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prawie całe zaczytywanie budynków (zostały już tylko nazwy dwellingów)
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@ -248,6 +248,7 @@ void CBuildingHandler::loadBuildings()
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buildings.push_back(nbu);
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}
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loadNames();
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loadNeutNames();
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}
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void CBuildingHandler::loadNames()
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@ -309,7 +310,7 @@ void CBuildingHandler::loadNames()
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graal.type = EbuildingType(ii+1);
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graal.wood = graal.mercury = graal.ore = graal.sulfur = graal.crystal = graal.gems = graal.gold = 0;
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graal.isDwelling = false;
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graals.push_back(graal);
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grails.push_back(graal);
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}
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else //for resource silos
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{
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@ -339,4 +340,299 @@ void CBuildingHandler::loadNames()
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}
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}
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}
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///////////////reading artifact merchant
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int befi=i;
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for(i; 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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artMerchant.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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artMerchant.description = buf.substr(befi, i-befi);
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i+=2;
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//////////////////////reading level1 creature horde
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befi=i;
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for(i; 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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l1horde.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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l1horde.description = buf.substr(befi, i-befi);
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i+=2;
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//////////////////////reading level2 creature horde
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befi=i;
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for(i; 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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l2horde.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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l2horde.description = buf.substr(befi, i-befi);
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i+=2;
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//////////////////////reading shipyard
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befi=i;
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for(i; 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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shipyard.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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shipyard.description = buf.substr(befi, i-befi);
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i+=2;
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//////////////////////omitting rubbish
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int hmcr = 0;
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for(i; i<andame; ++i) //omitting rubbish
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{
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if(buf[i]=='\r')
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++hmcr;
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if(hmcr==2)
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break;
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}
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i+=2;
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//////////////////////reading level3 creature horde
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befi=i;
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for(i; 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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l3horde.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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l3horde.description = buf.substr(befi, i-befi);
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i+=2;
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//////////////////////reading level4 creature horde
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befi=i;
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for(i; 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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l4horde.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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l4horde.description = buf.substr(befi, i-befi);
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i+=2;
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//////////////////////reading level5 creature horde
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befi=i;
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for(i; 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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l5horde.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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l5horde.description = buf.substr(befi, i-befi);
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i+=2;
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//////////////////////reading grail
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befi=i;
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for(i; 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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grail.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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grail.description = buf.substr(befi, i-befi);
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i+=2;
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//////////////////////reading resource silo
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befi=i;
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for(i; 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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resSilo.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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resSilo.description = buf.substr(befi, i-befi);
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i+=2;
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}
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void CBuildingHandler::loadNeutNames()
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{
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std::ifstream inp("H3bitmap.lod\\BLDGNEUT.TXT", std::ios::in | std::ios::binary);
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inp.seekg(0,std::ios::end); // na koniec
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int andame = inp.tellg(); // read length
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inp.seekg(0,std::ios::beg); // wracamy na poczatek
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char * bufor = new char[andame]; // allocate memory
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inp.read((char*)bufor, andame); // read map file to buffer
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std::string buf = std::string(bufor);
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delete [andame] bufor;
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int i=0; //buf iterator
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for(int q=0; q<15; ++q)
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{
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int befi=i;
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for(i; 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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buildings[81+q].name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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buildings[81+q].description = buf.substr(befi, i-befi);
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i+=2;
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}
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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i+=2;
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////////////////////////////reading blacksmith
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int befi=i;
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for(i; 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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CBuilding b1;
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b1.type = EbuildingType(0);
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b1.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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b1.description = buf.substr(befi, i-befi);
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i+=2;
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blacksmith = b1;
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//////////////////////////////reading moat
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befi=i;
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for(i; 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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b1.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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b1.description = buf.substr(befi, i-befi);
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i+=2;
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moat = b1;
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/////////////////////////reading shipyard with ship
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befi=i;
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for(i; 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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b1.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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b1.description = buf.substr(befi, i-befi);
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i+=2;
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shipyardWithShip = b1;
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/////////////////////////reading blacksmiths
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for(int q=0; q<9; ++q)
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{
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CBuilding black; //
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int befi=i;
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for(i; 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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black.name = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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black.description = buf.substr(befi, i-befi);
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i+=2;
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black.type = EbuildingType(q+1);
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blacksmiths.push_back(black);
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}
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}
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@ -22,9 +22,19 @@ class CBuildingHandler
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public:
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std::vector<CBuilding> buildings; //vector of buildings
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std::vector<CBuilding> resourceSilos; //vector with resource silos only - for castle profiled descriptions
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std::vector<CBuilding> graals; //vector with graal - type buildings only - for castle profiled descriptions
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void loadBuildings();
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void loadNames();
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std::vector<CBuilding> grails; //vector with grail - type buildings only - for castle profiled descriptions
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std::vector<CBuilding> blacksmiths; //vector with names and descriptions for blacksmith (castle - dependent)
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CBuilding blacksmith; //global name and description for blacksmiths
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CBuilding moat; //description and name of moat
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CBuilding shipyard; //castle - independent name and description of shipyard
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CBuilding shipyardWithShip; //name and description for shipyard with ship
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CBuilding artMerchant; //name and description of artifact merchant
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CBuilding l1horde, l2horde, l3horde, l4horde, l5horde; //castle - independent horde names and descriptions
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CBuilding grail; //castle - independent grail description
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CBuilding resSilo; //castle - independent resource silo name and description
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void loadBuildings(); //main loader, calls loading functions below
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void loadNames(); //loads castle - specufuc names and descriptoins
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void loadNeutNames(); //loads castle independent names and descriptions
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};
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#endif //CBUILDINGHANDLER_H
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