khanat-opennel-code/code/ryzom/server/src/sabrina/phrase_utilities_functions.h

684 lines
24 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef EGS_PHRASE_UTILITIES_FUNCTIONS_H
#define EGS_PHRASE_UTILITIES_FUNCTIONS_H
// misc
#include "nel/misc/types_nl.h"
// game_share
#include "game_share/mode_and_behaviour.h"
#include "game_share/armor_types.h"
#include "game_share/damage_types.h"
#include "game_share/shield_types.h"
#include "game_share/slot_equipment.h"
#include "game_share/weapon_types.h"
#include "game_share/creature_size.h"
#include "game_share/intensity_types.h"
#include "game_share/entity_action.h"
#include "game_share/sentence_appraisal.h"
//
#include "entity_base.h"
// Stuff used for management of log messages
extern bool VerboseBrickManagerInfo;
#define INFOLOG if (!VerboseBrickManagerInfo) {} else nlinfo
extern bool VerboseBrickManagerDbg;
#define DEBUGLOG if (!VerboseBrickManagerDbg) {} else nldebug
extern bool AggroLog;
#define AGGROLOG if (!AggroLog) {} else nlinfo
namespace PHRASE_UTILITIES
{
enum ERange
{
UNDEFINED = 0,
POINT_BLANK, // bout-portant
SHORT_RANGE,
MEDIUM_RANGE,
LONG_RANGE,
OUT_OF_RANGE,
};
/**
* convert a ERange value to the corresponding string
*/
std::string toString(ERange range);
#define HANDS_DAMAGE_FACTOR_MULTIPLIER 0.8
typedef std::pair<SLOT_EQUIPMENT::TSlotEquipment,bool> TPairSlotShield;
typedef std::pair<uint8, uint16> TPairUInt8UInt16;
/**
* struct for damage localisation
* \author David Fleury
* \author Nevrax France
* \date 2002
*/
struct SLocalisation
{
uint8 LocalisationNumber;
SHIELDTYPE::EShieldType ShieldType;
SLOT_EQUIPMENT::TSlotEquipment Slot;
bool ShieldIsEffective;
SLocalisation()
{
Slot = SLOT_EQUIPMENT::UNDEFINED;
ShieldType = SHIELDTYPE::NONE;
ShieldIsEffective = false;
LocalisationNumber = 0;
}
/// egality operator
inline bool operator == ( const SLocalisation& p ) const
{
return ( ( ShieldType == p.ShieldType ) && ( LocalisationNumber == p.LocalisationNumber ) );
}
/// < operator
inline bool operator <( const SLocalisation& p ) const
{
if ( LocalisationNumber < p.LocalisationNumber )
return true;
else if ( (LocalisationNumber == p.LocalisationNumber ) && ShieldType < p.ShieldType )
return true;
else
return false;
}
};
/**
* get a pointer on the CEntityBase object related to the specified entity Id
* \param id the entity id
* \return pointer on the CEntityBase object, or NULL if not found
*/
CEntityBase* entityPtrFromId( const NLMISC::CEntityId &id );
/**
* get a pointer on the CEntityBase object related to the specified datasetrow
* \param entityRowId the entity datasetrow
* \return pointer on the CEntityBase object, or NULL if not found
*/
inline CEntityBase* entityPtrFromId( const TDataSetRow &entityRowId )
{
if (entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId))
{
return entityPtrFromId( TheDataset.getEntityId( entityRowId ) );
}
else
return NULL;
}
/**
* get the chance of sucess for a relative level
* \param playerRelativeLevel relative level of the player
* \return chance of success
*/
uint8 getSuccessChance( sint32 playerRelativeLevel );
/**
* get Success Factor
* \param chance of success (5 - 95)
* \param tirage (0 - 100 )
* \return 1.1 for critical success
* \return 1.0 for success
* \return 1 < SF < 0 for partial success
* \return for failure
* \return SF < 0 for critical failure
*/
float getSucessFactor( uint8 chances, uint8 tirage );
/**
* test the target is a valid target for Combat
* \param targetId the target entity Id
* \param errorCode reference on the string that will receive the error code if any
* \return true if the target is valid, false otherwise
*/
bool testTargetValidityForCombat( const NLMISC::CEntityId &targetId, std::string &errorCode );
/**
* test the target is a valid target for Combat
* \param targetId the target entity Id
* \param errorCode reference on the string that will receive the error code if any
* \return true if the target is valid, false otherwise
*/
inline bool testTargetValidityForCombat( const TDataSetRow &entityRowId, std::string &errorCode )
{
if ( entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) )
return testTargetValidityForCombat( TheDataset.getEntityId(entityRowId), errorCode );
else
return false;
}
/**
* get the damage localisation
* \param shield the shield used by the target
* \param forcedSlot the hit slot MUST be of this type, but the effectiveness of the shield is still to be determined
* \param adjustement the adjustement (for size for exemple)
