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Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.15 by root, Sun Sep 3 00:18:41 2006 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root Exp $"; 3 * "$Id: object.h,v 1.15 2006/09/03 00:18:41 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
28 28
29#ifndef OBJECT_H 29#ifndef OBJECT_H
30#define OBJECT_H 30#define OBJECT_H
31 31
32#include "cfperl.h" 32#include "cfperl.h"
33#include "shstr.h"
33 34
34typedef uint32 tag_t; 35typedef uint32 tag_t;
35#define NUM_BODY_LOCATIONS 12 36#define NUM_BODY_LOCATIONS 12
36#define BODY_ARMS 1 37#define BODY_ARMS 1
37 38
38/* See common/item.c */ 39/* See common/item.c */
39 40
40typedef struct Body_Locations { 41typedef struct Body_Locations {
41 const char *save_name; /* Name used to load/save it to disk */ 42 const char *save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 43 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */ 44 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 45} Body_Locations;
45 46
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 47extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47
48typedef struct _event
49{
50 int type;
51 const char *hook;
52 const char *plugin;
53 const char *options;
54 struct _event *next;
55} event;
56 48
57/* 49/*
58 * Each object (this also means archetypes!) could have a few of these 50 * Each object (this also means archetypes!) could have a few of these
59 * "dangling" from it; this could also end up containing 'parse errors'. 51 * "dangling" from it; this could also end up containing 'parse errors'.
60 * 52 *
62 * 54 *
63 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
64 * accessing the list directly. 56 * accessing the list directly.
65 * Exception is if you want to walk this list for some reason. 57 * Exception is if you want to walk this list for some reason.
66 */ 58 */
67typedef struct _key_value { 59struct key_value {
68 const char * key;
69 const char * value;
70 struct _key_value * next; 60 key_value *next;
71} key_value; 61 shstr key, value;
62};
72 63
73 64
74/* Definition for WILL_APPLY values. Replaces having harcoded values 65/* Definition for WILL_APPLY values. Replaces having harcoded values
75 * sprinkled in the code. Note that some of these also replace fields 66 * sprinkled in the code. Note that some of these also replace fields
76 * that were in the can_apply area. What is the point of having both 67 * that were in the can_apply area. What is the point of having both
77 * can_apply and will_apply? 68 * can_apply and will_apply?
78 */ 69 */
79#define WILL_APPLY_HANDLE 0x1 70#define WILL_APPLY_HANDLE 0x1
80#define WILL_APPLY_TREASURE 0x2 71#define WILL_APPLY_TREASURE 0x2
81#define WILL_APPLY_EARTHWALL 0x4 72#define WILL_APPLY_EARTHWALL 0x4
82#define WILL_APPLY_DOOR 0x8 73#define WILL_APPLY_DOOR 0x8
83#define WILL_APPLY_FOOD 0x10 74#define WILL_APPLY_FOOD 0x10
84 75
85 76
86/* Note that the ordering of this structure is sort of relevent -
87 * copy_object copies everything over beyond 'name' using memcpy.
88 * Thus, values that need to be copied need to be located beyond that
89 * point.
90 *
91 * However, if you're keeping a pointer of some sort, you probably 77/* However, if you're keeping a pointer of some sort, you probably
92 * don't just want it copied, so you'll need to add to common/object.c, 78 * don't just want it copied, so you'll need to add to common/object.C,
93 * e.g. copy-object 79 * e.g. copy_object.
94 * 80 */
95 * I've tried to clean up this structure a bit (in terms of formatting)
96 * by making it more consistent. I've also tried to locate some of the fields
97 * more logically together (put the item related ones together, the monster
98 * related ones, etc.
99 * This structure is best viewed with about a 100 width screen.
