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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.7 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.45 by root, Fri Jul 2 15:03:57 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <rproto.h> 28#include <rproto.h>
28 29
29
30/* find a character in the layout. fx and fy are pointers to 30/* find a character in the maze. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
32void 32static void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) 33find_in_layout (int mode, char target, int *fx, int *fy, char **maze, random_map_params *RP)
34{ 34{
35 int M; 35 int M;
36 int i, j; 36 int i, j;
37 37
38 *fx = -1; 38 *fx = -1;
39 *fy = -1; 39 *fy = -1;
40 40
41 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
44 else 44 else
45 M = mode; 45 M = mode;
46 46
47 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 49 the same damned thing every time. */
50 switch (M) 50 switch (M)
51 { 51 {
52 case 1: 52 case 1:
53 { /* search from top left down/right */ 53 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
55 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
56 { 56 {
57 if (layout[i][j] == target) 57 if (maze[i][j] == target)
58 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 } 58 {
64 break; 59 *fx = i;
60 *fy = j;
61 return;
62 }
65 } 63 }
64 break;
65
66 case 2: 66 case 2:
67 { /* Search from top right down/left */ 67 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
70 { 70 {
71 if (layout[i][j] == target) 71 if (maze[i][j] == target)
72 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 } 72 {
78 break; 73 *fx = i;
74 *fy = j;
75 return;
76 }
79 } 77 }
78 break;
79
80 case 3: 80 case 3:
81 { /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
84 { 84 {
85 if (layout[i][j] == target) 85 if (maze[i][j] == target)
86 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 } 86 {
92 break; 87 *fx = i;
88 *fy = j;
89 return;
90 }
93 } 91 }
92 break;
93
94 case 4: 94 case 4:
95 { /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
98 { 98 {
99 if (layout[i][j] == target) 99 if (maze[i][j] == target)
100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 } 100 {
106 break; 101 *fx = i;
102 *fy = j;
103 return;
104 }
107 } 105 }
106 break;
107
108 } 108 }
109} 109}
110
111
112
113
114
115 110
116/* orientation: 0 means random, 111/* orientation: 0 means random,
117 1 means descending dungeon 112 1 means descending dungeon
118 2 means ascending dungeon 113 2 means ascending dungeon
119 3 means rightward 114 3 means rightward
120 4 means leftward 115 4 means leftward
121 5 means northward 116 5 means northward
122 6 means southward 117 6 means southward
123*/ 118*/
124
125void 119void
126place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 120place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP)
127{ 121{
128 char styledirname[256];
129 maptile *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
130 maptile *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
131 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
132 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
133 object *random_sign; /* magic mouth saying this is a random map. */
134 char buf[512];
135 int cx = -1, cy = -1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
136 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
137 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
138 int final_map_exit = 1; 129 int final_map_exit = 1;
139 130
140 if (RP->exit_on_final_map) 131 if (RP->exit_on_final_map)
141 {
142 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
143 final_map_exit = 0; 133 final_map_exit = 0;
144 }
145 134
146 if (orientation == 0) 135 if (!orientation)
147 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
148 137
149 switch (orientation) 138 switch (orientation)
150 { 139 {
151 case 1: 140 case 1:
152 { 141 {
153 sprintf (styledirname, "/styles/exitstyles/up"); 142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
154 style_map_up = find_style (styledirname, exitstyle, -1);
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_down = find_style (styledirname, exitstyle, -1); 143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
157 break; 144 break;
158 } 145 }
146
159 case 2: 147 case 2:
160 { 148 {
161 sprintf (styledirname, "/styles/exitstyles/down"); 149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
162 style_map_up = find_style (styledirname, exitstyle, -1);
163 sprintf (styledirname, "/styles/exitstyles/up");
164 style_map_down = find_style (styledirname, exitstyle, -1); 150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
165 break; 151 break;
166 } 152 }
153
167 default: 154 default:
168 { 155 {
169 sprintf (styledirname, "/styles/exitstyles/generic"); 156 style_map_up =
170 style_map_up = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
171 style_map_down = style_map_up;
172 break; 158 break;
173 } 159 }
174 } 160 }
175 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit"));
177 else
178 {
179 object *tmp;
180 161
181 tmp = pick_random_object (style_map_up); 162 the_exit_up = style_map_up
182 the_exit_up = arch_to_object (tmp->arch); 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
183 } 164 : archetype::get (shstr_exit);
184 165
