//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "build.h" #include "blood.h" BEGIN_BLD_NS static void ghostThinkTarget(DBloodActor*); static void ghostThinkSearch(DBloodActor*); static void ghostThinkGoto(DBloodActor*); static void ghostMoveDodgeUp(DBloodActor*); static void ghostMoveDodgeDown(DBloodActor*); static void ghostThinkChase(DBloodActor*); static void ghostMoveForward(DBloodActor*); static void ghostMoveSlow(DBloodActor*); static void ghostMoveSwoop(DBloodActor*); static void ghostMoveFly(DBloodActor*); AISTATE ghostIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, ghostThinkTarget, NULL }; AISTATE ghostChase = { kAiStateChase, 0, -1, 0, NULL, ghostMoveForward, ghostThinkChase, &ghostIdle }; AISTATE ghostGoto = { kAiStateMove, 0, -1, 600, NULL, ghostMoveForward, ghostThinkGoto, &ghostIdle }; AISTATE ghostSlash = { kAiStateChase, 6, nGhostSlashClient, 120, NULL, NULL, NULL, &ghostChase }; AISTATE ghostThrow = { kAiStateChase, 6, nGhostThrowClient, 120, NULL, NULL, NULL, &ghostChase }; AISTATE ghostBlast = { kAiStateChase, 6, nGhostBlastClient, 120, NULL, ghostMoveSlow, NULL, &ghostChase }; AISTATE ghostRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &ghostChase }; AISTATE ghostTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &ghostChase }; AISTATE ghostSearch = { kAiStateSearch, 0, -1, 120, NULL, ghostMoveForward, ghostThinkSearch, &ghostIdle }; AISTATE ghostSwoop = { kAiStateOther, 0, -1, 120, NULL, ghostMoveSwoop, ghostThinkChase, &ghostChase }; AISTATE ghostFly = { kAiStateMove, 0, -1, 0, NULL, ghostMoveFly, ghostThinkChase, &ghostChase }; AISTATE ghostTurn = { kAiStateMove, 0, -1, 120, NULL, aiMoveTurn, NULL, &ghostChase }; AISTATE ghostDodgeUp = { kAiStateMove, 0, -1, 60, NULL, ghostMoveDodgeUp, NULL, &ghostChase }; AISTATE ghostDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase }; AISTATE ghostDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeUp, NULL, &ghostChase }; AISTATE ghostDodgeDown = { kAiStateMove, 0, -1, 120, NULL, ghostMoveDodgeDown, NULL, &ghostChase }; AISTATE ghostDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase }; AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase }; void ghostSlashSeqCallback(int, DBloodActor* actor) { if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type); int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2; int height2 = (target->spr.yrepeat * pDudeInfoT->eyeHeight) << 2; int dz = height - height2; int dx = bcos(actor->spr.ang); int dy = bsin(actor->spr.ang); sfxPlay3DSound(actor, 1406, 0, 0); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGhost); int r1 = Random(50); int r2 = Random(50); actFireVector(actor, 0, 0, dx + r2, dy - r1, dz, kVectorGhost); r1 = Random(50); r2 = Random(50); actFireVector(actor, 0, 0, dx - r2, dy + r1, dz, kVectorGhost); } void ghostThrowSeqCallback(int, DBloodActor* actor) { actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee); } void ghostBlastSeqCallback(int, DBloodActor* actor) { wrand(); // ??? if (!actor->ValidateTarget(__FUNCTION__)) return; auto target = actor->GetTarget(); int height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) << 2; int x = actor->spr.pos.X; int y = actor->spr.pos.Y; int z = height; TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa }; Aim aim; aim.dx = bcos(actor->spr.ang); aim.dy = bsin(actor->spr.ang); aim.dz = actor->dudeSlope; int nClosest = 0x7fffffff; BloodStatIterator it(kStatDude); while (auto actor2 = it.Next()) { if (actor == actor2 || !