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Tool.cpp
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Tool.cpp
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#include "Global.h"
#include "Util.h"
#include "Object.h"
#include "Hero.h"
shVector <shObjectIlk *> ToolIlks;
shToolIlk *Computer;
shToolIlk *MasterKey;
shToolIlk *LockPick;
//shToolIlk *EnergyCell;
//shToolIlk *EnergyTank;
shToolIlk *PowerPlant;
shAttack ExplodingEnergyCellDamage =
shAttack (NULL, shAttack::kBlast, shAttack::kBurst, 0, kElectrical, 3, 6);
shAttack RestrainingBoltAttack =
shAttack (NULL, shAttack::kAttach, shAttack::kSingle, 0, kNoEnergy, 0, 1);
static int
useRestrainingBolt (shObject *bolt)
{
shDirection dir;
int x = Hero.mX;
int y = Hero.mY;
shMonster *c;
int difficulty;
dir = I->getDirection ();
switch (dir) {
case kNoDirection:
case kUp:
case kDown:
return 0;
default:
if (!Level->moveForward (dir, &x, &y)) {
return 0;
}
c = (shMonster *) Level->getCreature (x, y);
if (!c || !c->isRobot ()) {
I->p ("Restraining bolts only work on bots and droids.");
return 0;
}
if (c->isPet ()) {
I->p ("You've already affixed a restraining bolt to %s.",
THE (c));
return 0;
}
/* low-level bots should be automatic, warbots should be quite
difficult to tame! */
difficulty = bolt->isOptimized () ? 6 :
bolt->isBuggy () ? 2 :
3;
if (c->mCLevel > difficulty && RNG (c->mCLevel) > difficulty) {
I->p ("You miss %s.", THE (c));
c->newEnemy (&Hero);
} else {
Hero.useUpOneObjectFromInventory (bolt);
I->p ("You attach the restraining bolt to %s.", THE (c));
if (c->isA ("clerkbot") || c->isA ("docbot")) {
if (1) { /* nice try */
I->p ("The restraining bolt is vaporized by %s's "
"anti-shoplifting circuits!", THE (c));
}
c->newEnemy (&Hero);
} else {
c->makePet ();
}
}
return FULLTURN;
}
}
int
makeRepair (shObject *tool)
{
shDirection dir;
int x = Hero.mX;
int y = Hero.mY;
shFeature *f;
shMonster *c;
shObjectVector *v;
int score;
score = sportingD20 () + Hero.getSkillModifier (kRepair);
if (tool->isA ("roll of duct tape")) {
/* at first I had this as a penalty, but duct-tape holds the universe
together, right? Plus this might make for better game balance. I think
it's no fun if the one-time use items suck compared to reusable ones...
*/
score += 2;
} else if (tool->isA ("canister of super glue")) {
/* eh... no modifier */
tool->setIlkKnown ();
}
dir = I->getDirection ();
switch (dir) {
case kNoDirection:
return 0;
case kUp:
I->p ("There's nothing to repair on the ceiling.");
return 0;
default:
if (!Level->moveForward (dir, &x, &y)) {
I->p ("There's nothing there to repair.");
return 0;
}
if ((c = (shMonster *) Level->getCreature (x, y))) {
/* repair a pet droid */
const char *who = THE (c);
if (c->isHero ()) {
I->p ("You can't make repairs to yourself!");
return 0;
} else if (c->isAlive ()) {
I->p ("You can't make repairs to %s!", who);
return 0;
} else if (c->mHP == c->mMaxHP) {
I->p ("%s doesn't appear to be damaged.", who);
return 0;
} else if (!c->isPet ()) {
I->p ("%s won't cooperate with your attempt to repair it.",
who);
return FULLTURN;
} else if (score < 15) {
I->p ("Your repair attempt is a failure.");
} else {
c->mHP += score - 15 + RNG (1, 3);
if (c->mHP >= c->mMaxHP) {
c->mHP = c->mMaxHP;
I->p ("Now %s looks as good as new!", who);
Hero.exerciseSkill (kRepair, 3);
} else {
I->p ("You repair some of the damage on %s.", who);
Hero.exerciseSkill (kRepair, 1);
}
}
goto done;
}
if ((v = Level->getObjects (x, y))) {
int i;
shObject *obj;
int nx = x;
int ny = y;
