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-rw-r--r--engines/gnap/scenes/scene49.cpp513
1 files changed, 513 insertions, 0 deletions
diff --git a/engines/gnap/scenes/scene49.cpp b/engines/gnap/scenes/scene49.cpp
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+++ b/engines/gnap/scenes/scene49.cpp
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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "gnap/gnap.h"
+#include "gnap/gamesys.h"
+#include "gnap/resource.h"
+
+namespace Gnap {
+
+struct ObstacleDef {
+ int sequenceId, ticks;
+};
+
+static const ObstacleDef kObstacleDefs[] = {
+ {0xB4, 15}, {0xCB, 14}, {0xCD, 13}, {0xCF, 15}, {0xBA, 14},
+ {0xCD, 13}, {0xCF, 12}, {0xCB, 15}, {0xBD, 13}, {0xCF, 12},
+ {0xCD, 11}, {0xCB, 15}, {0xB7, 12}, {0xCD, 11}, {0xCB, 10},
+ {0xCF, 15}, {0xCF, 14}, {0xBD, 13}, {0xCF, 12}, {0xCD, 11},
+ {0xCB, 15}, {0xCB, 13}, {0xB4, 12}, {0xCB, 11}, {0xCD, 10},
+ {0xCF, 15}, {0xCD, 12}, {0xBA, 12}, {0xCD, 12}, {0xCF, 12},
+ {0xCB, 15}, {0xCB, 9}, {0xCD, 9}, {0xCF, 9}, {0xCD, 9},
+ {0xCB, 9}, {0xCD, 9}, {0xCF, 5}, {0xBD, 13}, {0xCF, 8},
+ {0xCB, 8}, {0xCD, 15}, {0xB4, 1}, {0xBD, 7}, {0xCF, 7},
+ {0xCD, 7}, {0xCB, 7}, {0xCD, 7}, {0xCF, 15}, {0xCF, 15}
+};
+
+int GnapEngine::scene49_init() {
+ _gameSys->setAnimation(0, 0, 0);
+ _gameSys->setAnimation(0, 0, 1);
+ for (int i = 0; i < 5; ++i)
+ _gameSys->setAnimation(0, 0, i + 2);
+ _timers[2] = 0;
+ _timers[0] = 0;
+ _timers[1] = 0;
+ clearKeyStatus1(28);
+ clearKeyStatus1(54);
+ clearKeyStatus1(52);
+ return 0xD5;
+}
+
+void GnapEngine::scene49_updateHotspots() {
+ _hotspotsCount = 0;
+}
+
+void GnapEngine::scene49_checkObstacles() {
+
+ if (_timers[2] == 0) {
+
+ if (_timers[3] == 0)
+ for (int i = 0; i < 5; ++i)
+ scene49_clearObstacle(i);
+
+ for (int j = 0; j < 5; ++j) {
+ if (_s49_obstacles[j].currSequenceId == 0) {
+ _timers[3] = 35;
+ _s49_obstacles[j].currSequenceId = kObstacleDefs[_s49_obstacleIndex].sequenceId;
+ switch (_s49_obstacles[j].currSequenceId) {
+ case 0xB4:
+ _s49_obstacles[j].laneNum = 1;
+ _s49_obstacles[j].closerSequenceId = 180;
+ _s49_obstacles[j].passedSequenceId = 181;
+ _s49_obstacles[j].splashSequenceId = 182;
+ _s49_obstacles[j].collisionSequenceId = 192;
+ break;
+ case 0xB7:
+ _s49_obstacles[j].laneNum = 2;
+ _s49_obstacles[j].closerSequenceId = 183;
+ _s49_obstacles[j].passedSequenceId = 184;
+ _s49_obstacles[j].splashSequenceId = 185;
+ _s49_obstacles[j].collisionSequenceId = 193;
+ break;
+ case 0xBD:
+ _s49_obstacles[j].laneNum = 3;
+ _s49_obstacles[j].closerSequenceId = 189;
+ _s49_obstacles[j].passedSequenceId = 190;
+ _s49_obstacles[j].splashSequenceId = 191;
