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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Some code for town hall screen.
This commit is contained in:
parent
0379fbfc1d
commit
c3249d3fd7
@ -80,8 +80,11 @@ void CBuildingRect::hover(bool on)
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void CBuildingRect::clickLeft (tribool down)
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{
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if(area && (CSDL_Ext::SDL_GetPixel(area,LOCPLINT->current->motion.x-pos.x,LOCPLINT->current->motion.y-pos.y) != 0)) //na polu
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if(area && (LOCPLINT->castleInt->hBuild==this) && !(indeterminate(down)) && (CSDL_Ext::SDL_GetPixel(area,LOCPLINT->current->motion.x-pos.x,LOCPLINT->current->motion.y-pos.y) != 0)) //na polu
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{
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if(pressedL && !down)
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LOCPLINT->castleInt->buildingClicked(str->ID);
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ClickableL::clickLeft(down);
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}
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@ -89,7 +92,7 @@ void CBuildingRect::clickLeft (tribool down)
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}
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void CBuildingRect::clickRight (tribool down)
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{
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if((!area) || (!((bool)down)))
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if((!area) || (!((bool)down)) || (this!=LOCPLINT->castleInt->hBuild))
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return;
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if((CSDL_Ext::SDL_GetPixel(area,LOCPLINT->current->motion.x-pos.x,LOCPLINT->current->motion.y-pos.y) != 0)) //na polu
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{
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@ -345,17 +348,33 @@ void CCastleInterface::close()
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void CCastleInterface::splitF()
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{
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}
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void CCastleInterface::buildingClicked(int building)
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{
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std::cout<<"You've clicked on "<<building<<std::endl;
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switch(building)
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{
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case 10: case 11: case 12: case 13:
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enterHall();
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break;
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default:
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std::cout<<"This building isn't handled...\n";
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}
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}
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void CCastleInterface::enterHall()
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{
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deactivate();
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}
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void CCastleInterface::showAll(SDL_Surface * to)
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{
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if (!to)
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to=ekran;
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statusbar->show();
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blitAt(cityBg,0,0,to);
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blitAt(townInt,0,374,to);
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LOCPLINT->adventureInt->resdatabar.draw();
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townlist->draw();
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statusbar->show();
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garr->show();
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garr->show();
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int pom;
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//draw fort icon
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@ -491,4 +510,56 @@ void CCastleInterface::deactivate()
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split->deactivate();
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for(int i=0;i<buildings.size();i++)
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buildings[i]->deactivate();
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}
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void CHallInterface::CResDataBar::show(SDL_Surface * to)
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{
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}
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CHallInterface::CResDataBar::CResDataBar()
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{
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}
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CHallInterface::CResDataBar::~CResDataBar()
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{
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}
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void CHallInterface::CBuildingBox::hover(bool on)
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{
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}
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void CHallInterface::CBuildingBox::clickLeft (tribool down)
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{
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}
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void CHallInterface::CBuildingBox::clickRight (tribool down)
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{
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}
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void CHallInterface::CBuildingBox::activate()
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{
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}
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void CHallInterface::CBuildingBox::deactivate()
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{
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}
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CHallInterface::CBuildingBox::~CBuildingBox()
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{
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}
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CHallInterface::CHallInterface(CCastleInterface * owner)
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{
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}
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CHallInterface::~CHallInterface()
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{
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}
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void CHallInterface::close()
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{
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}
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void CHallInterface::show(SDL_Surface * to)
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{
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}
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void CHallInterface::activate()
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{
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}
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void CHallInterface::deactivate()
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{
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}
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@ -50,8 +50,50 @@ public:
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void townChange();
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void show(SDL_Surface * to=NULL);
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void showAll(SDL_Surface * to=NULL);
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void buildingClicked(int building);
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void enterHall();
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void close();
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void splitF();
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void activate();
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void deactivate();
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};
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class CHallInterface : public IShowable, public IActivable
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{
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public:
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class CResDataBar : public IShowable, public CIntObject
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{
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public:
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SDL_Surface *bg;
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void show(SDL_Surface * to=NULL);
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CResDataBar();
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~CResDataBar();
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} resdatabar;
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class CBuildingBox : public Hoverable, public ClickableL, public ClickableR
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{
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public:
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int ID;
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int state;//(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
