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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 1 | pmbaty | 1 | // board.cpp |
| 2 | |||
| 3 | #include "common.h" |
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| 4 | |||
| 5 | |||
| 6 | // initial position of a chess game : |
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| 7 | // |
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| 8 | // +-----------------+ |
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| 9 | // 8| R K B Q K B K R | - black |
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| 10 | // 7| P P P P P P P P | |
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| 11 | // 6| | |
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| 12 | // 5| | |
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| 13 | // 4| | |
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| 14 | // 3| | |
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| 15 | // 2| P P P P P P P P | |
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| 16 | // 1| R K B Q K B K R | - white |
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| 17 | // +-----------------+ |
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| 18 | // a b c d e f g h |
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| 19 | |||
| 20 | |||
| 172 | pmbaty | 21 | bool Board_Init (board_t *board, int white_playertype, int black_playertype, wchar_t *game_rules, wchar_t *fen_string) |
| 1 | pmbaty | 22 | { |
| 23 | // this function initializes a new chess game |
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| 24 | |||
| 25 | bool is_success; |
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| 26 | |||
| 27 | // initialize the moves array and blank out the first move's structure |
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| 28 | board->moves = (boardmove_t *) SAFE_malloc (1, sizeof (boardmove_t), false); |
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| 29 | memset (&board->moves[0], 0, sizeof (boardmove_t)); |
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| 30 | |||
| 31 | board->viewed_move = 0; |
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| 32 | board->move_count = 1; |
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| 33 | board->game_state = STATE_UNKNOWN; // game has not started yet |
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| 34 | board->lastmove_time = 0.0f; |
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| 35 | |||
| 36 | // initialize this board's players |
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| 37 | Player_Init (&board->players[COLOR_WHITE], COLOR_WHITE, white_playertype); |
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| 38 | Player_Init (&board->players[COLOR_BLACK], COLOR_BLACK, black_playertype); |
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| 39 | |||
| 40 | // can we NOT successfully initialize from the given FEN string ? |
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| 41 | is_success = Move_SetupFromFEN (&board->moves[0], fen_string); |
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| 42 | if (!is_success) |
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| 43 | Move_SetupFromFEN (&board->moves[0], FENSTARTUP_STANDARDCHESS); // if so, fallback to standard chess table |
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| 44 | |||
| 45 | // reset all selection and hovering information |
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| 46 | Board_SetSelectedAndHovered (board, -1, -1, -1, -1); |
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| 47 | |||
| 172 | pmbaty | 48 | // set the game rules to the specified one |
| 49 | wcscpy_s (board->game_rules, WCHAR_SIZEOF (board->game_rules), game_rules); |
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| 50 | |||
| 1 | pmbaty | 51 | // notify that board was just set up |
| 52 | board->was_setup = true; |
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| 171 | pmbaty | 53 | board->players[COLOR_WHITE].should_wakeup = true; |
| 54 | board->players[COLOR_BLACK].should_wakeup = true; |
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| 124 | pmbaty | 55 | board->reevaluate = true; |
| 1 | pmbaty | 56 | |
| 57 | return (is_success); // finished |
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| 58 | } |
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| 59 | |||
| 60 | |||
| 61 | void Board_Shutdown (board_t *board) |
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| 62 | { |
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| 63 | // this function ends a chess game |
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| 64 | |||
| 65 | boardmove_t *move; |
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| 66 | int move_index; |
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| 67 | |||
| 68 | // reset the moves array |
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| 69 | for (move_index = 0; move_index < board->move_count; move_index++) |
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| 70 | { |
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| 71 | move = &board->moves[move_index]; // quick access to move |
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| 72 | SAFE_free ((void **) &move->sides[COLOR_WHITE].takenparts); // free white's taken parts |
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| 73 | SAFE_free ((void **) &move->sides[COLOR_BLACK].takenparts); // free black's taken parts |
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| 74 | SAFE_free ((void **) &move->comment); // free each move comment |
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| 75 | } |
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| 76 | SAFE_free ((void **) &board->moves); // and the moves array itself |
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| 77 | board->viewed_move = -1; |
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| 78 | board->move_count = 0; |
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| 79 | |||
