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Aquaria/Aquaria/ScriptedEntity.cpp
fgenesis 7ff0caaed8 Script interface improvements & extensions.
- Pointer typechecks are now enabled by default.

- enabled all script warnings for non-FULL or DEMO builds by default

- Added generic obj_* functions that operate on any type of RenderObject.
  These give quite low-level control about the renderer, and are quite
  dangerous too.
  Subsequently, many functions sharing the same code (*_setPosition, for example)
  could be removed, and simply call the generic functions after a type check.

- Added interface function deathNotify(). The original logic of death
  notifiers was never used, so i thought i'd make use of it.
  This is useful in scripts to safely drop dangling pointers.

- removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage,
  which were essentially no-ops.

- Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0),
  now it does only push a return value on the stack if the function
  is actually supposed to have a retun value.

- Allow variadic calling of entity_msg(). Now any parameters can be passed
  to the function, and the target entity will receive all of them.
  Any values returned from the entity's msg() callback will be returned
  by entity_msg() to the original caller. This allows nice RPC-like
  entity communication.

- fixed possible crash in debugLog, bone_update, entity_debugText

- added an override function for loadfile() that is case-insensitive like dofile()

- entity_createEntity returns the created entity now

- spawnParticleEffect returns the associated RenderObject

- Added some text rendering functions

- Added beam_setFirer()

- removed the underflow check in avatar_decrLeaches() I added earlier

- added a panic function for Lua.