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void hover(bool on);
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void clickLeft (tribool down);
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void clickRight (tribool down);
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void activate();
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void deactivate();
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~CBuildingBox();
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};
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std::vector<CBuildingBox*> boxes[5];
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AdventureMapButton<CHallInterface> * exit;
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SDL_Surface * bg;
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CHallInterface(CCastleInterface * owner);
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~CHallInterface();
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void close();
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void show(SDL_Surface * to=NULL);
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void activate();
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void deactivate();
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};
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@ -5,17 +5,7 @@
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#include "SDL_Thread.h"
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#include "SDL_Extensions.h"
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class CStack
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{
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public:
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int ID;
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CCreature * creature;
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int amount;
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int owner;
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int position;
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bool alive;
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CStack(CCreature * C, int A, int O, int I):creature(C),amount(A),owner(O), alive(true), position(-1), ID(I){};
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};
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class CMP_stack
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{
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11
CGameState.h
11
CGameState.h
@ -32,6 +32,17 @@ struct BattleInfo
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CCreatureSet * army1, * army2;
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std::vector<CStack*> stacks;
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};
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class CStack
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{
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public:
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int ID;
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CCreature * creature;
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int amount;
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int owner;
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int position;
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bool alive;
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CStack(CCreature * C, int A, int O, int I):creature(C),amount(A),owner(O), alive(true), position(-1), ID(I){};
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};
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class CGameState
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{
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private:
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1
CLua.cpp
1
CLua.cpp
@ -589,6 +589,7 @@ std::string CPickable::hoverText(CGObjectInstance *os)
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break;
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}
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}
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std::vector<int> CPickable::yourObjects() //returns IDs of objects which are handled by script
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{
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std::vector<int> ret(3);
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@ -32,6 +32,7 @@ class IActivable
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public:
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virtual void activate()=0;
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virtual void deactivate()=0;
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virtual ~IActivable(){};
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};
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class CIntObject //interface object
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@ -48,6 +48,14 @@ GROUP
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25
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34
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41
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GROUP
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17
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21
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GROUP
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31
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18
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38
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19
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CASTLE 2
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GROUP
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18
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75
config/hall.txt
Normal file
75
config/hall.txt
Normal file
@ -0,0 +1,75 @@
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9
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0
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TPTHBKCS.BMP
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10 11 12 13 | 7 8 9 | 5 22 | 16
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14 15 | 0 1 2 3 4 | 6
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21 | 24
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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1
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TPTHBKRM.BMP
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10 11 12 13 | 7 8 9 | 5 | 16
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14 15 | 0 1 2 3 4 | 17 21
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22 | 24 25 | 18 19
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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2
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TPTHBKTW.BMP
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10 11 12 13 | 7 8 9 | 5 | 16
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14 15 | 0 1 2 3 4 | 22 | 23
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17 | 21 | 18 19
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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3
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TPTHBKIN.BMP
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10 11 12 13 | 7 8 9 | 5 | 16
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14 15 | 0 1 2 3 4 | 23 | 21
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22 | 18 19 | 24 25
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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4
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TPTHBKNC.BMP
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10 11 12 13 | 7 8 9 | 5 | 16
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14 15 | 0 1 2 3 4 | 21 | 6
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17 | 22 | 18 19
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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5
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TPTHBKDG.BMP
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10 11 12 13 | 7 8 9 | 5 | 16
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14 15 | 0 1 2 3 4 | 21 | 22
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17 | 23 | 18 19
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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6
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TPTHBKST.BMP
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10 11 12 13 | 7 8 9 | 5 | 16
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14 15 | 0 1 2 3 4 | 23 | 17
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21 | 22 | 18 19
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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7
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TPTHBKFR.BMP
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10 11 12 13 | 7 8 9 | 5 | 16
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14 15 | 0 1 2 3 4 | 6
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17 | 22 | 18 19
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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8
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TPTHBKFR.BMP
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10 11 12 13 | 7 8 9 | 5 | 16
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14 15 | 0 1 2 3 4 | 6
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21 | 17 | 18 19
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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file format:
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numberof castles
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* for each castle:
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castle ID
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first row buildings (ids for each box, boxes are separated with '|')
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sencond row buildings
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etc...
