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[carveJwlIkooP6JGAAIwe30JlM.git] / world_routes.h
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef ROUTES_H
6 #define ROUTES_H
7
8 #include <time.h>
9 #include "world.h"
10 #include "world_gate.h"
11
12 #if 0
13 #include "shaders/vblend.h"
14 #endif
15
16 #include "shaders/scene_route.h"
17 #include "shaders/routeui.h"
18
19
20 VG_STATIC
21 void world_routes_local_set_record( world_instance *world, ent_route *route,
22 double lap_time )
23 {
24 vg_success( " NEW LAP TIME: %f\n", lap_time );
25
26 if( route->official_track_id != 0xffffffff ){
27 double time_centiseconds = lap_time * 100.0;
28 if( time_centiseconds > (float)0xfffe ) /* skill issue */
29 return;
30
31 highscore_record temp;
32 temp.trackid = route->official_track_id;
33 temp.datetime = time(NULL);
34 temp.playerid = 0;
35 temp.points = 0;
36 temp.time = time_centiseconds;
37
38 #if 0
39 highscores_push_record( &temp );
40 #endif
41
42 struct track_info *ti = &track_infos[ route->official_track_id ];
43 ti->push = 1;
44
45 if( ti->achievement_id ){
46 #if 0
47 steam_set_achievement( ti->achievement_id );
48 steam_store_achievements();
49 #endif
50 }
51 }
52 else{
53 vg_warn( "There is no associated track for this record...\n" );
54 }
55 }
56
57
58 VG_STATIC void world_routes_clear( world_instance *world )
59 {
60 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
61 ent_route *route = mdl_arritm( &world->ent_route, i );
62 route->active_checkpoint = 0xffffffff;
63 }
64
65 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
66 ent_gate *rg = mdl_arritm( &world->ent_gate, i );
67 rg->timing_version = 0;
68 rg->timing_time = 0.0;
69 }
70
71 world_global.current_run_version += 4;
72 world_global.last_use = 0.0;
73 }
74
75 VG_STATIC void world_routes_time_lap( world_instance *world, ent_route *route )
76 {
77 vg_info( "------- time lap %s -------\n",
78 mdl_pstr(&world->meta,route->pstr_name) );
79
80 double total_time = 0.0;
81 u32 last_version;
82 int validated = 1;
83
84 for( u32 i=0; i<route->checkpoints_count; i++ ){
85 u32 cpid = route->checkpoints_start+(i+route->active_checkpoint);
86 cpid = cpid % route->checkpoints_count;
87
88 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, cpid );
89 ent_gate *rg = mdl_arritm( &world->ent_gate, cp->gate_index );
90 rg = mdl_arritm( &world->ent_gate, rg->target );
91
92 if( i == 0 )
93 total_time = rg->timing_time;
94 else{
95 if( last_version+1 != rg->timing_version )
96 validated = 0;
97 }
98
99 last_version = rg->timing_version;
100 vg_info( "%u %f\n", rg->timing_version, rg->timing_time );
101 }
102
103 vg_info( "%u %f\n", world_global.current_run_version, world_global.time );
104
105 if( validated && (world_global.current_run_version == last_version+1)){
106 total_time = world_global.time - total_time;
107 world_routes_local_set_record( world, route, total_time );
108 }
109 vg_info( "----------------------------\n" );
110 }
111
112 /*
113 * When going through a gate this is called for bookkeeping purposes
114 */
115 VG_STATIC void world_routes_activate_entry_gate( world_instance *world,
116 ent_gate *rg )
117 {
118 ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
119
120 world_global.last_use = world_global.time;
121
122 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
123 ent_route *route = mdl_arritm( &world->ent_route, i );
124
125 u32 active_prev = route->active_checkpoint;
126 route->active_checkpoint = 0xffffffff;
127
128 for( u32 j=0; j<4; j++ ){
129 if( dest->routes[j] == i ){
130 for( u32 k=0; k<route->checkpoints_count; k++ ){
131 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint,
132 route->checkpoints_start+k );
133
134 ent_gate *gk = mdl_arritm( &world->ent_gate, cp->gate_index );
135 gk = mdl_arritm( &world->ent_gate, gk->target );
136 if( gk == dest ){
137 route->active_checkpoint = k;
