implement BB item usage and mag feeding

This commit is contained in:
Martin Michelsen
2023-06-12 19:26:53 -07:00
parent 1a72f7c90a
commit 71ebf01b0b
15 changed files with 913 additions and 242 deletions
+425 -174
View File
@@ -4,184 +4,43 @@
#include <phosg/Random.hh>
#include "SendCommands.hh"
using namespace std;
/* These items all need some kind of special handling that hasn't been implemented yet.
030B04 = TP Material (?)
030C00 = Cell Of MAG 502
030C01 = Cell Of MAG 213
030C02 = Parts Of RoboChao
030C03 = Heart Of Opa Opa
030C04 = Heart Of Pian
030C05 = Heart Of Chao
030D00 = Sorcerer's Right Arm
030D01 = S-beat's Arms
030D02 = P-arm's Arms
030D03 = Delsaber's Right Arm
030D04 = C-bringer's Right Arm
030D05 = Delsaber's Left Arm
030D06 = S-red's Arms
030D07 = Dragon's Claw
030D08 = Hildebear's Head
030D09 = Hildeblue's Head
030D0A = Parts of Baranz
030D0B = Belra's Right Arms
030D0C = GIGUE'S ARMS
030D0D = S-BERILL'S ARMS
030D0E = G-ASSASIN'S ARMS
030D0F = BOOMA'S RIGHT ARMS
030D10 = GOBOOMA'S RIGHT ARMS
030D11 = GIGOBOOMA'S RIGHT ARMS
030D12 = GAL WIND
030D13 = RAPPY'S WING
030E00 = BERILL PHOTON
030E01 = PARASITIC GENE FLOW
030E02 = MAGICSTONE IRITISTA
030E03 = BLUE BLACK STONE
030E04 = SYNCESTA
030E05 = MAGIC WATER
030E06 = PARASITIC CELL TYPE D
030E07 = MAGIC ROCK HEART KEY
030E08 = MAGIC ROCK MOOLA
030E09 = STAR AMPLIFIER
030E0A = BOOK OF HITOGATA
030E0B = HEART OF CHU CHU
030E0C = PART OF EGG BLASTER
030E0D = HEART OF ANGLE
030E0E = HEART OF DEVIL
030E0F = KIT OF HAMBERGER
030E10 = PANTHER'S SPIRIT
030E11 = KIT OF MARK3
030E12 = KIT OF MASTER SYSTEM
030E13 = KIT OF GENESIS
030E14 = KIT OF SEGA SATURN
030E15 = KIT OF DREAMCAST
030E16 = AMP. RESTA
030E17 = AMP. ANTI
030E18 = AMP. SHIFTA
030E19 = AMP. DEBAND
030E1A = AMP.
030E1B = AMP.
030E1C = AMP.
030E1D = AMP.
030E1E = AMP.
030E1F = AMP.
030E20 = AMP.
030E21 = AMP.
030E22 = AMP.
030E23 = AMP.
030E24 = AMP.
030E25 = AMP.
