1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617
|
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\
* This is GNU Go, a Go program. Contact gnugo@gnu.org, or see *
* http://www.gnu.org/software/gnugo/ for more information. *
* *
* Copyright 1999, 2000, 2001, 2002, 2003, 2004, 2005, 2006, 2007, *
* 2008 and 2009 by the Free Software Foundation. *
* *
* This program is free software; you can redistribute it and/or *
* modify it under the terms of the GNU General Public License as *
* published by the Free Software Foundation - version 3 or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License in file COPYING for more details. *
* *
* You should have received a copy of the GNU General Public *
* License along with this program; if not, write to the Free *
* Software Foundation, Inc., 51 Franklin Street, Fifth Floor, *
* Boston, MA 02111, USA. *
\* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#include "gnugo.h"
#include <stdio.h>
#include <stdlib.h>
#include "liberty.h"
#define INFINITY 1000
static void find_moves_to_make_seki(void);
static void update_status(int dr, enum dragon_status new_status,
enum dragon_status new_safety);
static int close_enough_for_proper_semeai(int apos, int bpos);
/* semeai() searches for pairs of dragons of opposite color which
* have safety DEAD. If such a pair is found, owl_analyze_semeai is
* called to read out which dragon will prevail in a semeai, and
* whether a move now will make a difference in the outcome. The
* dragon statuses are revised, and if a move now will make a
* difference in the outcome this information is stored in
* dragon_data2 and an owl reason is later generated by
* semeai_move_reasons().
*/
#define MAX_DRAGONS 50
void
semeai()
{
int semeai_results_first[MAX_DRAGONS][MAX_DRAGONS];
int semeai_results_second[MAX_DRAGONS][MAX_DRAGONS];
int semeai_move[MAX_DRAGONS][MAX_DRAGONS];
signed char semeai_certain[MAX_DRAGONS][MAX_DRAGONS];
int d1, d2;
int k;
int num_dragons = number_of_dragons;
if (num_dragons > MAX_DRAGONS) {
TRACE("Too many dragons!!! Semeai analysis disabled.");
return;
}
for (d1 = 0; d1 < num_dragons; d1++)
for (d2 = 0; d2 < num_dragons; d2++) {
semeai_results_first[d1][d2] = -1;
semeai_results_second[d1][d2] = -1;
}
for (d1 = 0; d1 < num_dragons; d1++)
for (k = 0; k < dragon2[d1].neighbors; k++) {
int apos = DRAGON(d1).origin;
int bpos = DRAGON(dragon2[d1].adjacent[k]).origin;
int result_certain;
d2 = dragon[bpos].id;
/* Look for semeais */
if (dragon[apos].color == dragon[bpos].color
|| (dragon[apos].status != DEAD
&& dragon[apos].status != CRITICAL)
|| (dragon[bpos].status != DEAD
&& dragon[bpos].status != CRITICAL))
continue;
/* Ignore inessential worms or dragons */
if (worm[apos].inessential
|| DRAGON2(apos).safety == INESSENTIAL
|| worm[bpos].inessential
|| DRAGON2(bpos).safety == INESSENTIAL)
continue;
/* Sometimes the dragons are considered neighbors but are too
* distant to constitute a proper semeai, e.g. in nngs4:650, P2
* vs. R3. Then the result of semeai reading may be meaningless
* and can confuse the analysis. In order to avoid this we check
* that the dragons either are directly adjacent or at least
* have one common liberty.
*/
if (!close_enough_for_proper_semeai(apos, bpos))
continue;
/* The array semeai_results_first[d1][d2] will contain the status
* of d1 after the d1 d2 semeai, giving d1 the first move.
* The array semeai_results_second[d1][d2] will contain the status
* of d1 after the d1 d2 semeai, giving d2 the first move.
*/
DEBUG(DEBUG_SEMEAI, "Considering semeai between %1m and %1m\n",
apos, bpos);
owl_analyze_semeai(apos, bpos,
&(semeai_results_first[d1][d2]),
&(semeai_results_second[d1][d2]),
&(semeai_move[d1][d2]), 1, &result_certain);
DEBUG(DEBUG_SEMEAI, "results if %s moves first: %s %s, %1m%s\n",
board[apos] == BLACK ? "black" : "white",
result_to_string(semeai_results_first[d1][d2]),
result_to_string(semeai_results_second[d1][d2]),
semeai_move[d1][d2], result_certain ? "" : " (uncertain)");
semeai_certain[d1][d2] = result_certain;
}
/* Look for dragons which lose all their semeais outright. The
* winners in those semeais are considered safe and further semeais
* they are involved in are disregarded. See semeai:81-86 and
* nicklas5:1211 for examples of where this is useful.
