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Comparing deliantra/server/include/define.h (file contents):
Revision 1.42 by root, Thu Jan 18 19:32:37 2007 UTC vs.
Revision 1.66 by elmex, Sat Jul 21 14:37:25 2007 UTC

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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 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 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
26 25
27/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
32 */ 31 */
33 32
34#ifndef DEFINE_H 33#ifndef DEFINE_H
35#define DEFINE_H 34#define DEFINE_H
36 35
37/*
38 * Crossfire requires ANSI-C, but some compilers "forget" to define it.
39 * Thus the prototypes made by cextract don't get included correctly.
40 */
41#if !defined(__STDC__)
42
43/* Removed # from start of following line. makedepend was picking it up.
44 * The following should still hopefully result in an error.
45 */
46error - Your ANSI C compiler should be defining __STDC__;
47#endif
48
49#include <autoconf.h> 36#include <autoconf.h>
50 37
51#define FONTDIR "" 38#define FONTDIR ""
52#define FONTNAME "" 39#define FONTNAME ""
53 40
54/* Decstations have trouble with fabs()... */ 41/* Decstations have trouble with fabs()... */
55#define FABS(x) ((x)<0?-(x):(x)) 42#define FABS(x) fabs (x)
56 43
57#ifdef __NetBSD__ 44#ifdef __NetBSD__
58# include <sys/param.h> 45# include <sys/param.h>
59#endif 46#endif
60#ifndef MIN 47#ifndef MIN
62#endif 49#endif
63#ifndef MAX 50#ifndef MAX
64# define MAX(x,y) max (x, y) 51# define MAX(x,y) max (x, y)
65#endif 52#endif
66 53
67/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ 54// maximum length of an object name in the protocol
68#ifndef NAME_MAX 55#define NAME_LEN 127
69# define NAME_MAX 255
70#endif
71 56
72/* MAX3 is basically like MAX, but instead does 3 values. */ 57/* MAX3 is basically like MAX, but instead does 3 values. */
73#ifndef MAX3 58#ifndef MAX3
74# define MAX3(x,y, z) (MAX(x, MAX(y,z))) 59# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
75#endif 60#endif
80#endif 65#endif
81 66
82#define MAX_STAT 30 /* The maximum legal value of any stat */ 67#define MAX_STAT 30 /* The maximum legal value of any stat */
83#define MIN_STAT 1 /* The minimum legal value of any stat */ 68#define MIN_STAT 1 /* The minimum legal value of any stat */
84 69
70//TODO: not only use more reasonable values, also enforce them
71#define MIN_WC -120
72#define MAX_WC 120
73#define MIN_AC -120
74#define MAX_AC 120
75#define MIN_DAM 0
76#define MAX_DAM 200
77#define MIN_DIGESTION -35
78#define MAX_DIGESTION 70
79
85#define MAX_BUF 1024 80#define MAX_BUF 1024
86 /* Used for all kinds of things */ 81 /* Used for all kinds of things */
87#define VERY_BIG_BUF 2048 82#define VERY_BIG_BUF 2048
88#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 83#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
89#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 84#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
90 85
91#define FONTSIZE 3000 /* Max chars in font */ 86#define FONTSIZE 3000 /* Max chars in font */
92 87
93#define MAX_ANIMATIONS 256 88#define MAX_ANIMATIONS 256
94 89
95#define MAX_NAME 48 90#define MAX_NAME 48
96#define MAX_EXT_TITLE 98 91#define MAX_EXT_TITLE 98
97 92
98/* Fatal variables: */ 93/* Fatal variables: */
94//TODO: remove all calls to fatal and replace them by cleanup
99#define OUT_OF_MEMORY 0 95#define OUT_OF_MEMORY 0
100#define MAP_ERROR 1 96#define MAP_ERROR 1
101#define ARCHTABLE_TOO_SMALL 2 97#define ARCHTABLE_TOO_SMALL 2 // unused
102#define TOO_MANY_ERRORS 3 98#define TOO_MANY_ERRORS 3
103 99
104/* TYPE DEFINES */ 100/* TYPE DEFINES */
105 101
106/* Only add new values to this list if somewhere in the program code, 102/* Only add new values to this list if somewhere in the program code,
277#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 273#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
278 274
279#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 275#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
280 potions, alchemy, or magic works here (elmex) */ 276 potions, alchemy, or magic works here (elmex) */
281 277
278#define NUM_TYPES 166 // must be max(type) + 1
279
282/* DEAD TYPES: */ 280/* DEAD TYPES: */
283//#define FBULLET 10 281//#define FBULLET 10
284//#define FBALL 11 282//#define FBALL 11
285//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 283//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
286//#define CONFUSION 19 284//#define CONFUSION 19
296 * misc_object, monster, and spawn_generator 294 * misc_object, monster, and spawn_generator
297 * types are not used in any archetypes, 295 * types are not used in any archetypes,
298 * and should perhaps be removed. 296 * and should perhaps be removed.
