mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-08 04:17:41 -04:00
32632cacdb
* Update menus
* Update CMakeLists.txt
* Add Ship
* Impl hm ship actors
* Update HM course
* Impl new intro
* Finish intro scene
* Rename
* Start Editor Work
* raycast works
* Fix ScreenRayTrace in widescreen
* Basic Actor Picking
* wip
* Editor use vtx collision
* gizmo work
* otr works for object picking
* Impl objects for editor
* actor init
* Update
* Add all axis move (freemove)
* Docking Windows works here
* Setup imgui layout for editor
* Editor Snap to Ground works
* Basic Scene Explorer Works
* Editor get actor names
* Impl editor object names
* impl Editor Play and Pause buttons
* Editor translate works while paused
* Fix freecam lighting
* Added adjustable track properties to editor
* Editor matrix, icons, rotation, impl light
* Setup Track Properties 1
* Editor tooling wip
* Load modded o2rs
* Don't enable hud if editor is enabled
* Updates
* SceneManager nearly working
* Fix mario kart 64 intro logo sizing
* Fix Rotator
* Finish new matrix translation code
* Cleanup headers
* Cleanup
* Cleanup 2
* Cleanup 3
* Prevent divize by zero crash
* Add visible circle for translate in all axis
* Editor scaling/rot works properly now
* Scale All_Axis evenly
* Fixes to includes to work on Linux.
* Removed overfilled arguments in gfx_create_framebuffer()
* Added missing function definitions to Game.h
* Editor sun face the camera
* Add rotation model to gizmo
* Add new handles
* Failed attempt at transforming collision
* Impl water volume
* Import fast64 paths
* water surface
* Scene Setup 1
* Custom Track O2R almost working needs testing
* Custom Track Load path O2r
* Render custom track. Wip collision
* Add missing function
* Debug Spawning Custom O2R Track
* Import courses working now
* Fix memory leak
* Remove New Track Button
* Engine.cpp more consistent with sf64
* Fix Editor Enable Button
* Editor Accurate mouse click drag objects
* Editor selects closest object and cleanup
* Gizmo rot and scale collision working
* Remove constexpr from IRotator
* Impl properties for location/rot/scale
* Better Properties display, swap rot handles
* Fix content browser dock and editor now disabled by default
* Remove GameInfoWindow, Multiplayer Button, and FPS Slider
* Disable Editor when its disabled
* Add new logo to hm intro
* Fix pause menu item box cursor
* Remove minimap from Course::from_json and to_json
* Impl Import Minimap
* Fix custom minimap rendering
* minimap uses extension .png
* Refactor minimap
* Freecam only for player 1
* GrandPrix Balloons work in custom track
* Track Id is now std::string and outside of Props
* Moved editor assets to be included in ship.o2r
* Fixed GenerateO2R to package the correct folder and save to the correct filename
* Linux specific changes.
* Added "#include <stdio.h>" that required them
* Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages.
* Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.)
* Revert "Moved editor assets to be included in ship.o2r"
This reverts commit 05704c01f7.
* Added back files(this time without LUS changes)
* Changed workflow file to use correct filename for assets file.
* Missed a few spots in the workflow file.
* Added .desktop file and made corrections to the main workflow.
* Added the rest of upstream CMakeLists.txt
* disabled USE_NETWORKING
* New InverseMatrix
* Renamed both .o2r files to be more accurate to its contents.
