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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
4 .entity freezetag_ice;
5 float freezetag_teams;
6
7 float freezetag_CheckTeams();
8 float freezetag_CheckWinner();
9 void freezetag_Initialize()
10 {
11         precache_model("models/ice/ice.md3");
12         ScoreRules_freezetag();
13
14         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null, 5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
15
16         addstat(STAT_REDALIVE, AS_INT, redalive_stat);
17         addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
18         addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
19         addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
20
21         addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
22         addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
23 }
24
25 void freezetag_count_alive_players()
26 {
27         entity e;
28         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
29         FOR_EACH_PLAYER(e) {
30                 if(e.team == COLOR_TEAM1 && e.health >= 1)
31                 {
32                         ++total_players;
33                         if (!e.freezetag_frozen) ++redalive;
34                 }
35                 else if(e.team == COLOR_TEAM2 && e.health >= 1)
36                 {
37                         ++total_players;
38                         if (!e.freezetag_frozen) ++bluealive;
39                 }
40                 else if(e.team == COLOR_TEAM3 && e.health >= 1)
41                 {
42                         ++total_players;
43                         if (!e.freezetag_frozen) ++yellowalive;
44                 }
45                 else if(e.team == COLOR_TEAM4 && e.health >= 1)
46                 {
47                         ++total_players;
48                         if (!e.freezetag_frozen) ++pinkalive;
49                 }
50         }
51         FOR_EACH_REALCLIENT(e) {
52                 e.redalive_stat = redalive;
53                 e.bluealive_stat = bluealive;
54                 e.yellowalive_stat = yellowalive;
55                 e.pinkalive_stat = pinkalive;
56         }
57 }
58 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
59 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
60
61 float prev_total_players;
62 float freezetag_CheckTeams()
63 {
64         entity e;
65         if(FREEZETAG_ALIVE_TEAMS_OK())
66         {
67                 if(prev_total_players != -1)
68                 {
69                         FOR_EACH_REALCLIENT(e)
70                                 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
71                 }
72                 prev_total_players = -1;
73                 return 1;
74         }
75         if(prev_total_players != total_players)
76         {
77                 string teams_missing = "";
78                 if(!redalive)   teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
79                 if(!bluealive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
80                 if(freezetag_teams >= 3)
81                 if(!yellowalive)        teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
82                 if(freezetag_teams == 4)
83                 if(!pinkalive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
84                 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
85
86                 FOR_EACH_REALCLIENT(e)
87                         Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
88                 prev_total_players = total_players;
89         }
90         return 0;
91 }
92
93 float freezetag_getWinnerTeam()
94 {
95         float winner_team = 0;
96         if(redalive >= 1)
97                 winner_team = COLOR_TEAM1;
98         if(bluealive >= 1)
99         {
100                 if(winner_team) return 0;
101                 winner_team = COLOR_TEAM2;
102         }
103         if(yellowalive >= 1)
104         {
105                 if(winner_team) return 0;
106                 winner_team = COLOR_TEAM3;
107         }
108         if(pinkalive >= 1)
109         {
110                 if(winner_team) return 0;
111                 winner_team = COLOR_TEAM4;
112         }
113         if(winner_team)
114                 return winner_team;
115         return -1; // no player left
116 }
117
118 float freezetag_CheckWinner()
119 {
120         entity e;
121         if(round_handler_GetTimeLeft() <= 0)
122         {
123                 FOR_EACH_REALCLIENT(e)
124                         centerprint(e, "Round over, there's no winner");
125                 bprint("Round over, there's no winner.\n");
126                 FOR_EACH_PLAYER(e)
127                         e.freezetag_frozen_timeout = 0;
128                 return 1;
129         }
130
131         if(FREEZETAG_ALIVE_TEAMS() > 1)
132                 return 0;
133
134         float winner_team;
135         string teamname;
136         winner_team = freezetag_getWinnerTeam();
137         if(winner_team > 0)
138         {