- added the Lua debug library

- fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate

- misc stuff I forgot
2012-02-05 20:22:54 +01:00

1031 lines
20 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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 (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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "ScriptedEntity.h"
#include "DSQ.h"
#include "Game.h"
#include "Avatar.h"
#include "Shot.h"
bool ScriptedEntity::runningActivation = false;
ScriptedEntity::ScriptedEntity(const std::string &scriptName, Vector position, EntityType et) : CollideEntity(), Segmented(2, 26)
{
addType(SCO_SCRIPTED_ENTITY);
crushDelay = 0;
autoSkeletalSpriteUpdate = true;
script = 0;
songNoteFunction = songNoteDoneFunction = true;
addChild(&pullEmitter, PM_STATIC);
hair = 0;
becomeSolidDelay = false;
strandSpacing = 10;
animKeyFunc = true;
preUpdateFunc = true;
//runningActivation = false;
setEntityType(et);
myTimer = 0;
layer = LR_ENTITIES;
surfaceMoveDir = 1;
this->position = position;
numSegments = 0;
reverseSegments = false;
manaBallAmount = 1;
this->name = scriptName;
std::string file;
if (!scriptName.empty())
{
if (scriptName[0]=='@' && dsq->mod.isActive())
{
file = dsq->mod.getPath() + "scripts/" + scriptName.substr(1, scriptName.size()) + ".lua";
this->name = scriptName.substr(1, scriptName.size());
}
else if (dsq->mod.isActive())
{
file = dsq->mod.getPath() + "scripts/" + scriptName + ".lua";
if (!exists(file))
{
file = "scripts/entities/" + scriptName + ".lua";
}
}
else
{
file = "scripts/entities/" + scriptName + ".lua";
}
}
script = dsq->scriptInterface.openScript(file);
if (!script)
{
debugLog("Could not load script [" + file + "]");
}
}
void ScriptedEntity::setAutoSkeletalUpdate(bool v)
{
autoSkeletalSpriteUpdate = v;
}
void ScriptedEntity::message(const std::string &msg, int v)
{
if (script)
{
if (!script->call("msg", this, msg.c_str(), v))
debugLog(name + " : msg : " + script->getLastError());
}
Entity::message(msg, v);
}
void ScriptedEntity::messageVariadic(lua_State *L, int nparams)
{
if (script)
{
if (!script->callVariadic("msg", L, nparams, this))
luaDebugMsg("msg", script->getLastError());
}
Entity::messageVariadic(L, nparams);
}
void ScriptedEntity::warpSegments()
{
Segmented::warpSegments(position);
}
void ScriptedEntity::init()
{
if (script)
{
if (!script->call("init", this))
luaDebugMsg("init", script->getLastError());
}
//update(0);
Entity::init();
/*
if (script)
{
bool fail=false;
//update(0);
}
*/
}
void ScriptedEntity::postInit()
{
if (script)
{
if (!script->call("postInit", this))
luaDebugMsg("postInit", script->getLastError());
}
Entity::postInit();
}
void ScriptedEntity::initEmitter(int emit, const std::string &file)
{
if (emitters.size() <= emit)
{
emitters.resize(emit+1);
}
if (emitters[emit] != 0)
{
errorLog("Trying to init emitter being used");
return;
}
emitters[emit] = new ParticleEffect;
addChild(emitters[emit], PM_POINTER);
emitters[emit]->load(file);
}
void ScriptedEntity::startEmitter(int emit)
{
if (emitters[emit])
{
emitters[emit]->start();
}
}
void ScriptedEntity::stopEmitter(int emit)
{
if (emitters[emit])
{
emitters[emit]->stop();
}
}
void ScriptedEntity::registerNewPart(RenderObject *r, const std::string &name)
{
partMap[name] = r;
}
void ScriptedEntity::initHair(int numSegments, int segmentLength, int width, const std::string &tex)
{
if (hair)
{
errorLog("Trying to init hair when hair is already present");
}
hair = new Hair(numSegments, segmentLength, width);
hair->setTexture(tex);
dsq->game->addRenderObject(hair, layer);
}
void ScriptedEntity::setHairHeadPosition(const Vector &pos)
{
if (hair)
{
hair->setHeadPosition(pos);
}
}
void ScriptedEntity::updateHair(float dt)