* \return a pair indicating the slot hit and the effectiveness of the shield (true = shield is effective)
*/
TPairSlotShield getLocalisation( SHIELDTYPE::EShieldType shield = SHIELDTYPE::NONE, sint8 adjustement = 0, SLOT_EQUIPMENT::TSlotEquipment forcedSlot = SLOT_EQUIPMENT::UNDEFINED);
/**
* get the localisation size adjustment
* \param attacker Id of the attacker
* \param defender Id of the defender
* \return the adjustement value
*/
sint8 getLocalisationSizeAdjustement( const NLMISC::CEntityId &attacker, const NLMISC::CEntityId &defender );
inline sint8 getLocalisationSizeAdjustement( const TDataSetRow &attackerRowId, const TDataSetRow &defenderRowId )
{
if (attackerRowId.isValid() && TheDataset.isDataSetRowStillValid(attackerRowId) && defenderRowId.isValid() && TheDataset.isDataSetRowStillValid(defenderRowId))
return getLocalisationSizeAdjustement( TheDataset.getEntityId(attackerRowId), TheDataset.getEntityId(defenderRowId) );
else
return 0;
}
/**
* get the weapon damage factor
* \param type the weapon type (LIGHT, MEDIUM, HEAVY...)
* \param quality the weapon quality
* \param entityLevel the level of the entity using this weapon (default = 0 -> no influence on damage factor)
* \return the weapon damage factor
*/
float getWeaponDamageFactor( WEAPONTYPE::EWeaponType type, uint16 quality, uint16 entityLevel = 0 );
/**
* get the armor protection characteritics (protection in % and max protection points)
* \param type the armor type (LIGHT, MEDIUM, HEAVY...)
* \param quality the armor quality
* \return the armor charac
*/
TPairUInt8UInt16 getArmorCharacteristics( ARMORTYPE::EArmorType type, uint16 quality );
/**
* load the localisation table
* \param name and path of the file to load
*/
void loadLocalisationTable( const std::string &tableName );
/**
* load the localisation size adjusment table
* \param name and path of the file to load
*/
void loadLocalisationSizeAdjusmentTable( const std::string &tableName );
/**
* get the entity level in the specified skill and specialization
* \param entityId the entity NLMISC::CEntityId
* \param skill the skill used
* \param skillModifier bonus/malus applied on skill level (-20 = -2 level)
* \param skillMultiplier factor on skill value (>0)
* \return the entity level (uint32)
*/
uint32 getEntityLevel( const NLMISC::CEntityId &entityId, SKILLS::ESkills skill, sint32 skillModifier = 0, float skillMultiplier = 1.0f);
inline uint32 getEntityLevel( const TDataSetRow &entityRowId, SKILLS::ESkills skill, sint32 skillModifier = 0,float skillMultiplier = 1.0f)
{
if ( entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) )
{
return getEntityLevel( TheDataset.getEntityId(entityRowId), skill, skillModifier, skillMultiplier);
}
else
return 0;
}
/**
* get the entity level in the specified score
* \param entityId the entity NLMISC::CEntityId
* \param score the scor used
* \param scoreModifier bonus/malus applied on score (-20 = -2 level)
* \param scoreMultiplier factor applied on score
* \return the entity level (uint32)
*/
uint32 getEntityLevel( const NLMISC::CEntityId &entityId, SCORES::TScores score, sint32 scoreModifier = 0, float scoreMultiplier = 1.0f );
inline uint32 getEntityLevel( const TDataSetRow &entityRowId, SCORES::TScores score, sint32 scoreModifier = 0, float scoreMultiplier = 1.0f )
{
if ( entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) )
{
return getEntityLevel( TheDataset.getEntityId(entityRowId), score, scoreModifier, scoreMultiplier );
}
else
return 0;
}
/**
* get the distance between two entities
* \param entity1 the first entity
* \param entity2 the second entity
* \return the distance in meters, -1 if invalid entities or properties not found
*/
double getDistance( const NLMISC::CEntityId &entity1, const NLMISC::CEntityId &entity2 );
inline double getDistance( const TDataSetRow &entity1RowId, const TDataSetRow &entity2RowId )
{
if ( entity1RowId.isValid() && TheDataset.isDataSetRowStillValid(entity1RowId) && entity2RowId.isValid() && TheDataset.isDataSetRowStillValid(entity2RowId) )
{
return getDistance( TheDataset.getEntityId(entity1RowId), TheDataset.getEntityId(entity2RowId) );
}
else
return 0.0;
}
/**
* inflict damage to the specified Item
* \param ownerId the NLMISC::CEntityId of the item's owner
* \param slot the slot where this item is stored
* \param damage the amount of damage dealt to the item
*/
//void inflictDamageOnItem( const NLMISC::CEntityId &itemId, SLOT_EQUIPMENT::TSlotEquipment slot, sint32 damage );
