]> git.lizzy.rs Git - minetest.git/blob - src/mapgen_v5.cpp
Remove profiler.h include where it's not needed. Remove some unreachable and very...
[minetest.git] / src / mapgen_v5.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 #include "settings.h" // For g_settings
31 #include "emerge.h"
32 #include "dungeongen.h"
33 #include "cavegen.h"
34 #include "treegen.h"
35 #include "mg_biome.h"
36 #include "mg_ore.h"
37 #include "mg_decoration.h"
38 #include "mapgen_v5.h"
39 #include "util/directiontables.h"
40
41
42 FlagDesc flagdesc_mapgen_v5[] = {
43         {NULL,         0}
44 };
45
46
47 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
48         : Mapgen(mapgenid, params, emerge)
49 {
50         this->m_emerge = emerge;
51         this->bmgr     = emerge->biomemgr;
52
53         // amount of elements to skip for the next index
54         // for noise/height/biome maps (not vmanip)
55         this->ystride = csize.X;
56         this->zstride = csize.X * (csize.Y + 2);
57
58         this->biomemap  = new u8[csize.X * csize.Z];
59         this->heightmap = new s16[csize.X * csize.Z];
60         this->heatmap   = NULL;
61         this->humidmap  = NULL;
62
63         MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
64         this->spflags      = sp->spflags;
65
66         // Terrain noise
67         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
68         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
69         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
70
71         // 3D terrain noise
72         noise_cave1  = new Noise(&sp->np_cave1,  seed, csize.X, csize.Y + 2, csize.Z);
73         noise_cave2  = new Noise(&sp->np_cave2,  seed, csize.X, csize.Y + 2, csize.Z);
74         noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
75
76         // Biome noise
77         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
78         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
79         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
80         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
81
82         //// Resolve nodes to be used
83         INodeDefManager *ndef = emerge->ndef;
84
85         c_stone                = ndef->getId("mapgen_stone");
86         c_water_source         = ndef->getId("mapgen_water_source");
87         c_lava_source          = ndef->getId("mapgen_lava_source");
88         c_desert_stone         = ndef->getId("mapgen_desert_stone");
89         c_ice                  = ndef->getId("mapgen_ice");
90         c_sandstone            = ndef->getId("mapgen_sandstone");
91
92         c_cobble               = ndef->getId("mapgen_cobble");
93         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
94         c_mossycobble          = ndef->getId("mapgen_mossycobble");
95         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
96         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
97
98         if (c_ice == CONTENT_IGNORE)
99                 c_ice = CONTENT_AIR;
100         if (c_mossycobble == CONTENT_IGNORE)
101                 c_mossycobble = c_cobble;
102         if (c_stair_cobble == CONTENT_IGNORE)
103                 c_stair_cobble = c_cobble;
104         if (c_sandstonebrick == CONTENT_IGNORE)
105                 c_sandstonebrick = c_sandstone;
106         if (c_stair_sandstonebrick == CONTENT_IGNORE)
107                 c_stair_sandstonebrick = c_sandstone;
108 }
109
110
111 MapgenV5::~MapgenV5()
112 {
113         delete noise_filler_depth;
114         delete noise_factor;
115         delete noise_height;
116         delete noise_cave1;
117         delete noise_cave2;
118         delete noise_ground;
119
120         delete noise_heat;
121         delete noise_humidity;
122         delete noise_heat_blend;
123         delete noise_humidity_blend;
124
125         delete[] heightmap;
126         delete[] biomemap;
127 }
128
129
130 MapgenV5Params::MapgenV5Params()
131 {
132         spflags = 0;
133
134         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
135         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
136         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
137         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
138         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
139         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
140 }
141
142
143 //#define CAVE_NOISE_SCALE 12.0
144 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
145
146
147 void MapgenV5Params::readParams(const Settings *settings)
148 {
149         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
150
151         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
152         settings->getNoiseParams("mgv5_np_factor",       np_factor);
153         settings->getNoiseParams("mgv5_np_height",       np_height);
154         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
155         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
156         settings->getNoiseParams("mgv5_np_ground",       np_ground);
157 }
158
159
160 void MapgenV5Params::writeParams(Settings *settings) const
161 {
162         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
163
164         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
165         settings->setNoiseParams("mgv5_np_factor",       np_factor);
166         settings->setNoiseParams("mgv5_np_height",       np_height);
167         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
168         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
169         settings->setNoiseParams("mgv5_np_ground",       np_ground);
170 }
171
172
173 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
174 {
175         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
176
177         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
178         if (f < 0.01)
179                 f = 0.01;
180         else if (f >= 1.0)
181                 f *= 1.6;
