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root |
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/* |
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* static char *rcsid_rune_c = |
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root |
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* "$Id$"; |
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root |
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*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#include <global.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <spells.h> |
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#ifndef sqr |
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#define sqr(x) ((x)*(x)) |
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#endif |
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/* peterm: |
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* write_rune: |
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* op: rune writer |
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* skop: skill object used for casting this rune |
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* dir: orientation of rune, direction rune's contained spell will |
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* be cast in, if applicable |
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* inspell: spell object to put into the rune, can be null if doing |
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* a marking rune. |
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* level: level of casting of the rune |
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* runename: name of the rune or message displayed by the rune for |
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* a rune of marking |
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*/ |
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int write_rune(object *op,object *caster, object *spell, int dir, const char *runename) { |
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object *tmp, *rune_spell, *rune; |
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char buf[MAX_BUF]; |
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mapstruct *m; |
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sint16 nx,ny; |
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if(!dir) { |
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dir=1; |
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} |
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nx=op->x+freearr_x[dir]; |
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ny=op->y+freearr_y[dir]; |
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m = op->map; |
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if (get_map_flags(m, &m, nx, ny, &nx, &ny)) { |
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new_draw_info(NDI_UNIQUE, 0,op,"Can't make a rune there!"); |
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return 0; |
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} |
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for(tmp=get_map_ob(m,nx,ny);tmp!=NULL;tmp=tmp->above) |
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if(tmp->type==RUNE) break; |
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if(tmp){ |
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new_draw_info(NDI_UNIQUE, 0,op,"You can't write a rune there."); |
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return 0; |
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} |
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if (spell->other_arch) { |
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rune_spell = arch_to_object(spell->other_arch); |
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} else { |
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/* Player specified spell. The player has to know the spell, so |
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* lets just look through the players inventory see if they know it |
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* use the item_matched_string for our typical matching method. |
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*/ |
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int bestmatch = 0, ms; |
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if (!runename || *runename == 0) { |
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new_draw_info(NDI_UNIQUE, 0, op, "Write a rune of what?"); |
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return 0; |
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} |
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rune_spell=NULL; |
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for (tmp=op->inv; tmp; tmp=tmp->below) { |
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if (tmp->type == SPELL) { |
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ms = item_matched_string(op, tmp, runename); |
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if (ms > bestmatch) { |
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bestmatch = ms; |
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rune_spell = tmp; |
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} |
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} |
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} |
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if (!rune_spell) { |
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new_draw_info_format(NDI_UNIQUE, 0, op, "You don't know any spell named %s", |
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runename); |
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return 0; |
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} |
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if (rune_spell->skill != spell->skill) { |
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new_draw_info_format(NDI_UNIQUE, 0, op, "You can't cast %s with %s", |
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rune_spell->name, spell->name); |
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return 0; |
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} |
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if (caster->path_denied & spell->path_attuned) { |
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new_draw_info_format(NDI_UNIQUE, 0,op, "%s belongs to a spell path denied to you.", |
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rune_spell->name); |
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return 0; |
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} |
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if (caster_level(caster, rune_spell) < rune_spell->level) { |
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new_draw_info_format(NDI_UNIQUE, 0,op, "%s is beyond your ability to cast!", |
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rune_spell->name); |
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return 0; |
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} |
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if (SP_level_spellpoint_cost(caster, rune_spell, SPELL_MANA) > op->stats.sp) { |
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new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); |
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return 0; |
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} |
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if (SP_level_spellpoint_cost(caster, rune_spell, SPELL_GRACE) > op->stats.grace) { |
