[8514] | 1 | |
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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific |
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| 14 | main-programmer: Patrick Boenzli |
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| 15 | co-programmer: |
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| 16 | */ |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | |
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| 20 | #include "util/loading/factory.h" |
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| 21 | #include "util/loading/load_param.h" |
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| 22 | |
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| 23 | #include "interactive_model.h" |
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| 24 | #include "md2/md2Model.h" |
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| 25 | |
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[8516] | 26 | #include "sound_buffer.h" |
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| 27 | |
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| 28 | #include "loading/resource_manager.h" |
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| 29 | |
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[8514] | 30 | #include "generic_npc.h" |
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| 31 | |
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[8802] | 32 | #include "animation/animation3d.h" |
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| 33 | |
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[8514] | 34 | using namespace std; |
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| 35 | |
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| 36 | |
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| 37 | |
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| 38 | CREATE_FACTORY(GenericNPC, CL_GENERIC_NPC); |
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| 39 | |
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[8811] | 40 | #include "script_class.h" |
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| 41 | CREATE_SCRIPTABLE_CLASS(GenericNPC, CL_GENERIC_NPC, |
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[8815] | 42 | //addMethod("walkTo", ExecutorLua7ret<GenericNPC,float, float, float, float, float, float, float, float>(&GenericNPC::walkTo)) |
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| 43 | addMethod("walkTo", ExecutorLua3ret<GenericNPC,float,float,float,float>(&GenericNPC::walkTo)) |
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[8823] | 44 | ->addMethod("setTime", ExecutorLua1<GenericNPC,float>(&GenericNPC::setTime)) |
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[8811] | 45 | ); |
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[8514] | 46 | |
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| 47 | |
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[8811] | 48 | |
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[8514] | 49 | /** |
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| 50 | * constructor |
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| 51 | */ |
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| 52 | GenericNPC::GenericNPC(const TiXmlElement* root) |
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| 53 | : NPC(root) |
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| 54 | { |
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| 55 | this->init(); |
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| 56 | |
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| 57 | if (root != NULL) |
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| 58 | this->loadParams(root); |
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| 59 | } |
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| 60 | |
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| 61 | |
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[8811] | 62 | GenericNPC::GenericNPC() |
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| 63 | : NPC(NULL) |
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| 64 | { |
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[8814] | 65 | |
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[8811] | 66 | } |
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| 67 | |
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[8514] | 68 | /** |
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| 69 | * deconstructor |
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| 70 | */ |
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| 71 | GenericNPC::~GenericNPC () |
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[8802] | 72 | { |
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| 73 | if( this->currentAnim != NULL) |
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| 74 | delete this->currentAnim; |
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| 75 | } |
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[8514] | 76 | |
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| 77 | |
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| 78 | /** |
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| 79 | * initializing the npc enity |
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| 80 | */ |
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| 81 | void GenericNPC::init() |
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| 82 | { |
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| 83 | this->setClassID(CL_GENERIC_NPC, "GenericNPC"); |
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| 84 | this->toList(OM_GROUP_00); |
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[8516] | 85 | |
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| 86 | if (this->soundBuffer != NULL) |
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| 87 | ResourceManager::getInstance()->unload(this->soundBuffer); |
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| 88 | this->soundBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV); |
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[8705] | 89 | |
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[8823] | 90 | time = 30.0f; |
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[8705] | 91 | // collision reaction registration |
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[8706] | 92 | // this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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[8514] | 93 | } |
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| 94 | |
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| 95 | |
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| 96 | /** |
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| 97 | * loads the Settings of a MD2Creature from an XML-element. |
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| 98 | * @param root the XML-element to load the MD2Creature's properties from |
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| 99 | */ |
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| 100 | void GenericNPC::loadParams(const TiXmlElement* root) |
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| 101 | { |
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[8705] | 102 | NPC::loadParams(root); |
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[8514] | 103 | |
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| 104 | } |
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| 105 | |
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| 106 | |
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| 107 | /** |
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| 108 | * sets the animation of this npc |
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| 109 | * @param anumationIndex: the animation index |
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| 110 | * @param anumPlaybackMode: the playback mode |
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| 111 | */ |
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| 112 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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| 113 | { |
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| 114 | if( likely(this->getModel(0) != NULL)) |
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| 115 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 116 | } |
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| 117 | |
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| 118 | |
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| 119 | /** |
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| 120 | * sets the animation of this npc |
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| 121 | * @param anumationIndex: the animation index |
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| 122 | * @param anumPlaybackMode: the playback mode |
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| 123 | */ |
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[8705] | 124 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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[8514] | 125 | { |
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| 126 | if( likely(this->getModel(0) != NULL)) |
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| 127 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 128 | |
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| 129 | } |
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| 130 | |
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| 131 | |
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| 132 | /** |
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| 133 | * play a sound |
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| 134 | * @param filename: name of the file |
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| 135 | */ |
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[8705] | 136 | void GenericNPC::playSound(std::string filename) |
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[8514] | 137 | { |
