author | terom |
Mon, 08 Dec 2008 12:02:20 +0000 | |
changeset 282 | e0e4dfc3e528 |
parent 279 | e36f5e1a1c8d |
child 289 | 2130e9f4aab4 |
permissions | -rw-r--r-- |
218
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add static Engine::graphicsEnabled function and disable player graphics loading when false
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1 |
|
236 | 2 |
#include "Player.hh" |
3 |
#include "Weapons.hh" |
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199 | 4 |
#include "Engine.hh" |
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#include "Graphics.hh" |
198 | 6 |
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#include <cstdlib> |
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#include <ClanLib/display.h> |
216 | 9 |
#include <string> |
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#include <cassert> |
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use Player static vars for texture loading, and load from the PROJECT_DATA_DIR path
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// player static state |
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bool Player::skin_loaded = false; |
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CL_Surface Player::skin_surface; |
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// XXX: give these better names and move elsewhere |
248 | 17 |
const int img_num_aim = 2; |
219 | 18 |
const int img_num_step = 4; |
248 | 19 |
const int img_height = 20; |
20 |
const int img_width = 17; |
|
216 | 21 |
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198 | 22 |
Player::Player(GameState &state, Vector position, bool visible) : |
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PhysicsObject(state.world, PLAYER_MASS, position, Vector(0, 0), PLAYER, PLAYER_COLLISION_ELASTICITY), |
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state(state), |
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visible(visible), |
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weapons(buildWeaponsList()), |
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selectedWeapon(0), |
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rope(*this), |
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animation_step(0) |
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{ |
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// XXX: populate weapons from somewhere else |
32 |
||
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// build the player's shape |
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// XXX: these dimensions are incorrect... |
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std::vector<Vector> shape(4); |
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shape[0] = Vector(0,-9); |
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37 |
shape[1] = Vector(6,0); |
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shape[2] = Vector(0,9); |
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shape[3] = Vector(-6,0); |
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198 | 41 |
// Initialize the shape of the player (salmiakki shape) |
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setShape(shape); |
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// add to GameState players list |
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state.addPlayer(this); |
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} |
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|
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Player::~Player (void) { |
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state.removePlayer(this); |
198 | 50 |
} |
236 | 51 |
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272 | 52 |
void Player::handleDig (Vector pos, float radius) { |
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fixed digging, now bugs differently. Changed image_drawing to draw image 1:1
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// calculate new position and velocity |
272 | 54 |
Vector digPosition = pos + getDirection() * PROJECTILE_START_DISTANCE; |
271
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touch up weapon/projectile with comments and slight tweaking
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// remove directly |
270
d17126e20de7
Changed dig to use removeGround again. The problem with the digging is the fact that input isn't handled properly.
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world.removeGround(digPosition, radius); |
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} |
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ability to send NetworkObjectID's via packets, modify Network Projectiles to use this and fix recoil/reloading
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void Player::handleFireWeapon (Weapon *weapon, Vector position, Vector velocity) { |
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weaponFired(weapon); |
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63 |
new Projectile(this, position, velocity, weapon); |
199 | 64 |
} |
237 | 65 |
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66 |
void Player::handleChangeWeapon (unsigned int weaponIndex) { |
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assert(weaponIndex < weapons.size()); |
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68 |
||
69 |
selectedWeapon = weaponIndex; |
|
70 |
} |
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|
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void Player::weaponFired (Weapon *weapon) { |
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// apply recoil |
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applyForce(-getDirection() * weapon->getRecoil()); |
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75 |
|
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76 |
// reload weapon |
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77 |
weapon->reload(); |
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78 |
} |
199 | 79 |
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221 | 80 |
void Player::printDebugInfo (void) { |
81 |
Engine::log(DEBUG, "layer.debug") << "In air: " << this->inAir; |
|
82 |
} |
|
83 |
||
84 |
void Player::tick (TimeMS dt) { |
|
85 |
// let PhysicsObject execute |
|
86 |
PhysicsObject::tick(dt); |
|
87 |
||
88 |
// tick current weapon reload |
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236 | 89 |
if (getCurrentWeapon()) |
90 |
getCurrentWeapon()->tickReload(dt); |
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221 | 91 |
} |
241 | 92 |
|
93 |
void Player::handleRopeState (RopeState state) { |
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(void) state; |
241 | 95 |
} |
96 |
||
97 |
void Player::handleRopeLength (float length) { |
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98 |
(void) length; |
241 | 99 |
} |
199 | 100 |
|
236 | 101 |
void LocalPlayer::fireWeapon (Weapon *weapon) { |
235 | 102 |
// calculate new position and velocity |
103 |
Vector shotPosition = position + getDirection() * PROJECTILE_START_DISTANCE; |
|
236 | 104 |
Vector shotVelocity = velocity + getDirection() * weapon->getSpeed(); |
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The first weapon now has a recoil so that you can fly. There is a bug with facing when you are flying with recoil.