* Reverted CmakeList.txt
---------
Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
358 lines
13 KiB
C++
358 lines
13 KiB
C++
#include <libultraship.h>
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#include <libultra/gbi.h>
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#include <vector>
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#include <memory>
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#include "BansheeBoardwalk.h"
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#include "World.h"
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#include "engine/actors/Finishline.h"
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#include "engine/objects/BombKart.h"
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#include "engine/objects/CheepCheep.h"
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#include "engine/objects/TrashBin.h"
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#include "engine/objects/Bat.h"
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#include "engine/objects/Boos.h"
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#include "assets/banshee_boardwalk_data.h"
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#include "assets/boo_frames.h"
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extern "C" {
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#include "main.h"
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#include "camera.h"
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#include "course_offsets.h"
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#include "code_800029B0.h"
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#include "render_courses.h"
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#include "code_8006E9C0.h"
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#include "code_80057C60.h"
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#include "defines.h"
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#include "math_util.h"
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#include "external.h"
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#include "code_80005FD0.h"
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#include "spawn_players.h"
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#include "render_objects.h"
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#include "assets/common_data.h"
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#include "save.h"
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#include "staff_ghosts.h"
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#include "actors.h"
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#include "collision.h"
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#include "memory.h"
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#include "course_offsets.h"
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#include "course.h"
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extern const char *banshee_boardwalk_dls[];
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}
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const course_texture banshee_boardwalk_textures[] = {
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{ gTexture6447C4, 0x0106, 0x0800, 0x0 },
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{ gTexture676FB0, 0x0525, 0x0800, 0x0 },
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{ gTexture643B3C, 0x0798, 0x0800, 0x0 },
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{ gTexture64BB60, 0x0169, 0x0800, 0x0 },
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{ gTexture64BCCC, 0x0450, 0x0800, 0x0 },
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{ gTexture64FBF4, 0x0274, 0x0800, 0x0 },
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{ gTexture651B20, 0x041D, 0x0800, 0x0 },
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{ gTexture66262C, 0x02F7, 0x0800, 0x0 },
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{ gTexture668728, 0x01F5, 0x0800, 0x0 },
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{ gTexture66A3DC, 0x07C5, 0x0800, 0x0 },
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{ gTexture66CA98, 0x02C9, 0x0800, 0x0 },
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{ gTexture66CD64, 0x02C0, 0x0800, 0x0 },
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{ gTexture66D698, 0x0370, 0x0800, 0x0 },
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{ gTexture66E608, 0x05E8, 0x0800, 0x0 },
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{ gTexture67B388, 0x03D2, 0x0800, 0x0 },
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{ gTextureSignWelcome0, 0x0A2E, 0x1000, 0x0 },
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{ gTextureSignWelcome1, 0x0A0A, 0x1000, 0x0 },
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{ gTextureSignWoodenBack0, 0x06EF, 0x1000, 0x0 },
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{ gTextureSignWoodenBack1, 0x06D1, 0x1000, 0x0 },
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{ gTextureSignWoodRedArrow, 0x04E1, 0x1000, 0x0 },
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{ gTexture68D940, 0x057D, 0x0800, 0x0 },
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{ gTexture685AC0, 0x07CC, 0x1000, 0x0 },
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{ 0x00000000, 0x0000, 0x0000, 0x0 },
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};
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BansheeBoardwalk::BansheeBoardwalk() {
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this->vtx = d_course_banshee_boardwalk_vertex;
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this->gfx = d_course_banshee_boardwalk_packed_dls;
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this->gfxSize = 3689;
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Props.textures = banshee_boardwalk_textures;
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Props.Minimap.Texture = gTextureCourseOutlineBansheeBoardwalk;
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Props.Minimap.Width = ResourceGetTexWidthByName(Props.Minimap.Texture);
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Props.Minimap.Height = ResourceGetTexHeightByName(Props.Minimap.Texture);
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Props.Minimap.Pos[0].X = 262;
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Props.Minimap.Pos[0].Y = 170;
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Props.Minimap.PlayerX = 55;
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Props.Minimap.PlayerY = 39;
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Props.Minimap.PlayerScaleFactor = 0.016f;
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Props.Minimap.FinishlineX = 0;
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Props.Minimap.FinishlineY = 0;
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Id = "mk:banshee_boardwalk";
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Props.SetText(Props.Name, "banshee boardwalk", sizeof(Props.Name));
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Props.SetText(Props.DebugName, "ghost", sizeof(Props.DebugName));
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Props.SetText(Props.CourseLength, "747m", sizeof(Props.CourseLength));
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Props.AIBehaviour = D_0D009058;
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Props.AIMaximumSeparation = 40.0f;
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Props.AIMinimumSeparation = 0.4f;
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Props.AISteeringSensitivity = 53;
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Props.NearPersp = 2.0f;
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Props.FarPersp = 2700.0f;
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Props.PathSizes = {0x2EE, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0};
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Props.D_0D009418[0] = 4.1666665f;
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Props.D_0D009418[1] = 5.5833334f;
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Props.D_0D009418[2] = 6.1666665f;
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Props.D_0D009418[3] = 6.75f;
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Props.D_0D009568[0] = 3.75f;
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Props.D_0D009568[1] = 5.1666665f;
