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Better handling of after-battle callbacks. Looks messy, but works.
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@ -264,20 +264,41 @@ void CGameHandler::levelUpHero(int ID)
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
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}
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if(hlu.skills.size() > 1) //apply and ask for secondary skill
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if (hero->exp >= VLC->heroh->reqExp(hero->level+2)) // more level-ups
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{
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
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applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
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if(hlu.skills.size() > 1) //apply and ask for secondary skill
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{
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
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applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
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}
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else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
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{
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sendAndApply(&hlu);
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levelUpHero(ID, hlu.skills.back());
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}
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else //apply and send info
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{
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sendAndApply(&hlu);
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levelUpHero(ID);
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}
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}
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else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
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else //call function after battle was finished and all exp given
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{
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sendAndApply(&hlu);
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levelUpHero(ID, hlu.skills.back());
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}
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else //apply and send info
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{
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sendAndApply(&hlu);
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levelUpHero(ID);
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::afterBattleCallback,this,_1)),_1));
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if(hlu.skills.size() > 1) //apply and ask for secondary skill
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{
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applyAndAsk(&hlu, hero->tempOwner, callback); //call levelUpHero when client responds
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}
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else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
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{
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applyAndAsk(&hlu, hero->tempOwner, callback); //call levelUpHero when client responds
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levelUpHero(ID, hlu.skills.back());
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}
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else //apply and send info
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{
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applyAndAsk(&hlu, hero->tempOwner, callback); //call levelUpHero when client responds
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levelUpHero(ID);
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}
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}
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}
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@ -437,14 +458,6 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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sendAndApply(&resultsApplied);
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if(battleEndCallback && *battleEndCallback) //TODO: object interaction after level dialog is handled
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{
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(*battleEndCallback)(battleResult.data);
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delete battleEndCallback;
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battleEndCallback = 0;
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}
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if(duel)
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{
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CSaveFile resultFile("result.vdrst");
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@ -500,10 +513,20 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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sendAndApply(&sah);
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}
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delete battleResult.data;
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if(!(battleEndCallback && *battleEndCallback))
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delete battleResult.data;
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}
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void CGameHandler::afterBattleCallback(int ID) //object interaction after leveling up is done
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{
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if(battleEndCallback && *battleEndCallback)
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{
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(*battleEndCallback)(battleResult.data);
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delete battleEndCallback;
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battleEndCallback = 0;
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}
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delete battleResult.data;
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}
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void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
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{
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bat.bsa.clear();
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@ -184,6 +184,7 @@ public:
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void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
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void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
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void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
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void afterBattleCallback(int ID); // called after level-ups are finished, ID is just temporarily for compatibility
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//////////////////////////////////////////////////////////////////////////
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void commitPackage(CPackForClient *pack) OVERRIDE;
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