mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
I reduced the header includes a lot in Titanic.h and forward declared when I could. Titanic.h was including a lot and a lot of functions that were including it were not using its API. This will help make it more clear which implementation files are using which class since they will just need to include which ones they need. I also moved the debug related items in Titanic.h into the debugger header. I also reordered several of the the header includes to be local to global.
439 lines
12 KiB
C++
439 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "titanic/core/view_item.h"
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#include "titanic/core/project_item.h"
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#include "titanic/core/room_item.h"
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#include "titanic/events.h"
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#include "titanic/game_manager.h"
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#include "titanic/messages/messages.h"
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#include "titanic/pet_control/pet_control.h"
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#include "titanic/support/screen_manager.h"
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#include "titanic/titanic.h"
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CViewItem, CNamedItem)
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ON_MESSAGE(MouseButtonDownMsg)
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ON_MESSAGE(MouseButtonUpMsg)
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ON_MESSAGE(MouseDoubleClickMsg)
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ON_MESSAGE(MouseMoveMsg)
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ON_MESSAGE(MovementMsg)
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END_MESSAGE_MAP()
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CViewItem::CViewItem() : CNamedItem() {
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Common::fill(&_buttonUpTargets[0], &_buttonUpTargets[4], (CTreeItem *)nullptr);
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_field24 = 0;
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_angle = 0.0;
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_viewNumber = 0;
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setAngle(0.0);
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}
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void CViewItem::setAngle(double angle) {
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_angle = angle;
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_viewPos.x = (int16)(cos(_angle) * 30.0);
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_viewPos.y = (int16)(sin(_angle) * -30.0);
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}
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void CViewItem::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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_resourceKey.save(file, indent);
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file->writeQuotedLine("V", indent);
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file->writeFloatLine(_angle, indent + 1);
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file->writeNumberLine(_viewNumber, indent + 1);
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CNamedItem::save(file, indent);
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}
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void CViewItem::load(SimpleFile *file) {
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int val = file->readNumber();
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switch (val) {
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case 1:
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_resourceKey.load(file);
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// Intentional fall-through
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default:
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file->readBuffer();
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setAngle(file->readFloat());
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_viewNumber = file->readNumber();
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break;
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}
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CNamedItem::load(file);
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}
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bool CViewItem::getResourceKey(CResourceKey *key) {
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*key = _resourceKey;
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CString filename = key->getFilename();
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return !filename.empty();
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}
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void CViewItem::leaveView(CViewItem *newView) {
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// Only do the processing if we've been passed a view, and it's not the same
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if (newView && newView != this) {
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CLeaveViewMsg viewMsg(this, newView);
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viewMsg.execute(this, nullptr, MSGFLAG_SCAN);
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CNodeItem *oldNode = findNode();
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CNodeItem *newNode = newView->findNode();
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if (newNode != oldNode) {
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CLeaveNodeMsg nodeMsg(oldNode, newNode);
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nodeMsg.execute(oldNode, nullptr, MSGFLAG_SCAN);
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CRoomItem *oldRoom = oldNode->findRoom();
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CRoomItem *newRoom = newNode->findRoom();
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if (newRoom != oldRoom) {
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CGameManager *gm = getGameManager();
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if (gm)
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gm->roomChange();
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CLeaveRoomMsg roomMsg(oldRoom, newRoom);
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roomMsg.execute(oldRoom, nullptr, MSGFLAG_SCAN);
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}
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}
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}
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}
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void CViewItem::preEnterView(CViewItem *newView) {
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// Only do the processing if we've been passed a view, and it's not the same
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if (newView && newView != this) {
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CPreEnterViewMsg viewMsg(this, newView);
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viewMsg.execute(newView, nullptr, MSGFLAG_SCAN);
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CNodeItem *oldNode = findNode();
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CNodeItem *newNode = newView->findNode();
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if (newNode != oldNode) {
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CPreEnterNodeMsg nodeMsg(oldNode, newNode);
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nodeMsg.execute(newNode, nullptr, MSGFLAG_SCAN);
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CRoomItem *oldRoom = oldNode->findRoom();
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CRoomItem *newRoom = newNode->findRoom();
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if (newRoom != oldRoom) {
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CPreEnterRoomMsg roomMsg(oldRoom, newRoom);
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roomMsg.execute(newRoom, nullptr, MSGFLAG_SCAN);
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}
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}
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}
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}
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void CViewItem::enterView(CViewItem *newView) {
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// Only do the processing if we've been passed a view, and it's not the same
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if (newView && newView != this) {
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CEnterViewMsg viewMsg(this, newView);
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viewMsg.execute(newView, nullptr, MSGFLAG_SCAN);
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CNodeItem *oldNode = findNode();
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CNodeItem *newNode = newView->findNode();
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if (newNode != oldNode) {
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CEnterNodeMsg nodeMsg(oldNode, newNode);
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nodeMsg.execute(newNode, nullptr, MSGFLAG_SCAN);
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CRoomItem *oldRoom = oldNode->findRoom();
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CRoomItem *newRoom = newNode->findRoom();
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CPetControl *petControl = nullptr;
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if (newRoom != nullptr) {
