1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
4 |
Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 |
Copyright (C) 1992 Frank Tore Johansen |
6 |
|
7 |
This program is free software; you can redistribute it and/or modify |
8 |
it under the terms of the GNU General Public License as published by |
9 |
the Free Software Foundation; either version 2 of the License, or |
10 |
(at your option) any later version. |
11 |
|
12 |
This program is distributed in the hope that it will be useful, |
13 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 |
GNU General Public License for more details. |
16 |
|
17 |
You should have received a copy of the GNU General Public License |
18 |
along with this program; if not, write to the Free Software |
19 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 |
|
21 |
The authors can be reached via e-mail at crossfire@schmorp.de |
22 |
*/ |
23 |
|
24 |
#ifndef OBJECT_H |
25 |
#define OBJECT_H |
26 |
|
27 |
#include <bitset> |
28 |
|
29 |
#include "cfperl.h" |
30 |
#include "shstr.h" |
31 |
|
32 |
typedef uint32 tag_t; |
33 |
#define NUM_BODY_LOCATIONS 12 |
34 |
#define BODY_ARMS 1 |
35 |
|
36 |
/* See common/item.c */ |
37 |
|
38 |
typedef struct Body_Locations |
39 |
{ |
40 |
const char *save_name; /* Name used to load/save it to disk */ |
41 |
const char *use_name; /* Name used when describing an item we can use */ |
42 |
const char *nonuse_name; /* Name to describe objects we can't use */ |
43 |
} Body_Locations; |
44 |
|
45 |
extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
46 |
|
47 |
/* |
48 |
* Each object (this also means archetypes!) could have a few of these |
49 |
* "dangling" from it; this could also end up containing 'parse errors'. |
50 |
* |
51 |
* key and value are shared-strings. |
52 |
* |
53 |
* Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
54 |
* accessing the list directly. |
55 |
* Exception is if you want to walk this list for some reason. |
56 |
*/ |
57 |
struct key_value |
58 |
{ |
59 |
key_value *next; |
60 |
shstr key, value; |
61 |
}; |
62 |
|
63 |
struct UUID |
64 |
{ |
65 |
uint64 seq; |
66 |
|
67 |
UUID () { } |
68 |
UUID (uint64 seq) : seq(seq) { } |
69 |
operator uint64() { return seq; } |
70 |
void operator =(uint64 seq) { this->seq = seq; } |
71 |
}; |
72 |
|
73 |
extern void init_uuid (); |
74 |
extern UUID gen_uuid (); |
75 |
extern const uint64 UUID_SKIP; |
76 |
|
77 |
/* Definition for WILL_APPLY values. Replaces having harcoded values |
78 |
* sprinkled in the code. Note that some of these also replace fields |
79 |
* that were in the can_apply area. What is the point of having both |
80 |
* can_apply and will_apply? |
81 |
*/ |
82 |
#define WILL_APPLY_HANDLE 0x01 |
83 |
#define WILL_APPLY_TREASURE 0x02 |
84 |
#define WILL_APPLY_EARTHWALL 0x04 |
85 |
#define WILL_APPLY_DOOR 0x08 |
86 |
#define WILL_APPLY_FOOD 0x10 |
87 |
|
88 |
/* However, if you're keeping a pointer of some sort, you probably |
89 |
* don't just want it copied, so you'll need to add to common/object.C, |
90 |
* e.g. ->copy_to () |
91 |
*/ |
92 |
|
93 |
INTERFACE_CLASS (object) |
94 |
// these are being copied |
95 |
struct object_copy : attachable |
96 |
{ |
97 |
typedef bitset<NUM_FLAGS> flags_t; |
98 |
|
99 |
sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
100 |
sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
101 |
sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
102 |
shstr ACC (RW, name); /* The name of the object, obviously... */ |
103 |
shstr ACC (RW, name_pl); /* The plural name of the object */ |
104 |
shstr ACC (RW, title); /* Of foo, etc */ |
105 |
shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
106 |
shstr ACC (RW, slaying); /* Which race to do double damage to */ |
107 |
/* If this is an exit, this is the filename */ |
108 |
shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
109 |
shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
110 |
shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 |
/* To get put into books and the like. */ |
112 |
shstr ACC (RW, materialname); /* specific material name */ |
113 |
shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
114 |
object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
115 |
object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
116 |
object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
117 |
object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
118 |
object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
119 |
object_ptr ACC (RW, spell); /* Spell that was being cast */ |
120 |
object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
121 |
arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
122 |
arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
123 |
|
124 |
New_Face *ACC (RW, face); /* Face with colors */ |
125 |
float ACC (RW, speed); /* The overall speed of this object */ |
126 |
float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
127 |
uint32 ACC (RW, nrof); /* How many of the objects */ |
128 |
|
129 |
/* This next big block are basically used for monsters and equipment */ |