| 80 | // release players |
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| 81 | Player_Shutdown (&board->players[COLOR_WHITE]); |
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| 82 | Player_Shutdown (&board->players[COLOR_BLACK]); |
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| 83 | |||
| 84 | // game has not started yet |
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| 85 | board->game_state = STATE_UNKNOWN; |
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| 86 | |||
| 87 | return; // that's all there is |
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| 88 | } |
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| 89 | |||
| 90 | |||
| 91 | bool Board_Reset (board_t *board, wchar_t *fen_string) |
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| 92 | { |
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| 93 | // this function initializes a chess game according to a FEN string, WITHOUT changing the players |
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| 94 | |||
| 95 | boardmove_t *move; |
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| 96 | int move_index; |
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| 97 | bool is_success; |
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| 98 | |||
| 99 | // reset the moves array |
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| 100 | for (move_index = 0; move_index < board->move_count; move_index++) |
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| 101 | { |
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| 102 | move = &board->moves[move_index]; // quick access to move |
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| 103 | SAFE_free ((void **) &move->sides[COLOR_WHITE].takenparts); // free white's taken parts |
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| 104 | SAFE_free ((void **) &move->sides[COLOR_BLACK].takenparts); // free black's taken parts |
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| 105 | SAFE_free ((void **) &move->comment); // free each move comment |
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| 106 | } |
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| 107 | |||
| 108 | // resize the moves array and blank out the first move's structure |
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| 109 | board->moves = (boardmove_t *) SAFE_realloc (board->moves, board->move_count, 1, sizeof (boardmove_t), false); |
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| 110 | memset (&board->moves[0], 0, sizeof (boardmove_t)); |
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| 111 | |||
| 112 | board->viewed_move = 0; |
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| 113 | board->move_count = 1; |
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| 114 | board->game_state = STATE_UNKNOWN; // game has not started yet |
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| 115 | board->lastmove_time = 0.0f; |
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| 116 | |||
| 117 | // reset the players' view angles |
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| 118 | Player_ResetView (&board->players[COLOR_BLACK]); |
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| 119 | Player_ResetView (&board->players[COLOR_WHITE]); |
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| 120 | |||
| 121 | // can we NOT successfully initialize from the given FEN string ? |
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| 122 | is_success = Move_SetupFromFEN (&board->moves[0], fen_string); |
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| 123 | if (!is_success) |
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| 124 | Move_SetupFromFEN (&board->moves[0], FENSTARTUP_STANDARDCHESS); // if so, fallback to standard chess table |
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| 125 | |||
| 126 | // reset all selection and hovering information |
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| 127 | Board_SetSelectedAndHovered (board, -1, -1, -1, -1); |
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| 128 | |||
| 129 | // notify that board was just set up |
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| 130 | board->was_setup = true; |
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| 171 | pmbaty | 131 | board->players[COLOR_WHITE].should_wakeup = true; |
| 132 | board->players[COLOR_BLACK].should_wakeup = true; |
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| 1 | pmbaty | 133 | |
| 134 | return (is_success); // finished |
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| 135 | } |
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| 136 | |||
| 137 | |||
| 138 | bool Board_Think (board_t *board) |
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| 139 | { |
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| 140 | // helper function to make both a board's players think |
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| 141 | |||
| 142 | bool do_update; |
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| 143 | |||
| 144 | do_update = false; // don't update scene until told otherwise |
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| 145 | |||
| 146 | do_update |= Player_Think (&board->players[COLOR_WHITE]); // make white player think |
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| 147 | do_update |= Player_Think (&board->players[COLOR_BLACK]); // make black player think |
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| 148 | |||
| 149 | // do the board sides need to be swapped ? |
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| 150 | if (board->want_playerswap) |
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| 151 | { |
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| 152 | Board_SwapSides (board); // if so, swap board sides |
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| 153 | board->want_playerswap = false; // don't do this all day long |
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| 154 | do_update |= true; // and update the scene |
