Move WalkingMap into new module.
Also, fix a bug when loading the default walking map (wasn't implemented) and setting font size. The reason I move this code into a new module is because I will augment it with other walking-related algorithms soon. svn-id: r45510
This commit is contained in:
parent
1526fda715
commit
a20e42efb9
7 changed files with 254 additions and 192 deletions
|
@ -1044,9 +1044,7 @@ void Game::loadRoom(int roomNum) {
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// Music will be played by the GPL2 command startMusic when needed.
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setMusicTrack(roomReader.readByte());
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int mapID = roomReader.readByte() - 1;
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loadWalkingMap(mapID);
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_currentRoom._mapID = roomReader.readByte() - 1;
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_currentRoom._palette = roomReader.readByte() - 1;
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_currentRoom._numOverlays = roomReader.readSint16LE();
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_currentRoom._init = roomReader.readSint16LE();
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@ -1078,7 +1076,7 @@ void Game::loadRoom(int roomNum) {
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_currentRoom._numGates = roomReader.readByte();
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debugC(4, kDraciLogicDebugLevel, "Music: %d", getMusicTrack());
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debugC(4, kDraciLogicDebugLevel, "Map: %d", mapID);
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debugC(4, kDraciLogicDebugLevel, "Map: %d", _currentRoom._mapID);
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debugC(4, kDraciLogicDebugLevel, "Palette: %d", _currentRoom._palette);
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debugC(4, kDraciLogicDebugLevel, "Overlays: %d", _currentRoom._numOverlays);
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debugC(4, kDraciLogicDebugLevel, "Init: %d", _currentRoom._init);
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@ -1096,13 +1094,14 @@ void Game::loadRoom(int roomNum) {
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debugC(4, kDraciLogicDebugLevel, "Gates: %d", _currentRoom._numGates);
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// Read in the gates' numbers
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_currentRoom._gates.clear();
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for (uint i = 0; i < _currentRoom._numGates; ++i) {
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_currentRoom._gates.push_back(roomReader.readSint16LE());
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}
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// Load the walking map
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loadWalkingMap(_currentRoom._mapID);
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// Load the room's objects
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for (uint i = 0; i < _info._numObjects; ++i) {
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debugC(7, kDraciLogicDebugLevel,
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@ -1258,6 +1257,9 @@ void Game::loadObject(uint objNum) {
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}
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void Game::loadWalkingMap(int mapID) {
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if (mapID < 0) {
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mapID = _currentRoom._mapID;
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}
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const BAFile *f;
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f = _vm->_walkingMapsArchive->getFile(mapID);
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_currentRoom._walkingMap.load(f->_data, f->_length);
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@ -1665,124 +1667,6 @@ void Game::DoSync(Common::Serializer &s) {
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}
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bool WalkingMap::isWalkable(int x, int y) const {
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// Convert to map pixels
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x = x / _deltaX;
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y = y / _deltaY;
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int pixelIndex = _mapWidth * y + x;
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int byteIndex = pixelIndex / 8;
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int mapByte = _data[byteIndex];
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return mapByte & (1 << pixelIndex % 8);
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}
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/**
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* @brief For a given point, find a nearest walkable point on the walking map
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*
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* @param startX x coordinate of the point
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* @param startY y coordinate of the point
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*
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* @return A Common::Point representing the nearest walkable point
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*
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* The algorithm was copied from the original engine for exactness.
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* TODO: Study this algorithm in more detail so it can be documented properly and
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* possibly improved / simplified.
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*/
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Common::Point WalkingMap::findNearestWalkable(int startX, int startY, Common::Rect searchRect) const {
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// If the starting point is walkable, just return that
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if (searchRect.contains(startX, startY) && isWalkable(startX, startY)) {
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return Common::Point(startX, startY);
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}
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int signs[] = { 1, -1 };
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const uint kSignsNum = 2;
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int radius = 0;
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int x, y;
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int dx, dy;
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int prediction;
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// The place where, eventually, the result coordinates will be stored
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int finalX, finalY;
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// The algorithm appears to start off with an ellipse with the minor radius equal to
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// zero and the major radius equal to the walking map delta (the number of pixels
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// one map pixel represents). It then uses a heuristic to gradually reshape it into
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// a circle (by shortening the major radius and lengthening the minor one). At each
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// such resizing step, it checks some select points on the ellipse for walkability.
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// It also does the same check for the ellipse perpendicular to it (rotated by 90 degrees).
