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Correct spelling.
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c1b198db74
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@ -4362,18 +4362,18 @@ bool CShopWindow::swapItem (ui16 which, bool choose)
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if (chosen.count(which))
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{
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itemFound = true;
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chosen[which] = avaliable[which];
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avaliable.erase(which);
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chosen[which] = available[which];
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available.erase(which);
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}
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}
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else //return item to avaliable list
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else //return item to available list
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{
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if (avaliable.count(which))
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if (available.count(which))
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{
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itemFound = true;
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avaliable[which] = chosen[which];
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available[which] = chosen[which];
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chosen.erase(which);
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}
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}
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return itemFound;
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}
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}
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@ -765,7 +765,7 @@ public:
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class CShopWindow : public CIntObject
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{
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public:
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std::map<ui16, Component> avaliable, chosen, bought;
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std::map<ui16, Component> available, chosen, bought;
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bool swapItem (ui16 which, bool choose);
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virtual void Buy() {};
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@ -4258,9 +4258,9 @@ void CGPyramid::initObj()
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pyramidConfig.easiest; //?!?
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}
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bc = &pyramidConfig;
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std::vector<ui16> avaliable;
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cb->getAllowedSpells (avaliable, 5);
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spell = (avaliable[rand()%avaliable.size()]);
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std::vector<ui16> available;
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cb->getAllowedSpells (available, 5);
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spell = (available[rand()%available.size()]);
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}
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void CGPyramid::onHeroVisit (const CGHeroInstance * h) const
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{
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@ -4702,7 +4702,7 @@ void CShop::setPropertyDer (ui8 what, ui32 val)
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switch (what)
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{
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case 13: //sweep
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avaliable.clear();
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available.clear();
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chosen.clear();
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bought.clear();
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break;
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@ -4741,10 +4741,10 @@ void CGArtMerchant::reset(ui32 val)
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{
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index = arts.begin() + val % arts.size();
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avaliable [avaliable.size()] = new Component (Component::ARTIFACT, (*index)->id, 0, 0);
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available [available.size()] = new Component (Component::ARTIFACT, (*index)->id, 0, 0);
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arts.erase(index);
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val *= (id + n * i); //randomize
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}
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}
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}
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}
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@ -973,7 +973,7 @@ class DLL_EXPORT CShop : public CGObjectInstance
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{
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///base class for university, art merchant, slave market etc.
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public:
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std::map<ui16, Component*> avaliable;
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std::map<ui16, Component*> available;
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std::map<ui16, Component*> chosen, bought; //redundant?
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//keys are unique for all three maps
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std::map<ui16, ui32> price;
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@ -987,7 +987,7 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & avaliable & chosen & bought & price;
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h & available & chosen & bought & price;
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}
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};
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class DLL_EXPORT CGArtMerchant : public CShop
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@ -690,17 +690,17 @@ struct HeroLevelUp : public Query//2000
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struct TradeComponents : public CPackForClient, public CPackForServer
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{
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///used to handle info about components avaliable in shops
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///used to handle info about components available in shops
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 heroid;
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ui32 objectid;
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std::map<ui16, Component> avaliable, chosen, bought;
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std::map<ui16, Component> available, chosen, bought;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & heroid & objectid & avaliable & chosen & bought;
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h & id & heroid & objectid & available & chosen & bought;
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}
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};
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