sdlbomber/src/game.c

952 lines
20 KiB
C

#include "game.h"
#include "bomber.h"
#include "draw.h"
#include "gfx.h"
#include "list.h"
#include "menu.h"
#include "network.h"
#include "sound.h"
#include "utils.h"
static int gameframe;
static listhead activebombs;
static listhead activedecays;
static listhead activebonus;
static listhead activegeneric;
static listhead detonatebombs;
static listhead activeflames;
static listhead activeplayers;
static listhead allplayers;
figure walking[MAXSETS][NUMWALKFRAMES];
solid background, backgroundoriginal;
/* The playfield array, contains FIELD_* equates */
unsigned char field[32][32];
void* info[32][32];
volatile char exitflag = 0;
static int framecount = 0;
char playername[16];
static int mycount;
static int bonustotal;
static const int bonuschances[] = {TILE_BOMB, 20, TILE_FLAME, 20, TILE_TRIGGER, 2, TILE_GOLDFLAME, 2, TILE_SKATES, 20, TILE_TURTLE, 5, TILE_NONE, 160};
static GameOptions gameoptions;
static const unsigned char playerpositions[MAXNETNODES * 3] = {
/* color, x, y */
2, 0, 0, 3, 14, 10, 4, 14, 0, 5, 0, 10, 1, 6, 0, 6, 8, 10, 7, 0, 6, 8, 14, 4,
};
static void resetplayer(player* pl, int color, int x, int y) {
pl->speed = SPEEDSTART;
pl->flags = 0;
pl->flamelength = gameoptions.flames + 1;
pl->bombsavailable = gameoptions.bombs + 1;
pl->color = color;
pl->xpos = arraytoscreenx(x);
pl->ypos = arraytoscreeny(y);
field[y][x] = FIELD_EMPTY;
if (x) field[y][x - 1] = FIELD_EMPTY;
if (y) field[y - 1][x] = FIELD_EMPTY;
if (x < arraynumx - 1) field[y][x + 1] = FIELD_EMPTY;
if (y < arraynumy - 1) field[y + 1][x] = FIELD_EMPTY;
addtail(&activeplayers, pl);
}
static void initplayer(int color, int x, int y, int controller) {
player* pl;
pl = allocentry(player);
if (!pl) nomem("Couldn't get player structure (allocentry())");
list_add_tail(&allplayers, &pl->list_all_players);
pl->controller = controller;
pl->fixx = -4;
pl->fixy = -40;
pl->kills = pl->deaths = 0;
resetplayer(pl, color, x, y);
}
static void initplayers(void) {
int i;
const unsigned char* p;
int c, x, y;
if (NETWORK_NONE == network) {
initplayer(2, 0, 0, -1);
return;
}
p = playerpositions;
for (i = 0; i < MAXNETNODES; ++i) {
if (!netnodes[i].used) continue;
c = *p++;
x = *p++;
y = *p++;
initplayer(c, x, y, i);
}
}
static void resetplayers(void) {
const unsigned char* p;
int c, x, y;
player* pl;
p = playerpositions;
list_for_each_entry(pl, &allplayers, list_all_players) {
c = *p++;
x = *p++;
y = *p++;
resetplayer(pl, c, x, y);
}
}
static void firstzero(void) {
alloc_things();
list_init_head(&activebombs);
list_init_head(&detonatebombs);
list_init_head(&activeflames);
list_init_head(&activedecays);
list_init_head(&activebonus);
list_init_head(&activeplayers);
list_init_head(&activegeneric);
list_init_head(&allplayers);
mycount = mydatacount = 0;
memset(latestactions, 0, sizeof(latestactions));
memset(latestcounts, 0, sizeof(latestcounts));
memset(actionblock, 0, sizeof(actionblock));
actioncount = 0;
}
static void initgame() {
int i, j;
int x, y;
int bl;
const int* p;
int comp;
if (network != NETWORK_SLAVE) set_game_options(&configopts);
gameframe = 0;
things_list_clear(&activebombs);
things_list_clear(&detonatebombs);