+ _s49_obstacles[j].collisionSequenceId = 195;
+ break;
+ case 0xBA:
+ _s49_obstacles[j].laneNum = 2;
+ _s49_obstacles[j].closerSequenceId = 186;
+ _s49_obstacles[j].passedSequenceId = 187;
+ _s49_obstacles[j].splashSequenceId = 188;
+ _s49_obstacles[j].collisionSequenceId = 194;
+ break;
+ case 0xCB:
+ _s49_obstacles[j].laneNum = 1;
+ _s49_obstacles[j].closerSequenceId = 203;
+ _s49_obstacles[j].passedSequenceId = 204;
+ _s49_obstacles[j].splashSequenceId = 0;
+ _s49_obstacles[j].collisionSequenceId = 209;
+ break;
+ case 0xCD:
+ _s49_obstacles[j].laneNum = 2;
+ _s49_obstacles[j].closerSequenceId = 205;
+ _s49_obstacles[j].passedSequenceId = 206;
+ _s49_obstacles[j].splashSequenceId = 0;
+ _s49_obstacles[j].collisionSequenceId = 210;
+ break;
+ case 0xCF:
+ _s49_obstacles[j].laneNum = 3;
+ _s49_obstacles[j].closerSequenceId = 207;
+ _s49_obstacles[j].passedSequenceId = 208;
+ _s49_obstacles[j].splashSequenceId = 0;
+ _s49_obstacles[j].collisionSequenceId = 211;
+ break;
+ }
+ _s49_obstacles[j].prevId = _s49_truckId;
+ _s49_obstacles[j].currId = _s49_obstacles[j].prevId;
+ _gameSys->setAnimation(_s49_obstacles[j].currSequenceId, _s49_obstacles[j].currId, j + 2);
+ _gameSys->insertSequence(_s49_obstacles[j].currSequenceId, _s49_obstacles[j].currId, 0, 0, kSeqNone, 0, 0, -50);
+ _timers[2] = kObstacleDefs[_s49_obstacleIndex].ticks;
+ ++_s49_obstacleIndex;
+ if (_s49_obstacleIndex == 50)
+ _s49_obstacleIndex = 0;
+ break;
+ }
+ }
+
+ }
+
+}
+
+void GnapEngine::scene49_updateObstacle(int i) {
+
+ Scene49Obstacle &obstacle = _s49_obstacles[i];
+
+ obstacle.currId = obstacle.prevId;
+
+ switch (obstacle.laneNum) {
+ case 1:
+ obstacle.prevId = _s49_truckId + 1;
+ break;
+ case 2:
+ if (_s49_truckLaneNum != 2 && _s49_truckLaneNum != 3)
+ obstacle.prevId = _s49_truckId - 1;
+ else
+ obstacle.prevId = _s49_truckId + 1;
+ break;
+ case 3:
+ if (_s49_truckLaneNum != 1 && _s49_truckLaneNum != 2)
+ obstacle.prevId = _s49_truckId;
+ else
+ obstacle.prevId = _s49_truckId - 1;
+ break;
+ }
+
+ if (obstacle.currSequenceId == obstacle.closerSequenceId) {
+ if (_s49_truckLaneNum == obstacle.laneNum) {
+ if (obstacle.splashSequenceId) {
+ _gameSys->setAnimation(obstacle.collisionSequenceId, obstacle.prevId, i + 2);
+ _gameSys->insertSequence(obstacle.collisionSequenceId, obstacle.prevId,
+ obstacle.currSequenceId, obstacle.currId,
+ kSeqSyncWait, 0, 0, -50);
+ obstacle.currSequenceId = obstacle.collisionSequenceId;
+ playSound(224, 0);
+ scene49_increaseScore(30);
+ } else if ((obstacle.laneNum == 1 && _s49_truckSequenceId == 0xB0) ||
+ (obstacle.laneNum == 2 && (_s49_truckSequenceId == 0xB1 || _s49_truckSequenceId == 0xB2)) ||