100 * MSW 2002-07-05
101 */
102 81
103struct object_simple { 82struct object_simple : attachable<object> {
83 tag_t count; /* Unique object number for this object */
84 uint16 refcount; /* How many objects points to this object */
85
104 /* These variables are not changed by copy_object() */ 86 /* These variables are not changed by copy_object() */
105 struct pl *contr; /* Pointer to the player which control this object */ 87 struct pl *contr; /* Pointer to the player which control this object */
106 struct object *next; /* Pointer to the next object in the free/used list */ 88 struct object *next; /* Pointer to the next object in the free/used list */
107 struct object *prev; /* Pointer to the previous object in the free/used list*/ 89 struct object *prev; /* Pointer to the previous object in the free/used list*/
108 struct object *active_next; /* Next & previous object in the 'active' */ 90 struct object *active_next; /* Next & previous object in the 'active' */
109 struct object *active_prev; /* List. This is used in process_events */ 91 struct object *active_prev; /* List. This is used in process_events */
110 /* so that the entire object list does not */ 92 /* so that the entire object list does not */
111 /* need to be gone through. */ 93 /* need to be gone through. */
112 struct object *below; /* Pointer to the object stacked below this one */ 94 struct object *below; /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */ 95 struct object *above; /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/ 96 /* Note: stacked in the *same* environment*/
115 struct object *inv; /* Pointer to the first object in the inventory */ 97 struct object *inv; /* Pointer to the first object in the inventory */
116 struct object *container; /* Current container being used. I think this 98 struct object *container; /* Current container being used. I think this
117 * is only used by the player right now. 99 * is only used by the player right now.
118 */ 100 */
119 struct object *env; /* Pointer to the object which is the environment. 101 struct object *env; /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 102 * This is typically the container that the object is in.
121 */ 103 */
122 struct object *more; /* Pointer to the rest of a large body of objects */ 104 struct object *more; /* Pointer to the rest of a large body of objects */
123 struct object *head; /* Points to the main object of a large body */ 105 struct object *head; /* Points to the main object of a large body */
124 struct mapstruct *map; /* Pointer to the map in which this object is present */ 106 struct mapstruct *map; /* Pointer to the map in which this object is present */
125
126 tag_t count; /* Unique object number for this object */
127 uint16 refcount; /* How many objects points to this object */
128}; 107};
129 108
130struct object_special : extendable<object> { 109struct object_special {
131 data_type get_dt () const { return DT_OBJECT; }
132
133 /* These get an extra add_refcount(), after having been copied by memcpy(). 110 /* These get an extra add_refcount(), after having been copied by memcpy().
134 * All fields beow this point are automatically copied by memcpy. If 111 * All fields beow this point are automatically copied by memcpy. If
135 * adding something that needs a refcount updated, make sure you modify 112 * adding something that needs a refcount updated, make sure you modify
136 * copy_object to do so. Everything below here also gets cleared 113 * copy_object to do so. Everything below here also gets cleared
137 * by clear_object() 114 * by clear_object()
138 */ 115 */
139 const char *name; /* The name of the object, obviously... */ 116 shstr name; /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */ 117 shstr name_pl; /* The plural name of the object */
141 const char *title; /* Of foo, etc */ 118 shstr title; /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */ 119 shstr race; /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */ 120 shstr slaying; /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */ 121 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */ 122 shstr skill; /* Name of the skill this object uses/grants */
146 const char *msg; /* If this is a book/sign/magic mouth/etc */ 123 shstr msg; /* If this is a book/sign/magic mouth/etc */
147 const char *lore; /* Obscure information about this object, */ 124 shstr lore; /* Obscure information about this object, */
148 /* To get put into books and the like. */ 125 /* To get put into books and the like. */
149 126
150 sint16 x,y; /* Position in the map for this object */ 127 sint16 x,y; /* Position in the map for this object */
151 sint16 ox,oy; /* For debugging: Where it was last inserted */ 128 sint16 ox,oy; /* For debugging: Where it was last inserted */
152 float speed; /* The overall speed of this object */ 129 float speed; /* The overall speed of this object */
153 float speed_left; /* How much speed is left to spend this round */ 130 float speed_left; /* How much speed is left to spend this round */
154 uint32 nrof; /* How many of the objects */ 131 uint32 nrof; /* How many of the objects */
155 New_Face *face; /* Face with colors */ 132 New_Face *face; /* Face with colors */
156 sint8 direction; /* Means the object is moving that way. */ 133 sint8 direction; /* Means the object is moving that way. */
157 sint8 facing; /* Object is oriented/facing that way. */ 134 sint8 facing; /* Object is oriented/facing that way. */
158 135
159 /* This next big block are basically used for monsters and equipment */ 136 /* This next big block are basically used for monsters and equipment */
160 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 137 uint8 type; /* PLAYER, BULLET, etc. See define.h */
161 uint8 subtype; /* subtype of object */ 138 uint8 subtype; /* subtype of object */
162 uint16 client_type; /* Public type information. see doc/Developers/objects */ 139 uint16 client_type; /* Public type information. see doc/Developers/objects */
