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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.16 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.57 by root, Sat Nov 17 23:40:02 2018 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 8 *
8 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 12 * option) any later version.
12 13 *
13 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 17 * GNU General Public License for more details.
17 18 *
18 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 22 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <random_map.h> 27#include <rmg.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <rproto.h> 29#include <rproto.h>
29 30
30/* find a character in the layout. fx and fy are pointers to 31/* find a character in the maze. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
32void 33static void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) 34find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
34{ 35{
35 int M; 36 int M;
36 int i, j; 37 int i, j;
37 38
38 *fx = -1; 39 fx = -1;
39 *fy = -1; 40 fy = -1;
40 41
41 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 43 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 44 M = rmg_rndm (4) + 1;
44 else 45 else
45 M = mode; 46 M = mode;
46 47
47 /* four different search starting points and methods so that 48 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 49 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 50 the same damned thing every time. */
50 switch (M) 51 switch (M)
51 { 52 {
52 case 1: 53 case 1:
53 { /* search from top left down/right */ 54 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 55 for (i = 1; i < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 56 for (j = 1; j < maze.h; j++)
56 { 57 {
57 if (layout[i][j] == target) 58 if (maze[i][j] == target)
58 { 59 {
59 *fx = i; 60 fx = i;
60 *fy = j; 61 fy = j;
61 return; 62 return;
62 } 63 }
63 } 64 }
64 break; 65 break;
65 } 66
66 case 2: 67 case 2:
67 { /* Search from top right down/left */ 68 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 69 for (i = maze.w - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 70 for (j = 1; j < maze.h - 1; j++)
70 { 71 {
71 if (layout[i][j] == target) 72 if (maze[i][j] == target)
72 { 73 {
73 *fx = i; 74 fx = i;
74 *fy = j; 75 fy = j;
75 return; 76 return;
76 } 77 }
77 } 78 }
78 break; 79 break;
79 } 80
80 case 3: 81 case 3:
81 { /* search from bottom-left up-right */ 82 /* search from bottom-right up-left */
82 for (i = 1; i < RP->Xsize - 1; i++) 83 for (i = maze.w - 2; i > 0; i--)
83 for (j = RP->Ysize - 2; j > 0; j--) 84 for (j = maze.h - 2; j > 0; j--)
84 { 85 {
85 if (layout[i][j] == target) 86 if (maze[i][j] == target)
86 { 87 {
87 *fx = i; 88 fx = i;
88 *fy = j; 89 fy = j;
89 return; 90 return;
90 } 91 }
91 } 92 }
92 break; 93 break;
93 } 94
94 case 4: 95 case 4:
95 { /* search from bottom-right up-left */ 96 /* search from bottom-left up-right */
96 for (i = RP->Xsize - 2; i > 0; i--) 97 for (i = 1; i < maze.w - 1; i++)
97 for (j = RP->Ysize - 2; j > 0; j--) 98 for (j = maze.h - 2; j > 0; j--)
98 { 99 {
99 if (layout[i][j] == target) 100 if (maze[i][j] == target)
100 { 101 {
101 *fx = i; 102 fx = i;
102 *fy = j; 103 fy = j;
103 return; 104 return;
104 } 105 }
105 } 106 }
106 break; 107 break;
107 }
108 } 108 }
109}
110
111point
112layout::find (char target, int mode)
113{
114 int x, y;
115
116 find_in_layout (mode, target, x, y, *this);
117
118 return point (x, y);
109} 119}
110 120
111/* orientation: 0 means random, 121/* orientation: 0 means random,
112 1 means descending dungeon 122 1 means descending dungeon
113 2 means ascending dungeon 123 2 means ascending dungeon
115 4 means leftward 125 4 means leftward
116 5 means northward 126 5 means northward
117 6 means southward 127 6 means southward
118*/ 128*/
119void 129void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 130place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 131{
122 char styledirname[256];
123 maptile *style_map_down = 0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 135 object *the_exit_up; /* easier maze */
127 object *random_sign; /* magic mouth saying this is a random map. */
128 char buf[512];
129 int cx = -1, cy = -1; /* location of a map center */ 136 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 138 int downx = -1, downy = -1;
132 int final_map_exit = 1; 139 int final_map_exit = 1;
133 140
134 if (RP->exit_on_final_map) 141 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
135 if (strstr (RP->exit_on_final_map, "no")) 142 if (strstr (eofm, "no"))
136 final_map_exit = 0; 143 final_map_exit = 0;
137 144
138 if (!orientation) 145 if (!orientation)
139 orientation = RANDOM () % 6 + 1; 146 orientation = rmg_rndm (6) + 1;
140 147
141 switch (orientation) 148 switch (orientation)
142 { 149 {
143 case 1: 150 case 1:
144 { 151 {
145 sprintf (styledirname, "/styles/exitstyles/up");
146 style_map_up = find_style (styledirname, exitstyle, -1); 152 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
