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d_main.c
720 lines (625 loc) · 19.6 KB
/
d_main.c
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/**\file
*\section License
* License: GPL
* Online License Link: http://www.gnu.org/licenses/gpl.html
*
*\author Copyright © 2003-2009 Jaakko Keränen <jaakko.keranen@iki.fi>
*\author Copyright © 2005-2009 Daniel Swanson <danij@dengine.net>
*\author Copyright © 2006 Jamie Jones <jamie_jones_au@yahoo.com.au>
*\author Copyright © 1993-1996 by id Software, Inc.
*
* 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
* (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., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
/**
* d_main.c: Game initialization (jDoom-specific).
*/
// HEADER FILES ------------------------------------------------------------
#include "jdoom.h"
#include "m_argv.h"
#include "hu_stuff.h"
#include "hu_log.h"
#include "hu_menu.h"
#include "hu_msg.h"
#include "p_saveg.h"
#include "p_mapspec.h"
#include "p_switch.h"
#include "am_map.h"
#include "g_defs.h"
#include "p_player.h"
// MACROS ------------------------------------------------------------------
#define BGCOLOR (7)
#define FGCOLOR (8)
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
int verbose;
boolean devParm; // checkparm of -devparm
boolean noMonstersParm; // checkparm of -noMonstersParm
boolean respawnParm; // checkparm of -respawn
boolean fastParm; // checkparm of -fast
boolean turboParm; // checkparm of -turbo
float turboMul; // multiplier for turbo
boolean monsterInfight;
gamemode_t gameMode;
int gameModeBits;
gamemission_t gameMission = GM_DOOM;
// This is returned in D_Get(DD_GAME_MODE), max 16 chars.
char gameModeString[17];
// The patches used in drawing the view border.
char *borderLumps[] = {
"FLOOR7_2",
"brdr_t",
"brdr_r",
"brdr_b",
"brdr_l",
"brdr_tl",
"brdr_tr",
"brdr_br",
"brdr_bl"
};
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static skillmode_t startSkill;
static int startEpisode;
static int startMap;
static boolean autoStart;
// CODE --------------------------------------------------------------------
/**
* Attempt to change the current game mode. Can only be done when not
* actually in a map.
*
* \todo Doesn't actually do anything yet other than set the game mode
* global vars.
*
* @param mode The game mode to change to.
*
* @return @true, if we changed game modes successfully.
*/
boolean G_SetGameMode(gamemode_t mode)
{
gameMode = mode;
if(G_GetGameState() == GS_MAP)
return false;
switch(mode)
{
case shareware: // DOOM 1 shareware, E1, M9
gameModeBits = GM_SHAREWARE;
break;
case registered: // DOOM 1 registered, E3, M27
gameModeBits = GM_REGISTERED;
break;
case commercial: // DOOM 2 retail, E1 M34
gameModeBits = GM_COMMERCIAL;
break;
// DOOM 2 german edition not handled
case retail: // DOOM 1 retail, E4, M36
gameModeBits = GM_RETAIL;
break;
case indetermined: // Well, no IWAD found.
gameModeBits = GM_INDETERMINED;
break;
default:
Con_Error("G_SetGameMode: Unknown gameMode %i", mode);
}
return true;
}
/**
* Check which known IWADs are found. The purpose of this routine is to
* find out which IWADs the user lets us to know about, but we don't decide
* which one gets loaded or even see if the WADs are actually there.
*
* The default location for IWADs is Data\GAMENAMETEXT\.
*/
void G_DetectIWADs(void)
{
typedef struct {
char *file;
char *override;
} fspec_t;
// The '}' means the paths are affected by the base path.
char *paths[] = {
"}data\\"GAMENAMETEXT"\\",
"}data\\",
"}",
"}iwads\\",
"",
0
};
fspec_t iwads[] = {
{ "tnt.wad", "-tnt" },
{ "plutonia.wad", "-plutonia" },
{ "doom2.wad", "-doom2" },
{ "doom1.wad", "-sdoom" },
{ "doom.wad", "-doom" },
{ "doom.wad", "-ultimate" },
{ "doomu.wad", "-udoom" },
{ 0, 0 }
};
int i, k;
boolean overridden = false;
char fn[256];
// First check if an overriding command line option is being used.