for (i = 0; i < v->count (); i++) {
obj = v->get (i);
if (obj->isA (&WreckIlk)) {
if (nx == Hero.mX && ny == Hero.mY &&
-1 == Level->findNearbyUnoccupiedSquare (&nx, &ny))
{
I->p ("There is %s here, but you need more room "
"to repair it.", AN (obj));
break;
}
if (I->yn ("Repair %s?", THE (obj))) {
if (score < 20) {
I->p ("Your repair attempt is a failure.");
} else {
shMonster *bot = new shMonster (obj->mCorpseIlk);
Hero.exerciseSkill (kRepair, 4);
Level->putCreature (bot, nx, ny);
I->p ("You bring %s back on-line!", THE (obj));
v->remove (obj);
delete obj;
}
goto done;
}
}
}
}
if ((f = Level->getFeature (x, y))) {
if ((shFeature::kDoorOpen == f->mType ||
shFeature::kDoorClosed == f->mType ) &&
shFeature::kBerserk & f->mDoor &&
!f->mTrapUnknown)
{
if (score >= 12) {
Hero.exerciseSkill (kRepair, 2);
f->mDoor &= ~shFeature::kBerserk;
I->p ("You repair the malfunctioning door.");
} else {
I->p ("You repair attempt is a failure.");
}
goto done;
} else if (f->isLockBrokenDoor ()) {
if (score >= 15) {
f->mDoor &= ~shFeature::kLockBroken;
I->p ("You repair the broken lock.");
} else {
I->p ("You repair attempt is a failure.");
}
goto done;
} else {
I->p ("It ain't broke!");
return 0;
}
}
I->p ("There's nothing there to repair.");
return 0;
}
done:
if (tool->isA ("roll of duct tape")) {
/* superglue will get used up, too, but that's taken care of by
the useCanister() function
*/
Hero.useUpOneObjectFromInventory (tool);
}
/* yeah, realistically this should take longer, but that wouldn't
be very fun for the player I think. */
return FULLTURN;
}
int
shHero::useKey (shObject *key, shFeature *door)
{
int elapsed = 0;
int locked = door->isLockedDoor ();
shObjectIlk *cardneeded = door->keyNeededForDoor ();
if (cardneeded && (key->isA (MasterKey) ||
key->isA (cardneeded)))
{
if (key->isA (MasterKey) && !isBlind ())
key->setIlkKnown ();
I->p ("You swipe your keycard and the door %s.",
locked ? "unlocks" : "locks");
elapsed = HALFTURN;
} else if (key->isA (LockPick)) {
int score = sportingD20 () + Hero.getSkillModifier (kOpenLock);
if (door->isRetinaDoor ())
score -= 10;
if (!locked)
score += 4;
if (score >= 20) {
Hero.exerciseSkill (kOpenLock, 2);
if (locked)
I->p ("You run a bypass on the locking mechanism.");
else
I->p ("You lock the door.");
elapsed = FULLTURN;
} else {
if (door->isRetinaDoor ())
I->p ("It's very difficult to bypass "
"the retina scanner.");
if (door->isAlarmedDoor () && score <= 10) {
I->p ("You set off an alarm!");
Level->doorAlarm (door);
} else {
I->p ("You fail to defeat the lock.");
}
return FULLTURN;
}
} else if (door->isRetinaDoor ()) {
I->p ("You need the proper retina to unlock this door.");
} else {
if (isBlind ())
I->p ("Nothing happens.");
else
I->p ("You need a %s to %s this door.", cardneeded->mName,
locked ? "unlock" : "lock");
return QUICKTURN;
}
/* TODO: dramatic failure could result in a berserk door? */
if (locked) {
door->unlockDoor ();
} else {
door->lockDoor ();
}
return elapsed;
}
static int
useKeyTool (shObject *key)
{
shDirection dir;
int x = Hero.mX;
int y = Hero.mY;
shFeature *f;
dir = I->getDirection ();
switch (dir) {
case kNoDirection:
return 0;
case kUp:
I->p ("There's no lock on the ceiling.");
return 0;
default:
if (!Level->moveForward (dir, &x, &y)) {
I->p ("There's no lock there.");
return 0;
}
if ((f = Level->getFeature (x, y)) && f->isDoor ()) {
if (shFeature::kDoorHiddenHoriz == f->mType ||
shFeature::kDoorHiddenVert == f->mType)
{
I->p ("There's no lock there.");
return 0;
}