*
* Note: To handle multiple simultaneous semeais properly we would
* have to make simultaneous semeai reading. Lacking that we can
* only get rough guesses of the correct status of the involved
* dragons. This code is not guaranteed to be correct in all
* situations but should usually be an improvement.
*/
for (d1 = 0; d1 < num_dragons; d1++) {
int involved_in_semeai = 0;
int all_lost = 1;
for (d2 = 0; d2 < num_dragons; d2++) {
if (semeai_results_first[d1][d2] != -1) {
involved_in_semeai = 1;
if (semeai_results_first[d1][d2] != 0) {
all_lost = 0;
break;
}
}
}
if (involved_in_semeai && all_lost) {
/* Leave the status changes to the main loop below. Here we just
* remove the presumably irrelevant semeai results.
*/
for (d2 = 0; d2 < num_dragons; d2++) {
if (semeai_results_first[d1][d2] == 0) {
int d3;
for (d3 = 0; d3 < num_dragons; d3++) {
if (semeai_results_second[d3][d2] > 0) {
semeai_results_first[d3][d2] = -1;
semeai_results_second[d3][d2] = -1;
semeai_results_first[d2][d3] = -1;
semeai_results_second[d2][d3] = -1;
}
}
}
}
}
}
for (d1 = 0; d1 < num_dragons; d1++) {
int semeais_found = 0;
int best_defense = 0;
int best_attack = 0;
int defense_move = PASS_MOVE;
int attack_move = PASS_MOVE;
int defense_certain = -1;
int attack_certain = -1;
int semeai_attack_target = NO_MOVE;
int semeai_defense_target = NO_MOVE;
for (d2 = 0; d2 < num_dragons; d2++) {
if (semeai_results_first[d1][d2] == -1)
continue;
gg_assert(semeai_results_second[d1][d2] != -1);
semeais_found++;
if (best_defense < semeai_results_first[d1][d2]
|| (best_defense == semeai_results_first[d1][d2]
&& defense_certain < semeai_certain[d1][d2])) {
best_defense = semeai_results_first[d1][d2];
defense_move = semeai_move[d1][d2];
defense_certain = semeai_certain[d1][d2];
gg_assert(board[dragon2[d2].origin] == OTHER_COLOR(board[dragon2[d1].origin]));
semeai_defense_target = dragon2[d2].origin;
}
if (best_attack < semeai_results_second[d2][d1]
|| (best_attack == semeai_results_second[d2][d1]
&& attack_certain < semeai_certain[d2][d1])) {
best_attack = semeai_results_second[d2][d1];
attack_move = semeai_move[d2][d1];
attack_certain = semeai_certain[d2][d1];
semeai_attack_target = dragon2[d2].origin;
}
}
if (semeais_found) {
dragon2[d1].semeais = semeais_found;
if (best_defense != 0 && best_attack != 0)
update_status(DRAGON(d1).origin, CRITICAL, CRITICAL);
else if (best_attack == 0 && attack_certain)
update_status(DRAGON(d1).origin, ALIVE, ALIVE);
dragon2[d1].semeai_defense_code = best_defense;
dragon2[d1].semeai_defense_point = defense_move;
dragon2[d1].semeai_defense_certain = defense_certain;
ASSERT1(board[semeai_defense_target]
== OTHER_COLOR(board[dragon2[d1].origin]),
dragon2[d1].origin);
dragon2[d1].semeai_defense_target = semeai_defense_target;
dragon2[d1].semeai_attack_code = best_attack;
dragon2[d1].semeai_attack_point = attack_move;
dragon2[d1].semeai_attack_certain = attack_certain;
dragon2[d1].semeai_attack_target = semeai_attack_target;
}
}
find_moves_to_make_seki();
}
/* Find moves turning supposed territory into seki. This is not
* detected above since it either involves an ALIVE dragon adjacent to
* a CRITICAL dragon, or an ALIVE dragon whose eyespace can be invaded
* and turned into a seki.
*
* Currently we only search for tactically critical strings with
* dragon status dead, which are neighbors of only one opponent
* dragon, which is alive. Through semeai analysis we then determine
* whether such a string can in fact live in seki. Relevant testcases
* include gunnar:42 and gifu03:2.