139                 teamname = ColoredTeamName(winner_team);
140                 FOR_EACH_REALCLIENT(e)
141                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
142                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
143                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
144         }
145         else if(winner_team == -1)
146         {
147                 FOR_EACH_REALCLIENT(e)
148                         centerprint(e, "^5Round tied! All teams were frozen.");
149                 bprint("^5Round tied! All teams were frozen.\n");
150         }
151
152         FOR_EACH_PLAYER(e)
153                 e.freezetag_frozen_timeout = 0;
154         return 1;
155 }
156
157 // this is needed to allow the player to turn his view around (fixangle can't
158 // be used to freeze his view, as that also changes the angles), while not
159 // turning that ice object with the player
160 void freezetag_Ice_Think()
161 {
162         setorigin(self, self.owner.origin - '0 0 16');
163         self.nextthink = time;
164 }
165
166 void freezetag_Add_Score(entity attacker)
167 {
168         if(attacker == self)
169         {
170                 // you froze your own dumb self
171                 // counted as "suicide" already
172                 PlayerScore_Add(self, SP_SCORE, -1);
173         }
174         else if(attacker.classname == "player")
175         {
176                 // got frozen by an enemy
177                 // counted as "kill" and "death" already
178                 PlayerScore_Add(self, SP_SCORE, -1);
179                 PlayerScore_Add(attacker, SP_SCORE, +1);
180         }
181         // else nothing - got frozen by the game type rules themselves
182 }
183
184 void freezetag_Freeze(entity attacker)
185 {
186         if(self.freezetag_frozen)
187                 return;
188         self.freezetag_frozen = 1;
189         self.freezetag_frozen_time = time;
190         self.freezetag_revive_progress = 0;
191         self.health = 1;
192         if(autocvar_g_freezetag_frozen_timeout > 0)
193                 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_timeout;
194
195         freezetag_count_alive_players();
196
197         entity ice;
198         ice = spawn();
199         ice.owner = self;
200         ice.classname = "freezetag_ice";
201         ice.think = freezetag_Ice_Think;
202         ice.nextthink = time;
203         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
204         setmodel(ice, "models/ice/ice.md3");
205
206         self.freezetag_ice = ice;
207
208         RemoveGrapplingHook(self);
209
210         // add waypoint
211         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
212
213         freezetag_Add_Score(attacker);
214 }
215
216 void freezetag_Unfreeze(entity attacker)
217 {
218         self.freezetag_frozen = 0;
219         self.freezetag_frozen_time = 0;
220         self.freezetag_frozen_timeout = 0;
221         self.freezetag_revive_progress = 0;
222
223         remove(self.freezetag_ice);
224         self.freezetag_ice = world;
225
226         if(self.waypointsprite_attached)
227                 WaypointSprite_Kill(self.waypointsprite_attached);
228 }
229
230
231 // ================
232 // Bot player logic
233 // ================
234
235 void() havocbot_role_ft_freeing;
236 void() havocbot_role_ft_offense;
237
238 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
239 {
240         entity head;
241         float distance;
242
243         FOR_EACH_PLAYER(head)
244         {
245                 if ((head != self) && (head.team == self.team))
246                 {
247                         if (head.freezetag_frozen)
248                         {
249                                 distance = vlen(head.origin - org);
250                                 if (distance > sradius)
251                                         continue;
252                                 navigation_routerating(head, ratingscale, 2000);
253                         }
254                         else
255                         {
256                                 // If teamate is not frozen still seek them out as fight better
257                                 // in a group.
258                                 navigation_routerating(head, ratingscale/3, 2000);
259                         }
260                 }
261         }
262 }
263
264 void havocbot_role_ft_offense()
265 {
266         entity head;
267         float unfrozen;
268
269         if(self.deadflag != DEAD_NO)
270                 return;
271
272         if (!self.havocbot_role_timeout)
273                 self.havocbot_role_timeout = time + random() * 10 + 20;
274
275         // Count how many players on team are unfrozen.
276         unfrozen = 0;
277         FOR_EACH_PLAYER(head)
278         {
279                 if ((head.team == self.team) && (!head.freezetag_frozen))
280                         unfrozen++;
281         }
282
283         // If only one left on team or if role has timed out then start trying to free players.