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| 155 | } |
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| 156 | |||
| 171 | pmbaty | 157 | // clear board setup notification |
| 1 | pmbaty | 158 | board->was_setup = false; |
| 159 | |||
| 160 | return (do_update); // finished, return whether we update the scene or not |
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| 161 | } |
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| 162 | |||
| 163 | |||
| 164 | void Board_SwapSides (board_t *board) |
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| 165 | { |
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| 166 | // helper function to swap a board's sides |
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| 167 | |||
| 168 | player_t player_to_swap; |
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| 169 | |||
| 170 | // THREAD-SAFE: wait until all buffers are unlocked |
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| 171 | while (board->players[COLOR_BLACK].sendbuffer_locked |
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| 172 | || board->players[COLOR_WHITE].sendbuffer_locked) |
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| 173 | Sleep (10); // test again in 10 milliseconds |
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| 174 | |||
| 175 | // lock all the buffers at once |
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| 176 | board->players[COLOR_BLACK].sendbuffer_locked = true; |
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| 177 | board->players[COLOR_WHITE].sendbuffer_locked = true; |
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| 178 | |||
| 179 | // swap players structures |
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| 180 | memcpy (&player_to_swap, &board->players[COLOR_BLACK], sizeof (player_t)); |
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| 181 | memcpy (&board->players[COLOR_BLACK], &board->players[COLOR_WHITE], sizeof (player_t)); |
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| 182 | memcpy (&board->players[COLOR_WHITE], &player_to_swap, sizeof (player_t)); |
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| 183 | |||
| 184 | // restore correct colors |
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| 185 | board->players[COLOR_BLACK].color = COLOR_BLACK; |
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| 186 | board->players[COLOR_WHITE].color = COLOR_WHITE; |
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| 187 | |||
| 188 | // turn their point of view 180 degrees |
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| 189 | board->players[COLOR_BLACK].view_yaw = WrapAngle (board->players[COLOR_BLACK].view_yaw + 180.0f); |
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| 190 | board->players[COLOR_WHITE].view_yaw = WrapAngle (board->players[COLOR_WHITE].view_yaw + 180.0f); |
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| 191 | |||
| 171 | pmbaty | 192 | // now unlock all the players' buffers and have them sleep for 2 seconds |
| 1 | pmbaty | 193 | board->players[COLOR_BLACK].sendbuffer_locked = false; |
| 194 | board->players[COLOR_WHITE].sendbuffer_locked = false; |
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| 171 | pmbaty | 195 | board->players[COLOR_BLACK].sleep_time = current_time + 2.0f; |
| 196 | board->players[COLOR_WHITE].sleep_time = current_time + 2.0f; |
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| 1 | pmbaty | 197 | |
| 198 | board->reevaluate = true; // remember to reevaluate this board |
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| 199 | |||
| 200 | return; // finished |
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| 201 | } |
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| 202 | |||
| 203 | |||
| 136 | pmbaty | 204 | void Board_EnterSetupPosition (board_t *board) |
| 205 | { |
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| 206 | // helper function to switch to board setup position mode |
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| 207 | |||
| 208 | memset (&board->moves[0].slots, 0, sizeof (board->moves[0].slots)); // erase all of start move's slots |
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| 209 | |||
| 210 | the_board.game_state = STATE_SETUPPOSITION; // game not started yet, enter board setup mode |
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| 211 | the_board.reevaluate = true; // evaluate board again |
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| 212 | |||
| 213 | // display the "please choose start position" phrase in the middle of the screen |
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| 140 | pmbaty | 214 | Scene_UpdateText (&the_scene.gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, true, L"\n\n\n\n\n\n%s", LOCALIZE (L"SetupMode")); |
| 136 | pmbaty | 215 | the_scene.gui.partspick_selectedpart = ' '; // no selected part yet |
| 216 | the_scene.update = true; // and update the 3D scene |
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| 217 | |||
| 218 | return; // finished |
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| 219 | } |
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| 220 | |||
| 221 | |||
| 1 | pmbaty | 222 | void Board_SetSelectedAndHovered (board_t *board, int selected_line, int selected_column, int hovered_line, int hovered_column) |
| 223 | { |
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| 224 | // helper function to forcibly set a board's selected and hovered slots (respectively move source and destination) |
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| 225 | |||
| 226 | board->selected_position[0] = selected_line; |
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| 227 | board->selected_position[1] = selected_column; |
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| 228 | board->hovered_position[0] = hovered_line; |
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| 229 | board->hovered_position[1] = hovered_column; |
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| 230 | |||
