mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-18 07:39:08 +00:00
42120ed626
svn-id: r44793
604 lines
15 KiB
C++
604 lines
15 KiB
C++
/* 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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* 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.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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* Save and restore scene and game.
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*/
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#include "tinsel/actors.h"
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#include "tinsel/dialogs.h"
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#include "tinsel/drives.h"
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#include "tinsel/dw.h"
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#include "tinsel/rince.h"
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#include "tinsel/savescn.h"
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#include "tinsel/timers.h"
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#include "tinsel/tinlib.h"
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#include "tinsel/tinsel.h"
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#include "common/serializer.h"
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#include "common/savefile.h"
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#include "gui/message.h"
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namespace Tinsel {
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/**
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* The current savegame format version.
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* Our save/load system uses an elaborate scheme to allow us to modify the
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* savegame while keeping full backward compatibility, in the sense that newer
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* ScummVM versions always are able to load old savegames.
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* In order to achieve that, we store a version in the savegame files, and whenever
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* the savegame layout is modified, the version is incremented.
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*
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* This roughly works by marking each savegame entry with a range of versions
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* for which it is valid; the save/load code iterates over all entries, but
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* only saves/loads those which are valid for the version of the savegame
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* which is being loaded/saved currently.
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*/
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#define CURRENT_VER 1
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// TODO: Not yet used
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/**
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* An auxillary macro, used to specify savegame versions. We use this instead
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* of just writing the raw version, because this way they stand out more to
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* the reading eye, making it a bit easier to navigate through the code.
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*/
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#define VER(x) x
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//----------------- GLOBAL GLOBAL DATA --------------------
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int thingHeld = 0;
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int restoreCD = 0;
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SRSTATE SRstate = SR_IDLE;
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//----------------- EXTERN FUNCTIONS --------------------
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// in DOS_DW.C
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extern void syncSCdata(Common::Serializer &s);
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// in DOS_MAIN.C
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//char HardDriveLetter(void);
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// in PCODE.C
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extern void syncGlobInfo(Common::Serializer &s);
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// in POLYGONS.C
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extern void syncPolyInfo(Common::Serializer &s);
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extern int sceneCtr;
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//----------------- LOCAL DEFINES --------------------
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struct SaveGameHeader {
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uint32 id;
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uint32 size;
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uint32 ver;
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char desc[SG_DESC_LEN];
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TimeDate dateTime;
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};
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enum {
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DW1_SAVEGAME_ID = 0x44575399, // = 'DWSc' = "DiscWorld 1 ScummVM"
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DW2_SAVEGAME_ID = 0x44573253, // = 'DW2S' = "DiscWorld 2 ScummVM"
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SAVEGAME_HEADER_SIZE = 4 + 4 + 4 + SG_DESC_LEN + 7
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};
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#define SAVEGAME_ID (TinselV2 ? (uint32)DW2_SAVEGAME_ID : (uint32)DW1_SAVEGAME_ID)
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//----------------- LOCAL GLOBAL DATA --------------------
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static int numSfiles = 0;
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static SFILES savedFiles[MAX_SAVED_FILES];
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static bool NeedLoad = true;
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static SAVED_DATA *srsd = 0;
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static int RestoreGameNumber = 0;
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static char *SaveSceneName = 0;
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static const char *SaveSceneDesc = 0;
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static int *SaveSceneSsCount = 0;
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static char *SaveSceneSsData = 0; // points to 'SAVED_DATA ssdata[MAX_NEST]'
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//------------- SAVE/LOAD SUPPORT METHODS ----------------
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void setNeedLoad() { NeedLoad = true; }