299 * 297 *
300 * Wed Dec 20 13:35:24 CET 2006: 298 * Wed Dec 20 13:35:24 CET 2006:
301 * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. 299 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
302 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. 300 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
303 * renamed WALL to BUILDABLE_WALL. 301 * renamed WALL to BUILDABLE_WALL.
304 */ 302 */
305 303
306//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ 304//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
432 430
433#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ 431#define FLAG_ALIVE 0 /* Object can fight (or be fought) */
434#define FLAG_WIZ 1 /* Object has special privilegies */ 432#define FLAG_WIZ 1 /* Object has special privilegies */
435#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 433#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
436#define FLAG_FREED 3 /* Object is in the list of free objects */ 434#define FLAG_FREED 3 /* Object is in the list of free objects */
437#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 435//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
438#define FLAG_APPLIED 5 /* Object is ready for use by living */ 436#define FLAG_APPLIED 5 /* Object is ready for use by living */
439#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 437#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
440#define FLAG_USE_SHIELD 7 438#define FLAG_USE_SHIELD 7
441 /* Can this creature use a shield? */ 439 /* Can this creature use a shield? */
442 440
455 453
456#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 454#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
457#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 455#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
458#define FLAG_AUTO_APPLY 18 456#define FLAG_AUTO_APPLY 18
459 /* Will be applied when created */ 457 /* Will be applied when created */
460 // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ 458#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
461#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 459#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
462#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 460#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
463#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 461#define FLAG_CAN_ROLL 22 /* Object can be rolled */
464#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 462#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ 463#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */
515 /* (Monster) can wear armour/shield/helmet */ 513 /* (Monster) can wear armour/shield/helmet */
516#define FLAG_USE_WEAPON 57 514#define FLAG_USE_WEAPON 57
517 /* (Monster) can wield weapons */ 515 /* (Monster) can wield weapons */
518#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 516#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
519#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 517#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
520#define FLAG_READY_BOW 60 /* not implemented yet */ 518#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
521#define FLAG_XRAYS 61 /* X-ray vision */ 519#define FLAG_XRAYS 61 /* X-ray vision */
522#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 520#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
523#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 521#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
524 522
525#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 523#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
542 540
543#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ 541#define FLAG_BEEN_APPLIED 80 /* The object has been applied */
544#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 542#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
545#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 543#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
546 544
547/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ 545#define FLAG_PRECIOUS 83 // object is precious (pets)
548#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 546#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
549#define FLAG_MAKE_INVIS 85 547#define FLAG_MAKE_INVIS 85
550 /* (Item) gives invisibility when applied */ 548 /* (Item) gives invisibility when applied */
551#define FLAG_INV_LOCKED 86 549#define FLAG_INV_LOCKED 86
552 /* Item will not be dropped from inventory */ 550 /* Item will not be dropped from inventory */
587#define FLAG_IS_WATER 107 585#define FLAG_IS_WATER 107
588#define FLAG_CONTENT_ON_GEN 108 586#define FLAG_CONTENT_ON_GEN 108
589#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 587#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
590#define FLAG_IS_BUILDABLE 110 /* Can build on item */ 588#define FLAG_IS_BUILDABLE 110 /* Can build on item */
591#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ 589#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */
592#define FLAG_NO_SAVE 112 // item doesn't get saved with map 590#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map
593 591
594#define NUM_FLAGS 113 /* Should always be equal to the last 592#define NUM_FLAGS 113 /* Should always be equal to the last
595 * defined flag + 1. If you change this, 593 * defined flag + 1. If you change this,
596 * make sure you update the flag_links 594 * make sure you update the flag_links
597 * in common/loader.l 595 * in common/loader.l
606 604
607/* If you add new movement types, you may need to update 605/* If you add new movement types, you may need to update
608 * describe_item() so properly describe those types. 606 * describe_item() so properly describe those types.
