1 | |
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2 | /* |
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3 | * static char *rcsid_skill_util_c = |
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4 | * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $"; |
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5 | */ |
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6 | |
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7 | /* |
1 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
9 | |
3 | |
10 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
22 | |
16 | |
23 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
20 | |
27 | The author can be reached via e-mail to crossfire-devel@real-time.com |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
28 | */ |
22 | */ |
29 | |
23 | |
30 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
24 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
31 | |
25 | |
32 | /* Reconfigured skills code to allow linking of skills to experience |
26 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
42 | */ |
36 | */ |
43 | |
37 | |
44 | /* define the following for skills utility debuging */ |
38 | /* define the following for skills utility debuging */ |
45 | |
39 | |
46 | /* #define SKILL_UTIL_DEBUG */ |
40 | /* #define SKILL_UTIL_DEBUG */ |
47 | |
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48 | #define WANT_UNARMED_SKILLS |
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49 | |
41 | |
50 | #include <global.h> |
42 | #include <global.h> |
51 | #include <object.h> |
43 | #include <object.h> |
52 | #ifndef __CEXTRACT__ |
44 | #ifndef __CEXTRACT__ |
53 | # include <sproto.h> |
45 | # include <sproto.h> |
54 | #endif |
46 | #endif |
55 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
47 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
56 | #include <spells.h> |
48 | #include <spells.h> |
57 | |
49 | |
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50 | /* Table of unarmed attack skills. Terminated by -1. This |
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51 | * is also the list that we should try to use skills when |
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52 | * automatically applying one for the player. |
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53 | */ |
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54 | static uint8 unarmed_skills[] = { |
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55 | SK_KARATE, |
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56 | SK_CLAWING, |
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57 | SK_FLAME_TOUCH, |
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58 | SK_SPARK_TOUCH, |
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59 | SK_SHIVER, |
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60 | SK_ACID_SPLASH, |
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61 | SK_POISON_NAIL, |
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62 | SK_PUNCHING, |
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63 | (uint8)-1 |
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64 | }; |
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65 | |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
66 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
67 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
60 | |
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61 | shstr skill_names[NUM_SKILLS]; |
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62 | |
68 | |
63 | /* init_skills basically just sets up the skill_names table |
69 | /* init_skills basically just sets up the skill_names table |
64 | * above. The index into the array is set up by the |
70 | * above. The index into the array is set up by the |
65 | * subtypes. |
71 | * subtypes. |
66 | */ |
72 | */ |
… | |
… | |
69 | { |
75 | { |
70 | int i; |
76 | int i; |
71 | archetype *at; |
77 | archetype *at; |
72 | |
78 | |
73 | for (at = first_archetype; at != NULL; at = at->next) |
79 | for (at = first_archetype; at != NULL; at = at->next) |
74 | { |
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75 | if (at->clone.type == SKILL) |
80 | if (at->clone.type == SKILL) |
76 | { |
81 | { |
77 | if (skill_names[at->clone.subtype] != NULL) |
82 | if (skill_names[at->clone.subtype] != NULL) |
78 | { |
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79 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
83 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
80 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
84 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
81 | } |
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82 | else |
85 | else |
83 | { |
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84 | skill_names[at->clone.subtype] = at->clone.skill; |
86 | skill_names[at->clone.subtype] = at->clone.skill; |
85 | } |
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86 | } |
87 | } |
87 | } |
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88 | |
88 | |
89 | /* This isn't really an error if there is no skill subtype set, but |
89 | /* This isn't really an error if there is no skill subtype set, but |
90 | * checking for this may catch some user errors. |
90 | * checking for this may catch some user errors. |
91 | */ |
91 | */ |
92 | for (i = 1; i < NUM_SKILLS; i++) |
92 | for (i = 1; i < NUM_SKILLS; i++) |
… | |
… | |
239 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
239 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
240 | { |
240 | { |
241 | if (apply_special (who, skill_tool, 0)) |
241 | if (apply_special (who, skill_tool, 0)) |
242 | return NULL; |
242 | return NULL; |
243 | } |
243 | } |
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244 | |
244 | if (!skill) |
245 | if (!skill) |
245 | { |