/**
* inflict damage to the specified Item
* \param itemPtr pointre on the CGameItem to damage
* \param damage the amount of damage dealt to the item
*/
//void inflictDamageOnItem( CGameItemPtr itemPtr, sint32 damage );
/**
* send Death messages when an entity kills another one
* \param killerId NLMISC::CEntityId of the acting entity (the one which kills the other one)
* \param deadId NLMISC::CEntityId of the dead entity
*/
void sendDeathMessages( const NLMISC::CEntityId &killerId, const NLMISC::CEntityId &deadId );
inline void sendDeathMessages( const TDataSetRow &killerRowId, const TDataSetRow &deadRowId )
{
if (killerRowId.isValid() && TheDataset.isDataSetRowStillValid(killerRowId) && deadRowId.isValid() && TheDataset.isDataSetRowStillValid(deadRowId))
{
sendDeathMessages( TheDataset.getEntityId( killerRowId ), TheDataset.getEntityId( deadRowId ) );
}
}
/**
* an entity hits another entity, send all relevant messages to the entities around
* \param aggressorId NLMISC::CEntityId of the acting entity (the one which deals damage)
* \param victimId NLMISC::CEntityId of the victim entity
* \param sentence pointer on the calling sentence if any
* \param amount the amount of damage dealt to the victim entity
* \param lostStamina the amount of stamina lost by the victim entity
* \param lostSap the amount of sap lost by the victim entity
*/
void sendHitMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId, sint32 amount, sint32 lostStamina = 0, sint32 lostSap = 0);
inline void sendHitMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId, sint32 amount, sint32 lostStamina = 0, sint32 lostSap = 0)
{
if (aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId) )
{
sendHitMessages( TheDataset.getEntityId( aggressorRowId ), TheDataset.getEntityId( victimRowId ), amount, lostStamina, lostSap );
}
}
/**
* an entity hits another entity but does no damage, send all relevant messages to the entities around
* \param aggressorId NLMISC::CEntityId of the acting entity (the one which deals damage)
* \param victimId NLMISC::CEntityId of the victim entity
*/
void sendHitNullMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
inline void sendHitNullMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId )
{
if (aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId))
{
sendHitNullMessages( TheDataset.getEntityId( aggressorRowId ), TheDataset.getEntityId( victimRowId ) );
}
}
/**
* fumble messages
* \param aggressorId NLMISC::CEntityId of the acting entity
* \param victimId NLMISC::CEntityId of the targeted entity
*/
void sendFumbleMessage( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
inline void sendFumbleMessage( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId )
{
if (aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId))
{
sendFumbleMessage( TheDataset.getEntityId( aggressorRowId ), TheDataset.getEntityId( victimRowId ) );
}
}
/**
* an entity resits the use of a strategy of another entity, send all relevant messages to the entities around and the entites concerned
* \param aggressorId NLMISC::CEntityId of the acting entity
* \param victimId NLMISC::CEntityId of the victim entity
*/
void sendCombatResistMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
/**
* an entity resits the use of a strategy of another entity, send all relevant messages to the entities around and the entites concerned
* \param aggressorRowId row id of the acting entity
* \param victimRowId row id of the victim entity
*/
inline void sendCombatResistMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId )
{
if (aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId))
{
sendCombatResistMessages( TheDataset.getEntityId( aggressorRowId ), TheDataset.getEntityId( victimRowId ) );
}
}
/**
* send a simple (only a string) message to the specified entity (or chat group)
* \param entityId CEntityId of the entity to whom the message is sent
* \param msgName name of the message
*/
void sendSimpleMessage( const NLMISC::CEntityId &entityId, const std::string &msgName );
inline void sendSimpleMessage( const TDataSetRow &entityRowId, const std::string &msgName )
{
if (entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) )
{
sendSimpleMessage( TheDataset.getEntityId( entityRowId ), msgName );
}
}
/**
* send a message with a string param to the specified entity (or chat group)
* \param entityId CEntityId of the entity to whom the message is sent
* \param msgName name of the message