609 * change_abil() probably should be updated also. 607 * change_abil() probably should be updated also.
610 */ 608 */
611#define MOVE_WALK 0x1 /* Object walks */ 609#define MOVE_WALK 0x01 /* Object walks */
612#define MOVE_FLY_LOW 0x2 /* Low flying object */ 610#define MOVE_FLY_LOW 0x02 /* Low flying object */
613#define MOVE_FLY_HIGH 0x4 /* High flying object */ 611#define MOVE_FLY_HIGH 0x04 /* High flying object */
614#define MOVE_FLYING 0x6 612#define MOVE_FLYING 0x06
615 /* Combo of fly_low and fly_high */ 613 /* Combo of fly_low and fly_high */
616#define MOVE_SWIM 0x8 /* Swimming object */ 614#define MOVE_SWIM 0x08 /* Swimming object */
617#define MOVE_BOAT 0x10 /* Boats/sailing */ 615#define MOVE_BOAT 0x10 /* Boats/sailing */
616#define MOVE_SHIP 0x20 /* boats suitable fro oceans */
617
618#define MOVE_ALL 0x1f /* Mask of all movement types */ 618#define MOVE_ALL 0x3f /* Mask of all movement types */
619
620/* the normal assumption is that objects are walking/flying.
621 * So often we don't want to block movement, but still don't want
622 * to allow all types (swimming is rather specialized) - I also
623 * expect as more movement types show up, this is likely to get
624 * updated. Basically, this is the default for spaces that allow
625 * movement - anything but swimming right now. If you really
626 * want nothing at all, then can always set move_block to 0
627 */
628#define MOVE_BLOCK_DEFAULT MOVE_SWIM
629 619
630/* typdef here to define type large enough to hold bitmask of 620/* typdef here to define type large enough to hold bitmask of
631 * all movement types. Make one declaration so easy to update. 621 * all movement types. Make one declaration so easy to update.
632 * uint8 is defined yet, so just use what that would define it 622 * uint8 is defined yet, so just use what that would define it
633 * at anyways. 623 * at anyways.
780#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ 770#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
781#define HI4 240 771#define HI4 240
782 772
783#define BLANK_FACE_NAME "blank.x11" 773#define BLANK_FACE_NAME "blank.x11"
784#define EMPTY_FACE_NAME "empty.x11" 774#define EMPTY_FACE_NAME "empty.x11"
785#define DARK_FACE1_NAME "dark1.x11"
786#define DARK_FACE2_NAME "dark2.x11"
787#define DARK_FACE3_NAME "dark3.x11"
788#define SMOOTH_FACE_NAME "default_smoothed.111"
789 775
790/* 776/*
791 * Defines for the luck/random functions to make things more readable 777 * Defines for the luck/random functions to make things more readable
792 */ 778 */
793 779
794#define PREFER_HIGH 1 780#define PREFER_HIGH 1
795#define PREFER_LOW 0 781#define PREFER_LOW 0
796
797/* Simple function we use below to keep adding to the same string
798 * but also make sure we don't overwrite that string.
799 */
800static inline void
801safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
802{
803 if (*curlen == (maxlen - 1))
804 return;
805
806 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
807 dest[maxlen - 1] = 0;
808 *curlen += strlen (orig);
809
810 if (*curlen > (maxlen - 1))
811 *curlen = maxlen - 1;
812}
813
814
815/* The SAFE versions of these call the safe_strcat function above.
816 * Ideally, all functions should use the SAFE functions, but they
817 * require some extra support in the calling function to remain as
818 * efficient.