182         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
183
184         s16 search_top = water_level + 15;
185         s16 search_base = water_level;
186
187         s16 level = -31000;
188         for (s16 y = search_top; y >= search_base; y--) {
189                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
190                 if (n_ground * f > y - h) {
191                         if (y >= search_top - 7)
192                                 break;
193                         else
194                                 level = y;
195                                 break;
196                 }
197         }
198
199         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
200         return level;
201 }
202
203
204 void MapgenV5::makeChunk(BlockMakeData *data)
205 {
206         // Pre-conditions
207         assert(data->vmanip);
208         assert(data->nodedef);
209         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
210                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
211                 data->blockpos_requested.Z >= data->blockpos_min.Z);
212         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
213                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
214                 data->blockpos_requested.Z <= data->blockpos_max.Z);
215
216         generating = true;
217         vm   = data->vmanip;
218         ndef = data->nodedef;
219         //TimeTaker t("makeChunk");
220
221         v3s16 blockpos_min = data->blockpos_min;
222         v3s16 blockpos_max = data->blockpos_max;
223         node_min = blockpos_min * MAP_BLOCKSIZE;
224         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
225         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
226         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
227
228         // Create a block-specific seed
229         blockseed = getBlockSeed2(full_node_min, seed);
230
231         // Make some noise
232         calculateNoise();
233
234         // Generate base terrain
235         s16 stone_surface_max_y = generateBaseTerrain();
236
237         // Create heightmap
238         updateHeightmap(node_min, node_max);
239
240         // Create biomemap at heightmap surface
241         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
242                 noise_humidity->result, heightmap, biomemap);
243
244         // Actually place the biome-specific nodes
245         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
246
247         // Generate caves
248         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
249                 generateCaves(stone_surface_max_y);
250
251         // Generate dungeons and desert temples
252         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
253                 DungeonParams dp;
254
255                 dp.np_rarity  = nparams_dungeon_rarity;
256                 dp.np_density = nparams_dungeon_density;
257                 dp.np_wetness = nparams_dungeon_wetness;
258                 dp.c_water    = c_water_source;
259                 if (stone_type == STONE) {
260                         dp.c_cobble = c_cobble;
261                         dp.c_moss   = c_mossycobble;
262                         dp.c_stair  = c_stair_cobble;
263
264                         dp.diagonal_dirs = false;
265                         dp.mossratio     = 3.0;
266                         dp.holesize      = v3s16(1, 2, 1);
267                         dp.roomsize      = v3s16(0, 0, 0);
268                         dp.notifytype    = GENNOTIFY_DUNGEON;
269                 } else if (stone_type == DESERT_STONE) {
270                         dp.c_cobble = c_desert_stone;
271                         dp.c_moss   = c_desert_stone;
272                         dp.c_stair  = c_desert_stone;
273
274                         dp.diagonal_dirs = true;
275                         dp.mossratio     = 0.0;
276                         dp.holesize      = v3s16(2, 3, 2);
277                         dp.roomsize      = v3s16(2, 5, 2);
278                         dp.notifytype    = GENNOTIFY_TEMPLE;
279                 } else if (stone_type == SANDSTONE) {
280                         dp.c_cobble = c_sandstonebrick;
281                         dp.c_moss   = c_sandstonebrick;
282                         dp.c_stair  = c_sandstonebrick;
283
284                         dp.diagonal_dirs = false;
285                         dp.mossratio     = 0.0;
286                         dp.holesize      = v3s16(2, 2, 2);
287                         dp.roomsize      = v3s16(2, 0, 2);
288                         dp.notifytype    = GENNOTIFY_DUNGEON;
289                 }
290
291                 DungeonGen dgen(this, &dp);
292                 dgen.generate(blockseed, full_node_min, full_node_max);
293         }
294
295         // Generate the registered decorations
296         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
297
298         // Generate the registered ores
299         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
300
301         // Sprinkle some dust on top after everything else was generated
302         dustTopNodes();
303
304         //printf("makeChunk: %dms\n", t.stop());
305
306         // Add top and bottom side of water to transforming_liquid queue
307         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
308
309         // Calculate lighting
310         if (flags & MG_LIGHT) {
311                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
312                         full_node_min, full_node_max);
313         }
314
315         this->generating = false;
316 }
317
318
319 void MapgenV5::calculateNoise()
320 {
321         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
322         int x = node_min.X;
323         int y = node_min.Y - 1;
324         int z = node_min.Z;
325
326         noise_factor->perlinMap2D(x, z);
327         noise_height->perlinMap2D(x, z);
328         noise_ground->perlinMap3D(x, y, z);