246 | { |
246 | skill = give_skill_by_name (who, skill_tool->skill); |
247 | skill = give_skill_by_name (who, skill_tool->skill); |
247 | link_player_skills (who); |
248 | link_player_skills (who); |
248 | } |
249 | } |
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250 | |
249 | return skill; |
251 | return skill; |
250 | } |
252 | } |
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253 | |
251 | return NULL; |
254 | return NULL; |
252 | } |
255 | } |
253 | |
256 | |
254 | /* This changes the objects skill to new_skill. |
257 | /* This changes the objects skill to new_skill. |
255 | * note that this function doesn't always need to get used - |
258 | * note that this function doesn't always need to get used - |
… | |
… | |
276 | if (who->chosen_skill && who->chosen_skill == new_skill) |
279 | if (who->chosen_skill && who->chosen_skill == new_skill) |
277 | { |
280 | { |
278 | /* optimization for changing skill to current skill */ |
281 | /* optimization for changing skill to current skill */ |
279 | if (who->type == PLAYER && !(flag & 0x1)) |
282 | if (who->type == PLAYER && !(flag & 0x1)) |
280 | who->contr->shoottype = range_skill; |
283 | who->contr->shoottype = range_skill; |
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284 | |
281 | return 1; |
285 | return 1; |
282 | } |
286 | } |
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287 | |
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288 | // move skill to front, so it will be preferred next time |
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289 | new_skill->remove (); |
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290 | who->insert (new_skill); |
283 | |
291 | |
284 | if (!new_skill || who->chosen_skill) |
292 | if (!new_skill || who->chosen_skill) |
285 | if (who->chosen_skill) |
293 | if (who->chosen_skill) |
286 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
294 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
287 | |
295 | |
288 | /* Only goal in this case was to unapply a skill */ |
296 | /* Only goal in this case was to unapply a skill */ |
289 | if (!new_skill) |
297 | if (!new_skill) |
290 | return 0; |
298 | return 0; |
291 | |
299 | |
292 | if (apply_special (who, new_skill, AP_APPLY)) |
300 | if (apply_special (who, new_skill, AP_APPLY)) |
293 | { |
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294 | return 0; |
301 | return 0; |
295 | } |
302 | |
296 | if (flag & 0x1) |
303 | if (flag & 0x1) |
297 | who->contr->shoottype = (rangetype) old_range; |
304 | who->contr->shoottype = (rangetype)old_range; |
298 | |
305 | |
299 | return 1; |
306 | return 1; |
300 | } |
307 | } |
301 | |
308 | |
302 | /* This function just clears the chosen_skill and range_skill values |
309 | /* This function just clears the chosen_skill and range_skill values |
… | |
… | |
462 | case SK_LITERACY: |
469 | case SK_LITERACY: |
463 | case SK_WOODSMAN: |
470 | case SK_WOODSMAN: |
464 | /* first, we try to find a cauldron, and do the alchemy thing. |
471 | /* first, we try to find a cauldron, and do the alchemy thing. |
465 | * failing that, we go and identify stuff. |
472 | * failing that, we go and identify stuff. |
466 | */ |
473 | */ |
467 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
474 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
468 | { |
475 | { |
469 | next = tmp->above; |
476 | next = tmp->above; |
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|
477 | |
470 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
478 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
471 | { |
479 | { |
472 | attempt_do_alchemy (op, tmp); |
480 | attempt_do_alchemy (op, tmp); |
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|
481 | |
473 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
482 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
474 | esrv_send_inventory (op, tmp); |
483 | esrv_send_inventory (op, tmp); |
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484 | |
475 | did_alc = 1; |
485 | did_alc = 1; |
476 | } |
486 | } |
477 | } |
487 | } |
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|
488 | |
478 | if (did_alc == 0) |
489 | if (did_alc == 0) |
479 | exp = success = skill_ident (op, skill); |
490 | exp = success = skill_ident (op, skill); |
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|
491 | |
480 | break; |
492 | break; |
481 | |
493 | |
482 | case SK_DET_MAGIC: |
494 | case SK_DET_MAGIC: |
483 | case SK_DET_CURSE: |
495 | case SK_DET_CURSE: |
484 | exp = success = skill_ident (op, skill); |
496 | exp = success = skill_ident (op, skill); |
… | |
… | |
689 | |
701 | |
690 | /* player already knows it */ |
702 | /* player already knows it */ |
691 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
703 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
692 | return 0; |
704 | return 0; |
693 | |
705 | |
694 | |
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695 | |
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696 | /* now a random change to learn, based on player Int. |
706 | /* now a random change to learn, based on player Int. |
697 | * give bonus based on level - otherwise stupid characters |
707 | * give bonus based on level - otherwise stupid characters |
698 | * might never be able to learn anything. |
708 | * might never be able to learn anything. |
699 | */ |
709 | */ |
700 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
710 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
… | |
… | |
769 | sprintf (buf, "%s%s", &tmp->name, periods); |
779 | sprintf (buf, "%s%s", &tmp->name, periods); |
770 | buf[40] = 0; |
780 | buf[40] = 0; |
771 | |
781 | |
772 | if (settings.permanent_exp_ratio) |
782 | if (settings.permanent_exp_ratio) |
773 | { |
783 | { |
774 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