030E26 = HEART OF KAPUKAPU
030E27 = PROTON BOOSTER
030F00 = ADD SLOT
031000 = PHOTON DROP
031001 = PHOTON SPHERE
031002 = PHOTON CRYSTAL
031100 = BOOK OF KATANA 1
031101 = BOOK OF KATANA 2
031102 = BOOK OF KATANA 3
031200 = WEAPONS BRONZE BADGE
031201 = WEAPONS SILVER BADGE
031202 = WEAPONS GOLD BADGE
031203 = WEAPONS CRYSTAL BADGE
031204 = WEAPONS STEEL BADGE
031205 = WEAPONS ALUMINUM BADGE
031206 = WEAPONS LEATHER BADGE
031207 = WEAPONS BONE BADGE
031208 = LETTER OF APPRECATION
031209 = AUTOGRAPH ALBUM
03120A = VALENTINE'S CHOCOLATE
03120B = NEWYEAR'S CARD
03120C = CRISMAS CARD
03120D = BIRTHDAY CARD
03120E = PROOF OF SONIC TEAM
03120F = SPECIAL EVENT TICKET
031300 = PRESENT
031400 = CHOCOLATE
031401 = CANDY
031402 = CAKE
031403 = SILVER BADGE
031404 = GOLD BADGE
031405 = CRYSTAL BADGE
031406 = IRON BADGE
031407 = ALUMINUM BADGE
031408 = LEATHER BADGE
031409 = BONE BADGE
03140A = BONQUET
03140B = DECOCTION
031500 = CRISMAS PRESENT
031501 = EASTER EGG
031502 = JACK-O'S-LANTERN
031700 = HUNTERS REPORT
031701 = HUNTERS REPORT RANK A
031702 = HUNTERS REPORT RANK B
031703 = HUNTERS REPORT RANK C
031704 = HUNTERS REPORT RANK F
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031802 = Dragon Scale
031803 = Heaven Striker Coat
031807 = Rappys Beak
031802 = Dragon Scale */
////////////////////////////////////////////////////////////////////////////////
void player_use_item(shared_ptr<Client> c, size_t item_index) {
auto player = c->game_data.player();
ssize_t equipped_weapon = -1;
// ssize_t equipped_armor = -1;
// ssize_t equipped_shield = -1;
// ssize_t equipped_mag = -1;
for (size_t y = 0; y < c->game_data.player()->inventory.num_items; y++) {
if (c->game_data.player()->inventory.items[y].flags & 0x00000008) {
if (c->game_data.player()->inventory.items[y].data.data1[0] == 0) {
equipped_weapon = y;
}
// else if ((c->game_data.player()->inventory.items[y].data.data1[0] == 1) &&
// (c->game_data.player()->inventory.items[y].data.data1[1] == 1)) {
// equipped_armor = y;
// } else if ((c->game_data.player()->inventory.items[y].data.data1[0] == 1) &&
// (c->game_data.player()->inventory.items[y].data.data1[1] == 2)) {
// equipped_shield = y;
// } else if (c->game_data.player()->inventory.items[y].data.data1[0] == 2) {
// equipped_mag = y;
// }
}
}
void player_use_item(shared_ptr<ServerState> s, shared_ptr<Client> c, size_t item_index) {
// On PC (and presumably DC), the client sends a 6x29 after this to delete the
// used item. On GC and later versions, this does not happen, so we should
// delete the item here.
bool should_delete_item = (c->version() != GameVersion::DC) &&
(c->version() != GameVersion::PC);
bool should_delete_item = (c->version() != GameVersion::DC) && (c->version() != GameVersion::PC);
auto& item = c->game_data.player()->inventory.items[item_index];
if (item.data.data1w[0] == 0x0203) { // technique disk
c->game_data.player()->disp.technique_levels.data()[item.data.data1[4]] = item.data.data1[2];
auto player = c->game_data.player();
auto& item = player->inventory.items[item_index];
uint32_t item_identifier = item.data.primary_identifier();
} else if (item.data.data1w[0] == 0x0A03) { // grinder
if (equipped_weapon < 0) {
throw invalid_argument("grinder used with no weapon equipped");
if (item.data.is_common_consumable()) { // Monomate, etc.
// Nothing to do (it should be deleted)
} else if (item_identifier == 0x030200) { // Technique disk
uint8_t max_level = s->item_parameter_table->get_max_tech_level(player->disp.char_class, item.data.data1[4]);
if (item.data.data1[2] > max_level) {
throw runtime_error("technique level too high");
}
player->disp.technique_levels.data()[item.data.data1[4]] = item.data.data1[2];
} else if ((item_identifier & 0xFFFF00) == 0x030A00) { // Grinder
if (item.data.data1[2] > 2) {
throw invalid_argument("incorrect grinder value");
