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https://github.com/vcmi/vcmi.git
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Bonuses now use pointers.
Things are very broken.
This commit is contained in:
@@ -708,11 +708,11 @@ ui32 CStack::Speed( int turn /*= 0*/ ) const
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int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
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int percentBonus = 0;
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BOOST_FOREACH(const Bonus &b, bonuses)
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BOOST_FOREACH(const Bonus *b, bonuses)
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{
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if(b.type == Bonus::STACKS_SPEED)
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if(b->type == Bonus::STACKS_SPEED)
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{
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percentBonus += b.additionalInfo;
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percentBonus += b->additionalInfo;
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}
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}
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@@ -729,7 +729,7 @@ ui32 CStack::Speed( int turn /*= 0*/ ) const
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const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
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{
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for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
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BOOST_FOREACH(Bonus *it, bonuses)
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{
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if(it->source == Bonus::SPELL_EFFECT && it->id == id)
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{
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@@ -742,179 +742,179 @@ const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
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void CStack::stackEffectToFeature(BonusList & sf, const Bonus & sse)
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{
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si32 power = VLC->spellh->spells[sse.id].powers[sse.val];
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Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
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if (bonus)
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{
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switch(bonus->additionalInfo)
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{
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case 0: //normal
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switch(type->level)
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{
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case 1: case 2:
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power += 3; //it doesn't necessarily make sense for some spells, use it wisely
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break;
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case 3: case 4:
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power += 2;
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break;
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case 5: case 6:
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power += 1;
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break;
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}
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break;
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case 1: //only Coronius as yet
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power = std::max(5 - type->level, 0);
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break;
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}
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}
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switch(sse.id)
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{
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case 27: //shield
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sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 28: //air shield
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sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 29: //fire shield
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sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 30: //protection from air
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sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 31: //protection from fire
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sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 32: //protection from water
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sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 33: //protection from earth
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sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 34: //anti-magic
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sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 41: //bless
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if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
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{
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int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
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sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
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sf.back().id = sse.id;
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sf.back().valType = Bonus::PERCENT_TO_ALL;
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}
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sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 42: //curse
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sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
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sf.back().id = sse.id;
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break;
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case 43: //bloodlust
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sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
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sf.back().id = sse.id;
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break;
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case 44: //precision
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sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
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sf.back().id = sse.id;
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break;
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case 45: //weakness
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sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 46: //stone skin
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sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 47: //disrupting ray
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sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 48: //prayer
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sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
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sf.back().id = sse.id;
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sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
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sf.back().id = sse.id;
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sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 49: //mirth
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sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 50: //sorrow
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sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 51: //fortune
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sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 52: //misfortune
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sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 53: //haste
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sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 54: //slow
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sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
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sf.back().id = sse.id;
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break;
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case 55: //slayer
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if (bonus) //Coronius
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{
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sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
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sf.back().id = sse.id;
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}
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sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 56: //frenzy
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sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.val]/100.0, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 58: //counterstrike
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sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 59: //bersek
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sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 60: //hypnotize
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sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 61: //forgetfulness
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sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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case 62: //blind
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sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
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sf.back().id = sse.id;
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sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
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sf.back().id = sse.id;
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break;
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}
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}
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// si32 power = VLC->spellh->spells[sse.id].powers[sse.val];
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// Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
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// if (bonus)
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// {
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// switch(bonus->additionalInfo)
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// {
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// case 0: //normal
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// switch(type->level)
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// {
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// case 1: case 2:
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// power += 3; //it doesn't necessarily make sense for some spells, use it wisely
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// break;
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// case 3: case 4:
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// power += 2;
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// break;
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// case 5: case 6:
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// power += 1;
