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authorpeter1138 <peter1138@openttd.org>2006-02-03 12:55:21 +0000
committerpeter1138 <peter1138@openttd.org>2006-02-03 12:55:21 +0000
commitb88904f345cf14a3e02313b50d81148ee9bdf6d8 (patch)
treea77196f7b7c19f9fe9ae1fa323355f9cdfdd7e7e /newgrf_engine.c
parent6823be9d031b7e17fe9dafcb97572a370626b887 (diff)
downloadopenttd-b88904f345cf14a3e02313b50d81148ee9bdf6d8.tar.xz
(svn r3524) - Split newgrf features from engine.[ch] into newgrf_engine.[ch], and add the new files to project files.
Diffstat (limited to 'newgrf_engine.c')
-rw-r--r--newgrf_engine.c593
1 files changed, 593 insertions, 0 deletions
diff --git a/newgrf_engine.c b/newgrf_engine.c
new file mode 100644
index 000000000..827014225
--- /dev/null
+++ b/newgrf_engine.c
@@ -0,0 +1,593 @@
+/* $Id$ */
+
+#include "stdafx.h"
+#include "openttd.h"
+#include "debug.h"
+#include "functions.h"
+#include "string.h"
+#include "strings.h"
+#include "engine.h"
+#include "newgrf_engine.h"
+#include "sprite.h"
+#include "variables.h"
+#include "train.h"
+
+// TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
+
+typedef struct WagonOverride {
+ byte *train_id;
+ int trains;
+ SpriteGroup *group;
+} WagonOverride;
+
+typedef struct WagonOverrides {
+ int overrides_count;
+ WagonOverride *overrides;
+} WagonOverrides;
+
+static WagonOverrides _engine_wagon_overrides[TOTAL_NUM_ENGINES];
+
+void SetWagonOverrideSprites(EngineID engine, SpriteGroup *group, byte *train_id,
+ int trains)
+{
+ WagonOverrides *wos;
+ WagonOverride *wo;
+
+ wos = &_engine_wagon_overrides[engine];
+ wos->overrides_count++;
+ wos->overrides = realloc(wos->overrides,
+ wos->overrides_count * sizeof(*wos->overrides));
+
+ wo = &wos->overrides[wos->overrides_count - 1];
+ /* FIXME: If we are replacing an override, release original SpriteGroup
+ * to prevent leaks. But first we need to refcount the SpriteGroup.
+ * --pasky */
+ wo->group = group;
+ group->ref_count++;
+ wo->trains = trains;
+ wo->train_id = malloc(trains);
+ memcpy(wo->train_id, train_id, trains);
+}
+
+static const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, byte overriding_engine)
+{
+ const WagonOverrides *wos = &_engine_wagon_overrides[engine];
+ int i;
+
+ // XXX: This could turn out to be a timesink on profiles. We could
+ // always just dedicate 65535 bytes for an [engine][train] trampoline
+ // for O(1). Or O(logMlogN) and searching binary tree or smt. like
+ // that. --pasky
+
+ for (i = 0; i < wos->overrides_count; i++) {
+ const WagonOverride *wo = &wos->overrides[i];
+ int j;
+
+ for (j = 0; j < wo->trains; j++) {
+ if (wo->train_id[j] == overriding_engine)
+ return wo->group;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Unload all wagon override sprite groups.
+ */
+void UnloadWagonOverrides(void)
+{
+ WagonOverrides *wos;
+ WagonOverride *wo;
+ EngineID engine;
+ int i;
+
+ for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
+ wos = &_engine_wagon_overrides[engine];
+ for (i = 0; i < wos->overrides_count; i++) {
+ wo = &wos->overrides[i];
+ UnloadSpriteGroup(&wo->group);
+ free(wo->train_id);
+ }
+ free(wos->overrides);
+ wos->overrides_count = 0;
+ wos->overrides = NULL;
+ }
+}
+
+// 0 - 28 are cargos, 29 is default, 30 is the advert (purchase list)
+// (It isn't and shouldn't be like this in the GRF files since new cargo types
+// may appear in future - however it's more convenient to store it like this in
+// memory. --pasky)
+static SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
+
+void SetCustomEngineSprites(EngineID engine, byte cargo, SpriteGroup *group)
+{
+ if (engine_custom_sprites[engine][cargo] != NULL) {
+ DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- removing.", engine, cargo);
+ UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
+ }
+ engine_custom_sprites[engine][cargo] = group;
+ group->ref_count++;
+}
+
+/**
+ * Unload all engine sprite groups.