things_list_clear(&activeflames);
things_list_clear(&activedecays);
things_list_clear(&activebonus);
list_init_head(&activeplayers);
things_list_clear(&activegeneric);
p = bonuschances;
bonustotal = 0;
for (;;) {
i = *p++;
if (i == TILE_NONE) break;
bonustotal += *p++;
}
bonustotal += 64 * (3 - gameoptions.generosity);
memset(field, 0, sizeof(field));
comp = gameoptions.density;
for (j = 0; j < arraynumy; ++j)
for (i = 0; i < arraynumx; ++i) {
/* if((i&j)&1) {
field[j][i]=FIELD_BORDER;
} else*/
field[j][i] = (myrand() & 3) >= comp ? FIELD_BRICK : FIELD_EMPTY;
}
solidcopyany(&backgroundoriginal, &background, 0, 0, IXSIZE, IYSIZE);
resetplayers();
for (j = 0; j < arraynumy; ++j) {
y = arraystarty + j * arrayspacey;
for (i = 0; i < arraynumx; ++i) {
x = arraystartx + i * arrayspacex;
bl = field[j][i];
if (bl == FIELD_BORDER)
bl = 2;
else if (bl == FIELD_BRICK)
bl = 1;
else
continue;
drawfigureany(x, y, blocks + bl, &background);
}
}
solidcopy(&background, 0, 0, IXSIZE, IYSIZE);
copyup();
}
static void addflame(player* owner, int px, int py) {
flame *fl, *fl2;
fl = allocentry(flame);
if (!fl) return;
addtail(&activeflames, fl);
field[py][px] = FIELD_FLAME;
info[py][px] = fl;
fl->px = px;
fl->py = py;
fl->xpos = arraytoscreenx(px);
fl->ypos = arraytoscreeny(py);
fl->owner = owner;
if (px && field[py][px - 1] == FIELD_FLAME) {
fl2 = info[py][px - 1];
fl->lurd |= FL_LEFT;
fl2->lurd |= FL_RIGHT;
}
if (py && field[py - 1][px] == FIELD_FLAME) {
fl2 = info[py - 1][px];
fl->lurd |= FL_UP;
fl2->lurd |= FL_DOWN;
}
if (px < arraynumx - 1 && field[py][px + 1] == FIELD_FLAME) {
fl2 = info[py][px + 1];
fl->lurd |= FL_RIGHT;
fl2->lurd |= FL_LEFT;
}
if (py < arraynumy - 1 && field[py + 1][px] == FIELD_FLAME) {
fl2 = info[py + 1][px];
fl->lurd |= FL_DOWN;
fl2->lurd |= FL_UP;
}
}
static void dropbomb(player* pl, int px, int py, int type) {
bomb* bmb;
if (field[py][px] != FIELD_EMPTY) return;
bmb = allocentry(bomb);
if (!bmb) return;
playsound(3);
addtail(&activebombs, bmb);
--(pl->bombsavailable);
field[py][px] = FIELD_BOMB;
info[py][px] = bmb;
bmb->type = type;
bmb->px = px;
bmb->py = py;
bmb->xpos = arraytoscreenx(px);
bmb->ypos = arraytoscreeny(py);
bmb->power = pl->flamelength;
bmb->owner = pl;
}
static void adddecay(int px, int py) {
brickdecay* bd;
int xpos, ypos;
bd = allocentry(brickdecay);
if (!bd) return;
field[py][px] = FIELD_EXPLODING;
bd->xpos = arraytoscreenx(px);
bd->ypos = arraytoscreeny(py);
bd->px = px;
bd->py = py;
addtail(&activedecays, bd);
xpos = tovideox(bd->xpos);
ypos = tovideoy(bd->ypos);
solidcopyany(&backgroundoriginal, &background, xpos, ypos, arrayspacex, arrayspacey);
solidcopy(&background, xpos, ypos, arrayspacex, arrayspacey);
}
static void addbonus(int px, int py, int type) {
bonustile* bonus;
bonus = allocentry(bonustile);
if (!bonus) return;
addtail(&activebonus, bonus);
bonus->px = px;
bonus->py = py;
bonus->xpos = arraytoscreenx(px);
bonus->ypos = arraytoscreeny(py);
bonus->type = type;
field[py][px] = FIELD_BONUS;
info[py][px] = bonus;
}
static void trybonus(int px, int py) {
int i = 0, r;
const int* p;
if (field[py][px] != FIELD_EMPTY) return;
p = bonuschances;
r = myrand() % bonustotal;
while (r >= 0) {
i = *p++;