for(i = 0; iwads[i].file; ++i)
if(ArgExists(iwads[i].override))
{
overridden = true;
break;
}
// Tell the engine about all the possible IWADs.
for(k = 0; paths[k]; k++)
for(i = 0; iwads[i].file; ++i)
{
// Are we allowed to use this?
if(overridden && !ArgExists(iwads[i].override))
continue;
sprintf(fn, "%s%s", paths[k], iwads[i].file);
DD_AddIWAD(fn);
}
}
static boolean lumpsFound(char **list)
{
for(; *list; list++)
if(W_CheckNumForName(*list) == -1)
return false;
return true;
}
/**
* Checks availability of IWAD files by name, to determine whether
* registered/commercial features should be executed (notably loading
* PWAD's).
*/
static void identifyFromData(void)
{
typedef struct {
char **lumps;
gamemode_t mode;
} identify_t;
char *shareware_lumps[] = {
// List of lumps to detect shareware with.
"e1m1", "e1m2", "e1m3", "e1m4", "e1m5", "e1m6",
"e1m7", "e1m8", "e1m9",
"d_e1m1", "floor4_8", "floor7_2", NULL
};
char *registered_lumps[] = {
// List of lumps to detect registered with.
"e2m1", "e2m2", "e2m3", "e2m4", "e2m5", "e2m6",
"e2m7", "e2m8", "e2m9",
"e3m1", "e3m2", "e3m3", "e3m4", "e3m5", "e3m6",
"e3m7", "e3m8", "e3m9",
"cybre1", "cybrd8", "floor7_2", NULL
};
char *retail_lumps[] = {
// List of lumps to detect Ultimate Doom with.
"e4m1", "e4m2", "e4m3", "e4m4", "e4m5", "e4m6",
"e4m7", "e4m8", "e4m9",
"m_epi4", NULL
};
char *commercial_lumps[] = {
// List of lumps to detect Doom II with.
"map01", "map02", "map03", "map04", "map10", "map20",
"map25", "map30",
"vilen1", "vileo1", "vileq1", "grnrock", NULL
};
char *plutonia_lumps[] = {
"_deutex_", "mc5", "mc11", "mc16", "mc20", NULL
};
char *tnt_lumps[] = {
"cavern5", "cavern7", "stonew1", NULL
};
identify_t list[] = {
{commercial_lumps, commercial}, // Doom2 is easiest to detect.
{retail_lumps, retail}, // Ultimate Doom is obvious.
{registered_lumps, registered},
{shareware_lumps, shareware}
};
int i, num = sizeof(list) / sizeof(identify_t);
// First check the command line.
if(ArgCheck("-sdoom"))
{
// Shareware DOOM.
G_SetGameMode(shareware);
return;
}
if(ArgCheck("-doom"))
{
// Registered DOOM.
G_SetGameMode(registered);
return;
}
if(ArgCheck("-doom2") || ArgCheck("-plutonia") || ArgCheck("-tnt"))
{
// DOOM 2.
G_SetGameMode(commercial);
gameMission = GM_DOOM2;
if(ArgCheck("-plutonia"))
gameMission = GM_PLUT;
if(ArgCheck("-tnt"))
gameMission = GM_TNT;
return;
}
if(ArgCheck("-ultimate") || ArgCheck("-udoom"))
{
// Retail DOOM 1: Ultimate DOOM.
G_SetGameMode(retail);
return;
}
// Now we must look at the lumps.
for(i = 0; i < num; ++i)
{
// If all the listed lumps are found, selection is made.
// All found?
if(lumpsFound(list[i].lumps))
{
G_SetGameMode(list[i].mode);
// Check the mission packs.
if(lumpsFound(plutonia_lumps))
gameMission = GM_PLUT;
else if(lumpsFound(tnt_lumps))
gameMission = GM_TNT;
else if(gameMode == commercial)
gameMission = GM_DOOM2;
else
gameMission = GM_DOOM;
return;
}
}
// A detection couldn't be made.
G_SetGameMode(shareware); // Assume the minimum.
Con_Message("\nIdentifyVersion: DOOM version unknown.\n"
"** Important data might be missing! **\n\n");
}
/**
* gameMode, gameMission and the gameModeString are set.