+ */
+void UnloadCustomEngineSprites(void)
+{
+ EngineID engine;
+ CargoID cargo;
+
+ for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
+ for (cargo = 0; cargo < NUM_GLOBAL_CID; cargo++) {
+ if (engine_custom_sprites[engine][cargo] != NULL) {
+ DEBUG(grf, 6)("UnloadCustomEngineSprites: Unloading group for engine `%d' cargo `%d'.", engine, cargo);
+ UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
+ }
+ }
+ }
+}
+
+static int MapOldSubType(const Vehicle *v)
+{
+ if (v->type != VEH_Train) return v->subtype;
+ if (IsTrainEngine(v)) return 0;
+ if (IsFreeWagon(v)) return 4;
+ return 2;
+}
+
+typedef SpriteGroup *(*resolve_callback)(const SpriteGroup *spritegroup,
+ const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
+
+static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegroup,
+ const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
+{
+ if (spritegroup == NULL)
+ return NULL;
+
+ //debug("spgt %d", spritegroup->type);
+ switch (spritegroup->type) {
+ case SGT_REAL:
+ case SGT_CALLBACK:
+ return spritegroup;
+
+ case SGT_DETERMINISTIC: {
+ const DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
+ const SpriteGroup *target;
+ int value = -1;
+
+ //debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
+ if (dsg->variable == 0x0C) {
+ /* Callback ID */
+ value = callback_info & 0xFF;
+ } else if (dsg->variable == 0x10) {
+ value = (callback_info >> 8) & 0xFF;
+ } else if ((dsg->variable >> 6) == 0) {
+ /* General property */
+ value = GetDeterministicSpriteValue(dsg->variable);
+ } else {
+ /* Vehicle-specific property. */
+
+ if (veh == NULL) {
+ /* We are in a purchase list of something,
+ * and we are checking for something undefined.
+ * That means we should get the first target
+ * (NOT the default one). */
+ if (dsg->num_ranges > 0) {
+ target = dsg->ranges[0].group;
+ } else {
+ target = dsg->default_group;
+ }
+ return resolve_func(target, NULL, callback_info, resolve_func);
+ }
+
+ if (dsg->var_scope == VSG_SCOPE_PARENT) {
+ /* First engine in the vehicle chain */
+ if (veh->type == VEH_Train)
+ veh = GetFirstVehicleInChain(veh);
+ }
+
+ if (dsg->variable == 0x40 || dsg->variable == 0x41) {
+ if (veh->type == VEH_Train) {
+ const Vehicle *u = GetFirstVehicleInChain(veh);
+ byte chain_before = 0, chain_after = 0;
+
+ while (u != veh) {
+ chain_before++;
+ if (dsg->variable == 0x41 && u->engine_type != veh->engine_type)
+ chain_before = 0;
+ u = u->next;
+ }
+ while (u->next != NULL && (dsg->variable == 0x40 || u->next->engine_type == veh->engine_type)) {
+ chain_after++;
+ u = u->next;
+ };
+
+ value = chain_before | chain_after << 8
+ | (chain_before + chain_after) << 16;
+ } else {
+ value = 1; /* 1 vehicle in the chain */
+ }
+
+ } else {
+ // TTDPatch runs on little-endian arch;
+ // Variable is 0x80 + offset in TTD's vehicle structure
+ switch (dsg->variable - 0x80) {
+#define veh_prop(id_, value_) case (id_): value = (value_); break
+ veh_prop(0x00, veh->type);
+ veh_prop(0x01, MapOldSubType(veh));