163 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 140 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164 uint32 attacktype; /* Bitmask of attacks this object does */ 141 uint32 attacktype; /* Bitmask of attacks this object does */
165 uint32 path_attuned; /* Paths the object is attuned to */ 142 uint32 path_attuned; /* Paths the object is attuned to */
166 uint32 path_repelled; /* Paths the object is repelled from */ 143 uint32 path_repelled; /* Paths the object is repelled from */
167 uint32 path_denied; /* Paths the object is denied access to */ 144 uint32 path_denied; /* Paths the object is denied access to */
168 uint16 material; /* What materials this object consist of */ 145 uint16 material; /* What materials this object consist of */
169 const char *materialname; /* specific material name */ 146 shstr materialname; /* specific material name */
170 sint8 magic; /* Any magical bonuses to this item */ 147 sint8 magic; /* Any magical bonuses to this item */
171 uint8 state; /* How the object was last drawn (animation) */ 148 uint8 state; /* How the object was last drawn (animation) */
172 sint32 value; /* How much money it is worth (or contains) */ 149 sint32 value; /* How much money it is worth (or contains) */
173 sint16 level; /* Level of creature or object */ 150 sint16 level; /* Level of creature or object */
174 /* Note that the last_.. values are sometimes used for non obvious 151 /* Note that the last_.. values are sometimes used for non obvious
175 * meanings by some objects, eg, sp penalty, permanent exp. 152 * meanings by some objects, eg, sp penalty, permanent exp.
176 */ 153 */
177 sint32 last_heal; /* Last healed. Depends on constitution */ 154 sint32 last_heal; /* Last healed. Depends on constitution */
178 sint32 last_sp; /* As last_heal, but for spell points */ 155 sint32 last_sp; /* As last_heal, but for spell points */
179 sint16 last_grace; /* as last_sp, except for grace */ 156 sint16 last_grace; /* as last_sp, except for grace */
180 sint16 last_eat; /* How long since we last ate */ 157 sint16 last_eat; /* How long since we last ate */
181 sint16 invisible; /* How much longer the object will be invis */ 158 sint16 invisible; /* How much longer the object will be invis */
182 uint8 pick_up; /* See crossfire.doc */ 159 uint8 pick_up; /* See crossfire.doc */
183 sint8 item_power; /* power rating of the object */ 160 sint8 item_power; /* power rating of the object */
184 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 161 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
185 sint32 weight; /* Attributes of the object */ 162 sint32 weight; /* Attributes of the object */
186 sint32 weight_limit; /* Weight-limit of object */ 163 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */ 164 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */ 165 sint8 glow_radius; /* indicates the glow radius of the object */
189 living stats; /* Str, Con, Dex, etc */ 166 living stats; /* Str, Con, Dex, etc */
190 sint64 perm_exp; /* Permanent exp */ 167 sint64 perm_exp; /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */ 168 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */ 169 uint32 weapontype; /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */ 170 uint32 tooltype; /* type of tool or build facility */
196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 /* See the doc/Developers/objects for more info about body locations */ 173 /* See the doc/Developers/objects for more info about body locations */
199 174
200 /* Following mostly refers to fields only used for monsters */ 175 /* Following mostly refers to fields only used for monsters */
201 struct object *owner; /* Pointer to the object which controls this one */ 176 struct object *owner; /* Pointer to the object which controls this one */
202 /* Owner should not be referred to directly - */ 177 /* Owner should not be referred to directly - */
203 /* get_owner should be used instead. */ 178 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */ 179 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */ 180 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */ 181 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *attacked_by; /* This object start to attack us! only player & monster */ 182 struct object *attacked_by; /* This object start to attack us! only player & monster */
208 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 183 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209 struct treasureliststruct *randomitems; /* Items to be generated */ 184 struct treasureliststruct *randomitems; /* Items to be generated */
210 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ 185 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 struct object *chosen_skill; /* the skill chosen to use */ 186 struct object *chosen_skill; /* the skill chosen to use */
212 uint32 hide; /* The object is hidden, not invisible */ 187 uint32 hide; /* The object is hidden, not invisible */
213 /* changes made by kholland@sunlab.cit.cornell.edu */ 188 /* changes made by kholland@sunlab.cit.cornell.edu */
214 /* allows different movement patterns for attackers */ 189 /* allows different movement patterns for attackers */
215 sint32 move_status; /* What stage in attack mode */ 190 sint32 move_status; /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */ 191 uint16 attack_movement;/* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */ 192 uint8 will_apply; /* See crossfire.doc */
218 struct object *spellitem; /* Spell ability monster is choosing to use */ 193 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 194 double expmul; /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */ 195 /* races/classes can need less/more exp to gain levels */
221 196
222 /* Spell related information, may be useful elsewhere 197 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically 198 * Note that other fields are used - these files are basically
224 * only used in spells. 199 * only used in spells.