*/
void G_IdentifyVersion(void)
{
identifyFromData();
// The game mode string is returned in DD_Get(DD_GAME_MODE).
// It is sent out in netgames, and the PCL_HELLO2 packet contains it.
// A client can't connect unless the same game mode is used.
memset(gameModeString, 0, sizeof(gameModeString));
strcpy(gameModeString,
gameMode == shareware ? "doom1-share" :
gameMode == registered ? "doom1" :
gameMode == retail ? "doom1-ultimate" :
gameMode == commercial ?
(gameMission == GM_PLUT ? "doom2-plut" :
gameMission == GM_TNT ? "doom2-tnt" : "doom2") :
"-");
}
/**
* Pre Engine Initialization routine.
* All game-specific actions that should take place at this time go here.
*/
void G_PreInit(void)
{
int i;
G_SetGameMode(indetermined);
// Config defaults. The real settings are read from the .cfg files
// but these will be used no such files are found.
memset(&cfg, 0, sizeof(cfg));
cfg.playerMoveSpeed = 1;
cfg.dclickUse = false;
cfg.povLookAround = true;
cfg.screenBlocks = cfg.setBlocks = 10;
cfg.echoMsg = true;
cfg.lookSpeed = 3;
cfg.turnSpeed = 1;
cfg.usePatchReplacement = 2; // Use built-in replacements if available.
cfg.menuScale = .9f;
cfg.menuGlitter = .5f;
cfg.menuShadow = 0.33f;
cfg.menuQuitSound = true;
cfg.menuEffects = 1; // Do type-in effect.
cfg.flashColor[0] = .7f;
cfg.flashColor[1] = .9f;
cfg.flashColor[2] = 1;
cfg.flashSpeed = 4;
cfg.turningSkull = true;
cfg.hudKeysCombine = false;
cfg.hudShown[HUD_HEALTH] = true;
cfg.hudShown[HUD_ARMOR] = true;
cfg.hudShown[HUD_AMMO] = true;
cfg.hudShown[HUD_KEYS] = true;
cfg.hudShown[HUD_FRAGS] = true;
cfg.hudShown[HUD_FACE] = false;
for(i = 0; i < NUMHUDUNHIDEEVENTS; ++i) // when the hud/statusbar unhides.
cfg.hudUnHide[i] = 1;
cfg.hudScale = .6f;
cfg.hudColor[0] = 1;
cfg.hudColor[1] = cfg.hudColor[2] = 0;
cfg.hudColor[3] = 1;
cfg.hudFog = 1;
cfg.hudIconAlpha = 1;
cfg.xhairSize = .5f;
cfg.xhairVitality = false;
cfg.xhairColor[0] = 1;
cfg.xhairColor[1] = 1;
cfg.xhairColor[2] = 1;
cfg.xhairColor[3] = 1;
cfg.moveCheckZ = true;
cfg.jumpPower = 9;
cfg.airborneMovement = 1;
cfg.weaponAutoSwitch = 1; // if better
cfg.noWeaponAutoSwitchIfFiring = false;
cfg.ammoAutoSwitch = 0; // never
cfg.secretMsg = true;
cfg.slidingCorpses = false;
cfg.fastMonsters = false;
cfg.netJumping = true;
cfg.netEpisode = 1;
cfg.netMap = 1;
cfg.netSkill = SM_MEDIUM;
cfg.netColor = 4;
cfg.netBFGFreeLook = 0; // allow free-aim 0=none 1=not BFG 2=All
cfg.netMobDamageModifier = 1;
cfg.netMobHealthModifier = 1;
cfg.netGravity = -1; // use map default
cfg.plrViewHeight = 41;
cfg.mapTitle = true;
cfg.hideAuthorIdSoft = true;
cfg.menuColor[0] = 1;
cfg.menuColor2[0] = 1;
cfg.menuSlam = false;
cfg.menuHotkeys = true;
cfg.askQuickSaveLoad = true;
cfg.maxSkulls = true;
cfg.allowSkullsInWalls = false;
cfg.anyBossDeath = false;
cfg.monstersStuckInDoors = false;
cfg.avoidDropoffs = true;
cfg.moveBlock = false;
cfg.fallOff = true;
cfg.fixOuchFace = true;
cfg.fixStatusbarOwnedWeapons = true;
cfg.statusbarScale = 20; // Full size.