{
if (hair)
{
hair->updatePositions();
}
}
void ScriptedEntity::exertHairForce(const Vector &force, float dt)
{
if (hair)
{
hair->exertForce(force, dt);
}
}
void ScriptedEntity::initSegments(int numSegments, int minDist, int maxDist, std::string bodyTex, std::string tailTex, int w, int h, float taper, bool reverseSegments)
{
this->reverseSegments = reverseSegments;
this->numSegments = numSegments;
this->minDist = minDist;
this->maxDist = maxDist;
segments.resize(numSegments);
for (int i = segments.size()-1; i >= 0 ; i--)
{
Quad *q = new Quad;
if (i == segments.size()-1)
q->setTexture(tailTex);
else
q->setTexture(bodyTex);
q->setWidthHeight(w, h);
if (i > 0 && i < segments.size()-1 && taper !=0)
q->scale = Vector(1.0f-(i*taper), 1-(i*taper));
dsq->game->addRenderObject(q, LR_ENTITIES);
segments[i] = q;
}
Segmented::initSegments(position);
}
void ScriptedEntity::setupEntity(const std::string &tex, int lcode)
{
setEntityType(ET_NEUTRAL);
if (!tex.empty())
setTexture(tex);
updateCull = -1;
manaBallAmount = 0;
setState(STATE_IDLE);
this->layer = dsq->getEntityLayerToLayer(lcode);
}
void ScriptedEntity::setupBasicEntity(std::string texture, int health, int manaBall, int exp, int money, int collideRadius, int state, int w, int h, int expType, bool hitEntity, int updateCull, int layer)
{
//this->updateCull = updateCull;
updateCull = -1;
if (texture.empty())
renderQuad = false;
else
setTexture(texture);
this->health = maxHealth = health;
this->collideRadius = collideRadius;
setState(state);
this->manaBallAmount = manaBall;
width = w;
height = h;
setEntityLayer(layer);
}
void ScriptedEntity::setEntityLayer(int lcode)
{
this->layer = dsq->getEntityLayerToLayer(lcode);
}
void ScriptedEntity::initStrands(int num, int segs, int dist, int strandSpacing, Vector color)
{
this->strandSpacing = strandSpacing;
strands.resize(num);
for (int i = 0; i < strands.size(); i++)
{
/*
int sz = 5;
if (i == 0 || i == strands.size()-1)
sz = 4;
*/
strands[i] = new Strand(position, segs, dist);
strands[i]->color = color;
dsq->game->addRenderObject(strands[i], this->layer);
}
updateStrands(0);
}
/*
// write this if/when needed, set all strands to color (with lerp)
void ScriptedEntity::setStrandsColor(const Vector &color, float time)
{
}
*/
void ScriptedEntity::onAlwaysUpdate(float dt)
{
Entity::onAlwaysUpdate(dt);
// debugLog("calling updateStrands");
updateStrands(dt);
//HACK: this would be better in base Entity
/*
if (frozenTimer)
{
}
*/
if (!isEntityDead() && getState() != STATE_DEAD && getState() != STATE_DEATHSCENE && isPresent())
{
const bool useEV=false;
if (useEV)
{
int mov = getv(EV_MOVEMENT);
if (mov && frozenTimer)
{
doFriction(dt, 50);
}
else
{
// don't update friction if we're in a bubble.
int fric = getv(EV_FRICTION);
if (fric)
{
doFriction(dt, fric);
}
}
switch (mov)
{
case 1:
updateMovement(dt);
break;
case 2:
updateCurrents(dt);
updateMovement(dt);
break;
}
if (mov)
{
if (hair)
{
setHairHeadPosition(position);
updateHair(dt);
}
}
switch (getv(EV_COLLIDE))
{
case 1:
if (skeletalSprite.isLoaded())
dsq->game->handleShotCollisionsSkeletal(this);
else
dsq->game->handleShotCollisions(this);
break;
case 2:
if (skeletalSprite.isLoaded())
dsq->game->handleShotCollisionsSkeletal(this);
else
dsq->game->handleShotCollisions(this);
int dmg = getv(EV_TOUCHDMG);
if (frozenTimer > 0)
dmg = 0;
touchAvatarDamage(collideRadius, dmg);
break;
}
}
if (frozenTimer > 0)
{
pullEmitter.update(dt);
if (!useEV)
{
doFriction(dt, 50);
updateCurrents(dt);
updateMovement(dt);
if (hair)
{
setHairHeadPosition(position);
updateHair(dt);
}
if (skeletalSprite.isLoaded())
dsq->game->handleShotCollisionsSkeletal(this);
else
dsq->game->handleShotCollisions(this);
}
}
if (isPullable() && !fillGridFromQuad)
{