+ veh_prop(0x04, veh->index);
+ veh_prop(0x05, veh->index & 0xFF);
+ /* XXX? Is THIS right? */
+ veh_prop(0x0A, PackOrder(&veh->current_order));
+ veh_prop(0x0B, PackOrder(&veh->current_order) & 0xff);
+ veh_prop(0x0C, veh->num_orders);
+ veh_prop(0x0D, veh->cur_order_index);
+ veh_prop(0x10, veh->load_unload_time_rem);
+ veh_prop(0x11, veh->load_unload_time_rem & 0xFF);
+ veh_prop(0x12, veh->date_of_last_service);
+ veh_prop(0x13, veh->date_of_last_service & 0xFF);
+ veh_prop(0x14, veh->service_interval);
+ veh_prop(0x15, veh->service_interval & 0xFF);
+ veh_prop(0x16, veh->last_station_visited);
+ veh_prop(0x17, veh->tick_counter);
+ veh_prop(0x18, veh->max_speed);
+ veh_prop(0x19, veh->max_speed & 0xFF);
+ veh_prop(0x1F, veh->direction);
+ veh_prop(0x28, veh->cur_image);
+ veh_prop(0x29, veh->cur_image & 0xFF);
+ veh_prop(0x32, veh->vehstatus);
+ veh_prop(0x33, veh->vehstatus);
+ veh_prop(0x34, veh->cur_speed);
+ veh_prop(0x35, veh->cur_speed & 0xFF);
+ veh_prop(0x36, veh->subspeed);
+ veh_prop(0x37, veh->acceleration);
+ veh_prop(0x39, veh->cargo_type);
+ veh_prop(0x3A, veh->cargo_cap);
+ veh_prop(0x3B, veh->cargo_cap & 0xFF);
+ veh_prop(0x3C, veh->cargo_count);
+ veh_prop(0x3D, veh->cargo_count & 0xFF);
+ veh_prop(0x3E, veh->cargo_source); // Probably useless; so what
+ veh_prop(0x3F, veh->cargo_days);
+ veh_prop(0x40, veh->age);
+ veh_prop(0x41, veh->age & 0xFF);
+ veh_prop(0x42, veh->max_age);
+ veh_prop(0x43, veh->max_age & 0xFF);
+ veh_prop(0x44, veh->build_year);
+ veh_prop(0x45, veh->unitnumber);
+ veh_prop(0x46, veh->engine_type);
+ veh_prop(0x47, veh->engine_type & 0xFF);
+ veh_prop(0x48, veh->spritenum);
+ veh_prop(0x49, veh->day_counter);
+ veh_prop(0x4A, veh->breakdowns_since_last_service);
+ veh_prop(0x4B, veh->breakdown_ctr);
+ veh_prop(0x4C, veh->breakdown_delay);
+ veh_prop(0x4D, veh->breakdown_chance);
+ veh_prop(0x4E, veh->reliability);
+ veh_prop(0x4F, veh->reliability & 0xFF);
+ veh_prop(0x50, veh->reliability_spd_dec);
+ veh_prop(0x51, veh->reliability_spd_dec & 0xFF);
+ veh_prop(0x52, veh->profit_this_year);
+ veh_prop(0x53, veh->profit_this_year & 0xFFFFFF);
+ veh_prop(0x54, veh->profit_this_year & 0xFFFF);
+ veh_prop(0x55, veh->profit_this_year & 0xFF);
+ veh_prop(0x56, veh->profit_last_year);
+ veh_prop(0x57, veh->profit_last_year & 0xFF);
+ veh_prop(0x58, veh->profit_last_year);
+ veh_prop(0x59, veh->profit_last_year & 0xFF);
+ veh_prop(0x5A, veh->next == NULL ? INVALID_VEHICLE : veh->next->index);
+ veh_prop(0x5C, veh->value);
+ veh_prop(0x5D, veh->value & 0xFFFFFF);
+ veh_prop(0x5E, veh->value & 0xFFFF);
+ veh_prop(0x5F, veh->value & 0xFF);
+ veh_prop(0x60, veh->string_id);
+ veh_prop(0x61, veh->string_id & 0xFF);
+ /* 00h..07h=sub image? 40h=in tunnel; actually some kind of status
+ * aircraft: >=13h when in flight
+ * train, ship: 80h=in depot
+ * rv: 0feh=in depot */
+ /* TODO veh_prop(0x62, veh->???); */
+
+ /* TODO: The rest is per-vehicle, I hope no GRF file looks so far.
