]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/player.cpp
Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenu
[dragonfireclient.git] / src / player.cpp
index 9817d590d125ca48785692a1165efb1d1651424a..584c00dd0855158a400ecc14bc5e0f3b72588281 100644 (file)
 /*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
 #include "player.h"
-#include "map.h"
-#include "connection.h"
+#include "hud.h"
 #include "constants.h"
-#include "utility.h"
+#include "gamedef.h"
+#include "settings.h"
+#include "content_sao.h"
+#include "util/numeric.h"
 
-Player::Player():
+Player::Player(IGameDef *gamedef):
        touching_ground(false),
-       in_water(false),
+       in_liquid(false),
+       in_liquid_stable(false),
+       liquid_viscosity(0),
+       is_climbing(false),
+       swimming_vertical(false),
+       camera_barely_in_ceiling(false),
+       light(0),
+       inventory(gamedef->idef()),
+       hp(PLAYER_MAX_HP),
+       hurt_tilt_timer(0),
+       hurt_tilt_strength(0),
        peer_id(PEER_ID_INEXISTENT),
+       keyPressed(0),
+// protected
+       m_gamedef(gamedef),
+       m_breath(-1),
+       m_pitch(0),
+       m_yaw(0),
        m_speed(0,0,0),
-       m_position(0,0,0)
+       m_position(0,0,0),
+       m_collisionbox(-BS*0.30,0.0,-BS*0.30,BS*0.30,BS*1.55,BS*0.30),
+       m_last_pitch(0),
+       m_last_yaw(0),
+       m_last_pos(0,0,0),
+       m_last_hp(PLAYER_MAX_HP),
+       m_last_inventory(gamedef->idef())
 {
        updateName("<not set>");
-       resetInventory();
+       inventory.clear();
+       inventory.addList("main", PLAYER_INVENTORY_SIZE);
+       InventoryList *craft = inventory.addList("craft", 9);
+       craft->setWidth(3);
+       inventory.addList("craftpreview", 1);
+       inventory.addList("craftresult", 1);
+       m_last_inventory = inventory;
+
+       // Can be redefined via Lua
+       inventory_formspec = "size[8,7.5]"
+               //"image[1,0.6;1,2;player.png]"
+               "list[current_player;main;0,3.5;8,4;]"
+               "list[current_player;craft;3,0;3,3;]"
+               "list[current_player;craftpreview;7,1;1,1;]";
+
+       // Initialize movement settings at default values, so movement can work if the server fails to send them
+       movement_acceleration_default   = 3    * BS;
+       movement_acceleration_air       = 2    * BS;
+       movement_acceleration_fast      = 10   * BS;
+       movement_speed_walk             = 4    * BS;
+       movement_speed_crouch           = 1.35 * BS;
+       movement_speed_fast             = 20   * BS;
+       movement_speed_climb            = 2    * BS;
+       movement_speed_jump             = 6.5  * BS;
+       movement_liquid_fluidity        = 1    * BS;
+       movement_liquid_fluidity_smooth = 0.5  * BS;
+       movement_liquid_sink            = 10   * BS;
+       movement_gravity                = 9.81 * BS;
+
+       // Movement overrides are multipliers and must be 1 by default
+       physics_override_speed   = 1;
+       physics_override_jump    = 1;
+       physics_override_gravity = 1;
+
+       hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
+                        HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
+                        HUD_FLAG_BREATHBAR_VISIBLE;
+
+       hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
 }
 
 Player::~Player()
 {
 }
 
-void Player::resetInventory()
+// Horizontal acceleration (X and Z), Y direction is ignored
+void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
 {
-       inventory.clear();
-       inventory.addList("main", PLAYER_INVENTORY_SIZE);
-       inventory.addList("craft", 9);
-       inventory.addList("craftresult", 1);
-}
+       if(max_increase == 0)
+               return;
 
-// Y direction is ignored
-void Player::accelerate(v3f target_speed, f32 max_increase)
-{
        v3f d_wanted = target_speed - m_speed;
        d_wanted.Y = 0;
-       f32 dl_wanted = d_wanted.getLength();
-       f32 dl = dl_wanted;
+       f32 dl = d_wanted.getLength();
        if(dl > max_increase)
                dl = max_increase;
        
@@ -64,7 +116,6 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
 
        m_speed.X += d.X;
        m_speed.Z += d.Z;
-       //m_speed += d;
 
 #if 0 // old code
        if(m_speed.X < target_speed.X - max_increase)
@@ -87,15 +138,49 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
 #endif
 }
 
