refactor: split player_move and decompose handle_input
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Iaac0cda778dd541eb34980f3e902ca726a6a6964
This commit is contained in:
parent
22ab6fc6eb
commit
ee116ef33f
3 changed files with 228 additions and 230 deletions
211
src/main.c
211
src/main.c
|
|
@ -130,24 +130,54 @@ static void tick_all_effects(GameState *gs) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle player input - returns: 0=continue, 1=acted, -1=quit
|
static void post_action(GameState *gs) {
|
||||||
static int handle_input(GameState *gs) {
|
gs->turn_count++;
|
||||||
int dx = 0, dy = 0;
|
|
||||||
|
|
||||||
// Check for quit first (always works)
|
// Tick status effects at the start of this turn
|
||||||
if (IsKeyPressed(KEY_Q)) {
|
tick_all_effects(gs);
|
||||||
return -1;
|
if (gs->game_over)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Check if stepped on stairs
|
||||||
|
if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
|
||||||
|
gs->awaiting_descend = 1;
|
||||||
|
gs->last_message = "Descend to next floor? (Y/N)";
|
||||||
|
gs->message_timer = 120;
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check for restart (works during game over)
|
// combat feedback - player attacked enemy
|
||||||
if (IsKeyPressed(KEY_R) && gs->game_over) {
|
if (combat_get_last_damage() > 0 && !combat_was_player_damage()) {
|
||||||
memset(gs, 0, sizeof(GameState));
|
for (int i = 0; i < gs->enemy_count; i++) {
|
||||||
init_floor(gs, 1);
|
if (!gs->enemies[i].alive) {
|
||||||
return 0;
|
spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE,
|
||||||
|
combat_get_last_damage(), combat_was_critical());
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Enemy turns - uses speed/cooldown system
|
||||||
|
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
|
||||||
|
|
||||||
|
// Check if player took damage
|
||||||
|
if (combat_was_player_damage() && combat_get_last_damage() > 0) {
|
||||||
|
audio_play_player_damage();
|
||||||
|
gs->screen_shake = 8;
|
||||||
|
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
|
||||||
|
combat_was_critical());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set message and check game over
|
||||||
|
gs->last_message = combat_get_last_message();
|
||||||
|
gs->message_timer = 60;
|
||||||
|
|
||||||
|
if (gs->player.hp <= 0)
|
||||||
|
gs->game_over = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// If player is stunned, wait for any key then consume the turn
|
// If player is stunned, wait for any key then consume the turn
|
||||||
if (combat_has_effect(gs->player.effects, gs->player.effect_count, EFFECT_STUN)) {
|
static int handle_stun_turn(GameState *gs) {
|
||||||
if (!(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP) || IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_A) ||
|
if (!(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP) || IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_A) ||
|
||||||
IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)))
|
IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)))
|
||||||
return 0;
|
return 0;
|
||||||
|
|
@ -156,16 +186,15 @@ static int handle_input(GameState *gs) {
|
||||||
if (gs->game_over)
|
if (gs->game_over)
|
||||||
return 1;
|
return 1;
|
||||||
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
|
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
|
||||||
if (gs->player.hp <= 0) {
|
if (gs->player.hp <= 0)
|
||||||
gs->game_over = 1;
|
gs->game_over = 1;
|
||||||
}
|
|
||||||
gs->last_message = "You are stunned!";
|
gs->last_message = "You are stunned!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
add_log(gs, "Stunned! Lost a turn.");
|
add_log(gs, "Stunned! Lost a turn.");
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (gs->show_inventory) {
|
static int handle_inventory_input(GameState *gs) {
|
||||||
if (IsKeyPressed(KEY_I) || IsKeyPressed(KEY_ESCAPE)) {
|
if (IsKeyPressed(KEY_I) || IsKeyPressed(KEY_ESCAPE)) {
|
||||||
gs->show_inventory = 0;
|
gs->show_inventory = 0;
|
||||||
return 0;
|
return 0;
|
||||||
|
|
@ -173,17 +202,13 @@ static int handle_input(GameState *gs) {
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) {
|
if (IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) {
|
||||||
gs->inv_selected++;
|
gs->inv_selected++;