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static void syncTime(Common::Serializer &s, TimeDate &t) {
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s.syncAsUint16LE(t.tm_year);
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s.syncAsByte(t.tm_mon);
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s.syncAsByte(t.tm_mday);
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s.syncAsByte(t.tm_hour);
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s.syncAsByte(t.tm_min);
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s.syncAsByte(t.tm_sec);
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}
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static bool syncSaveGameHeader(Common::Serializer &s, SaveGameHeader &hdr) {
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s.syncAsUint32LE(hdr.id);
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s.syncAsUint32LE(hdr.size);
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s.syncAsUint32LE(hdr.ver);
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s.syncBytes((byte *)hdr.desc, SG_DESC_LEN);
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hdr.desc[SG_DESC_LEN - 1] = 0;
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syncTime(s, hdr.dateTime);
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int tmp = hdr.size - s.bytesSynced();
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// Perform sanity check
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if (tmp < 0 || hdr.id != SAVEGAME_ID || hdr.ver > CURRENT_VER || hdr.size > 1024)
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return false;
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// Skip over any extra bytes
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s.skip(tmp);
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return true;
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}
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static void syncSavedMover(Common::Serializer &s, SAVED_MOVER &sm) {
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SCNHANDLE *pList[3] = { (SCNHANDLE *)&sm.walkReels,
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(SCNHANDLE *)&sm.standReels, (SCNHANDLE *)&sm.talkReels };
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s.syncAsUint32LE(sm.bActive);
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s.syncAsSint32LE(sm.actorID);
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s.syncAsSint32LE(sm.objX);
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s.syncAsSint32LE(sm.objY);
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s.syncAsUint32LE(sm.hLastfilm);
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for (int pIndex = 0; pIndex < 3; ++pIndex) {
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SCNHANDLE *p = pList[pIndex];
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for (int i = 0; i < TOTAL_SCALES * 4; ++i)
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s.syncAsUint32LE(*p++);
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}
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if (TinselV2) {
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s.syncAsByte(sm.bHidden);
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s.syncAsSint32LE(sm.brightness);
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s.syncAsSint32LE(sm.startColour);
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s.syncAsSint32LE(sm.paletteLength);
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}
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}
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static void syncSavedActor(Common::Serializer &s, SAVED_ACTOR &sa) {
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s.syncAsUint16LE(sa.actorID);
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s.syncAsUint16LE(sa.zFactor);
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s.syncAsUint32LE(sa.bAlive);
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s.syncAsUint32LE(sa.presFilm);
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s.syncAsUint16LE(sa.presRnum);
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s.syncAsUint16LE(sa.presPlayX);
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s.syncAsUint16LE(sa.presPlayY);
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}
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extern void syncAllActorsAlive(Common::Serializer &s);
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static void syncNoScrollB(Common::Serializer &s, NOSCROLLB &ns) {
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s.syncAsSint32LE(ns.ln);
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s.syncAsSint32LE(ns.c1);
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s.syncAsSint32LE(ns.c2);
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}
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static void syncZPosition(Common::Serializer &s, Z_POSITIONS &zp) {
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s.syncAsSint16LE(zp.actor);
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s.syncAsSint16LE(zp.column);
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s.syncAsSint32LE(zp.z);
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}
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static void syncPolyVolatile(Common::Serializer &s, POLY_VOLATILE &p) {
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s.syncAsByte(p.bDead);
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s.syncAsSint16LE(p.xoff);
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s.syncAsSint16LE(p.yoff);
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}
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static void syncSoundReel(Common::Serializer &s, SOUNDREELS &sr) {
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s.syncAsUint32LE(sr.hFilm);
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s.syncAsSint32LE(sr.column);
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s.syncAsSint32LE(sr.actorCol);
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}
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static void syncSavedData(Common::Serializer &s, SAVED_DATA &sd) {
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s.syncAsUint32LE(sd.SavedSceneHandle);
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s.syncAsUint32LE(sd.SavedBgroundHandle);
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for (int i = 0; i < MAX_MOVERS; ++i)
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syncSavedMover(s, sd.SavedMoverInfo[i]);
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for (int i = 0; i < MAX_SAVED_ACTORS; ++i)
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syncSavedActor(s, sd.SavedActorInfo[i]);
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s.syncAsSint32LE(sd.NumSavedActors);
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s.syncAsSint32LE(sd.SavedLoffset);
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s.syncAsSint32LE(sd.SavedToffset);
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for (int i = 0; i < NUM_INTERPRET; ++i)