+ (obstacle.laneNum == 3 && _s49_truckSequenceId == 0xB3)) {
+ _gameSys->setAnimation(obstacle.passedSequenceId, obstacle.prevId, i + 2);
+ _gameSys->insertSequence(obstacle.passedSequenceId, obstacle.prevId,
+ obstacle.currSequenceId, obstacle.currId,
+ kSeqSyncWait, 0, 0, -50);
+ obstacle.currSequenceId = obstacle.passedSequenceId;
+ } else {
+ _gameSys->setAnimation(obstacle.collisionSequenceId, 256, 0);
+ _gameSys->setAnimation(obstacle.passedSequenceId, obstacle.prevId, i + 2);
+ _gameSys->insertSequence(obstacle.passedSequenceId, obstacle.prevId,
+ obstacle.currSequenceId, obstacle.currId,
+ kSeqSyncWait, 0, 0, -50);
+ _gameSys->insertSequence(obstacle.collisionSequenceId, 256,
+ _s49_truckSequenceId, _s49_truckId,
+ 32, 0, 0, -50);
+ _s49_truckSequenceId = obstacle.collisionSequenceId;
+ _s49_truckId = 256;
+ obstacle.currSequenceId = obstacle.passedSequenceId;
+ playSound(225, 0);
+ scene49_decreaseScore(30);
+ }
+ } else {
+ _gameSys->setAnimation(obstacle.passedSequenceId, obstacle.prevId, i + 2);
+ _gameSys->insertSequence(obstacle.passedSequenceId, obstacle.prevId,
+ obstacle.currSequenceId, obstacle.currId,
+ kSeqSyncWait, 0, 0, -50);
+ obstacle.currSequenceId = obstacle.passedSequenceId;
+ }
+ } else if (obstacle.currSequenceId == obstacle.passedSequenceId) {
+ if (_s49_truckLaneNum == obstacle.laneNum) {
+ if (obstacle.splashSequenceId) {
+ _gameSys->setAnimation(obstacle.collisionSequenceId, obstacle.prevId, i + 2);
+ _gameSys->insertSequence(obstacle.collisionSequenceId, obstacle.prevId,
+ obstacle.currSequenceId, obstacle.currId,
+ kSeqSyncWait, 0, 0, -50);
+ obstacle.currSequenceId = obstacle.collisionSequenceId;
+ playSound(224, 0);
+ scene49_increaseScore(30);
+ }
+ } else if (obstacle.splashSequenceId) {
+ _gameSys->setAnimation(obstacle.splashSequenceId, obstacle.prevId, i + 2);
+ _gameSys->insertSequence(obstacle.splashSequenceId, obstacle.prevId,
+ obstacle.currSequenceId, obstacle.currId,
+ kSeqSyncWait, 0, 0, -50);
+ obstacle.currSequenceId = obstacle.splashSequenceId;
+ }
+ } else {
+ _gameSys->setAnimation(0, 0, i + 2);
+ scene49_clearObstacle(i);
+ }
+
+}
+
+void GnapEngine::scene49_increaseScore(int amount) {
+ if (_s49_scoreBarPos + amount <= 556) {
+ _s49_scoreBarPos += amount;
+ _gameSys->fillSurface(0, _s49_scoreBarPos, 508, amount, 22, 255, 0, 0);
+ }
+ _s49_scoreLevel = _s49_scoreBarPos + amount >= 556;
+}
+
+void GnapEngine::scene49_decreaseScore(int amount) {
+ if (_s49_scoreBarPos >= 226 && _s49_scoreLevel == 0) {
+ if (_s49_scoreBarFlash)
+ scene49_refreshScoreBar();
+ _gameSys->fillSurface(0, _s49_scoreBarPos, 508, amount, 22, 89, 0, 5);
+ _s49_scoreBarPos -= amount;
+ _s49_scoreLevel = 0;
+ }
