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Comparing deliantra/server/include/object.h (file contents):
Revision 1.113 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.138 by root, Thu Jul 26 00:27:08 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 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) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 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#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35#define NUM_BODY_LOCATIONS 12 34enum {
36#define BODY_ARMS 1 35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
37 58
38/* See common/item.c */ 59/* See common/item.c */
39 60
40typedef struct Body_Locations 61typedef struct Body_Locations
41{ 62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
85#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
86#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
87#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
88#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
89 110
90/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
91 * don't just want it copied, so you'll need to add to common/object.C, 112{
92 * e.g. ->copy_to () 113 signed char info:4; /* body info as loaded from the file */
93 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
94 116
95INTERFACE_CLASS (object) 117INTERFACE_CLASS (object)
96// these are being copied 118// these are being copied
97struct object_copy : attachable 119struct object_copy : attachable
98{ 120{
99 typedef bitset<NUM_FLAGS> flags_t; 121 typedef bitset<NUM_FLAGS> flags_t;
100 122
101 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */
102 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
103 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
104 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
105 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
106 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
107 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
108 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 float ACC (RW, speed); /* The overall speed of this object */ 153 float ACC (RW, speed); /* The overall speed of this object */
128 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
130 156
131 /* This next big block are basically used for monsters and equipment */ 157 /* This next big block are basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 188 body_slot slot [NUM_BODY_LOCATIONS];
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 faceidx ACC (RW, face); /* Face with colors */ 189 faceidx ACC (RW, face); /* Face with colors */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */ 190 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 /* See the pod/objects.pod for more info about body locations */ 191 /* See the pod/objects.pod for more info about body locations */
168 192
169 /* Following mostly refers to fields only used for monsters */ 193 /* Following mostly refers to fields only used for monsters */
180 * Note that other fields are used - these files are basically 204 * Note that other fields are used - these files are basically
181 * only used in spells. 205 * only used in spells.
182 */ 206 */
183 sint16 ACC (RW, duration); /* How long the spell lasts */ 207 sint16 ACC (RW, duration); /* How long the spell lasts */
184 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 208 sint16 ACC (RW, casting_time);/* time left before spell goes off */
209
185 uint16 ACC (RW, start_holding); 210 uint16 ACC (RW, start_holding);
186 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 211 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
187 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 212 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
213
188 sint8 ACC (RW, range); /* Range of the spell */ 214 sint8 ACC (RW, range); /* Range of the spell */
189 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
190
191 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 216 MoveType ACC (RW, move_type); /* Type of movement this object uses */
192 MoveType ACC (RW, move_block);/* What movement types this blocks */ 217 MoveType ACC (RW, move_block);/* What movement types this blocks */
218
193 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 219 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
194 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 220 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
195 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 221 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
196 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 222 MoveType ACC (RW, move_slow); /* Movement types this slows down */
223
197 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
198 225
199 char *ACC (RW, spellarg); 226 char *ACC (RW, spellarg);
200 227
201 /* Following are values used by any object */ 228 /* Following are values used by any object */
218 // These variables are not changed by ->copy_to 245 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 247
221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count); 249 int ACC (RO, count);
223 int ACC (RO, index); // index into objects 250 object_vector_index ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives 251 object_vector_index ACC (RO, active); // index into actives
225 252
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
227 254
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 255 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 256 object *ACC (RW, above); /* Pointer to the object stacked above this one */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 268 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently? 269 client_container *seen_by; // seen by which player/container currently?
