1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
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 (©) 2005,2006,2007,2008,2009,2010 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 it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
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24 | #ifndef PLAYER_H_ |
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25 | #define PLAYER_H_ |
24 | |
26 | |
25 | #define NUM_OUTPUT_BUFS 5 |
27 | //+GPL |
26 | struct Output_Buf |
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27 | { |
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28 | shstr buf; /* Actual string pointer */ |
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29 | uint32 first_update; /* First time this message was stored */ |
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30 | uint16 count; /* How many times we got this message */ |
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31 | }; |
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32 | |
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33 | /* wand/rod/horn rolled into range_misc. They all use the same body location |
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34 | * anyways. |
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35 | */ |
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36 | enum rangetype |
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37 | { |
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38 | range_bottom = -1, |
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39 | range_none = 0, |
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40 | range_bow = 1, |
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41 | range_magic = 2, |
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42 | range_misc = 3, |
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43 | range_golem = 4, |
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44 | range_skill = 5, |
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45 | range_builder = 6, |
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46 | range_size = 7 |
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47 | }; |
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48 | |
28 | |
49 | enum bowtype_t |
29 | enum bowtype_t |
50 | { |
30 | { |
51 | bow_normal = 0, |
31 | bow_normal = 0, |
52 | bow_threewide = 1, |
32 | bow_threewide = 1, |
53 | bow_spreadshot = 2, |
33 | bow_spreadshot = 2, |
54 | bow_n = 3, /* must stay at 3 */ |
34 | bow_n = 3, /* must stay at 3 */ |
55 | bow_ne = 4, |
35 | bow_ne = 4, |
56 | bow_e = 5, |
36 | bow_e = 5, |
57 | bow_se = 6, |
37 | bow_se = 6, |
58 | bow_s = 7, |
38 | bow_s = 7, |
59 | bow_sw = 8, |
39 | bow_sw = 8, |
60 | bow_w = 9, |
40 | bow_w = 9, |
61 | bow_nw = 10, /* must stay at 10 */ |
41 | bow_nw = 10, /* must stay at 10 */ |
62 | bow_bestarrow = 11 |
42 | bow_bestarrow = 11 |
63 | }; |
43 | }; |
64 | |
44 | |
65 | enum petmode_t |
45 | enum petmode_t |
66 | { |
46 | { |
67 | pet_normal = 0, |
47 | pet_normal = 0, |
68 | pet_sad = 1, |
48 | pet_sad = 1, |
69 | pet_defend = 2, |
49 | pet_defend = 2, |
70 | pet_arena = 3 |
50 | pet_arena = 3, |
71 | }; |
51 | }; |
72 | |
52 | |
73 | enum usekeytype |
53 | enum usekeytype |
74 | { |
54 | { |
75 | key_inventory = 0, |
55 | key_inventory = 0, |
76 | keyrings = 1, |
56 | keyrings = 1, |
77 | containers = 2 |
57 | containers = 2, |
78 | }; |
58 | }; |
79 | |
59 | |
80 | /* This is used to control what to do when we need to unapply |
60 | /* This is used to control what to do when we need to unapply |
81 | * an object before we can apply another one. |
61 | * an object before we can apply another one. |
82 | */ |
62 | */ |
… | |
… | |
92 | |
72 | |
93 | /* not really the player, but tied pretty closely */ |
73 | /* not really the player, but tied pretty closely */ |
94 | INTERFACE_CLASS (partylist) |
74 | INTERFACE_CLASS (partylist) |
95 | struct partylist |
75 | struct partylist |
96 | { |
76 | { |
97 | char *ACC (RW, partyleader); |
77 | utf8_string ACC (RW, partyleader); |
98 | char ACC (RW, passwd)[9]; |
78 | char ACC (RW, passwd)[9]; |
99 | partylist *ACC (RW, next); |
79 | partylist *ACC (RW, next); |
100 | char *ACC (RW, partyname); |
80 | utf8_string ACC (RW, partyname); |
101 | |
81 | |
102 | struct party_kill |
82 | struct party_kill |
103 | { |
83 | { |
104 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
84 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
105 | sint64 exp; |
85 | sint64 exp; |
… | |
… | |
107 | |
87 | |
108 | sint64 ACC (RW, total_exp); |
88 | sint64 ACC (RW, total_exp); |
109 | uint32 ACC (RW, kills); |
89 | uint32 ACC (RW, kills); |
110 | }; |
90 | }; |
111 | |
91 | |
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92 | // used for pet monster logic etc. |
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93 | static inline bool |
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94 | same_party (partylist *a, partylist *b) |
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95 | { |
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96 | return a == b && a; |
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97 | } |
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98 | |
112 | INTERFACE_CLASS (player) |
99 | INTERFACE_CLASS (player) |
113 | struct player : zero_initialised, attachable |
100 | struct player : zero_initialised, attachable |
114 | { |
101 | { |
115 | client *ACC (RO, ns); /* Socket information for this player */ |
102 | client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ |
116 | object *ACC (RW, ob); /* The object representing the player */ |
103 | object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ |
117 | int ACC (RO, active); |
104 | object_vector_index ACC (RO, active); |
118 | |
105 | |
119 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
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120 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
106 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
121 | petmode_t ACC (RW, petmode); /* which petmode? */ |
107 | petmode_t ACC (RW, petmode); /* which petmode? */ |
122 | object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ |
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123 | /* That not all are used, it is just nice to map this 1:1 */ |
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124 | /* With the range names */ |
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125 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
108 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
126 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
109 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
127 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
110 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
128 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
111 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
129 | |
112 | |
130 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
113 | int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
131 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
114 | int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
132 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
115 | int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
133 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
116 | int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
134 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
117 | int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
135 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
118 | int ACC (RW, item_power); /* Total item power of objects equipped */ |
136 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
119 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */ |
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120 | uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */ |
137 | |
121 | |
138 | /* Try to put all the bitfields together - saves some small amount of memory */ |
122 | /* Try to put all the bitfields together - saves some small amount of memory */ |
