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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.55 by root, Sat Apr 21 22:05:52 2007 UTC vs.
Revision 1.72 by root, Sun Apr 20 00:44:12 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
140 139
141 f.next (); 140 f.next ();
142 141
143 for (;;) 142 for (;;)
144 { 143 {
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 149 t->item = archetype::find (f.get_str ());
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 goto error;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
197 208
198 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
201 */ 212 */
202 tl->total_chance = 0;
203
204 if (one) 213 if (one)
205 { 214 {
206 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
207 { 216 {
208 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
209 { 218 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 221 }
213 222
214 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
215 } 224 }
230 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
231 */ 240 */
232static void 241static void
233put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
234{ 243{
244 if (flags & GT_ENVIRONMENT)
245 {
235 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
236 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
237 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
238 * by another object. 249 * by another object.
239 */ 250 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
242 op->expand_tail (); 258 op->expand_tail ();
243 259
244 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (op->blocked (creator->map, creator->x, creator->y))
245 op->destroy (); 261 op->destroy ();
246 else 262 else
247 { 263 {
248 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
249 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
295 else 311 else
296 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
297 } 313 }
298 else 314 else
299 { 315 {
300 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
301 { 317 {
302 object *tmp = arch_to_object (t->item); 318 object *tmp = arch_to_object (t->item);
303 319
304 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
305 tmp->nrof = rndm (t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
352 create_treasure (tl, op, flag, difficulty, tries); 368 create_treasure (tl, op, flag, difficulty, tries);
353 } 369 }
354 else if (t->nrof) 370 else if (t->nrof)
355 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
356 } 372 }
357 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
358 { 374 {
359 if (object *tmp = arch_to_object (t->item)) 375 if (object *tmp = arch_to_object (t->item))
360 { 376 {
361 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = rndm (t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
364 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 change_treasure (t, tmp); 381 change_treasure (t, tmp);
366 put_treasure (tmp, op, flag); 382 put_treasure (tmp, op, flag);
367 } 383 }
368 } 384 }
385}
386
387void
388object::create_treasure (treasurelist *tl, int flags)
389{
390 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
369} 391}
370 392
371/* This calls the appropriate treasure creation function. tries is passed 393/* This calls the appropriate treasure creation function. tries is passed
372 * to determine how many list transitions or attempts to create treasure 394 * to determine how many list transitions or attempts to create treasure
373 * have been made. It is really in place to prevent infinite loops with 395 * have been made. It is really in place to prevent infinite loops with
384 406
385 if (tries++ > 100) 407 if (tries++ > 100)
386 { 408 {
387 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
388 return; 410 return;
411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
389 } 420 }
390 421
391 if (tl->total_chance) 422 if (tl->total_chance)
392 create_one_treasure (tl, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
393 else 424 else
470 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
471 */ 502 */
472int 503int
473level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
474{ 505{
475 int olevel = 0;
476
477 if (!op->inv) 506 if (!op->inv)
478 { 507 {
479 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
480 return 0; 509 return 0;
481 } 510 }
482 511
483 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
484 513
485 if (olevel <= 0) 514 if (olevel <= 0)
486 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
487 516
488 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL);
489 olevel = MAXLEVEL;
490
491 return olevel;
492} 518}
493 519
494/* 520/*
495 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
496 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
552 578
553 op->magic = magic; 579 op->magic = magic;
554 if (op->arch) 580 if (op->arch)
555 { 581 {
556 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
557 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
558 584
559 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
560 magic = (-magic); 586 magic = (-magic);
561 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
562 } 588 }
563 else 589 else
564 { 590 {
565 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
566 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
628 case 2: 654 case 2:
629 case 3: 655 case 3:
630 case 4: 656 case 4:
631 case 5: 657 case 5:
632 case 6: 658 case 6:
633 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
634 break; 660 break;
635 661
636 case 7: 662 case 7:
637 op->stats.dam += bonus; 663 op->stats.dam += bonus;
638 break; 664 break;
802 ARG_INT (flags))) 828 ARG_INT (flags)))
803 return; 829 return;
804 830
805 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
806 { 832 {
807 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
808 { 834 {
809 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
810 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
811 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
812 } 838 }
817 843
818 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
819 845
820 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
821 || op->type == HORN 847 || op->type == HORN
822 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 848 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
823 * used for shop_floors or treasures */
824 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
825 } 850 }
826 851
827 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
828 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
870 { 895 {
871 if (op->type == POTION) 896 if (op->type == POTION)
872 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
873 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
874 { 899 {
875 object *tmp;
876
877 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
878 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
879 op->stats.sp = 0; 902 op->stats.sp = 0;
880 } 903 }
881 } 904 }
882 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
940 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
941 break; 964 break;
942 } 965 }
943 966
944 case AMULET: 967 case AMULET:
945 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
946 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
947 970
948 case RING: 971 case RING:
949 if (op->arch == NULL) 972 if (!op->arch) // wtf? schmorp
950 { 973 {
951 op->destroy (); 974 op->destroy ();
952 op = 0; 975 op = 0;
953 break; 976 break;
954 } 977 }
955 978
956 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 979 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
957 break; 980 break;
958 981
959 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
960 SET_FLAG (op, FLAG_CURSED); 983 SET_FLAG (op, FLAG_CURSED);
961 984
1114 * Allocate and return the pointer to an empty artifactlist structure. 1137 * Allocate and return the pointer to an empty artifactlist structure.
