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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.16 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.52 by root, Sat Apr 23 04:56:52 2011 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <random_map.h> 26#include <rmg.h>
27#include <sproto.h> 27#include <sproto.h>
28#include <rproto.h> 28#include <rproto.h>
29 29
30/* find a character in the layout. fx and fy are pointers to 30/* find a character in the maze. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
32void 32static void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) 33find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
34{ 34{
35 int M; 35 int M;
36 int i, j; 36 int i, j;
37 37
38 *fx = -1; 38 fx = -1;
39 *fy = -1; 39 fy = -1;
40 40
41 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
44 else 44 else
45 M = mode; 45 M = mode;
46 46
47 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 49 the same damned thing every time. */
50 switch (M) 50 switch (M)
51 { 51 {
52 case 1: 52 case 1:
53 { /* search from top left down/right */ 53 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; j++)
56 { 56 {
57 if (layout[i][j] == target) 57 if (maze[i][j] == target)
58 { 58 {
59 *fx = i; 59 fx = i;
60 *fy = j; 60 fy = j;
61 return; 61 return;
62 } 62 }
63 } 63 }
64 break; 64 break;
65 } 65
66 case 2: 66 case 2:
67 { /* Search from top right down/left */ 67 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = maze.w - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < maze.h - 1; j++)
70 { 70 {
71 if (layout[i][j] == target) 71 if (maze[i][j] == target)
72 { 72 {
73 *fx = i; 73 fx = i;
74 *fy = j; 74 fy = j;
75 return; 75 return;
76 } 76 }
77 } 77 }
78 break; 78 break;
79 } 79
80 case 3: 80 case 3:
81 { /* search from bottom-left up-right */ 81 /* search from bottom-right up-left */
82 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = maze.w - 2; i > 0; i--)
83 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = maze.h - 2; j > 0; j--)
84 { 84 {
85 if (layout[i][j] == target) 85 if (maze[i][j] == target)
86 { 86 {
87 *fx = i; 87 fx = i;
88 *fy = j; 88 fy = j;
89 return; 89 return;
90 } 90 }
91 } 91 }
92 break; 92 break;
93 } 93
94 case 4: 94 case 4:
95 { /* search from bottom-right up-left */ 95 /* search from bottom-left up-right */
96 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = 1; i < maze.w - 1; i++)
97 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = maze.h - 2; j > 0; j--)
98 { 98 {
99 if (layout[i][j] == target) 99 if (maze[i][j] == target)
100 { 100 {
101 *fx = i; 101 fx = i;
102 *fy = j; 102 fy = j;
103 return; 103 return;
104 } 104 }
105 } 105 }
106 break; 106 break;
107 }
108 } 107 }
108}
109
110point
111layout::find (char target, int mode)
112{
113 int x, y;
114
115 find_in_layout (mode, target, x, y, *this);
116
117 return point (x, y);
109} 118}
110 119
111/* orientation: 0 means random, 120/* orientation: 0 means random,
112 1 means descending dungeon 121 1 means descending dungeon
113 2 means ascending dungeon 122 2 means ascending dungeon
115 4 means leftward 124 4 means leftward
116 5 means northward 125 5 means northward
117 6 means southward 126 6 means southward
118*/ 127*/
119void 128void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 129place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 130{
122 char styledirname[256];
123 maptile *style_map_down = 0; /* harder maze */ 131 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 132 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 133 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 134 object *the_exit_up; /* easier maze */
127 object *random_sign; /* magic mouth saying this is a random map. */
128 char buf[512];
129 int cx = -1, cy = -1; /* location of a map center */ 135 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 137 int downx = -1, downy = -1;
132 int final_map_exit = 1; 138 int final_map_exit = 1;
133 139
134 if (RP->exit_on_final_map) 140 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
135 if (strstr (RP->exit_on_final_map, "no")) 141 if (strstr (eofm, "no"))
136 final_map_exit = 0; 142 final_map_exit = 0;
137 143
138 if (!orientation) 144 if (!orientation)
139 orientation = RANDOM () % 6 + 1; 145 orientation = rmg_rndm (6) + 1;
140 146
141 switch (orientation) 147 switch (orientation)
142 { 148 {
143 case 1: 149 case 1:
144 { 150 {
145 sprintf (styledirname, "/styles/exitstyles/up");
146 style_map_up = find_style (styledirname, exitstyle, -1); 151 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
147 sprintf (styledirname, "/styles/exitstyles/down");
148 style_map_down = find_style (styledirname, exitstyle, -1); 152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
149 break; 153 break;
150 } 154 }
151 155
152 case 2: 156 case 2:
153 { 157 {
154 sprintf (styledirname, "/styles/exitstyles/down");