r -= *p++;
}
if (i == TILE_NONE) return;
addbonus(px, py, i);
}
static void deletebonus(bonustile* bonus) {
int px, py;
px = bonus->px;
py = bonus->py;
field[py][px] = 0;
info[py][px] = 0;
list_del(&bonus->list);
freeentry(bonus);
}
static void adddetonate(bomb* bmb) {
if (bmb->type == BOMB_OFF) return;
bmb->type = BOMB_OFF;
field[bmb->py][bmb->px] = FIELD_EXPLODING;
info[bmb->py][bmb->px] = 0;
removeitem(bmb);
addtail(&detonatebombs, bmb);
}
static void processbombs() {
bomb *bmb, *next;
list_for_each_entry_safe(bmb, next, &activebombs, list) {
++(bmb->figcount);
++bmb->timer;
switch (bmb->type) {
case BOMB_NORMAL:
if (bmb->timer == BOMBLIFE) adddetonate(bmb);
break;
case BOMB_CONTROLLED:
if (bmb->timer == BOMB_CONTROLLED_LIFE) {
bmb->timer = 0;
bmb->type = BOMB_NORMAL;
}
break;
}
}
}
static void flameshaft(player* owner, int px, int py, int dx, int dy, int power) {
int there;
bomb* bmb;
while (power--) {
px += dx;
py += dy;
if (px < 0 || py < 0 || px >= arraynumx || py >= arraynumy) break;
there = field[py][px];
switch (there) {
case FIELD_BOMB:
bmb = info[py][px];
adddetonate(bmb);
break;
case FIELD_EMPTY:
addflame(owner, px, py);
break;
case FIELD_BRICK:
adddecay(px, py);
power = 0;
break;
case FIELD_BONUS:
deletebonus(info[py][px]);
power = 0;
break;
case FIELD_BORDER:
case FIELD_EXPLODING:
default:
power = 0;
case FIELD_FLAME:
break;
}
}
}
static void detonatebomb(bomb* bmb) {
int px, py;
int power;
player* owner;
++(bmb->owner->bombsavailable);
px = bmb->px;
py = bmb->py;
power = bmb->power;
owner = bmb->owner;
list_del(&bmb->list);
freeentry(bmb);
addflame(owner, px, py);
flameshaft(owner, px, py, -1, 0, power);
flameshaft(owner, px, py, 0, -1, power);
flameshaft(owner, px, py, 1, 0, power);
flameshaft(owner, px, py, 0, 1, power);
}
static void dodetonations(void) {
int i = 0;
bomb* bmb;
while (!list_empty(&detonatebombs)) {
bmb = (bomb*) detonatebombs.next;
++i;
detonatebomb(bmb);
}
if (i) playsound((myrand() & 1) ? 0 : 4);
}
static void processflames(void) {
flame *fl, *next;
list_for_each_entry_safe(fl, next, &activeflames, list) {
++(fl->timer);
if (fl->timer == FLAMELIFE) {
field[fl->py][fl->px] = FIELD_EMPTY;
info[fl->py][fl->px] = 0;
list_del(&fl->list);
freeentry(fl);
}
}
}
static void processdecays() {
brickdecay *bd, *next;
list_for_each_entry_safe(bd, next, &activedecays, list) {
++(bd->timer);
if (bd->timer == DECAYLIFE) {
field[bd->py][bd->px] = FIELD_EMPTY;
trybonus(bd->px, bd->py);
list_del(&bd->list);
freeentry(bd);
}
}
}
static void drawbombs(void) {
int j;
bomb* bmb;
struct figure* figtab;
int color;
int xpos, ypos;
list_for_each_entry(bmb, &activebombs, list) {
color = bmb->owner->color;
figtab = (bmb->type == BOMB_NORMAL) ? bombs1[color] : bombs2[color];
j = bmb->figcount % (NUMBOMBFRAMES << 1);
if (j >= NUMBOMBFRAMES) j = (NUMBOMBFRAMES << 1) - j - 1;
xpos = tovideox(bmb->xpos);
ypos = tovideoy(bmb->ypos) - 3;
addsprite(xpos, ypos, figtab + j);
}
}
static void drawflames(void) {
flame* fl;
int xpos, ypos;
/* no player specific flame sprites yet */
/* int color; */
int fig;
list_for_each_entry(fl, &activeflames, list) {
/* color=fl->owner->color; */
xpos = tovideox(fl->xpos);
ypos = tovideoy(fl->ypos);