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sd.SavedICInfo[i].syncWithSerializer(s);
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for (int i = 0; i < MAX_POLY; ++i)
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s.syncAsUint32LE(sd.SavedDeadPolys[i]);
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s.syncAsUint32LE(sd.SavedControl);
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s.syncAsUint32LE(sd.SavedMidi);
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s.syncAsUint32LE(sd.SavedLoop);
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s.syncAsUint32LE(sd.SavedNoBlocking);
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// SavedNoScrollData
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for (int i = 0; i < MAX_VNOSCROLL; ++i)
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syncNoScrollB(s, sd.SavedNoScrollData.NoVScroll[i]);
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for (int i = 0; i < MAX_HNOSCROLL; ++i)
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syncNoScrollB(s, sd.SavedNoScrollData.NoHScroll[i]);
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s.syncAsUint32LE(sd.SavedNoScrollData.NumNoV);
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s.syncAsUint32LE(sd.SavedNoScrollData.NumNoH);
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// Tinsel 2 fields
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if (TinselV2) {
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// SavedNoScrollData
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s.syncAsUint32LE(sd.SavedNoScrollData.xTrigger);
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s.syncAsUint32LE(sd.SavedNoScrollData.xDistance);
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s.syncAsUint32LE(sd.SavedNoScrollData.xSpeed);
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s.syncAsUint32LE(sd.SavedNoScrollData.yTriggerTop);
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s.syncAsUint32LE(sd.SavedNoScrollData.yTriggerBottom);
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s.syncAsUint32LE(sd.SavedNoScrollData.yDistance);
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s.syncAsUint32LE(sd.SavedNoScrollData.ySpeed);
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for (int i = 0; i < NUM_ZPOSITIONS; ++i)
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syncZPosition(s, sd.zPositions[i]);
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s.syncBytes(sd.savedActorZ, MAX_SAVED_ACTOR_Z);
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for (int i = 0; i < MAX_POLY; ++i)
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syncPolyVolatile(s, sd.SavedPolygonStuff[i]);
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for (int i = 0; i < 3; ++i)
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s.syncAsUint32LE(sd.SavedTune[i]);
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s.syncAsByte(sd.bTinselDim);
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s.syncAsSint32LE(sd.SavedScrollFocus);
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for (int i = 0; i < SV_TOPVALID; ++i)
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s.syncAsSint32LE(sd.SavedSystemVars[i]);
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for (int i = 0; i < MAX_SOUNDREELS; ++i)
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syncSoundReel(s, sd.SavedSoundReels[i]);
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}
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}
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/**
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* Called when saving a game to a new file.
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* Generates a new, unique, filename.
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*/
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static char *NewName(void) {
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static char result[FNAMELEN];
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int i;
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int ano = 1; // Allocated number
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while (1) {
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Common::String fname = _vm->getSavegameFilename(ano);
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strcpy(result, fname.c_str());
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for (i = 0; i < numSfiles; i++)
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if (!strcmp(savedFiles[i].name, result))
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break;
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if (i == numSfiles)
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break;
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ano++;
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}
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return result;
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}
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/**
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* Compare two TimeDate structs to see which one was earlier.
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* Returns 0 if they are equal, a negative value if a is lower / first, and
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* a positive value if b is lower / first.
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*/
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static int cmpTimeDate(const TimeDate &a, const TimeDate &b) {
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int tmp;
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#define CMP_ENTRY(x) tmp = a.x - b.x; if (tmp != 0) return tmp
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CMP_ENTRY(tm_year);
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CMP_ENTRY(tm_mon);
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CMP_ENTRY(tm_mday);
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CMP_ENTRY(tm_hour);
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CMP_ENTRY(tm_min);
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CMP_ENTRY(tm_sec);
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#undef CMP_ENTRY
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return 0;
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}
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/**
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* Interrogate the current DOS directory for saved game files.
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* Store the file details, ordered by time, in savedFiles[] and return
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* the number of files found).
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*/
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int getList(Common::SaveFileManager *saveFileMan, const Common::String &target) {
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// No change since last call?
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// TODO/FIXME: Just always reload this data? Be careful about slow downs!!!