225 */ 200 */
226 sint16 duration; /* How long the spell lasts */ 201 sint16 duration; /* How long the spell lasts */
227 uint8 duration_modifier; /* how level modifies duration */ 202 uint8 duration_modifier; /* how level modifies duration */
228 sint16 casting_time; /* time left before spell goes off */ 203 sint16 casting_time; /* time left before spell goes off */
229 struct object *spell; /* Spell that was being cast */ 204 struct object *spell; /* Spell that was being cast */
230 uint16 start_holding; 205 uint16 start_holding;
231 char *spellarg; 206 char *spellarg;
232 uint8 dam_modifier; /* How going up in level effects damage */ 207 uint8 dam_modifier; /* How going up in level effects damage */
233 sint8 range; /* Range of the spell */ 208 sint8 range; /* Range of the spell */
234 uint8 range_modifier; /* How going up in level effects range */ 209 uint8 range_modifier; /* How going up in level effects range */
235 210
236 /* Following are values used by any object */ 211 /* Following are values used by any object */
237 struct archt *arch; /* Pointer to archetype */ 212 struct archt *arch; /* Pointer to archetype */
238 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 213 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
239 /* this objects turns into or what this object creates */ 214 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */ 215 uint32 flags[4]; /* various flags */
241 uint16 animation_id; /* An index into the animation array */ 216 uint16 animation_id; /* An index into the animation array */
242 uint8 anim_speed; /* ticks between animation-frames */ 217 uint8 anim_speed; /* ticks between animation-frames */
243 uint8 last_anim; /* last sequence used to draw face */ 218 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */ 219 sint32 elevation; /* elevation of this terrain - not currently used */
245 uint8 smoothlevel; /* how to smooth this square around*/ 220 uint8 smoothlevel; /* how to smooth this square around*/
246 221
247 MoveType move_type; /* Type of movement this object uses */ 222 MoveType move_type; /* Type of movement this object uses */
248 MoveType move_block; /* What movement types this blocks */ 223 MoveType move_block; /* What movement types this blocks */
249 MoveType move_allow; /* What movement types explicitly allowd */ 224 MoveType move_allow; /* What movement types explicitly allowd */
250 MoveType move_on; /* Move types affected moving on to this space */ 225 MoveType move_on; /* Move types affected moving on to this space */
251 MoveType move_off; /* Move types affected moving off this space */ 226 MoveType move_off; /* Move types affected moving off this space */
252 MoveType move_slow; /* Movement types this slows down */ 227 MoveType move_slow; /* Movement types this slows down */
253 float move_slow_penalty; /* How much this slows down the object */ 228 float move_slow_penalty; /* How much this slows down the object */
254 229
255 event *events;
256
257 const char *custom_name; /* Custom name assigned by player */ 230 shstr custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */ 231 key_value *key_values; /* Fields not explictly known by the loader. */
259}; 232};
260 233
261struct object : object_special, object_simple { 234struct object : object_special, object_simple, zero_initialised {
235 void clone (object *destination)
236 {
237 destination->attach = attach;
238
239 if (self || cb)
240 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
241 }
262}; 242};
263 243
264typedef struct oblnk { /* Used to link together several objects */ 244typedef struct oblnk { /* Used to link together several objects */
265 object *ob; 245 object *ob;
266 struct oblnk *next; 246 struct oblnk *next;
267 tag_t id; 247 tag_t id;
268} objectlink; 248} objectlink;
269 249
270typedef struct oblinkpt { /* Used to link together several object links */ 250typedef struct oblinkpt { /* Used to link together several object links */