if (f->isLockBrokenDoor ()) {
I->p ("The lock on this door is broken.");
return QUICKTURN;
}
shObjectIlk *cardneeded = f->keyNeededForDoor ();
if (!cardneeded && !f->isRetinaDoor ()) {
I->p ("There is no lock on this door.");
return QUICKTURN;
}
if (f->isOpenDoor ()) {
I->p ("You have to close it first.");
return 0;
}
if (!I->yn ("%s it?", f->isLockedDoor () ? "Unlock" : "Lock")) {
return 0;
}
return Hero.useKey (key, f);
}
I->p ("There's no lock there.");
return 0;
}
}
static int
useComputer (shObject *computer)
{
shObjectVector v;
shObject *obj;
selectObjects (&v, Hero.mInventory, kFloppyDisk);
obj = Hero.quickPickItem (&v, "execute", 0);
if (NULL == obj) {
return 0;
}
return executeFloppyDisk (computer, obj);
}
static int
useTricorder (shObject *tricorder)
{
shDirection dir;
int x = Hero.mX;
int y = Hero.mY;
shMonster *c;
dir = I->getDirection ();
switch (dir) {
case kNoDirection:
case kUp:
case kDown:
return 0;
default:
if (!Level->moveForward (dir, &x, &y)) {
return 0;
}
c = (shMonster *) Level->getCreature (x, y);
if (!c) {
I->p ("You detect no creature there.");
return 0;
};
const char *desc = c->getDescription ();
c->mHidden = 0;
I->p ("%s HP:%d/%d AC: %d", desc, c->mHP, c->mMaxHP, c->getAC ());
}
return 0; /* takes no time at all! (otherwise it would be pretty useless) */
}
static int
useDroidCaller (shObject *obj)
{
shCreature *c;
shVector <shCreature *> clist;
int i;
I->p ("%s produces a strange whistling sound.", THE (obj));
for (i = 0; i < Level->mCrList.count (); i++) {
c = Level->mCrList.get (i);
if ( (obj->isBuggy () && c->isRobot ())
|| (!obj->isBuggy () && c->isPet ()))
{
int x = Hero.mX;
int y = Hero.mY;
if (!obj->isOptimized ()) {
x = x + RNG(7) - 3;
y = y + RNG(5) - 2;
}
if (!Level->findNearbyUnoccupiedSquare (&x, &y)) {
c->transport (x, y, 100);
if (Hero.canSee (c)) {
obj->setIlkKnown ();
if (!c->isPet ())
obj->setBugginessKnown ();
}
if (c->isA ("clerkbot") ||
c->isA ("guardbot") ||
c->isA ("docbot"))
{
clist.add (c);
}
}
}
}
I->drawScreen ();
for (i = 0; i < clist.count (); i++)
clist.get (i) -> newEnemy (&Hero);
return HALFTURN;
}
/* returns ms elapsed */
static int
usePortableHole (shObject *obj)
{
shDirection dir;
int x = Hero.mX;
int y = Hero.mY;
shFeature *f;
shCreature *c;
dir = I->getDirection ();
switch (dir) {
case kNoDirection:
return 0;
case kUp:
I->p ("You can't reach the ceiling.");
return 0;
case kDown:
default:
if (!Level->moveForward (dir, &x, &y)) {
return 0;
}
if (!Level->isFloor (x, y)) {
/* TODO: holes in walls, etc. */
I->p ("Sorry, but this hole only works on floors.");
return 0;
}
f = (shFeature *) Level->getFeature (x, y);
if (f) {
/* FIX: there might be a hidden feature there. This "not enough
room" explanation is unsatisfying... */
I->p ("There isn't enough room to lay it flat %s.",
x == Hero.mX && y == Hero.mY ? "here" : "there");
return 0;
}
Hero.useUpOneObjectFromInventory (obj);
Level->addTrap (x, y, shFeature::kHole);
if (Level->isInShop (x, y)) {
Hero.damagedShop (x, y);
}
c = Level->getCreature (x, y);
if (c && !c->isHero ()) {
c->newEnemy (&Hero);
}
Level->checkTraps (x, y, 100);
}
return FULLTURN;
}
/* returns ms elapsed */
static int
useOnOffTool (shObject *gc)
{
if (gc->isActive ()) {
I->p ("You turn off %s.", YOUR (gc));
gc->resetActive ();
} else if (Hero.countEnergy () <= 0) {
I->p ("You're out of juice!");
} else {
I->p ("You turn on %s.", YOUR (gc));
gc->setActive ();
}
Hero.computeIntrinsics ();
return HALFTURN;
}
/* MODIFIES: may use up the tool and delete it.