+// Vertical acceleration (Y), X and Z directions are ignored
+void Player::accelerateVertical(v3f target_speed, f32 max_increase)
+{
+       if(max_increase == 0)
+               return;
+
+       f32 d_wanted = target_speed.Y - m_speed.Y;
+       if(d_wanted > max_increase)
+               d_wanted = max_increase;
+       else if(d_wanted < -max_increase)
+               d_wanted = -max_increase;
+
+       m_speed.Y += d_wanted;
+
+#if 0 // old code
+       if(m_speed.Y < target_speed.Y - max_increase)
+               m_speed.Y += max_increase;
+       else if(m_speed.Y > target_speed.Y + max_increase)
+               m_speed.Y -= max_increase;
+       else if(m_speed.Y < target_speed.Y)
+               m_speed.Y = target_speed.Y;
+       else if(m_speed.Y > target_speed.Y)
+               m_speed.Y = target_speed.Y;
+#endif
+}
+
+v3s16 Player::getLightPosition() const
+{
+       return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
+}
+
 void Player::serialize(std::ostream &os)
 {
        // Utilize a Settings object for storing values
        Settings args;
        args.setS32("version", 1);
        args.set("name", m_name);
+       //args.set("password", m_password);
        args.setFloat("pitch", m_pitch);
        args.setFloat("yaw", m_yaw);
        args.setV3F("position", m_position);
+       args.setS32("hp", hp);
+       args.setS32("breath", m_breath);
 
        args.writeLines(os);
 
@@ -104,7 +189,7 @@ void Player::serialize(std::ostream &os)
        inventory.serialize(os);
 }
 
-void Player::deSerialize(std::istream &is)
+void Player::deSerialize(std::istream &is, std::string playername)
 {
        Settings args;
        
@@ -112,7 +197,7 @@ void Player::deSerialize(std::istream &is)
        {
                if(is.eof())
                        throw SerializationError
-                                       ("Player::deSerialize(): PlayerArgsEnd not found");
+                                       (("Player::deSerialize(): PlayerArgsEnd of player \"" + playername + "\" not found").c_str());
                std::string line;
                std::getline(is, line);
                std::string trimmedline = trim(line);
@@ -121,434 +206,55 @@ void Player::deSerialize(std::istream &is)
                args.parseConfigLine(line);
        }
 
-       //args.getS32("version");
+       //args.getS32("version"); // Version field value not used
        std::string name = args.get("name");
        updateName(name.c_str());
-       m_pitch = args.getFloat("pitch");
-       m_yaw = args.getFloat("yaw");
-       m_position = args.getV3F("position");
+       setPitch(args.getFloat("pitch"));
+       setYaw(args.getFloat("yaw"));
+       setPosition(args.getV3F("position"));
+       try{
+               hp = args.getS32("hp");
+       }catch(SettingNotFoundException &e){
+               hp = 20;
+       }
+       try{
+               m_breath = args.getS32("breath");
+       }catch(SettingNotFoundException &e){
+               m_breath = 11;
+       }
 
        inventory.deSerialize(is);
-}
 
-/*
-       RemotePlayer
-*/
-
-#ifndef SERVER
-
-RemotePlayer::RemotePlayer(
-               scene::ISceneNode* parent,
-               IrrlichtDevice *device,
-               s32 id):
-       scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
-       m_text(NULL)
-{
-       m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
-
-       if(parent != NULL && device != NULL)
+       if(inventory.getList("craftpreview") == NULL)
        {
-               // ISceneNode stores a member called SceneManager
-               scene::ISceneManager* mgr = SceneManager;
-               video::IVideoDriver* driver = mgr->getVideoDriver();
-               gui::IGUIEnvironment* gui = device->getGUIEnvironment();
-
-               // Add a text node for showing the name
-               wchar_t wname[1] = {0};
-               m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
-                               wname, video::SColor(255,255,255,255), this);
-               m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
-
-               // Attach a simple mesh to the player for showing an image
-               scene::SMesh *mesh = new scene::SMesh();
-               { // Front
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-               buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player.png").c_str()));
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-               }
-               { // Back
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
+               // Convert players without craftpreview
+               inventory.addList("craftpreview", 1);
+
+               bool craftresult_is_preview = true;
+               if(args.exists("craftresult_is_preview"))
+                       craftresult_is_preview = args.getBool("craftresult_is_preview");
+               if(craftresult_is_preview)
                {
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-               buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player_back.png").c_str()));
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
+                       // Clear craftresult
+                       inventory.getList("craftresult")->changeItem(0, ItemStack());
                }
-               m_node = mgr->addMeshSceneNode(mesh, this);
-               mesh->drop();
-               m_node->setPosition(v3f(0,0,0));
        }
-}
 