| 231 | return; // finished |
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| 232 | } |
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| 233 | |||
| 234 | |||
| 235 | char Board_ColorToMove (board_t *board) |
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| 236 | { |
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| 237 | // helper function that returns the current color to move for the given board |
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| 238 | // NOTE: since the return value may be used to address an array, DO NOT return an invalid value ! |
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| 239 | |||
| 240 | if ((board->moves == NULL) || (board->move_count < 1)) |
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| 241 | return (COLOR_WHITE); // consistency check |
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| 242 | |||
| 243 | return (1 - board->moves[the_board.move_count - 1].color); // return the opposite color of the last move's color |
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| 244 | } |
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| 245 | |||
| 246 | |||
| 247 | void Board_AppendMove (board_t *board, int from_line, int from_column, int to_line, int to_column, char promotion_type, wchar_t *comment) |
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| 248 | { |
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| 249 | // this function processes a part movement on the specified board. |
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| 250 | |||
| 251 | boardmove_t *last_move; |
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| 252 | boardmove_t new_move; |
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| 253 | int side_index; |
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| 254 | boardside_t *playing_side; |
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| 255 | boardside_t *opposing_side; |
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| 256 | |||
| 257 | // get a quick access to board's last move |
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| 258 | last_move = &board->moves[board->move_count - 1]; |
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| 259 | |||
| 260 | // prepare the new move |
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| 261 | new_move.color = 1 - last_move->color; // switch colors |
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| 262 | new_move.part = last_move->slots[from_line][from_column].part; // save the move part type |
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| 263 | new_move.promotion_type = promotion_type; // save the promotion type |
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| 264 | new_move.has_captured = false; // assume there's no capture until told otherwise |
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| 265 | new_move.is_enpassant = false; // assume no en passant coup is played until told otherwise |
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| 266 | new_move.is_check = false; // assume no check until told otherwise |
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| 267 | new_move.is_stalemate = false; // assume no stalemate until told otherwise |
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| 268 | new_move.source[0] = from_line; // save the move source line and column |
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| 269 | new_move.source[1] = from_column; |
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| 270 | new_move.target[0] = to_line; // save the move target line and column |
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| 271 | new_move.target[1] = to_column; |
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| 272 | new_move.pgntext[0] = 0; // will be evaluated at the end of this function |
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| 273 | new_move.comment = NULL; // assume no comment until told otherwise |
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| 274 | new_move.comment_size = 0; |
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| 275 | for (side_index = 0; side_index < 2; side_index++) |
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| 276 | { |
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| 277 | new_move.sides[side_index].takenparts = (unsigned char *) SAFE_malloc (last_move->sides[side_index].takenpart_count, sizeof (unsigned char), false); |
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| 278 | memcpy (new_move.sides[side_index].takenparts, last_move->sides[side_index].takenparts, last_move->sides[side_index].takenpart_count * sizeof (unsigned char)); |
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| 279 | new_move.sides[side_index].takenpart_count = last_move->sides[side_index].takenpart_count; // copy side's taken parts |
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| 280 | new_move.sides[side_index].shortcastle_allowed = last_move->sides[side_index].shortcastle_allowed; // copy whether side can castle short |
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| 281 | new_move.sides[side_index].longcastle_allowed = last_move->sides[side_index].longcastle_allowed; // copy whether side can castle long |
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| 282 | } |
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| 283 | memcpy (&new_move.slots, last_move->slots, sizeof (last_move->slots)); // copy table disposition |
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| 284 | new_move.fen_string[0] = 0; // will be evaluated at the end of this function |
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| 285 | |||
| 286 | // get a quick access to current and opposing sides |
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| 287 | playing_side = &new_move.sides[new_move.color]; |
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| 288 | opposing_side = &new_move.sides[1 - new_move.color]; |
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| 289 | |||
| 290 | // is a piece being taken ? |