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if (!NeedLoad)
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return numSfiles;
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int i;
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const Common::String pattern = target + ".???";
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Common::StringList files = saveFileMan->listSavefiles(pattern);
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numSfiles = 0;
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for (Common::StringList::const_iterator file = files.begin(); file != files.end(); ++file) {
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if (numSfiles >= MAX_SAVED_FILES)
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break;
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const Common::String &fname = *file;
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Common::InSaveFile *f = saveFileMan->openForLoading(fname);
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if (f == NULL) {
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continue;
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}
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// Try to load save game header
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Common::Serializer s(f, 0);
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SaveGameHeader hdr;
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bool validHeader = syncSaveGameHeader(s, hdr);
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delete f;
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if (!validHeader) {
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continue; // Invalid header, or savegame too new -> skip it
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// TODO: In SCUMM, we still show an entry for the save, but with description
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// "incompatible version".
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}
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i = numSfiles;
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#ifndef DISABLE_SAVEGAME_SORTING
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for (i = 0; i < numSfiles; i++) {
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if (cmpTimeDate(hdr.dateTime, savedFiles[i].dateTime) > 0) {
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Common::copy_backward(&savedFiles[i], &savedFiles[numSfiles], &savedFiles[numSfiles + 1]);
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break;
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}
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}
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#endif
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strncpy(savedFiles[i].name, fname.c_str(), FNAMELEN);
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strncpy(savedFiles[i].desc, hdr.desc, SG_DESC_LEN);
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savedFiles[i].desc[SG_DESC_LEN - 1] = 0;
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savedFiles[i].dateTime = hdr.dateTime;
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++numSfiles;
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}
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// Next getList() needn't do its stuff again
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NeedLoad = false;
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return numSfiles;
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}
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int getList(void) {
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// No change since last call?
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// TODO/FIXME: Just always reload this data? Be careful about slow downs!!!
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if (!NeedLoad)
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return numSfiles;
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return getList(_vm->getSaveFileMan(), _vm->getTargetName());
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}
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char *ListEntry(int i, letype which) {
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if (i == -1)
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i = numSfiles;
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assert(i >= 0);
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if (i < numSfiles)
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return which == LE_NAME ? savedFiles[i].name : savedFiles[i].desc;
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else
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return NULL;
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}
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static void DoSync(Common::Serializer &s) {
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int sg = 0;
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if (TinselV2) {
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if (s.isSaving())
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restoreCD = GetCurrentCD();
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s.syncAsSint16LE(restoreCD);
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}
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if (TinselV2 && s.isLoading())
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HoldItem(INV_NOICON);
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syncSavedData(s, *srsd);
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syncGlobInfo(s); // Glitter globals
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syncInvInfo(s); // Inventory data
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// Held object
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if (s.isSaving())
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sg = WhichItemHeld();
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s.syncAsSint32LE(sg);
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if (s.isLoading()) {
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if (TinselV2)
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thingHeld = sg;
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else
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HoldItem(sg);
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}
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syncTimerInfo(s); // Timer data
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if (!TinselV2)