243 key_value *key_values; /* Fields not explictly known by the loader. */ 270 key_value *key_values; /* Fields not explictly known by the loader. */
244 271
245 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
273 void post_load_check (); // do some adjustments after parsing
246 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 bool write (object_freezer &f); 275 bool write (object_freezer &f);
248 276
277 MTH int slottype () const;
249 MTH static object *create (); 278 MTH static object *create ();
250 object &operator =(const object &src); 279 object &operator =(const object &src);
251 MTH void copy_to (object *dst); 280 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to 281 MTH object *clone (); // create + copy_to
253 void do_destroy (); 282 void do_destroy ();
255 MTH void destroy (bool destroy_inventory = false); 284 MTH void destroy (bool destroy_inventory = false);
256 285
257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false); 287 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH object *insert (object *item); // insert into inventory 288 MTH object *insert (object *item); // insert into inventory
289 MTH void play_sound (faceidx sound) const;
290
260 void do_remove (); 291 void do_remove ();
261 MTH void remove () 292 MTH void remove ()
262 { 293 {
263 if (!flag [FLAG_REMOVED]) 294 if (!flag [FLAG_REMOVED])
264 do_remove (); 295 do_remove ();
274 && can_merge_slow (op1, op2); 305 && can_merge_slow (op1, op2);
275 } 306 }
276 307
277 MTH void set_owner (object *owner); 308 MTH void set_owner (object *owner);
278 MTH void set_speed (float speed); 309 MTH void set_speed (float speed);
310 MTH bool change_weapon (object *ob);
311 MTH bool change_skill (object *ob);
279 312
280 MTH void open_container (object *new_container); 313 MTH void open_container (object *new_container);
281 MTH void close_container () 314 MTH void close_container ()
282 { 315 {
283 open_container (0); 316 open_container (0);
317 }
318
319 MTH object *force_find (const shstr name);
320 MTH void force_add (const shstr name, int duration = 0);
321
322 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
323 bool should_invoke (event_type event)
324 {
325 return ev_want_event [event] || ev_want_type [type] || cb;
284 } 326 }
285 327
286 MTH void instantiate (); 328 MTH void instantiate ();
287 329
288 // recalculate all stats 330 // recalculate all stats
331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 373 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
332 && !flag [FLAG_IS_A_TEMPLATE]; } 374 && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH bool is_arrow () const { return type == ARROW 375 MTH bool is_arrow () const { return type == ARROW
334 || (type == SPELL_EFFECT 376 || (type == SPELL_EFFECT
335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 377 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
378 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
336 379
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 380 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338 381
339 // temporary: wether the object can be saved in a map file 382 // temporary: wether the object can be saved in a map file
340 // contr => is a player 383 // contr => is a player
361 MTH object *head_ () 404 MTH object *head_ ()
362 { 405 {
363 return head ? head : this; 406 return head ? head : this;
364 } 407 }
365 408
409 MTH bool is_head ()
410 {
411 return head_ () == this;
412 }
413
366 MTH std::string long_desc (object *who = 0); 414 MTH std::string long_desc (object *who = 0);
367 MTH std::string describe_monster (object *who = 0); 415 MTH std::string describe_monster (object *who = 0);
368 MTH std::string describe_item (object *who = 0); 416 MTH std::string describe_item (object *who = 0);
369 MTH std::string describe (object *who = 0); 417 MTH std::string describe (object *who = 0);
370 418
377 MTH void create_treasure (treasurelist *tl, int flags = 0); 425 MTH void create_treasure (treasurelist *tl, int flags = 0);
378 426
379 // insert object at same map position as 'where' 427 // insert object at same map position as 'where'
380 // handles both inventory and map "positions" 428 // handles both inventory and map "positions"
381 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 429 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
430 MTH void drop_unpaid_items ();
382 431
383 MTH void activate (); 432 MTH void activate ();
384 MTH void deactivate (); 433 MTH void deactivate ();
385 MTH void activate_recursive (); 434 MTH void activate_recursive ();
386 MTH void deactivate_recursive (); 435 MTH void deactivate_recursive ();
443 } 492 }
444 493
445 MTH struct region *region () const; 494 MTH struct region *region () const;
446 495
447protected: 496protected:
448 friend struct archetype;
449
450 void link (); 497 void link ();
451 void unlink (); 498 void unlink ();
452 499
453 object (); 500 object ();
454 ~object (); 501 ~object ();
455}; 502};
456 503
457typedef object_vector<object, &object::index > objectvec; 504// move this object to the top of its env's inventory to speed up
458typedef object_vector<object, &object::active> activevec; 505// searches for it.
506static object *
507splay (object *ob)
508{
509 if (ob->env && ob->env->inv != ob)
510 {
511 if (ob->above) ob->above->below = ob->below;
512 if (ob->below) ob->below->above = ob->above;
459 513
460extern objectvec objects; 514 ob->above = 0;
461extern activevec actives; 515 ob->below = ob->env->inv;
516 ob->below->above = ob;
517 ob->env->inv = ob;
518 }
462 519
463#define for_all_objects(var) \ 520 return ob;
464 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 521}
465 declvar (object *, var, objects [_i])
466
467#define for_all_actives(var) \
468 for (unsigned _i = 0; _i < actives.size (); ++_i) \
469 declvar (object *, var, actives [_i])
470 522
471typedef struct oblnk 523typedef struct oblnk
472{ /* Used to link together several objects */ 524{ /* Used to link together several objects */
473 object_ptr ob; 525 object_ptr ob;
474 struct oblnk *next; 526 struct oblnk *next;
478{ /* Used to link together several object links */ 530{ /* Used to link together several object links */
479 struct oblnk *link; 531 struct oblnk *link;
480 long value; /* Used as connected value in buttons/gates */ 532 long value; /* Used as connected value in buttons/gates */
481 struct oblinkpt *next; 533 struct oblinkpt *next;
482} oblinkpt; 534} oblinkpt;
535
536object *find_skill_by_name (object *who, const char *name);
537object *find_skill_by_name (object *who, const shstr &sh);
538object *find_skill_by_number (object *who, int skillno);
483 539
484/* 540/*
485 * The archetype structure is a set of rules on how to generate and manipulate 541 * The archetype structure is a set of rules on how to generate and manipulate
486 * objects which point to archetypes. 542 * objects which point to archetypes.
