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Move CTownHandler::loadStructures inside CTownHandler::loadNames and rename the latter with the former.
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b114047738
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@ -31,21 +31,116 @@ CTownHandler::~CTownHandler()
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for( std::map<int, Structure*>::iterator j = i->begin(); j!=i->end(); j++)
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delete j->second;
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}
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void CTownHandler::loadNames()
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void CTownHandler::loadStructures()
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{
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int si, itr;
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char bufname[75];
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for (si=0; si<F_NUMBER; si++)
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int townID;
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for (townID=0; townID<F_NUMBER; townID++)
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{
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CTown town;
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town.typeID=si;
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town.typeID=townID;
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town.bonus=towns.size();
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if (town.bonus==8) town.bonus=3;
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towns.push_back(town);
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}
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loadStructures();
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structures.resize(F_NUMBER);
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// read city properties
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const JsonNode config(DATA_DIR "/config/buildings.json");
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// Iterate for each city type
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townID = 0;
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BOOST_FOREACH(const JsonNode &town_node, config["town_type"].Vector()) {
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std::map<int, Structure*> &town = structures[townID];
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// Read buildings coordinates for that city
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BOOST_FOREACH(const JsonNode &node, town_node["defnames"].Vector()) {
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Structure *vinya = new Structure;
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const JsonNode *value;
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vinya->group = -1;
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vinya->townID = townID;
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vinya->ID = node["id"].Float();
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vinya->defName = node["defname"].String();
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vinya->name = vinya->defName; //TODO - use normal names
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vinya->pos.x = node["x"].Float();
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vinya->pos.y = node["y"].Float();
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vinya->pos.z = 0;
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value = &node["border"];
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if (!value->isNull())
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vinya->borderName = value->String();
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value = &node["area"];
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if (!value->isNull())
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vinya->areaName = value->String();
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town[vinya->ID] = vinya;
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}
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// Read buildings blit order for that city
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const JsonVector &blit_order_vec = town_node["blit_order"].Vector();
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int itr = 1;
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for (JsonVector::const_iterator it2 = blit_order_vec.begin(); it2!=blit_order_vec.end(); ++it2) {
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const JsonNode &node = *it2;
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int buildingID = node.Float();
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/* Find the building and set its order. */
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std::map<int, Structure*>::iterator i2 = town.find(buildingID);
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if (i2 != (town.end()))
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i2->second->pos.z = itr++;
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else
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tlog3 << "Warning1: No building " << buildingID << " in the castle " << townID << std::endl;
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}
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townID ++;
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}
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int group_num=0;
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// Iterate for each city
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BOOST_FOREACH(const JsonNode &town_node, config["town_groups"].Vector()) {
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townID = town_node["id"].Float();
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// Iterate for each group for that city
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BOOST_FOREACH(const JsonNode &group, town_node["groups"].Vector()) {
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group_num ++;
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// Iterate for each bulding value in the group
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BOOST_FOREACH(const JsonNode &value, group.Vector()) {
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int buildingID = value.Float();
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std::vector<std::map<int, Structure*> >::iterator i;
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std::map<int, Structure*>::iterator i2;
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if (townID >= 0) {
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if ((i = structures.begin() + townID) != structures.end()) {
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if ((i2=(i->find(buildingID)))!=(i->end()))
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i2->second->group = group_num;
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else
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tlog3 << "Warning3: No building "<<buildingID<<" in the castle "<<townID<<std::endl;
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}
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else
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tlog3 << "Warning3: Castle "<<townID<<" not defined."<<std::endl;
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} else {
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// Set group for selected building in ALL castles
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for (i=structures.begin();i!=structures.end();i++) {
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for(i2=i->begin(); i2!=i->end(); i2++) {
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if(i2->first == buildingID) {
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i2->second->group = group_num;
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break;
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}
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}
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}
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}
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}
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}
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}
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std::ifstream of;
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for(int x=0;x<towns.size();x++)
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@ -125,109 +220,6 @@ void CTownHandler::loadNames()