138 world_routes_time_lap( world, route );
139 break;
140 }
141 }
142 break;
143 }
144 }
145 }
146
147 dest->timing_version = world_global.current_run_version;
148 dest->timing_time = world_global.time;
149
150 world_global.current_run_version ++;
151 }
152
153 /* draw lines along the paths */
154 VG_STATIC void world_routes_debug( world_instance *world )
155 {
156 for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
157 ent_route_node *rn = mdl_arritm(&world->ent_route_node,i);
158 vg_line_pt3( rn->co, 0.25f, VG__WHITE );
159 }
160
161 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
162 ent_route *route = mdl_arritm(&world->ent_route, i);
163
164 u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
165 0xff5442f5 };
166
167 u32 cc = 0xffcccccc;
168 if( route->active_checkpoint != 0xffffffff ){
169 cc = colours[i%vg_list_size(colours)];
170 }
171
172 for( int i=0; i<route->checkpoints_count; i++ ){
173 int i0 = route->checkpoints_start+i,
174 i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
175
176 ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
177 *c1 = mdl_arritm(&world->ent_checkpoint, i1);
178
179 ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
180 ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
181
182 v3f p0, p1;
183 v3_copy( start_gate->co[1], p0 );
184
185 for( int j=0; j<c0->path_count; j ++ ){
186 ent_path_index *index = mdl_arritm( &world->ent_path_index,
187 c0->path_start+j );
188
189 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
190 index->index );
191
192 v3_copy( rn->co, p1 );
193 vg_line( p0, p1, cc );
194 v3_copy( p1, p0 );
195 }
196
197 v3_copy( end_gate->co[0], p1 );
198 vg_line( p0, p1, cc );
199 }
200 }
201 }
202
203 VG_STATIC void world_routes_place_curve( world_instance *world,
204 v4f h[3], v3f n0, v3f n2 )
205 {
206 float t;
207 v3f p, pd;
208 int last_valid;
209
210 float total_length = 0.0f,
211 travel_length = 0.0;
212
213 v3f last;
214 v3_copy( h[0], last );
215 for( int it=0; it<128; it ++ ){
216 t = (float)(it+1) * (1.0f/128.0f);
217 eval_bezier3( h[0], h[1], h[2], t, p );
218 total_length += v3_dist( p, last );
219 v3_copy( p, last );
220 }
221
222 float patch_size = 4.0f,
223 patch_count = ceilf( total_length / patch_size );
224
225 t = 0.0f;
226 v3_copy( h[0], last );
227
228 for( int it=0; it<128; it ++ ){
229 float const k_sample_dist = 0.0025f,
230 k_line_width = 1.5f;
231
232 eval_bezier3( h[0], h[1], h[2], t, p );
233 eval_bezier3( h[0], h[1], h[2], t+k_sample_dist, pd );
234
235 travel_length += v3_dist( p, last );
236
237 float mod = k_sample_dist / v3_dist( p, pd );
238
239 v3f v0,up, right;
240
241 v3_muls( n0, -(1.0f-t), up );
242 v3_muladds( up, n2, -t, up );
243 v3_normalize( up );
244
245 v3_sub( pd,p,v0 );
246 v3_cross( up, v0, right );
247 v3_normalize( right );
248
249 float cur_x = (1.0f-t)*h[0][3] + t*h[2][3];
250
251 v3f sc, sa, sb, down;
252 v3_muladds( p, right, cur_x * k_line_width, sc );
253 v3_muladds( sc, up, 1.5f, sc );
254 v3_muladds( sc, right, k_line_width*0.95f, sa );
255 v3_muladds( sc, right, 0.0f, sb );
256 v3_muls( up, -1.0f, down );
257
258 ray_hit ha, hb;
259 ha.dist = 8.0f;
260 hb.dist = 8.0f;
261
262 int resa = ray_world( world, sa, down, &ha ),
263 resb = ray_world( world, sb, down, &hb );
264
265 if( resa && resb ){
266 struct world_surface *surfa = ray_hit_surface( world, &ha ),
267 *surfb = ray_hit_surface( world, &hb );
268
269 if( (surfa->info.flags & k_material_flag_skate_surface) &&
270 (surfb->info.flags & k_material_flag_skate_surface) )
271 {
272 scene_vert va, vb;
273
274 float gap = vg_fractf(cur_x*0.5f)*0.02f;
275
276 v3_muladds( ha.pos, up, 0.06f+gap, va.co );
277 v3_muladds( hb.pos, up, 0.06f+gap, vb.co );
278
279 scene_vert_pack_norm( &va, up );
280 scene_vert_pack_norm( &vb, up );
281
282 float t1 = (travel_length / total_length) * patch_count;