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while (1) {
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// The default major radius
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radius += _deltaX;
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// The ellipse radii (minor, major) that get resized
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x = 0;
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y = radius;
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// Heuristic variables
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prediction = 1 - radius;
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dx = 3;
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dy = 2 * radius - 2;
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do {
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// The following two loops serve the purpose of checking the points on the two
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// ellipses for walkability. The signs[] array is there to obliterate the need
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// of writing out all combinations manually.
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for (uint i = 0; i < kSignsNum; ++i) {
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finalY = startY + y * signs[i];
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for (uint j = 0; j < kSignsNum; ++j) {
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finalX = startX + x * signs[j];
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// If the current point is walkable, return it
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if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
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return Common::Point(finalX, finalY);
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}
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}
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}
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if (x == y) {
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// If the starting point is walkable, just return that
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if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
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return Common::Point(finalX, finalY);
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}
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}
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for (uint i = 0; i < kSignsNum; ++i) {
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finalY = startY + x * signs[i];
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for (uint j = 0; j < kSignsNum; ++j) {
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finalX = startX + y * signs[j];
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// If the current point is walkable, return it
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if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
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return Common::Point(finalX, finalY);
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}
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}
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}
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// If prediction is non-negative, we need to decrease the major radius of the
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// ellipse
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if (prediction >= 0) {
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prediction -= dy;
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dy -= 2 * _deltaX;
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y -= _deltaX;
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}
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// Increase the minor radius of the ellipse and update heuristic variables
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prediction += dx;
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dx += 2 * _deltaX;
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x += _deltaX;
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// If the current ellipse has been reshaped into a circle,
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// end this loop and enlarge the radius
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} while (x <= y);
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}
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}
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static double real_to_double(byte real[6]) {
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// Extract sign bit
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int sign = real[0] & (1 << 7);
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@ -32,6 +32,7 @@
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#include "draci/script.h"
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#include "draci/animation.h"
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#include "draci/sprite.h"
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#include "draci/walking.h"
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namespace Draci {
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@ -64,12 +65,6 @@ enum {
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kNoItem = -1
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};
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// Used as a default parameter in Game::loadWalkingMap() to specify that the default
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// walking map to the room is to be loaded.
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enum {
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kDefaultRoomMap = -1
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};
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enum {
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kNoDialogue = -1,
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kDialogueLines = 4
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@ -104,51 +99,6 @@ enum InventoryConstants {
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kInventorySlots = kInventoryLines * kInventoryColumns
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};
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class WalkingMap {
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public:
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WalkingMap() {
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_realWidth = 0;
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_realHeight = 0;
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_mapWidth = 0;
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_mapHeight = 0;
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_byteWidth = 0;
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_data = NULL;
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}
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void load(const byte *data, uint length) {
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Common::MemoryReadStream mapReader(data, length);
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_realWidth = mapReader.readUint16LE();
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_realHeight = mapReader.readUint16LE();
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_deltaX = mapReader.readUint16LE();
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_deltaY = mapReader.readUint16LE();
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_mapWidth = mapReader.readUint16LE();
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_mapHeight = mapReader.readUint16LE();
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_byteWidth = mapReader.readUint16LE();
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// Set the data pointer to raw map data
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_data = data + mapReader.pos();
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}
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bool isWalkable(int x, int y) const;
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Common::Point findNearestWalkable(int x, int y, Common::Rect searchRect) const;
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private:
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int _realWidth, _realHeight;
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int _deltaX, _deltaY;
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int _mapWidth, _mapHeight;
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int _byteWidth;
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const byte *_data;
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};
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/*
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* Enumerates the directions the dragon can look into when arrived.
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*/
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enum SightDirection {
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kDirectionLast, kDirectionMouse, kDirectionUnknown,
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kDirectionRight, kDirectionLeft, kDirectionIntelligent
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};
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struct GameObject {
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uint _init, _look, _use, _canUse;
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bool _imInit, _imLook, _imUse;
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@ -201,6 +151,7 @@ struct Room {
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int _roomNum;
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byte _music;
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WalkingMap _walkingMap;
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int _mapID;
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int _palette;
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int _numOverlays;
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int _init, _look, _use, _canUse;
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kSubstatusStrange
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};
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/**
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* Enumerates the animations for the dragon's movement.