*/
static void
find_moves_to_make_seki()
{
int str;
int defend_move;
int resulta, resultb;
for (str = BOARDMIN; str < BOARDMAX; str++) {
if (IS_STONE(board[str]) && is_worm_origin(str, str)
&& attack_and_defend(str, NULL, NULL, NULL, &defend_move)
&& dragon[str].status == DEAD
&& DRAGON2(str).hostile_neighbors == 1) {
int k;
int color = board[str];
int opponent = NO_MOVE;
int certain;
struct eyevalue reduced_genus;
for (k = 0; k < DRAGON2(str).neighbors; k++) {
opponent = dragon2[DRAGON2(str).adjacent[k]].origin;
if (board[opponent] != color)
break;
}
ASSERT1(opponent != NO_MOVE, opponent);
if (dragon[opponent].status != ALIVE)
continue;
/* FIXME: These heuristics are used for optimization. We don't
* want to call expensive semeai code if the opponent
* dragon has more than one eye elsewhere. However, the
* heuristics might still need improvement.
*/
compute_dragon_genus(opponent, &reduced_genus, str);
if (min_eyes(&reduced_genus) > 1
|| DRAGON2(opponent).moyo_size > 10
|| DRAGON2(opponent).moyo_territorial_value > 2.999
|| DRAGON2(opponent).escape_route > 0
|| DRAGON2(str).escape_route > 0)
continue;
owl_analyze_semeai_after_move(defend_move, color, opponent, str,
&resulta, &resultb, NULL, 1, &certain, 0);
if (resultb == WIN) {
owl_analyze_semeai(str, opponent, &resultb, &resulta,
&defend_move, 1, &certain);
resulta = REVERSE_RESULT(resulta);
resultb = REVERSE_RESULT(resultb);
}
/* Do not trust uncertain results. In fact it should only take a
* few nodes to determine the semeai result, if it is a proper
* potential seki position.
*/
if (resultb != WIN && certain) {
int d = dragon[str].id;
DEBUG(DEBUG_SEMEAI, "Move to make seki at %1m (%1m vs %1m)\n",
defend_move, str, opponent);
dragon2[d].semeais++;
update_status(str, CRITICAL, CRITICAL);
dragon2[d].semeai_defense_code = REVERSE_RESULT(resultb);
dragon2[d].semeai_defense_point = defend_move;
dragon2[d].semeai_defense_certain = certain;
gg_assert(board[opponent] == OTHER_COLOR(board[dragon2[d].origin]));
dragon2[d].semeai_defense_target = opponent;
/* We need to determine a proper attack move (the one that
* prevents seki). Currently we try the defense move first,
* and if it doesn't work -- all liberties of the string.
*/
owl_analyze_semeai_after_move(defend_move, OTHER_COLOR(color),
str, opponent, &resulta, NULL,
NULL, 1, NULL, 0);
if (resulta != WIN) {
dragon2[d].semeai_attack_code = REVERSE_RESULT(resulta);
dragon2[d].semeai_attack_point = defend_move;
}
else {
int k;
int libs[MAXLIBS];
int liberties = findlib(str, MAXLIBS, libs);
for (k = 0; k < liberties; k++) {
owl_analyze_semeai_after_move(libs[k], OTHER_COLOR(color),
str, opponent, &resulta, NULL,
NULL, 1, NULL, 0);
if (resulta != WIN) {
dragon2[d].semeai_attack_code = REVERSE_RESULT(resulta);
dragon2[d].semeai_attack_point = libs[k];
break;
}
}
if (k == liberties) {
DEBUG(DEBUG_SEMEAI,
"No move to attack in semeai (%1m vs %1m), seki assumed.\n",
str, opponent);
dragon2[d].semeai_attack_code = 0;
dragon2[d].semeai_attack_point = NO_MOVE;
update_status(str, ALIVE, ALIVE_IN_SEKI);
}
}
DEBUG(DEBUG_SEMEAI, "Move to prevent seki at %1m (%1m vs %1m)\n",
dragon2[d].semeai_attack_point, opponent, str);
dragon2[d].semeai_attack_certain = certain;
dragon2[d].semeai_attack_target = opponent;
}
}
}
/* Now look for dead strings inside a single eyespace of a living dragon.
*
* FIXME: Clearly this loop should share most of its code with the
* one above. It would also be good to reimplement so that
* moves invading a previously empty single eyespace to make
* seki can be found.