139 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
123 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
140 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
124 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
141 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
125 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
142 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
126 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
143 | bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ |
127 | bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ |
144 | bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ |
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145 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
128 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
146 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
129 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
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130 | bool ACC (RW, dirty); // set if player is dirty (not reliable yet!) |
147 | |
131 | |
148 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
132 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
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133 | float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
149 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
134 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
150 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
135 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
151 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
136 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
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137 | |
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138 | object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
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139 | object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks |
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140 | object_ptr ACC (RW, golem); // the currently controlled golem |
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141 | object_ptr ACC (RW, observe); // the object that is being observed (never 0) |
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142 | object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0) |
152 | |
143 | |
153 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
144 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
154 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
145 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
155 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
146 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
156 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
147 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
… | |
… | |
161 | |
152 | |
162 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
153 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
163 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
154 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
164 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
155 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
165 | |
156 | |
166 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
157 | object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */ |
167 | |
158 | |
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159 | float speed_left_save; // spee doptimisation, see process_players[12] |
168 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
160 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
169 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
161 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
170 | |
162 | |
171 | partylist *ACC (RW, party); /* Party this player is part of */ |
163 | partylist *ACC (RW, party); /* Party this player is part of */ |
172 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
164 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
173 | /* but we will have to get password first */ |
165 | /* but we will have to get password first */ |
174 | /* so we have to remember which party to */ |
166 | /* so we have to remember which party to */ |
175 | /* join */ |
167 | /* join */ |
176 | char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ |
168 | char ACC (RW, search_str)[256]; /* Item we are looking for */ |
177 | sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
169 | sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
178 | uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
170 | uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
179 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
171 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
180 | object_ptr ACC (RW, mark); /* marked object */ |
172 | object_ptr ACC (RW, mark); /* marked object */ |
181 | /* Special DM fields */ |
173 | /* Special DM fields */ |
182 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
174 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
183 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
175 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
184 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
176 | sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
185 | /* the player can see. For maps smaller than */ |
177 | /* the player can see. For maps smaller than */ |
186 | /* MAP_CLIENT_.., the upper left is used */ |
178 | /* MAP_CLIENT_.., the center is used */ |
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179 | |
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180 | //-GPL |
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181 | |
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182 | // stats updates are very costly, so delay them if at all possible |
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183 | bool ACC (RW, delayed_update); |
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184 | void queue_stats_update () |
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185 | { |
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186 | delayed_update = true; |
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187 | } |
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188 | void need_updated_stats () |
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189 | { |
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190 | if (delayed_update) |
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191 | ob->update_stats (); |
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192 | } |
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193 | |
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194 | // return the los value for the given coordinate |
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195 | MTH sint8 blocked_los (int dx, int dy) const |
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196 | { |
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197 | dx += LOS_X0; |
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198 | dy += LOS_Y0; |
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199 | |
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200 | return 0 <= dx && dx < MAP_CLIENT_X |
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201 | && 0 <= dy && dy < MAP_CLIENT_Y |
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202 | ? los[dx][dy] : LOS_BLOCKED; |
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203 | } |
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204 | |
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205 | // unchecked variant |
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206 | sint8 blocked_los_uc (int dx, int dy) const |
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207 | { |
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208 | return los[dx + LOS_X0][dy + LOS_Y0]; |
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209 | } |
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210 | |
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211 | MTH void clear_los (sint8 value = LOS_BLOCKED); |