130 |
uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
131 |
uint8 ACC (RW, subtype); /* subtype of object */ |
132 |
uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
133 |
sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
134 |
uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
135 |
uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
136 |
uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
137 |
uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
138 |
uint16 ACC (RW, material); /* What materials this object consist of */ |
139 |
sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
140 |
uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
141 |
sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
142 |
/* Note that the last_.. values are sometimes used for non obvious |
143 |
* meanings by some objects, eg, sp penalty, permanent exp. |
144 |
*/ |
145 |
sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
146 |
sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
147 |
sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
148 |
sint16 ACC (RW, last_eat); /* How long since we last ate */ |
149 |
sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
150 |
sint16 ACC (RW, level); /* Level of creature or object */ |
151 |
uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
152 |
sint8 ACC (RW, item_power); /* power rating of the object */ |
153 |
sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
154 |
sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
155 |
sint32 ACC (RW, weight); /* Attributes of the object */ |
156 |
sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
157 |
sint32 ACC (RW, carrying); /* How much weight this object contains */ |
158 |
sint64 ACC (RW, perm_exp); /* Permanent exp */ |
159 |
uint32 ACC (RW, weapontype); /* type of weapon */ |
160 |
uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 |
sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
162 |
sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
163 |
living ACC (RO, stats); /* Str, Con, Dex, etc */ |
164 |
/* See the pod/objects.pod for more info about body locations */ |
165 |
|
166 |
/* Following mostly refers to fields only used for monsters */ |
167 |
uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
168 |
|
169 |
/* allows different movement patterns for attackers */ |
170 |
sint32 ACC (RW, move_status); /* What stage in attack mode */ |
171 |
uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
172 |
uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
173 |
float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
174 |
/* races/classes can need less/more exp to gain levels */ |
175 |
|
176 |
/* Spell related information, may be useful elsewhere |
177 |
* Note that other fields are used - these files are basically |
178 |
* only used in spells. |
179 |
*/ |
180 |
sint16 ACC (RW, duration); /* How long the spell lasts */ |
181 |
sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
182 |
uint16 ACC (RW, start_holding); |
183 |
uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
184 |
uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
185 |
sint8 ACC (RW, range); /* Range of the spell */ |
186 |
uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
187 |
|
188 |
MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
189 |
MoveType ACC (RW, move_block);/* What movement types this blocks */ |
190 |
MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
191 |
MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
192 |
MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
193 |
MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
194 |
float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
195 |
|
196 |
char *ACC (RW, spellarg); |
197 |
|
198 |
/* Following are values used by any object */ |
199 |
/* this objects turns into or what this object creates */ |
200 |
treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
201 |
key_value *key_values; /* Fields not explictly known by the loader. */ |
202 |
flags_t flag; /* various flags */ |
203 |
#if FOR_PERL |
204 |
bool ACC (RW, flag[NUM_FLAGS]); |
205 |
#endif |
206 |
uint16 ACC (RW, animation_id);/* An index into the animation array */ |
207 |
uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
208 |
uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
209 |
sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
210 |
uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
211 |
uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 |
}; |
213 |
|
214 |
struct object : zero_initialised, object_copy |
215 |
{ |
216 |
typedef unordered_vector<object *> vector; |
217 |
|
218 |
// These variables are not changed by ->copy_to |
219 |
maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
220 |
|
221 |
tag_t ACC (RW, count); /* Generation count for this object */ |
222 |
UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
223 |
|
224 |
player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
225 |