784 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
775 | buf, tmp->level, |
785 | buf, tmp->level, tmp->stats.exp, |
776 | (long long) tmp->stats.exp, |
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|
777 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
786 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
778 | } |
787 | } |
779 | else |
788 | else |
780 | { |
789 | { |
781 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
790 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
782 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
791 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
783 | } |
792 | } |
784 | /* I don't know why some characters get a bunch of skills, but |
793 | /* I don't know why some characters get a bunch of skills, but |
785 | * it sometimes happens (maybe a leftover from bugier earlier code |
794 | * it sometimes happens (maybe a leftover from bugier earlier code |
786 | * and those character are still about). In any case, lets handle |
795 | * and those character are still about). In any case, lets handle |
787 | * it so it doesn't crash the server - otherwise, one character may |
796 | * it so it doesn't crash the server - otherwise, one character may |
… | |
… | |
874 | return 1; |
883 | return 1; |
875 | |
884 | |
876 | return 0; |
885 | return 0; |
877 | } |
886 | } |
878 | |
887 | |
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888 | static bool |
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889 | hth_skill_p (object *skill) |
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890 | { |
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891 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
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892 | if (skill->subtype == unarmed_skills[i]) |
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|
893 | return 1; |
879 | |
894 | |
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|
895 | return 0; |
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896 | } |
880 | |
897 | |
881 | /* This finds the best unarmed skill the player has, and returns |
898 | /* This finds the first unarmed skill the player has, and returns it. |
882 | * it. Best can vary a little - we consider clawing to always |
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883 | * be the best for dragons. |
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884 | * This could be more intelligent, eg, look at the skill level |
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885 | * of the skill and go from there (eg, a level 40 puncher is |
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886 | * is probably better than level 1 karate). OTOH, if you |
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887 | * don't bother to set up your skill properly, that is the players |
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888 | * problem (although, it might be nice to have a preferred skill |
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889 | * field the player can set. |
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890 | * Unlike the old code, we don't give out any skills - it is |
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891 | * possible you just don't have any ability to get into unarmed |
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892 | * combat. If everyone race/class should have one, this should |
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893 | * be handled in the starting treasurelists, not in the code. |
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894 | */ |
899 | */ |
895 | static object * |
900 | static object * |
896 | find_best_player_hth_skill (object *op) |
901 | find_player_hth_skill (object *op) |
897 | { |
902 | { |
898 | object *tmp, *best_skill = NULL; |
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899 | int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
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900 | |
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|
901 | for (tmp = op->inv; tmp; tmp = tmp->below) |
903 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
902 | { |
904 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
903 | if (tmp->type == SKILL) |
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|
904 | { |
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905 | if (dragon && tmp->subtype == SK_CLAWING) |
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|
906 | return tmp; |
905 | return tmp; |
907 | |
906 | |
908 | /* The order in the array is preferred order. So basically, |
907 | return 0; |
909 | * we just cut down the number to search - eg, if we find a skill |
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|
910 | * early on in flame touch, then we only need to look into the unarmed_array |
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|
911 | * to the entry before flame touch - don't care about the entries afterward, |
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912 | * because they are infrerior skills. |
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913 | * if we end up finding the best skill (i==0) might as well return |
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914 | * right away - can't get any better than that. |
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915 | */ |
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916 | for (i = 0; i < last_skill; i++) |
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917 | { |
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918 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
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|
919 | { |
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920 | best_skill = tmp; |
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|