bool doCrush = false;
crushDelay -= dt;
if (crushDelay < 0)
{
crushDelay = 0.2;
doCrush = true;
}
//if ((dsq->game->avatar->position - this->position).getSquaredLength2D() < sqr(collideRadius + dsq->game->avatar->collideRadius))
FOR_ENTITIES(i)
{
Entity *e = *i;
if (e && e != this && e->life == 1 && e->ridingOnEntity != this)
{
if ((e->position - this->position).isLength2DIn(collideRadius + e->collideRadius))
{
if (this->isEntityProperty(EP_BLOCKER) && doCrush)
{
//bool doit = !vel.isLength2DIn(200) || (e->position.y > position.y && vel.y > 0);
/*dsq->game->avatar->pullTarget != this ||*/
/*&& */
bool doit = !vel.isLength2DIn(64) || (e->position.y > position.y && vel.y > 0);
if (doit)
{
if (e->getEntityType() == ET_ENEMY && e->isDamageTarget(DT_CRUSH))
{
DamageData d;
d.damageType = DT_CRUSH;
d.attacker = this;
d.damage = 1;
if (e->damage(d))
{
e->sound("RockHit");
dsq->spawnParticleEffect("rockhit", e->position, 0, 0);
}
//e->push(vel, 0.2, 500, 0);
Vector add = vel;
add.setLength2D(5000*dt);
e->vel += add;
}
}
}
Vector add = e->position - this->position;
add.capLength2D(10000 * dt);
e->vel += add;
e->doCollisionAvoidance(dt, 3, 1);
}
}
}
}
if (isPullable())
{
//debugLog("movable!");
Entity *followEntity = dsq->game->avatar;
if (followEntity && dsq->game->avatar->pullTarget == this)
{
//debugLog("followentity!");
Vector dist = followEntity->position - this->position;
if (dist.isLength2DIn(followEntity->collideRadius + collideRadius + 16))
{
vel = 0;
}
else if (!dist.isLength2DIn(800))
{
// break;
vel.setZero();
dsq->game->avatar->pullTarget->stopPull();
dsq->game->avatar->pullTarget = 0;
}
else if (!dist.isLength2DIn(128))
{
Vector v = dist;
int moveSpeed = 1000;
moveSpeed = 4000;
v.setLength2D(moveSpeed);
vel += v*dt;
setMaxSpeed(dsq->game->avatar->getMaxSpeed());
}
else
{
if (!vel.isZero())
{
Vector sub = vel;
sub.setLength2D(getMaxSpeed()*maxSpeedLerp.x*dt);
vel -= sub;
if (vel.isLength2DIn(100))
vel = 0;
}
//vel = 0;
}
doCollisionAvoidance(dt, 2, 0.5);
}
}
}
}
void ScriptedEntity::updateStrands(float dt)
{
if (strands.empty()) return;
float angle = rotation.z;
angle = (PI*(360-(angle-90)))/180.0;
//angle = (180*angle)/PI;
float sz = (strands.size()/2);
for (int i = 0; i < strands.size(); i++)
{
float diff = (i-sz)*strandSpacing;
if (diff < 0)
strands[i]->position = position - Vector(sinf(angle)*fabsf(diff), cosf(angle)*fabsf(diff));
else
strands[i]->position = position + Vector(sinf(angle)*diff, cosf(angle)*diff);
if (dt > 0)
strands[i]->update(dt);
}
}
void ScriptedEntity::destroy()
{
//debugLog("calling target died");
CollideEntity::destroy();
/*
// spring plant might already be destroyed at this point (end of state)
// could add as child?
if (springPlant)
{
//springPlant->life = 0.1;
springPlant->alpha = 0;
}
*/
/*
if (hair)
{
//dsq->removeRenderObject(hair, DESTROY_RENDER_OBJECT);
dsq->game->removeRenderObject(hair);
hair->destroy();
delete hair;
hair = 0;
}
*/
if (script)
{
dsq->scriptInterface.closeScript(script);
script = 0;
}
}
void ScriptedEntity::song(SongType songType)
{
if (script)
{
if (!script->call("song", this, int(songType)))
debugLog(name + " : " + script->getLastError());
}
}
void ScriptedEntity::shiftWorlds(WorldType lastWorld, WorldType worldType)
{
if (script)
{
if (!script->call("shiftWorlds", this, int(lastWorld), int(worldType)))
debugLog(name + " : " + script->getLastError() + " shiftWorlds");
}
}
void ScriptedEntity::startPull()
{
Entity::startPull();
beforePullMaxSpeed = getMaxSpeed();
becomeSolidDelay = false;
debugLog("HERE!");
if (isEntityProperty(EP_BLOCKER))
{
//debugLog("property set!");
fillGridFromQuad = false;
dsq->game->reconstructEntityGrid();
}
else
{
//debugLog("property not set!");
}
pullEmitter.load("Pulled");