1115 */ 1138 */
1116static artifactlist * 1139static artifactlist *
1117get_empty_artifactlist (void) 1140get_empty_artifactlist (void)
1118{ 1141{
1119 return salloc0 <artifactlist> (); 1142 return salloc0<artifactlist> ();
1120} 1143}
1121 1144
1122/* 1145/*
1123 * Allocate and return the pointer to an empty artifact structure. 1146 * Allocate and return the pointer to an empty artifact structure.
1124 */ 1147 */
1125static artifact * 1148static artifact *
1126get_empty_artifact (void) 1149get_empty_artifact (void)
1127{ 1150{
1128 return salloc0 <artifact> (); 1151 return salloc0<artifact> ();
1129} 1152}
1130 1153
1131/* 1154/*
1132 * Searches the artifact lists and returns one that has the same type 1155 * Searches the artifact lists and returns one that has the same type
1133 * of objects on it. 1156 * of objects on it.
1138 for (artifactlist *al = first_artifactlist; al; al = al->next) 1161 for (artifactlist *al = first_artifactlist; al; al = al->next)
1139 if (al->type == type) 1162 if (al->type == type)
1140 return al; 1163 return al;
1141 1164
1142 return 0; 1165 return 0;
1143}
1144
1145/*
1146 * For debugging purposes. Dumps all tables.
1147 */
1148void
1149dump_artifacts (void)
1150{
1151 artifactlist *al;
1152 artifact *art;
1153 linked_char *next;
1154
1155 fprintf (logfile, "\n");
1156 for (al = first_artifactlist; al != NULL; al = al->next)
1157 {
1158 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1159 for (art = al->items; art != NULL; art = art->next)
1160 {
1161 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1162 if (art->allowed != NULL)
1163 {
1164 fprintf (logfile, "\tallowed combinations:");
1165 for (next = art->allowed; next != NULL; next = next->next)
1166 fprintf (logfile, "%s,", &next->name);
1167 fprintf (logfile, "\n");
1168 }
1169 }
1170 }
1171 fprintf (logfile, "\n");
1172}
1173
1174/*
1175 * For debugging purposes. Dumps all treasures recursively (see below).
1176 */
1177void
1178dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1179{
1180 treasurelist *tl;
1181 int i;
1182
1183 if (depth > 100)
1184 return;
1185
1186 while (t)
1187 {
1188 if (t->name)
1189 {
1190 for (i = 0; i < depth; i++)
1191 fprintf (logfile, " ");
1192
1193 fprintf (logfile, "{ (list: %s)\n", &t->name);
1194
1195 tl = treasurelist::find (t->name);
1196 if (tl)
1197 dump_monster_treasure_rec (name, tl->items, depth + 2);
1198
1199 for (i = 0; i < depth; i++)
1200 fprintf (logfile, " ");
1201
1202 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1203 }
1204 else
1205 {
1206 for (i = 0; i < depth; i++)
1207 fprintf (logfile, " ");
1208
1209 if (t->item && t->item->clone.type == FLESH)
1210 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1211 else
1212 fprintf (logfile, "%s\n", &t->item->clone.name);
1213 }
1214
1215 if (t->next_yes)
1216 {
1217 for (i = 0; i < depth; i++)
1218 fprintf (logfile, " ");
1219
1220 fprintf (logfile, " (if yes)\n");
1221 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1222 }
1223
1224 if (t->next_no)
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 fprintf (logfile, " (if no)\n");
1230 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1231 }
1232
1233 t = t->next;
1234 }
1235}
1236
1237/*
1238 * For debugging purposes. Dumps all treasures for a given monster.
1239 * Created originally by Raphael Quinet for debugging the alchemy code.
1240 */
1241void
1242dump_monster_treasure (const char *name)
1243{
1244 archetype *at;
1245 int found;
1246
1247 found = 0;
1248 fprintf (logfile, "\n");
1249
1250 for (at = first_archetype; at != NULL; at = at->next)
1251 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1252 {
1253 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1254 if (at->clone.randomitems != NULL)
1255 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1256 else
1257 fprintf (logfile, "(nothing)\n");
1258
1259 fprintf (logfile, "\n");
1260 found++;
1261 }
1262
1263 if (found == 0)
1264 fprintf (logfile, "No objects have the name %s!\n\n", name);
1265} 1166}
1266 1167
1267/* 1168/*
1268 * Builds up the lists of artifacts from the file in the libdir. 1169 * Builds up the lists of artifacts from the file in the libdir.
1269 */ 1170 */
1283 sprintf (filename, "%s/artifacts", settings.datadir); 1184 sprintf (filename, "%s/artifacts", settings.datadir);
1284 object_thawer f (filename); 1185 object_thawer f (filename);
1285 1186
1286 if (!f) 1187 if (!f)
1287 return; 1188 return;
1288
1289 f.next ();
1290 1189
1291 for (;;) 1190 for (;;)
1292 { 1191 {
1293 switch (f.kw) 1192 switch (f.kw)
1294 { 1193 {
1398#endif 1297#endif
1399 op->face = change->face; 1298 op->face = change->face;
1400 } 1299 }
1401 1300
1402 for (i = 0; i < NUM_STATS; i++) 1301 for (i = 0; i < NUM_STATS; i++)
1403 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1404 1303
1405 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1406 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1407 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1408 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1592 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1593 else 1492 else
1594 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1595 1494
1596 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1598 return !neg; 1497 return !neg;
1599 1498
1600 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match 1500 * everything is allowed except what we match
1602 */ 1501 */

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