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Да черт ее знает! в другом проекте все работает на ура. в общем сама программа создается для чтения игрового дат файла который содержит много листов в классе я открываю файл читаю в вектор структур после того как вектора заполнены файл прочтен вот и пытаюсь вывести в таблицу но даже элементарно ="" не хочет в общем выкладываю весь код unit1.cpp | Код | //---------------------------------------------------------------------------
#include <vcl.h> #pragma hdrstop
#include "Unit1.h" #include "ItemEdf.h" //--------------------------------------------------------------------------- #pragma package(smart_init) #pragma resource "*.dfm" AnsiString dir = ExtractFilePath(Application->ExeName); TDataFile *DataFile; TForm1 *Form1; //--------------------------------------------------------------------------- __fastcall TForm1::TForm1(TComponent* Owner) : TForm(Owner) { DataFile = new TDataFile(); ListBox1->Items->Clear(); ListBox1->Items->LoadFromFile(dir+"conf\\ListName.txt");
} //--------------------------------------------------------------------------- void __fastcall TForm1::mmExitClick(TObject *Sender) { delete DataFile; Close(); } //--------------------------------------------------------------------------- void __fastcall TForm1::mmOpenClick(TObject *Sender) { int Len = OpenDialog1->FileName.Length();
char* fName = new char[Len]; if(OpenDialog1->Execute()) { strcpy(fName,AnsiString(OpenDialog1->FileName).c_str()); DataFile->Load(fName); } delete fName; } //--------------------------------------------------------------------------- void __fastcall TForm1::mmSaveClick(TObject *Sender) { // } //--------------------------------------------------------------------------- void __fastcall TForm1::FormClose(TObject *Sender, TCloseAction &Action) { delete DataFile; } //--------------------------------------------------------------------------- void __fastcall TForm1::ListBox1Click(TObject *Sender) { if(ListBox1->ItemIndex > -1) {
DataFile->FillTableData(StringGrid1); } } //---------------------------------------------------------------------------
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unit1.h | Код | //---------------------------------------------------------------------------
#ifndef Unit1H #define Unit1H //--------------------------------------------------------------------------- #include <Classes.hpp> #include <Controls.hpp> #include <StdCtrls.hpp> #include <Forms.hpp> #include <ComCtrls.hpp> #include <Grids.hpp> #include <ImgList.hpp> #include <Menus.hpp> #include <ToolWin.hpp> #include <Dialogs.hpp> #include <ExtCtrls.hpp> //--------------------------------------------------------------------------- class TForm1 : public TForm { __published: // IDE-managed Components TStringGrid *StringGrid1; TStatusBar *StatusBar1; TMainMenu *MainMenu1; TMenuItem *F1; TToolBar *ToolBar1; TToolButton *ToolButton1; TToolButton *ToolButton2; TToolButton *ToolButton3; TToolButton *ToolButton4; TToolButton *ToolButton5; TImageList *iTools; TListBox *ListBox1; TMenuItem *mmOpen; TMenuItem *mmSave; TMenuItem *N1; TMenuItem *mmExit; TOpenDialog *OpenDialog1; TSaveDialog *SaveDialog1; TPanel *Panel1; TPanel *Panel2; void __fastcall mmExitClick(TObject *Sender); void __fastcall mmOpenClick(TObject *Sender); void __fastcall mmSaveClick(TObject *Sender); void __fastcall FormClose(TObject *Sender, TCloseAction &Action); void __fastcall ListBox1Click(TObject *Sender); private: // User declarations public: // User declarations __fastcall TForm1(TComponent* Owner); }; //--------------------------------------------------------------------------- extern PACKAGE TForm1 *Form1; //--------------------------------------------------------------------------- #endif
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vectors.h | Код | //--------------------------------------------------------------------------- #include <vector> #ifndef VectorsH #define VectorsH #include <SysUtils.hpp> //--------------------------------------------------------------------------- using namespace std; typedef unsigned int u32; typedef int x32; typedef byte u8; typedef WORD u16; typedef char cstr; typedef AnsiString astr; //--------------------------------------------------------------------------- struct HeaderStruct { u32 index; x32 ID; cstr Name[64]; x32 Texture; u32 Sprite; }; struct TagStruct { u32 Tag; }; struct sFace { HeaderStruct Header; TagStruct Tag[14]; }; vector<sFace> Face; //--------------------------------------------------------------------------- struct sArmor { HeaderStruct Header; TagStruct Tag[35]; }; vector<sArmor> Armor; //--------------------------------------------------------------------------- struct