185 /* we need a down exit only if we're recursing. */ 166 /* we need a down exit only if we're recursing. */
186 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
187 if (style_map_down == 0) 168 the_exit_down = style_map_down
188 the_exit_down = arch_to_object (archetype::find ("exit")); 169 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
189 else 170 : archetype::get (shstr_exit);
190 {
191 object *tmp;
192
193 tmp = pick_random_object (style_map_down);
194 the_exit_down = arch_to_object (tmp->arch);
195 }
196 else 171 else
197 the_exit_down = 0; 172 the_exit_down = 0;
198 173
199 /* set up the up exit */ 174 /* set up the up exit */
200 the_exit_up->stats.hp = RP->origin_x; 175 the_exit_up->stats.hp = RP->origin_x;
201 the_exit_up->stats.sp = RP->origin_y; 176 the_exit_up->stats.sp = RP->origin_y;
202 the_exit_up->slaying = RP->origin_map; 177 the_exit_up->slaying = RP->origin_map;
203 178
204 /* figure out where to put the entrance */ 179 /* figure out where to put the entrance */
205 /* begin a logical block */ 180 /* begin a logical block */
206 { 181 {
207 int i, j;
208
209 /* First, look for a '<' char */ 182 /* First, look for a '<' char */
210 find_in_layout (0, '<', &upx, &upy, maze, RP); 183 find_in_layout (0, '<', &upx, &upy, maze, RP);
211 184
212 /* next, look for a C, the map center. */ 185 /* next, look for a C, the map center. */
213 find_in_layout (0, 'C', &cx, &cy, maze, RP); 186 find_in_layout (0, 'C', &cx, &cy, maze, RP);
214 187
215
216 /* if we didn't find an up, find an empty place far from the center */ 188 /* if we didn't find an up, find an empty place far from the center */
217 if (upx == -1 && cx != -1) 189 if (upx == -1 && cx != -1)
218 { 190 {
219 if (cx > RP->Xsize / 2) 191 if (cx > RP->Xsize / 2)
220 upx = 1; 192 upx = 1;
221 else 193 else
222 upx = RP->Xsize - 2; 194 upx = RP->Xsize - 2;
195
223 if (cy > RP->Ysize / 2) 196 if (cy > RP->Ysize / 2)
224 upy = 1; 197 upy = 1;
225 else 198 else
226 upy = RP->Ysize - 2; 199 upy = RP->Ysize - 2;
200
227 /* find an empty place far from the center */ 201 /* find an empty place far from the center */
228 if (upx == 1 && upy == 1) 202 if (upx == 1 && upy == 1)
229 find_in_layout (1, 0, &upx, &upy, maze, RP); 203 find_in_layout (1, 0, &upx, &upy, maze, RP);
230 else if (upx == 1 && upy > 1) 204 else if (upx == 1 && upy > 1)
231 find_in_layout (3, 0, &upx, &upy, maze, RP); 205 find_in_layout (3, 0, &upx, &upy, maze, RP);
241 215
242 the_exit_up->x = upx; 216 the_exit_up->x = upx;
243 the_exit_up->y = upy; 217 the_exit_up->y = upy;
244 218
245 /* surround the exits with notices that this is a random map. */ 219 /* surround the exits with notices that this is a random map. */
246 for (j = 1; j < 9; j++) 220 for (int j = 1; j < 9; j++)
247 { 221 {
248 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
249 { 223 {
250 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
251 random_sign->x = the_exit_up->x + freearr_x[j]; 225 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
252 random_sign->y = the_exit_up->y + freearr_y[j]; 226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
253
254 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
255
256 random_sign->msg = buf;
257 insert_ob_in_map (random_sign, map, NULL, 0);
258 } 227 }
259 } 228 }
229
260 /* Block the exit so things don't get dumped on top of it. */ 230 /* Block the exit so things don't get dumped on top of it. */
261 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
262 232
263 insert_ob_in_map (the_exit_up, map, NULL, 0); 233 insert_ob_in_map (the_exit_up, map, NULL, 0);
264 maze[the_exit_up->x][the_exit_up->y] = '<'; 234 maze[the_exit_up->x][the_exit_up->y] = '<';
265 235
266 /* set the starting x,y for this map */ 236 /* set the starting x,y for this map */
267 MAP_ENTER_X (map) = the_exit_up->x; 237 map->enter_x = the_exit_up->x;
268 MAP_ENTER_Y (map) = the_exit_up->y; 238 map->enter_y = the_exit_up->y;
269 239
270 /* first, look for a '>' character */ 240 /* first, look for a '>' character */
271 find_in_layout (0, '>', &downx, &downy, maze, RP); 241 find_in_layout (0, '>', &downx, &downy, maze, RP);
242
272 /* if no > is found use C */ 243 /* if no > is found use C */
273 if (downx == -1) 244 if (downx == -1)
274 { 245 {
275 downx = cx; 246 downx = cx;
276 downy = cy; 247 downy = cy;
282 { 253 {
283 if (upx > RP->Xsize / 2) 254 if (upx > RP->Xsize / 2)
284 downx = 1; 255 downx = 1;
285 else 256 else
286 downx = RP->Xsize - 2; 257 downx = RP->Xsize - 2;
258
287 if (upy > RP->Ysize / 2) 259 if (upy > RP->Ysize / 2)
288 downy = 1; 260 downy = 1;
289 else 261 else
290 downy = RP->Ysize - 2; 262 downy = RP->Ysize - 2;
263
291 /* find an empty place far from the entrance */ 264 /* find an empty place far from the entrance */
292 if (downx == 1 && downy == 1) 265 if (downx == 1 && downy == 1)
293 find_in_layout (1, 0, &downx, &downy, maze, RP); 266 find_in_layout (1, 0, &downx, &downy, maze, RP);
294 else if (downx == 1 && downy > 1) 267 else if (downx == 1 && downy > 1)
295 find_in_layout (3, 0, &downx, &downy, maze, RP); 268 find_in_layout (3, 0, &downx, &downy, maze, RP);
296 else if (downx > 1 && downy == 1) 269 else if (downx > 1 && downy == 1)
297 find_in_layout (2, 0, &downx, &downy, maze, RP); 270 find_in_layout (2, 0, &downx, &downy, maze, RP);