cfg.statusbarOpacity = 1;
cfg.statusbarCounterAlpha = 1;
cfg.automapCustomColors = 0; // Never.
cfg.automapL0[0] = .4f; // Unseen areas
cfg.automapL0[1] = .4f;
cfg.automapL0[2] = .4f;
cfg.automapL1[0] = 1.f; // onesided lines
cfg.automapL1[1] = 0.f;
cfg.automapL1[2] = 0.f;
cfg.automapL2[0] = .77f; // floor height change lines
cfg.automapL2[1] = .6f;
cfg.automapL2[2] = .325f;
cfg.automapL3[0] = 1.f; // ceiling change lines
cfg.automapL3[1] = .95f;
cfg.automapL3[2] = 0.f;
cfg.automapMobj[0] = 0.f;
cfg.automapMobj[1] = 1.f;
cfg.automapMobj[2] = 0.f;
cfg.automapBack[0] = 0.f;
cfg.automapBack[1] = 0.f;
cfg.automapBack[2] = 0.f;
cfg.automapOpacity = .7f;
cfg.automapLineAlpha = .7f;
cfg.automapShowDoors = true;
cfg.automapDoorGlow = 8;
cfg.automapHudDisplay = 2;
cfg.automapRotate = true;
cfg.automapBabyKeys = false;
cfg.automapZoomSpeed = .1f;
cfg.automapPanSpeed = .5f;
cfg.automapPanResetOnOpen = true;
cfg.automapOpenSeconds = AUTOMAP_OPEN_SECONDS;
cfg.counterCheatScale = .7f;
cfg.msgShow = true;
cfg.msgCount = 4;
cfg.msgScale = .8f;
cfg.msgUptime = 5 * TICSPERSEC;
cfg.msgAlign = ALIGN_LEFT;
cfg.msgBlink = 5;
cfg.msgColor[0] = 1;
cfg.msgColor[1] = cfg.msgColor[2] = 0;
cfg.chatBeep = 1;
cfg.killMessages = true;
cfg.bobWeapon = 1;
cfg.bobView = 1;
cfg.bobWeaponLower = true;
cfg.cameraNoClip = true;
cfg.respawnMonstersNightmare = true;
cfg.weaponOrder[0] = WT_SIXTH;
cfg.weaponOrder[1] = WT_NINETH;
cfg.weaponOrder[2] = WT_FOURTH;
cfg.weaponOrder[3] = WT_THIRD;
cfg.weaponOrder[4] = WT_SECOND;
cfg.weaponOrder[5] = WT_EIGHTH;
cfg.weaponOrder[6] = WT_FIFTH;
cfg.weaponOrder[7] = WT_SEVENTH;
cfg.weaponOrder[8] = WT_FIRST;
cfg.berserkAutoSwitch = true;
// Do the common pre init routine;
G_CommonPreInit();
}
/**
* Post Engine Initialization routine.
* All game-specific actions that should take place at this time go here.
*/
void G_PostInit(void)
{
int p;
filename_t file;
char mapStr[6];
// Border background changes depending on mission.
if(gameMission == GM_DOOM2 || gameMission == GM_PLUT ||
gameMission == GM_TNT)
borderLumps[0] = "GRNROCK";
// Common post init routine
G_CommonPostInit();
// Initialize ammo info.
P_InitAmmoInfo();
// Initialize weapon info.
P_InitWeaponInfo();
// Print a game mode banner with rulers.
Con_FPrintf(CBLF_RULER | CBLF_WHITE | CBLF_CENTER,
gameMode == retail ? "The Ultimate DOOM Startup\n" :
gameMode == shareware ? "DOOM Shareware Startup\n" :
gameMode == registered ? "DOOM Registered Startup\n" :
gameMode == commercial ?
(gameMission == GM_PLUT ? "Final DOOM: The Plutonia Experiment\n" :
gameMission == GM_TNT ? "Final DOOM: TNT: Evilution\n" :
"DOOM 2: Hell on Earth\n") :
"Public DOOM\n");
Con_FPrintf(CBLF_RULER, "");
// Game parameters.
monsterInfight = GetDefInt("AI|Infight", 0);
// Get skill / episode / map from parms.
gameSkill = startSkill = SM_NOITEMS;
startEpisode = 1;
startMap = 1;
autoStart = false;
// Game mode specific settings.