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105 |
|
223 | 106 |
// execute |
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107 |
handleFireWeapon(weapon, shotPosition, shotVelocity); |
223 | 108 |
} |
237 | 109 |
|
110 |
void LocalPlayer::changeWeapon (int delta) { |
|
111 |
// need to handle negative deltas |
|
112 |
handleChangeWeapon((weapons.size() + selectedWeapon + delta) % weapons.size()); |
|
113 |
} |
|
223 | 114 |
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|
115 |
void LocalPlayer::handleInput (PlayerInput input, TimeMS dt) { |
221 | 116 |
// Movement force, vertical is always zero |
117 |
Vector move_force = Vector(0, 0); |
|
199 | 118 |
|
221 | 119 |
// Crosshair angle change |
120 |
float aim_delta = 0; |
|
199 | 121 |
|
221 | 122 |
// handle movement left/right by applying a horizontal force, but limit the player's speed |
235 | 123 |
// also update facing if needed |
262 | 124 |
if (!((input & INPUT_MOVE_LEFT) && (input & INPUT_MOVE_RIGHT))) { |
125 |
if (input & INPUT_MOVE_LEFT) { |
|
126 |
if (velocity.x > -PLAYER_MAX_SPEED) |
|
127 |
move_force.x -= PLAYER_MOVE_FORCE; |
|
128 |
||
264 | 129 |
setFacing(FACING_LEFT); |
262 | 130 |
} |
221 | 131 |
|
262 | 132 |
if (input & INPUT_MOVE_RIGHT) { |
133 |
if (velocity.x < PLAYER_MAX_SPEED) |
|
134 |
move_force.x += PLAYER_MOVE_FORCE; |
|
135 |
||
264 | 136 |
setFacing(FACING_RIGHT); |
262 | 137 |
} |
221 | 138 |
} |
139 |
||
140 |
// handle aim by creating a aim angle delta |
|
141 |
if (input & INPUT_AIM_UP) |
|
142 |
aim_delta += CROSSHAIR_ANGLE_SPEED; |
|
143 |
||
144 |
if (input & INPUT_AIM_DOWN) |
|
145 |
aim_delta -= CROSSHAIR_ANGLE_SPEED; |
|
146 |
||
147 |
// handle jumping by invoking the jump method |
|
148 |
// XXX: the direction should ideally be given using some other method |
|
149 |
if (input & INPUT_JUMP) { |
|
150 |
if (input & INPUT_MOVE_LEFT) |
|
199 | 151 |
jump(-1); |
221 | 152 |
|
153 |
else if (input & INPUT_MOVE_RIGHT) |
|
199 | 154 |
jump(1); |
221 | 155 |
|
199 | 156 |
else |
157 |
jump(0); |
|
158 |
} |
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221 | 159 |
|
160 |
// outsource digging to Player::handleDig, since this modifies the Terrain and Network needs to know |
|
235 | 161 |
if (input & INPUT_DIG) |
221 | 162 |
handleDig(position, 15); |
163 |
||
237 | 164 |
// change weapon back/forth |
165 |
if (input & INPUT_CHANGE_PREV) |
|
166 |
changeWeapon(-1); |
|
167 |
||
168 |
if (input & INPUT_CHANGE_NEXT) |
|
169 |
changeWeapon(+1); |
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213 | 170 |
|
221 | 171 |
// validate shoot events, and then outsource to handleShoot so Network can intercept it |
236 | 172 |
if ((input & INPUT_SHOOT) && getCurrentWeapon()->canShoot()) |
173 |
fireWeapon(getCurrentWeapon()); |
|
221 | 174 |
|
241 | 175 |
// rope throw+release+changeLength, but supress spurious events |
225 | 176 |
if (input & INPUT_ROPE) |
235 | 177 |
rope.throwRope(); |
225 | 178 |
|
241 | 179 |
if (input & INPUT_UNROPE && rope.getState() != ROPE_FOLDED) |
229 | 180 |
rope.release(); |
181 |
||
241 | 182 |
if (input & INPUT_ROPE_UP && rope.getState() == ROPE_FIXED) |
235 | 183 |
rope.changeLength(-ROPE_GROWTH_RATE); |
231 | 184 |
|
241 | 185 |
if (input & INPUT_ROPE_DOWN && rope.getState() == ROPE_FIXED) |
235 | 186 |
rope.changeLength(ROPE_GROWTH_RATE); |
231 | 187 |
|
235 | 188 |
// XXX: how should this be written? What does this do? Probably broken under network play |
221 | 189 |
if (move_force.x != 0) |
190 |
animation_step = (animation_step + 1) % img_num_step; |
|
199 | 191 |
|
221 | 192 |
// apply aim delta |
193 |
if (aim_delta) |
|
194 |
changeAim(aim_delta); |
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219 | 195 |
|
221 | 196 |
// apply force |
197 |
if (!move_force.zero()) |
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198 |
applyForce(move_force, dt); |
199 | 199 |
} |
200 |
||
236 | 201 |
Weapon* Player::getCurrentWeapon() { |
235 | 202 |
return weapons[selectedWeapon % weapons.size()]; |
212 | 203 |
} |
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204 |
|
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Weapon* Player::getWeapon (WeaponID id) { |
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if (id < weapons.size()) |
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207 |
return weapons[id]; |
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else |
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209 |
return NULL; |
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} |
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211 |
|