|
||||||
if (gs->inv_selected >= gs->player.inventory_count) {
|
if (gs->inv_selected >= gs->player.inventory_count)
|
||||||
gs->inv_selected = 0;
|
gs->inv_selected = 0;
|
||||||
}
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) {
|
if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) {
|
||||||
if (gs->inv_selected == 0) {
|
gs->inv_selected = (gs->inv_selected == 0) ? (gs->player.inventory_count > 0 ? gs->player.inventory_count - 1 : 0)
|
||||||
gs->inv_selected = (gs->player.inventory_count > 0) ? gs->player.inventory_count - 1 : 0;
|
: gs->inv_selected - 1;
|
||||||
} else {
|
|
||||||
gs->inv_selected--;
|
|
||||||
}
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -214,15 +239,13 @@ static int handle_input(GameState *gs) {
|
||||||
gs->last_message = "Item equipped!";
|
gs->last_message = "Item equipped!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
add_log(gs, "Equipped item");
|
add_log(gs, "Equipped item");
|
||||||
if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
|
if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0)
|
||||||
gs->inv_selected--;
|
gs->inv_selected--;
|
||||||
}
|
|
||||||
return 1;
|
return 1;
|
||||||
} else {
|
}
|
||||||
gs->last_message = "Cannot equip that!";
|
gs->last_message = "Cannot equip that!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// U or Enter to use selected item
|
// U or Enter to use selected item
|
||||||
if (IsKeyPressed(KEY_U) || IsKeyPressed(KEY_ENTER)) {
|
if (IsKeyPressed(KEY_U) || IsKeyPressed(KEY_ENTER)) {
|
||||||
|
|
@ -237,13 +260,12 @@ static int handle_input(GameState *gs) {
|
||||||
add_log(gs, "Used potion");
|
add_log(gs, "Used potion");
|
||||||
gs->show_inventory = 0;
|
gs->show_inventory = 0;
|
||||||
return 1;
|
return 1;
|
||||||
} else {
|
}
|
||||||
gs->last_message = "Equip weapons/armor with E!";
|
gs->last_message = "Equip weapons/armor with E!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// D to drop selected item
|
// D to drop selected item
|
||||||
if (IsKeyPressed(KEY_D)) {
|
if (IsKeyPressed(KEY_D)) {
|
||||||
|
|
@ -256,40 +278,34 @@ static int handle_input(GameState *gs) {
|
||||||
add_log(gs, drop_msg);
|
add_log(gs, drop_msg);
|
||||||
gs->last_message = "Item dropped!";
|
gs->last_message = "Item dropped!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
|
if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0)
|
||||||
gs->inv_selected--;
|
gs->inv_selected--;
|
||||||
}
|
|
||||||
return 1;
|
return 1;
|
||||||
} else {
|
}
|
||||||
gs->last_message = "Cannot drop!";
|
gs->last_message = "Cannot drop!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle descend confirmation
|
static int handle_descend_input(GameState *gs) {
|
||||||
if (gs->awaiting_descend) {
|
|
||||||
if (IsKeyPressed(KEY_Y)) {
|
if (IsKeyPressed(KEY_Y)) {
|
||||||
// Descend
|
|
||||||
if (gs->player.floor < NUM_FLOORS) {
|
if (gs->player.floor < NUM_FLOORS) {
|
||||||
audio_play_stairs();
|
audio_play_stairs();
|
||||||
init_floor(gs, gs->player.floor + 1);
|
init_floor(gs, gs->player.floor + 1);
|
||||||
gs->last_message = "Descended to next floor!";
|
gs->last_message = "Descended to next floor!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
add_log(gs, "Descended stairs");
|
add_log(gs, "Descended stairs");
|
||||||
gs->awaiting_descend = 0;
|
|
||||||
return 1;
|
|
||||||
} else {
|
} else {
|
||||||
gs->game_won = 1;
|
gs->game_won = 1;
|
||||||
gs->game_over = 1;
|
gs->game_over = 1;
|
||||||
|
}
|
||||||
gs->awaiting_descend = 0;
|
gs->awaiting_descend = 0;
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
if (IsKeyPressed(KEY_N)) {
|
if (IsKeyPressed(KEY_N)) {
|
||||||
gs->awaiting_descend = 0;
|
gs->awaiting_descend = 0;
|
||||||
gs->last_message = "Stayed on floor.";
|
gs->last_message = "Stayed on floor.";
|
||||||
|
|
@ -299,15 +315,16 @@ static int handle_input(GameState *gs) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static int handle_movement_input(GameState *gs) {
|
||||||
// Check for inventory toggle (I key)
|
// Check for inventory toggle (I key)
|
||||||
if (IsKeyPressed(KEY_I) && !gs->game_over) {
|
if (IsKeyPressed(KEY_I)) {
|
||||||
gs->show_inventory = 1;
|
gs->show_inventory = 1;
|
||||||
gs->inv_selected = 0;
|
gs->inv_selected = 0;
|
||||||
return 0; // don't consume turn
