1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-03-19 21:10:12 +02:00

Better handling of after-battle callbacks. Looks messy, but works.

This commit is contained in:
DjWarmonger 2011-07-17 12:53:06 +00:00
parent 16e7241fbd
commit 096e77333f
2 changed files with 45 additions and 21 deletions

View File

@ -264,20 +264,41 @@ void CGameHandler::levelUpHero(int ID)
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
}
if(hlu.skills.size() > 1) //apply and ask for secondary skill
if (hero->exp >= VLC->heroh->reqExp(hero->level+2)) // more level-ups
{
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));
applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
if(hlu.skills.size() > 1) //apply and ask for secondary skill
{
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));
applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
}
else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
{
sendAndApply(&hlu);
levelUpHero(ID, hlu.skills.back());
}
else //apply and send info
{
sendAndApply(&hlu);
levelUpHero(ID);
}
}
else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
else //call function after battle was finished and all exp given
{
sendAndApply(&hlu);
levelUpHero(ID, hlu.skills.back());
}
else //apply and send info
{
sendAndApply(&hlu);
levelUpHero(ID);
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));
if(hlu.skills.size() > 1) //apply and ask for secondary skill
{
applyAndAsk(&hlu, hero->tempOwner, callback); //call levelUpHero when client responds
}
else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
{
applyAndAsk(&hlu, hero->tempOwner, callback); //call levelUpHero when client responds
levelUpHero(ID, hlu.skills.back());
}
else //apply and send info
{
applyAndAsk(&hlu, hero->tempOwner, callback); //call levelUpHero when client responds
levelUpHero(ID);
}
}
}
@ -437,14 +458,6 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
sendAndApply(&resultsApplied);
if(battleEndCallback && *battleEndCallback) //TODO: object interaction after level dialog is handled
{
(*battleEndCallback)(battleResult.data);
delete battleEndCallback;
battleEndCallback = 0;
}
if(duel)
{
CSaveFile resultFile("result.vdrst");
@ -500,10 +513,20 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
sendAndApply(&sah);
}
delete battleResult.data;
if(!(battleEndCallback && *battleEndCallback))
delete battleResult.data;
}
void CGameHandler::afterBattleCallback(int ID) //object interaction after leveling up is done
{
if(battleEndCallback && *battleEndCallback)
{
(*battleEndCallback)(battleResult.data);
delete battleEndCallback;
battleEndCallback = 0;
}
delete battleResult.data;
}
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
{
bat.bsa.clear();

View File

@ -184,6 +184,7 @@ public:
void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
void afterBattleCallback(int ID); // called after level-ups are finished, ID is just temporarily for compatibility
//////////////////////////////////////////////////////////////////////////
void commitPackage(CPackForClient *pack) OVERRIDE;