pullEmitter.start();
// HACK: move this to the lower level at some point
if (isEntityProperty(EP_BLOCKER))
{
FOR_ENTITIES(i)
{
Entity *e = *i;
if (e != this && e->getEntityType() != ET_AVATAR && e->isv(EV_CRAWLING, 1))
{
if ((e->position - position).isLength2DIn(collideRadius+e->collideRadius+32))
{
debugLog(e->name + ": is now riding on : " + name);
e->ridingOnEntity = this;
e->ridingOnEntityOffset = e->position - position;
e->ridingOnEntityOffset.setLength2D(collideRadius);
}
}
}
}
}
void ScriptedEntity::sporesDropped(const Vector &pos, int type)
{
if (script)
{
script->call("sporesDropped", this, pos.x, pos.y, type);
}
}
void ScriptedEntity::stopPull()
{
Entity::stopPull();
pullEmitter.stop();
setMaxSpeed(beforePullMaxSpeed);
}
void ScriptedEntity::onUpdate(float dt)
{
BBGE_PROF(ScriptedEntity_onUpdate);
/*
if (script && preUpdateFunc)
{
if (!script->call("preUpdate", this, dt))
{
debugLog(name + " : preUpdate : " + script->getLastError());
preUpdateFunc = false;
}
}
*/
if (!autoSkeletalSpriteUpdate)
skeletalSprite.ignoreUpdate = true;
CollideEntity::onUpdate(dt);
if (!autoSkeletalSpriteUpdate)
skeletalSprite.ignoreUpdate = false;
//updateStrands(dt);
if (becomeSolidDelay)
{
if (vel.isLength2DIn(5))
{
if (!isEntityInside())
{
becomeSolid();
becomeSolidDelay = false;
}
}
}
if (life != 1 || isEntityDead()) return;
if (myTimer > 0)
{
myTimer -= dt;
if (myTimer <= 0)
{
myTimer = 0;
onExitTimer();
}
}
if (this->isEntityDead() || this->getState() == STATE_DEATHSCENE || this->getState() == STATE_DEAD)
{
return;
}
if (script)
{
if (!script->call("update", this, dt))
debugLog(name + " : update : " + script->getLastError());
}
if (numSegments > 0)
{
updateSegments(position, reverseSegments);
updateAlpha(alpha.x);
}
/*
//HACK: if this is wanted (to support moving placed entities), then
// springPlant has to notify ScriptedEntity when it is deleted / pulled out
if (springPlant)
{
springPlant->position = this->position;
}
*/
}
void ScriptedEntity::resetTimer(float t)
{
myTimer = t;
}
void ScriptedEntity::stopTimer()
{
myTimer = 0;
}
void ScriptedEntity::onExitTimer()
{
if (script)
{
if (!script->call("exitTimer", this))
debugLog(this->name + " : " + script->getLastError() + " exitTimer");
}
}
void ScriptedEntity::onAnimationKeyPassed(int key)
{
if (script && animKeyFunc)
{
if (!script->call("animationKey", this, key))
{
debugLog(this->name + " : " + script->getLastError() + " animationKey");
animKeyFunc = false;
}
}
Entity::onAnimationKeyPassed(key);
}
void ScriptedEntity::lightFlare()
{
if (script && !isEntityDead())
{
script->call("lightFlare", this);
}
}
bool ScriptedEntity::damage(const DamageData &d)
{
if (d.damageType == DT_NONE) return false;
bool doDefault = true;
if (script)
{
if (!script->call("damage", this, d.attacker, d.bone, int(d.damageType), d.damage, d.hitPos.x, d.hitPos.y, d.shot, &doDefault))
{
debugLog(name + ": damage function failed");
//debugLog(this->name + " : " + script->getLastError() + " hit");
}
else
{
/*
std::ostringstream os;
os << "doDefault: " << doDefault;
debugLog(os.str());
*/
}
}
if (doDefault)
{
//debugLog("doing default damage");
return Entity::damage(d);
}
//debugLog("not doing default damage");
return false;
}
void ScriptedEntity::songNote(int note)
{
Entity::songNote(note);
if (script && songNoteFunction)
{
if (!script->call("songNote", this, note))
{
songNoteFunction = false;
debugLog(this->name + " : " + script->getLastError() + " songNote");
}
}
}
void ScriptedEntity::songNoteDone(int note, float len)
{
Entity::songNoteDone(note, len);
if (script && songNoteDoneFunction)
{
if (!script->call("songNoteDone", this, note, len))
{
songNoteDoneFunction = false;
debugLog(this->name + " : " + script->getLastError() + " songNoteDone");
