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Commanders can level up. It's non-interactive yet.

Printing secondary skills for Commanders.
This commit is contained in:
DjWarmonger
2012-05-18 14:02:27 +00:00
parent ed634a5f06
commit d491bc1c3a
19 changed files with 222 additions and 85 deletions

View File

@@ -487,15 +487,20 @@ 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)
void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel);
CCreatureWindow * cw = new CCreatureWindow(commander);
GH.pushInt(cw);
//boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,cl->callbacks[h->tempOwner].get(),_1,id))
auto callback2 = boost::bind (&CCallback::selectionMade, cb, 0, playerID);
showYesNoDialog ("Commander got level", callback2, callback2, true, std::vector<CComponent*>());
//showYesNoDialog ("Commander got level", callback, callback, true, std::vector<CComponent*>());
//TODO: display full window
//CCreatureWindow * cw = new CCreatureWindow(commander);
//GH.pushInt(cw);
}
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
{