}
c->game_data.player()->inventory.items[equipped_weapon].data.data1[3] += (item.data.data1[2] + 1);
// TODO: we should check for max grind here
auto& weapon = player->inventory.items[player->inventory.find_equipped_weapon()];
auto weapon_def = s->item_parameter_table->get_weapon(
weapon.data.data1[1], weapon.data.data1[2]);
if (weapon.data.data1[3] >= weapon_def.max_grind) {
throw runtime_error("weapon already at maximum grind");
}
weapon.data.data1[3] += (item.data.data1[2] + 1);
} else if (item.data.data1w[0] == 0x0B03) { // material
} else if ((item_identifier & 0xFFFF00) == 0x030B00) { // Material
switch (item.data.data1[2]) {
case 0: // Power Material
c->game_data.player()->disp.stats.atp += 2;
@@ -208,20 +67,412 @@ void player_use_item(shared_ptr<Client> c, size_t item_index) {
throw invalid_argument("unknown material used");
}
} else if ((item_identifier & 0xFFFF00) == 0x030F00) { // AddSlot
auto& armor = player->inventory.items[player->inventory.find_equipped_armor()];
if (armor.data.data1[5] >= 4) {
throw runtime_error("armor already at maximum slot count");
}
armor.data.data1[5]++;
} else if ((item.data.data1[0] == 0x02) && (item.data.data2[2] & 0x40)) {
// Unwrap mag present
item.data.data2[2] &= 0xBF;
should_delete_item = false;
} else if ((item.data.data1[0] != 0x02) && (item.data.data1[4] & 0x40)) {
// Unwrap non-mag present
item.data.data1[4] &= 0xBF;
should_delete_item = false;
} else if (item_identifier == 0x003300) {
// Unseal Sealed J-Sword => Tsumikiri J-Sword
item.data.data1[1] = 0x32;
should_delete_item = false;
} else if (item_identifier == 0x00AB00) {
// Unseal Lame d'Argent => Excalibur
item.data.data1[1] = 0xAC;
should_delete_item = false;
} else if (item_identifier == 0x01034D) {
// Unseal Limiter => Adept
item.data.data1[2] = 0x4E;
should_delete_item = false;
} else if (item_identifier == 0x01034F) {
// Unseal Swordsman Lore => Proof of Sword-Saint
item.data.data1[2] = 0x50;
should_delete_item = false;
} else if (item_identifier == 0x030C00) {
// Cell of MAG 502
auto& mag = player->inventory.items[player->inventory.find_equipped_mag()];
mag.data.data1[1] = (player->disp.section_id & 1) ? 0x1D : 0x21;
} else if (item_identifier == 0x030C01) {
// Cell of MAG 213
auto& mag = player->inventory.items[player->inventory.find_equipped_mag()];
mag.data.data1[1] = (player->disp.section_id & 1) ? 0x27 : 0x22;
} else if (item_identifier == 0x030C02) {
// Parts of RoboChao
auto& mag = player->inventory.items[player->inventory.find_equipped_mag()];
mag.data.data1[1] = 0x28;
} else if (item_identifier == 0x030C03) {
// Heart of Opa Opa
auto& mag = player->inventory.items[player->inventory.find_equipped_mag()];
mag.data.data1[1] = 0x29;
} else if (item_identifier == 0x030C04) {
// Heart of Pian
auto& mag = player->inventory.items[player->inventory.find_equipped_mag()];
mag.data.data1[1] = 0x2A;
} else if (item_identifier == 0x030C05) {
// Heart of Chao
auto& mag = player->inventory.items[player->inventory.find_equipped_mag()];
mag.data.data1[1] = 0x2B;
} else if ((item_identifier & 0xFFFF00) == 0x031500) {
// Christmas Present, etc. - use unwrap_table + probabilities therein
auto table = s->item_parameter_table->get_event_items(item.data.data1[2]);
size_t sum = 0;
for (size_t z = 0; z < table.second; z++) {
sum += table.first[z].probability;
}
if (sum == 0) {
throw runtime_error("no unwrap results available for event");
}
size_t det = random_object<size_t>() % sum;
for (size_t z = 0; z < table.second; z++) {
const auto& entry = table.first[z];
if (det > entry.probability) {
det -= entry.probability;
} else {
item.data.data2d = 0;
item.data.data1[0] = entry.item[0];
item.data.data1[1] = entry.item[1];
item.data.data1[2] = entry.item[2];
item.data.data1.clear_after(3);
should_delete_item = false;
auto l = s->find_lobby(c->lobby_id);
