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- Basic Commander window

- First part of unified quests interface

This graphics package is needed:
http://forum.vcmi.eu/viewtopic.php?p=6943#6943
This commit is contained in:
DjWarmonger
2012-05-16 17:29:05 +00:00
parent 99439e1ed6
commit 416c08260a
16 changed files with 162 additions and 12 deletions

View File

@@ -9,6 +9,7 @@
#include "CKingdomInterface.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CCreatureWindow.h"
#include "CMessage.h"
#include "CPlayerInterface.h"
//#include "UIFramework/SDL_Extensions.h"
@@ -486,6 +487,16 @@ void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std:
CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
GH.pushInt(lw);
}
void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<std::pair<ui8, ui8> > secondarySkills,
std::vector<Bonus *> specialSkills, boost::function<void(ui32)> &callback)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel);
CCreatureWindow * cw = new CCreatureWindow(commander);
GH.pushInt(cw);
}
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
{
EVENT_HANDLER_CALLED_BY_CLIENT;