271 struct oblnk *link; 251 struct oblnk *link;
272 long value; /* Used as connected value in buttons/gates */ 252 long value; /* Used as connected value in buttons/gates */
273 struct oblinkpt *next; 253 struct oblinkpt *next;
274} oblinkpt; 254} oblinkpt;
275 255
276/* 256/*
277 * The archetype structure is a set of rules on how to generate and manipulate 257 * The archetype structure is a set of rules on how to generate and manipulate
280 * be much left in the archetype - all it really is is a holder for the 260 * be much left in the archetype - all it really is is a holder for the
281 * object and pointers. This structure should get removed, and just replaced 261 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure 262 * by the object structure
283 */ 263 */
284 264
285typedef struct archt { 265typedef struct archt : zero_initialised
266{
286 const char *name; /* More definite name, like "generate_kobold" */ 267 shstr name; /* More definite name, like "generate_kobold" */
287 struct archt *next; /* Next archetype in a linked list */ 268 struct archt *next; /* Next archetype in a linked list */
288 struct archt *head; /* The main part of a linked object */ 269 struct archt *head; /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */ 270 struct archt *more; /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */ 271 object clone; /* An object from which to do copy_object() */
291 uint32 editable; /* editable flags (mainly for editor) */ 272 uint32 editable; /* editable flags (mainly for editor) */
292 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 273 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
293 * in comparison to the head. 274 * in comparison to the head.
294 */ 275 */
295} archetype; 276} archetype;
296 277
297extern object *objects; 278extern object *objects;
298extern object *active_objects; 279extern object *active_objects;
299extern object *free_objects; 280extern object *free_objects;
300extern object objarray[STARTMAX]; 281extern object objarray[STARTMAX];
301 282
302extern int nrofallocobjects; 283extern int nrofallocobjects;
303extern int nroffreeobjects; 284extern int nroffreeobjects;
304 285
305/* This returns TRUE if the object is somethign that 286/* This returns TRUE if the object is something that
306 * should be displayed in the look window 287 * should be displayed in the look window
307 */ 288 */
308#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 289#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
309 290
310/* Used by update_object to know if the object being passed is 291/* Used by update_object to know if the object being passed is
340 * are mutually exclusive. The behaviour for passing more than one 321 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens 322 * should be considered undefined - while you may notice what happens
342 * right now if you pass more than one, that could very well change 323 * right now if you pass more than one, that could very well change
343 * in future revisions of the code. 324 * in future revisions of the code.
344 */ 325 */
345#define INS_NO_MERGE 0x0001 326#define INS_NO_MERGE 0x0001
346#define INS_ABOVE_FLOOR_ONLY 0x0002 327#define INS_ABOVE_FLOOR_ONLY 0x0002
347#define INS_NO_WALK_ON 0x0004 328#define INS_NO_WALK_ON 0x0004
348#define INS_ON_TOP 0x0008 329#define INS_ON_TOP 0x0008
349#define INS_BELOW_ORIGINATOR 0x0010 330#define INS_BELOW_ORIGINATOR 0x0010
350#define INS_MAP_LOAD 0x0020 331#define INS_MAP_LOAD 0x0020
351 332
352#define ARCH_SINGULARITY "singularity" 333#define ARCH_SINGULARITY "singularity"
353#define ARCH_SINGULARITY_LEN 11 334#define ARCH_SINGULARITY_LEN 11
354#define ARCH_DETECT_MAGIC "detect_magic" 335#define ARCH_DETECT_MAGIC "detect_magic"
355#define ARCH_DEPLETION "depletion" 336#define ARCH_DEPLETION "depletion"

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