send_create_inventory_item(l, c, item.data);
break;
}
}
} else {
// default item action is to unwrap the item if it's a present
if ((item.data.data1[0] == 2) && (item.data.data2[2] & 0x40)) {
item.data.data2[2] &= 0xBF;
should_delete_item = false;
} else if ((item.data.data1[0] != 2) && (item.data.data1[4] & 0x40)) {
item.data.data1[4] &= 0xBF;
should_delete_item = false;
// Use item combinations table from ItemPMT
bool combo_applied = false;
for (size_t z = 0; z < player->inventory.num_items; z++) {
auto& inv_item = player->inventory.items[z];
if (!(inv_item.flags & 0x00000008)) {
continue;
}
try {
const auto& combo = s->item_parameter_table->get_item_combination(
item.data, inv_item.data);
if (combo.char_class != 0xFF && combo.char_class != player->disp.char_class) {
throw runtime_error("item combination requires specific char_class");
}
if (combo.mag_level != 0xFF) {
if (inv_item.data.data1[0] != 2) {
throw runtime_error("item combination applies with mag level requirement, but equipped item is not a mag");
}
if (inv_item.data.compute_mag_level() < combo.mag_level) {
throw runtime_error("item combination applies with mag level requirement, but equipped mag level is too low");
}
}
if (combo.grind != 0xFF) {
if (inv_item.data.data1[0] != 0) {
throw runtime_error("item combination applies with grind requirement, but equipped item is not a weapon");
}
if (inv_item.data.data1[3] < combo.grind) {
throw runtime_error("item combination applies with grind requirement, but equipped weapon grind is too low");
}
}
if (combo.level != 0xFF && player->disp.level + 1 < combo.level) {
throw runtime_error("item combination applies with level requirement, but player level is too low");
}
// If we get here, then the combo applies
if (combo_applied) {
throw runtime_error("multiple combinations apply");
}
combo_applied = true;
inv_item.data.data1[0] = combo.result_item[0];
inv_item.data.data1[1] = combo.result_item[1];
inv_item.data.data1[2] = combo.result_item[2];
inv_item.data.data1[3] = 0; // Grind
inv_item.data.data1[4] = 0; // Flags + special
} catch (const out_of_range&) {
}
}
if (!combo_applied) {
throw runtime_error("no combinations apply");
}
}
if (should_delete_item) {
// Allow overdrafting meseta if the client is not BB, since the server isn't
// informed when meseta is added or removed from the bank.
c->game_data.player()->remove_item(item.data.id, 1, c->version() != GameVersion::BB);
player->remove_item(item.data.id, 1, c->version() != GameVersion::BB);
}
}
void player_feed_mag(std::shared_ptr<ServerState> s, std::shared_ptr<Client> c, size_t mag_item_index, size_t fed_item_index) {
static const unordered_map<uint32_t, size_t> result_index_for_fed_item({
{0x030000, 0}, // Monomate
{0x030001, 1}, // Dimate
{0x030002, 2}, // Trimate
{0x030100, 3}, // Monofluid
{0x030101, 4}, // Difluid
{0x030102, 5}, // Trifluid
{0x030600, 6}, // Antidote
{0x030601, 7}, // Antiparalysis
{0x030300, 8}, // Sol Atomizer
{0x030400, 9}, // Moon Atomizer
{0x030500, 10}, // Star Atomizer
});
auto player = c->game_data.player();
auto& fed_item = player->inventory.items[fed_item_index];
auto& mag_item = player->inventory.items[mag_item_index];
size_t result_index = result_index_for_fed_item.at(fed_item.data.primary_identifier());
const auto& mag_def = s->item_parameter_table->get_mag(mag_item.data.data1[1]);
const auto& feed_result = s->item_parameter_table->get_mag_feed_result(mag_def.feed_table, result_index);
fprintf(stderr, "[feed-mag] table = %hu, index = %zu\n", mag_def.feed_table.load(), result_index);
print_data(stderr, &feed_result, sizeof(feed_result));
auto update_stat = +[](ItemData& data, size_t which, int8_t delta) -> void {
uint16_t existing_stat = data.data1w[which] % 100;
if ((delta > 0) || ((delta < 0) && (-delta < existing_stat))) {
uint16_t level = data.compute_mag_level();
