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- fixes #1105
- minor improvement to resolution selection dialog - removed (hopefully) all cases where neutral faction uses id -1
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@@ -27,8 +27,8 @@ CCreatureHandler::CCreatureHandler()
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// Set the faction alignments to the defaults:
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// Good: Castle, Rampart, Tower
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// Evil: Inferno, Necropolis, Dungeon
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// Neutral: Stronghold, Fortess, Conflux
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factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
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// Neutral: Stronghold, Fortess, Conflux, neutrals
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factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0, 0;
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doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
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allCreatures.setDescription("All creatures");
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@@ -148,21 +148,7 @@ std::string CCreature::nodeName() const
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bool CCreature::isItNativeTerrain(int terrain) const
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{
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return VLC->townh->factions[0].nativeTerrain == terrain; //FIXME: handle neutral faction properly
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}
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int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
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{
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befi=i;
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for(; i<andame; ++i)
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{
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if(buf[i]=='\t')
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break;
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}
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std::string tmp = buf.substr(befi, i-befi);
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int ret = atoi(buf.substr(befi, i-befi).c_str());
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++i;
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return ret;
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return VLC->townh->factions[faction].nativeTerrain == terrain;
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}
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/**
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@@ -172,7 +158,7 @@ int readNumber(int & befi, int & i, int andame, std::string & buf) //helper func
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*/
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bool CCreatureHandler::isGood (si8 faction) const
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{
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return faction != -1 && factionAlignments[faction] == 1;
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return factionAlignments[faction] == 1;
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}
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/**
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@@ -182,7 +168,7 @@ bool CCreatureHandler::isGood (si8 faction) const
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*/
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bool CCreatureHandler::isEvil (si8 faction) const
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{
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return faction != -1 && factionAlignments[faction] == -1;
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return factionAlignments[faction] == -1;
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}
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static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
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