* \param txt the text param
*/
void sendMessage( const NLMISC::CEntityId &entityId, const std::string &msgName, const ucstring &txt );
/**
* send a message with a string param to the specified entity (or chat group)
* \param entityId CEntityId of the entity to whom the message is sent
* \param msgName name of the message
* \param entityIdForText entityId which name appears in the message
*/
void sendMessage( const NLMISC::CEntityId &entityId, const std::string &msgName, const NLMISC::CEntityId &entityIdForText );
inline void sendMessage( const TDataSetRow &entityRowId, const std::string &msgName, const TDataSetRow &entityRowIdForText )
{
if (entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) && entityRowIdForText.isValid() && TheDataset.isDataSetRowStillValid(entityRowIdForText) )
sendMessage( TheDataset.getEntityId( entityRowId ), msgName, TheDataset.getEntityId( entityRowIdForText ) );
}
/**
* send a dynamic message to the chat
* \param entityId CEntityId of the entity executiong a sentence
* \param msgText text of the message
*/
void sendDynamicChatMessage( const NLMISC::CEntityId &entityId, const std::string &msgText );
/**
* send a message to the GPMS requesting all the entities of chosen types in a circle of specified radius around the target entity
* \param target Id of the targeted entity (must be valid)
* \param radius radius of the circle in meters
* \param validTargets list of valid target types
* \param sentence the calling sentence (needed to find it when the GPMS answer)
*/
//void sendAreaRequest( const NLMISC::CEntityId &targetEntity, float radius, const std::list<RYZOMID::ETypeId> &validTypes, CSentence *sentence);
/**
* send a message to update an entity behaviour, sent to the OPS or to the AGG
* \param entityId id of the entity changing it's behaviour
* \param behaviour the new entity behaviour
*/
void sendUpdateBehaviour( const NLMISC::CEntityId &entityId, const MBEHAV::CBehaviour &behaviour, bool forceUpdate = false );
/**
* send a message to update an entity behaviour, sent to the OPS or to the AGG
* \param entityRowId row id of the entity changing it's behaviour
* \param behaviour the new entity behaviour
*/
inline void sendUpdateBehaviour( const TDataSetRow &entityRowId, const MBEHAV::CBehaviour &behaviour, bool forceUpdate = false )
{
if (entityRowId.isValid())
{
sendUpdateBehaviour( TheDataset.getEntityId( entityRowId ), behaviour, forceUpdate );
}
}
/**
* an entity engage another entity in melee combat
* \param entityId the active entity Id
* \param targetId the entity being engaged
* \param mode the mode of the engagement (default = 1 = normal)
* \return true if the target has been engaged, false otherwise
*/
bool engageTargetInMelee( const NLMISC::CEntityId &entityId , const NLMISC::CEntityId &targetId , sint8 mode = 1);
/**
* an entity engage another entity in range combat
* \param entityId the active entity Id
* \param targetId the entity being engaged
* \return true if the target has been engaged, false otherwise
*/
bool engageTargetRange( const NLMISC::CEntityId &entityId , const NLMISC::CEntityId &targetId );
/**
* send engage messages to clients
* \param aggressorId id of the attacking entity
* \param victimId id of the attacked entity
*/
void sendEngageMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
/**
* send disengage messages to clients
* \param aggressorId id of the attacking entity now disengaging from combat
* \param victimId id of the attacked entity
*/
void sendDisengageMessages( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
/**
* send spell resists message
* \param aggressorId id of the attacking entity
* \param victimId id of the attacked entity
*/
void sendSpellResistMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId );
/**
* send spell begin cast message
*/
void sendSpellBeginCastMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId, ACTNATURE::EActionNature nature );
void sendSpellSuccessMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId );
void sendSpellFailedMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId );
void sendSpellFumbleMessages( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId );
/**
* send critical hit messages
* \param aggressorId id of the attacking entity
* \param victimId id of the attacked entity
*/
void sendCriticalHitMessage( const NLMISC::CEntityId &aggressorId, const NLMISC::CEntityId &victimId );
inline void sendCriticalHitMessage( const TDataSetRow &aggressorRowId, const TDataSetRow &victimRowId )
{
if ( aggressorRowId.isValid() && TheDataset.isDataSetRowStillValid(aggressorRowId) && victimRowId.isValid() && TheDataset.isDataSetRowStillValid(victimRowId) )
{
sendCriticalHitMessage( TheDataset.getEntityId(aggressorRowId), TheDataset.getEntityId(victimRowId) );
}
}
/**
* get the relative intensity of the impact according to target
* \param impact strength of the impact
* \param targetId the target id
* \param score the affected score
* \return the impact intensity
*/
INTENSITY_TYPE::TImpactIntensity getImpactIntensity( sint32 impact, const TDataSetRow &victimRowId, SCORES::TScores score = SCORES::hit_points );
/**
* get the intensity of the attack
* \param attackLevel level of the attack
* \return the attack intensity
*/
INTENSITY_TYPE::TAttackIntensity getAttackIntensity( uint32 attackLevel);
// get entity skill value
inline uint32 getEntitySkill( const NLMISC::CEntityId &entityId, SKILLS::ESkills skill )
{
CEntityBase* entity = entityPtrFromId( entityId );
if (entity == NULL)
{
nlwarning("<getEntitySkill> Invalid entity Id %s", entityId.toString().c_str() );
return 0;
}
if ( skill < SKILLS::NUM_SKILLS )
{
return entity->getSkills()._Skills[ skill ].Current;
}
return 0;
}
/**
* get the level for a given 'skill'
*/
inline uint32 getLevelFromSkill(uint32 comp)
{
/* if (comp % 10 != 0)
{
comp /= 10;
++comp;
}
else
{
comp /= 10;
}
return comp;
*/
// 0 -> locked skill 1-9 -> level 0 but unlocked, 10-19 level 1, etc...)
return comp /= 10;
}
/**
* get the level for a given 'skill'
*/
inline uint32 getLevelFromScore(uint32 scoreValue)
{
//for now we consider scores as skills
return getLevelFromSkill(scoreValue);
}
/**
* get the direction (as text) pointed by the specified vector
* \param dir the direction vector
* \return the direction as a string
*/
std::string getOrientationString( const NLMISC::CVector &dir);
/**
* get the direction (as text)
*/
std::string getOrientationString( sint32 x, sint32 y);
/**
* get the current action type for specified entity
* \param entityId id of the entity to check
* \return the entity action as an enum value
*/
ENTITY_ACTION::EEntityAction getEntityCurrentAction( const NLMISC::CEntityId &entityId);
/**
* test if an entity spell casting is broken when it has been hit
* \param entity pointer on the entity being hit
* \param attacker pointer on the entity dealing damage
* \param damage amount of damage done
* \param weaponType the type of weapon used (if any, optionnal param)
*/
void testSpellBreakOnDamage( CEntityBase *entity, CEntityBase * attacker, sint32 damage, WEAPONTYPE::EWeaponType weaponType = WEAPONTYPE::UNKNOWN );
/**
* test if PVP or any other offensive action is allowed against target entity
* \param actorId if the acting entity
* \param targetId if the target entity
* \param errorCode the string that will receive the errorCode if any
* \return true if an offensive action is allowed
*/
bool testOffensiveActionAllowed( const NLMISC::CEntityId &actorId, const NLMISC::CEntityId &targetId, std::string &errorCode);
inline bool testOffensiveActionAllowed( const TDataSetRow &actorRowId, const TDataSetRow &targetRowId, std::string &errorCode)
{
return testOffensiveActionAllowed( TheDataset.getEntityId(actorRowId), TheDataset.getEntityId(targetRowId), errorCode);
}
/**
* test if the target of a spell is valid
* \param actorRowId spell caster
* \param targetRowId target id
* \param action nature of the spelll
* \return true if allowed
*/
inline bool validateSpellTarget( const TDataSetRow &actorRowId, const TDataSetRow &targetRowId, ACTNATURE::EActionNature action )
{
///\todo nico do something with the error code
std::string errorCode;
if ( action == ACTNATURE::OFFENSIVE )
{
return PHRASE_UTILITIES::testOffensiveActionAllowed(actorRowId, targetRowId, errorCode);
}
else
{
// defensive spells are allowed on everybody except attackable ones
CEntityBase * target = CEntityBaseManager::getEntityBasePtr( targetRowId );
return !(target->getContextualProperty().getValue().attackable());
}
}
/////////////////////////// temp /////////////////////////////////
// send dmg spell message
void sendScoreModifierSpellMessage( CEntityBase * aggressor, CEntityBase* victim, sint32 value, SCORES::TScores score, ACTNATURE::EActionNature nature );
// send heal spell message
// send resist message
}; // PHRASE_UTILITIES
#endif // EGS_PHRASE_UTILITIES_FUNCTIONS_H
/* End of phrase_utilities_functions.h */