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// break;
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// }
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// break;
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// case 1: //only Coronius as yet
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// power = std::max(5 - type->level, 0);
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// break;
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// }
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// }
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//
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// switch(sse.id)
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// {
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// case 27: //shield
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// sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 28: //air shield
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// sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 29: //fire shield
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// sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 30: //protection from air
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// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 31: //protection from fire
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// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 32: //protection from water
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// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 33: //protection from earth
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// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 34: //anti-magic
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// sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 41: //bless
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// if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
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// {
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// int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
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// sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
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// sf.back().id = sse.id;
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// sf.back().valType = Bonus::PERCENT_TO_ALL;
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// }
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// sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 42: //curse
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// sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
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// sf.back().id = sse.id;
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// break;
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// case 43: //bloodlust
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// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
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// sf.back().id = sse.id;
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// break;
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// case 44: //precision
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// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
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// sf.back().id = sse.id;
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// break;
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// case 45: //weakness
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// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 46: //stone skin
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// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 47: //disrupting ray
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// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 48: //prayer
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// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 49: //mirth
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// sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 50: //sorrow
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// sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 51: //fortune
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// sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 52: //misfortune
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// sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 53: //haste
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// sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 54: //slow
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// sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
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// sf.back().id = sse.id;
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// break;
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// case 55: //slayer
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// if (bonus) //Coronius
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// {
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// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// }
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// sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 56: //frenzy
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// sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.val]/100.0, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 58: //counterstrike
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// sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 59: //bersek
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// sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 60: //hypnotize
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// sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 61: //forgetfulness
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// sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
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// sf.back().id = sse.id;
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// break;
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// case 62: //blind
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// sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
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// sf.back().id = sse.id;
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// sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
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// sf.back().id = sse.id;
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||||
// break;
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// }
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}
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||||
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||||
ui8 CStack::howManyEffectsSet(ui16 id) const
|
||||
{
|
||||
ui8 ret = 0;
|
||||
for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
|
||||
if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
|
||||
{
|
||||
++ret;
|
||||
}
|
||||
BOOST_FOREACH(const Bonus *it, bonuses)
|
||||
if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
|
||||
{
|
||||
++ret;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
@@ -968,7 +968,7 @@ std::vector<si32> CStack::activeSpells() const
|
||||
std::vector<si32> ret;
|
||||
|
||||
BonusList spellEffects = getSpellBonuses();
|
||||
for(BonusList::const_iterator it = spellEffects.begin(); it != spellEffects.end(); it++)
|
||||
BOOST_FOREACH(const Bonus *it, spellEffects)
|
||||
{
|
||||
if (!vstd::contains(ret, it->id)) //do not duplicate spells with multiple effects
|
||||
ret.push_back(it->id);
|
||||
@@ -1427,8 +1427,8 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
Bonus bb(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
|
||||
hero->bonuses.push_back(bb);
|
||||
Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
|
||||
hero->addNewBonus(bb);
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -2262,7 +2262,7 @@ UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
|
||||
else if(h)
|
||||
{ //hero speciality
|
||||
BonusList lista = h->speciality.getBonuses(Selector::typeSybtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
|
||||
for (BonusList::iterator it = lista.begin(); it != lista.end(); it++)
|
||||
BOOST_FOREACH(const Bonus *it, lista)
|
||||
{
|
||||
ui16 nid = it->additionalInfo;
|
||||
if (nid != base->idNumber) //in very specific case the upgrade is avaliable by default (?)
|
||||
@@ -3136,11 +3136,11 @@ std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, con
|
||||
|
||||
for(int g = 0; g < VLC->creh->creatures.size(); ++g)
|
||||
{
|
||||
BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses)
|
||||
BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->bonuses)
|
||||
{
|
||||
if ( (b.type == Bonus::KING3 && spLevel >= 3) || //expert
|
||||
(b.type == Bonus::KING2 && spLevel >= 2) || //adv +
|
||||
(b.type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
|
||||
if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
|
||||
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
|
||||
(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
|
||||
{
|
||||
affectedIds.push_back(g);
|
||||
break;
|
||||
@@ -3237,7 +3237,8 @@ std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, con
|
||||
public:
|
||||
static bool hasAdvancedAirShield(const CStack * stack)
|
||||
{
|
||||
for (BonusList::const_iterator it = stack->bonuses.begin(); it != stack->bonuses.end(); it++)
|
||||
|
||||
BOOST_FOREACH(const Bonus *it, stack->bonuses)
|
||||
{
|
||||
if (it->source == Bonus::SPELL_EFFECT && it->id == 28 && it->val >= 2)
|
||||
{
|
||||
@@ -3332,7 +3333,7 @@ si8 CGameState::battleMaxSpellLevel()
|
||||
const CGHeroInstance *h1 = curB->heroes[0];
|
||||
if(h1)
|
||||
{
|
||||
for(std::list<Bonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
|
||||
BOOST_FOREACH(const Bonus *i, h1->bonuses)
|
||||
if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
|
||||
amin(levelLimit, i->val);
|
||||
}
|
||||
@@ -3340,7 +3341,8 @@ si8 CGameState::battleMaxSpellLevel()
|
||||
const CGHeroInstance *h2 = curB->heroes[1];
|
||||
if(h2)
|
||||
{
|
||||
for(std::list<Bonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
|
||||
|
||||
BOOST_FOREACH(const Bonus *i, h2->bonuses)
|
||||
if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
|
||||
amin(levelLimit, i->val);
|
||||
}
|
||||
@@ -3437,16 +3439,20 @@ CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, b
|
||||
{
|
||||
CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
|
||||
|
||||
//native terrain bonuses
|
||||
int faction = ret->type->faction;
|
||||
if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
|
||||
{
|
||||
ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
|
||||
ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
|
||||
ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
|
||||
}
|
||||
//TODO: bonus na bitw� z limiterem
|
||||
|
||||
ret->position = position;
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//native terrain bonuses
|
||||
// int faction = ret->type->faction;
|
||||
// if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
|
||||
// {
|
||||
// ret->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
|
||||
// ret->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
|
||||
// ret->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
|
||||
// }
|
||||
//
|
||||
// ret->position = position;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
Reference in New Issue
Block a user