283 va.uv[0] = t1;
284 va.uv[1] = 0.0f;
285 vb.uv[0] = t1;
286 vb.uv[1] = 1.0f;
287
288 scene_push_vert( world->scene_lines, &va );
289 scene_push_vert( world->scene_lines, &vb );
290
291 if( last_valid ){
292 /* Connect them with triangles */
293 scene_push_tri( world->scene_lines, (u32[3]){
294 last_valid+0-2, last_valid+1-2, last_valid+2-2} );
295 scene_push_tri( world->scene_lines, (u32[3]){
296 last_valid+1-2, last_valid+3-2, last_valid+2-2} );
297 }
298
299 last_valid = world->scene_lines->vertex_count;
300 }
301 else
302 last_valid = 0;
303 }
304 else
305 last_valid = 0;
306
307 if( t == 1.0f )
308 return;
309
310 t += 1.0f*mod;
311 if( t > 1.0f )
312 t = 1.0f;
313
314 v3_copy( p, last );
315 }
316 }
317
318 VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id )
319 {
320 ent_route *route = mdl_arritm( &world->ent_route, route_id );
321 u32 last_valid = 0;
322
323 for( int i=0; i<route->checkpoints_count; i++ ){
324 int i0 = route->checkpoints_start+i,
325 i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
326
327 ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
328 *c1 = mdl_arritm(&world->ent_checkpoint, i1);
329
330 ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
331 start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
332
333 ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ),
334 *collector = mdl_arritm( &world->ent_gate, end_gate->target );
335
336 v4f p[3];
337
338 v3_add( (v3f){0.0f,0.1f,0.0f}, start_gate->co[0], p[0] );
339 p[0][3] = start_gate->ref_count;
340 p[0][3] -= (float)start_gate->ref_total * 0.5f;
341 start_gate->ref_count ++;
342
343 if( !c0->path_count )
344 continue;
345
346 /* this is so that we get nice flow through the gates */
347 v3f temp_alignments[2];
348 ent_gate *both[] = { start_gate, end_gate };
349
350 for( int j=0; j<2; j++ ){
351 int pi = c0->path_start + ((j==1)? c0->path_count-1: 0);
352
353 ent_path_index *index = mdl_arritm( &world->ent_path_index, pi );
354 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
355 index->index );
356 v3f v0;
357 v3_sub( rn->co, both[j]->co[0], v0 );
358 float d = v3_dot( v0, both[j]->to_world[2] );
359
360 v3_muladds( both[j]->co[0], both[j]->to_world[2], d,
361 temp_alignments[j] );
362 v3_add( (v3f){0.0f,0.1f,0.0f}, temp_alignments[j], temp_alignments[j]);
363 }
364
365
366 for( int j=0; j<c0->path_count; j ++ ){
367 ent_path_index *index = mdl_arritm( &world->ent_path_index,
368 c0->path_start+j );
369 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
370 index->index );
371 if( j==0 || j==c0->path_count-1 )
372 if( j == 0 )
373 v3_copy( temp_alignments[0], p[1] );
374 else
375 v3_copy( temp_alignments[1], p[1] );
376 else
377 v3_copy( rn->co, p[1] );
378
379 p[1][3] = rn->ref_count;
380 p[1][3] -= (float)rn->ref_total * 0.5f;
381 rn->ref_count ++;
382
383 if( j+1 < c0->path_count ){
384 index = mdl_arritm( &world->ent_path_index,
385 c0->path_start+j+1 );
386 rn = mdl_arritm( &world->ent_route_node, index->index );
387
388 if( j+1 == c0->path_count-1 )
389 v3_lerp( p[1], temp_alignments[1], 0.5f, p[2] );
390 else
391 v3_lerp( p[1], rn->co, 0.5f, p[2] );
392
393 p[2][3] = rn->ref_count;
394 p[2][3] -= (float)rn->ref_total * 0.5f;
395 }
396 else{
397 v3_copy( end_gate->co[0], p[2] );
398 v3_add( (v3f){0.0f,0.1f,0.0f}, p[2], p[2] );
399 p[2][3] = collector->ref_count;
400
401 if( i == route->checkpoints_count-1)
402 p[2][3] -= 1.0f;
403
404 p[2][3] -= (float)collector->ref_total * 0.5f;
405 //collector->ref_count ++;
406 }
407
408 /* p0,p1,p2 bezier patch is complete
409 * --------------------------------------*/
410 v3f surf0, surf2, n0, n2;
411
412 if( bh_closest_point( world->geo_bh, p[0], surf0, 5.0f ) == -1 )
413 v3_add( (v3f){0.0f,-0.1f,0.0f}, p[0], surf0 );
414
415 if( bh_closest_point( world->geo_bh, p[2], surf2, 5.0f ) == -1 )
416 v3_add( (v3f){0.0f,-0.1f,0.0f}, p[2], surf2 );