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new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough grace."); |
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return 0; |
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} |
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op->stats.grace -= SP_level_spellpoint_cost(caster, rune_spell, SPELL_GRACE); |
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op->stats.sp -= SP_level_spellpoint_cost(caster, rune_spell, SPELL_MANA); |
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} |
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/* already proper rune. Note this should only be the case if other_arch was set */ |
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if (rune_spell->type == RUNE) { |
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rune = rune_spell; |
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} else { |
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rune = get_archetype(GENERIC_RUNE); |
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sprintf(buf,"You set off a rune of %s\n",rune_spell->name); |
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rune->msg=add_string(buf); |
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tmp = get_object(); |
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copy_object(rune_spell, tmp); |
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insert_ob_in_ob(tmp, rune); |
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if (spell->face != blank_face) |
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rune->face = spell->face; |
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} |
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rune->level = caster_level(caster, spell); |
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rune->stats.Cha = rune->level/2; /* the invisibility parameter */ |
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rune->x=nx; |
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rune->y=ny; |
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rune->map = m; |
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rune->direction=dir; /* where any spell will go upon detonation */ |
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set_owner(rune,op); /* runes without need no owner */ |
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set_spell_skill(op, caster, spell, rune); |
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insert_ob_in_map(rune,m,op,0); |
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return 1; |
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} |
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162 |
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/* move_rune: peterm |
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comments on runes: |
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rune->level : level at which rune will cast its spell. |
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rune->hp : number of detonations before rune goes away |
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rune->msg : message the rune displays when it goes off |
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rune->direction : direction it will cast a spell in |
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rune->dam : damage the rune will do if it doesn't cast spells |
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rune->attacktype: type of damage it does, if not casting spells |
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rune->other_arch: spell in the rune |
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rune->Cha : how hidden the rune is |
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rune->maxhp : number of spells the rune casts |
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*/ |
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void move_rune(object *op) { |
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int det=0; |
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if(!op->level) {return;} /* runes of level zero cannot detonate. */ |
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det=op->invisible; |
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if(!(rndm(0, MAX(1,(op->stats.Cha))-1))) { |
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op->invisible=0; |
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op->speed_left-=1; |
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} |
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else |
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op->invisible=1; |
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if(op->invisible!=det) |
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update_object(op,UP_OBJ_FACE); |
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} |
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/* peterm: rune_attack |
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* function handles those runes which detonate but do not cast spells. |
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*/ |
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void rune_attack(object *op,object *victim) |
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{ |
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if(victim) { |
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tag_t tag = victim->count; |
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hit_player(victim,op->stats.dam,op,op->attacktype,1); |
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if (was_destroyed (victim, tag)) |
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return; |
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/* if there's a disease in the needle, put it in the player */ |
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if(HAS_RANDOM_ITEMS(op)) create_treasure(op->randomitems,op,0, |
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(victim->map?victim->map->difficulty:1),0); |
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if(op->inv && op->inv->type == DISEASE) { |
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object *disease=op->inv; |
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infect_object(victim, disease, 1); |
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remove_ob(disease); |
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free_object(disease); |
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} |
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} |
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else hit_map(op,0,op->attacktype,1); |
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} |
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/* This function generalizes attacks by runes/traps. This ought to make |
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* it possible for runes to attack from the inventory, |
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* it'll spring the trap on the victim. |
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*/ |
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void spring_trap(object *trap,object *victim) |
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{ |
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object *env; |
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tag_t trap_tag = trap->count; |
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rv_vector rv; |
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int i; |
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/* Prevent recursion */ |