object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
226 |
object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
227 |
object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
228 |
object *ACC (RW, active_prev);/* List. This is used in process_events */ |
229 |
/* so that the entire object list does not */ |
230 |
/* need to be gone through. */ |
231 |
object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
232 |
object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
233 |
/* Note: stacked in the *same* environment */ |
234 |
object *inv; /* Pointer to the first object in the inventory */ |
235 |
object *ACC (RW, container); /* Current container being used. I think this |
236 |
* is only used by the player right now. |
237 |
*/ |
238 |
object *ACC (RW, env); /* Pointer to the object which is the environment. |
239 |
* This is typically the container that the object is in. |
240 |
*/ |
241 |
object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
242 |
object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
243 |
client_container *seen_by; // seen by which player/container currently? |
244 |
|
245 |
static vector active; // active objects, not yet used |
246 |
static vector objects; // not used yet, use first->next->... |
247 |
static object *first; // will be replaced by "objects" |
248 |
|
249 |
MTH static object *create (); |
250 |
MTH void copy_to (object *dst); |
251 |
MTH object *clone (); // create + copy_to |
252 |
void do_destroy (); |
253 |
void gather_callbacks (AV *&callbacks, event_type event) const; |
254 |
MTH void destroy (bool destroy_inventory = false); |
255 |
|
256 |
// recursively destroy all objects in inventory, optionally dropping them to the ground instead |
257 |
MTH void destroy_inv (bool drop_to_ground = false); |
258 |
MTH void remove (); |
259 |
MTH object *insert (object *item); // insert into inventory |
260 |
|
261 |
static bool can_merge_slow (object *op1, object *op2); |
262 |
|
263 |
// this is often used in time-critical code, so optimise |
264 |
MTH static bool can_merge (object *op1, object *op2) |
265 |
{ |
266 |
return op1->value == op2->value |
267 |
&& op1->name == op2->name |
268 |
&& can_merge_slow (op1, op2); |
269 |
} |
270 |
|
271 |
MTH void set_owner (object *owner); |
272 |
MTH void set_speed (float speed); |
273 |
|
274 |
MTH void instantiate () |
275 |
{ |
276 |
if (!uuid.seq) // HACK |
277 |
uuid = gen_uuid (); |
278 |
|
279 |
attachable::instantiate (); |
280 |
} |
281 |
|
282 |
// recalculate all stats |
283 |
MTH void update_stats (); |
284 |
MTH void roll_stats (); |
285 |
MTH void swap_stats (int a, int b); |
286 |
MTH void add_statbonus (); |
287 |
MTH void remove_statbonus (); |
288 |
MTH void drain_stat (); |
289 |
MTH void drain_specific_stat (int deplete_stats); |
290 |
MTH void change_luck (int value); |
291 |
|
292 |
// info must hold 256 * 3 bytes currently |
293 |
MTH const char *debug_desc (char *info) const; |
294 |
MTH const char *debug_desc () const; |
295 |
|
296 |
MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
297 |
MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
298 |
|| type == CLOAK || type == BOOTS || type == GLOVES |
299 |
|| type == BRACERS || type == GIRDLE; } |
300 |
MTH bool is_alive () const { return (type == PLAYER |
301 |
|| flag [FLAG_MONSTER] |
302 |
|| (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
303 |
&& !flag [FLAG_IS_A_TEMPLATE]; } |
304 |
MTH bool is_arrow () const { return type == ARROW |
305 |
|| (type == SPELL_EFFECT |
306 |
&& (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
307 |
|
308 |
// temporary: wether the objetc can be saved in a map file |
309 |
// contr => is a player |
310 |
// head => only save head of a multitile object |
311 |
// owner => can not reference owner yet |
312 |
MTH bool can_map_save () const { return !contr && !head && !owner; } |
313 |
|
314 |
/* This return true if object has still randomitems which |
315 |
* could be expanded. |
316 |
*/ |
317 |
MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
318 |
|
319 |
// returns the player that has this object in his inventory, or 0 |
320 |
MTH object *in_player () const |
321 |
{ |
322 |
for (object *op = env; op; op = op->env) |
323 |
if (op->type == PLAYER) |
324 |
return op; |
325 |
|
326 |
return 0; |
327 |
} |
328 |
|
329 |
// "temporary" helper function |
330 |
MTH object *head_ () |
331 |
{ |
332 |
return head ? head : this; |
333 |
} |
334 |
|
335 |
// insert object at same map position as 'where' |
336 |
// handles both inventory and map "positions" |
337 |
MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
338 |
|
339 |
// returns the mapspace this object is in |
340 |
mapspace &ms () const; |
341 |
|
342 |
// fully recursive iterator |
343 |
struct iterator_base |
344 |
{ |
345 |
object *item; |
346 |
|
347 |
iterator_base (object *container) |
348 |
: item (container) |
349 |
{ |
350 |
} |
351 |
|
352 |
operator object *() const { return item; } |
353 |
|
354 |
object *operator ->() const { return item; } |
355 |