-RemotePlayer::~RemotePlayer()
-{
-       if(SceneManager != NULL)
-               ISceneNode::remove();
-}
-
-void RemotePlayer::updateName(const char *name)
-{
-       Player::updateName(name);
-       if(m_text != NULL)
-       {
-               wchar_t wname[PLAYERNAME_SIZE];
-               mbstowcs(wname, m_name, strlen(m_name)+1);
-               m_text->setText(wname);
-       }
+       // Set m_last_*
+       checkModified();
 }
 
-void RemotePlayer::move(f32 dtime, Map &map)
-{
-       m_pos_animation_time_counter += dtime;
-       m_pos_animation_counter += dtime;
-       v3f movevector = m_position - m_oldpos;
-       f32 moveratio;
-       if(m_pos_animation_time < 0.001)
-               moveratio = 1.0;
-       else
-               moveratio = m_pos_animation_counter / m_pos_animation_time;
-       if(moveratio > 1.5)
-               moveratio = 1.5;
-       m_showpos = m_oldpos + movevector * moveratio;
-       
-       ISceneNode::setPosition(m_showpos);
-}
-
-#endif
-
-#ifndef SERVER
 /*
-       LocalPlayer
+       RemotePlayer
 */
 
-LocalPlayer::LocalPlayer()
-{
-}
-
-LocalPlayer::~LocalPlayer()
-{
-}
-
-void LocalPlayer::move(f32 dtime, Map &map)
-{
-       v3f position = getPosition();
-       v3f oldpos = position;
-       v3s16 oldpos_i = floatToInt(oldpos);
-
-       /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
-                       <<oldpos_i.Z<<")"<<std::endl;*/
-
-       position += m_speed * dtime;
-
-       bool free_move = g_settings.getBool("free_move");
-       bool terrain_viewer = g_settings.getBool("terrain_viewer");
-       
-       // Skip collision detection if player is non-local or
-       // a special movement mode is used
-       if(isLocal() == false || free_move || terrain_viewer)
-       {
-               setPosition(position);
-               return;
-       }
 
-       /*
-               Collision detection
-       */
-
-       v3s16 pos_i = floatToInt(position);
-       
-       /*
-               Check if player is in water
-       */
-       try{
-               if(in_water)
-               {
-                       v3s16 pp = floatToInt(position + v3f(0,0,0));
-                       in_water = content_liquid(map.getNode(pp).d);
-               }
-               else
-               {
-                       v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
-                       in_water = content_liquid(map.getNode(pp).d);
-               }
-       }
-       catch(InvalidPositionException &e)
-       {
-               in_water = false;
-       }
 
-       // The frame length is limited to the player going 0.1*BS per call
-       f32 d = (float)BS * 0.15;
-
-#define PLAYER_RADIUS (BS*0.3)
-#define PLAYER_HEIGHT (BS*1.7)
-
-       core::aabbox3d<f32> playerbox(
-               position.X - PLAYER_RADIUS,
-               position.Y - 0.0,
-               position.Z - PLAYER_RADIUS,
-               position.X + PLAYER_RADIUS,
-               position.Y + PLAYER_HEIGHT,
-               position.Z + PLAYER_RADIUS
-       );
-       core::aabbox3d<f32> playerbox_old(
-               oldpos.X - PLAYER_RADIUS,
-               oldpos.Y - 0.0,
-               oldpos.Z - PLAYER_RADIUS,
-               oldpos.X + PLAYER_RADIUS,
-               oldpos.Y + PLAYER_HEIGHT,
-               oldpos.Z + PLAYER_RADIUS
-       );
-
-       //hilightboxes.push_back(playerbox);
-
-       touching_ground = false;
-       
-       /*std::cout<<"Checking collisions for ("
-                       <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
-                       <<") -> ("
-                       <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
-                       <<"):"<<std::endl;*/
-
-       for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
-               for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
-                       for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
-                               try{
-                                       if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
-                                               continue;
-                                       }
-                               }
-                               catch(InvalidPositionException &e)
-                               {
-                                       // Doing nothing here will block the player from
-                                       // walking over map borders
-                               }
-
-                               core::aabbox3d<f32> nodebox = Map::getNodeBox(
-                                               v3s16(x,y,z));
-                               
-                               // See if the player is touching ground
-                               if(
-                                               fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
-                                               && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
-                                               && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
-                                               && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
-                                               && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
-                               ){
-                                       touching_ground = true;
-                               }
-                               
-                               if(playerbox.intersectsWithBox(nodebox))
-                               {
-                               
-       v3f dirs[3] = {
-               v3f(0,0,1), // back
-               v3f(0,1,0), // top
-               v3f(1,0,0), // right
-       };
-       for(u16 i=0; i<3; i++)
-       {
-               f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
-               f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
-               f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
-               f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
-               f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
-               f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
-
-               bool main_edge_collides = 
-                       ((nodemax > playermin && nodemax <= playermin_old + d
-                               && m_speed.dotProduct(dirs[i]) < 0)
-                       ||
-                       (nodemin < playermax && nodemin >= playermax_old - d
-                               && m_speed.dotProduct(dirs[i]) > 0));
-
-               bool other_edges_collide = true;
-               for(u16 j=0; j<3; j++)
-               {
-                       if(j == i)
-                               continue;
-                       f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
-                       f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
-                       f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
-                       f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
-                       if(!(nodemax - d > playermin && nodemin + d < playermax))
-                       {
-                               other_edges_collide = false;
-                               break;
-                       }
-               }
-               
-               if(main_edge_collides && other_edges_collide)
-               {
-                       m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
-                       position -= position.dotProduct(dirs[i]) * dirs[i];
-                       position += oldpos.dotProduct(dirs[i]) * dirs[i];
-               }
-       
-       }
-                               } // if(playerbox.intersectsWithBox(nodebox))
-                       } // for x
-               } // for z
-       } // for y
 
