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Added feature #111 - external dwellings increase town growth.
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@ -960,20 +960,30 @@ CGTownInstance *CGameState::getTown(int objid)
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return NULL;
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return static_cast<CGTownInstance *>(map->objects[objid]);
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}
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std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
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std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
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{
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switch(obj->ID)
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{
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case 65: //random artifact
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return std::pair<int,int>(5,(ran()%136)+7); //the only reasonable range - there are siege weapons and blanks we must ommit
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case 66: //random treasure artifact
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return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
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return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
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case 67: //random minor artifact
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return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
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return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
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case 68: //random major artifact
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return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
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case 69: //random relic artifact
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return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
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/*case 65: //random artifact //TODO: apply new randndomization system
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return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
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case 66: //random treasure artifact
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return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_TREASURE));
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case 67: //random minor artifact
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return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MINOR));
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case 68: //random major artifact
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return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_MAJOR));
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case 69: //random relic artifact
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return std::pair<int,int>(5, cb.getRandomArt (CArtifact::ART_RELIC));*/
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case 70: //random hero
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{
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return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
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