fig = (fl->timer * 10) / FLAMELIFE;
if (fig >= 5) fig = 9 - fig;
fig += 5 * fl->lurd;
addsprite(xpos, ypos, flamefigs[0 /* color */] + fig);
}
}
static void drawdecays() {
brickdecay* bd;
list_for_each_entry(bd, &activedecays, list) {
addsprite(tovideox(bd->xpos), tovideoy(bd->ypos), blocksx + (bd->timer * 9) / DECAYLIFE);
}
}
static void drawbonus() {
bonustile* bonus;
list_for_each_entry(bonus, &activebonus, list) {
addsprite(tovideox(bonus->xpos), tovideoy(bonus->ypos), tiles + bonus->type);
}
}
static void drawplayers() {
player* pl;
int xpos, ypos;
list_for_each_entry(pl, &activeplayers, list) {
if (!(pl->flags & FLG_DEAD)) {
if (!pl->figure) pl->figure = walking[pl->color] + 30;
xpos = tovideox(pl->xpos) + pl->fixx;
ypos = tovideoy(pl->ypos) + pl->fixy;
addsprite(xpos, ypos, pl->figure);
}
}
}
static void detonatecontrolled(player* pl) {
bomb *bmb, *next;
list_for_each_entry_safe(bmb, next, &activebombs, list) {
if (bmb->owner == pl && bmb->type == BOMB_CONTROLLED) adddetonate(bmb);
}
}
static void playonce(generic* gen) {
if (gen->timer == gen->data1) {
list_del(&gen->list);
freeentry(gen);
}
}
static void drawgeneric(generic* gen) {
addsprite(gen->xpos, gen->ypos, ((figure*) (gen->ptr1)) + gen->timer);
}
static void queuesequence(int xpos, int ypos, figure* fig, int count) {
generic* gen;
gen = allocentry(generic);
if (!gen) return;
gen->xpos = xpos;
gen->ypos = ypos;
gen->data1 = count;
gen->process = playonce;
gen->draw = drawgeneric;
gen->ptr1 = fig;
addtail(&activegeneric, gen);
}
static void adddeath(player* pl) {
int xpos, ypos;
xpos = tovideox(pl->xpos) + pl->fixx - 10;
ypos = tovideoy(pl->ypos) + pl->fixy;
queuesequence(xpos, ypos, death, NUMDEATHFRAMES);
}
static void killplayer(player* pl) {
pl->deaths++;
pl->flags |= FLG_DEAD;
playsound(2);
adddeath(pl);
detonatecontrolled(pl);
}
static void processgenerics(void) {
generic *gen, *next;
list_for_each_entry_safe(gen, next, &activegeneric, list) {
++(gen->timer);
gen->process(gen);
}
}
static void drawgenerics(void) {
generic* gen;
list_for_each_entry(gen, &activegeneric, list) {
gen->draw(gen);
}
}
static void drawstats(void) {
player* pl;
int p = 0;
const char* n;
char buf[17];
solidcopy(&background, 0, 0, IXSIZE, arraystarty);
list_for_each_entry(pl, &allplayers, list_all_players) {
if (pl->controller >= 0) {
n = netnodes[pl->controller].name;
} else {
n = playername;
}
snprintf(buf, sizeof(buf), "%-8.8s %2i/%2i", n, pl->kills % 100, pl->deaths % 100);
drawstring(11 + (p / 2) * (15 * fontxsize + 7), 11 + (p % 2) * (fontysize + 2), buf);
p++;
}
}
static int centerxchange(player* pl) {
int speed;
int val;
int line;
int max;
max = arrayspacex << FRACTION;
speed = pl->speed;
val = pl->xpos + (max << 2);
val %= max;
line = max >> 1;
if (val < line) {
if (val - speed < 0)
return -val;
else
return -speed;
} else if (val >= line) {
if (val + speed > max)
return max - val;
else
return speed;
}
return 0;
}
static void centerx(player* pl) {
pl->xpos += centerxchange(pl);
}
static int centerychange(player* pl) {
int speed;
int val;
int line;
int max;
max = arrayspacey << FRACTION;
speed = pl->speed;
val = pl->ypos + (max << 2);
val %= max;
line = max >> 1;
if (val < line) {