155 style_map_up = find_style (styledirname, exitstyle, -1); 158 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
156 sprintf (styledirname, "/styles/exitstyles/up");
157 style_map_down = find_style (styledirname, exitstyle, -1); 159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
158 break; 160 break;
159 } 161 }
160 162
161 default: 163 default:
162 { 164 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 165 style_map_up =
164 style_map_up = find_style (styledirname, exitstyle, -1); 166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
165 style_map_down = style_map_up;
166 break; 167 break;
167 } 168 }
168 } 169 }
169 170
170 if (style_map_up == 0) 171 the_exit_up = style_map_up
171 the_exit_up = arch_to_object (archetype::find ("exit")); 172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 : archetype::get (shstr_exit);
172 174
173 else 175 const char *final_map = RP->get_str ("final_map", 0);
174 {
175 object *tmp;
176
177 tmp = pick_random_object (style_map_up);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 176
181 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
183 if (style_map_down == 0) 179 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 181 : archetype::get (shstr_exit);
186 else
187 {
188 object *tmp;
189
190 tmp = pick_random_object (style_map_down);
191 the_exit_down = arch_to_object (tmp->arch);
192 }
193 else 182 else
194 the_exit_down = 0; 183 the_exit_down = 0;
195 184
196 /* set up the up exit */ 185 /* set up the up exit */
197 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
198 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
199 the_exit_up->slaying = RP->origin_map; 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
200 189
201 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
202 /* begin a logical block */ 191 /* begin a logical block */
203 { 192 {
204 int i, j;
205
206 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
207 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
208 195
209 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
210 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
211
212 198
213 /* if we didn't find an up, find an empty place far from the center */ 199 /* if we didn't find an up, find an empty place far from the center */
214 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
215 { 201 {
216 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
217 upx = 1; 203 upx = 1;
218 else 204 else
219 upx = RP->Xsize - 2; 205 upx = RP->Xsize - 2;
206
220 if (cy > RP->Ysize / 2) 207 if (cy > RP->Ysize / 2)
221 upy = 1; 208 upy = 1;
222 else 209 else
223 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
211
224 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
225 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
226 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
227 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
228 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
229 else if (upx > 1 && upy == 1)
230 find_in_layout (2, 0, &upx, &upy, maze, RP);
231 else if (upx > 1 && upy > 1)
232 find_in_layout (4, 0, &upx, &upy, maze, RP);
233 } 217 }
234 218
235 /* no indication of where to place the exit, so just place it. */ 219 /* no indication of where to place the exit, so just place it. */
236 if (upx == -1) 220 if (upx == -1)
237 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
238 222
239 the_exit_up->x = upx; 223 the_exit_up->x = upx;
240 the_exit_up->y = upy; 224 the_exit_up->y = upy;
241 225
242 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
243 for (j = 1; j < 9; j++) 227 for (int j = 1; j < 9; j++)
244 {
245 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 228 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
246 { 229 {
247 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
248 random_sign->x = the_exit_up->x + freearr_x[j]; 231 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
249 random_sign->y = the_exit_up->y + freearr_y[j]; 232 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
250
251 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
252
253 random_sign->msg = buf;
254 insert_ob_in_map (random_sign, map, NULL, 0);
255 } 233 }
256 } 234
257 /* Block the exit so things don't get dumped on top of it. */ 235 /* Block the exit so things don't get dumped on top of it. */
258 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
259 237
260 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
261 maze[the_exit_up->x][the_exit_up->y] = '<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
263 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
264 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
266 244
267 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', downx, downy, maze);
247
269 /* if no > is found use C */ 248 /* if no > is found use C */
270 if (downx == -1) 249 if (downx == -1)
271 { 250 {
272 downx = cx; 251 downx = cx;
273 downy = cy; 252 downy = cy;
279 { 258 {
