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https://github.com/vcmi/vcmi.git
synced 2025-06-29 00:41:38 +02:00
Some preparations towards handling stack experience by the new bonus system. New nodes for controlling premies for creatures of given tier (level). Minor changes.
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@ -523,21 +523,17 @@ std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
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case 69: //random relic artifact
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return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
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case 70: //random hero
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{
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return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
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}
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return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
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case 71: //random monster
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{
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return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran)));
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}
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return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran)));
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case 72: //random monster lvl1
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return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber);
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return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 1));
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case 73: //random monster lvl2
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return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
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return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 2));
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case 74: //random monster lvl3
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return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
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return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 3));
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case 75: //random monster lvl4
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return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
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return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 4));
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case 76: //random resource
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return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril
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case 77: //random town
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@ -559,11 +555,11 @@ std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
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return std::pair<int,int>(TOWNI_TYPE,f);
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}
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case 162: //random monster lvl5
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return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
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return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 5));
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case 163: //random monster lvl6
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return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
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return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 6));
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case 164: //random monster lvl7
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return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber);
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return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 7));
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case 216: //random dwelling
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{
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int faction = ran()%F_NUMBER;
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@ -762,6 +758,7 @@ CGameState::CGameState()
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applierGs = new CApplier<CBaseForGSApply>;
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registerTypes2(*applierGs);
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objCaller = new CObjectCallersHandler;
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globalEffects.description = "Global effects";
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}
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CGameState::~CGameState()
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{
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@ -871,7 +868,6 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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seed = Seed;
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ran.seed((boost::int32_t)seed);
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VLC->creh->globalEffects = &globalEffects;
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scenarioOps = new StartInfo(*si);
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initialOpts = new StartInfo(*si);
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si = NULL;
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