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https://github.com/vcmi/vcmi.git
synced 2025-11-06 09:09:40 +02:00
Most of the stuff I've commited today makes no sense, proper solution is trivial.
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@@ -201,8 +201,8 @@ void CGameHandler::levelUpHero(int ID)
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if (hero->battle)
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tlog1<<"Battle found\n";
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if (hero->exp < VLC->heroh->reqExp(hero->level+1))
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{// no more level-ups
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afterBattleCallback(0);
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{// no more level-ups, call end battle
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afterBattleCallback();
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return;
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}
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@@ -267,41 +267,20 @@ 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 (hero->exp >= VLC->heroh->reqExp(hero->level+2)) // more level-ups
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if(hlu.skills.size() > 1) //apply and ask for secondary skill
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{
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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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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 //call function after battle was finished and all exp given
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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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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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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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@@ -457,6 +436,8 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
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if(battleResult.data->exp[1] && hero2)
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changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
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if (!(hero1 || hero2)) //possible?
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afterBattleCallback(); //clear stuff for sanity
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}
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sendAndApply(&resultsApplied);
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@@ -518,7 +499,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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}
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}
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void CGameHandler::afterBattleCallback(int ID) //object interaction after leveling up is done
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void CGameHandler::afterBattleCallback() //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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@@ -184,7 +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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void afterBattleCallback(); // 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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