147 sprintf (styledirname, "/styles/exitstyles/down");
148 style_map_down = find_style (styledirname, exitstyle, -1); 153 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
149 break; 154 break;
150 } 155 }
151 156
152 case 2: 157 case 2:
153 { 158 {
154 sprintf (styledirname, "/styles/exitstyles/down");
155 style_map_up = find_style (styledirname, exitstyle, -1); 159 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
156 sprintf (styledirname, "/styles/exitstyles/up");
157 style_map_down = find_style (styledirname, exitstyle, -1); 160 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
158 break; 161 break;
159 } 162 }
160 163
161 default: 164 default:
162 { 165 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 166 style_map_up =
164 style_map_up = find_style (styledirname, exitstyle, -1); 167 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
165 style_map_down = style_map_up;
166 break; 168 break;
167 } 169 }
168 } 170 }
169 171
170 if (style_map_up == 0) 172 the_exit_up = style_map_up
171 the_exit_up = arch_to_object (archetype::find ("exit")); 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
174 : archetype::get (shstr_exit);
172 175
173 else 176 const char *final_map = RP->get_str ("final_map", 0);
174 {
175 object *tmp;
176
177 tmp = pick_random_object (style_map_up);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 177
181 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
183 if (style_map_down == 0) 180 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 182 : archetype::get (shstr_exit);
186 else
187 {
188 object *tmp;
189
190 tmp = pick_random_object (style_map_down);
191 the_exit_down = arch_to_object (tmp->arch);
192 }
193 else 183 else
194 the_exit_down = 0; 184 the_exit_down = 0;
195 185
196 /* set up the up exit */ 186 /* set up the up exit */
197 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
198 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
199 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
200 190
201 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
202 /* begin a logical block */ 192 /* begin a logical block */
203 { 193 {
204 int i, j;
205
206 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
207 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
208 196
209 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
210 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
211
212 199
213 /* if we didn't find an up, find an empty place far from the center */ 200 /* if we didn't find an up, find an empty place far from the center */
214 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
215 { 202 {
216 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
217 upx = 1; 204 upx = 1;
218 else 205 else
219 upx = RP->Xsize - 2; 206 upx = RP->Xsize - 2;
207
220 if (cy > RP->Ysize / 2) 208 if (cy > RP->Ysize / 2)
221 upy = 1; 209 upy = 1;
222 else 210 else
223 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
212
224 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
225 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
226 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
227 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
228 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
229 else if (upx > 1 && upy == 1)
230 find_in_layout (2, 0, &upx, &upy, maze, RP);
231 else if (upx > 1 && upy > 1)
232 find_in_layout (4, 0, &upx, &upy, maze, RP);
233 } 218 }
234 219
235 /* no indication of where to place the exit, so just place it. */ 220 /* no indication of where to place the exit, so just place it. */
236 if (upx == -1) 221 if (upx == -1)
237 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
238 223
239 the_exit_up->x = upx; 224 the_exit_up->x = upx;
240 the_exit_up->y = upy; 225 the_exit_up->y = upy;
241 226
242 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
243 for (j = 1; j < 9; j++) 228 for (int j = 1; j < 9; j++)
244 {
245 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 229 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j)))
246 { 230 {
247 random_sign = get_archetype ("sign"); 231 object *random_sign = archetype::get (shstr_sign);
248 random_sign->x = the_exit_up->x + freearr_x[j]; 232 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
249 random_sign->y = the_exit_up->y + freearr_y[j]; 233 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j), 0, 0);
250
251 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
252
253 random_sign->msg = buf;
254 insert_ob_in_map (random_sign, map, NULL, 0);
255 } 234 }
256 } 235
257 /* Block the exit so things don't get dumped on top of it. */ 236 /* Block the exit so things don't get dumped on top of it. */
258 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
259 238
260 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
261 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
263 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
264 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
266 245
267 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
248