298 else if (downx > 1 && downy > 1) 271 else if (downx > 1 && downy > 1)
299 find_in_layout (4, 0, &downx, &downy, maze, RP); 272 find_in_layout (4, 0, &downx, &downy, maze, RP);
300
301 } 273 }
274
302 /* no indication of where to place the down exit, so just place it */ 275 /* no indication of where to place the down exit, so just place it */
303 if (downx == -1) 276 if (downx == -1)
304 find_in_layout (0, 0, &downx, &downy, maze, RP); 277 find_in_layout (0, 0, &downx, &downy, maze, RP);
278
305 if (the_exit_down) 279 if (the_exit_down)
306 { 280 {
307 char buf[2048];
308
309 i = find_first_free_spot (the_exit_down, map, downx, downy); 281 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
310 the_exit_down->x = downx + freearr_x[i]; 282 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 283 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 284 RP->origin_x = the_exit_down->x;
313 RP->origin_y = the_exit_down->y; 285 RP->origin_y = the_exit_down->y;
314 write_map_parameters_to_string (buf, RP); 286
315 the_exit_down->msg = buf; 287 the_exit_down->msg = RP->as_shstr ();
288
316 /* the identifier for making a random map. */ 289 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 290 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
318 { 291 {
319 maptile *new_map; 292 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 293 object *the_exit_back = the_exit_up->arch->instance ();
321 294
322#if 0
323 /* I'm not sure if there was any reason to change the path to the
324 * map other than to maybe make it more descriptive in the 'maps'
325 * command. But changing the map name makes life more complicated,
326 * (has_been_loaded needs to use the new name)
327 */
328
329 char new_map_name[MAX_BUF];
330
331 /* give the final map a name */
332 sprintf (new_map_name, "%sfinal_map", RP->final_map);
333 /* set the exit down. */
334#endif
335 /* load it */ 295 /* load it */
336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 296 if (!(new_map = maptile::find_sync (RP->final_map)))
337 return; 297 return;
338 298
299 new_map->load_sync ();
300
339 the_exit_down->slaying = RP->final_map; 301 the_exit_down->slaying = RP->final_map;
340 strcpy (new_map->path, RP->final_map);
341 302
342 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 303 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
343 /* Remove exit back to previous random map. There should only be one 304 /* Remove exit back to previous random map. There should only be one
344 * which is why we break out. To try to process more than one 305 * which is why we break out. To try to process more than one
345 * would require keeping a 'next' pointer, ad free_object kills tmp, which 306 * would require keeping a 'next' pointer, ad free_object kills tmp, which
346 * breaks the for loop. 307 * breaks the for loop.
347 */ 308 */
348 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 309 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
349 { 310 {
350 remove_ob (tmp); 311 tmp->destroy ();
351 free_object (tmp);
352 break; 312 break;
353 } 313 }
354 314
355 if (final_map_exit == 1) 315 if (final_map_exit == 1)
356 { 316 {
357 /* setup the exit back */ 317 /* setup the exit back */
358 the_exit_back->slaying = map->path; 318 the_exit_back->slaying = map->path;
359 the_exit_back->stats.hp = the_exit_down->x; 319 the_exit_back->stats.hp = the_exit_down->x;
360 the_exit_back->stats.sp = the_exit_down->y; 320 the_exit_back->stats.sp = the_exit_down->y;
361 the_exit_back->x = MAP_ENTER_X (new_map); 321 the_exit_back->x = new_map->enter_x;
362 the_exit_back->y = MAP_ENTER_Y (new_map); 322 the_exit_back->y = new_map->enter_y;
363 323
364 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 324 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365 } 325 }
366
367 set_map_timeout (new_map); /* So it gets swapped out */
368 } 326 }
369 else 327 else
370 the_exit_down->slaying = "/!"; 328 the_exit_down->slaying = shstr_random_map_exit;
371 329
372 /* 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. */
373 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
374 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
375 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
376 } 334 }
377 } 335 }
378
379} 336}
380
381
382 337
383/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
384 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
385 phases of random map generation. */ 340 phases of random map generation. */
386void 341void
387unblock_exits (maptile *map, char **maze, RMParms * RP) 342unblock_exits (maptile *map, char **maze, random_map_params *RP)
388{ 343{
389 int i = 0, j = 0; 344 int i = 0, j = 0;
390 object *walk; 345 object *walk;
391 346
392 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < RP->Xsize; i++)
393 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < RP->Ysize; j++)
394 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
395 { 350 {
396 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)
397 { 352 {
398 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399 { 354 {
400 walk->move_block = MOVE_BLOCK_DEFAULT; 355 walk->move_block = 0;
401 update_object (walk, UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
402 } 357 }
403 } 358 }
404 } 359 }
405} 360}
361

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