}
}
}
bool ScriptedEntity::isEntityInside()
{
bool v = false;
int avatars = 0;
FOR_ENTITIES(i)
{
Entity *e = *i;
if (e->getEntityType() == ET_AVATAR)
avatars ++;
if (e && e->life == 1 && e != this && e->ridingOnEntity != this)
{
if (isCoordinateInside(e->position))
{
/*
Vector diff = (e->position - position);
diff.setLength2D(100);
e->vel += diff;
*/
v = true;
}
}
}
return v;
}
void ScriptedEntity::becomeSolid()
{
//vel = 0;
float oldRot = 0;
bool doRot=false;
Vector n = dsq->game->getWallNormal(position);
if (!n.isZero())
{
oldRot = rotation.z;
rotateToVec(n, 0);
doRot = true;
}
fillGridFromQuad = true;
dsq->game->reconstructEntityGrid();
FOR_ENTITIES(i)
{
Entity *e = *i;
if (e->ridingOnEntity == this)
{
e->ridingOnEntity = 0;
e->moveOutOfWall();
// if can't get the rider out of the wall, kill it
if (dsq->game->isObstructed(TileVector(e->position)))
{
e->setState(STATE_DEAD);
}
}
}
if (doRot)
{
rotation.z = oldRot;
rotateToVec(n, 0.01);
}
}
void ScriptedEntity::onHitWall()
{
if (isEntityProperty(EP_BLOCKER) && !fillGridFromQuad && dsq->game->avatar->pullTarget != this)
{
becomeSolidDelay = true;
}
if (isEntityProperty(EP_BLOCKER) && !fillGridFromQuad)
{
Vector n = dsq->game->getWallNormal(position);
if (!n.isZero())
{
rotateToVec(n, 0.2);
}
}
CollideEntity::onHitWall();
if (script)
{
if (!script->call("hitSurface", this))
debugLog(this->name + " : " + script->getLastError() + " hitSurface");
}
}
void ScriptedEntity::activate()
{
if (runningActivation) return;
Entity::activate();
/*
if (dsq->game->avatar)
{
Avatar *a = dsq->game->avatar;
if (a->position.x < this->position.x)
{
if (!a->isFlippedHorizontal())
a->flipHorizontal();
}
else
{
if (a->isFlippedHorizontal())
a->flipHorizontal();
}
if (getEntityType() == ET_NEUTRAL)
flipToTarget(dsq->game->avatar->position);
}
*/
runningActivation = true;
if (script)
{
if (!script->call("activate", this))
luaDebugMsg("activate", script->getLastError());
}
runningActivation = false;
}
void ScriptedEntity::shotHitEntity(Entity *hit, Shot *shot, Bone *bone)
{
Entity::shotHitEntity(hit, shot, bone);
if (script)
{
script->call("shotHitEntity", this, hit, shot, bone);
}
}
void ScriptedEntity::entityDied(Entity *e)
{
CollideEntity::entityDied(e);
if (script)
{
script->call("entityDied", this, e);
}
}
void ScriptedEntity::luaDebugMsg(const std::string &func, const std::string &msg)
{
debugLog("luaScriptError: " + name + " : " + func + " : " + msg);
}
void ScriptedEntity::onDieNormal()
{
Entity::onDieNormal();
if (script)
{
script->call("dieNormal", this);
}
}
void ScriptedEntity::onDieEaten()
{
Entity::onDieEaten();
if (script)
{
script->call("dieEaten", this);
}
}
void ScriptedEntity::onEnterState(int action)
{
CollideEntity::onEnterState(action);
if (script)
{
if (!script->call("enterState", this))
luaDebugMsg("enterState", script->getLastError());
}
switch(action)
{
case STATE_DEAD:
if (!isGoingToBeEaten())
{
doDeathEffects(manaBallAmount);
dsq->spawnParticleEffect(deathParticleEffect, position);
onDieNormal();
}
else
{
// eaten
doDeathEffects(0);
onDieEaten();
}
destroySegments(1);
for (int i = 0; i < strands.size(); i++)
{
strands[i]->safeKill();
}
strands.clear();
// BASE ENTITY CLASS WILL HANDLE CLEANING UP HAIR
/*
if (hair)
{
hair->setLife(1.0);
hair->setDecayRate(10);
hair->fadeAlphaWithLife = true;
hair = 0;
}
*/
break;
}
}
void ScriptedEntity::onExitState(int action)
{
if (script)
{
if (!script->call("exitState", this))
luaDebugMsg("exitState", script->getLastError());
}
CollideEntity::onExitState(action);
}
void ScriptedEntity::deathNotify(RenderObject *r)
{
if (script)
{
if (!script->call("deathNotify", this, r))
luaDebugMsg("deathNotify", script->getLastError());
}
CollideEntity::deathNotify(r);
}