417
418 v3_sub( surf0, p[0], n0 );
419 v3_sub( surf2, p[2], n2 );
420 v3_normalize( n0 );
421 v3_normalize( n2 );
422
423 world_routes_place_curve( world, p, n0, n2 );
424
425 /* --- */
426 v4_copy( p[2], p[0] );
427 }
428 }
429
430 scene_copy_slice( world->scene_lines, &route->sm );
431 }
432
433 /*
434 * Create the strips of colour that run through the world along course paths
435 */
436 VG_STATIC void world_routes_generate( world_instance *world )
437 {
438 vg_info( "Generating route meshes\n" );
439 world->scene_lines = scene_init( world_global.generic_heap, 200000, 300000 );
440
441 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
442 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
443 gate->ref_count = 0;
444 gate->ref_total = 0;
445 }
446
447 for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
448 ent_route_node *rn = mdl_arritm( &world->ent_route_node, i );
449 rn->ref_count = 0;
450 rn->ref_total = 0;
451 }
452
453 for( u32 k=0; k<mdl_arrcount(&world->ent_route); k++ ){
454 ent_route *route = mdl_arritm( &world->ent_route, k );
455
456 for( int i=0; i<route->checkpoints_count; i++ ){
457 int i0 = route->checkpoints_start+i,
458 i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
459
460 ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
461 *c1 = mdl_arritm(&world->ent_checkpoint, i1);
462
463 ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
464 start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
465 start_gate->ref_total ++;
466
467 if( !c0->path_count )
468 continue;
469
470 for( int j=0; j<c0->path_count; j ++ ){
471 ent_path_index *index = mdl_arritm( &world->ent_path_index,
472 c0->path_start+j );
473 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
474 index->index );
475 rn->ref_total ++;
476 }
477 }
478 }
479
480 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ )
481 world_routes_create_mesh( world, i );
482
483 vg_acquire_thread_sync();
484 {
485 scene_upload( world->scene_lines, &world->mesh_route_lines );
486 }
487 vg_release_thread_sync();
488 vg_linear_del( world_global.generic_heap, world->scene_lines );
489
490 world_routes_clear( world );
491 }
492
493 /* load all routes from model header */
494 VG_STATIC void world_routes_ent_init( world_instance *world )
495 {
496 vg_info( "Initializing routes\n" );
497
498 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
499 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
500 for( u32 j=0; j<4; j++ ){
501 gate->routes[j] = 0xffff;
502 }
503 }
504
505 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
506 ent_route *route = mdl_arritm(&world->ent_route,i);
507 mdl_transform_m4x3( &route->transform, route->board_transform );
508
509 route->official_track_id = 0xffffffff;
510 for( u32 j=0; j<vg_list_size(track_infos); j ++ ){
511 if( !strcmp(track_infos[j].name,
512 mdl_pstr(&world->meta,route->pstr_name))){
513 route->official_track_id = j;
514 }
515 }
516
517 for( u32 j=0; j<route->checkpoints_count; j++ ){
518 u32 id = route->checkpoints_start + j;
519 ent_checkpoint *cp = mdl_arritm(&world->ent_checkpoint,id);
520
521 ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
522
523 for( u32 k=0; k<4; k++ ){
524 if( gate->routes[k] == 0xffff ){
525 gate->routes[k] = i;
526 break;
527 }
528 }
529
530 if( gate->type == k_gate_type_teleport ){
531 gate = mdl_arritm(&world->ent_gate, gate->target );
532
533 for( u32 k=0; k<4; k++ ){
534 if( gate->routes[k] == i ){
535 vg_error( "already assigned route to gate\n" );
536 break;
537 }
538 if( gate->routes[k] == 0xffff ){
539 gate->routes[k] = i;
540 break;
541 }
542 }
543 }
544 }
545 }
546
547 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
548 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
549
550 vg_info( "ROUTES :: %hu %hu %hu %hu\n", gate->routes[0],
551 gate->routes[1],
552 gate->routes[2],
553 gate->routes[3] );