// Plutonia and TNT automatically turn on the full sky.
if(gameMode == commercial &&
(gameMission == GM_PLUT || gameMission == GM_TNT))
{
Con_SetInteger("rend-sky-full", 1, true);
}
// Command line options.
noMonstersParm = ArgCheck("-nomonsters");
respawnParm = ArgCheck("-respawn");
fastParm = ArgCheck("-fast");
devParm = ArgCheck("-devparm");
if(ArgCheck("-altdeath"))
cfg.netDeathmatch = 2;
else if(ArgCheck("-deathmatch"))
cfg.netDeathmatch = 1;
p = ArgCheck("-skill");
if(p && p < myargc - 1)
{
startSkill = Argv(p + 1)[0] - '1';
autoStart = true;
}
p = ArgCheck("-episode");
if(p && p < myargc - 1)
{
startEpisode = Argv(p + 1)[0] - '0';
startMap = 1;
autoStart = true;
}
p = ArgCheck("-timer");
if(p && p < myargc - 1 && deathmatch)
{
int time;
time = atoi(Argv(p + 1));
Con_Message("Maps will end after %d minute", time);
if(time > 1)
Con_Message("s");
Con_Message(".\n");
}
p = ArgCheck("-warp");
if(p && p < myargc - 1)
{
if(gameMode == commercial)
{
startMap = atoi(Argv(p + 1));
autoStart = true;
}
else if(p < myargc - 2)
{
startEpisode = Argv(p + 1)[0] - '0';
startMap = Argv(p + 2)[0] - '0';
autoStart = true;
}
}
// Turbo option.
p = ArgCheck("-turbo");
turboMul = 1.0f;
if(p)
{
int scale = 200;
turboParm = true;
if(p < myargc - 1)
scale = atoi(Argv(p + 1));
if(scale < 10)
scale = 10;
if(scale > 400)
scale = 400;
Con_Message("turbo scale: %i%%\n", scale);
turboMul = scale / 100.f;
}
// Are we autostarting?
if(autoStart)
{
if(gameMode == commercial)
Con_Message("Warp to Map %d, Skill %d\n", startMap,
startSkill + 1);
else
Con_Message("Warp to Episode %d, Map %d, Skill %d\n",
startEpisode, startMap, startSkill + 1);
}
// Load a saved game?
p = ArgCheck("-loadgame");
if(p && p < myargc - 1)
{
SV_GetSaveGameFileName(file, Argv(p + 1)[0] - '0',
FILENAME_T_MAXLEN);
G_LoadGame(file);
}
// Check valid episode and map
if(autoStart || IS_NETGAME)
{
if(gameMode == commercial)
sprintf(mapStr, "MAP%2.2d", startMap);
else
sprintf(mapStr, "E%d%d", startEpisode, startMap);
if(!W_CheckNumForName(mapStr))
{
startEpisode = 1;
startMap = 1;
}
}
// Print a string showing the state of the game parameters
Con_Message("Game state parameters:%s%s%s%s%s\n",
noMonstersParm? " nomonsters" : "",
respawnParm? " respawn" : "",
fastParm? " fast" : "",
turboParm? " turbo" : "",
(cfg.netDeathmatch ==1)? " deathmatch" :
(cfg.netDeathmatch ==2)? " altdeath" : "");
if(G_GetGameAction() != GA_LOADGAME)
{
if(autoStart || IS_NETGAME)
{
G_DeferedInitNew(startSkill, startEpisode, startMap);
}
else
{
G_StartTitle(); // Start up intro loop.
}
}
}
void G_Shutdown(void)
{
Hu_MsgShutdown();
Hu_UnloadData();
Hu_LogShutdown();
P_DestroyIterList(spechit);
P_DestroyIterList(linespecials);
P_DestroyLineTagLists();
P_DestroySectorTagLists();
AM_Shutdown();
P_FreeWeaponSlots();
}
void G_EndFrame(void)
{
// Nothing to do.
}