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212 |
void Player::draw (Graphics *g, PixelCoordinate camera) { |
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CL_GraphicContext *gc = g->get_gc(); |
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|
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// animation indexes |
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216 |
int aim_img_idx = (int)((1 - (getAim() + KG_PI / 2) / KG_PI) * img_num_aim); |
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int step_img_idx = animation_step % img_num_step; |
217 | 218 |
|
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219 |
// load skin image if not yet loaded |
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if (!skin_loaded) { |
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skin_surface = CL_Surface(PLAYER_SKIN_PATH); |
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skin_loaded = true; |
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|
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} |
221 | 224 |
|
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// calulate where to draw the worm |
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|
226 |
CL_Rectf destination( |
264 | 227 |
position.x + (facing == FACING_RIGHT ? -1 : 1) * img_width / 2 - camera.x, |
228 |
position.y - img_height / 2 - camera.y, |
|
229 |
position.x + (facing == FACING_RIGHT ? 1 : -1) * img_width / 2 - camera.x, |
|
230 |
position.y + img_height / 2 - camera.y |
|
221 | 231 |
); |
217 | 232 |
|
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// draw the correct animation frame from the skin |
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234 |
skin_surface.draw_subpixel( |
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235 |
CL_Rectf( |
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step_img_idx * img_width, |
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aim_img_idx * img_height, |
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(1 + step_img_idx) * img_width, |
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(aim_img_idx + 1) * img_height |
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|
240 |
), destination, gc |
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|
241 |
); |
218
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|
242 |
|
261 | 243 |
// draw a proper crosshair-box |
244 |
PixelCoordinate crosshair = getCoordinate() + world.getPixelCoordinate(getDirection() * PLAYER_CROSSHAIR_DISTANCE) - camera; |
|
255
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245 |
|
261 | 246 |
gc->draw_rect( |
247 |
CL_Rectf( |
|
248 |
crosshair.x - PLAYER_CROSSHAIR_WIDTH / 2, |
|
249 |
crosshair.y - PLAYER_CROSSHAIR_WIDTH / 2, |
|
250 |
crosshair.x + PLAYER_CROSSHAIR_WIDTH / 2, |
|
251 |
crosshair.y + PLAYER_CROSSHAIR_WIDTH / 2 |
|
252 |
), CL_Color::red |
|
253 |
); |
|
255
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254 |
|
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255 |
// draw rope |
248 | 256 |
rope.draw(g, camera); |
215
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image is working.. well.. run it from build/src folder.
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|
257 |
} |
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|
258 |
|
255
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void LocalPlayer::draw (Graphics *g, bool displayWeapon, PixelCoordinate camera) { |
233
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// superclass draw |
248 | 261 |
Player::draw(g, camera); |
219 | 262 |
|
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263 |
// display weapon name? |
236 | 264 |
if (displayWeapon && getCurrentWeapon()) { |
265 |
const std::string weaponName = getCurrentWeapon()->getName(); |
|
266 |
||
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PixelCoordinate pc = getCoordinate() - camera; |
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268 |
|
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269 |
// XXX: fix magic constants once we know how big the worm is |
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g->getSimpleFont().draw( |
255
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pc.x - g->getSimpleFont().get_width(weaponName) / 2, |
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pc.y - 20, |
236 | 273 |
weaponName, |
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g->get_gc() |
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275 |
); |
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|
276 |
} |
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277 |
} |
235 | 278 |