+ * But they won't let us have an easy ride so surely *some* GRF
+ * file does. So someone needs to do this too. --pasky */
+
+#undef veh_prop
+ }
+ }
+ }
+
+ target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
+ //debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
+ return resolve_func(target, veh, callback_info, resolve_func);
+ }
+
+ case SGT_RANDOMIZED: {
+ const RandomizedSpriteGroup *rsg = &spritegroup->g.random;
+
+ if (veh == NULL) {
+ /* Purchase list of something. Show the first one. */
+ assert(rsg->num_groups > 0);
+ //debug("going for %p: %d", rsg->groups[0], rsg->groups[0].type);
+ return resolve_func(rsg->groups[0], NULL, callback_info, resolve_func);
+ }
+
+ if (rsg->var_scope == VSG_SCOPE_PARENT) {
+ /* First engine in the vehicle chain */
+ if (veh->type == VEH_Train)
+ veh = GetFirstVehicleInChain(veh);
+ }
+
+ return resolve_func(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback_info, resolve_func);
+ }
+
+ default:
+ error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
+ return NULL;
+ }
+}
+
+static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
+{
+ const SpriteGroup *group;
+ byte cargo = GC_PURCHASE;
+
+ if (v != NULL) {
+ cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
+ assert(cargo != GC_INVALID);
+ }
+
+ group = engine_custom_sprites[engine][cargo];
+
+ if (v != NULL && v->type == VEH_Train) {
+ const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
+
+ if (overset != NULL) group = overset;
+ }
+
+ return group;
+}
+
+int GetCustomEngineSprite(EngineID engine, const Vehicle *v, byte direction)
+{
+ const SpriteGroup *group;
+ const RealSpriteGroup *rsg;
+ byte cargo = GC_PURCHASE;
+ byte loaded = 0;
+ bool in_motion = 0;
+ int totalsets, spriteset;
+ int r;
+
+ if (v != NULL) {
+ int capacity = v->cargo_cap;
+
+ cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
+ assert(cargo != GC_INVALID);
+
+ if (capacity == 0) capacity = 1;
+ loaded = (v->cargo_count * 100) / capacity;
+
+ if (v->type == VEH_Train) {
+ in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
+ } else {
+ in_motion = v->current_order.type != OT_LOADING;
+ }
+ }
+
+ group = GetVehicleSpriteGroup(engine, v);
+ group = ResolveVehicleSpriteGroup(group, v, 0, (resolve_callback) ResolveVehicleSpriteGroup);
+
+ if (group == NULL && cargo != GC_DEFAULT) {
+ // This group is empty but perhaps there'll be a default one.
+ group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, 0,
+ (resolve_callback) ResolveVehicleSpriteGroup);
+ }
+
+ if (group == NULL)
+ return 0;
+
+ assert(group->type == SGT_REAL);
+ rsg = &group->g.real;
+
+ if (!rsg->sprites_per_set) {
+ // This group is empty. This function users should therefore
+ // look up the sprite number in _engine_original_sprites.
+ return 0;
+ }
+
+ assert(rsg->sprites_per_set <= 8);
+ direction %= rsg->sprites_per_set;
+
+ totalsets = in_motion ? rsg->loaded_count : rsg->loading_count;
+
+ // My aim here is to make it possible to visually determine absolutely
+ // empty and totally full vehicles. --pasky
+ if (loaded == 100 || totalsets == 1) { // full
+ spriteset = totalsets - 1;
+ } else if (loaded == 0 || totalsets == 2) { // empty
+ spriteset = 0;
+ } else { // something inbetween
+ spriteset = loaded * (totalsets - 2) / 100 + 1;
+ // correct possible rounding errors
+ if (!spriteset)
+ spriteset = 1;
+ else if (spriteset == totalsets - 1)
+ spriteset--;
+ }
+
+ r = (in_motion ? rsg->loaded[spriteset]->g.result.result : rsg->loading[spriteset]->g.result.result) + direction;
+ return r;
+}
+
+/**
+ * Check if a wagon is currently using a wagon override
+ * @param v The wagon to check
+ * @return true if it is using an override, false otherwise
+ */
+bool UsesWagonOverride(const Vehicle* v)
+{
+ assert(v->type == VEH_Train);
+ return GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL;
+}
+
+/**
+ * Evaluates a newgrf callback
+ * @param callback_info info about which callback to evaluate
+ * (bit 0-7) = CallBack id of the callback to use, see CallBackId enum
+ * (bit 8-15) = Other info some callbacks need to have, callback specific, see CallBackId enum, not used yet
+ * @param engine Engine type of the vehicle to evaluate the callback for
+ * @param vehicle The vehicle to evaluate the callback for, NULL if it doesnt exist (yet)
+ * @return The value the callback returned, or CALLBACK_FAILED if it failed
+ */
+uint16 GetCallBackResult(uint16 callback_info, EngineID engine, const Vehicle *v)
+{
+ const SpriteGroup *group;
+ byte cargo = GC_DEFAULT;
+
+ if (v != NULL)
+ cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
+
+ group = engine_custom_sprites[engine][cargo];
+
+ if (v != NULL && v->type == VEH_Train) {
+ const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
+
+ if (overset != NULL) group = overset;
+ }
+
+ group = ResolveVehicleSpriteGroup(group, v, callback_info, (resolve_callback) ResolveVehicleSpriteGroup);
+
+ if (group == NULL && cargo != GC_DEFAULT) {
+ // This group is empty but perhaps there'll be a default one.