object &operator * () const { return *item; } |
356 |
}; |
357 |
|
358 |
// depth-first recursive iterator |
359 |
struct depth_iterator : iterator_base |
360 |
{ |
361 |
depth_iterator (object *container); |
362 |
void next (); |
363 |
object *operator ++( ) { next (); return item; } |
364 |
object *operator ++(int) { object *i = item; next (); return i; } |
365 |
}; |
366 |
|
367 |
object *begin () |
368 |
{ |
369 |
return this; |
370 |
} |
371 |
|
372 |
object *end () |
373 |
{ |
374 |
return this; |
375 |
} |
376 |
|
377 |
protected: |
378 |
friend struct archetype; |
379 |
|
380 |
void link (); |
381 |
void unlink (); |
382 |
|
383 |
object (); |
384 |
~object (); |
385 |
}; |
386 |
|
387 |
typedef struct oblnk |
388 |
{ /* Used to link together several objects */ |
389 |
object_ptr ob; |
390 |
struct oblnk *next; |
391 |
} objectlink; |
392 |
|
393 |
typedef struct oblinkpt |
394 |
{ /* Used to link together several object links */ |
395 |
struct oblnk *link; |
396 |
long value; /* Used as connected value in buttons/gates */ |
397 |
struct oblinkpt *next; |
398 |
} oblinkpt; |
399 |
|
400 |
/* |
401 |
* The archetype structure is a set of rules on how to generate and manipulate |
402 |
* objects which point to archetypes. |
403 |
* This probably belongs in arch.h, but there really doesn't appear to |
404 |
* be much left in the archetype - all it really is is a holder for the |
405 |
* object and pointers. This structure should get removed, and just replaced |
406 |
* by the object structure |
407 |
*/ |
408 |
|
409 |
INTERFACE_CLASS (archetype) |
410 |
struct archetype : zero_initialised, attachable |
411 |
{ |
412 |
archetype (); |
413 |
~archetype (); |
414 |
void gather_callbacks (AV *&callbacks, event_type event) const; |
415 |
|
416 |
static archetype *find (const char *arch); |
417 |
|
418 |
void hash_add (); // add to hashtable |
419 |
void hash_del (); // remove from hashtable |
420 |
|
421 |
shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
422 |
struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
423 |
struct archetype *ACC (RW, head); /* The main part of a linked object */ |
424 |
struct archetype *ACC (RW, more); /* Next part of a linked object */ |
425 |
object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
426 |
uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
427 |
sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
428 |
* in comparison to the head. |
429 |
*/ |
430 |
}; |
431 |
|
432 |
extern object *objects; |
433 |
extern object *active_objects; |
434 |
|
435 |
extern int nrofallocobjects; |
436 |
|
437 |
/* This returns TRUE if the object is something that |
438 |
* should be displayed in the look window |
439 |
*/ |
440 |
#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
441 |
|
442 |
/* Used by update_object to know if the object being passed is |
443 |
* being added or removed. |
444 |
*/ |
445 |
#define UP_OBJ_INSERT 1 |
446 |
#define UP_OBJ_REMOVE 2 |
447 |
#define UP_OBJ_CHANGE 3 |
448 |
#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
449 |
|
450 |
/* These are flags passed to insert_ob_in_map and |
451 |
* insert_ob_in_ob. Note that all flags may not be meaningful |
452 |
* for both functions. |
453 |
* Most are fairly explanatory: |
454 |
* INS_NO_MERGE: don't try to merge inserted object with ones alrady |
455 |
* on space. |
456 |
* INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. |
457 |
* INS_NO_WALK_ON: Don't call check_walk_on against the |
458 |
* originator - saves cpu time if you know the inserted object |
459 |
* is not meaningful in terms of having an effect. |
460 |
* INS_ON_TOP: Always put object on top. Generally only needed when loading |
461 |
* files from disk and ordering needs to be preserved. |
462 |
* INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
463 |
* Use for treasure chests so the new object is the highest thing |
464 |
* beneath the player, but not actually above it. Note - the |
465 |
* map and x,y coordinates for the object to be inserted must |
466 |
* match the originator. |
467 |
* INS_MAP_LOAD: disable lots of checkings done at insertion to |
468 |
* speed up map loading process, as we assume the ordering in |
469 |
* loaded map is correct. |
470 |
* |
471 |
* Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
472 |
* are mutually exclusive. The behaviour for passing more than one |
473 |
* should be considered undefined - while you may notice what happens |
474 |
* right now if you pass more than one, that could very well change |
475 |
* in future revisions of the code. |
476 |
*/ |
477 |
#define INS_NO_MERGE 0x0001 |
478 |
#define INS_ABOVE_FLOOR_ONLY 0x0002 |
479 |
#define INS_NO_WALK_ON 0x0004 |
480 |
#define INS_ON_TOP 0x0008 |
481 |
#define INS_BELOW_ORIGINATOR 0x0010 |
482 |
#define INS_MAP_LOAD 0x0020 |
483 |
|
484 |
#define ARCH_SINGULARITY "singularity" |
485 |
#define ARCH_SINGULARITY_LEN 11 |
486 |
#define ARCH_DETECT_MAGIC "detect_magic" |
487 |
#define ARCH_DEPLETION "depletion" |
488 |
#define ARCH_SYMPTOM "symptom" |
489 |
|
490 |
#endif |
491 |
|