284         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
285         {
286                 dprint("changing role to freeing\n");
287                 self.havocbot_role = havocbot_role_ft_freeing;
288                 self.havocbot_role_timeout = 0;
289                 return;
290         }
291
292         if (time > self.bot_strategytime)
293         {
294                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
295
296                 navigation_goalrating_start();
297                 havocbot_goalrating_items(10000, self.origin, 10000);
298                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
299                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
300                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
301                 navigation_goalrating_end();
302         }
303 }
304
305 void havocbot_role_ft_freeing()
306 {
307         if(self.deadflag != DEAD_NO)
308                 return;
309
310         if (!self.havocbot_role_timeout)
311                 self.havocbot_role_timeout = time + random() * 10 + 20;
312
313         if (time > self.havocbot_role_timeout)
314         {
315                 dprint("changing role to offense\n");
316                 self.havocbot_role = havocbot_role_ft_offense;
317                 self.havocbot_role_timeout = 0;
318                 return;
319         }
320
321         if (time > self.bot_strategytime)
322         {
323                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
324
325                 navigation_goalrating_start();
326                 havocbot_goalrating_items(8000, self.origin, 10000);
327                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
328                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
329                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
330                 navigation_goalrating_end();
331         }
332 }
333
334
335 // ==============
336 // Hook Functions
337 // ==============
338
339 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
340 {
341         self.health = 0; // neccessary to update correctly alive stats
342         freezetag_Unfreeze(world);
343         freezetag_count_alive_players();
344         return 1;
345 }
346
347 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
348 {
349         if(round_handler_IsActive())
350         if(round_handler_CountdownRunning())
351         {
352                 if(self.freezetag_frozen)
353                         freezetag_Unfreeze(world);
354                 freezetag_count_alive_players();
355                 return 1; // let the player die so that he can respawn whenever he wants
356         }
357
358         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
359         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
360         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
361                 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
362         {
363                 // let the player die, he will be automatically frozen when he respawns
364                 if(!self.freezetag_frozen)
365                 {
366                         freezetag_Add_Score(frag_attacker);
367                         freezetag_count_alive_players();
368                 }
369                 else
370                         freezetag_Unfreeze(world); // remove ice
371                 self.freezetag_frozen_timeout = -2; // freeze on respawn
372                 return 1;
373         }
374
375         if(self.freezetag_frozen)
376                 return 1;
377
378         freezetag_Freeze(frag_attacker);
379
380         if(frag_attacker == frag_target || frag_attacker == world)
381         {
382                 if(frag_target.classname == STR_PLAYER)
383                         centerprint(frag_target, "^1You froze yourself.\n");
384                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
385         }
386         else
387         {
388                 if(frag_target.classname == STR_PLAYER)
389                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
390                 if(frag_attacker.classname == STR_PLAYER)
391                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
392                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
393         }
394
395         frag_target.health = 1; // "respawn" the player :P
396
397         return 1;
398 }
399
400 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
401 {
402         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
403                 return 1; // do nothing, round is starting right now
404
405         if(self.freezetag_frozen_timeout == -2) // player was dead
406         {
407                 freezetag_Freeze(world);
408                 return 1;
409         }
410
411         freezetag_count_alive_players();
412
413         if(round_handler_IsActive())
414         if(round_handler_IsRoundStarted())
415         {
416                 centerprint(self, "^1Round already started, you spawn as frozen.");
417                 freezetag_Freeze(world);
418         }
419
420         return 1;
421 }
422
423 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
424 {
425         FOR_EACH_PLAYER(self)
426         {
427                 if (self.freezetag_frozen)
428                         freezetag_Unfreeze(world);
429                 self.freezetag_frozen_timeout = -1;
430                 PutClientInServer();
431                 self.freezetag_frozen_timeout = 0;
432         }
433         freezetag_count_alive_players();
434         return 1;
435 }
436
437 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
438 {
439         frag_score = 0; // no frags counted in Freeze Tag
440         return 1;
441 }
442
443 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
444 {
445         float n;
446         vector revive_extra_size;
447
448         if(gameover)
449                 return 1;
450
451         if(self.freezetag_frozen)
452         {
453                 // keep health = 1
454                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
455         }
456
457         if(round_handler_IsActive())
458         if(!round_handler_IsRoundStarted())
459                 return 1;
460
461         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
462
463         entity o;
464         o = world;
465         if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
466                 self.freezetag_ice.alpha = 0.1 + (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
467
468         if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
469                 n = -1;
470         else
471         {
472                 n = 0;
473                 FOR_EACH_PLAYER(other) if(self != other)
474                 {
475                         if(other.freezetag_frozen == 0)
476                         {
477                                 if(other.team == self.team)
478                                 {
479                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
480                                         {
481                                                 if(!o)
482                                                         o = other;
483                                                 ++n;
484                                         }
485                                 }
486                         }
487                 }
488         }
489
490         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
491         {
492                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
493                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
494
495                 if(self.freezetag_revive_progress >= 1)
496                 {
497                         freezetag_Unfreeze(self);
498                         freezetag_count_alive_players();
499
500                         if(n == -1)
501                         {
502                                 string s = ftos(autocvar_g_freezetag_frozen_timeout);
503                                 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
504                                 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
505                                 return 1;
506                         }
507
508                         // EVERY team mate nearby gets a point (even if multiple!)