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[8705] | 138 | |
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[8514] | 139 | } |
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| 140 | |
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| 141 | |
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| 142 | /** |
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| 143 | * walt to |
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| 144 | * @param coordinate: coordinate to go to |
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| 145 | */ |
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[8783] | 146 | float GenericNPC::walkTo(float x, float y, float z, float qu, float qx, float qy, float qz) |
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[8590] | 147 | { |
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[8802] | 148 | Vector destCoor = Vector(x, y, z); |
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| 149 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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[8590] | 150 | |
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[8802] | 151 | // check if this is the current goal |
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[8816] | 152 | if( this->destCoor != destCoor || this->destDir != destDir) |
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[8802] | 153 | { |
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[8810] | 154 | this->destCoor = destCoor; |
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| 155 | this->destDir = destDir; |
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[8802] | 156 | |
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[8823] | 157 | float time = 100.0f; |
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[8802] | 158 | |
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| 159 | if( this->currentAnim != NULL) |
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| 160 | delete this->currentAnim; |
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| 161 | |
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| 162 | this->currentAnim = new Animation3D(this); |
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[8825] | 163 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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[8816] | 164 | this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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[8812] | 165 | |
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[8825] | 166 | |
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[8816] | 167 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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| 168 | this->currentAnim->play(); |
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| 169 | |
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[8812] | 170 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8802] | 171 | } |
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| 172 | |
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| 173 | // calculate the distance |
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| 174 | Vector distance = this->getAbsCoor() - this->destCoor; |
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| 175 | return distance.len(); |
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[8590] | 176 | } |
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| 177 | |
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| 178 | |
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[8810] | 179 | /** |
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| 180 | * walk to a specific place with direction |
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| 181 | * |
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| 182 | * @param x: x coordinate to go to |
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| 183 | * @param y: y coordinate to go to |
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| 184 | * @param z: z coordinate to go to |
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| 185 | * |
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| 186 | * without turning itself |
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| 187 | */ |
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| 188 | float GenericNPC::walkTo(float x, float y, float z) |
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| 189 | { |
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| 190 | Quaternion q = this->getAbsDir(); |
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[8816] | 191 | |
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[8822] | 192 | //printf("%s moving to %f, %f, %f \n",this->getName(),x,y,z); |
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[8802] | 193 | |
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[8810] | 194 | return this->walkTo(x, y, z, q.w, q.v.x, q.v.y, q.v.z); |
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| 195 | } |
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| 196 | |
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[8590] | 197 | /** |
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[8802] | 198 | * walk to a specific place with direction |
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| 199 | * |
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| 200 | * @param x: x coordinate to go to |
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| 201 | * @param y: y coordinate to go to |
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| 202 | * @param qu: angle to rotate |
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| 203 | * @param qx: x coordinate of rotation vector |
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| 204 | * @param qy: y coordinate of rotation vector |
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| 205 | * @param qz: z coordinate of rotation vector |
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| 206 | * |
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| 207 | */ |
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| 208 | float GenericNPC::walkTo(float x, float y, float qu, float qx, float qy, float qz) |
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| 209 | { |
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| 210 | return this->walkTo(x, y, 0.0f, qu, qx, qy, qz); |
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| 211 | } |
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| 212 | |
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| 213 | |
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| 214 | /** |
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[8805] | 215 | * walk to a specific place with direction |
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| 216 | * |
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| 217 | * @param coor: vector place |
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| 218 | * @param dir: direction |
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| 219 | * |
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| 220 | */ |
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| 221 | float GenericNPC::walkTo(const Vector& coor, const Quaternion& dir) |
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| 222 | { |
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| 223 | return this->walkTo(coor.x, coor.y, coor.z, dir.w, dir.v.x, dir.v.y, dir.v.z); |
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| 224 | } |
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| 225 | |
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| 226 | |
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[8814] | 227 | |
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[8805] | 228 | /** |
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[8814] | 229 | * run to a specific place with direction |
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| 230 | * |
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| 231 | * @param x: x coordinate to go to |
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| 232 | * @param y: y coordinate to go to |
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| 233 | * @param z: z coordinate to go to |
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| 234 | * @param qu: angle to rotate |
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| 235 | * @param qx: x coordinate of rotation vector |
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| 236 | * @param qy: y coordinate of rotation vector |
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| 237 | * @param qz: z coordinate of rotation vector |
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| 238 | * |
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| 239 | */ |
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| 240 | float GenericNPC::runTo(float x, float y, float z, float qu, float qx, float qy, float qz) |
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[8817] | 241 | { |
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| 242 | Vector destCoor = Vector(x, y, z); |
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| 243 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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[8814] | 244 | |
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[8817] | 245 | // check if this is the current goal |
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| 246 | if( this->destCoor != destCoor || this->destDir != destDir) |
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| 247 | { |
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| 248 | this->destCoor = destCoor; |
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| 249 | this->destDir = destDir; |
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[8814] | 250 | |
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[8817] | 251 | float time = 5.0f; |
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| 252 | |
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| 253 | if( this->currentAnim != NULL) |
