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