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engines/titanic/npcs/maitre_d.cpp
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228
engines/titanic/npcs/maitre_d.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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#include "titanic/npcs/maitre_d.h"
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#include "titanic/core/room_item.h"
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#include "titanic/sound/music_room.h"
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CMaitreD, CTrueTalkNPC)
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ON_MESSAGE(RestaurantMusicChanged)
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ON_MESSAGE(TrueTalkTriggerActionMsg)
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ON_MESSAGE(EnterViewMsg)
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ON_MESSAGE(LeaveViewMsg)
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ON_MESSAGE(NPCPlayTalkingAnimationMsg)
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ON_MESSAGE(TimerMsg)
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ON_MESSAGE(TrueTalkNotifySpeechStartedMsg)
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ON_MESSAGE(TrueTalkNotifySpeechEndedMsg)
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ON_MESSAGE(LoadSuccessMsg)
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ON_MESSAGE(TextInputMsg)
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ON_MESSAGE(TriggerNPCEvent)
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END_MESSAGE_MAP()
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CMaitreD::CMaitreD() : CTrueTalkNPC(),
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_priorMusicName("z#40.wav"), _musicName("z#40.wav"), _unused5(0), _hasMusic(true),
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_musicSet(false), _fightFlag(false), _unused6(true), _savedFightFlag(false),
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_timerId(0), _defeated(false) {
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}
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void CMaitreD::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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file->writeNumberLine(_unused5, indent);
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file->writeQuotedLine(_priorMusicName, indent);
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file->writeNumberLine(_hasMusic, indent);
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file->writeNumberLine(_musicSet, indent);
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file->writeQuotedLine(_musicName, indent);
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file->writeNumberLine(_fightFlag, indent);
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file->writeNumberLine(_unused6, indent);
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file->writeNumberLine(_defeated, indent);
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file->writeNumberLine(_savedFightFlag, indent);
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file->writeNumberLine(_timerId, indent);
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CTrueTalkNPC::save(file, indent);
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}
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void CMaitreD::load(SimpleFile *file) {
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file->readNumber();
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_unused5 = file->readNumber();
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_priorMusicName = file->readString();
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_hasMusic = file->readNumber();
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_musicSet = file->readNumber();
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_musicName = file->readString();
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_fightFlag = file->readNumber();
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_unused6 = file->readNumber();
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_defeated = file->readNumber();
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_savedFightFlag = file->readNumber();
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_timerId = file->readNumber();
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CTrueTalkNPC::load(file);
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// WORKAROUND: The back view of the MaitreD from close to the table is dodgy
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// in the original. And unneeded anyway, since he's also part of the background
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if (_name == "MaitreLoop03")
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_visible = false;
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}
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bool CMaitreD::RestaurantMusicChanged(CRestaurantMusicChanged *msg) {
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if (msg->_value.empty()) {
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_hasMusic = false;
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} else {
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_musicName = msg->_value;
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_hasMusic = _musicSet = true;
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}
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return true;
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}
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bool CMaitreD::TrueTalkTriggerActionMsg(CTrueTalkTriggerActionMsg *msg) {
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if (msg->_action == 8) {
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_fightFlag = true;
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stopAnimTimer(_timerId);
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_timerId = startAnimTimer("MD Fight", 3500, 0);
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} else if (msg->_action == 9) {
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stopAnimTimer(_timerId);
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_timerId = 0;
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} else if (msg->_action == 10) {
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_fightFlag = false;
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_defeated = true;
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stopAnimTimer(_timerId);
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_timerId = 0;
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CMaitreDDefeatedMsg defeatedMsg;
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defeatedMsg.execute(findRoom());
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}
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return true;
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}
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bool CMaitreD::EnterViewMsg(CEnterViewMsg *msg) {
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setTalking(this, true, findView());
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_fightFlag = _savedFightFlag;
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if (_musicName != "STMusic" && (!_musicSet || _priorMusicName == _musicName))
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return true;
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// WORKAROUND: It's possible in the original to not have a music handler set
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// if you start and stop the phonograph, then save and restore the game
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if (!CMusicRoom::_musicHandler)
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return true;
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if (_musicName.contains("nasty ambient"))
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startTalking(this, 111, findView());
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else if (!CMusicRoom::_musicHandler->checkInstrument(SNAKE))
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startTalking(this, 114, findView());
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else if (!CMusicRoom::_musicHandler->checkInstrument(BASS))
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startTalking(this, 113, findView());
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else if (!CMusicRoom::_musicHandler->checkInstrument(PIANO))
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startTalking(this, 115, findView());
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else {
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startTalking(this, 110, findView());
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CMaitreDHappyMsg happyMsg;
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happyMsg.execute("MaitreD Left Arm");
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happyMsg.execute("MaitreD Right Arm");
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}
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_priorMusicName = _musicName;
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return true;
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}
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bool CMaitreD::LeaveViewMsg(CLeaveViewMsg *msg) {
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_savedFightFlag = _fightFlag;
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performAction(true);
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stopAnimTimer(_timerId);
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_timerId = 0;
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_fightFlag = false;
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return true;
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}
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bool CMaitreD::NPCPlayTalkingAnimationMsg(CNPCPlayTalkingAnimationMsg *msg) {
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static const char *const NAMES[] = {
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"Talking0", "Talking1", "Talking2", "Talking3", "Talking4",
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"Talking5", "Talking6", "Talking7", nullptr
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};
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if (msg->_value2 != 2) {
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msg->_names = NAMES;
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CAnimateMaitreDMsg animMsg;
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if (_fightFlag)
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animMsg._value = 0;
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animMsg.execute(this, nullptr, MSGFLAG_SCAN);
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}
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return true;
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}
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bool CMaitreD::TimerMsg(CTimerMsg *msg) {
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if (msg->_action == "MD Fight") {
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if (_fightFlag && compareViewNameTo("1stClassRestaurant.MaitreD Node.N")) {
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startTalking(this, 131, findView());
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}
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} else {
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CTrueTalkNPC::TimerMsg(msg);
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}
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return true;
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}
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bool CMaitreD::TrueTalkNotifySpeechStartedMsg(CTrueTalkNotifySpeechStartedMsg *msg) {
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if (_fightFlag) {
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stopAnimTimer(_timerId);
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_timerId = 0;
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}
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CTrueTalkNPC::TrueTalkNotifySpeechStartedMsg(msg);
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return true;
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}
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bool CMaitreD::TrueTalkNotifySpeechEndedMsg(CTrueTalkNotifySpeechEndedMsg *msg) {
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if (_fightFlag) {
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stopAnimTimer(_timerId);
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_timerId = startAnimTimer("MD Fight", 3000 + getRandomNumber(3000));
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}
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CTrueTalkNPC::TrueTalkNotifySpeechEndedMsg(msg);
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return true;
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}
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bool CMaitreD::LoadSuccessMsg(CLoadSuccessMsg *msg) {
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if (_fightFlag) {
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_timerId = startAnimTimer("MD Fight", 3000 + getRandomNumber(3000));
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}
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return true;
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}
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bool CMaitreD::TextInputMsg(CTextInputMsg *msg) {
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CTrueTalkNPC::processInput(msg, findView());
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return true;
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}
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bool CMaitreD::TriggerNPCEvent(CTriggerNPCEvent *msg) {
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startTalking(this, msg->_value, findView());
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return true;
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}
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} // End of namespace Titanic
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