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| 254 | delete this->currentAnim; |
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| 255 | |
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| 256 | this->currentAnim = new Animation3D(this); |
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| 257 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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| 258 | this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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| 259 | |
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[8825] | 260 | |
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[8817] | 261 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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| 262 | this->currentAnim->play(); |
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| 263 | |
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| 264 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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| 265 | } |
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| 266 | |
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| 267 | // calculate the distance |
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| 268 | Vector distance = this->getAbsCoor() - this->destCoor; |
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| 269 | return distance.len(); |
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| 270 | } |
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| 271 | |
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| 272 | |
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[8814] | 273 | /** |
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| 274 | * run to a specific place with direction |
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| 275 | * |
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| 276 | * @param x: x coordinate to go to |
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| 277 | * @param y: y coordinate to go to |
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| 278 | * @param qu: angle to rotate |
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| 279 | * @param qx: x coordinate of rotation vector |
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| 280 | * @param qy: y coordinate of rotation vector |
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| 281 | * @param qz: z coordinate of rotation vector |
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| 282 | * |
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| 283 | */ |
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| 284 | float GenericNPC::runTo(float x, float y, float qu, float qx, float qy, float qz) |
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[8817] | 285 | { |
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| 286 | this->runTo(x, y, 0.0f, qu, qx, qy, qz); |
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| 287 | } |
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[8814] | 288 | |
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| 289 | |
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[8817] | 290 | /** |
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| 291 | * run to a specific place with direction |
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| 292 | * |
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| 293 | * @param coor: vector place |
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| 294 | * @param dir: direction |
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| 295 | * |
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| 296 | */ |
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| 297 | float GenericNPC::runTo(const Vector& coordinate, const Quaternion& dir) |
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| 298 | { |
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| 299 | this->runTo(coordinate.x, coordinate.y, coordinate.z, dir.w, dir.v.x, dir.v.y, dir.v.z); |
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| 300 | } |
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[8814] | 301 | |
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[8817] | 302 | |
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[8814] | 303 | /** |
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| 304 | * crouch to a specific place with direction |
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| 305 | * |
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| 306 | * @param x: x coordinate to go to |
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| 307 | * @param y: y coordinate to go to |
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| 308 | * @param z: z coordinate to go to |
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| 309 | * @param qu: angle to rotate |
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| 310 | * @param qx: x coordinate of rotation vector |
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| 311 | * @param qy: y coordinate of rotation vector |
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| 312 | * @param qz: z coordinate of rotation vector |
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| 313 | * |
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| 314 | */ |
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| 315 | float GenericNPC::crouchTo(float x, float y, float z, float qu, float qx, float qy, float qz) |
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[8818] | 316 | { |
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| 317 | Vector destCoor = Vector(x, y, z); |
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| 318 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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[8814] | 319 | |
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[8818] | 320 | // check if this is the current goal |
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| 321 | if( this->destCoor != destCoor || this->destDir != destDir) |
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| 322 | { |
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| 323 | this->destCoor = destCoor; |
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| 324 | this->destDir = destDir; |
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[8814] | 325 | |
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[8818] | 326 | |
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| 327 | if( this->currentAnim != NULL) |
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| 328 | delete this->currentAnim; |
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| 329 | |
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| 330 | this->currentAnim = new Animation3D(this); |
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| 331 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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| 332 | this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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| 333 | |
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[8823] | 334 | |
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[8818] | 335 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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| 336 | this->currentAnim->play(); |
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| 337 | |
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| 338 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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| 339 | } |
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| 340 | |
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| 341 | // calculate the distance |
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| 342 | Vector distance = this->getAbsCoor() - this->destCoor; |
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| 343 | return distance.len(); |
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| 344 | } |
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| 345 | |
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| 346 | |
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[8814] | 347 | /** |
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| 348 | * couch to a specific place with direction |
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| 349 | * |
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| 350 | * @param x: x coordinate to go to |
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| 351 | * @param y: y coordinate to go to |
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| 352 | * @param qu: angle to rotate |
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| 353 | * @param qx: x coordinate of rotation vector |
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| 354 | * @param qy: y coordinate of rotation vector |
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| 355 | * @param qz: z coordinate of rotation vector |
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| 356 | * |
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| 357 | */ |
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| 358 | float GenericNPC::crouchTo(float x, float y, float qu, float qx, float qy, float qz) |
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[8818] | 359 | { |
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| 360 | this->crouchTo(x, y, 0.0f, qu, qx, qy, qz); |
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| 361 | } |
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[8814] | 362 | |
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| 363 | |
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| 364 | |
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[8817] | 365 | /** |
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[8818] | 366 | * crouch to a specific place with direction |
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| 367 | * |
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| 368 | * @param coor: vector place |
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| 369 | * @param dir: direction |
