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* support for multiple retaliations per turn, unlimited retaliations, counterstrike spell

* stack is not resurrected when it is under a living stack
This commit is contained in:
mateuszb
2009-08-17 11:22:29 +00:00
parent e892913635
commit 072c1f8d12
3 changed files with 31 additions and 4 deletions

View File

@ -583,7 +583,7 @@ DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
s->state -= WAITING;
s->state -= MOVED;
s->state -= HAD_MORALE;
s->counterAttacks = 1;
s->counterAttacks = 1 + s->valOfFeatures(StackFeature::ADDITIONAL_RETALIATION);
//remove effects and restore only those with remaining turns in duration
std::vector<CStack::StackEffect> tmpEffects = s->effects;
@ -867,9 +867,12 @@ static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect
case 56: //frenzy
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
case 60: //hypnotize
case 58: //counterstrike
sf.push_back(featureGenerator(StackFeature::ADDITIONAL_RETALIATION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 60: //hypnotize
sf.push_back(featureGenerator(StackFeature::HYPNOTIZED, 0, sse.level, sse.turnsRemain));
break;
case 61: //forgetfulness
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
@ -960,6 +963,20 @@ DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
for(int g=0; g<healedStacks.size(); ++g)
{
CStack * changedStack = gs->curB->stacks[healedStacks[g].stackID];
//checking if we resurrect a stack that is under a living stack
std::vector<int> access = gs->curB->getAccessibility(changedStack->ID, true);
bool acc[BFIELD_SIZE];
for(int h=0; h<BFIELD_SIZE; ++h)
acc[h] = false;
for(int h=0; h<access.size(); ++h)
acc[access[h]] = true;
if(!changedStack->alive() && !gs->curB->isAccessible(changedStack->position, acc,
changedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), changedStack->attackerOwned,
changedStack->hasFeatureOfType(StackFeature::FLYING), true))
return; //position is already occupied
//applying changes
if(!changedStack->alive())
{
changedStack->state.insert(ALIVE);