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engines/ultima/ultima0/views/world_map.cpp
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223
engines/ultima/ultima0/views/world_map.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 "ultima/ultima0/views/world_map.h"
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#include "ultima/ultima0/ultima0.h"
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#include "ultima/ultima0/metaengine.h"
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#include "ultima/ultima0/gfx/font.h"
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#include "ultima/ultima0/gfx/map.h"
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namespace Ultima {
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namespace Ultima0 {
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namespace Views {
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WorldMap::WorldMap() : View("WorldMap") {
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}
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bool WorldMap::msgFocus(const FocusMessage &msg) {
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showMessage("");
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MetaEngine::setKeybindingMode(KBMODE_OVERWORLD);
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if (!g_engine->isMidiPlaying())
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g_engine->playMidi("over.mid");
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return true;
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}
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bool WorldMap::msgUnfocus(const UnfocusMessage &msg) {
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MetaEngine::setKeybindingMode(KBMODE_MINIMAL);
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return true;
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}
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void WorldMap::draw() {
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auto s = getSurface();
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// Draw the map
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Graphics::ManagedSurface mapArea(s, Common::Rect(0, 0, s.w, s.h - Gfx::GLYPH_HEIGHT * 4));
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Gfx::Map::draw(&mapArea);
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// Allow the status area to draw
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View::draw();
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if (g_engine->_showMinimap) {
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s.frameRect(Common::Rect(s.w - WORLD_MINIMAP_SIZE - 4, 0, s.w, WORLD_MINIMAP_SIZE + 4), C_GREY);
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s.frameRect(Common::Rect(s.w - WORLD_MINIMAP_SIZE - 3, 1, s.w - 1, WORLD_MINIMAP_SIZE + 3), C_GREY);
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Graphics::ManagedSurface minimapArea(s, Common::Rect(s.w - WORLD_MINIMAP_SIZE - 2, 2, s.w - 2, WORLD_MINIMAP_SIZE + 2));
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Gfx::Map::draw(&minimapArea, true);
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}
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}
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bool WorldMap::msgAction(const ActionMessage &msg) {
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if (isDelayActive())
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return false;
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switch (msg._action) {
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case KEYBIND_UP:
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showMessage("North");
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move(0, -1);
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break;
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case KEYBIND_DOWN:
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showMessage("South");
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move(0, 1);
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break;
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case KEYBIND_LEFT:
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showMessage("West");
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move(-1, 0);
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break;
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case KEYBIND_RIGHT:
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showMessage("East");
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move(1, 0);
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break;
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case KEYBIND_INFO:
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// Show character info screen
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showMessage("");
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replaceView("Info");
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break;
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case KEYBIND_ENTER:
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enter();
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break;
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case KEYBIND_PASS:
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showMessage("");
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break;
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case KEYBIND_QUIT:
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// "Quit" in the original which merely saves the game. For ScummVM,
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// we open the GMM, allowing the user to either save or quit
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g_engine->openMainMenuDialog();
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return true;
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case KEYBIND_MINIMAP:
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g_engine->_showMinimap = !g_engine->_showMinimap;
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redraw();
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break;
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default:
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showMessage("");
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break;
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}
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endOfTurn();
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return true;
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}
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bool WorldMap::msgKeypress(const KeypressMessage &msg) {
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if (isDelayActive())
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return false;
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endOfTurn();
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return true;
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}
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void WorldMap::endOfTurn() {
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auto &player = g_engine->_player;
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if (player._attr[AT_HP] <= 0) {
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g_engine->stopMidi();
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replaceView("Dead");
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} else {
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player._object[OB_FOOD] = MAX(player._object[OB_FOOD] - 1.0, 0.0);
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if (player._object[OB_FOOD] == 0) {
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showMessage("You have starved...");
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delaySeconds(1);
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}
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}
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}
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void WorldMap::timeout() {
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const auto &map = g_engine->_worldMap;
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auto &player = g_engine->_player;
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auto &dungeon = g_engine->_dungeon;
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g_engine->stopMidi();
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if (player._attr[AT_HP] <= 0 || player._object[OB_FOOD] <= 0) {
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// Timeout from displaying player was killed
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replaceView("Dead");
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} else {
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// Otherwise a timeout from entering a location
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int t = map.read(player._worldPos.x, player._worldPos.y);
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switch (t) {
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case WT_TOWN:
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replaceView("Town");
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break;
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case WT_DUNGEON:
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player._level = 1; // Go to level 1
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player._dungeonPos.x = 1; // Set initial position
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player._dungeonPos.y = 1;
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player._dungeonDir.x = 1; // And direction
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player._dungeonDir.y = 0;
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dungeon.create(player);
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replaceView("Dungeon");
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break;
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case WT_BRITISH:
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replaceView("Castle");
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break;
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default:
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break;
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}
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}
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}
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void WorldMap::move(int xi, int yi) {
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auto &player = g_engine->_player;
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auto &map = g_engine->_worldMap;
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// Calculate new position
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int x1 = player._worldPos.x + xi;
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int y1 = player._worldPos.y + yi;
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if (map.read(x1, y1) == WT_MOUNTAIN) {
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showMessage("You can't pass the mountains.");
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} else {
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// Move
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player._worldPos.x = x1;
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player._worldPos.y = y1;
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redraw();
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}
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}
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void WorldMap::enter() {
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const auto &player = g_engine->_player;
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const auto &map = g_engine->_worldMap;
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int t = map.read(player._worldPos.x, player._worldPos.y);
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switch (t) {
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case WT_TOWN:
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showMessage("Enter Town.");
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delaySeconds(1);
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break;
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case WT_DUNGEON:
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showMessage("Enter Dungeon.");
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delaySeconds(1);
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break;
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case WT_BRITISH:
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showMessage("Enter Castle.");
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delaySeconds(1);
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break;
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default:
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// Nope....
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showMessage("Huh???");
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break;
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}
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}
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} // namespace Views
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} // namespace Ultima0
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} // namespace Ultima
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