+}
+
+void GnapEngine::scene49_refreshScoreBar() {
+ if (_s49_scoreBarFlash)
+ _gameSys->fillSurface(0, 226, 508, 330, 22, 255, 0, 0);
+ else
+ _gameSys->fillSurface(0, 226, 508, 330, 22, 89, 0, 5);
+ _s49_scoreBarFlash = !_s49_scoreBarFlash;
+}
+
+void GnapEngine::scene49_clearObstacle(int index) {
+ _s49_obstacles[index].currSequenceId = 0;
+ _s49_obstacles[index].closerSequenceId = 0;
+ _s49_obstacles[index].passedSequenceId = 0;
+ _s49_obstacles[index].splashSequenceId = 0;
+ _s49_obstacles[index].collisionSequenceId = 0;
+ _s49_obstacles[index].prevId = 0;
+ _s49_obstacles[index].currId = 0;
+ _s49_obstacles[index].laneNum = 0;
+}
+
+void GnapEngine::scene49_run() {
+
+ bool animToggle6 = false;
+ bool animToggle5 = false;
+ bool animToggle4 = false;
+ bool animToggle3 = false;
+ bool streetAnimToggle = false;
+ bool bgAnimToggle = false;
+
+ playSound(0xE2, 1);
+ setSoundVolume(0xE2, 75);
+
+ hideCursor();
+ setGrabCursorSprite(-1);
+
+ _s49_scoreBarPos = 196;
+ _s49_scoreLevel = 0;
+ _s49_scoreBarFlash = false;
+
+ switch (getRandom(3)) {
+ case 0:
+ _s49_truckSequenceId = 0xAD;
+ _s49_truckLaneNum = 1;
+ break;
+ case 1:
+ _s49_truckSequenceId = 0xAE;
+ _s49_truckLaneNum = 2;
+ break;
+ case 2:
+ _s49_truckSequenceId = 0xAF;
+ _s49_truckLaneNum = 3;
+ break;
+ }
+
+ int bgWidth1 = _gameSys->getSpriteWidthById(0x5E);
+ int bgX1 = 600;
+
+ int bgWidth2 = _gameSys->getSpriteWidthById(0x5F);
+ int bgX2 = 400;
+
+ int bgWidth3 = _gameSys->getSpriteWidthById(4);
+ int bgX3 = 700;
+
+ int bgWidth4 = _gameSys->getSpriteWidthById(5);
+ int bgX4 = 500;
+
+ int bgWidth5 = _gameSys->getSpriteWidthById(6);
+ int bgX5 = 300;
+
+ int bgWidth6 = _gameSys->getSpriteWidthById(7);
+ int bgX6 = 100;
+
+ _gameSys->setAnimation(0xC8, 251, 1);
+ _gameSys->setAnimation(_s49_truckSequenceId, 256, 0);
+ _gameSys->insertSequence(0xC9, 256, 0, 0, kSeqNone, 0, 600, 85);
+ _gameSys->insertSequence(0xCA, 257, 0, 0, kSeqNone, 0, 400, 100);
+ _gameSys->insertSequence(0xC4, 256, 0, 0, kSeqNone, 0, 700, 140);
+ _gameSys->insertSequence(0xC5, 257, 0, 0, kSeqNone, 0, 500, 160);
+ _gameSys->insertSequence(0xC6, 258, 0, 0, kSeqNone, 0, 300, 140);
+ _gameSys->insertSequence(0xC7, 259, 0, 0, kSeqNone, 0, 100, 140);
+ _gameSys->insertSequence(0xC8, 251, 0, 0, kSeqNone, 0, 0, -50);
+ _gameSys->insertSequence(_s49_truckSequenceId, 256, 0, 0, kSeqNone, 0, 0, -50);
+
+ _timers[0] = 2;
+
+ for (int i = 0; i < 5; ++i)
+ scene49_clearObstacle(i);
+
+ _s49_obstacleIndex = 0;
+
+ _timers[2] = getRandom(20) + 10;
+
+ _s49_truckId = 256;
+ _timers[3] = 35;
+
+ while (!_sceneDone) {
+
+ if (_timers[0] == 0) {
+ // Update background animations (clouds etc.)