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Props.D_0D009568[2] = 5.75f;
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Props.D_0D009568[3] = 6.3333334f;
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Props.D_0D0096B8[0] = 3.3333332f;
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Props.D_0D0096B8[1] = 3.9166667f;
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Props.D_0D0096B8[2] = 4.5f;
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Props.D_0D0096B8[3] = 5.0833334f;
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Props.D_0D009808[0] = 3.75f;
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Props.D_0D009808[1] = 5.1666665f;
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Props.D_0D009808[2] = 5.75f;
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Props.D_0D009808[3] = 6.3333334f;
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Props.PathTable[0] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_unknown_waypoints);
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Props.PathTable[1] = NULL;
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Props.PathTable[2] = NULL;
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Props.PathTable[3] = NULL;
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Props.PathTable2[0] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_track_waypoints);
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Props.PathTable2[1] = NULL;
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Props.PathTable2[2] = NULL;
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Props.PathTable2[3] = NULL;
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Props.Clouds = NULL; // no clouds
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Props.CloudList = NULL;
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Props.Skybox.TopRight = {0, 0, 0};
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Props.Skybox.BottomRight = {0, 0, 0};
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Props.Skybox.BottomLeft = {0, 0, 0};
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Props.Skybox.TopLeft = {0, 0, 0};
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Props.Skybox.FloorTopRight = {0, 0, 0};
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Props.Skybox.FloorBottomRight = {0, 0, 0};
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Props.Skybox.FloorBottomLeft = {0, 0, 0};
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Props.Skybox.FloorTopLeft = {0, 0, 0};
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Props.Sequence = MusicSeq::MUSIC_SEQ_BANSHEE_BOARDWALK;
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Props.WaterLevel = -80.0f;
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}
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void BansheeBoardwalk::Load() {
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Course::Load();
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D_800DC5BC = 1;
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D_801625EC = 0;
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D_801625F4 = 0;
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D_801625F0 = 0;
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parse_course_displaylists((TrackSections*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_track_sections));
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func_80295C6C();
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find_vtx_and_set_colours(segmented_gfx_to_virtual((void*)0x07000878), 128, 0, 0, 0);
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}
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void BansheeBoardwalk::LoadTextures() {
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}
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void BansheeBoardwalk::BeginPlay() {
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spawn_all_item_boxes((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_item_box_spawns));
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gWorldInstance.AddObject(new OCheepCheep(FVector(xOrientation * -1650.0, -200.0f, -1650.0f), OCheepCheep::CheepType::RACE, IPathSpan(160, 170)));
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OTrashBin::Behaviour bhv;
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if (gModeSelection == TIME_TRIALS) {
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bhv = OTrashBin::Behaviour::STATIC;
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} else {
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bhv = OTrashBin::Behaviour::MUNCHING;
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}
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if (gIsMirrorMode) {
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gWorldInstance.AddObject(new OTrashBin(FVector(1765.0f, 45.0f, 195.0f), IRotator(0, 180, 0), 1.0f, bhv));
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} else {
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gWorldInstance.AddObject(new OTrashBin(FVector(-1765.0f, 45.0f, 70.0f), IRotator(0, 0, 0), 1.0f, bhv));
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}
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if ((gGamestate != CREDITS_SEQUENCE) && (gModeSelection != TIME_TRIALS)) {
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gWorldInstance.AddObject(new OBat(FVector(0,0,0), IRotator(0, 0, 90)));
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gWorldInstance.AddObject(new OBoos(5, IPathSpan(180, 190), IPathSpan(200, 210), IPathSpan(280, 290)));
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gWorldInstance.AddObject(new OBoos(5, IPathSpan(490, 500), IPathSpan(510, 520), IPathSpan(620, 630)));
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}
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if (gModeSelection == VERSUS) {
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FVector pos = { 0, 0, 0 };
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][110], 110, 3, 0.8333333f));
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][190], 190, 1, 0.8333333f));
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][250], 250, 3, 0.8333333f));
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][475], 475, 1, 0.8333333f));
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][610], 610, 3, 0.8333333f));
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][0], 0, 0, 0.8333333f));
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][0], 0, 0, 0.8333333f));
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}
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}
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void BansheeBoardwalk::InitCourseObjects() {
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size_t objectId = 0;
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if (gGamestate != CREDITS_SEQUENCE) {
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init_object(indexObjectList1[2], 0);
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}
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}
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void BansheeBoardwalk::UpdateCourseObjects() {
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if (gGamestate != CREDITS_SEQUENCE) {
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func_8007E4C4();
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if (gModeSelection != TIME_TRIALS) {
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//update_bat();
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}
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//wrapper_update_boos();
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}
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}
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void BansheeBoardwalk::RenderCourseObjects(s32 cameraId) {
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if (gGamestate != CREDITS_SEQUENCE) {
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//render_object_bat(cameraId);
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//render_object_boos(cameraId);
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}
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}
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void BansheeBoardwalk::SomeSounds() {
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}
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void BansheeBoardwalk::WhatDoesThisDo(Player* player, int8_t playerId) {