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Warning: file is whitespace sensitive, don't add any spaces at end of the lines, or remove spaces between numbers and separators
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@ -3,14 +3,15 @@
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#include "CBuildingHandler.h"
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#include "CLodHandler.h"
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#include <sstream>
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std::string readTo(std::string in, unsigned int &it, char end)
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#include <fstream>
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std::string readTo(std::string &in, unsigned int &it, char end)
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{
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int pom = it;
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int last = in.find_first_of(end,it);
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it+=(1+last-it);
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return in.substr(pom,last-pom);
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}
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unsigned int readNr(std::string in, unsigned int &it)
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unsigned int readNr(std::string &in, unsigned int &it)
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{
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int last=it;
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for(;last<in.size();last++)
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@ -131,4 +132,48 @@ void CBuildingHandler::loadBuildings()
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buildings[f][30+b]->description = readTo(buf,it,'\n');
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}
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}
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char line[100]; //bufor
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std::ifstream ofs("config/hall.txt");
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int castles;
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ofs>>castles;
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for(int i=0;i<castles;i++)
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{
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int tid;
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unsigned int it, box=0;
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std::string pom;
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ofs >> tid >> pom;
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hall[tid].first = pom;
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(hall[tid].second).resize(5); //rows
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for(int j=0;j<5;j++)
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{
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box = it = 0;
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ofs.getline(line,100);
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if(!line[0])
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ofs.getline(line,100);
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std::string linia(line);
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bool areboxes=true;
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while(areboxes) //read all boxes
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{
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(hall[tid].second)[j].push_back(std::vector<int>()); //push new box
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int seppos = linia.find_first_of('|',it); //position of end of this box data
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if(seppos<0)
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seppos = linia.length();
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while(it<seppos)
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{
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int last = linia.find_first_of(' ',it);
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std::stringstream ss(linia.substr(it,last-it));
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it = last + 1;
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ss >> last;
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(hall[tid].second)[j][box].push_back(last);
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areboxes = it; //wyzeruje jak nie znajdzie kolejnej zpasji = koniec linii
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if(!it)
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it = seppos+1;
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}
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box++;
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it+=2;
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}
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}
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}
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}
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@ -3,7 +3,6 @@
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#include "../global.h"
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#include <map>
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//enum EbuildingType {NEUTRAL=-1, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX};
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class CBuilding //a typical building encountered in every castle ;]
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{
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public:
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@ -19,22 +18,8 @@ class CBuildingHandler
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{
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public:
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std::map<int, std::map<int, CBuilding*> > buildings; ///< first int is the castle ID, second the building ID (in ERM-U format)
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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> 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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void loadDwellingNames(); //load names for dwellgins
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std::map<int, std::pair<std::string,std::vector< std::vector< std::vector<int> > > > > hall; //map<castle ID, pair<hall bg name, std::vector< std::vector<building id> >[5]> - external vector is the vector of buildings in the row, internal is the list of buildings for the specific slot
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void loadBuildings(); //main loader
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};
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#endif //CBUILDINGHANDLER_H
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@ -7,7 +7,7 @@
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#include <boost/assign/std/vector.hpp>
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#include <boost/algorithm/string.hpp>
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#include <boost/algorithm/string/replace.hpp>
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#include "SDL_Extensions.h"
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#include "../SDL_Extensions.h"
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int CCreature::getQuantityID(int quantity)
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{
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