if (val - speed < 0)
return -val;
else
return -speed;
} else if (val >= line) {
if (val + speed > max)
return max - val;
else
return speed;
}
return 0;
}
static void centery(player* pl) {
pl->ypos += centerychange(pl);
}
#define SGN(x) ((x) == 0 ? 0 : ((x) < 0 ? -1 : 1))
static void trymove(player* pl, int dx, int dy) {
int wx, wy;
int sx, sy;
int there;
int px, py;
static int depth = 0;
int tx, ty;
++depth;
sx = (dx * (arrayspacex + 1)) << (FRACTION - 1);
sy = (dy * (arrayspacey + 1)) << (FRACTION - 1);
wx = screentoarrayx(pl->xpos + sx);
wy = screentoarrayy(pl->ypos + sy);
px = screentoarrayx(pl->xpos);
py = screentoarrayy(pl->ypos);
if (wx < 0 || wx >= arraynumx || wy < 0 || wy >= arraynumy) {
--depth;
return;
}
there = field[wy][wx];
if ((px != wx || py != wy) && (there == FIELD_BRICK || there == FIELD_BOMB || there == FIELD_BORDER)) {
if (dx && !dy) {
ty = centerychange(pl);
if (ty && depth == 1) trymove(pl, 0, -SGN(ty));
} else if (dy && !dx) {
tx = centerxchange(pl);
if (tx && depth == 1) trymove(pl, -SGN(tx), 0);
}
} else {
pl->xpos += dx * pl->speed;
pl->ypos += dy * pl->speed;
if (dx && !dy) centery(pl);
if (dy && !dx) centerx(pl);
}
--depth;
}
static void applybonus(player* pl, bonustile* bonus) {
int type;
int maxflame;
maxflame = arraynumx > arraynumy ? arraynumx : arraynumy;
type = bonus->type;
deletebonus(bonus);
switch (type) {
case TILE_BOMB:
if (pl->bombsavailable < 9) ++(pl->bombsavailable);
break;
case TILE_FLAME:
if (pl->flamelength < maxflame) ++(pl->flamelength);
break;
case TILE_GOLDFLAME:
pl->flamelength = maxflame;
break;
case TILE_TRIGGER:
pl->flags |= FLG_CONTROL;
break;
case TILE_SKATES:
if (pl->speed < SPEEDSTART) {
pl->speed = SPEEDSTART;
} else {
pl->speed += SPEEDDELTA;
}
if (pl->speed > SPEEDMAX) pl->speed = SPEEDMAX;
break;
case TILE_TURTLE:
pl->speed = SPEEDTURTLE;
pl->speedturtle_timeout = SPEEDTURTLE_TIMEOUT;
break;
}
}
static void doplayer(player* pl) {
/* int last; */
int color;
/* int speed; */
int px, py;
int there;
int flags;
int what;
if (pl->controller == -1)
what = myaction;
else
what = actions[pl->controller];
flags = pl->flags;
if (flags & FLG_DEAD) return;
color = pl->color;
/* last=pl->doing; */
pl->doing = what;
/* speed=pl->speed; */
px = screentoarrayx(pl->xpos);
py = screentoarrayy(pl->ypos);
there = field[py][px];
if (what == ACT_QUIT) {
killplayer(pl);
list_del(&pl->list_all_players);
return;
}
if (there == FIELD_BONUS) {
playsound((myrand() & 1) ? 1 : 5);
applybonus(pl, info[py][px]);
} else if (there == FIELD_FLAME) {
flame* fl = info[py][px];
if (fl->owner == pl) {
pl->kills--;
} else {
fl->owner->kills++;
}
killplayer(pl);
return;
}
// if(what&ACT_TURBO) speed<<=2;
if (what & ACT_PRIMARY) {
if (there == FIELD_EMPTY && pl->bombsavailable) dropbomb(pl, px, py, (flags & FLG_CONTROL) ? BOMB_CONTROLLED : BOMB_NORMAL);
}
if (what & ACT_SECONDARY && (flags & FLG_CONTROL)) detonatecontrolled(pl);
switch (what & ACT_MASK) {
case ACT_UP:
trymove(pl, 0, -1);
pl->figcount = (pl->figcount + 1) % 15;
pl->figure = walking[color] + pl->figcount + 15;
break;
case ACT_DOWN:
trymove(pl, 0, 1);
pl->figcount = (pl->figcount + 1) % 15;
pl->figure = walking[color] + pl->figcount + 30;
