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Update secondary skill handling. Fix issue 2307
Also making secondary skill icon display behavior same as in H3 during popup message.
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@ -68,32 +68,51 @@ void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
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if(gainedExp || changesPrimSkill || abilities.size())
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{
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std::vector<SecondarySkill> unpossessedAbilities;
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std::vector<int> unpossessedAbilityLevels;
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int abilitiesRequiringSlot = 0;
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//filter out unnecessary secondary skills
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for (int i = 0; i < abilities.size(); i++)
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{
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int curLev = h->getSecSkillLevel(abilities[i]);
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bool abilityCanUseSlot = !curLev && ((h->secSkills.size() + abilitiesRequiringSlot) < GameConstants::SKILL_PER_HERO); //limit new abilities to number of slots
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if (abilityCanUseSlot)
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abilitiesRequiringSlot++;
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if ( (curLev && curLev < abilityLevels[i]) || abilityCanUseSlot )
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{
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unpossessedAbilities.push_back(abilities[i]);
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unpossessedAbilityLevels.push_back(abilityLevels[i]);
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}
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}
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TExpType expVal = h->calculateXp(gainedExp);
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//getText(iw,afterBattle,175,h); //wtf?
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iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something
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iw.text.addReplacement(h->name);
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if(expVal)
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iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,0));
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for(int i=0; i<primskills.size(); i++)
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if(primskills[i])
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iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));
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for(int i=0; i<abilities.size(); i++)
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iw.components.push_back(Component(Component::SEC_SKILL,abilities[i],abilityLevels[i],0));
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cb->showInfoDialog(&iw);
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for(int i=0; i<unpossessedAbilities.size(); i++)
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iw.components.push_back(Component(Component::SEC_SKILL, unpossessedAbilities[i], unpossessedAbilityLevels[i],0));
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if (iw.components.size() > 0) //TODO:Create information that box was empty for now, and deliver to CGPandoraBox::giveContentsAfterExp
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{
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iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something
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iw.text.addReplacement(h->name);
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cb->showInfoDialog(&iw);
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}
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//give sec skills
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for(int i=0; i<abilities.size(); i++)
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{
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int curLev = h->getSecSkillLevel(abilities[i]);
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for (int i = 0; i<unpossessedAbilities.size(); i++)
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cb->changeSecSkill(h, unpossessedAbilities[i], unpossessedAbilityLevels[i],true);
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if( (curLev && curLev < abilityLevels[i]) || (h->canLearnSkill() ))
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{
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cb->changeSecSkill(h,abilities[i],abilityLevels[i],true);
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}
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}
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assert(h->secSkills.size() <= GameConstants::SKILL_PER_HERO);
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//give prim skills
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for(int i=0; i<primskills.size(); i++)
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