((char *)&h), Interpreter::NUMBER_ID));
- td.AddField("ladder", FieldDescription(((char *)&h.levelLadder) - ((char *)&h), Interpreter::NUMBER_ID).SetReferenced().SetAggregate());
+ td.AddField("ladder", FieldDescription(((char *)&h.levelLadder) - ((char *)&h), Interpreter::NUMBER_ID).SetAggregate());
td.AddField("useMask", FieldDescription(((char *)&h.useMask) - ((char *)&h), Interpreter::NUMBER_ID));