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Renamed LibClasses * VLC to GameLibrary * LIBRARY
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@@ -40,7 +40,7 @@
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#include "../lib/StartInfo.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/GameLibrary.h"
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#include "../lib/int3.h"
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#include "../lib/battle/BattleInfo.h"
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@@ -106,7 +106,7 @@ void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
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const Services * CGameHandler::services() const
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{
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return VLC;
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return LIBRARY;
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}
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const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
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@@ -238,19 +238,19 @@ void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
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case ECommander::SPELL_POWER:
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scp.accumulatedBonus.type = BonusType::SPELL_DAMAGE_REDUCTION;
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scp.accumulatedBonus.subtype = BonusSubtypeID(SpellSchool::ANY);
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
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scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
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sendAndApply(scp); //additional pack
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scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
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scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
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sendAndApply(scp); //additional pack
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scp.accumulatedBonus.type = BonusType::CASTS;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
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scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
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sendAndApply(scp); //additional pack
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scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
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break;
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}
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
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scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, skill);
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sendAndApply(scp);
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scp.which = SetCommanderProperty::SECONDARY_SKILL;
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@@ -260,7 +260,7 @@ void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
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}
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else if (skill >= 100)
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{
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for(const auto & bonus : VLC->creh->skillRequirements.at(skill - 100).first)
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for(const auto & bonus : LIBRARY->creh->skillRequirements.at(skill - 100).first)
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{
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scp.which = SetCommanderProperty::SPECIAL_SKILL;
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scp.accumulatedBonus = *bonus;
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@@ -299,7 +299,7 @@ void CGameHandler::levelUpCommander(const CCommanderInstance * c)
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clu.skills.push_back(i);
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}
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int i = 100;
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for (const auto & specialSkill : VLC->creh->skillRequirements)
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for (const auto & specialSkill : LIBRARY->creh->skillRequirements)
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{
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if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
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&& c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
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@@ -343,11 +343,11 @@ void CGameHandler::expGiven(const CGHeroInstance *hero)
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void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
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{
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TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
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TExpType maxExp = LIBRARY->heroh->reqExp(LIBRARY->heroh->maxSupportedLevel());
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TExpType currExp = hero->exp;
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if (gs->map->levelLimit != 0)
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maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
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maxExp = LIBRARY->heroh->reqExp(gs->map->levelLimit);
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TExpType canGainExp = 0;
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if (maxExp > currExp)
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@@ -545,7 +545,7 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
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CMapService mapService;
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gs = new CGameState();
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gs->preInit(VLC, this);
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gs->preInit(LIBRARY, this);
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logGlobal->info("Gamestate created!");
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gs->init(&mapService, si, progressTracking);
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logGlobal->info("Gamestate initialized!");
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@@ -593,11 +593,11 @@ void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=fa
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if (clear)
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{
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ssi.creatures[town->getTown()->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2);
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ssi.creatures[town->getTown()->creatures.size()].first = std::max(1, (creatureId.toEntity(LIBRARY)->getGrowth())/2);
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}
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else
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{
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ssi.creatures[town->getTown()->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth();
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ssi.creatures[town->getTown()->creatures.size()].first = creatureId.toEntity(LIBRARY)->getGrowth();
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}
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ssi.creatures[town->getTown()->creatures.size()].second.push_back(creatureId);
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sendAndApply(ssi);
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@@ -1608,7 +1608,7 @@ bool CGameHandler::load(const std::string & filename)
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lobby->announceMessage(str);
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return false;
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}
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gs->preInit(VLC, this);
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gs->preInit(LIBRARY, this);
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gs->updateOnLoad(lobby->si.get());
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return true;
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}
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@@ -2374,7 +2374,7 @@ bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst
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SlotID slot = army->getSlotFor(crid);
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if ((!found && complain("Cannot recruit: no such creatures!"))
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|| ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
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|| ((si32)cram > LIBRARY->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
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|| (cram<=0 && complain("Cannot recruit: cram <= 0!"))
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|| (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
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{
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@@ -4242,7 +4242,7 @@ CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition,
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const TerrainTile & t = gs->map->getTile(visitablePosition);
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terrainType = t.getTerrainID();
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auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
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auto handler = LIBRARY->objtypeh->getHandlerFor(objectID, subID);
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CGObjectInstance * o = handler->create(gs->callback, nullptr);
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handler->configureObject(o, getRandomGenerator());
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