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engines/mads/phantom/phantom_scenes.cpp
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215
engines/mads/phantom/phantom_scenes.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifdef ENABLE_MADSV2
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#include "common/config-manager.h"
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#include "mads/mads.h"
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#include "mads/compression.h"
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#include "mads/resources.h"
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#include "mads/scene.h"
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#include "mads/phantom/game_phantom.h"
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#include "mads/phantom/phantom_scenes.h"
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#include "mads/phantom/phantom_scenes1.h"
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#include "mads/phantom/phantom_scenes2.h"
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#include "mads/phantom/phantom_scenes3.h"
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#include "mads/phantom/phantom_scenes4.h"
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#include "mads/phantom/phantom_scenes5.h"
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namespace MADS {
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namespace Phantom {
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SceneLogic *SceneFactory::createScene(MADSEngine *vm) {
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Scene &scene = vm->_game->_scene;
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// When changing from one section to the other, set the scaling velocity
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if ((scene._nextSceneId / 100) != (scene._priorSceneId / 100))
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vm->_game->_player._scalingVelocity = true;
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switch (scene._nextSceneId) {
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// Scene group #1 (theater, stage and dressing rooms)
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case 101: // seats
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return new Scene101(vm);
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case 102: // music stands
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return new Scene102(vm);
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case 103: // below stage
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return new Scene103(vm);
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case 104: // stage
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return new Scene104(vm);
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case 105: // ground floor, storage room
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return new Scene105(vm);
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case 106: // behind stage
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return new Scene106(vm);
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case 107: // stage right wing
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return new Scene107(vm);
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case 108: // stage left wing
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return new Scene108(vm);
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case 109: // upper floor, staircase
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return new Scene109(vm);
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case 110: // outside dressing rooms 1
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return new Scene110(vm);
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case 111: // outside dressing rooms 2
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return new Scene111(vm);
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case 112: // inside dressing room 1
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return new Scene112(vm);
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case 113: // inside dressing room 2
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return new Scene113(vm);
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case 114: // lower floor, storage room
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return new Scene114(vm);
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case 150: // cutscene
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return new Scene150(vm);
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// Scene group #2 (theater entrance, offices, balcony)
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case 201: // entrance / ticket office
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return new Scene201(vm);
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case 202: // outside offices / paintings room
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return new Scene202(vm);
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case 203: // office
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return new Scene203(vm);
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case 204: // library
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return new Scene204(vm);
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case 205: // upper floor, outside balcony boxes
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return new Scene205(vm);
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case 206: // balcony box #1
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return new Scene206(vm);
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case 207: // balcony box #2
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return new Scene207(vm);
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case 208: // stage and balcony view
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return new Scene208(vm);
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case 250: // cutscene
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return new Scene250(vm);
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// Scene group #3 (catwalks, chandelier, lake / catacombs entrance)
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case 301: // catwalk #1 above stage
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return new Scene301(vm);
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case 302: // catwalk #2 above stage
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return new Scene302(vm);
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case 303: // above chandelier
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return new Scene303(vm);
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case 304: // chandelier
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return new Scene304(vm);
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case 305: // chandelier fight, phantom closeup
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return new Scene305(vm);
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case 306: // chandelier #2
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return new Scene306(vm);
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case 307: // catwalk #3 above stage
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return new Scene307(vm);
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case 308: // hidden staircase behind balcony box
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return new Scene308(vm);
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case 309: // lake and archway
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return new Scene309(vm);
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case 310: // lake
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return new Scene310(vm);
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// Scene group #4 (labyrinth)
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case 401: // labyrinth room, 3 exits
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return new Scene401(vm);
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case 403: // labyrinth room (big), 4 exits + 1 bricked door, left
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return new Scene403(vm);
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case 404: // labyrinth room, 3 exits
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return new Scene404(vm);
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case 406: // labyrinth room, 2 exits
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return new Scene406(vm);
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case 407: // catacomb room / lake
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return new Scene407(vm);
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case 408: // catacomb corridor
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return new Scene408(vm);
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case 409: // catacomb room, door with switch panel
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return new Scene409(vm);
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case 410: // skull switch panel
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return new Scene410(vm);
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case 453: // Labyrinth room (big), 4 exits + 1 bricked door, right
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return new Scene453(vm);
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case 456: // Labyrinth room, 2 exits
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return new Scene456(vm);
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// Scene group #5 (Phantom's hideout)
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case 501: // catacombs, outside phantom's hideout, lake and boat
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return new Scene501(vm);
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case 502: // push panel trap
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return new Scene502(vm);
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case 504: // Phantom's hideout, church organ
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return new Scene504(vm);
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case 505: // Phantom's hideout, sarcophagus
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return new Scene505(vm);
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case 506: // catacomb room with ramp
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return new Scene506(vm);
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default:
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error("Invalid scene %d called", scene._nextSceneId);
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}
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}
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/*------------------------------------------------------------------------*/
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PhantomScene::PhantomScene(MADSEngine *vm) : SceneLogic(vm),
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_globals(static_cast<GamePhantom *>(vm->_game)->_globals),
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_game(*static_cast<GamePhantom *>(vm->_game)),
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_action(vm->_game->_scene._action) {
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}
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Common::Path PhantomScene::formAnimName(char sepChar, int suffixNum) {
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return Resources::formatName(_scene->_currentSceneId, sepChar, suffixNum,
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EXT_NONE, "");
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}
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/*------------------------------------------------------------------------*/
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void SceneInfoPhantom::loadCodes(BaseSurface &depthSurface, int variant) {
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Common::String ext = Common::String::format(".WW%d", variant);
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Common::Path fileName = Resources::formatName(RESPREFIX_RM, _sceneId, ext);
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if (!Common::File::exists(fileName))
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return;
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File f(fileName);
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MadsPack codesPack(&f);
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Common::SeekableReadStream *stream = codesPack.getItemStream(0);
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loadCodes(depthSurface, stream);
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delete stream;
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f.close();
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}
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void SceneInfoPhantom::loadCodes(BaseSurface &depthSurface, Common::SeekableReadStream *stream) {
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byte *destP = (byte *)depthSurface.getPixels();
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byte *walkMap = new byte[stream->size()];
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stream->read(walkMap, stream->size());
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for (int y = 0; y < 156; ++y) {
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for (int x = 0; x < 320; ++x) {
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int offset = x + (y * 320);
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if ((walkMap[offset / 8] << (offset % 8)) & 0x80)
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*destP++ = 1; // walkable
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else
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*destP++ = 0;
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}
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}
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delete[] walkMap;
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}
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} // End of namespace Phantom
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} // End of namespace MADS
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#endif
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