*/
for (str = BOARDMIN; str < BOARDMAX; str++) {
if (IS_STONE(board[str]) && is_worm_origin(str, str)
&& !find_defense(str, NULL)
&& dragon[str].status == DEAD
&& DRAGON2(str).hostile_neighbors == 1) {
int k;
int color = board[str];
int opponent = NO_MOVE;
int certain;
struct eyevalue reduced_genus;
for (k = 0; k < DRAGON2(str).neighbors; k++) {
opponent = dragon2[DRAGON2(str).adjacent[k]].origin;
if (board[opponent] != color)
break;
}
ASSERT1(opponent != NO_MOVE, opponent);
if (dragon[opponent].status != ALIVE)
continue;
/* FIXME: These heuristics are used for optimization. We don't
* want to call expensive semeai code if the opponent
* dragon has more than one eye elsewhere. However, the
* heuristics might still need improvement.
*/
compute_dragon_genus(opponent, &reduced_genus, str);
if (DRAGON2(opponent).moyo_size > 10 || min_eyes(&reduced_genus) > 1)
continue;
owl_analyze_semeai(str, opponent, &resulta, &resultb,
&defend_move, 1, &certain);
/* Do not trust uncertain results. In fact it should only take a
* few nodes to determine the semeai result, if it is a proper
* potential seki position.
*/
if (resulta != 0 && certain) {
int d = dragon[str].id;
DEBUG(DEBUG_SEMEAI, "Move to make seki at %1m (%1m vs %1m)\n",
defend_move, str, opponent);
dragon2[d].semeais++;
update_status(str, CRITICAL, CRITICAL);
dragon2[d].semeai_defense_code = resulta;
dragon2[d].semeai_defense_point = defend_move;
dragon2[d].semeai_defense_certain = certain;
gg_assert(board[opponent] == OTHER_COLOR(board[dragon2[d].origin]));
dragon2[d].semeai_defense_target = opponent;
/* We need to determine a proper attack move (the one that
* prevents seki). Currently we try the defense move first,
* and if it doesn't work -- all liberties of the string.
*/
owl_analyze_semeai_after_move(defend_move, OTHER_COLOR(color),
str, opponent, &resulta, NULL,
NULL, 1, NULL, 0);
if (resulta != WIN) {
dragon2[d].semeai_attack_code = REVERSE_RESULT(resulta);
dragon2[d].semeai_attack_point = defend_move;
}
else {
int k;
int libs[MAXLIBS];
int liberties = findlib(str, MAXLIBS, libs);
for (k = 0; k < liberties; k++) {
owl_analyze_semeai_after_move(libs[k], OTHER_COLOR(color),
str, opponent, &resulta, NULL,
NULL, 1, NULL, 0);
if (resulta != WIN) {
dragon2[d].semeai_attack_code = REVERSE_RESULT(resulta);
dragon2[d].semeai_attack_point = libs[k];
break;
}
}
if (k == liberties) {
DEBUG(DEBUG_SEMEAI,
"No move to attack in semeai (%1m vs %1m), seki assumed.\n",
str, opponent);
dragon2[d].semeai_attack_code = 0;
dragon2[d].semeai_attack_point = NO_MOVE;
update_status(str, ALIVE, ALIVE_IN_SEKI);
}
}
DEBUG(DEBUG_SEMEAI, "Move to prevent seki at %1m (%1m vs %1m)\n",
dragon2[d].semeai_attack_point, opponent, str);
dragon2[d].semeai_attack_certain = certain;
dragon2[d].semeai_attack_target = opponent;
}
}
}
}
/* neighbor_of_dragon(pos, origin) returns true if the vertex at (pos) is a
* neighbor of the dragon with origin at (origin).
*/
static int
neighbor_of_dragon(int pos, int origin)
{
int k;
if (pos == NO_MOVE)
return 0;
for (k = 0; k < 4; k++)
if (ON_BOARD(pos + delta[k]) && dragon[pos + delta[k]].origin == origin)
return 1;
return 0;
}
/* Check whether two dragons are directly adjacent or have at least
* one common liberty.
*/
static int
close_enough_for_proper_semeai(int apos, int bpos)
{
int pos;
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (board[pos] == EMPTY
&& neighbor_of_dragon(pos, apos)
&& neighbor_of_dragon(pos, bpos))
return 1;
else if (IS_STONE(board[pos])) {
if (is_same_dragon(pos, apos) && neighbor_of_dragon(pos, bpos))
return 1;
if (is_same_dragon(pos, bpos) && neighbor_of_dragon(pos, apos))
return 1;
}
}
return 0;
}
/* This function adds the semeai related move reasons, using the information
* stored in the dragon2 array.