break;
case ACT_LEFT:
trymove(pl, -1, 0);
pl->figcount = (pl->figcount + 1) % 15;
pl->figure = walking[color] + pl->figcount + 45;
break;
case ACT_RIGHT:
trymove(pl, 1, 0);
pl->figcount = (pl->figcount + 1) % 15;
pl->figure = walking[color] + pl->figcount;
break;
case ACT_NONE:
break;
}
if (pl->speedturtle_timeout > 0) {
pl->speedturtle_timeout--;
if (0 == pl->speedturtle_timeout) {
if (pl->speed < SPEEDSTART) pl->speed = SPEEDSTART;
}
}
}
static void processplayers(void) {
player *pl, *next;
list_for_each_entry_safe(pl, next, &activeplayers, list) {
doplayer(pl);
}
}
static void processquits(void) {
int i;
if (network != NETWORK_SLAVE) return;
for (i = 0; i < MAXNETNODES; ++i) {
if (netnodes[i].used && actions[i] == ACT_QUIT) netnodes[i].used = 0;
}
}
static int getaction(void) {
int what;
what = ACT_NONE;
if (checkpressed(MYLEFT))
what = ACT_LEFT;
else if (checkpressed(MYRIGHT))
what = ACT_RIGHT;
else if (checkpressed(MYDOWN))
what = ACT_DOWN;
else if (checkpressed(MYUP))
what = ACT_UP;
else if (checkdown(13))
what = ACT_ENTER;
else if (checkdown(0x1b))
what = ACT_QUIT;
if (checkdown(' ')) what |= ACT_PRIMARY;
if (checkdown('b')) what |= ACT_SECONDARY;
return what;
}
static int iterate(void) {
int i;
int gountil; /* destination tick */
static int deathcount = 0;
mypause();
scaninput();
erasesprites();
clearspritelist();
gfxunlock();
myaction = getaction();
if (NETWORK_NONE == network && myaction == ACT_QUIT) return CODE_QUIT;
if (NETWORK_NONE == network) {
gountil = mycount + 1; /* single step in singly player mode */
} else {
gountil = networktraffic(); /* as master single step, as slave as many as we can do */
}
while (mycount < gountil) { /* simulate ticks up to gountil */
++mycount;
if (NETWORK_NONE != network) {
i = gountil - mycount;
if (i >= ACTIONHIST) // too far behind
goto leave_game;
memcpy(actions, actionblock + i * MAXNETNODES, MAXNETNODES);
if (actions[myslot] == ACT_QUIT) return CODE_QUIT;
}
processbombs();
dodetonations();
processdecays();
processflames();
processgenerics();
processquits();
processplayers();
}
/*
if(!(rand()&127))
{
i=gtime();
while(gtime()-i<100);
}
*/
drawbombs();
drawbonus();
drawgenerics();
drawdecays();
drawflames();
drawplayers();
drawstats();
plotsprites();
copyup();
if (list_empty(&activegeneric)) {
player* pl;
int deadplayers = 0;
i = 0;
list_for_each_entry(pl, &activeplayers, list) {
if (!(pl->flags & FLG_DEAD))
++i;
else
deadplayers++;
}
if (deadplayers > 0 && (!i || (NETWORK_NONE != network && i == 1))) {
++deathcount;
if (deathcount == 25) return CODE_ALLDEAD;
} else
deathcount = 0;
}
return CODE_CONT;
leave_game: /* client disconnect/timeout: send ACT_QUIT to master */
myaction = ACT_QUIT;
networktraffic();
return CODE_QUIT;
}
void set_game_options(GameOptions* options) {
gameoptions = *options;
}
void run_single_player(void) {
int code;
network = NETWORK_NONE;
firstzero();
initplayers();
do {
initgame();
while (!(code = iterate()) && !exitflag) ++framecount;
} while (code != CODE_QUIT && !exitflag);
}
void run_network_game(void) {
int code;
firstzero();
initplayers();
do {
initgame();
while (!(code = iterate()) && !exitflag) ++framecount;
} while (code != CODE_QUIT && !exitflag);
}