sLower { HeaderStruct Header; TagStruct Tag[35]; }; vector<sLower> Lower; //--------------------------------------------------------------------------- struct sGloves { HeaderStruct Header; TagStruct Tag[35]; }; vector<sGloves> Gloves; //--------------------------------------------------------------------------- struct sShoes { HeaderStruct Header; TagStruct Tag[35]; }; vector<sShoes> Shoes; //--------------------------------------------------------------------------- struct sHelmet { HeaderStruct Header; TagStruct Tag[35]; }; vector<sHelmet> Helmet; //--------------------------------------------------------------------------- struct sWeapon { HeaderStruct Header; TagStruct Tag[43];
}; vector<sWeapon> Weapon; //--------------------------------------------------------------------------- struct sShield { HeaderStruct Header; TagStruct Tag[35]; }; vector<sShield> Shield; //--------------------------------------------------------------------------- struct sCloak { HeaderStruct Header; TagStruct Tag[36]; }; vector<sCloak> Cloak; //--------------------------------------------------------------------------- struct sRing { HeaderStruct Header; TagStruct Tag[23]; float Tag24; float Tag25; float Tag26; float Tag27; TagStruct Tag28[5]; }; vector<sRing> Ring; //--------------------------------------------------------------------------- struct sAmulet { HeaderStruct Header; TagStruct Tag23[23]; float Tag24; float Tag25; float Tag26; float Tag27; TagStruct Tag28[5]; }; vector<sAmulet> Amulet; //--------------------------------------------------------------------------- struct sAmmo { HeaderStruct Header; TagStruct Tag[31]; }; vector<sAmmo> Ammo; //--------------------------------------------------------------------------- struct sTools { HeaderStruct Header; TagStruct Tag[14]; }; vector<sTools> Tools; //--------------------------------------------------------------------------- struct sPotion { HeaderStruct Header; TagStruct Tag[24]; }; vector<sPotion> Potion; //--------------------------------------------------------------------------- struct sBag { HeaderStruct Header; TagStruct Tag[14]; }; vector<sBag> Bag; //--------------------------------------------------------------------------- struct sMining { HeaderStruct Header; TagStruct Tag[15]; }; vector<sMining> Mining; //--------------------------------------------------------------------------- struct sOre { HeaderStruct Header; TagStruct Tag[16]; }; vector<sOre> Ore; //--------------------------------------------------------------------------- struct sResource { HeaderStruct Header; TagStruct Tag34[34]; float Tag35; float Tag36; float Tag37; float Tag38; float Tag39; float Tag40; float Tag41; TagStruct Tag42[2]; }; vector<sResource> Resource; //--------------------------------------------------------------------------- struct sForce { HeaderStruct Header; TagStruct Tag[15]; }; vector<sForce> Force; //--------------------------------------------------------------------------- struct sUnitKey { HeaderStruct Header; TagStruct Tag[28]; }; vector<sUnitKey> UnitKey; //--------------------------------------------------------------------------- struct sBooty { HeaderStruct Header; TagStruct Tag[14]; }; vector<sBooty> Booty; //--------------------------------------------------------------------------- struct sMap { HeaderStruct Header; TagStruct Tag[13]; cstr TPDest[32]; u32 Tag13; }; vector<sMap> Map; //--------------------------------------------------------------------------- struct sTeleport { HeaderStruct Header; TagStruct Tag1[13]; cstr TPStart[32]; cstr TPEnd[32]; TagStruct Tag2[2]; }; vector<sTeleport> Teleport; //--------------------------------------------------------------------------- struct sDungeon { HeaderStruct Header; TagStruct Tag[23]; }; vector<sDungeon> Dungeon; //--------------------------------------------------------------------------- struct sAnimus { HeaderStruct Header; TagStruct Tag[14]; }; vector<sAnimus> Animus; //--------------------------------------------------------------------------- struct sTower { HeaderStruct Header; TagStruct Tag[49];