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if (trap->stats.hp <= 0) |
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return; |
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if (QUERY_FLAG(trap,FLAG_IS_LINKED)) |
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use_trigger(trap); |
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/* Only living objects can trigger runes that don't cast spells, as |
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* doing direct damage to a non-living object doesn't work anyway. |
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* Typical example is an arrow attacking a door. |
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*/ |
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if ( ! QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch) |
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return; |
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trap->stats.hp--; /*decrement detcount */ |
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if(victim && victim->type==PLAYER) |
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new_draw_info(NDI_UNIQUE, 0,victim,trap->msg); |
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/* Flash an image of the trap on the map so the poor sod |
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* knows what hit him. |
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*/ |
249 |
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env = object_get_env_recursive(trap); |
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/* If the victim is not next to this trap, don't set it off. |
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* players shouldn't get hit by firing arrows at a door for example. |
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* At the same time, the trap will stick around until detonated |
254 |
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*/ |
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get_rangevector(env, victim, &rv, 0); |
256 |
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if (rv.distance > 1) return; |
257 |
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258 |
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trap_show(trap,env); |
259 |
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260 |
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/* Only if it is a spell do we proceed here */ |
261 |
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if ((trap->inv && trap->inv->type == SPELL) || |
262 |
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(trap->other_arch && trap->other_arch->clone.type == SPELL)) { |
263 |
root |
1.2 |
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264 |
root |
1.1 |
if (was_destroyed (trap, trap_tag)) |
265 |
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return; |
266 |
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267 |
root |
1.3 |
// breaks summon golem spells, which, for inexplicable reasons, |
268 |
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// do not work like summon golem spells at all but still require |
269 |
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// direction "0" to work at all. |
270 |
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//if (trap->direction) |
271 |
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// rv.direction = trap->direction; |
272 |
root |
1.2 |
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273 |
root |
1.1 |
for(i = 0; i < MAX(1, trap->stats.maxhp); i++) { |
274 |
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if (trap->inv) |
275 |
root |
1.3 |
cast_spell(env,trap,trap->direction,trap->inv,NULL); |
276 |
root |
1.1 |
else { |
277 |
root |
1.2 |
object *spell = arch_to_object(trap->other_arch); |
278 |
root |
1.3 |
cast_spell(env,trap,trap->direction,spell,NULL); |
279 |
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1.1 |
free_object(spell); |
280 |
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} |
281 |
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} |
282 |
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} else { |
283 |
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rune_attack(trap,victim); |
284 |
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if (was_destroyed (trap, trap_tag)) |
285 |
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return; |
286 |
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} |
287 |
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288 |
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if (trap->stats.hp <= 0) { |
289 |
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trap->type=SIGN; /* make the trap impotent */ |
290 |
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trap->stats.food=20; /* make it stick around until its spells are gone */ |
291 |
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SET_FLAG(trap,FLAG_IS_USED_UP); |
292 |
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} |
293 |
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} |
294 |
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295 |
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/* dispel_rune: by peterm |
296 |
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* dispels the target rune, depending on the level of the actor |
297 |
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* and the level of the rune risk flag, if true, means that there is |
298 |
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* a chance that the trap/rune will detonate |
299 |
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*/ |
300 |
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int dispel_rune(object *op,object *caster, object *spell, object *skill, int dir) |
301 |
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{ |
302 |
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object *tmp,*tmp2; |
303 |
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int searchflag = 1, mflags; |
304 |
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sint16 x,y; |
305 |
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mapstruct *m; |
306 |
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307 |
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x = op->x+freearr_x[dir]; |
308 |
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y = op->y+freearr_y[dir]; |
309 |
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m = op->map; |
310 |
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311 |
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mflags = get_map_flags(m, &m, x, y, &x, &y); |
312 |
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313 |
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/* Should we perhaps not allow player to disable traps if a monster/ |
314 |
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* player is standing on top? |
315 |
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*/ |
316 |
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if (mflags & P_OUT_OF_MAP) { |
317 |
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new_draw_info(NDI_UNIQUE, 0,op,"There's nothing there!"); |
318 |
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return 0; |
319 |
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} |
320 |
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321 |
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for(tmp=get_map_ob(m,x, y); tmp!=NULL; tmp=tmp->above) { |
322 |
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if(tmp->type==RUNE || tmp->type==TRAP) break; |
323 |
