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123
include/damncute/Core/Core.hh
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123
include/damncute/Core/Core.hh
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#ifndef CORE_H_
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# define CORE_H_
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#include <list>
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#include <SFML/Audio.hpp>
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#include <dirent.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <iostream>
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#include "QuadTree.hh"
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#include "../IRenderable.hh"
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# ifndef __DWIDTH
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# define __DWIDTH 1920
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# define __DHEIGHT 1080
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# endif
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#ifndef __DQUADTREE_COMPLEXITY__
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#define __DQUADTREE_COMPLEXITY__ 6
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#endif
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#if __DQUADTREE_COMPLEXITY__ > 10
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#warning "you will use more than 300 Mb =O"
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#endif
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namespace DamnCute {
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class APhysics;
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class Core {
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public:
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Core(const Core&) = delete;
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Core(const Core&&) = delete;
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Core& operator=(const Core&) = delete;
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Core& operator=(const Core&&) = delete;
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static Core* getInstance();
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void closeWin();
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void reset();
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void freeAll();
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void addObject(IRenderable*);
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void delObject(IRenderable*);
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void hideObject(IRenderable*);
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void addOnBg(IRenderable*);
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void flushScene();
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void flushEvent();
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template <unsigned int SIZEX = __DWIDTH, unsigned int SIZEY = __DHEIGHT>
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void createWindow(unsigned int width = 0, unsigned int height = 0, bool full = false) {
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unsigned int style = full << 3 | sf::Style::Titlebar;
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sf::VideoMode v;
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if (full) {
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v = sf::VideoMode::getFullscreenModes()[0];
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} else if (width == 0 && height == 0) {
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v = sf::VideoMode::getDesktopMode();
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} else {
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v = sf::VideoMode(width, height);
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}
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_win = new sf::RenderWindow(v, "DamnCute Engine", style);
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_Rtex.create(SIZEX, SIZEY);
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_Rtex.setSmooth(true);
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_rsp.setTexture(_Rtex.getTexture());
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_rsp.setScale((float)getWindowSizeX() / (float)__DWIDTH , (float)getWindowSizeY() / (float)__DHEIGHT);
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_win->setVerticalSyncEnabled(true);
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_win->setFramerateLimit(60);
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}
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int getWindowStatus();
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int getWindowSizeX();
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int getWindowSizeY();
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sf::Music& getMusic();
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void musicPath(std::string);
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void musicPlay(int);
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int getMusicListSize();
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inline bool getGameStatus() const {
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return _gameStatus;
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}
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inline void switchGameStatus() {
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_gameStatus = !_gameStatus;
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}
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inline sf::Event getEvent() const {
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return event;
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}
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inline void setFPSDisplay(bool value) {
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_displayFPS = value;
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}
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inline void addBulletsCounter() {
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++_numberOfBullets;
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}
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inline QuadTree<std::list<APhysics*>, __DQUADTREE_COMPLEXITY__>* getQuadTree() {
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return &_physicTree;
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}
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private:
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Core();
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~Core();
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void refresh();
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static Core* __coreInstance;
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QuadTree<std::list<APhysics*>, __DQUADTREE_COMPLEXITY__> _physicTree;
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sf::RenderWindow* _win;
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sf::RenderTexture _Rtex;
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std::list<IRenderable*> _objects;
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bool _gameStatus;
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bool _displayFPS;
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unsigned int _numberOfBullets;
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unsigned int _Pframmes;
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unsigned int _tmpFrammes;
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sf::Sprite _rsp;
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sf::Clock _gameClock;
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sf::Event event;
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sf::Music _music;
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std::string _musicPath;
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std::vector<std::string> _musicList;
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void saveFolderMusic(std::string);
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bool supportedFileFormat(std::string);
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};
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}
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#define sCore Core::getInstance()
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#endif /* !CORE_H_ */
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76
include/damncute/Core/QuadTree.hh
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76
include/damncute/Core/QuadTree.hh
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#include <array>
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#include <utility>
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#ifndef QUADTREE_H_
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# define QUADTREE_H_
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namespace DamnCute {
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template <typename T, unsigned int LEVEL>
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class QuadTree {
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public:
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enum TDir {
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AZone,
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BZone,
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CZone,
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DZone
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};
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enum _CQTREEVALUES_ {
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_COMPLEXITY_ = LEVEL,
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};
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private:
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#include "TreeNode.hh"
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typedef std::array<TDir, LEVEL> __path_ar_;
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TreeNode<T>* _head;
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inline TreeNode<T>* _getNode(__path_ar_ path) const {
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TreeNode<T>* x = _head;
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for (typename __path_ar_::const_iterator it = path.cbegin(); it != path.cend(); ++it) {
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if (*it == AZone)
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x = x->up;
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else if (*it == BZone)
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x = x->down;
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else if (*it == CZone)
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x = x->right;
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else if (*it == DZone)
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x = x->left;
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}
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return x;
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}
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public:
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explicit QuadTree() : _head(new TreeNode<T>(LEVEL)) {}
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T* getDataTreeNode(__path_ar_& path) const {
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return _getNode(path)->data;
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}
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void setTreeNode(T* value, const __path_ar_& path) {
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_getNode(path)->data = value;
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}
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void swap(__path_ar_& path1, const __path_ar_& path2) {
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T* a = _getNode(path1)->data;
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T* b = _getNode(path2)->data;
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T* tmp;
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tmp = a;
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a = b;
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b = tmp;
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}
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bool thereIsObject(const __path_ar_& p) {
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if (_getNode(p)->data) {
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return true;
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}
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return false;
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}
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inline unsigned int&& getLevel() const {
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return std::move(LEVEL);
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}
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typedef __path_ar_ Array_Type_;
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};
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}
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#endif /* !QUADTREE_H_ */
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38
include/damncute/Core/TreeNode.hh
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38
include/damncute/Core/TreeNode.hh
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#include <type_traits>
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#ifndef NODE_H_
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# define NODE_H_
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template <typename DATANODE>
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struct TreeNode {
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DATANODE* data; // TODO must exist only for final recurtion
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TreeNode<DATANODE>* up;
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TreeNode<DATANODE>* down;
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TreeNode<DATANODE>* right;
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TreeNode<DATANODE>* left;
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explicit TreeNode(unsigned short level) {
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if (level) {
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up = new TreeNode<DATANODE>(level - 1);
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down = new TreeNode<DATANODE>(level - 1);
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left = new TreeNode<DATANODE>(level - 1);
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right = new TreeNode<DATANODE>(level - 1);
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} else {
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up = NULL;
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down = NULL;
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left = NULL;
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right = NULL;
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}
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data = NULL;
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}
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virtual ~TreeNode() {
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delete up;
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delete down;
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delete left;
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delete right;
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}
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};
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#endif /* !NODE_H_ */
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