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| 291 | if (new_move.slots[to_line][to_column].part != PART_NONE) |
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| 292 | { |
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| 293 | // was the piece being taken a rook ? |
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| 294 | if (new_move.slots[to_line][to_column].part == PART_ROOK) |
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| 295 | { |
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| 296 | // was it a white tower in A1, a white tower in A7, a black tower in H1 or a black tower in H7 ? |
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| 297 | if ((new_move.slots[to_line][to_column].color == COLOR_WHITE) && (to_line == 0) && (to_column == 0)) |
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| 298 | new_move.sides[COLOR_WHITE].longcastle_allowed = false; // our opponent can no longer castle queenside |
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| 299 | else if ((new_move.slots[to_line][to_column].color == COLOR_WHITE) && (to_line == 0) && (to_column == 7)) |
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| 300 | new_move.sides[COLOR_WHITE].shortcastle_allowed = false; // our opponent can no longer castle bishopside |
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| 301 | else if ((new_move.slots[to_line][to_column].color == COLOR_BLACK) && (to_line == 7) && (to_column == 0)) |
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| 302 | new_move.sides[COLOR_BLACK].longcastle_allowed = false; // our opponent can no longer castle queenside |
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| 303 | else if ((new_move.slots[to_line][to_column].color == COLOR_BLACK) && (to_line == 7) && (to_column == 7)) |
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| 304 | new_move.sides[COLOR_BLACK].shortcastle_allowed = false; // our opponent can no longer castle bishopside |
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| 305 | } |
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| 306 | |||
| 307 | // resize this players' taken parts array and move the taken piece in it |
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| 308 | playing_side->takenparts = (unsigned char *) SAFE_realloc (playing_side->takenparts, playing_side->takenpart_count, playing_side->takenpart_count + 1, sizeof (unsigned char), true); |
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| 309 | playing_side->takenparts[playing_side->takenpart_count] = new_move.slots[to_line][to_column].part; |
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| 310 | playing_side->takenpart_count++; // player has now taken one piece more |
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| 311 | new_move.has_captured = true; // remember a part has just been captured |
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| 312 | } |
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| 313 | |||
| 314 | // else is it an "en passant" coup ? |
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| 315 | else if ((new_move.slots[from_line][from_column].part == PART_PAWN) // we're a pawn |
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| 316 | && (abs (to_column - from_column) == 1) // we moved diagonally |
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| 317 | && (new_move.slots[to_line][to_column].part == PART_NONE) // no part on destination |
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| 318 | && (new_move.slots[from_line][to_column].part == PART_PAWN)) // but a pawn next to us |
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| 319 | { |
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| 320 | // resize this players' taken parts array and move the taken piece in it |
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| 321 | playing_side->takenparts = (unsigned char *) SAFE_realloc (playing_side->takenparts, playing_side->takenpart_count, playing_side->takenpart_count + 1, sizeof (unsigned char), true); |
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| 322 | playing_side->takenparts[playing_side->takenpart_count] = new_move.slots[from_line][to_column].part; |
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| 323 | memset (&new_move.slots[from_line][to_column], 0, sizeof (boardslot_t)); // "en passant" coup |
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| 324 | playing_side->takenpart_count++; // player has now taken one piece more |
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| 325 | new_move.has_captured = true; // remember a part has just been captured |
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| 326 | new_move.is_enpassant = true; // and that it's an en passant coup |
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| 327 | } |
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| 328 | |||
| 329 | // has a promotion been specified ? |
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| 330 | if (promotion_type != PART_NONE) |
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| 331 | Move_SetSlot (&new_move, from_line, from_column, new_move.color, promotion_type); // promote the pawn to the desired type |
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| 332 | |||
| 333 | // was the moved part the king ? if so, player can't castle anymore |
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| 334 | if (new_move.slots[from_line][from_column].part == PART_KING) |
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| 335 | { |
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| 336 | // did the king castle queenside ? or did it castle bishopside ? |
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| 337 | if ((from_column == 4) && (to_column == 2)) |
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| 338 | { |
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| 339 | // move the rook from A to D (0 -> 3) and wipe its previous location |
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| 340 | memcpy (&new_move.slots[to_line][3], &new_move.slots[from_line][0], sizeof (boardslot_t)); |