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if (((s16) gNearestWaypointByPlayerId[playerId] >= 0x180) &&
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((s16) gNearestWaypointByPlayerId[playerId] < 0x1E1)) {
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if (D_80165300[playerId] != 1) {
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func_800CA288(playerId, 0x41);
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}
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D_80165300[playerId] = 1;
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} else {
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if (D_80165300[playerId] != 0) {
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func_800CA2B8(playerId);
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D_80165300[playerId] = 0;
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}
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}
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}
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void BansheeBoardwalk::WhatDoesThisDoAI(Player* player, int8_t playerId) {
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if (((s16) gNearestWaypointByPlayerId[playerId] >= 0x180) &&
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((s16) gNearestWaypointByPlayerId[playerId] < 0x1E1)) {
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if (D_80165300[playerId] != 1) {
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func_800CA2E4(playerId, 0x41);
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}
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D_80165300[playerId] = 1;
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} else {
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if (D_80165300[playerId] != 0) {
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func_800CA30C(playerId);
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D_80165300[playerId] = 0;
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}
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}
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}
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void BansheeBoardwalk::Render(struct UnkStruct_800DC5EC* arg0) {
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Camera* camera = arg0->camera;
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Mat4 spCC;
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UNUSED s32 pad[6];
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Vec3f spA8;
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UNUSED s32 pad2[6];
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gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetCombineMode(gDisplayListHead++, G_CC_DECALRGBA, G_CC_DECALRGBA);
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// d_course_banshee_boardwalk_packed_dl_7228
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07007228)));
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gSPFogPosition(gDisplayListHead++, D_802B87B0, D_802B87B4);
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gDPPipeSync(gDisplayListHead++);
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gSPClearGeometryMode(gDisplayListHead++,
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G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
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gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA);
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gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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// d_course_banshee_boardwalk_packed_dl_5CD0
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07005CD0)));
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// d_course_banshee_boardwalk_packed_dl_4E60
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07004E60)));
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// d_course_banshee_boardwalk_packed_dl_69B0
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x070069B0)));
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render_course_segments(banshee_boardwalk_dls, arg0);
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gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK);
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gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA);
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gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_TEX_EDGE, G_RM_AA_ZB_TEX_EDGE2);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH);
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// d_course_banshee_boardwalk_packed_dl_580
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07000580)));
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// d_course_banshee_boardwalk_packed_dl_60
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07000060)));
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// d_course_banshee_boardwalk_packed_dl_540
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07000540)));
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if (camera->pos[1] < -20.0f) {
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// d_course_banshee_boardwalk_packed_dl_6310
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07006310)));
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}
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spA8[0] = camera->pos[0];
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spA8[1] = -82.0f;
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spA8[2] = camera->pos[2];
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mtxf_translate(spCC, spA8);
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render_set_position(spCC, 0);
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gSPDisplayList(gDisplayListHead++, (Gfx*)d_course_banshee_boardwalk_dl_B278);
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gDPPipeSync(gDisplayListHead++);
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}
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void BansheeBoardwalk::RenderCredits() {
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gSPDisplayList(gDisplayListHead++, (Gfx*)(d_course_banshee_boardwalk_dl_B308));
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}
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void BansheeBoardwalk::ScrollingTextures() {
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D_802B87BC++;
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if (D_802B87BC >= 0x100) {
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D_802B87BC = 0;
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}
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find_and_set_tile_size((uintptr_t) LOAD_ASSET_RAW(d_course_banshee_boardwalk_dl_B278), 0, D_802B87BC);
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}
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void BansheeBoardwalk::Waypoints(Player* player, int8_t playerId) {
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s16 waypoint = gNearestWaypointByPlayerId[playerId];
|
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if ((waypoint >= 0x12C) && (waypoint < 0x13C)) {
|
|
player->nearestWaypointId = 0x12CU;
|
|
} else {
|
|
player->nearestWaypointId = gNearestWaypointByPlayerId[playerId];
|
|
if (player->nearestWaypointId < 0) {
|
|
player->nearestWaypointId = gWaypointCountByPathIndex[0] + player->nearestWaypointId;
|
|
}
|
|
}
|
|
}
|
|
|
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void BansheeBoardwalk::DrawWater(struct UnkStruct_800DC5EC* screen, uint16_t pathCounter, uint16_t cameraRot, uint16_t playerDirection) {
|
|
gDPPipeSync(gDisplayListHead++);
|
|
gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
|
|
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
|
|
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_XLU_INTER, G_RM_NOOP2);
|
|
gDPSetBlendMask(gDisplayListHead++, 0xFF);
|
|
gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA);
|
|
// d_course_banshee_boardwalk_packed_dl_878
|
|
gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual((void*)0x07000878));
|
|
gDPSetAlphaCompare(gDisplayListHead++, G_AC_NONE);
|
|
gDPPipeSync(gDisplayListHead++);
|
|
}
|
|
|
|
void BansheeBoardwalk::CreditsSpawnActors() {
|
|
find_vtx_and_set_colours(segmented_gfx_to_virtual((void*)0x07000878), 0x32, 0, 0, 0);
|
|
}
|
|
|
|
void BansheeBoardwalk::Destroy() { }
|