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| 370 | * |
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| 371 | */ |
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| 372 | float GenericNPC::crouchTo(const Vector& coordinate, const Quaternion& dir) |
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| 373 | { |
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| 374 | this->crouchTo(coordinate.x, coordinate.y, coordinate.z, dir.w, dir.v.x, dir.v.y, dir.v.z); |
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| 375 | } |
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| 376 | |
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| 377 | |
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| 378 | /** |
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[8817] | 379 | * stops the generic animation |
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| 380 | */ |
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| 381 | void GenericNPC::stop() |
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[8818] | 382 | { |
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| 383 | if( this->currentAnim != NULL) |
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| 384 | { |
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| 385 | this->currentAnim->stop(); |
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| 386 | delete this->currentAnim; |
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| 387 | this->currentAnim = NULL; |
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[8817] | 388 | |
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[8818] | 389 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 390 | } |
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| 391 | } |
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[8817] | 392 | |
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[8818] | 393 | |
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[8819] | 394 | /** |
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| 395 | * lookat a world entity |
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| 396 | * @param worldEntity: the worldentity to look at |
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| 397 | */ |
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[8814] | 398 | float GenericNPC::lookAt(WorldEntity* worldEntity) |
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| 399 | {} |
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| 400 | |
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| 401 | |
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[8819] | 402 | /** |
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[8824] | 403 | * turns to a given direction |
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| 404 | */ |
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| 405 | bool GenericNPC::turnTo(float qu, float qx, float qy, float qz) |
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| 406 | { |
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| 407 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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| 408 | |
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| 409 | // check if this is the current goal |
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| 410 | if( this->destDir != destDir) |
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| 411 | { |
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| 412 | this->destCoor = destCoor; |
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| 413 | |
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| 414 | float time = 5.0f; |
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| 415 | |
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| 416 | if( this->currentAnim != NULL) |
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| 417 | delete this->currentAnim; |
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| 418 | |
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| 419 | this->currentAnim = new Animation3D(this); |
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| 420 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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| 421 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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| 422 | |
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| 423 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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| 424 | this->currentAnim->play(); |
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| 425 | |
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[8825] | 426 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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[8824] | 427 | } |
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| 428 | |
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| 429 | // calculate the distance |
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| 430 | Vector distance = this->getAbsCoor() - this->destCoor; |
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| 431 | return distance.len(); |
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| 432 | } |
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| 433 | |
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| 434 | |
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| 435 | |
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| 436 | /** |
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[8819] | 437 | * talk to a world entity and play a sound/music/voice |
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| 438 | * @param worldEntity: entity |
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| 439 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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| 440 | */ |
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[8814] | 441 | float GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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| 442 | {} |
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| 443 | |
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[8819] | 444 | |
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| 445 | /** |
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| 446 | * world entity to shoot at if there is any weapon on the npc |
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| 447 | * @param entity: entity to shoot entity |
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| 448 | */ |
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[8814] | 449 | void GenericNPC::shootAt(WorldEntity* entity) |
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| 450 | {} |
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| 451 | |
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| 452 | |
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| 453 | |
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| 454 | |
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| 455 | |
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| 456 | |
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| 457 | |
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| 458 | |
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| 459 | |
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| 460 | |
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| 461 | /** |
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[8514] | 462 | * tick this world entity |
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| 463 | * @param time: time in seconds expirded since the last tick |
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| 464 | */ |
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| 465 | void GenericNPC::tick (float time) |
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| 466 | { |
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| 467 | if( likely(this->getModel(0) != NULL)) |
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| 468 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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[8816] | 469 | |
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| 470 | // tick this animation |
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| 471 | if( this->currentAnim != NULL) |
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| 472 | this->currentAnim->tick(time); |
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[8514] | 473 | } |
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| 474 | |
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| 475 | |
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| 476 | |
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| 477 | void GenericNPC::destroy() |
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| 478 | { |
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| 479 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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| 480 | |
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| 481 | if( randi == 1) |
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| 482 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 483 | else if( randi == 2) |
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| 484 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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| 485 | else if( randi == 3) |
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| 486 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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| 487 | else if( randi == 4) |
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| 488 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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| 489 | else |
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| 490 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 491 | } |
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| 492 | |
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