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| 341 | memset (&new_move.slots[from_line][0], 0, sizeof (boardslot_t)); |
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| 342 | } |
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| 343 | else if ((from_column == 4) && (to_column == 6)) |
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| 344 | { |
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| 345 | // move the rook from H to F (7 -> 5) and wipe its previous location |
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| 346 | memcpy (&new_move.slots[to_line][5], &new_move.slots[from_line][7], sizeof (boardslot_t)); |
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| 347 | memset (&new_move.slots[from_line][7], 0, sizeof (boardslot_t)); |
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| 348 | } |
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| 349 | |||
| 350 | // no matter whether it castled or not, remember this king cannot castle anymore |
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| 351 | playing_side->shortcastle_allowed = false; |
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| 352 | playing_side->longcastle_allowed = false; |
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| 353 | } |
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| 354 | |||
| 355 | // else was it the rook ? |
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| 356 | else if (new_move.slots[from_line][from_column].part == PART_ROOK) |
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| 357 | { |
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| 358 | // was the tower in A ? or was it in H ? |
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| 359 | if (from_column == 0) |
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| 360 | playing_side->longcastle_allowed = false; // player can no longer castle queenside |
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| 361 | else if (from_column == 7) |
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| 362 | playing_side->shortcastle_allowed = false; // player can no longer castle bishopside |
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| 363 | } |
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| 364 | |||
| 365 | // move the part and erase the starting slot |
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| 366 | memcpy (&new_move.slots[to_line][to_column], &new_move.slots[from_line][from_column], sizeof (boardslot_t)); |
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| 367 | memset (&new_move.slots[from_line][from_column], 0, sizeof (boardslot_t)); |
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| 368 | |||
| 369 | // does the new move have a comment ? if so, save it |
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| 370 | if ((comment != NULL) && (comment[0] != 0)) |
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| 371 | { |
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| 372 | new_move.comment_size = wcslen (comment) + 1; // save this move's comment and the size of the mallocated space |
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| 373 | new_move.comment = (wchar_t *) SAFE_malloc (new_move.comment_size, sizeof (wchar_t), false); |
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| 374 | wcscpy_s (new_move.comment, new_move.comment_size, comment); // copy comment |
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| 375 | } |
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| 376 | |||
| 377 | // evaluate check and stalemate status |
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| 378 | new_move.is_check = Move_IsCheck (&new_move, 1 - new_move.color); // save whether opponent is in check or not |
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| 379 | new_move.is_stalemate = Move_IsStaleMate (&new_move, 1 - new_move.color); // save whether opponent is stalemate |
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| 380 | |||
| 381 | // describe our move in Standard Abbreviated Notation and describe the resulting table in Forsyth-Edwards Notation |
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| 177 | pmbaty | 382 | Move_DescribeInSAN (&new_move, last_move); |
| 1 | pmbaty | 383 | Move_DescribeInFEN (&new_move); |
| 384 | |||
| 385 | // resize the previous moves array and insert our new move at the end of it |
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| 386 | board->moves = (boardmove_t *) SAFE_realloc (board->moves, board->move_count, board->move_count + 1, sizeof (boardmove_t), false); |
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| 387 | memcpy (&board->moves[board->move_count], &new_move, sizeof (boardmove_t)); |
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| 388 | board->move_count++; // we know now one previous move more |
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| 389 | |||
| 390 | board->viewed_move = board->move_count - 1; // set the move to be viewed to be the last move |
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| 391 | |||
| 392 | // if the game hadn't started yet, remember it has now |
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| 393 | if (board->game_state == STATE_UNKNOWN) |
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| 394 | board->game_state = STATE_PLAYING; |
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| 395 | |||
| 396 | // remember the last move time |
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| 397 | board->lastmove_time = current_time; |
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| 398 | |||
| 75 | pmbaty | 399 | // reset stoppage time |
| 400 | stoppage_time = 0; |
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| 401 | |||
| 1 | pmbaty | 402 | // remember the game state should be reevaluated |
| 403 | board->reevaluate = true; |
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| 404 | |||
| 405 | return; // finished |
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| 406 | } |