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check for manual item pickup (G key)
|
// Check for manual item pickup (G key)
|
||||||
if (IsKeyPressed(KEY_G) && !gs->game_over) {
|
if (IsKeyPressed(KEY_G)) {
|
||||||
Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y);
|
Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y);
|
||||||
if (item != NULL) {
|
if (item != NULL) {
|
||||||
if (player_pickup(&gs->player, item)) {
|
if (player_pickup(&gs->player, item)) {
|
||||||
|
|
@ -317,99 +334,85 @@ static int handle_input(GameState *gs) {
|
||||||
gs->last_message = "Picked up item!";
|
gs->last_message = "Picked up item!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
audio_play_item_pickup();
|
audio_play_item_pickup();
|
||||||
return 1;
|
|
||||||
} else {
|
} else {
|
||||||
gs->last_message = "Inventory full!";
|
gs->last_message = "Inventory full!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
return 1;
|
|
||||||
}
|
}
|
||||||
|
return 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check for item usage (U key - use first potion)
|
// Check for item usage (U key - use first potion)
|
||||||
if (IsKeyPressed(KEY_U) && !gs->game_over) {
|
if (IsKeyPressed(KEY_U)) {
|
||||||
if (gs->player.inventory_count > 0) {
|
if (gs->player.inventory_count > 0 && player_use_first_item(&gs->player)) {
|
||||||
if (player_use_first_item(&gs->player)) {
|
|
||||||
gs->last_message = "Used potion!";
|
gs->last_message = "Used potion!";
|
||||||
gs->message_timer = 60;
|
gs->message_timer = 60;
|
||||||
audio_play_item_pickup();
|
audio_play_item_pickup();
|
||||||
return 1; // consume a turn
|
return 1;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Movement, use iskeydown for held key repeat, with delay
|
// Movement: use IsKeyDown for held-key repeat
|
||||||
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) {
|
int dx = 0, dy = 0;
|
||||||
|
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
|
||||||
dy = -1;
|
dy = -1;
|
||||||
} else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) {
|
else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
|
||||||
dy = 1;
|
dy = 1;
|
||||||
} else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) {
|
else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
|
||||||
dx = -1;
|
dx = -1;
|
||||||
} else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) {
|
else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
|
||||||
dx = 1;
|
dx = 1;
|
||||||
}
|
|
||||||
|
|
||||||
if (dx != 0 || dy != 0) {
|
if (dx == 0 && dy == 0)
|
||||||
// Reset combat message
|
return 0;
|
||||||
|
|
||||||
|
// Reset combat event before player acts
|
||||||
combat_reset_event();
|
combat_reset_event();
|
||||||
|
|
||||||
// Player action
|
int new_x = gs->player.x + dx;
|
||||||
int action = player_move(&gs->player, dx, dy, &gs->map, gs->enemies, gs->enemy_count);
|
int new_y = gs->player.y + dy;
|
||||||
|
int action = 0;
|
||||||
|
|
||||||
if (action) {
|
// Attack enemy at target tile, or move into it
|
||||||
// Increment turn counter
|
Enemy *target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
|
||||||
gs->turn_count++;
|
if (target != NULL) {
|
||||||
|
player_attack(&gs->player, target);
|
||||||
// Tick status effects at the start of this turn
|
action = 1;
|
||||||
tick_all_effects(gs);
|
} else {
|
||||||
if (gs->game_over)
|
action = player_move(&gs->player, dx, dy, &gs->map);
|
||||||
return 1;
|
|
||||||
|
|
||||||
// Check if stepped on stairs
|
|
||||||
if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
|
|
||||||
gs->awaiting_descend = 1;
|
|
||||||
gs->last_message = "Descend to next floor? (Y/N)";
|
|
||||||
gs->message_timer = 120;
|
|
||||||
return 1;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// combat feedback - player attacked enemy
|
if (action)
|
||||||
if (combat_get_last_damage() > 0 && !combat_was_player_damage()) {
|
post_action(gs);
|
||||||
// find the enemy we attacked
|
|
||||||
for (int i = 0; i < gs->enemy_count; i++) {
|
return action;
|
||||||
if (!gs->enemies[i].alive && combat_get_last_damage() > 0) {
|
|
||||||
spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE,
|
|
||||||
combat_get_last_damage(), combat_was_critical());
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Enemy turns - now uses speed/cooldown system (no more % 2 hack)