*
* If the semeai had an uncertain result, and there is a owl move with
* certain result doing the same, we don't trust the semeai move.
*/
void
semeai_move_reasons(int color)
{
int other = OTHER_COLOR(color);
int d;
int liberties;
int libs[MAXLIBS];
int r;
for (d = 0; d < number_of_dragons; d++)
if (dragon2[d].semeais && DRAGON(d).status == CRITICAL) {
if (DRAGON(d).color == color
&& dragon2[d].semeai_defense_point
&& (dragon2[d].owl_defense_point == NO_MOVE
|| dragon2[d].semeai_defense_certain >=
dragon2[d].owl_defense_certain)) {
/* My dragon can be defended. */
add_semeai_move(dragon2[d].semeai_defense_point, dragon2[d].origin);
DEBUG(DEBUG_SEMEAI, "Adding semeai defense move for %1m at %1m\n",
DRAGON(d).origin, dragon2[d].semeai_defense_point);
if (neighbor_of_dragon(dragon2[d].semeai_defense_point,
dragon2[d].semeai_defense_target)
&& !neighbor_of_dragon(dragon2[d].semeai_defense_point,
dragon2[d].origin)
&& !is_self_atari(dragon2[d].semeai_defense_point, color)) {
/* If this is a move to fill the non-common liberties of the
* target, and is not a ko or snap-back, then we mark all
* non-common liberties of the target as potential semeai moves.
*/
liberties = findlib(dragon2[d].semeai_defense_target, MAXLIBS, libs);
for (r = 0; r < liberties; r++) {
if (!neighbor_of_dragon(libs[r], dragon2[d].origin)
&& !is_self_atari(libs[r], color)
&& libs[r] != dragon2[d].semeai_defense_point)
add_potential_semeai_defense(libs[r], dragon2[d].origin,
dragon2[d].semeai_defense_target);
}
}
}
else if (DRAGON(d).color == other
&& dragon2[d].semeai_attack_point
&& (dragon2[d].owl_attack_point == NO_MOVE
|| dragon2[d].owl_defense_point == NO_MOVE
|| dragon2[d].semeai_attack_certain >=
dragon2[d].owl_attack_certain)) {
/* Your dragon can be attacked. */
add_semeai_move(dragon2[d].semeai_attack_point, dragon2[d].origin);
DEBUG(DEBUG_SEMEAI, "Adding semeai attack move for %1m at %1m\n",
DRAGON(d).origin, dragon2[d].semeai_attack_point);
if (neighbor_of_dragon(dragon2[d].semeai_attack_point,
dragon2[d].origin)
&& !neighbor_of_dragon(dragon2[d].semeai_attack_point,
dragon2[d].semeai_attack_target)
&& !is_self_atari(dragon2[d].semeai_attack_point, color)) {
liberties = findlib(dragon2[d].origin, MAXLIBS, libs);
for (r = 0; r < liberties; r++) {
if (!neighbor_of_dragon(libs[r], dragon2[d].semeai_attack_target)
&& !is_self_atari(libs[r], color)
&& libs[r] != dragon2[d].semeai_attack_point)
add_potential_semeai_attack(libs[r], dragon2[d].origin,
dragon2[d].semeai_attack_target);
}
}
}
}
}
/* Change the status and safety of a dragon. In addition, if the new
* status is not DEAD, make all worms of the dragon essential, so that
* results found by semeai code don't get ignored.
*/
static void
update_status(int dr, enum dragon_status new_status,
enum dragon_status new_safety)
{
int pos;
if (dragon[dr].status != new_status
&& (dragon[dr].status != CRITICAL || new_status != DEAD)) {
DEBUG(DEBUG_SEMEAI, "Changing status of %1m from %s to %s.\n", dr,
status_to_string(dragon[dr].status),
status_to_string(new_status));
for (pos = BOARDMIN; pos < BOARDMAX; pos++)
if (IS_STONE(board[pos]) && is_same_dragon(dr, pos)) {
dragon[pos].status = new_status;
if (new_status != DEAD)
worm[pos].inessential = 0;
}
}
if (DRAGON2(dr).safety != new_safety
&& (DRAGON2(dr).safety != CRITICAL || new_safety != DEAD)) {
DEBUG(DEBUG_SEMEAI, "Changing safety of %1m from %s to %s.\n", dr,
status_to_string(DRAGON2(dr).safety), status_to_string(new_safety));
DRAGON2(dr).safety = new_safety;
}
}
/*
* Local Variables:
* tab-width: 8
* c-basic-offset: 2
* End:
*/
|