RETURNS: time elapsed*/
int
useTool (shObject *tool)
{
shToolIlk *ilk;
assert (tool->isA (kTool));
ilk = (shToolIlk *) tool->mIlk;
return ilk->mUseFunc (tool);
}
void
initializeTools ()
{
/*
EnergyTank =
new shToolIlk ("energy tank", "energy tank", "energy tank",
kBrightYellow, NULL, 400, kSteel,
kIdentified | kBugProof | kChargeable, 1500, kSmall, 12, 12,
0, NULL, 20);
*/
PowerPlant =
new shToolIlk ("power plant", "power plant", "power plant",
kBrightRed, NULL, 1000, kPlasteel,
kChargeable, 5000, kSmall, 12, 12,
5000, NULL, 0);
new shToolIlk ("fission power plant", "power plant", "power plant",
kBrightRed, PowerPlant, 1000, kPlasteel,
kChargeable, 5000, kSmall, 12, 12,
5000, NULL, 20);
new shToolIlk ("fusion power plant", "power plant", "power plant",
kBrightRed, PowerPlant, 1000, kPlasteel,
kChargeable, 5000, kSmall, 12, 12,
2500, NULL, 10);
new shToolIlk ("roll of duct tape", "roll of duct tape", "roll of duct tape",
kGray, NULL, 5, kPlastic,
kIdentified | kMergeable, 100, kFine, 5, 2,
0, makeRepair, 70);
new shToolIlk ("monkey wrench", "wrench", "wrench", kBlue, NULL, 10, kSteel,
kIdentified, 250, kTiny, 10, 1,
0, makeRepair, 30);
/*
new shToolIlk ("pencil", "yellow pointy thing", "yellow pointy thing",
kYellow, NULL, 1, kWood,
0, 20, kTiny, 1, 1,
0, NULL, 5);
*/
shToolIlk *flashlight =
new shToolIlk ("flashlight", "flashlight", "flashlight",
kRed, NULL, 10, kPlastic,
kIdentified, 200, kTiny, 2, 2,
180000, useOnOffTool, 50);
flashlight->mActiveIntrinsics |= kLightSource;
shToolIlk *geigercounter =
new shToolIlk ("geiger counter", "electronic gizmo", "electronic gizmo",
kBlue, NULL, 300, kSteel,
0, 500, kTiny, 10, 10,
20000, useOnOffTool, 75);
geigercounter->mActiveIntrinsics |= kRadiationDetection;
shToolIlk *motiontracker =
new shToolIlk ("motion tracker", "electronic gizmo", "electronic gizmo",
kBlue, NULL, 400, kSteel,
0, 500, kTiny, 10, 10,
10000, useOnOffTool, 50);
motiontracker->mActiveIntrinsics |= kMotionDetection;
new shToolIlk ("droid caller", "electronic gizmo", "electronic gizmo",
kBlue, NULL, 400, kSteel,
0, 500, kTiny, 10, 10,
0, useDroidCaller, 75);
/*
new shToolIlk ("communicator", "communicator", "communicator",
kWhite, NULL, 100, kSilicon,
kIdentified, 100, kTiny, 10, 4,
0, NULL, 25);
new shToolIlk ("business card", "business card", "business card",
kYellow, NULL, 1, kPaper,
kIdentified, 5, kFine, 1, 1,
0, NULL, 100);
*/
new shToolIlk ("red keycard", "keycard", "red keycard",
kRed, NULL, 20, kPlastic,
0, 5, kFine, 5, 1,
0, useKeyTool, 17);
new shToolIlk ("green keycard", "keycard", "green keycard",
kGreen, NULL, 20, kPlastic,
0, 5, kFine, 5, 1,
0, useKeyTool, 17);
new shToolIlk ("blue keycard", "keycard", "blue keycard",
kBlue, NULL, 20, kPlastic,
kIdentified, 5, kFine, 5, 1,
0, useKeyTool, 17);
new shToolIlk ("orange keycard", "keycard", "orange keycard",
kBrightRed, NULL, 20,
kPlastic,
0, 5, kFine, 5, 1,
0, useKeyTool, 17);
MasterKey =
new shToolIlk ("master keycard", "keycard", "purple keycard",