if (level > 200) {
throw runtime_error("mag level is too high");
}
if ((level == 200) && ((99 - existing_stat) < delta)) {
delta = 99 - existing_stat;
}
data.data1w[which] += delta;
}
};
auto print_mag_item = [&](const char* step) -> void {
auto hex = mag_item.data.hex();
fprintf(stderr, "[feed-mag] step: %s\n[feed-mag] %s\n", step, hex.c_str());
};
print_mag_item("pre");
update_stat(mag_item.data, 2, feed_result.def);
print_mag_item("update-def");
update_stat(mag_item.data, 3, feed_result.pow);
print_mag_item("update-pow");
update_stat(mag_item.data, 4, feed_result.dex);
print_mag_item("update-dex");
update_stat(mag_item.data, 5, feed_result.mind);
print_mag_item("update-mind");
mag_item.data.data2[0] = clamp<ssize_t>(static_cast<ssize_t>(mag_item.data.data2[0]) + feed_result.synchro, 0, 120);
print_mag_item("update-synchro");
mag_item.data.data2[1] = clamp<ssize_t>(static_cast<ssize_t>(mag_item.data.data2[1]) + feed_result.iq, 0, 200);
print_mag_item("update-iq");
uint8_t mag_level = mag_item.data.compute_mag_level();
mag_item.data.data1[2] = mag_level;
print_mag_item("compute-level");
uint8_t evolution_number = s->mag_evolution_table->get_evolution_number(mag_item.data.data1[1]);
uint8_t mag_number = mag_item.data.data1[1];
fprintf(stderr, "[feed-mag] evo_num = %02hhX, mag_num = %02hhX\n", evolution_number, mag_number);
// Note: Sega really did just hardcode all these rules into the client. There
// is no data file describing these evolutions, unfortunately.
if (mag_level < 10) {
// Nothing to do
} else if (mag_level < 35) { // Level 10 evolution
if (evolution_number < 1) {
switch (player->disp.char_class) {
case 0: // HUmar
case 1: // HUnewearl
case 2: // HUcast
case 9: // HUcaseal
mag_item.data.data1[1] = 0x01; // Varuna
break;
case 3: // RAmar
case 11: // RAmarl
case 4: // RAcast
case 5: // RAcaseal
mag_item.data.data1[1] = 0x0D; // Kalki
break;
case 10: // FOmar
case 6: // FOmarl
case 7: // FOnewm
case 8: // FOnewearl
mag_item.data.data1[1] = 0x19; // Vritra
break;
default:
throw runtime_error("invalid character class");
}
}
} else if (mag_level < 50) { // Level 35 evolution
if (evolution_number < 2) {
uint16_t flags = mag_item.data.compute_mag_strength_flags();
if (mag_number == 0x0D) {
if ((flags & 0x110) == 0) {
mag_item.data.data1[1] = 0x02;
} else if (flags & 8) {
mag_item.data.data1[1] = 0x03;
} else if (flags & 0x20) {
mag_item.data.data1[1] = 0x0B;
}
} else if (mag_number == 1) {
if (flags & 0x108) {
mag_item.data.data1[1] = 0x0E;
} else if (flags & 0x10) {
mag_item.data.data1[1] = 0x0F;
} else if (flags & 0x20) {
mag_item.data.data1[1] = 0x04;
}
} else if (mag_number == 0x19) {
if (flags & 0x120) {
mag_item.data.data1[1] = 0x1A;
} else if (flags & 8) {
mag_item.data.data1[1] = 0x1B;
} else if (flags & 0x10) {
mag_item.data.data1[1] = 0x14;
}
}
}
} else if ((mag_level % 5) == 0) { // Level 50 (and beyond) evolutions
if (evolution_number < 4) {
if (mag_level >= 100) {
uint8_t section_id_group = player->disp.section_id % 3;
uint16_t def = mag_item.data.data1w[2] / 100;
uint16_t pow = mag_item.data.data1w[3] / 100;
uint16_t dex = mag_item.data.data1w[4] / 100;
uint16_t mind = mag_item.data.data1w[5] / 100;
bool is_male = char_class_is_male(player->disp.char_class);
size_t table_index = (is_male ? 0 : 1) + section_id_group * 2;
bool is_hunter = char_class_is_hunter(player->disp.char_class);
bool is_ranger = char_class_is_ranger(player->disp.char_class);
bool is_force = char_class_is_force(player->disp.char_class);
if (is_force) {
table_index += 12;
} else if (is_ranger) {
table_index += 6;
} else if (!is_hunter) {
throw logic_error("char class is not any of the top-level classes");
}
// Note: The original code checks the class (hunter/ranger/force) again
// here, and goes into 3 branches that each do these same checks.