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*/
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enum Movement {
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kMoveUndefined = -1,
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kMoveDown, kMoveUp, kMoveRight, kMoveLeft,
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kMoveRightDown, kMoveRightUp, kMoveLeftDown, kMoveLeftUp,
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kMoveDownRight, kMoveUpRight, kMoveDownLeft, kMoveUpLeft,
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kMoveLeftRight, kMoveRightLeft, kMoveUpStopLeft, kMoveUpStopRight,
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kSpeakRight, kSpeakLeft, kStopRight, kStopLeft
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};
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class Game {
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public:
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Game(DraciEngine *vm);
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int loadAnimation(uint animNum, uint z);
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void loadOverlays();
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void loadObject(uint numObj);
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void loadWalkingMap(int mapID = kDefaultRoomMap);
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void loadWalkingMap(int mapID);
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void loadItem(int itemID);
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uint getNumObjects() const;
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@ -14,7 +14,8 @@ MODULE_OBJS := \
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surface.o \
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mouse.o \
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game.o \
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animation.o
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animation.o \
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walking.o
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MODULE_DIRS += \
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engines/draci
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@ -728,10 +728,9 @@ void Script::talk(Common::Queue<int> ¶ms) {
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// HACK: Some strings in the English data files are too long to fit the screen
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// This is a temporary resolution.
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speechFrame->setFont(_vm->_bigFont);
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if (speechFrame->getWidth() >= kScreenWidth) {
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speechFrame->setFont(_vm->_smallFont);
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} else {
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speechFrame->setFont(_vm->_bigFont);
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}
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// Set the loop substatus to an appropriate value
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@ -838,7 +837,7 @@ void Script::exitDialogue(Common::Queue<int> ¶ms) {
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void Script::roomMap(Common::Queue<int> ¶ms) {
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// Load the default walking map for the room
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_vm->_game->loadWalkingMap();
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_vm->_game->loadWalkingMap(-1);
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}
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void Script::disableQuickHero(Common::Queue<int> ¶ms) {
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@ -341,6 +341,9 @@ Common::Rect Text::getRect(const Displacement &displacement) const {
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}
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void Text::setFont(const Font *font) {
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if (font == _font) {
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return;
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}
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_font = font;
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_width = _font->getStringWidth(_text, _spacing);
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165
engines/draci/walking.cpp
Normal file
165
engines/draci/walking.cpp
Normal file
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@ -0,0 +1,165 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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|
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
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* 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 Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
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*
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* $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/engines/draci/game.cpp $
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* $Id: game.cpp 45505 2009-10-29 18:15:12Z eriktorbjorn $
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*
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*/
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#include "common/stream.h"
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#include "draci/walking.h"
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namespace Draci {
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void WalkingMap::load(const byte *data, uint length) {
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Common::MemoryReadStream mapReader(data, length);
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_realWidth = mapReader.readUint16LE();
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_realHeight = mapReader.readUint16LE();
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_deltaX = mapReader.readUint16LE();
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_deltaY = mapReader.readUint16LE();
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_mapWidth = mapReader.readUint16LE();
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_mapHeight = mapReader.readUint16LE();
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_byteWidth = mapReader.readUint16LE();
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// Set the data pointer to raw map data
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_data = data + mapReader.pos();
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}
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bool WalkingMap::isWalkable(int x, int y) const {
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// Convert to map pixels
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x = x / _deltaX;
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y = y / _deltaY;
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int pixelIndex = _mapWidth * y + x;
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int byteIndex = pixelIndex / 8;
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int mapByte = _data[byteIndex];
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return mapByte & (1 << pixelIndex % 8);
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}
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/**
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* @brief For a given point, find a nearest walkable point on the walking map
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*
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* @param startX x coordinate of the point
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* @param startY y coordinate of the point
|
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*
|
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* @return A Common::Point representing the nearest walkable point
|
||||
*
|
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* The algorithm was copied from the original engine for exactness.
|
||||
* TODO: Study this algorithm in more detail so it can be documented properly and
|
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* possibly improved / simplified.
|
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*/
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Common::Point WalkingMap::findNearestWalkable(int startX, int startY, Common::Rect searchRect) const {
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// If the starting point is walkable, just return that
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if (searchRect.contains(startX, startY) && isWalkable(startX, startY)) {
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return Common::Point(startX, startY);
|
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}
|
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|
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int signs[] = { 1, -1 };
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const uint kSignsNum = 2;
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|
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int radius = 0;
|
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int x, y;
|
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int dx, dy;
|
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int prediction;
|
||||
|
||||
// The place where, eventually, the result coordinates will be stored
|
||||
int finalX, finalY;
|
||||
|
||||
// The algorithm appears to start off with an ellipse with the minor radius equal to
|
||||
// zero and the major radius equal to the walking map delta (the number of pixels
|
||||
// one map pixel represents). It then uses a heuristic to gradually reshape it into
|
||||
// a circle (by shortening the major radius and lengthening the minor one). At each
|
||||
// such resizing step, it checks some select points on the ellipse for walkability.
|
||||
// It also does the same check for the ellipse perpendicular to it (rotated by 90 degrees).