+ --bgX1;
+ bgX2 -= 2;
+ bgX3 -= 5;
+ --bgX4;
+ --bgX5;
+ --bgX6;
+ if (bgX1 <= -bgWidth1)
+ bgX1 = 799;
+ if (bgX2 <= -bgWidth2)
+ bgX2 = 799;
+ if (bgX3 <= -bgWidth3)
+ bgX3 = 799;
+ if (bgX4 <= -bgWidth4)
+ bgX4 = 799;
+ if (bgX5 <= -bgWidth5)
+ bgX5 = 799;
+ if (bgX6 <= -bgWidth6)
+ bgX6 = 799;
+ bgAnimToggle = !bgAnimToggle;
+ _gameSys->insertSequence(0xC9, (bgAnimToggle ? 1 : 0) + 256, 0xC9, (bgAnimToggle ? 0 : 1) + 256, kSeqSyncWait, 0, bgX1, 85);
+ _gameSys->insertSequence(0xCA, (bgAnimToggle ? 1 : 0) + 257, 0xCA, (bgAnimToggle ? 0 : 1) + 257, kSeqSyncWait, 0, bgX2, 100);
+ _gameSys->insertSequence(0xC4, (bgAnimToggle ? 1 : 0) + 256, 0xC4, (bgAnimToggle ? 0 : 1) + 256, kSeqSyncWait, 0, bgX3, 140);
+ _gameSys->insertSequence(0xC5, (bgAnimToggle ? 1 : 0) + 257, 0xC5, (bgAnimToggle ? 0 : 1) + 257, kSeqSyncWait, 0, bgX4, 160);
+ _gameSys->insertSequence(0xC6, (bgAnimToggle ? 1 : 0) + 258, 0xC6, (bgAnimToggle ? 0 : 1) + 258, kSeqSyncWait, 0, bgX5, 140);
+ _gameSys->insertSequence(0xC7, (bgAnimToggle ? 1 : 0) + 259, 0xC7, (bgAnimToggle ? 0 : 1) + 259, kSeqSyncWait, 0, bgX6, 140);
+ _timers[0] = 2;
+ }
+
+ if (_gameSys->getAnimationStatus(1) == 2) {
+ streetAnimToggle = !streetAnimToggle;
+ _gameSys->setAnimation(0xC8, (streetAnimToggle ? 1 : 0) + 251, 1);
+ _gameSys->insertSequence(0xC8, (streetAnimToggle ? 1 : 0) + 251, 200, (streetAnimToggle ? 0 : 1) + 251, kSeqSyncWait, 0, 0, -50);
+ }
+
+ scene49_checkObstacles();
+
+ if (_gameSys->getAnimationStatus(0) == 2) {
+ switch (_s49_truckSequenceId) {
+ case 0xB1:
+ _s49_truckLaneNum = 1;
+ break;
+ case 0xB0:
+ case 0xB3:
+ _s49_truckLaneNum = 2;
+ break;
+ case 0xB2:
+ _s49_truckLaneNum = 3;
+ break;
+ }
+ animToggle3 = !animToggle3;
+ if (_s49_truckLaneNum == 1) {
+ _gameSys->setAnimation(0xAD, (animToggle3 ? 1 : 0) + 256, 0);
+ _gameSys->insertSequence(0xAD, (animToggle3 ? 1 : 0) + 256, _s49_truckSequenceId, _s49_truckId, kSeqSyncWait, 0, 0, -50);
+ _s49_truckSequenceId = 0xAD;
+ } else if (_s49_truckLaneNum == 2) {
+ _gameSys->setAnimation(0xAE, (animToggle3 ? 1 : 0) + 256, 0);
+ _gameSys->insertSequence(0xAE, (animToggle3 ? 1 : 0) + 256, _s49_truckSequenceId, _s49_truckId, kSeqSyncWait, 0, 0, -50);
+ _s49_truckSequenceId = 0xAE;
+ } else {
+ _gameSys->setAnimation(0xAF, (animToggle3 ? 1 : 0) + 256, 0);
+ _gameSys->insertSequence(0xAF, (animToggle3 ? 1 : 0) + 256, _s49_truckSequenceId, _s49_truckId, kSeqSyncWait, 0, 0, -50);
+ _s49_truckSequenceId = 0xAF;
+ }
+ _s49_truckId = (animToggle3 ? 1 : 0) + 256;
+ if (_s49_scoreLevel == 1) {