+ group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, callback_info,
+ (resolve_callback) ResolveVehicleSpriteGroup);
+ }
+
+ if (group == NULL || group->type != SGT_CALLBACK)
+ return CALLBACK_FAILED;
+
+ return group->g.callback.result;
+}
+
+
+
+// Global variables are evil, yes, but we would end up with horribly overblown
+// calling convention otherwise and this should be 100% reentrant.
+static byte _vsg_random_triggers;
+static byte _vsg_bits_to_reseed;
+
+static const SpriteGroup *TriggerVehicleSpriteGroup(const SpriteGroup *spritegroup,
+ Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
+{
+ if (spritegroup == NULL)
+ return NULL;
+
+ if (spritegroup->type == SGT_RANDOMIZED) {
+ _vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(
+ &spritegroup->g.random,
+ _vsg_random_triggers,
+ &veh->waiting_triggers
+ );
+ }
+
+ return ResolveVehicleSpriteGroup(spritegroup, veh, callback_info, resolve_func);
+}
+
+static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
+{
+ const SpriteGroup *group;
+ const RealSpriteGroup *rsg;
+ byte new_random_bits;
+
+ _vsg_random_triggers = trigger;
+ _vsg_bits_to_reseed = 0;
+ group = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh, 0,
+ (resolve_callback) TriggerVehicleSpriteGroup);
+
+ if (group == NULL && veh->cargo_type != GC_DEFAULT) {
+ // This group turned out to be empty but perhaps there'll be a default one.
+ group = TriggerVehicleSpriteGroup(engine_custom_sprites[veh->engine_type][GC_DEFAULT], veh, 0,
+ (resolve_callback) TriggerVehicleSpriteGroup);
+ }
+
+ if (group == NULL)
+ return;
+
+ assert(group->type == SGT_REAL);
+ rsg = &group->g.real;
+
+ new_random_bits = Random();
+ veh->random_bits &= ~_vsg_bits_to_reseed;
+ veh->random_bits |= (first ? new_random_bits : base_random_bits) & _vsg_bits_to_reseed;
+
+ switch (trigger) {
+ case VEHICLE_TRIGGER_NEW_CARGO:
+ /* All vehicles in chain get ANY_NEW_CARGO trigger now.
+ * So we call it for the first one and they will recurse. */
+ /* Indexing part of vehicle random bits needs to be
+ * same for all triggered vehicles in the chain (to get
+ * all the random-cargo wagons carry the same cargo,
+ * i.e.), so we give them all the NEW_CARGO triggered
+ * vehicle's portion of random bits. */
+ assert(first);
+ DoTriggerVehicle(GetFirstVehicleInChain(veh), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
+ break;
+ case VEHICLE_TRIGGER_DEPOT:
+ /* We now trigger the next vehicle in chain recursively.
+ * The random bits portions may be different for each
+ * vehicle in chain. */
+ if (veh->next != NULL)
+ DoTriggerVehicle(veh->next, trigger, 0, true);
+ break;
+ case VEHICLE_TRIGGER_EMPTY:
+ /* We now trigger the next vehicle in chain
+ * recursively. The random bits portions must be same
+ * for each vehicle in chain, so we give them all
+ * first chained vehicle's portion of random bits. */
+ if (veh->next != NULL)
+ DoTriggerVehicle(veh->next, trigger, first ? new_random_bits : base_random_bits, false);
+ break;
+ case VEHICLE_TRIGGER_ANY_NEW_CARGO:
+ /* Now pass the trigger recursively to the next vehicle
+ * in chain. */
+ assert(!first);
+ if (veh->next != NULL)
+ DoTriggerVehicle(veh->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
+ break;
+ }
+}
+
+void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger)
+{
+ if (trigger == VEHICLE_TRIGGER_DEPOT) {
+ // store that the vehicle entered a depot this tick
+ VehicleEnteredDepotThisTick(veh);
+ }
+
+ DoTriggerVehicle(veh, trigger, 0, true);
+}
+
+static char *_engine_custom_names[TOTAL_NUM_ENGINES];
+
+void SetCustomEngineName(EngineID engine, const char *name)
+{
+ _engine_custom_names[engine] = strdup(name);
+}
+
+void UnloadCustomEngineNames(void)
+{
+ char **i;
+ for (i = _engine_custom_names; i != endof(_engine_custom_names); i++) {
+ free(*i);
+ *i = NULL;
+ }
+}
+
+StringID GetCustomEngineName(EngineID engine)
+{
+ if (!_engine_custom_names[engine])
+ return _engine_name_strings[engine];
+ ttd_strlcpy(_userstring, _engine_custom_names[engine], lengthof(_userstring));
+ return STR_SPEC_USERSTRING;
+}
+