-       setPosition(position);
-}
 
-void LocalPlayer::applyControl(float dtime)
+void RemotePlayer::setPosition(const v3f &position)
 {
-       // Clear stuff
-       swimming_up = false;
-
-       // Random constants
-#define WALK_ACCELERATION (4.0 * BS)
-#define WALKSPEED_MAX (4.0 * BS)
-       f32 walk_acceleration = WALK_ACCELERATION;
-       f32 walkspeed_max = WALKSPEED_MAX;
-       
-       setPitch(control.pitch);
-       setYaw(control.yaw);
-       
-       v3f move_direction = v3f(0,0,1);
-       move_direction.rotateXZBy(getYaw());
-       
-       v3f speed = v3f(0,0,0);
-
-       bool free_move = g_settings.getBool("free_move");
-       bool fast_move = g_settings.getBool("fast_move");
-       bool continuous_forward = g_settings.getBool("continuous_forward");
-
-       if(free_move)
-       {
-               v3f speed = getSpeed();
-               speed.Y = 0;
-               setSpeed(speed);
-       }
-
-       // Whether superspeed mode is used or not
-       bool superspeed = false;
-       
-       // If free movement and fast movement, always move fast
-       if(free_move && fast_move)
-               superspeed = true;
-       
-       // Auxiliary button 1 (E)
-       if(control.aux1)
-       {
-               if(free_move)
-               {
-                       // In free movement mode, aux1 descends
-                       v3f speed = getSpeed();
-                       if(fast_move)
-                               speed.Y = -20*BS;
-                       else
-                               speed.Y = -walkspeed_max;
-                       setSpeed(speed);
-               }
-               else
-               {
-                       // If not free movement but fast is allowed, aux1 is
-                       // "Turbo button"
-                       if(fast_move)
-                               superspeed = true;
-               }
-       }
-
-       if(continuous_forward)
-               speed += move_direction;
-
-       if(control.up)
-       {
-               if(continuous_forward)
-                       superspeed = true;
-               else
-                       speed += move_direction;
-       }
-       if(control.down)
-       {
-               speed -= move_direction;
-       }
-       if(control.left)
-       {
-               speed += move_direction.crossProduct(v3f(0,1,0));
-       }
-       if(control.right)
-       {
-               speed += move_direction.crossProduct(v3f(0,-1,0));
-       }
-       if(control.jump)
-       {
-               if(free_move)
-               {
-                       v3f speed = getSpeed();
-                       if(fast_move)
-                               speed.Y = 20*BS;
-                       else
-                               speed.Y = walkspeed_max;
-                       setSpeed(speed);
-               }
-               else if(touching_ground)
-               {
-                       v3f speed = getSpeed();
-                       speed.Y = 6.5*BS;
-                       setSpeed(speed);
-               }
-               else if(in_water)
-               {
-                       v3f speed = getSpeed();
-                       speed.Y = 2.0*BS;
-                       setSpeed(speed);
-                       swimming_up = true;
-               }
-       }
-
-       // The speed of the player (Y is ignored)
-       if(superspeed)
-               speed = speed.normalize() * walkspeed_max * 5;
-       else
-               speed = speed.normalize() * walkspeed_max;
-       
-       f32 inc = walk_acceleration * BS * dtime;
-       
-       // Faster acceleration if fast and free movement
-       if(free_move && fast_move)
-               inc = walk_acceleration * BS * dtime * 10;
-       
-       // Accelerate to target speed with maximum increment
-       accelerate(speed, inc);
+       Player::setPosition(position);
+       if(m_sao)
+               m_sao->setBasePosition(position);
 }
-#endif
-