487 * This probably belongs in arch.h, but there really doesn't appear to 543 * This probably belongs in arch.h, but there really doesn't appear to
489 * object and pointers. This structure should get removed, and just replaced 545 * object and pointers. This structure should get removed, and just replaced
490 * by the object structure 546 * by the object structure
491 */ 547 */
492 548
493INTERFACE_CLASS (archetype) 549INTERFACE_CLASS (archetype)
494struct archetype : zero_initialised, attachable 550struct archetype : object
495{ 551{
496 archetype (); 552 archetype (const char *name);
497 ~archetype (); 553 ~archetype ();
498 void gather_callbacks (AV *&callbacks, event_type event) const; 554 void gather_callbacks (AV *&callbacks, event_type event) const;
499 555
500 static archetype *read (object_thawer &f); 556 static archetype *read (object_thawer &f);
501 static archetype *get (const char *name); // find or create 557 static archetype *get (const char *name); // find or create
502 static archetype *find (const char *name); 558 static archetype *find (const char *name);
503 559
504 void hash_add (); // add to hashtable 560 void link ();
505 void hash_del (); // remove from hashtable 561 void unlink ();
506 562
563 object_vector_index ACC (RW, archid); // index in archvector
507 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 564 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
508 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 565 bool ACC (RW, stub); // if true, this is an invalid archetype
509 struct archetype *ACC (RW, head); /* The main part of a linked object */
510 struct archetype *ACC (RW, more); /* Next part of a linked object */
511 object ACC (RO, clone); /* An object from which to do ->copy_to () */
512 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 566 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
513 bool ACC (RW, linked); // linked into list of heads 567
514 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 568 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
515 * in comparison to the head. 569 sint8 ACC (RW, max_x), ACC (RW, max_y);
516 */
517}; 570};
571
572inline void
573object_freezer::put (keyword k, archetype *v)
574{
575 put (k, v ? &v->archname : (const char *)0);
576}
577
578typedef object_vector<object, &object::index > objectvec;
579typedef object_vector<object, &object::active> activevec;
580typedef object_vector<archetype, &archetype::archid> archvec;
581
582extern objectvec objects;
583extern activevec actives;
584extern archvec archetypes;
585
586#define for_all_objects(var) \
587 for (unsigned _i = 0; _i < objects.size (); ++_i) \
588 statementvar (object *, var, objects [_i])
589
590#define for_all_actives(var) \
591 for (unsigned _i = 0; _i < actives.size (); ++_i) \
592 statementvar (object *, var, actives [_i])
593
594#define for_all_archetypes(var) \
595 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
596 statementvar (archetype *, var, archetypes [_i])
518 597
519/* Used by update_object to know if the object being passed is 598/* Used by update_object to know if the object being passed is
520 * being added or removed. 599 * being added or removed.
521 */ 600 */
522#define UP_OBJ_INSERT 1 601#define UP_OBJ_INSERT 1
556#define INS_NO_WALK_ON 0x0004 635#define INS_NO_WALK_ON 0x0004
557#define INS_ON_TOP 0x0008 636#define INS_ON_TOP 0x0008
558#define INS_BELOW_ORIGINATOR 0x0010 637#define INS_BELOW_ORIGINATOR 0x0010
559#define INS_MAP_LOAD 0x0020 638#define INS_MAP_LOAD 0x0020
560 639
561#define ARCH_SINGULARITY "singularity"
562#define ARCH_DETECT_MAGIC "detect_magic"
563#define ARCH_DEPLETION "depletion" 640#define ARCH_DEPLETION "depletion"
564#define ARCH_SYMPTOM "symptom"
565 641
566#endif 642#endif
567 643

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