}; vector<sTower> Tower; //--------------------------------------------------------------------------- struct sTrap { HeaderStruct Header; TagStruct Tag[23]; }; vector<sTrap> Trap; //--------------------------------------------------------------------------- struct sSiege { HeaderStruct Header; TagStruct Tag[35]; }; vector<sSiege> Siege; //--------------------------------------------------------------------------- struct sTicket { HeaderStruct Header; TagStruct Tag[13]; cstr TPStart[32]; u8 Tag14; cstr TPEnd[32]; u8 Tag15; u8 Tag16; u8 Tag17; u32 Tag18; }; vector<sTicket> Ticket; //--------------------------------------------------------------------------- struct sQuestItem { HeaderStruct Header; TagStruct Tag[14]; }; vector<sQuestItem> QuestItem; //--------------------------------------------------------------------------- struct sRecovery { HeaderStruct Header; TagStruct Tag[77]; }; vector<sRecovery> Recovery; //--------------------------------------------------------------------------- struct sBox { HeaderStruct Header; TagStruct Tag[75]; }; vector<sBox> Box; //--------------------------------------------------------------------------- struct sFireCrack { HeaderStruct Header; TagStruct Tag[80]; }; vector<sFireCrack> FireCrack; //--------------------------------------------------------------------------- struct sUMT { HeaderStruct Header; TagStruct Tag[22]; }; vector<sUMT> UMT; //--------------------------------------------------------------------------- struct sRadar { HeaderStruct Header; TagStruct Tag[26]; }; vector<sRadar> Radar; //--------------------------------------------------------------------------- struct sPager { HeaderStruct Header; TagStruct Tag[20]; }; vector<sPager> Pager; //--------------------------------------------------------------------------- struct sUnitHead { HeaderStruct Header; TagStruct Tag[25]; u8 LVL; u8 unk; u16 unk1; TagStruct Tag1[5];; }; vector<sUnitHead> UnitHead; //--------------------------------------------------------------------------- struct sUnitUpper { HeaderStruct Header; TagStruct Tag[25]; u8 LVL; u8 unk; u16 unk1; TagStruct Tag1[5];; }; vector<sUnitUpper> UnitUpper; //--------------------------------------------------------------------------- struct sUnitLower { HeaderStruct Header; TagStruct Tag[25]; u8 LVL; u8 unk; u16 unk1; TagStruct Tag1[5];; }; vector<sUnitLower> UnitLower; //--------------------------------------------------------------------------- struct sUnitArms { HeaderStruct Header; TagStruct Tag[25]; u8 lvl; u8 unk1; u16 unk2; TagStruct Tag1[13]; }; vector<sUnitArms> UnitArms; //--------------------------------------------------------------------------- struct sUnitArms2 { HeaderStruct Header; TagStruct Tag[25]; u8 lvl; u8 unk1; u16 unk2; TagStruct Tag1[13]; }; vector<sUnitArms2> UnitArms2; //--------------------------------------------------------------------------- struct sUnitBoost { HeaderStruct Header; TagStruct Tag[25]; u8 lvl; u8 unk1; u16 unk2; TagStruct Tag1[5]; u8 Speed; u8 unk3; u16 unk4; u32 Tag2; }; vector<sUnitBoost> UnitBoost; //--------------------------------------------------------------------------- struct sUnitBullet { HeaderStruct Header; TagStruct Tag[35]; }; vector<sUnitBullet> UnitBullet; //--------------------------------------------------------------------------- #endif
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itemedf.h | Код | //---------------------------------------------------------------------------
#include <SysUtils.hpp> #include <stdio.h> #include <stdlib.h> #include "Vectors.h"
//--------------------------------------------------------------------------- #ifndef ItemEdfH #define ItemEdfH //--------------------------------------------------------------------------- struct sFldCount { int Blocs; int Columns; sFldCount() { ZeroMemory(this, sizeof(sFldCount)); } };
class TDataFile { private: // int Blocs; // int Columns; // int BlocSize; int unk; int FileNum;
public: void SGridColName(TStringGrid *StringGrid,int SGridNumber);
void GetFileNumber(int num); int SetFileNumber(); void Load(char* FileName); void FillTableData(TStringGrid *Grid); sFldCount FldCount[43]; }; //---------------------------------------------------------------------------
#endif
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itemedf.cpp | Код | //--------------------------------------------------------------------------- #pragma hdrstop #include <Classes.hpp> #include <Controls.hpp> #include <StdCtrls.hpp> #include <Forms.hpp> #include <ComCtrls.hpp> #include <Grids.hpp> #include <ExtCtrls.hpp>
#include "Unit1.h" #include "ItemEdf.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