554 }
555
556 world_routes_clear( world );
557 }
558
559 /*
560 * -----------------------------------------------------------------------------
561 * Events
562 * -----------------------------------------------------------------------------
563 */
564
565 VG_STATIC void world_routes_init(void)
566 {
567 world_global.current_run_version = 200;
568 world_global.time = RESET_MAX_TIME*2.0;
569 world_global.last_use = 0.0;
570
571 shader_scene_route_register();
572 shader_routeui_register();
573 }
574
575 VG_STATIC void world_routes_update( world_instance *world )
576 {
577 world_global.time += vg.time_delta;
578
579 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
580 ent_route *route = mdl_arritm( &world->ent_route, i );
581
582 int target = route->active_checkpoint == 0xffffffff? 0: 1;
583 route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta );
584 }
585 }
586
587 VG_STATIC void bind_terrain_noise(void);
588 VG_STATIC void world_bind_light_array( world_instance *world,
589 GLuint shader, GLuint location,
590 int slot );
591 VG_STATIC void world_bind_light_index( world_instance *world,
592 GLuint shader, GLuint location,
593 int slot );
594
595 VG_STATIC void render_world_routes( world_instance *world, camera *cam,
596 int layer_depth )
597 {
598 m4x3f identity_matrix;
599 m4x3_identity( identity_matrix );
600
601 shader_scene_route_use();
602 shader_scene_route_uTexGarbage(0);
603 world_link_lighting_ub( world, _shader_scene_route.id );
604 world_bind_position_texture( world, _shader_scene_route.id,
605 _uniform_scene_route_g_world_depth, 2 );
606 world_bind_light_array( world, _shader_scene_route.id,
607 _uniform_scene_route_uLightsArray, 3 );
608 world_bind_light_index( world, _shader_scene_route.id,
609 _uniform_scene_route_uLightsIndex, 4 );
610 bind_terrain_noise();
611
612 shader_scene_route_uPv( cam->mtx.pv );
613 shader_scene_route_uPvmPrev( cam->mtx_prev.pv );
614 shader_scene_route_uMdl( identity_matrix );
615 shader_scene_route_uCamera( cam->transform[3] );
616 shader_scene_route_uBoard0( TEMP_BOARD_0 );
617 shader_scene_route_uBoard1( TEMP_BOARD_1 );
618
619 mesh_bind( &world->mesh_route_lines );
620
621 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
622 ent_route *route = mdl_arritm( &world->ent_route, i );
623
624 v4f colour;
625 v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
626 colour[3] = route->factive*0.2f;
627
628 shader_scene_route_uColour( colour );
629 mdl_draw_submesh( &route->sm );
630 }
631
632 shader_model_gate_use();
633 shader_model_gate_uPv( cam->mtx.pv );
634 shader_model_gate_uCam( cam->pos );
635 shader_model_gate_uTime( vg.time*0.25f );
636 shader_model_gate_uInvRes( (v2f){
637 1.0f / (float)vg.window_x,
638 1.0f / (float)vg.window_y });
639
640 mesh_bind( &world_global.mesh_gate );
641
642 /* skip writing into the motion vectors for this */
643 glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
644
645 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
646 ent_route *route = mdl_arritm( &world->ent_route, i );
647
648 if( route->active_checkpoint != 0xffffffff ){
649 v4f colour;
650 float brightness = 0.3f + world->ub_lighting.g_day_phase;
651 v3_muls( route->colour, brightness, colour );
652 colour[3] = 1.0f-route->factive;
653
654 shader_model_gate_uColour( colour );
655
656 u32 next = route->active_checkpoint+1+layer_depth;
657 next = next % route->checkpoints_count;
658 next += route->checkpoints_start;
659
660 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
661 ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
662 shader_model_gate_uMdl( gate->to_world );
663
664 for( u32 j=0; j<4; j++ ){
665 if( gate->routes[j] == i ){
666 mdl_draw_submesh( &world_global.sm_gate_marker[j] );
667 break;
668 }
669 }
670 }
671 }
672 glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
673 }
674
675 #endif /* ROUTES_H */