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petControl = newRoom->getRoot()->getPetControl();
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if (petControl)
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petControl->enterNode(newNode);
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}
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if (newRoom != oldRoom) {
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CEnterRoomMsg roomMsg(oldRoom, newRoom);
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roomMsg.execute(newRoom, nullptr, MSGFLAG_SCAN);
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if (petControl)
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petControl->enterRoom(newRoom);
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}
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}
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// WORKAROUND: Do a dummy mouse movement, to allow for the correct cursor
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// to be set for the current position in the new view
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CMouseMoveMsg moveMsg(g_vm->_events->getMousePos(), 0);
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newView->MouseMoveMsg(&moveMsg);
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}
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}
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CLinkItem *CViewItem::findLink(CViewItem *newView) {
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for (CTreeItem *treeItem = getFirstChild(); treeItem;
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treeItem = treeItem->scan(this)) {
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CLinkItem *link = dynamic_cast<CLinkItem *>(treeItem);
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if (link && link->connectsTo(newView))
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return link;
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}
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return nullptr;
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}
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bool CViewItem::MouseButtonDownMsg(CMouseButtonDownMsg *msg) {
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if (msg->_buttons & MB_LEFT) {
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if (!handleMouseMsg(msg, true)) {
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CGameManager *gm = getGameManager();
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if (gm->isntTransitioning()) {
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findNode()->findRoom();
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CLinkItem *linkItem = dynamic_cast<CLinkItem *>(
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findChildInstanceOf(CLinkItem::_type));
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while (linkItem) {
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if (linkItem->_bounds.contains(msg->_mousePos)) {
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gm->_gameState.triggerLink(linkItem);
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return true;
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}
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linkItem = dynamic_cast<CLinkItem *>(
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findNextInstanceOf(CLinkItem::_type, linkItem));
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}
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handleMouseMsg(msg, false);
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}
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}
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}
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return true;
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}
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bool CViewItem::MouseButtonUpMsg(CMouseButtonUpMsg *msg) {
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if (msg->_buttons & MB_LEFT)
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handleMouseMsg(msg, false);
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return true;
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}
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bool CViewItem::MouseDoubleClickMsg(CMouseDoubleClickMsg *msg) {
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if (msg->_buttons & MB_LEFT)
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handleMouseMsg(msg, false);
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return true;
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}
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bool CViewItem::MouseMoveMsg(CMouseMoveMsg *msg) {
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CScreenManager *screenManager = CScreenManager::_screenManagerPtr;
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uint changeCount = screenManager->_mouseCursor->getChangeCount();
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if (handleMouseMsg(msg, true)) {
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// If the cursor hasn't been set in the call to handleMouseMsg,
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// then reset it back to the default arrow cursor
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if (screenManager->_mouseCursor->getChangeCount() == changeCount)
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screenManager->_mouseCursor->setCursor(CURSOR_ARROW);
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} else {
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// Iterate through each link item, and if any is highlighted,
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// change the mouse cursor to the designated cursor for the item
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CTreeItem *treeItem = getFirstChild();
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while (treeItem) {
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CLinkItem *linkItem = dynamic_cast<CLinkItem *>(treeItem);
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if (linkItem && linkItem->_bounds.contains(msg->_mousePos)) {
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screenManager->_mouseCursor->setCursor(linkItem->_cursorId);
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return true;
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}
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treeItem = treeItem->getNextSibling();
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}
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if (!handleMouseMsg(msg, false) || (screenManager->_mouseCursor->getChangeCount() == changeCount))
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screenManager->_mouseCursor->setCursor(CURSOR_ARROW);
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}
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return true;
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}
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bool CViewItem::handleMouseMsg(CMouseMsg *msg, bool flag) {
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CMouseButtonUpMsg *upMsg = dynamic_cast<CMouseButtonUpMsg *>(msg);
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if (upMsg) {
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handleButtonUpMsg(upMsg);
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return true;
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}
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Common::Array<CGameObject *> gameObjects;
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for (CTreeItem *treeItem = scan(this); treeItem; treeItem = treeItem->scan(this)) {
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CGameObject *gameObject = dynamic_cast<CGameObject *>(treeItem);
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if (gameObject) {
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if (gameObject->checkPoint(msg->_mousePos, false, true) &&
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(!flag || !gameObject->_handleMouseFlag)) {
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if (gameObjects.size() < 256)
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gameObjects.push_back(gameObject);
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}
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}
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}
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const CMouseMoveMsg *moveMsg = dynamic_cast<const CMouseMoveMsg *>(msg);
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if (moveMsg) {
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if (gameObjects.size() == 0)
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return false;
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for (int idx = (int)gameObjects.size() - 1; idx >= 0; --idx) {
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if (gameObjects[idx]->_cursorId != CURSOR_IGNORE) {
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CScreenManager::_screenManagerPtr->_mouseCursor->setCursor(gameObjects[idx]->_cursorId);
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break;
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}
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}
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}
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if (gameObjects.size() == 0)
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return false;
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bool result = false;
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for (int idx = (int)gameObjects.size() - 1; idx >= 0; --idx) {