819 */
820#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
821 if(variable) { \
822 int i,j=0; \
823 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
824 for(i=0; i<NROFATTACKS; i++) \
825 if(variable & (1<<i)) { \
826 if (j) \
827 safe_strcat(retbuf,", ", len, maxlen); \
828 else \
829 j = 1; \
830 safe_strcat(retbuf, attacks[i], len, maxlen); \
831 } \
832 safe_strcat(retbuf,")",len,maxlen); \
833 }
834
835
836/* separated this from the common/item.c file. b.t. Dec 1995 */
837
838#define DESCRIBE_ABILITY(retbuf, variable, name) \
839 if(variable) { \
840 int i,j=0; \
841 strcat(retbuf,"(" name ": "); \
842 for(i=0; i<NROFATTACKS; i++) \
843 if(variable & (1<<i)) { \
844 if (j) \
845 strcat(retbuf,", "); \
846 else \
847 j = 1; \
848 strcat(retbuf, attacks[i]); \
849 } \
850 strcat(retbuf,")"); \
851 }
852
853
854#define DESCRIBE_PATH(retbuf, variable, name) \
855 if(variable) { \
856 int i,j=0; \
857 strcat(retbuf,"(" name ": "); \
858 for(i=0; i<NRSPELLPATHS; i++) \
859 if(variable & (1<<i)) { \
860 if (j) \
861 strcat(retbuf,", "); \
862 else \
863 j = 1; \
864 strcat(retbuf, spellpathnames[i]); \
865 } \
866 strcat(retbuf,")"); \
867 }
868
869
870#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
871 if(variable) { \
872 int i,j=0; \
873 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
874 for(i=0; i<NRSPELLPATHS; i++) \
875 if(variable & (1<<i)) { \
876 if (j) \
877 safe_strcat(retbuf,", ", len, maxlen); \
878 else \
879 j = 1; \
880 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
881 } \
882 safe_strcat(retbuf,")", len, maxlen); \
883 }
884 782
885/* Flags for apply_special() */ 783/* Flags for apply_special() */
886enum apply_flag 784enum apply_flag
887{ 785{
888 /* Basic flags, always use one of these */ 786 /* Basic flags/mode, always use one of these */
889 AP_NULL = 0, 787 AP_TOGGLE = 0,
890 AP_APPLY = 1, 788 AP_APPLY = 1,
891 AP_UNAPPLY = 2, 789 AP_UNAPPLY = 2,
892 790
893 AP_BASIC_FLAGS = 15, 791 AP_BASIC_FLAGS = 0x0f,
894 792
895 /* Optional flags, for bitwise or with a basic flag */ 793 /* Optional flags, for bitwise or with a basic flag */
896 AP_NO_MERGE = 16, 794 AP_NO_MERGE = 0x10,
897 AP_IGNORE_CURSE = 32, 795 AP_IGNORE_CURSE = 0x20,
898 AP_PRINT = 64 /* Print what to do, don't actually do it */ 796 AP_PRINT = 0x40, /* Print what to do, don't actually do it */
899 /* Note this is supported in all the functions */ 797 AP_NO_READY = 0x80, // do not ready skill associated with skilltool.
900}; 798};
901 799
902/* Bitmask values for 'can_apply_object()' return values. 800/* Bitmask values for 'can_apply_object()' return values.
903 * the CAN_APPLY_ prefix is to just note what function the 801 * the CAN_APPLY_ prefix is to just note what function the
904 * are returned from. 802 * are returned from.
930#define CAN_APPLY_NOT_MASK 0xf 828#define CAN_APPLY_NOT_MASK 0xf
931#define CAN_APPLY_UNAPPLY 0x10 829#define CAN_APPLY_UNAPPLY 0x10
932#define CAN_APPLY_UNAPPLY_MULT 0x20 830#define CAN_APPLY_UNAPPLY_MULT 0x20
933#define CAN_APPLY_UNAPPLY_CHOICE 0x40 831#define CAN_APPLY_UNAPPLY_CHOICE 0x40
934 832
935/* Cut off point of when an object is put on the active list or not */ 833// Cut off point of when an object is put on the active list or not
834// we use 2**-n because that can be represented exactly
835// also make sure that this is a float, not double, constant
936#define MIN_ACTIVE_SPEED 1e-5 836#define MIN_ACTIVE_SPEED (1.f / 65536.f)
937 837
938/*
939 * random() is much better than rand(). If you have random(), use it instead.
940 * You shouldn't need to change any of this
941 *
942 * 0.93.3: It looks like linux has random (previously, it was set below
943 * to use rand). Perhaps old version of linux lack rand? IF you run into
944 * problems, add || defined(__linux__) the #if immediately below.
945 *
946 * 0.94.2 - you probably shouldn't need to change any of the rand stuff
947 * here.
948 */
949
950#define RANDOM() rndm.next () 838#define RANDOM() (rndm.next () & 0xffffffU)
951#define SRANDOM(xyz) //TODO, get rid of 839#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
952 840
953/* Returns the weight of the given object. Note: it does not take the number of 841/* Returns the weight of the given object. Note: it does not take the number of
954 * items (nrof) into account. 842 * items (nrof) into account.
955 */ 843 */
956#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 844#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying)

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