269 /* if no > is found use C */ 249 /* if no > is found use C */
270 if (downx == -1) 250 if (downx == -1)
271 { 251 {
272 downx = cx; 252 downx = cx;
273 downy = cy; 253 downy = cy;
279 { 259 {
280 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
281 downx = 1; 261 downx = 1;
282 else 262 else
283 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
284 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
285 downy = 1; 266 downy = 1;
286 else 267 else
287 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
288 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
289 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
290 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
291 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
292 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
293 else if (downx > 1 && downy == 1)
294 find_in_layout (2, 0, &downx, &downy, maze, RP);
295 else if (downx > 1 && downy > 1)
296 find_in_layout (4, 0, &downx, &downy, maze, RP);
297
298 } 275 }
276
299 /* no indication of where to place the down exit, so just place it */ 277 /* no indication of where to place the down exit, so just place it */
300 if (downx == -1) 278 if (downx == -1)
301 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
302 280
303 if (the_exit_down) 281 if (the_exit_down)
304 { 282 {
305 char buf[2048];
306
307 i = find_first_free_spot (the_exit_down, map, downx, downy); 283 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
284
308 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
309 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
310 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
311 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
312 write_map_parameters_to_string (buf, RP); 290
313 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
314 293
315 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
317 { 296 {
318 maptile *new_map; 297 the_exit_down->msg = 0;
319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
320
321 /* load it */
322 if (!(new_map = maptile::load_map_sync (RP->final_map)))
323 return;
324
325 the_exit_down->slaying = RP->final_map; 298 the_exit_down->slaying = final_map;
326 299
300 if (final_map_exit)
301 if (maptile *new_map = maptile::find_sync (final_map))
302 {
303 object *the_exit_back = the_exit_up->arch->instance ();
304
305 new_map->load_sync ();
306
327 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 307 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
328 /* Remove exit back to previous random map. There should only be one 308 /* Remove exit back to previous random map. There should only be one
329 * which is why we break out. To try to process more than one 309 * which is why we break out. To try to process more than one
330 * would require keeping a 'next' pointer, ad free_object kills tmp, which 310 * would require keeping a 'next' pointer, ad free_object kills tmp, which
331 * breaks the for loop. 311 * breaks the for loop.
332 */ 312 */
333 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
334 { 314 {
335 tmp->destroy (); 315 tmp->destroy ();
336 break; 316 break;
337 } 317 }
338 318
339 if (final_map_exit == 1)
340 {
341 /* setup the exit back */ 319 /* setup the exit back */
342 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
343 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
344 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
345 the_exit_back->x = new_map->enter_x; 323 the_exit_back->x = new_map->enter_x;
346 the_exit_back->y = new_map->enter_y; 324 the_exit_back->y = new_map->enter_y;
347 325
348 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
349 } 327 }
350 } 328 }
351 else
352 the_exit_down->slaying = "/!";
353 329
354 /* Block the exit so things don't get dumped on top of it. */ 330 /* Block the exit so things don't get dumped on top of it. */
355 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
356 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
357 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
358 } 334 }
359 } 335 }
360
361} 336}
362 337
363/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
364 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
365 phases of random map generation. */ 340 phases of random map generation. */
366void 341void
367unblock_exits (maptile *map, char **maze, random_map_params *RP) 342unblock_exits (maptile *map, layout &maze)
368{ 343{
369 int i = 0, j = 0; 344 int i = 0, j = 0;
370 object *walk; 345 object *walk;
371 346
372 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
373 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
374 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
375 { 350 {
376 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
377 { 352 {
378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
379 { 354 {
380 walk->move_block = MOVE_BLOCK_DEFAULT; 355 walk->move_block = 0;
381 update_object (walk, UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
382 } 357 }
383 } 358 }
384 } 359 }
385} 360}
361

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