|
||||
|
||||
while (1) {
|
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// The default major radius
|
||||
radius += _deltaX;
|
||||
|
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// The ellipse radii (minor, major) that get resized
|
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x = 0;
|
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y = radius;
|
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|
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// Heuristic variables
|
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prediction = 1 - radius;
|
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dx = 3;
|
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dy = 2 * radius - 2;
|
||||
|
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do {
|
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// The following two loops serve the purpose of checking the points on the two
|
||||
// ellipses for walkability. The signs[] array is there to obliterate the need
|
||||
// of writing out all combinations manually.
|
||||
|
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for (uint i = 0; i < kSignsNum; ++i) {
|
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finalY = startY + y * signs[i];
|
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|
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for (uint j = 0; j < kSignsNum; ++j) {
|
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finalX = startX + x * signs[j];
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|
||||
// If the current point is walkable, return it
|
||||
if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
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return Common::Point(finalX, finalY);
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||||
}
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||||
}
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}
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|
||||
if (x == y) {
|
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// If the starting point is walkable, just return that
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if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
|
||||
return Common::Point(finalX, finalY);
|
||||
}
|
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}
|
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for (uint i = 0; i < kSignsNum; ++i) {
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finalY = startY + x * signs[i];
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|
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for (uint j = 0; j < kSignsNum; ++j) {
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finalX = startX + y * signs[j];
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// If the current point is walkable, return it
|
||||
if (searchRect.contains(finalX, finalY) && isWalkable(finalX, finalY)) {
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return Common::Point(finalX, finalY);
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}
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}
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}
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// If prediction is non-negative, we need to decrease the major radius of the
|
||||
// ellipse
|
||||
if (prediction >= 0) {
|
||||
prediction -= dy;
|
||||
dy -= 2 * _deltaX;
|
||||
y -= _deltaX;
|
||||
}
|
||||
|
||||
// Increase the minor radius of the ellipse and update heuristic variables
|
||||
prediction += dx;
|
||||
dx += 2 * _deltaX;
|
||||
x += _deltaX;
|
||||
|
||||
// If the current ellipse has been reshaped into a circle,
|
||||
// end this loop and enlarge the radius
|
||||
} while (x <= y);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
71
engines/draci/walking.h
Normal file
71
engines/draci/walking.h
Normal file
|
@ -0,0 +1,71 @@
|
|||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* 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 Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*
|
||||
* $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/engines/draci/game.h $
|
||||
* $Id: game.h 45501 2009-10-29 15:26:48Z spalek $
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef DRACI_WALKING_H
|
||||
#define DRACI_WALKING_H
|
||||
|
||||
#include "common/rect.h"
|
||||
|
||||
namespace Draci {
|
||||
|
||||
class WalkingMap {
|
||||
public:
|
||||
WalkingMap() : _realWidth(0), _realHeight(0), _mapWidth(0), _mapHeight(0), _byteWidth(0), _data(NULL) { }
|
||||
|
||||
void load(const byte *data, uint length);
|
||||
bool isWalkable(int x, int y) const;
|
||||
Common::Point findNearestWalkable(int x, int y, Common::Rect searchRect) const;
|
||||
|
||||
private:
|
||||
int _realWidth, _realHeight;
|
||||
int _deltaX, _deltaY;
|
||||
int _mapWidth, _mapHeight;
|
||||
int _byteWidth;
|
||||
const byte *_data;
|
||||
};
|
||||
|
||||
/*
|
||||
* Enumerates the directions the dragon can look into when arrived.
|
||||
*/
|
||||
enum SightDirection {
|
||||
kDirectionLast, kDirectionMouse, kDirectionUnknown,
|
||||
kDirectionRight, kDirectionLeft, kDirectionIntelligent
|
||||
};
|
||||
|
||||
/**
|
||||
* Enumerates the animations for the dragon's movement.
|
||||
*/
|
||||
enum Movement {
|
||||
kMoveUndefined = -1,
|
||||
kMoveDown, kMoveUp, kMoveRight, kMoveLeft,
|
||||
kMoveRightDown, kMoveRightUp, kMoveLeftDown, kMoveLeftUp,
|
||||
kMoveDownRight, kMoveUpRight, kMoveDownLeft, kMoveUpLeft,
|
||||
kMoveLeftRight, kMoveRightLeft, kMoveUpStopLeft, kMoveUpStopRight,
|
||||
kSpeakRight, kSpeakLeft, kStopRight, kStopLeft
|
||||
};
|
||||
|
||||
} // End of namespace Draci
|
||||
|
||||
#endif // DRACI_WALKING_H
|
Loading…
Add table
Add a link
Reference in a new issue