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Support for sanctuary.
Minor fix.
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parent
1e30045541
commit
44ee8e47b7
@ -482,12 +482,24 @@ void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
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{
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switch(ID)
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{
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case 95:
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OpenWindow ow;
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ow.window = OpenWindow::TAVERN_WINDOW;
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ow.id1 = h->id;
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ow.id2 = id;
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cb->sendAndApply(&ow);
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case 80: //Sanctuary
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.soundID = soundBase::GETPROTECTION;
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iw.text.addTxt(MetaString::ADVOB_TXT, 114); //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
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cb->sendAndApply(&iw);
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}
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break;
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case 95: //Tavern
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{
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OpenWindow ow;
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ow.window = OpenWindow::TAVERN_WINDOW;
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ow.id1 = h->id;
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ow.id2 = id;
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cb->sendAndApply(&ow);
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}
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break;
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}
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}
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@ -982,10 +994,10 @@ void CGHeroInstance::initObj()
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bonus.type = Bonus::PRIMARY_SKILL; //TODO: limit to specific creature type
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bonus.valType = Bonus::ADDITIVE_VALUE;
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bonus.subtype = 1; //attack
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bonus.val = level * (*creatures)[it->additionalinfo]->attack / (*creatures)[it->additionalinfo]->level /20;
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bonus.val = level * (*creatures)[it->additionalinfo]->attack / creLevel /20;
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speciality.bonuses.push_back (bonus);
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bonus.subtype = 2; //defense
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bonus.val = level * (*creatures)[it->additionalinfo]->defence / (*creatures)[it->additionalinfo]->level /20;
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bonus.val = level * (*creatures)[it->additionalinfo]->defence / creLevel /20;
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speciality.bonuses.push_back (bonus);
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bonus.type = Bonus::STACKS_SPEED;
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bonus.val = 1; //+1 speed
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@ -2172,21 +2172,27 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
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}
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else if(tinfo->visitable)
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{
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for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
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//hero is protected in Sanctuary
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if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner)
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node.accessible = CGPathNode::BLOCKED;
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else
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{
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const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
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if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
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for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
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{
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node.accessible = CGPathNode::ACCESSIBLE;
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}
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else if(obj->blockVisit)
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{
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node.accessible = CGPathNode::BLOCKVIS;
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break;
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}
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else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
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{
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node.accessible = CGPathNode::VISITABLE;
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const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
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if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
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{
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node.accessible = CGPathNode::ACCESSIBLE;
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}
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else if(obj->blockVisit)
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{
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node.accessible = CGPathNode::BLOCKVIS;
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break;
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}
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else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
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{
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node.accessible = CGPathNode::VISITABLE;
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}
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}
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}
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}
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