//--------------------------------------------------------------------------- void TDataFile::Load(char* FileName) { int iterat =0; FILE *F = fopen(FileName, "rb"); #pragma region Faces fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Face.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Face[i], sizeof(sFace), 1, F);} iterat++; #pragma end_region #pragma region Armor fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Armor.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Armor[i], sizeof(sArmor), 1, F);} iterat++; #pragma end_region #pragma region Lower fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Lower.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Lower[i], sizeof(sLower), 1, F);} iterat++; #pragma end_region #pragma region Gloves fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Gloves.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Gloves[i], sizeof(sGloves), 1, F);} iterat++; #pragma end_region #pragma region Shoes fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Shoes.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Shoes[i], sizeof(sShoes), 1, F);} iterat++; #pragma end_region #pragma region Helmet fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Helmet.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Helmet[i], sizeof(sHelmet), 1, F);} iterat++; #pragma end_region #pragma region Weapon fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Weapon.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Weapon[i], sizeof(sWeapon), 1, F);} iterat++; #pragma end_region #pragma region Shield fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Shield.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Shield[i], sizeof(sShield), 1, F);} iterat++; #pragma end_region #pragma region Cloak fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Cloak.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Cloak[i], sizeof(sCloak), 1, F);} iterat++; #pragma end_region #pragma region Ring fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Ring.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Ring[i], sizeof(sRing), 1, F);} iterat++; #pragma end_region #pragma region Amulet fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Amulet.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Amulet[i], sizeof(sAmulet), 1, F);} iterat++; #pragma end_region #pragma region Ammo fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Ammo.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Ammo[i], sizeof(sAmmo), 1, F);} iterat++; #pragma end_region #pragma region Tools fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Tools.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Tools[i], sizeof(sTools), 1, F);} iterat++; #pragma end_region #pragma region Potion fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Potion.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Potion[i], sizeof(sPotion), 1, F);} iterat++; #pragma end_region #pragma region Bag fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Bag.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Bag[i], sizeof(sBag), 1, F);} iterat++; #pragma end_region #pragma region Mining fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Mining.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Mining[i], sizeof(sMining), 1, F);} iterat++; #pragma end_region #pragma region Ore fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Ore.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Ore[i], sizeof(sOre), 1, F);} iterat++; #pragma end_region #pragma region Resource fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Resource.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Resource[i], sizeof(sResource), 1, F);} iterat++; #pragma end_region #pragma region Force fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Force.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Force[i], sizeof(sForce), 1, F);} iterat++; #pragma end_region #pragma region UnitKey fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); UnitKey.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&UnitKey[i], sizeof(sUnitKey), 1, F);} iterat++; #pragma end_region #pragma region Booty fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Booty.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Booty[i], sizeof(sBooty), 1, F);} iterat++; #pragma end_region #pragma region Map fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Map.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Map[i], sizeof(sMap), 1, F);} iterat++; #pragma end_region #pragma region Teleport fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Teleport.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Teleport[i], sizeof(sTeleport), 1, F);} iterat++; #pragma end_region #pragma region Dungeon fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Dungeon.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Dungeon[i], sizeof(sDungeon), 1, F);} iterat++; #pragma end_region #pragma region Animus fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Animus.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Animus[i], sizeof(sAnimus), 1, F);} iterat++; #pragma end_region #pragma region Tower fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Tower.