(actor2->spr.flags & 8)) continue; int x2 = actor2->spr.pos.X; int y2 = actor2->spr.pos.Y; int z2 = actor2->spr.pos.Z; int nDist = approxDist(x2 - x, y2 - y); if (nDist == 0 || nDist > 0x2800) continue; if (tt.at10) { int t = DivScale(nDist, tt.at10, 12); x2 += (actor->vel.X * t) >> 12; y2 += (actor->vel.Y * t) >> 12; z2 += (actor->vel.Z * t) >> 8; } int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); int tz = z + MulScale(actor->dudeSlope, nDist, 10); int tsr = MulScale(9460, nDist, 10); int top, bottom; GetActorExtents(actor2, &top, &bottom); if (tz - tsr > bottom || tz + tsr < top) continue; int dx = (tx - x2) >> 4; int dy = (ty - y2) >> 4; int dz = (tz - z2) >> 8; int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz); if (nDist2 < nClosest) { int nAngle = getangle(x2 - x, y2 - y); int nDeltaAngle = ((nAngle - actor->spr.ang + 1024) & 2047) - 1024; if (abs(nDeltaAngle) <= tt.at8) { int tz1 = actor2->spr.pos.Z - actor->spr.pos.Z; if (cansee(x, y, z, actor->spr.sector(), x2, y2, z2, actor2->spr.sector())) { nClosest = nDist2; aim.dx = bcos(nAngle); aim.dy = bsin(nAngle); aim.dz = DivScale(tz1, nDist, 10); if (tz1 > -0x333) aim.dz = DivScale(tz1, nDist, 10); else if (tz1 < -0x333 && tz1 > -0xb33) aim.dz = DivScale(tz1, nDist, 10) + 9460; else if (tz1 < -0xb33 && tz1 > -0x3000) aim.dz = DivScale(tz1, nDist, 10) + 9460; else if (tz1 < -0x3000) aim.dz = DivScale(tz1, nDist, 10) - 7500; else aim.dz = DivScale(tz1, nDist, 10); } else aim.dz = DivScale(tz1, nDist, 10); } } } #ifdef NOONE_EXTENSIONS // allow fire missile in non-player targets if not a demo if (target->IsPlayerActor() || gModernMap) { sfxPlay3DSound(actor, 489, 0, 0); actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); } #else if (target->IsPlayerActor()) { sfxPlay3DSound(actor, 489, 0, 0); actFireMissile(actor, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); } #endif } static void ghostThinkTarget(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10) pDudeExtraE->thinkTime++; else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) { actor->xspr.goalAng += 256; POINT3D* pTarget = &actor->basePoint; aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z); aiNewState(actor, &ghostTurn); return; } if (Chance(pDudeInfo->alertChance)) { for (int p = connecthead; p >= 0; p = connectpoint2[p]) { PLAYER* pPlayer = &gPlayer[p]; if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0) continue; int x = pPlayer->actor->spr.pos.X; int y = pPlayer->actor->spr.pos.Y; int z = pPlayer->actor->spr.pos.Z; auto pSector = pPlayer->actor->spr.sector(); int dx = x - actor->spr.pos.X; int dy = y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector())) continue; int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->thinkTime = 0; aiSetTarget(actor, pPlayer->actor); aiActivateDude(actor); return; } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->thinkTime = 0; aiSetTarget(actor, x, y, z); aiActivateDude(actor); return; } } } } static void ghostThinkSearch(DBloodActor* actor) { aiChooseDirection(actor, actor->xspr.goalAng); aiThinkTarget(actor); } static void ghostThinkGoto(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery) aiNewState(actor, &ghostSearch); aiThinkTarget(actor); } static void ghostMoveDodgeUp(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); int dx = actor->vel.X; int dy = actor->vel.Y; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Z = -0x1d555; } static void ghostMoveDodgeDown(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; if (actor->xspr.dodgeDir == 0) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); int dx = actor->vel.X; int dy = actor->vel.Y; int t1 = DMulScale(dx, nCos, dy, nSin, 30); int t2 = DMulScale(dx, nSin, -dy, nCos, 30); if (actor->xspr.dodgeDir > 0) t2 += pDudeInfo->sideSpeed; else t2 -= pDudeInfo->sideSpeed; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Z = 0x44444; } static void ghostThinkChase(DBloodActor* actor) { if (actor->GetTarget() == nullptr) { aiNewState(actor, &ghostGoto); return; } ///assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto target = actor->GetTarget(); int dx = target->spr.pos.X - actor->spr.pos.X; int dy = target->spr.pos.Y - actor->spr.pos.Y; aiChooseDirection(actor, getangle(dx, dy)); if (target->xspr.health == 