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Neutral creatures are now correctly split into stacks & merged after a battle.
TODO: find relation to adventure map tile
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@ -2943,6 +2943,27 @@ void CGCreature::endBattle( BattleResult *result ) const
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cb->setHoverName(id,&ms);
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cb->setObjProperty(id, 11, slots.begin()->second.count * 1000);
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*/
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//merge stacks into one
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TSlots::const_iterator i;
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CCreature * cre = VLC->creh->creatures[restore.basicType];
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for (i = stacks.begin(); i != stacks.end(); i++)
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{
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if (cre->isMyUpgrade(i->second->type))
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{
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cb->changeStackType (StackLocation(this, i->first), cre); //un-upgrade creatures
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}
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}
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while (stacks.size() > 1) //hopefully that's enough
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{
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i = stacks.end();
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i--;
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TSlot slot = getSlotFor(i->second->type);
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if (slot == i->first) //no reason to move stack to its own slot
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break;
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else
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cb->moveStack (StackLocation(this, i->first), StackLocation(this, slot), i->second->count);
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}
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}
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}
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@ -3005,6 +3026,9 @@ void CGCreature::setPropertyDer(ui8 what, ui32 val)
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case 12:
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giveStackExp(val);
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break;
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case 13:
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restore.basicType = val;
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break;
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}
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}
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@ -3134,6 +3158,7 @@ void CGCreature::fight( const CGHeroInstance *h ) const
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//split stacks
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int totalCount; //TODO: multiple creature types in a stack?
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int basicType = stacks.begin()->second->type->idNumber;
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cb->setObjProperty(id, 13, basicType); //store info about creature stack
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float relativePower = ((float)h->getTotalStrength() / getArmyStrength());
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int stacksCount;
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@ -3182,7 +3207,7 @@ void CGCreature::fight( const CGHeroInstance *h ) const
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}
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if (stacksCount > 1)
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{
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if (rand()%100 > 50) //upgrade
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if (rand()%100 < 50) //upgrade
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{
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TSlot slotId = (stacks.size() / 2);
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if(ui32 upgradesSize = getStack(slotId).type->upgrades.size())
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@ -3196,8 +3221,6 @@ void CGCreature::fight( const CGHeroInstance *h ) const
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cb->startBattleI(h, this, boost::bind(&CGCreature::endBattle,this,_1));
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//stacks.clear();
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//stacks.insert(
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}
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void CGCreature::flee( const CGHeroInstance * h ) const
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