280 if (upx > RP->Xsize / 2) 259 if (upx > RP->Xsize / 2)
281 downx = 1; 260 downx = 1;
282 else 261 else
283 downx = RP->Xsize - 2; 262 downx = RP->Xsize - 2;
263
284 if (upy > RP->Ysize / 2) 264 if (upy > RP->Ysize / 2)
285 downy = 1; 265 downy = 1;
286 else 266 else
287 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
268
288 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
289 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
290 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
291 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
292 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
293 else if (downx > 1 && downy == 1)
294 find_in_layout (2, 0, &downx, &downy, maze, RP);
295 else if (downx > 1 && downy > 1)
296 find_in_layout (4, 0, &downx, &downy, maze, RP);
297
298 } 274 }
275
299 /* no indication of where to place the down exit, so just place it */ 276 /* no indication of where to place the down exit, so just place it */
300 if (downx == -1) 277 if (downx == -1)
301 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
302 279
303 if (the_exit_down) 280 if (the_exit_down)
304 { 281 {
305 char buf[2048];
306
307 i = find_first_free_spot (the_exit_down, map, downx, downy); 282 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
283
308 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
309 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
286
310 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
311 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
312 write_map_parameters_to_string (buf, RP); 289
313 the_exit_down->msg = buf; 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
314 292
315 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
317 { 295 {
318 maptile *new_map; 296 the_exit_down->msg = 0;
319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
320
321 /* load it */
322 if (!(new_map = maptile::load_map_sync (RP->final_map)))
323 return;
324
325 the_exit_down->slaying = RP->final_map; 297 the_exit_down->slaying = final_map;
326 298
299 if (final_map_exit)
300 if (maptile *new_map = maptile::find_sync (final_map))
301 {
302 object *the_exit_back = the_exit_up->arch->instance ();
303
304 new_map->load_sync ();
305
327 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 306 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
328 /* Remove exit back to previous random map. There should only be one 307 /* Remove exit back to previous random map. There should only be one
329 * which is why we break out. To try to process more than one 308 * which is why we break out. To try to process more than one
330 * would require keeping a 'next' pointer, ad free_object kills tmp, which 309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
331 * breaks the for loop. 310 * breaks the for loop.
332 */ 311 */
333 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
334 { 313 {
335 tmp->destroy (); 314 tmp->destroy ();
336 break; 315 break;
337 } 316 }
338 317
339 if (final_map_exit == 1)
340 {
341 /* setup the exit back */ 318 /* setup the exit back */
342 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
343 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
344 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
345 the_exit_back->x = new_map->enter_x; 322 the_exit_back->x = new_map->enter_x;
346 the_exit_back->y = new_map->enter_y; 323 the_exit_back->y = new_map->enter_y;
347 324
348 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
349 } 326 }
350 } 327 }
351 else
352 the_exit_down->slaying = "/!";
353 328
354 /* Block the exit so things don't get dumped on top of it. */ 329 /* Block the exit so things don't get dumped on top of it. */
355 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
356 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
357 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
358 } 333 }
359 } 334 }
360
361} 335}
362 336
363/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
364 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
365 phases of random map generation. */ 339 phases of random map generation. */
366void 340void
367unblock_exits (maptile *map, char **maze, random_map_params *RP) 341unblock_exits (maptile *map, layout &maze)
368{ 342{
369 int i = 0, j = 0; 343 int i = 0, j = 0;
370 object *walk; 344 object *walk;
371 345
372 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
373 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
374 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
375 { 349 {
376 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 350 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
377 { 351 {
378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
379 { 353 {
380 walk->move_block = MOVE_BLOCK_DEFAULT; 354 walk->move_block = 0;
381 update_object (walk, UP_OBJ_CHANGE); 355 update_object (walk, UP_OBJ_CHANGE);
382 } 356 }
383 } 357 }
384 } 358 }
385} 359}
360

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