0) { aiNewState(actor, &ghostSearch); return; } if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0) { aiNewState(actor, &ghostSearch); return; } int nDist = approxDist(dx, dy); if (nDist <= pDudeInfo->seeDist) { int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024; int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2; // Should be dudeInfo[target->spr.type-kDudeBase] int height2 = (pDudeInfo->eyeHeight * target->spr.yrepeat) << 2; int top, bottom; GetActorExtents(actor, &top, &bottom); if (cansee(target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->spr.sector())) { if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { aiSetTarget(actor, actor->GetTarget()); int floorZ = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); switch (actor->spr.type) { case kDudePhantasm: if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) { int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &ghostBlast); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm) aiNewState(actor, &ghostBlast); break; default: aiNewState(actor, &ghostBlast); break; } } else if (nDist < 0x400 && abs(nDeltaAngle) < 85) { int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0); switch (hit) { case -1: aiNewState(actor, &ghostSlash); break; case 0: case 4: break; case 3: if (actor->spr.type != gHitInfo.actor()->spr.type && gHitInfo.actor()->spr.type != kDudePhantasm) aiNewState(actor, &ghostSlash); break; default: aiNewState(actor, &ghostSlash); break; } } else if ((height2 - height > 0x2000 || floorZ - bottom > 0x2000) && nDist < 0x1400 && nDist > 0x800) { aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1); aiNewState(actor, &ghostSwoop); } else if ((height2 - height < 0x2000 || floorZ - bottom < 0x2000) && abs(nDeltaAngle) < 85) aiPlay3DSound(actor, 1600, AI_SFX_PRIORITY_1, -1); break; } } return; } else { aiNewState(actor, &ghostFly); return; } } aiNewState(actor, &ghostGoto); actor->SetTarget(nullptr); } static void ghostMoveForward(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > 341) return; if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); int vx = actor->vel.X; int vy = actor->vel.Y; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); if (actor->GetTarget() == nullptr) t1 += nAccel; else t1 += nAccel >> 1; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); } static void ghostMoveSlow(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > 341) { actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); int vx = actor->vel.X; int vy = actor->vel.Y; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 = nAccel >> 1; t2 >>= 1; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); switch (actor->spr.type) { case kDudePhantasm: actor->vel.Z = 0x44444; break; } } static void ghostMoveSwoop(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > 341) { actor->xspr.goalAng = (actor->spr.ang + 512) & 2047; return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); int vx = actor->vel.X; int vy = actor->vel.Y; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); switch (actor->spr.type) { case kDudePhantasm: actor->vel.Z = t1; break; } } static void ghostMoveFly(DBloodActor* actor) { if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) { Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax"); return; } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047; int nAccel = pDudeInfo->frontSpeed << 2; if (abs(nAng) > 341) { actor->spr.ang = (actor->spr.ang + 512) & 2047; return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) return; int nCos = Cos(actor->spr.ang); int nSin = Sin(actor->spr.ang); int vx = actor->vel.X; int vy = actor->vel.Y; int t1 = DMulScale(vx, nCos, vy, nSin, 30); int t2 = DMulScale(vx, nSin, -vy, nCos, 30); t1 += nAccel >> 1; actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); switch (actor->spr.type) { case kDudePhantasm: actor->vel.Z = -t1; break; } } END_BLD_NS