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Tower[i], sizeof(sTower), 1, F);} iterat++; #pragma end_region #pragma region Trap fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Trap.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Trap[i], sizeof(sTrap), 1, F);} iterat++; #pragma end_region #pragma region SiegeKit fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Siege.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Siege[i], sizeof(sSiege), 1, F);} iterat++; #pragma end_region #pragma region Ticket fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Ticket.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Ticket[i], sizeof(sTicket), 1, F);} iterat++; #pragma end_region #pragma region QuestItem fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); QuestItem.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&QuestItem[i], sizeof(sQuestItem), 1, F);} iterat++; #pragma end_region #pragma region Recovery fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Recovery.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Recovery[i], sizeof(sRecovery), 1, F);} iterat++; #pragma end_region #pragma region Box fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Box.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Box[i], sizeof(sBox), 1, F);} iterat++; #pragma end_region #pragma region FireCrack fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); FireCrack.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&FireCrack[i], sizeof(sFireCrack), 1, F);} iterat++; #pragma end_region #pragma region UMT fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); UMT.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&UMT[i], sizeof(sUMT), 1, F);} iterat++; #pragma end_region #pragma region Radar fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Radar.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Radar[i], sizeof(sRadar), 1, F);} iterat++; #pragma end_region #pragma region Pager fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); Pager.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&Pager[i], sizeof(sPager), 1, F);} iterat++; #pragma end_region #pragma region UnitHead fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); UnitHead.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&UnitHead[i], sizeof(sUnitHead), 1, F);} iterat++; #pragma end_region #pragma region UnitUpper fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); UnitUpper.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&UnitUpper[i], sizeof(sUnitUpper), 1, F);} iterat++; #pragma end_region #pragma region UnitLower fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); UnitLower.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&UnitLower[i], sizeof(sUnitLower), 1, F);} iterat++; #pragma end_region #pragma region UnitArms fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); UnitArms.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&UnitArms[i], sizeof(sUnitArms), 1, F);} iterat++; #pragma end_region #pragma region UnitArms2 fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); UnitArms2.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&UnitArms2[i], sizeof(sUnitArms2), 1, F);} iterat++; #pragma end_region #pragma region UnitBoost fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); UnitBoost.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&UnitBoost[i], sizeof(sUnitBoost), 1, F);} iterat++; #pragma end_region #pragma region UnitBullet fread(&this->FldCount[iterat].Blocs, sizeof(int), 1, F); fread(&this->FldCount[iterat].Columns, sizeof(int), 1, F); UnitBullet.resize(this->FldCount[iterat].Blocs); for(int i=0; i<this->FldCount[iterat].Blocs; i++) {fread(&UnitBullet[i], sizeof(sUnitBullet), 1, F);} #pragma end_region iterat = 0;
u32 a = UnitBullet[1].Header.index; astr b = "$"+ IntToHex(UnitBullet[1].Header.ID, 4); astr _Name = UnitBullet[1].Header.Name;
fclose(F); //FillTableData(int type) } //--------------------------------------------------------------------------- void TDataFile::FillTableData(TStringGrid *Grid) { int type =0; switch(type) { case 0: { Grid->ColCount = 19 + 1; Grid->RowCount = Face.size()+1; Grid->Cells[0][0] = L"N"; for(int i=1; i< Face.size(); i++) { int b = Face[i-1].Header.index; Grid->Cells[1][i] = IntToStr(b); // Grid->Cells[2][i+1] = IntToStr(Face[i].Header.ID); // Grid->Cells[3][i+1] = Face[i].Header.Name; // Grid->Cells[4][i+1] = IntToStr(Face[i].Header.Texture); // Grid->Cells[5][i+1] = IntToStr(Face[i].Header.Sprite); int c =6; for(int a=0; a<14; a++) { Grid->Cells[c][i+1] = Face[i].Tag[a].Tag; c++; } } }break; } }
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