509                         FOR_EACH_PLAYER(other) if(self != other)
510                         {
511                                 if(other.freezetag_frozen == 0)
512                                 {
513                                         if(other.team == self.team)
514                                         {
515                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
516                                                 {
517                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
518                                                         PlayerScore_Add(other, SP_SCORE, +1);
519                                                 }
520                                         }
521                                 }
522                         }
523
524                         if(n > 1)
525                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
526                         else
527                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
528                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
529                         if(n > 1)
530                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
531                         else
532                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
533                 }
534
535                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
536                 FOR_EACH_PLAYER(other) if(self != other)
537                 {
538                         if(other.freezetag_frozen == 0)
539                         {
540                                 if(other.team == self.team)
541                                 {
542                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
543                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
544                                 }
545                         }
546                 }
547         }
548         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
549         {
550                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
551                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
552         }
553         else if(!n)
554         {
555                 self.freezetag_revive_progress = 0; // thawing nobody
556         }
557
558         return 1;
559 }
560
561 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
562 {
563         if(self.freezetag_frozen)
564         {
565                 self.movement = '0 0 0';
566                 self.disableclientprediction = 1;
567         }
568         return 1;
569 }
570
571 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
572 {
573         if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
574         {
575                 frag_damage = 0;
576                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
577         }
578         return 1;
579 }
580
581 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
582 {
583         if (self.freezetag_frozen)
584                 return 1;
585         return 0;
586 }
587
588 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
589 {
590         if not(self.deadflag)
591         {
592                 if (random() < 0.5)
593                         self.havocbot_role = havocbot_role_ft_freeing;
594                 else
595                         self.havocbot_role = havocbot_role_ft_offense;
596         }
597
598         return TRUE;
599 }
600
601 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
602 {
603         self.freezetag_frozen = other.freezetag_frozen;
604         self.freezetag_revive_progress = other.freezetag_revive_progress;
605         return 0;
606 }
607
608 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
609 {
610         freezetag_teams = autocvar_g_freezetag_teams_override;
611         if(freezetag_teams < 2)
612                 freezetag_teams = autocvar_g_freezetag_teams;
613         freezetag_teams = bound(2, freezetag_teams, 4);
614         ret_float = freezetag_teams;
615         return 0;
616 }
617
618 MUTATOR_DEFINITION(gamemode_freezetag)
619 {
620         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
621         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
622         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
623         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
624         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
625         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
626         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
627         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
628         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
629         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
630         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
631         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
632         MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
633
634         MUTATOR_ONADD
635         {
636                 if(time > 1) // game loads at time 1
637                         error("This is a game type and it cannot be added at runtime.");
638                 freezetag_Initialize();
639         }
640
641         MUTATOR_ONROLLBACK_OR_REMOVE
642         {
643                 // we actually cannot roll back freezetag_Initialize here
644                 // BUT: we don't need to! If this gets called, adding always
645                 // succeeds.
646         }
647
648         MUTATOR_ONREMOVE
649         {
650                 print("This is a game type and it cannot be removed at runtime.");
651                 return -1;
652         }
653
654         return 0;
655 }