kBrightMagenta,
NULL, 100, kPlastic,
0, 5, kFine, 5, 1,
0, useKeyTool, 17);
LockPick =
new shToolIlk ("lock pick", "lock pick", "lock pick",
kBlue,
NULL, 200, kPlastic,
kIdentified, 60, kFine, 5, 5,
0, useKeyTool, 20);
new shToolIlk ("restraining bolt", "magnetic bolt", "magnetic bolt",
kBlue, NULL, 200, kSteel,
kIdentified, 50, kFine, 5, 1,
0, useRestrainingBolt, 60);
/*
new shToolIlk ("scalpel", "scalpel", "scalpel", kCyan, NULL, 10, kSteel,
kIdentified, 50, kTiny, 10, 10,
0, NULL, 15);
new shToolIlk ("mop", "mop", "mop", kGreen, NULL, 10, kSteel,
kIdentified, 600, kLarge, 10, 10,
0, NULL, 25);
*/
Computer =
new shToolIlk ("computer", "computer", "computer", kGray, NULL, 0, kSilicon,
0, 0, kSmall, 10, 10, 0, NULL, 0);
new shToolIlk ("mega computer",
"mega computer", "mega computer",
kWhite,
Computer, 1000, kTitanium,
kIdentified, 1200, kSmall, 10, 6,
0, useComputer, 20);
new shToolIlk ("mini computer", "mini computer",
"mini computer",
kWhite,
Computer, 500, kPlastic,
kIdentified, 1200, kSmall, 10, 4,
0, useComputer, 40);
new shToolIlk ("tricorder", "tricorder", "tricorder",
kWhite,
NULL, 200, kPlastic,
kIdentified, 150, kTiny, 10, 4,
0, useTricorder, 20);
new shToolIlk ("portable hole", "portable hole", "portable hole",
kBlack,
NULL, 200, kCloth,
kIdentified | kMergeable, 0, kSmall, 100, 4,
0, usePortableHole, 50);
shToolIlk *rabbitfoot =
new shToolIlk ("rabbit's foot", "rabbit's foot", "rabbit's foot",
kBlue, NULL, 400, kSteel,
kIdentified, 50, kTiny, 10, 10,
0, NULL, 0);
rabbitfoot->mCarriedIntrinsics |= kLucky;
new shToolIlk ("heap of space junk", "heap of space junk", "heap of space junk",
kBrown, NULL, 5, kPlasteel,
0, 50000, kLarge, 10, 50,
0, NULL, 185);
}
shToolIlk::shToolIlk (const char *name,
const char *vaguename,
const char *appearance,
shColor color,
shToolIlk *parent,
int cost,
shMaterialType material,
int flags,
int weight,
shThingSize size,
int hardness,
int hp,
int energyuse,
shToolFunc *usefunc,
int prob)
{
ToolIlks.add (this);
mType = kTool;
mParent = parent;
mName = name;
mAppearance = appearance;
mVagueName = vaguename;
mGlyph.mChar = ObjectGlyphs[mType].mChar | ColorMap[color];
mMaterial = material;
mCost = cost;
mFlags = flags;
mProbability = prob;
mWeight = weight;
mSize = size;
mHardness = hardness;
mHP = hp;
mEnergyUse = energyuse;
mUseFunc = usefunc;
}
shObject *
createTool (char *desc,
int count, int bugginess, int enhancement, int charges)
{
shToolIlk *ilk;
shObject *tool;
ilk = (shToolIlk *) (NULL == desc ? pickAnIlk (&ToolIlks)
: findAnIlk (&ToolIlks, desc));
if (NULL == ilk) return NULL;
if (-2 == bugginess) {
int tmp = RNG (8);
bugginess = (1 == tmp) ? 1 : (0 == tmp) ? -1 : 0;
}
tool = new shObject ();
tool->mIlk = ilk;
if (tool->isA (PowerPlant)) {
tool->mCharges = RNG (1, 100);
tool->setChargeKnown ();
}
tool->mCount = -22 == count ? 1 : count;
tool->mBugginess = bugginess;
tool->mHP = ilk->mHP;
if (!tool->isChargeable ()) {
tool->setChargeKnown ();
}
tool->setFooproofKnown ();
return tool;
}