#include "Capsule.h"
-#include "../common/Item.h"
-#include "../common/Spell.h"
-#include "../common/Stats.h"
+#include "Item.h"
+#include "Spell.h"
+#include "Stats.h"
+#include "Upgrade.h"
#include "../graphics/Animation.h"
#include "../graphics/Sprite.h"
#include "../loader/Interpreter.h"
}
}
-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;
remain -= added;
++level;
- 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 (level > numLevels) {
+ info.push_back(Upgrade(
+ name, Upgrade::LEVEL_NEXT, NextLevel()));
return;
}
}
experience += remain;
+ info.push_back(Upgrade(
+ name, Upgrade::LEVEL_NEXT, NextLevel()));
}