|
// Handle player input - returns: 0=continue, 1=acted, -1=quit
|
||||||
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
|
static int handle_input(GameState *gs) {
|
||||||
|
// Check for quit first (always works)
|
||||||
// Check if player took damage
|
if (IsKeyPressed(KEY_Q))
|
||||||
if (combat_was_player_damage() && combat_get_last_damage() > 0) {
|
return -1;
|
||||||
audio_play_player_damage();
|
|
||||||
gs->screen_shake = 8;
|
|
||||||
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
|
|
||||||
combat_was_critical());
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set message
|
|
||||||
gs->last_message = combat_get_last_message();
|
|
||||||
gs->message_timer = 60;
|
|
||||||
|
|
||||||
// Check game over
|
|
||||||
if (gs->player.hp <= 0) {
|
|
||||||
gs->game_over = 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
// Check for restart (works during game over)
|
||||||
|
if (IsKeyPressed(KEY_R) && gs->game_over) {
|
||||||
|
memset(gs, 0, sizeof(GameState));
|
||||||
|
init_floor(gs, 1);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (combat_has_effect(gs->player.effects, gs->player.effect_count, EFFECT_STUN))
|
||||||
|
return handle_stun_turn(gs);
|
||||||
|
|
||||||
|
if (gs->show_inventory)
|
||||||
|
return handle_inventory_input(gs);
|
||||||
|
|
||||||
|
if (gs->awaiting_descend)
|
||||||
|
return handle_descend_input(gs);
|
||||||
|
|
||||||
|
return handle_movement_input(gs);
|
||||||
|
}
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
static void game_loop(void) {
|
static void game_loop(void) {
|
||||||
GameState gs;
|
GameState gs;
|
||||||
|
|
|
||||||
26
src/player.c
26
src/player.c
|
|
@ -37,37 +37,29 @@ void player_init(Player *p, int x, int y) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if position has an enemy
|
Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y) {
|
||||||
static Enemy *get_enemy_at(Enemy *enemies, int count, int x, int y) {
|
if (enemies == NULL || count <= 0)
|
||||||
|
return NULL;
|
||||||
|
if (count > MAX_ENEMIES)
|
||||||
|
count = MAX_ENEMIES;
|
||||||
for (int i = 0; i < count; i++) {
|
for (int i = 0; i < count; i++) {
|
||||||
if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) {
|
if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y)
|
||||||
return &enemies[i];
|
return &enemies[i];
|
||||||
}
|
}
|
||||||
}
|
|
||||||
return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_count) {
|
int player_move(Player *p, int dx, int dy, Map *map) {
|
||||||
int new_x = p->x + dx;
|
int new_x = p->x + dx;
|
||||||
int new_y = p->y + dy;
|
int new_y = p->y + dy;
|
||||||
|
|
||||||
// Check bounds
|
// Check bounds
|
||||||
if (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT)) {
|
if (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT))
|
||||||
return 0;
|
return 0;
|
||||||
}
|
|
||||||
|
|
||||||
// Check if walkable
|
// Check if walkable
|
||||||
if (!is_floor(map, new_x, new_y)) {
|
if (!is_floor(map, new_x, new_y))
|
||||||
return 0;
|
return 0;
|
||||||
}
|
|
||||||
|
|
||||||
// Check for enemy at target position
|
|
||||||
Enemy *enemy = get_enemy_at(enemies, enemy_count, new_x, new_y);
|
|
||||||
if (enemy != NULL) {
|
|
||||||
// Attack the enemy
|
|
||||||
player_attack(p, enemy);
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Move player
|
// Move player
|
||||||
p->x = new_x;
|
p->x = new_x;
|
||||||
|
|
|
||||||
|
|
@ -6,8 +6,11 @@
|
||||||
// Initialize player at position
|
// Initialize player at position
|
||||||
void player_init(Player *p, int x, int y);
|
void player_init(Player *p, int x, int y);
|
||||||
|
|
||||||
// Move player, return 1 if moved/attacked, 0 if blocked
|
// Move player to (x+dx, y+dy); returns 1 if moved, 0 if blocked
|
||||||
int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_count);
|
int player_move(Player *p, int dx, int dy, Map *map);
|
||||||
|
|
||||||
|
// Find a living enemy at tile (x, y); returns NULL if none
|
||||||
|
Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y);
|
||||||
|
|
||||||
// Player attacks enemy (deal damage)
|
// Player attacks enemy (deal damage)
|
||||||
void player_attack(Player *p, Enemy *e);
|
void player_attack(Player *p, Enemy *e);
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue