1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
|
|
22 | */ |
|
|
23 | |
|
|
24 | #define NUM_OUTPUT_BUFS 5 |
|
|
25 | struct Output_Buf { |
|
|
26 | shstr buf; /* Actual string pointer */ |
|
|
27 | uint32 first_update; /* First time this message was stored */ |
|
|
28 | uint16 count; /* How many times we got this message */ |
|
|
29 | }; |
|
|
30 | |
|
|
31 | /* wand/rod/horn rolled into range_misc. They all use the same body location |
|
|
32 | * anyways. |
|
|
33 | */ |
22 | */ |
34 | enum rangetype { |
|
|
35 | range_bottom = -1, |
|
|
36 | range_none = 0, |
|
|
37 | range_bow = 1, |
|
|
38 | range_magic = 2, |
|
|
39 | range_misc = 3, |
|
|
40 | range_golem = 4, |
|
|
41 | range_skill = 5, |
|
|
42 | range_builder = 6, |
|
|
43 | range_size = 7 |
|
|
44 | }; |
|
|
45 | |
23 | |
46 | enum bowtype_t { |
24 | enum bowtype_t |
|
|
25 | { |
47 | bow_normal = 0, |
26 | bow_normal = 0, |
48 | bow_threewide = 1, |
27 | bow_threewide = 1, |
49 | bow_spreadshot = 2, |
28 | bow_spreadshot = 2, |
50 | bow_n = 3, /* must stay at 3 */ |
29 | bow_n = 3, /* must stay at 3 */ |
51 | bow_ne = 4, |
30 | bow_ne = 4, |
52 | bow_e = 5, |
31 | bow_e = 5, |
53 | bow_se = 6, |
32 | bow_se = 6, |
54 | bow_s = 7, |
33 | bow_s = 7, |
55 | bow_sw = 8, |
34 | bow_sw = 8, |
56 | bow_w = 9, |
35 | bow_w = 9, |
57 | bow_nw = 10, /* must stay at 10 */ |
36 | bow_nw = 10, /* must stay at 10 */ |
58 | bow_bestarrow = 11 |
37 | bow_bestarrow = 11 |
59 | }; |
38 | }; |
60 | |
39 | |
61 | typedef enum _petmode { |
40 | enum petmode_t |
|
|
41 | { |
62 | pet_normal = 0, |
42 | pet_normal = 0, |
63 | pet_sad = 1, |
43 | pet_sad = 1, |
64 | pet_defend = 2, |
44 | pet_defend = 2, |
65 | pet_arena = 3 |
45 | pet_arena = 3, |
66 | } petmode_t; |
46 | }; |
67 | |
47 | |
68 | typedef enum usekeytype { |
48 | enum usekeytype |
|
|
49 | { |
69 | key_inventory=0, |
50 | key_inventory = 0, |
70 | keyrings=1, |
51 | keyrings = 1, |
71 | containers=2 |
52 | containers = 2, |
72 | } usekeytype; |
53 | }; |
73 | |
54 | |
74 | /* This is used to control what to do when we need to unapply |
55 | /* This is used to control what to do when we need to unapply |
75 | * an object before we can apply another one. |
56 | * an object before we can apply another one. |
76 | */ |
57 | */ |
77 | typedef enum unapplymode { |
58 | enum unapplymode |
|
|
59 | { |
78 | unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ |
60 | unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */ |
79 | unapply_never=1, /* will not unapply objects automatically */ |
61 | unapply_never = 1, /* will not unapply objects automatically */ |
80 | unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ |
62 | unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */ |
81 | /* no choice - if there are multiple ojbect of the same type */ |
63 | /* no choice - if there are multiple ojbect of the same type */ |
82 | /* that need to be unapplied, there is no way for the player */ |
64 | /* that need to be unapplied, there is no way for the player */ |
83 | /* to control which of these will be unapplied. */ |
65 | /* to control which of these will be unapplied. */ |
84 | } unapplymode; |
66 | }; |
85 | |
67 | |
86 | /* not really the player, but tied pretty closely */ |
68 | /* not really the player, but tied pretty closely */ |
87 | typedef struct party_struct { |
69 | INTERFACE_CLASS (partylist) |
|
|
70 | struct partylist |
|
|
71 | { |
88 | char * partyleader; |
72 | char *ACC (RW, partyleader); |
89 | char passwd[9]; |
73 | char ACC (RW, passwd)[9]; |
90 | struct party_struct *next; |
74 | partylist *ACC (RW, next); |
91 | char *partyname; |
75 | char *ACC (RW, partyname); |
92 | |
76 | |
93 | #ifdef PARTY_KILL_LOG |
|
|
94 | struct party_kill { |
77 | struct party_kill |
|
|
78 | { |
95 | char killer[MAX_NAME+1],dead[MAX_NAME+1]; |
79 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
96 | sint64 exp; |
80 | sint64 exp; |
97 | } party_kills[PARTY_KILL_LOG]; |
81 | } party_kills[PARTY_KILL_LOG]; |
98 | #endif |
82 | |
99 | sint64 total_exp; |
83 | sint64 ACC (RW, total_exp); |
100 | uint32 kills; |
84 | uint32 ACC (RW, kills); |
101 | } partylist; |
85 | }; |
102 | |
86 | |
103 | // memsettable part of player |
87 | // used for pet monster logic etc. |
104 | struct player_pod |
88 | static bool |
|
|
89 | same_party (partylist *a, partylist *b) |
105 | { |
90 | { |
106 | object *ob; /* The object representing the player */ |
91 | return a == b && a; |
107 | mapstruct *loading; /* When entering a map in progress of loading, not really used */ |
92 | } |
108 | rangetype shoottype; /* Which range-attack is being used by player */ |
93 | |
|
|
94 | INTERFACE_CLASS (player) |
|
|
95 | struct player : zero_initialised, attachable |
|
|
96 | { |
|
|
97 | client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ |
|
|
98 | object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ |
|
|
99 | object_vector_index ACC (RO, active); |
|
|
100 | |
109 | bowtype_t bowtype; /* which firemode? */ |
101 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
110 | petmode_t petmode; /* which petmode? */ |
102 | petmode_t ACC (RW, petmode); /* which petmode? */ |
111 | object *ranges[range_size];/* object for each range. Set up in fix player. Note */ |
|
|
112 | /* That not all are used, it is just nice to map this 1:1 */ |
|
|
113 | /* With the range names */ |
|
|
114 | uint32 golem_count; /* To track the golem */ |
|
|
115 | usekeytype usekeys; /* Method for finding keys for doors */ |
103 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
116 | unapplymode unapply; /* Method for auto unapply */ |
104 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
117 | uint32 count; /* Any numbers typed before a command */ |
105 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
118 | uint32 mode; /* Mode of player for pickup. */ |
106 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
119 | |
107 | |
120 | sint8 digestion; /* Any bonuses/penalties to digestion */ |
108 | int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
121 | sint8 gen_hp; /* Bonuses to regeneration speed of hp */ |
109 | int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
122 | sint8 gen_sp; /* Bonuses to regeneration speed of sp */ |
110 | int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
123 | sint8 gen_sp_armour; /* Penalty to sp regen from armour */ |
111 | int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
124 | sint8 gen_grace; /* Bonuses to regeneration speed of grace */ |
112 | int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
125 | sint16 item_power; /* Total item power of objects equipped */ |
113 | int ACC (RW, item_power); /* Total item power of objects equipped */ |
126 | uint8 state; /* Input state of the player (name, password, etc */ |
|
|
127 | uint8 listening; /* Which priority will be used in info_all */ |
114 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
128 | sint8 last_level; /* Last level we sent to client */ |
115 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ |
129 | |
116 | |
130 | /* Try to put all the bitfields together - saves some small amount of memory */ |
117 | /* Try to put all the bitfields together - saves some small amount of memory */ |
131 | uint32 braced:1; /* Will not move if braced, only attack */ |
118 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
132 | uint32 tmp_invis:1; /* Will invis go away when we attack ? */ |
119 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
133 | uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ |
120 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
134 | uint32 fire_on:1; /* Player should fire object, not move */ |
121 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
135 | uint32 run_on:1; /* Player should keep moving in dir until run is off */ |
122 | bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ |
136 | uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ |
|
|
137 | uint32 name_changed:1; /* If true, the player has set a name. */ |
|
|
138 | uint32 peaceful:1; /* If set, won't attack friendly creatures */ |
123 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
139 | uint32 hidden:1; /* If True, player (DM) is hidden from view */ |
124 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
140 | uint32 explore:1; /* if True, player is in explore mode */ |
|
|
141 | uint32 no_shout:1; /* if True, player is *not* able to use shout command */ |
|
|
142 | |
125 | |
|
|
126 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
|
|
127 | float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
|
|
128 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
143 | object *last_skill_ob[NUM_SKILLS]; /* the exp object */ |
129 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
144 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
|
|
145 | |
|
|
146 | float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ |
|
|
147 | float last_weapon_sp; /* if diff than weapon_sp, update client */ |
|
|
148 | uint16 last_flags; /* fire/run on flags for last tick */ |
|
|
149 | sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ |
|
|
150 | sint32 last_weight_limit; /* Last weight limit transmitted to client */ |
|
|
151 | uint32 last_path_attuned; /* Last spell attunment sent to client */ |
|
|
152 | uint32 last_path_repelled; /* Last spell repelled sent to client */ |
|
|
153 | uint32 last_path_denied; /* Last spell denied sent to client */ |
|
|
154 | living orig_stats; /* Permanent real stats of player */ |
|
|
155 | living last_stats; /* Last stats as sent to client */ |
|
|
156 | float last_speed; /* Last speed as sent to client */ |
|
|
157 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
|
|
158 | int Swap_First; /* First stat player has selected to swap */ |
|
|
159 | object *last_used; /* Pointer to object last picked or applied */ |
130 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
160 | uint32 last_used_id; /* Safety measures to be sure it's the same */ |
|
|
161 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
|
|
162 | /* the player can see. For maps smaller than */ |
|
|
163 | /* MAP_CLIENT_.., the upper left is used */ |
|
|
164 | |
131 | |
|
|
132 | object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
|
|
133 | object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks |
|
|
134 | object_ptr ACC (RW, golem); // the currently controlled golem |
|
|
135 | object_ptr ACC (RW, observe); // the object that is being observed (or 0) |
|
|
136 | |
165 | sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ |
137 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
166 | char savebed_map[MAX_BUF]; /* map where player will respawn after death */ |
138 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
167 | char maplevel[MAX_BUF]; /* On which level is the player? */ |
139 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
168 | char spellparam[MAX_BUF]; /* What param to add to spells */ |
140 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
169 | |
141 | |
170 | char own_title[MAX_NAME]; /* Title the player has chosen for themself */ |
142 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
171 | /* Note that for dragon players, this is filled in for them */ |
143 | /* Note that for dragon players, this is filled in for them */ |
172 | char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ |
144 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
173 | |
145 | |
174 | sint8 levhp[11]; /* What the player gained on that level */ |
146 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
175 | sint8 levsp[11]; /* Same for sp */ |
147 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
176 | sint8 levgrace[11]; /* And same for grace */ |
148 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
177 | |
149 | |
178 | char killer[BIG_NAME]; /* Who killed this player. */ |
150 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
179 | char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */ |
|
|
180 | |
151 | |
181 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ |
152 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
182 | char input_buf[MAX_BUF]; /* Holds command to run */ |
|
|
183 | char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
153 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
184 | |
154 | |
185 | #ifdef SAVE_INTERVAL |
|
|
186 | time_t last_save_time; |
|
|
187 | #endif /* SAVE_INTERVAL */ |
|
|
188 | #ifdef AUTOSAVE |
|
|
189 | uint32 last_save_tick; |
|
|
190 | #endif |
|
|
191 | partylist *party; /* Party this player is part of */ |
155 | partylist *ACC (RW, party); /* Party this player is part of */ |
192 | partylist *party_to_join; /* used when player wants to join a party */ |
156 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
193 | /* but we will have to get password first */ |
157 | /* but we will have to get password first */ |
194 | /* so we have to remember which party to */ |
158 | /* so we have to remember which party to */ |
195 | /* join */ |
159 | /* join */ |
196 | char search_str[MAX_BUF]; /* Item we are looking for */ |
160 | char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ |
197 | sint16 encumbrance; /* How much our player is encumbered */ |
161 | sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
198 | uint16 outputs_sync; /* How often to print, no matter what */ |
162 | uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
199 | uint16 outputs_count; /* Print if this count is exceeded */ |
163 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
200 | object *mark; /* marked object */ |
164 | object_ptr ACC (RW, mark); /* marked object */ |
201 | uint32 mark_count; /* count of mark object */ |
|
|
202 | /* Special DM fields */ |
165 | /* Special DM fields */ |
203 | tag_t* stack_items; /* Item stack for patch/dump/... commands */ |
166 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
204 | int stack_position; /* Current stack position, 0 for no item */ |
167 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
205 | }; |
168 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
|
|
169 | /* the player can see. For maps smaller than */ |
|
|
170 | /* MAP_CLIENT_.., the upper left is used */ |
206 | |
171 | |
207 | typedef struct pl : zero_initialised, attachable<struct pl>, player_pod |
|
|
208 | { |
|
|
209 | struct pl *next; /* Pointer to next player, NULL if this is last */ |
|
|
210 | NewSocket socket; /* Socket information for this player */ |
|
|
211 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
|
|
212 | shstr invis_race; /* What race invisible to? */ |
172 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
213 | |
173 | |
214 | void clear () |
174 | MTH static player *create (); |
215 | { |
175 | static player *find (const char *name); |
216 | memset (static_cast<player_pod *>(this), 0, sizeof (player_pod)); |
|
|
217 | attachable_clear (); |
|
|
218 | invis_race = 0; |
|
|
219 | |
176 | |
220 | for (int i = 0; i < NUM_OUTPUT_BUFS; i++) |
177 | static player *load_pl (object_thawer &thawer); |
221 | outputs[i].buf = 0; |
178 | MTH static player *load_pl (const char *path); |
|
|
179 | |
|
|
180 | bool save_pl (object_freezer &freezer); |
|
|
181 | MTH bool save_pl (const char *path); |
|
|
182 | |
|
|
183 | void do_destroy (); |
|
|
184 | void gather_callbacks (AV *&callbacks, event_type event) const; |
|
|
185 | |
|
|
186 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
|
|
187 | { |
|
|
188 | if (ns) |
|
|
189 | ns->play_sound (sound, dx, dy); |
222 | } |
190 | } |
|
|
191 | |
|
|
192 | // wether the player can "see" this mapspace or not, decided by los |
|
|
193 | // 0 - nothing see, 100 - fully visible |
|
|
194 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
|
|
195 | |
|
|
196 | MTH void connect (client *ns); |
|
|
197 | MTH void disconnect (); |
|
|
198 | |
|
|
199 | MTH void activate (); |
|
|
200 | MTH void deactivate (); |
|
|
201 | |
|
|
202 | MTH void chargen_race_done (); |
|
|
203 | MTH void chargen_race_next (); |
|
|
204 | |
|
|
205 | MTH void set_observe (object *ob); |
|
|
206 | |
|
|
207 | void send_msg (int color, const char *type, const char *msg) |
|
|
208 | { |
|
|
209 | ns->send_msg (color, type, msg); |
|
|
210 | } |
|
|
211 | |
|
|
212 | // a prominent box that can easily be escaped away or so |
|
|
213 | // should be used for informative output such as who, maps etc. |
|
|
214 | // will stay on-screen |
|
|
215 | void infobox (const char *title, const char *msg, int color = NDI_BLACK) |
|
|
216 | { |
|
|
217 | send_msg (NDI_REPLY, LOG_CHANNEL, msg); |
|
|
218 | } |
|
|
219 | |
|
|
220 | // a prominent msg that signifies some important event, |
|
|
221 | // an improvement potion effect potion. should not be long. |
|
|
222 | // might time out after a while |
|
|
223 | void statusmsg (const char *msg, int color = NDI_BLACK) |
|
|
224 | { |
|
|
225 | send_msg (NDI_REPLY | color, INFO_CHANNEL, msg); |
|
|
226 | } |
|
|
227 | |
|
|
228 | // a prominent box that signifies some error such as a failed |
|
|
229 | // improvement potion. should not be long. |
|
|
230 | void failmsg (const char *msg, int color = NDI_RED) |
|
|
231 | { |
|
|
232 | play_sound (sound_find ("generic_failure")); |
|
|
233 | statusmsg (msg, color); |
|
|
234 | } |
|
|
235 | |
|
|
236 | ~player (); |
|
|
237 | |
|
|
238 | private: |
|
|
239 | void set_object (object *op); |
223 | } player; |
240 | player (); |
|
|
241 | }; |
224 | |
242 | |
|
|
243 | typedef object_vector<player, &player::active> playervec; |
225 | |
244 | |
|
|
245 | extern playervec players; |
|
|
246 | |
|
|
247 | #define for_all_players(var) \ |
|
|
248 | for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
|
|
249 | statementvar (player *, var, ::players [_i]) |
|
|
250 | |
|
|
251 | inline void |
|
|
252 | object::statusmsg (const char *msg, int color) |
|
|
253 | { |
|
|
254 | if (expect_true (contr)) contr->statusmsg (msg, color); |
|
|
255 | } |
|
|
256 | |
|
|
257 | inline void |
|
|
258 | object::failmsg (const char *msg, int color) |
|
|
259 | { |
|
|
260 | if (expect_true (contr)) contr->failmsg (msg, color); |
|
|
261 | } |