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if (msg->execute(gameObjects[idx])) {
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if (msg->isButtonDownMsg())
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_buttonUpTargets[msg->_buttons >> 1] = gameObjects[idx];
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return true;
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}
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if (CMouseMsg::isSupportedBy(gameObjects[idx]))
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result = true;
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}
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return result;
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}
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void CViewItem::handleButtonUpMsg(CMouseButtonUpMsg *msg) {
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CTreeItem *&target = _buttonUpTargets[msg->_buttons >> 1];
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if (target) {
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msg->execute(target);
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target = nullptr;
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}
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}
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void CViewItem::getPosition(double &xp, double &yp, double &zp) {
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// Get the position of the owning node within the room
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CNodeItem *node = findNode();
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node->getPosition(xp, yp, zp);
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// Adjust the position slightly to compensate for view's angle,
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// ensuring different direction views don't all have the same position
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xp += cos(_angle) * 0.5;
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yp -= sin(_angle) * 0.5;
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}
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CString CViewItem::getFullViewName() const {
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CNodeItem *node = findNode();
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CRoomItem *room = node->findRoom();
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return CString::format("%s.%s.%s", room->getName().c_str(),
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node->getName().c_str(), getName().c_str());
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}
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CString CViewItem::getNodeViewName() const {
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CNodeItem *node = findNode();
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return CString::format("%s.%s", node->getName().c_str(), getName().c_str());
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}
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bool CViewItem::MovementMsg(CMovementMsg *msg) {
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Point pt;
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bool foundPt = false;
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int quadrant;
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// First allow any child objects to handle it
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for (CTreeItem *treeItem = getFirstChild(); treeItem;
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treeItem = treeItem->scan(this)) {
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if (msg->execute(treeItem, nullptr, 0))
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return true;
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}
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if (msg->_posToUse.x != 0 || msg->_posToUse.y != 0) {
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pt = msg->_posToUse;
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foundPt = true;
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} else {
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// Iterate through the view's contents to find a link or item
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// with the appropriate movement action
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for (CTreeItem *treeItem = getFirstChild(); treeItem;
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treeItem = treeItem->scan(this)) {
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CLinkItem *link = dynamic_cast<CLinkItem *>(treeItem);
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CGameObject *gameObj = dynamic_cast<CGameObject *>(treeItem);
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if (link) {
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// Skip links that aren't for the desired direction
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if (link->getMovement() != msg->_movement)
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continue;
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for (quadrant = Q_CENTER; quadrant <= Q_BOTTOM; ++quadrant) {
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if (link->findPoint((Quadrant)quadrant, pt))
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if (link == getItemAtPoint(pt))
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break;
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}
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if (quadrant > Q_BOTTOM)
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continue;
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} else if (gameObj) {
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if (!gameObj->_visible || gameObj->getMovement() != msg->_movement)
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continue;
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for (quadrant = Q_CENTER; quadrant <= Q_BOTTOM; ++quadrant) {
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if (gameObj->findPoint((Quadrant)quadrant, pt))
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if (gameObj == getItemAtPoint(pt))
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break;
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}
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if (quadrant > Q_BOTTOM)
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continue;
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} else {
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// Not a link or object, so ignore
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continue;
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}
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foundPt = true;
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break;
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}
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}
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if (foundPt) {
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// We've found a point on the object or link that has a
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// cursor for the given direction. So simulate a mouse
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// press and release on the desired point
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CMouseButtonDownMsg downMsg(pt, MB_LEFT);
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CMouseButtonUpMsg upMsg(pt, MB_LEFT);
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MouseButtonDownMsg(&downMsg);
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MouseButtonUpMsg(&upMsg);
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return true;
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}
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return false;
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}
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CTreeItem *CViewItem::getItemAtPoint(const Point &pt) {
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CTreeItem *result = nullptr;
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// First scan for objects
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for (CTreeItem *treeItem = scan(this); treeItem; treeItem = treeItem->scan(this)) {
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CGameObject *gameObject = dynamic_cast<CGameObject *>(treeItem);
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if (gameObject && gameObject->checkPoint(pt, false, true))
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result = treeItem;
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}
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if (result == nullptr) {
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// Scan for links coverign that position
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for (CTreeItem *treeItem = scan(this); treeItem; treeItem = treeItem->scan(this)) {
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CLinkItem *link = dynamic_cast<CLinkItem *>(treeItem);
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if (link && link->_bounds.contains(pt)) {
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result = treeItem;
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break;
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}
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}
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}
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return result;
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}
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} // End of namespace Titanic
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