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of.clear();
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}
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void CTownHandler::loadStructures()
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{
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std::ifstream of;
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structures.resize(F_NUMBER);
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// read city properties
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const JsonNode config(DATA_DIR "/config/buildings.json");
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const JsonVector &town_type_vec = config["town_type"].Vector();
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int townID=0;
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// Iterate for each city type
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for (JsonVector::const_iterator it = town_type_vec.begin(); it!=town_type_vec.end(); ++it, ++townID) {
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std::map<int, Structure*> &town = structures[townID];
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const JsonNode &town_node = *it;
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const JsonVector &defnames_vec = town_node["defnames"].Vector();
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// Read buildings coordinates for that city
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for (JsonVector::const_iterator it2 = defnames_vec.begin(); it2!=defnames_vec.end(); ++it2) {
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const JsonNode &node = *it2;
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Structure *vinya = new Structure;
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const JsonNode *value;
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vinya->group = -1;
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vinya->townID = townID;
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vinya->ID = node["id"].Float();
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vinya->defName = node["defname"].String();
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vinya->name = vinya->defName; //TODO - use normal names
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vinya->pos.x = node["x"].Float();
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vinya->pos.y = node["y"].Float();
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vinya->pos.z = 0;
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value = &node["border"];
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if (!value->isNull())
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vinya->borderName = value->String();
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value = &node["area"];
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if (!value->isNull())
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vinya->areaName = value->String();
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town[vinya->ID] = vinya;
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}
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// Read buildings blit order for that city
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const JsonVector &blit_order_vec = town_node["blit_order"].Vector();
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int itr = 1;
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for (JsonVector::const_iterator it2 = blit_order_vec.begin(); it2!=blit_order_vec.end(); ++it2) {
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const JsonNode &node = *it2;
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int buildingID = node.Float();
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/* Find the building and set its order. */
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std::map<int, Structure*>::iterator i2 = town.find(buildingID);
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if (i2 != (town.end()))
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i2->second->pos.z = itr++;
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else
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tlog3 << "Warning1: No building " << buildingID << " in the castle " << townID << std::endl;
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}
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}
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int group_num=0;
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// Iterate for each city
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BOOST_FOREACH(const JsonNode &town_node, config["town_groups"].Vector()) {
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townID = town_node["id"].Float();
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// Iterate for each group for that city
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BOOST_FOREACH(const JsonNode &group, town_node["groups"].Vector()) {
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group_num ++;
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// Iterate for each bulding value in the group
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BOOST_FOREACH(const JsonNode &value, group.Vector()) {
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int buildingID = value.Float();
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std::vector<std::map<int, Structure*> >::iterator i;
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std::map<int, Structure*>::iterator i2;
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if (townID >= 0) {
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if ((i = structures.begin() + townID) != structures.end()) {
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if ((i2=(i->find(buildingID)))!=(i->end()))
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i2->second->group = group_num;
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else
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tlog3 << "Warning3: No building "<<buildingID<<" in the castle "<<townID<<std::endl;
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}
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else
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tlog3 << "Warning3: Castle "<<townID<<" not defined."<<std::endl;
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} else {
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// Set group for selected building in ALL castles
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for (i=structures.begin();i!=structures.end();i++) {
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for(i2=i->begin(); i2!=i->end(); i2++) {
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if(i2->first == buildingID) {
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i2->second->group = group_num;
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break;
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}
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}
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}
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}
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}
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}
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}
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}
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const std::string & CTown::Name() const
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{
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if(name.length())
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@ -69,7 +69,6 @@ public:
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CTownHandler(); //c-tor
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~CTownHandler(); //d-tor
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void loadNames();
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void loadStructures();
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template <typename Handler> void serialize(Handler &h, const int version)
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tlog0<<"\tCreature handler: "<<pomtime.getDif()<<std::endl;
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townh = new CTownHandler;
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townh->loadNames();
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townh->loadStructures();
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tlog0<<"\tTown handler: "<<pomtime.getDif()<<std::endl;
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objh = new CObjectHandler;
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