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syncPolyInfo(s); // Dead polygon data
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syncSCdata(s); // Hook Scene and delayed scene
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s.syncAsSint32LE(*SaveSceneSsCount);
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if (*SaveSceneSsCount != 0) {
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SAVED_DATA *sdPtr = (SAVED_DATA *)SaveSceneSsData;
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for (int i = 0; i < *SaveSceneSsCount; ++i, ++sdPtr)
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syncSavedData(s, *sdPtr);
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}
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if (!TinselV2)
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syncAllActorsAlive(s);
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}
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/**
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* DoRestore
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*/
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static bool DoRestore() {
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Common::InSaveFile *f = _vm->getSaveFileMan()->openForLoading(savedFiles[RestoreGameNumber].name);
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if (f == NULL) {
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return false;
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}
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Common::Serializer s(f, 0);
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SaveGameHeader hdr;
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if (!syncSaveGameHeader(s, hdr)) {
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delete f; // Invalid header, or savegame too new -> skip it
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return false;
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}
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DoSync(s);
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uint32 id = f->readSint32LE();
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if (id != (uint32)0xFEEDFACE)
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error("Incompatible saved game");
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bool failed = f->ioFailed();
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delete f;
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if (failed) {
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GUI::MessageDialog dialog("Failed to load game state from file.");
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dialog.runModal();
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}
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return !failed;
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}
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/**
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* DoSave
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*/
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static void DoSave(void) {
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Common::OutSaveFile *f;
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const char *fname;
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// Next getList() must do its stuff again
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NeedLoad = true;
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if (SaveSceneName == NULL)
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SaveSceneName = NewName();
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if (SaveSceneDesc[0] == 0)
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SaveSceneDesc = "unnamed";
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fname = SaveSceneName;
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f = _vm->getSaveFileMan()->openForSaving(fname);
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Common::Serializer s(0, f);
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if (f == NULL)
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goto save_failure;
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// Write out a savegame header
|
|
SaveGameHeader hdr;
|
|
hdr.id = SAVEGAME_ID;
|
|
hdr.size = SAVEGAME_HEADER_SIZE;
|
|
hdr.ver = CURRENT_VER;
|
|
memcpy(hdr.desc, SaveSceneDesc, SG_DESC_LEN);
|
|
hdr.desc[SG_DESC_LEN - 1] = 0;
|
|
g_system->getTimeAndDate(hdr.dateTime);
|
|
if (!syncSaveGameHeader(s, hdr) || f->err()) {
|
|
goto save_failure;
|
|
}
|
|
|
|
DoSync(s);
|
|
|
|
// Write out the special Id for Discworld savegames
|
|
f->writeUint32LE(0xFEEDFACE);
|
|
if (f->err())
|
|
goto save_failure;
|
|
|
|
f->finalize();
|
|
delete f;
|
|
return;
|
|
|
|
save_failure:
|
|
if (f) {
|
|
delete f;
|
|
_vm->getSaveFileMan()->removeSavefile(fname);
|
|
}
|
|
GUI::MessageDialog dialog("Failed to save game state to file.");
|
|
dialog.runModal();
|
|
}
|
|
|
|
/**
|
|
* ProcessSRQueue
|
|
*/
|
|
void ProcessSRQueue(void) {
|
|
switch (SRstate) {
|
|
case SR_DORESTORE:
|
|
// If a load has been done directly from title screens, set a larger value for scene ctr so the
|
|
// code used to skip the title screens in Discworld 1 gets properly disabled
|
|
if (sceneCtr < 10) sceneCtr = 10;
|
|
|
|
if (DoRestore()) {
|
|
DoRestoreScene(srsd, false);
|
|
}
|
|
SRstate = SR_IDLE;
|
|
break;
|
|
|
|
case SR_DOSAVE:
|
|
DoSave();
|
|
SRstate = SR_IDLE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void RequestSaveGame(char *name, char *desc, SAVED_DATA *sd, int *pSsCount, SAVED_DATA *pSsData) {
|
|
assert(SRstate == SR_IDLE);
|
|
|
|
SaveSceneName = name;
|
|
SaveSceneDesc = desc;
|
|
SaveSceneSsCount = pSsCount;
|
|
SaveSceneSsData = (char *)pSsData;
|
|
srsd = sd;
|
|
SRstate = SR_DOSAVE;
|
|
}
|
|
|
|
void RequestRestoreGame(int num, SAVED_DATA *sd, int *pSsCount, SAVED_DATA *pSsData) {
|
|
if (TinselV2) {
|
|
if (num == -1)
|
|
return;
|
|
else if (num == -2) {
|
|
// From CD change for restore
|
|
num = RestoreGameNumber;
|
|
}
|
|
}
|
|
|
|
assert(num >= 0);
|
|
|
|
RestoreGameNumber = num;
|
|
SaveSceneSsCount = pSsCount;
|
|
SaveSceneSsData = (char *)pSsData;
|
|
srsd = sd;
|
|
SRstate = SR_DORESTORE;
|
|
}
|
|
|
|
/**
|
|
* Returns the index of the most recently saved savegame. This will always be
|
|
* the file at the first index, since the list is sorted by date/time
|
|
*/
|
|
int NewestSavedGame(void) {
|
|
int numFiles = getList();
|
|
|
|
return (numFiles == 0) ? -1 : 0;
|
|
}
|
|
|
|
} // End of namespace Tinsel
|