+ if (!_gameSys->isSequenceActive(0xD4, 266)) {
+ _gameSys->setAnimation(0xD4, 266, 8);
+ _gameSys->insertSequence(0xD4, 266, 0, 0, kSeqNone, 0, 0, -50);
+ }
+ ++_s49_scoreLevel;
+ _timers[1] = 2;
+ animToggle4 = false;
+ animToggle5 = false;
+ animToggle6 = false;
+ _s49_scoreBarFlash = false;
+ }
+ }
+
+ if (_s49_scoreLevel != 0 && !_timers[1]) {
+ scene49_refreshScoreBar();
+ _timers[1] = 8;
+ if (animToggle6) {
+ if (animToggle5) {
+ if (animToggle4 && !_gameSys->isSequenceActive(212, 266))
+ _gameSys->insertSequence(212, 266, 0, 0, kSeqNone, 0, 0, -50);
+ animToggle4 = !animToggle4;
+ }
+ animToggle5 = !animToggle5;
+ }
+ animToggle6 = !animToggle6;
+ }
+
+ scene49_updateAnimations();
+
+ if (sceneXX_sub_4466B1()) {
+ _sceneDone = true;
+ _newSceneNum = 2;
+ _newCursorValue = 1;
+ }
+
+ if (isKeyStatus1(Common::KEYCODE_RIGHT)) {
+ // Steer right
+ if (_s49_truckSequenceId == 0xB3)
+ _s49_truckLaneNum = 2;
+ if (_s49_truckSequenceId == 0xB1)
+ _s49_truckLaneNum = 1;
+ if (_s49_truckLaneNum != 3 && _s49_truckLaneNum != 2) {
+ if (_s49_scoreLevel) {
+ _sceneDone = true;
+ _newSceneNum = 47;
+ }
+ } else {
+ int steerSequenceId = (_s49_truckLaneNum == 3) ? 0xB3 : 0xB1;
+ if (_s49_truckSequenceId == 0xAE || _s49_truckSequenceId == 0xAF) {
+ _gameSys->setAnimation(steerSequenceId, 256, 0);
+ _gameSys->insertSequence(steerSequenceId, 256, _s49_truckSequenceId, _s49_truckId, 32, 0, 0, -50);
+ _s49_truckSequenceId = steerSequenceId;
+ _s49_truckId = 256;
+ }
+ }
+ clearKeyStatus1(Common::KEYCODE_RIGHT);
+ }
+
+ if (isKeyStatus1(Common::KEYCODE_LEFT)) {
+ // Steer left
+ if (_s49_truckSequenceId == 0xB0)
+ _s49_truckLaneNum = 2;
+ if (_s49_truckSequenceId == 0xB2)
+ _s49_truckLaneNum = 3;
+ if (_s49_truckLaneNum == 1 || _s49_truckLaneNum == 2) {
+ int steerSequenceId = (_s49_truckLaneNum == 1) ? 0xB0 : 0xB2;
+ if (_s49_truckSequenceId == 0xAD || _s49_truckSequenceId == 0xAE) {
+ _gameSys->setAnimation(steerSequenceId, 256, 0);
+ _gameSys->insertSequence(steerSequenceId, 256, _s49_truckSequenceId, _s49_truckId, 32, 0, 0, -50);
+ _s49_truckSequenceId = steerSequenceId;
+ _s49_truckId = 256;
+ }
+ }
+ clearKeyStatus1(Common::KEYCODE_LEFT);
+ }
+
+ gameUpdateTick();
+
+ }
+
+ stopSound(0xE2);
+
+}
+
+void GnapEngine::scene49_updateAnimations() {
+
+ for (int i = 0; i < 5; ++i) {
+ if (_gameSys->getAnimationStatus(i + 2) == 2) {
+ if (_s49_obstacles[i].currSequenceId)
+ scene49_updateObstacle(i);
+ }
+ }
+
+ if (_gameSys->getAnimationStatus(8) == 2) {
+ _sceneDone = true;
+ _newSceneNum = 47;
+ }
+
+}
+
+} // End of namespace Gnap