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212 | MTH void update_los (); |
187 | |
213 | |
188 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
214 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
189 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
215 | |
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216 | MTH const_utf8_string killer_name () const; // makes a string out of ->killer |
190 | |
217 | |
191 | MTH static player *create (); |
218 | MTH static player *create (); |
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219 | static player *find (const_utf8_string name); |
192 | |
220 | |
193 | static player *load_pl (object_thawer &thawer); |
221 | static player *load_pl (object_thawer &thawer); |
194 | MTH static player *load_pl (const char *path); |
222 | MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
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223 | |
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224 | MTH void link_skills (); |
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225 | MTH object *find_skill (shstr_cmp name) const; |
195 | |
226 | |
196 | bool save_pl (object_freezer &freezer); |
227 | bool save_pl (object_freezer &freezer); |
197 | MTH bool save_pl (const char *path); |
228 | MTH bool save_pl (const_octet_string path); |
198 | |
229 | |
199 | void do_destroy (); |
230 | void do_destroy (); |
200 | void gather_callbacks (AV *&callbacks, event_type event) const; |
231 | void gather_callbacks (AV *&callbacks, event_type event) const; |
201 | |
232 | |
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233 | MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const; |
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234 | |
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235 | MTH void touch () { dirty = true; } // need to touch when logged out and changed |
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236 | |
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237 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
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238 | { |
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239 | if (ns) |
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240 | ns->play_sound (sound, dx, dy); |
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241 | } |
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242 | |
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243 | // wether the player can "see" this mapspace or not, decided by los |
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244 | // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range |
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245 | MTH sint8 darkness_at (maptile *map, int x, int y) const; |
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246 | |
202 | MTH void connect (client *ns); |
247 | MTH void connect (client *ns); |
203 | MTH void disconnect (); |
248 | MTH void disconnect (); |
204 | |
249 | |
205 | MTH void activate (); |
250 | MTH void activate (); |
206 | MTH void deactivate (); |
251 | MTH void deactivate (); |
207 | |
252 | |
208 | // enters the initial map, after login or creation |
253 | MTH void chargen_race_done (); |
209 | MTH void enter_map (); |
254 | MTH void chargen_race_next (); |
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255 | |
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256 | MTH void set_observe (object_ornull *ob); |
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257 | MTH void set_viewpoint (object_ornull *ob); |
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258 | |
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259 | void send_msg (int color, const_utf8_string type, const_utf8_string msg) |
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260 | { |
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261 | ns->send_msg (color, type, msg); |
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262 | } |
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263 | |
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264 | // a prominent box that can easily be escaped away or so |
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265 | // should be used for informative output such as who, maps etc. |
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266 | // will stay on-screen |
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267 | MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK); |
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268 | |
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269 | // a prominent msg that signifies some important event, |
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270 | // an improvement potion effect potion. should not be long. |
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271 | // might time out after a while |
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272 | MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK); |
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273 | |
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274 | // a prominent box that signifies some error such as a failed |
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275 | // improvement potion. should not be long. |
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276 | MTH void failmsg (const_utf8_string msg, int color = NDI_RED); |
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277 | |
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278 | MTH void update_spells () const |
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279 | { |
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280 | if (ns) |
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281 | ns->update_spells = true; |
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282 | } |
210 | |
283 | |
211 | ~player (); |
284 | ~player (); |
212 | |
285 | |
213 | private: |
286 | private: |
214 | void set_object (object *op); |
287 | void set_object (object *op); |
… | |
… | |
218 | typedef object_vector<player, &player::active> playervec; |
291 | typedef object_vector<player, &player::active> playervec; |
219 | |
292 | |
220 | extern playervec players; |
293 | extern playervec players; |
221 | |
294 | |
222 | #define for_all_players(var) \ |
295 | #define for_all_players(var) \ |
223 | for (int _i = 0; _i < players.size (); ++_i) \ |
296 | for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
224 | declvar (player *, var, players [_i]) |
297 | statementvar (player *, var, ::players [_i]) |
225 | |
298 | |
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299 | #define for_all_players_on_map(var,mapp) \ |
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300 | for_all_players(var) \ |
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301 | if ((var)->ob->map == (mapp)) |
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302 | |
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303 | inline void |
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304 | object::statusmsg (const_utf8_string msg, int color) |
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305 | { |
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306 | if (expect_true (contr)) contr->statusmsg (msg, color); |
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307 | } |
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308 | |
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309 | inline void |
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310 | object::failmsg (const_utf8_string msg, int color) |
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311 | { |
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312 | if (expect_true (contr)) contr->failmsg (msg, color); |
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313 | } |
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314 | |
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315 | #endif |
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316 | |