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324 |
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/* we could put a probability chance here, but since nothing happens |
325 |
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* if you fail, no point on that. I suppose we could do a level |
326 |
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* comparison so low level players can't erase high level players runes. |
327 |
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*/ |
328 |
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if (tmp->type == SIGN && !strcmp(tmp->arch->name,"rune_mark")) { |
329 |
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remove_ob(tmp); |
330 |
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free_object(tmp); |
331 |
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new_draw_info(NDI_UNIQUE, 0,op,"You wipe out the rune of marking!"); |
332 |
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return 1; |
333 |
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} |
334 |
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335 |
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/* now search tmp's inventory for traps |
336 |
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* This is for chests, where the rune is in the chests inventory. |
337 |
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*/ |
338 |
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for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) { |
339 |
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if(tmp2->type==RUNE || tmp2->type==TRAP) { |
340 |
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tmp=tmp2; |
341 |
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searchflag=0; |
342 |
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break; |
343 |
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} |
344 |
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} |
345 |
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if(!searchflag) break; |
346 |
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} |
347 |
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348 |
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/* no rune there. */ |
349 |
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if(tmp==NULL) { |
350 |
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new_draw_info(NDI_UNIQUE, 0,op,"There's nothing there!"); |
351 |
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return 0; |
352 |
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} |
353 |
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trap_disarm(op,tmp,0, skill); |
354 |
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return 1; |
355 |
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356 |
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} |
357 |
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358 |
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int trap_see(object *op,object *trap) { |
359 |
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int chance; |
360 |
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361 |
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chance = random_roll(0, 99, op, PREFER_HIGH);; |
362 |
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363 |
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/* decide if we see the rune or not */ |
364 |
|
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if((trap->stats.Cha==1) || (chance > MIN(95,MAX(5,((int)((float) (op->map->difficulty |
365 |
|
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+ trap->level + trap->stats.Cha-op->level)/10.0 * 50.0)))))) { |
366 |
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new_draw_info_format(NDI_UNIQUE, 0,op,"You spot a %s!",trap->name); |
367 |
|
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return 1; |
368 |
|
|
} |
369 |
|
|
return 0; |
370 |
|
|
} |
371 |
|
|
|
372 |
|
|
int trap_show(object *trap, object *where) { |
373 |
|
|
object *tmp2; |
374 |
|
|
|
375 |
|
|
if(where==NULL) return 0; |
376 |
|
|
tmp2=get_archetype("runedet"); |
377 |
|
|
tmp2->face=&new_faces[GET_ANIMATION(trap, 0)]; |
378 |
|
|
tmp2->x=where->x;tmp2->y=where->y;tmp2->map=where->map; |
379 |
|
|
insert_ob_in_map(tmp2,where->map,NULL,0); |
380 |
|
|
return 1; |
381 |
|
|
|
382 |
|
|
} |
383 |
|
|
|
384 |
|
|
|
385 |
|
|
int trap_disarm(object *disarmer, object *trap, int risk, object *skill) { |
386 |
|
|
int trapworth; /* need to compute the experience worth of the trap |
387 |
|
|
before we kill it */ |
388 |
|
|
|
389 |
|
|
/* this formula awards a more reasonable amount of exp */ |
390 |
|
|
trapworth = MAX(1,trap->level) * disarmer->map->difficulty * |
391 |
|
|
sqr(MAX(trap->stats.dam,trap->inv?trap->inv->level:1)) / |
392 |
|
|
skill->level; |
393 |
|
|
|
394 |
|
|
if(!(random_roll(0, (MAX(2, MIN(20,trap->level-skill->level |
395 |
|
|
+5 - disarmer->stats.Dex/2))-1), disarmer, PREFER_LOW))) |
396 |
|
|
{ |
397 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,disarmer, |
398 |
|
|
"You successfully disarm the %s!",trap->name); |
399 |
|
|
destroy_object(trap); |
400 |
|
|
/* If it is your own trap, (or any players trap), don't you don't |
401 |
|
|
* get exp for it. |
402 |
|
|
*/ |
403 |
|
|
if (trap->owner && trap->owner->type!=PLAYER && risk) |
404 |
|
|
return trapworth; |
405 |
|
|
else return 1; /* give minimal exp and say success */ |
406 |
|
|
} |
407 |
|
|
else |
408 |
|
|
{ |
409 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,disarmer, |
410 |
|
|
"You fail to disarm the %s.",trap->name); |
411 |
|
|
if(! (random_roll(0, (MAX(2,skill->level-trap->level |
412 |
|
|
+ disarmer->stats.Dex/2-6))-1, disarmer, PREFER_LOW)) &&risk) { |
413 |
|
|
new_draw_info(NDI_UNIQUE, 0,disarmer,"In fact, you set it off!"); |
414 |
|
|
spring_trap(trap,disarmer); |
415 |
|
|
} |
416 |
|
|
return 0; |
417 |
|
|
} |
418 |
|
|
} |
419 |
|
|
|
420 |
|
|
|
421 |
|
|
/* traps need to be adjusted for the difficulty of the map. The |
422 |
|
|
* default traps are too strong for wimpy level 1 players, and |
423 |
|
|
* unthreatening to anyone of high level |
424 |
|
|
*/ |
425 |
|
|
|
426 |
|
|
void trap_adjust(object *trap, int difficulty) { |
427 |
|
|
int i; |
428 |
|
|
|
429 |
|
|
/* now we set the trap level to match the difficulty of the level |
430 |
|
|
* the formula below will give a level from 1 to (2*difficulty) with |
431 |
|
|
* a peak probability at difficulty |
432 |
|
|
*/ |
433 |
|
|
|
434 |
|
|
trap->level = rndm(0, difficulty-1) + rndm(0, difficulty-1); |
435 |
|
|
if(trap->level < 1) |
436 |
|
|
trap->level = 1; |
437 |
|
|
|
438 |
|
|
/* set the hiddenness of the trap, similar formula to above */ |
439 |
|
|
trap->stats.Cha = rndm(0, 19) + rndm(0, difficulty-1) + rndm(0, difficulty-1); |
440 |
|
|
|
441 |
|
|
if (!trap->other_arch && !trap->inv) { |
442 |
|
|
/* set the damage of the trap. |
443 |
|
|
* we get 0-4 pts of damage per level of difficulty of the map in |
444 |
|
|
* the trap |
445 |
|
|
*/ |
446 |
|
|
|
447 |
|
|
trap->stats.dam = 0; |
448 |
|
|
for(i=0;i<difficulty;i++) |
449 |
|
|
trap->stats.dam+=rndm(0, 4); |
450 |
|
|
|
451 |
|
|
/* the poison trap special case */ |
452 |
|
|
if(trap->attacktype & AT_POISON) { |
453 |
|
|
trap->stats.dam = rndm(0, difficulty-1); |
454 |
|
|
if(trap->stats.dam < 1) |
455 |
|
|
trap->stats.dam = 1; |
456 |
|
|
} |
457 |
|
|
|
458 |
|
|
/* so we get an appropriate amnt of exp for AT_DEATH traps */ |
459 |
|
|
if(trap->attacktype & AT_DEATH) trap->stats.dam = 127; |
460 |
|
|
} |
461 |
|
|
|
462 |
|
|
} |
463 |
|
|
|