// However, the result of all 3 branches is exactly the same!
if (((section_id_group == 0) && (pow + mind == def + dex)) ||
((section_id_group == 1) && (pow + dex == mind + def)) ||
((section_id_group == 2) && (pow + def == mind + dex))) {
// clang-format off
static const uint8_t result_table[] = {
// M0 F0 M1 F1 M2 F2
0x39, 0x3B, 0x3A, 0x3B, 0x3A, 0x3B, // Hunter
0x3D, 0x3C, 0x3D, 0x3C, 0x3D, 0x3E, // Ranger
0x41, 0x3F, 0x41, 0x40, 0x41, 0x40, // Force
};
// clang-format on
mag_item.data.data1[1] = result_table[table_index];
}
}
// If a special evolution did not occur, do a normal level 50 evolution
if (mag_number == mag_item.data.data1[1]) {
uint16_t flags = mag_item.data.compute_mag_strength_flags();
uint16_t def = mag_item.data.data1w[2] / 100;
uint16_t pow = mag_item.data.data1w[3] / 100;
uint16_t dex = mag_item.data.data1w[4] / 100;
uint16_t mind = mag_item.data.data1w[5] / 100;
bool is_hunter = char_class_is_hunter(player->disp.char_class);
bool is_ranger = char_class_is_ranger(player->disp.char_class);
bool is_force = char_class_is_force(player->disp.char_class);
if (is_hunter + is_ranger + is_force != 1) {
throw logic_error("char class is not exactly one of the top-level classes");
}
if (is_hunter) {
if (flags & 0x108) {
mag_item.data.data1[1] = (player->disp.section_id & 1)
? ((dex < mind) ? 0x08 : 0x06)
: ((dex < mind) ? 0x0C : 0x05);
} else if (flags & 0x010) {
mag_item.data.data1[1] = (player->disp.section_id & 1)
? ((mind < pow) ? 0x12 : 0x10)
: ((mind < pow) ? 0x17 : 0x13);
} else if (flags & 0x020) {
mag_item.data.data1[1] = (player->disp.section_id & 1)
? ((pow < dex) ? 0x16 : 0x24)
: ((pow < dex) ? 0x07 : 0x1E);
}
} else if (is_ranger) {
if (flags & 0x110) {
mag_item.data.data1[1] = (player->disp.section_id & 1)
? ((mind < pow) ? 0x0A : 0x05)
: ((mind < pow) ? 0x0C : 0x06);
} else if (flags & 0x008) {
mag_item.data.data1[1] = (player->disp.section_id & 1)
? ((dex < mind) ? 0x0A : 0x26)
: ((dex < mind) ? 0x0C : 0x06);
} else if (flags & 0x020) {
mag_item.data.data1[1] = (player->disp.section_id & 1)
? ((pow < dex) ? 0x18 : 0x1E)
: ((pow < dex) ? 0x08 : 0x05);
}
} else if (is_force) {
if (flags & 0x120) {
if (def < 45) {
mag_item.data.data1[1] = (player->disp.section_id & 1)
? ((pow < dex) ? 0x17 : 0x09)
: ((pow < dex) ? 0x1E : 0x1C);
} else {
mag_item.data.data1[1] = 0x24;
}
} else if (flags & 0x008) {
if (def < 45) {
mag_item.data.data1[1] = (player->disp.section_id & 1)
? ((dex < mind) ? 0x1C : 0x20)
: ((dex < mind) ? 0x1F : 0x25);
} else {
mag_item.data.data1[1] = 0x23;
}
} else if (flags & 0x010) {
if (def < 45) {
mag_item.data.data1[1] = (player->disp.section_id & 1)
? ((mind < pow) ? 0x12 : 0x0C)
: ((mind < pow) ? 0x15 : 0x11);
} else {
mag_item.data.data1[1] = 0x24;
}
}
}
}
}
}
print_mag_item("evolution-check");
// If the mag has evolved, add its new photon blast
if (mag_number != mag_item.data.data1[1]) {
const auto& new_mag_def = s->item_parameter_table->get_mag(mag_item.data.data1[1]);
mag_item.data.add_mag_photon_blast(new_mag_def.photon_blast);
}
print_mag_item("add-pb");
}