921 | last_skill = i; |
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922 | if (i == 0) |
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923 | return best_skill; |
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924 | } |
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925 | } |
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926 | } |
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927 | } |
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928 | return best_skill; |
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929 | } |
908 | } |
930 | |
909 | |
931 | /* do_skill_attack() - We have got an appropriate opponent from either |
910 | /* do_skill_attack() - We have got an appropriate opponent from either |
932 | * move_player_attack() or skill_attack(). In this part we get on with |
911 | * move_player_attack() or skill_attack(). In this part we get on with |
933 | * attacking, take care of messages from the attack and changes in invisible. |
912 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
954 | */ |
933 | */ |
955 | if (op->type == PLAYER) |
934 | if (op->type == PLAYER) |
956 | { |
935 | { |
957 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
936 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
958 | { |
937 | { |
959 | size_t i; |
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|
960 | |
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961 | if (!skill) |
938 | if (!skill) |
962 | { |
939 | { |
963 | /* See if the players chosen skill is a combat skill, and use |
940 | /* See if the players chosen skill is a combat skill, and use |
964 | * it if appropriate. |
941 | * it if appropriate. |
965 | */ |
942 | */ |
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|
943 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
966 | if (op->chosen_skill) |
944 | skill = op->chosen_skill; |
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|
945 | else |
967 | { |
946 | { |
968 | for (i = 0; i < sizeof (unarmed_skills); i++) |
|
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969 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
|
|
970 | { |
|
|
971 | skill = op->chosen_skill; |
|
|
972 | break; |
|
|
973 | } |
|
|
974 | } |
|
|
975 | /* If we didn't find a skill above, look harder for a good skill */ |
|
|
976 | if (!skill) |
|
|
977 | { |
|
|
978 | skill = find_best_player_hth_skill (op); |
947 | skill = find_player_hth_skill (op); |
979 | |
948 | |
980 | if (!skill) |
949 | if (!skill) |
981 | { |
950 | { |
982 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
951 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
983 | return 0; |
952 | return 0; |
984 | } |
953 | } |
985 | } |
954 | } |
986 | } |
955 | } |
987 | if (skill != op->chosen_skill) |
956 | |
988 | { |
|
|
989 | /* now try to ready the new skill */ |
957 | /* now try to ready the new skill */ |
990 | if (!change_skill (op, skill, 0)) |
958 | if (!change_skill (op, skill, 0)) |
991 | { /* oh oh, trouble! */ |
959 | { /* oh oh, trouble! */ |
992 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
960 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
993 | return 0; |
961 | return 0; |
994 | } |
|
|
995 | } |
962 | } |
996 | } |
963 | } |
997 | else |
964 | else |
998 | { |
965 | { |
999 | /* Seen some crashes below where current_weapon is not set, |
966 | /* Seen some crashes below where current_weapon is not set, |
… | |
… | |
1019 | { |
986 | { |
1020 | op->current_weapon = tmp; |
987 | op->current_weapon = tmp; |
1021 | } |
988 | } |
1022 | } |
989 | } |
1023 | |
990 | |
1024 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
|
|
1025 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
|
|
1026 | { |
|
|
1027 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
991 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
1028 | } |
|
|
1029 | } |
992 | } |
1030 | } |
993 | } |
1031 | |
994 | |
1032 | /* lose invisiblity/hiding status for running attacks */ |
995 | /* lose invisiblity/hiding status for running attacks */ |
1033 | |
996 | |
… | |
… | |
1068 | |
1031 | |
1069 | int |
1032 | int |
1070 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1033 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1071 | { |
1034 | { |
1072 | sint16 tx, ty; |
1035 | sint16 tx, ty; |
1073 | mapstruct *m; |
1036 | maptile *m; |
1074 | int mflags; |
1037 | int mflags; |
1075 | |
1038 | |
1076 | if (!dir) |
1039 | if (!dir) |
1077 | dir = pl->facing; |
1040 | dir = pl->facing; |
|
|
1041 | |
1078 | tx = freearr_x[dir]; |
1042 | tx = freearr_x[dir]; |
1079 | ty = freearr_y[dir]; |
1043 | ty = freearr_y[dir]; |
1080 | |
1044 | |
1081 | /* If we don't yet have an opponent, find if one exists, and attack. |
1045 | /* If we don't yet have an opponent, find if one exists, and attack. |
1082 | * Legal opponents are the same as outlined in move_player_attack() |
1046 | * Legal opponents are the same as outlined in move_player_attack() |
… | |
… | |
1094 | |
1058 | |
1095 | /* space must be blocked for there to be anything interesting to do */ |
1059 | /* space must be blocked for there to be anything interesting to do */ |
1096 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1060 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1097 | return 0; |
1061 | return 0; |
1098 | |
1062 | |
1099 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
1063 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
1100 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1064 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1101 | { |
1065 | { |
1102 | /* Don't attack party members */ |
1066 | /* Don't attack party members */ |
1103 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1067 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1104 | return 0; |
1068 | return 0; |