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Major refactoring. First part: BattleInterface
Introduction of pre compiled headers,...
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@@ -1,12 +1,9 @@
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#define VCMI_DLL
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#include "../stdafx.h"
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#include "../lib/VCMI_Lib.h"
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#include "StdInc.h"
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#include "CGeneralTextHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include "CLodHandler.h"
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#include <boost/algorithm/string.hpp>
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#include <boost/algorithm/string/replace.hpp>
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#include <fstream>
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#include <sstream>
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#include "GameConstants.h"
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/*
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* CGeneralTextHandler.cpp, part of VCMI engine
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@@ -87,7 +84,7 @@ void CGeneralTextHandler::load()
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i+=2;
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}
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hTxts.resize(HEROES_QUANTITY);
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hTxts.resize(GameConstants::HEROES_QUANTITY);
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buf = bitmaph->getTextFile("HEROSPEC.TXT");
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i=0;
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@@ -120,7 +117,7 @@ void CGeneralTextHandler::load()
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{
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std::string name = readTo(buf,it,'\t'),
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description = readTo(buf,it,'\n');
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for(int fi=0;fi<F_NUMBER;fi++)
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for(int fi=0;fi<GameConstants::F_NUMBER;fi++)
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{
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buildings[fi][b].first = name;
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buildings[fi][b].second = description;
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@@ -130,13 +127,13 @@ void CGeneralTextHandler::load()
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//shipyard with the ship
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std::string name = readTo(buf,it,'\t'),
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description = readTo(buf,it,'\n');
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for(int fi=0;fi<F_NUMBER;fi++)
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for(int fi=0;fi<GameConstants::F_NUMBER;fi++)
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{
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buildings[fi][20].first = name;
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buildings[fi][20].second = description;
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}
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for(int fi=0;fi<F_NUMBER;fi++)
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for(int fi=0;fi<GameConstants::F_NUMBER;fi++)
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{
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buildings[fi][16].first = readTo(buf,it,'\t'),
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buildings[fi][16].second = readTo(buf,it,'\n');
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@@ -145,7 +142,7 @@ void CGeneralTextHandler::load()
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buf = bitmaph->getTextFile("BLDGSPEC.TXT");
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andame = buf.size(), it=0;
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for(int f=0;f<F_NUMBER;f++)
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for(int f=0;f<GameConstants::F_NUMBER;f++)
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{
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for(int b=0;b<9;b++)
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{
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@@ -161,7 +158,7 @@ void CGeneralTextHandler::load()
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buf = bitmaph->getTextFile("DWELLING.TXT");
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andame = buf.size(), it=0;
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for(int f=0;f<F_NUMBER;f++)
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for(int f=0;f<GameConstants::F_NUMBER;f++)
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{
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for(int b=0;b<14;b++)
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{
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@@ -219,7 +216,7 @@ void CGeneralTextHandler::load()
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townTypes.push_back(std::string(bufname).substr(0,strlen(bufname)-1));
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townNames.resize(si+1);
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for (int i=0; i<NAMES_PER_TOWN; i++)
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for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
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{
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namess.getline(bufname,50);
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townNames[si].push_back(std::string(bufname).substr(0,strlen(bufname)-1));
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@@ -440,9 +437,9 @@ void CGeneralTextHandler::load()
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for(int i=0; i<2; ++i)
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loadToIt(dump,buf,it,3);
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skillName.resize(SKILL_QUANTITY);
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skillInfoTexts.resize(SKILL_QUANTITY);
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for (int i=0; i<SKILL_QUANTITY; i++)
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skillName.resize(GameConstants::SKILL_QUANTITY);
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skillInfoTexts.resize(GameConstants::SKILL_QUANTITY);
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for (int i=0; i<GameConstants::SKILL_QUANTITY; i++)
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{
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skillInfoTexts[i].resize(3);
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loadToIt(skillName[i],buf,it,4);
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@@ -546,7 +543,8 @@ void CGeneralTextHandler::load()
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zcrexp.push_back(nameBuf);
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}
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std::ifstream ifs(DATA_DIR "/config/threatlevel.txt", std::ios::in | std::ios::binary);
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std::string threatLevelDir = GameConstants::DATA_DIR + "/config/threatlevel.txt";
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std::ifstream ifs(threatLevelDir.c_str(), std::ios::in | std::ios::binary);
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getline(ifs, buf); //skip 1st line
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for (int i = 0; i < 13; ++i)
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{
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