329
330         if (flags & MG_CAVES) {
331                 noise_cave1->perlinMap3D(x, y, z);
332                 noise_cave2->perlinMap3D(x, y, z);
333         }
334
335         noise_filler_depth->perlinMap2D(x, z);
336         noise_heat->perlinMap2D(x, z);
337         noise_humidity->perlinMap2D(x, z);
338         noise_heat_blend->perlinMap2D(x, z);
339         noise_humidity_blend->perlinMap2D(x, z);
340
341         for (s32 i = 0; i < csize.X * csize.Z; i++) {
342                 noise_heat->result[i] += noise_heat_blend->result[i];
343                 noise_humidity->result[i] += noise_humidity_blend->result[i];
344         }
345
346         heatmap = noise_heat->result;
347         humidmap = noise_humidity->result;
348         //printf("calculateNoise: %dus\n", t.stop());
349 }
350
351
352 //bool is_cave(u32 index) {
353 //      double d1 = contour(noise_cave1->result[index]);
354 //      double d2 = contour(noise_cave2->result[index]);
355 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
356 //}
357
358 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
359 //      double f = 0.55 + noise_factor->result[index2d];
360 //      if(f < 0.01)
361 //              f = 0.01;
362 //      else if(f >= 1.0)
363 //              f *= 1.6;
364 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
365 //      return (noise_ground->result[index] * f > (double)p.Y - h);
366 //}
367
368
369 int MapgenV5::generateBaseTerrain()
370 {
371         u32 index = 0;
372         u32 index2d = 0;
373         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
374
375         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
376                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
377                         u32 i = vm->m_area.index(node_min.X, y, z);
378                         for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
379                                 if (vm->m_data[i].getContent() != CONTENT_IGNORE)
380                                         continue;
381
382                                 float f = 0.55 + noise_factor->result[index2d];
383                                 if (f < 0.01)
384                                         f = 0.01;
385                                 else if (f >= 1.0)
386                                         f *= 1.6;
387                                 float h = noise_height->result[index2d];
388
389                                 if (noise_ground->result[index] * f < y - h) {
390                                         if (y <= water_level)
391                                                 vm->m_data[i] = MapNode(c_water_source);
392                                         else
393                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
394                                 } else {
395                                         vm->m_data[i] = MapNode(c_stone);
396                                         if (y > stone_surface_max_y)
397                                                 stone_surface_max_y = y;
398                                 }
399                         }
400                         index2d -= ystride;
401                 }
402                 index2d += ystride;
403         }
404
405         return stone_surface_max_y;
406 }
407
408
409 MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
410 {
411         v3s16 em = vm->m_area.getExtent();
412         u32 index = 0;
413         MgStoneType stone_type = STONE;
414
415         for (s16 z = node_min.Z; z <= node_max.Z; z++)
416         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
417                 Biome *biome = NULL;
418                 u16 depth_top = 0;
419                 u16 base_filler = 0;
420                 u16 depth_water_top = 0;
421                 u32 vi = vm->m_area.index(x, node_max.Y, z);
422
423                 // Check node at base of mapchunk above, either a node of a previously
424                 // generated mapchunk or if not, a node of overgenerated base terrain.
425                 content_t c_above = vm->m_data[vi + em.X].getContent();
426                 bool air_above = c_above == CONTENT_AIR;
427                 bool water_above = c_above == c_water_source;
428
429                 // If there is air or water above enable top/filler placement, otherwise force
430                 // nplaced to stone level by setting a number exceeding any possible filler depth.
431                 u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
432
433                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
434                         content_t c = vm->m_data[vi].getContent();
435
436                         // Biome is recalculated each time an upper surface is detected while
437                         // working down a column. The selected biome then remains in effect for
438                         // all nodes below until the next surface and biome recalculation.
439                         // Biome is recalculated:
440                         // 1. At the surface of stone below air or water.
441                         // 2. At the surface of water below air.
442                         // 3. When stone or water is detected but biome has not yet been calculated.
443                         if ((c == c_stone && (air_above || water_above || !biome)) ||
444                                         (c == c_water_source && (air_above || !biome))) {
445                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
446                                 depth_top = biome->depth_top;
447                                 base_filler = MYMAX(depth_top + biome->depth_filler
448                                                 + noise_filler_depth->result[index], 0);
449                                 depth_water_top = biome->depth_water_top;
450
451                                 // Detect stone type for dungeons during every biome calculation.
452                                 // This is more efficient than detecting per-node and will not
453                                 // miss any desert stone or sandstone biomes.
454                                 if (biome->c_stone == c_desert_stone)
455                                         stone_type = DESERT_STONE;
456                                 else if (biome->c_stone == c_sandstone)
457                                         stone_type = SANDSTONE;
458                         }
459
460                         if (c == c_stone) {
461                                 content_t c_below = vm->m_data[vi - em.X].getContent();
462
463                                 // If the node below isn't solid, make this node stone, so that
464                                 // any top/filler nodes above are structurally supported.
465                                 // This is done by aborting the cycle of top/filler placement
466                                 // immediately by forcing nplaced to stone level.
467                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
468                                         nplaced = (u16)-1;
469
470                                 if (nplaced < depth_top) {
471                                         vm->m_data[vi] = MapNode(biome->c_top);
472                                         nplaced++;
473                                 } else if (nplaced < base_filler) {
474                                         vm->m_data[vi] = MapNode(biome->c_filler);
475                                         nplaced++;
476                                 } else {
477                                         vm->m_data[vi] = MapNode(biome->c_stone);
478                                 }
479
480                                 air_above = false;
481                                 water_above = false;
482                         } else if (c == c_water_source) {
483                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
484                                                 biome->c_water_top : biome->c_water);
485                                 nplaced = 0;  // Enable top/filler placement for next surface
486                                 air_above = false;
487                                 water_above = true;
488                         } else if (c == CONTENT_AIR) {
489                                 nplaced = 0;  // Enable top/filler placement for next surface
490                                 air_above = true;
491                                 water_above = false;
492                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
493                                 nplaced = (u16)-1;  // Disable top/filler placement
494                                 air_above = false;
495                                 water_above = false;
496                         }
497
498                         vm->m_area.add_y(em, vi, -1);
499                 }
500         }
501
502         return stone_type;
503 }
504
505
506 void MapgenV5::generateCaves(int max_stone_y)
507 {
508         if (max_stone_y >= node_min.Y) {
509                 u32 index = 0;
510
511                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
512                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
513                         u32 i = vm->m_area.index(node_min.X, y, z);
514                         for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
515                                 float d1 = contour(noise_cave1->result[index]);
516                                 float d2 = contour(noise_cave2->result[index]);
517                                 if (d1*d2 > 0.125) {
518                                         content_t c = vm->m_data[i].getContent();
519                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
520                                                 continue;
521
522                                         vm->m_data[i] = MapNode(CONTENT_AIR);
523                                 }
524                         }
525                 }
526         }
527
528         if (node_max.Y > LARGE_CAVE_DEPTH)
529                 return;
530
531         PseudoRandom ps(blockseed + 21343);
532         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
533         for (u32 i = 0; i < bruises_count; i++) {
534                 CaveV5 cave(this, &ps);
535                 cave.makeCave(node_min, node_max, max_stone_y);
536         }
537 }
538
539
540 void MapgenV5::dustTopNodes()
541 {
542         if (node_max.Y < water_level)
543                 return;
544
545         v3s16 em = vm->m_area.getExtent();
546         u32 index = 0;
547
548         for (s16 z = node_min.Z; z <= node_max.Z; z++)
549         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
550                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
551
552                 if (biome->c_dust == CONTENT_IGNORE)
553                         continue;
554
555                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
556                 content_t c_full_max = vm->m_data[vi].getContent();
557                 s16 y_start;
558
559                 if (c_full_max == CONTENT_AIR) {
560                         y_start = full_node_max.Y - 1;
561                 } else if (c_full_max == CONTENT_IGNORE) {
562                         vi = vm->m_area.index(x, node_max.Y + 1, z);
563                         content_t c_max = vm->m_data[vi].getContent();
564
565                         if (c_max == CONTENT_AIR)
566                                 y_start = node_max.Y;
567                         else
568                                 continue;
569                 } else {
570                         continue;
571                 }
572
573                 vi = vm->m_area.index(x, y_start, z);
574                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
575                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
576                                 break;
577
578                         vm->m_area.add_y(em, vi, -1);
579                 }
580
581                 content_t c = vm->m_data[vi].getContent();
582                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
583                         vm->m_area.add_y(em, vi, 1);
584                         vm->m_data[vi] = MapNode(biome->c_dust);
585                 }
586         }
587 }
588