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Comparing deliantra/server/include/object.h (file contents):
Revision 1.81 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.115 by root, Thu May 3 10:39:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34
34#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 12
35#define BODY_ARMS 1 36#define BODY_ARMS 1
36 37
37/* See common/item.c */ 38/* See common/item.c */
38 39
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 111 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 112 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 113 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 114 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 115 shstr ACC (RW, custom_name); /* Custom name assigned by player */
116// materialtype_t *ACC (RW, material); /* What material this object consists of */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 117 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 118 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 119 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 120 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 121 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 122 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 123 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 124 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 125 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 126
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 127 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 129 uint32 ACC (RW, nrof); /* How many of the objects */
129 130
130 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 160 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 161 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 faceidx ACC (RW, face); /* Face with colors */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 166 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 167 /* See the pod/objects.pod for more info about body locations */
166 168
167 /* Following mostly refers to fields only used for monsters */ 169 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 170 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197 char *ACC (RW, spellarg); 199 char *ACC (RW, spellarg);
198 200
199 /* Following are values used by any object */ 201 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 202 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 203 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */ 204 flags_t flag; /* various flags */
204#if FOR_PERL 205#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 206 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 207#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 208 uint16 ACC (RW, animation_id);/* An index into the animation array */
216{ 217{
217 // These variables are not changed by ->copy_to 218 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219 220
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); // index into objects 222 int ACC (RO, count);
223 int ACC (RO, index); // index into objects
222 int ACC (RO, active); // index into actives 224 int ACC (RO, active); // index into actives
223 225
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 227
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 228 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
228 /* Note: stacked in the *same* environment */ 230 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */ 231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
230 object *ACC (RW, container); /* Current container being used. I think this 234 object_ptr ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now. 235 * is only used by the player right now.
232 */ 236 */
233 object *ACC (RW, env); /* Pointer to the object which is the environment. 237 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in. 238 * This is typically the container that the object is in.
235 */ 239 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 client_container *seen_by; // seen by which player/container currently? 242 client_container *seen_by; // seen by which player/container currently?
243 key_value *key_values; /* Fields not explictly known by the loader. */
239 244
240 //static vector active_list; // active objects, not yet used 245 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
241 //static vector object_list; // not used yet, use first->next->... 246 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
242 static object *first; // will be replaced by "objects" 247 bool write (object_freezer &f);
243 248
244 MTH static object *create (); 249 MTH static object *create ();
250 object &operator =(const object &src);
245 MTH void copy_to (object *dst); 251 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 252 MTH object *clone (); // create + copy_to
247 void do_destroy (); 253 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 254 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false); 255 MTH void destroy (bool destroy_inventory = false);
250 256
251 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
252 MTH void destroy_inv (bool drop_to_ground = false); 258 MTH void destroy_inv (bool drop_to_ground = false);
253 MTH void remove ();
254 MTH object *insert (object *item); // insert into inventory 259 MTH object *insert (object *item); // insert into inventory
260 void do_remove ();
261 MTH void remove ()
262 {
263 if (!flag [FLAG_REMOVED])
264 do_remove ();
265 }
255 266
256 static bool can_merge_slow (object *op1, object *op2); 267 static bool can_merge_slow (object *op1, object *op2);
257 268
258 // this is often used in time-critical code, so optimise 269 // this is often used in time-critical code, so optimise
259 MTH static bool can_merge (object *op1, object *op2) 270 MTH static bool can_merge (object *op1, object *op2)
263 && can_merge_slow (op1, op2); 274 && can_merge_slow (op1, op2);
264 } 275 }
265 276
266 MTH void set_owner (object *owner); 277 MTH void set_owner (object *owner);
267 MTH void set_speed (float speed); 278 MTH void set_speed (float speed);
279 MTH void set_weapon (object *ob);
268 280
281 MTH void open_container (object *new_container);
282 MTH void close_container ()
283 {
284 open_container (0);
285 }
286
269 MTH void instantiate () 287 MTH void instantiate ();
270 {
271 if (!uuid.seq) // HACK
272 uuid = gen_uuid ();
273
274 attachable::instantiate ();
275 }
276 288
277 // recalculate all stats 289 // recalculate all stats
278 MTH void update_stats (); 290 MTH void update_stats ();
279 MTH void roll_stats (); 291 MTH void roll_stats ();
280 MTH void swap_stats (int a, int b); 292 MTH void swap_stats (int a, int b);
284 MTH void drain_specific_stat (int deplete_stats); 296 MTH void drain_specific_stat (int deplete_stats);
285 MTH void change_luck (int value); 297 MTH void change_luck (int value);
286 298
287 // info must hold 256 * 3 bytes currently 299 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 300 const char *debug_desc (char *info) const;
289 MTH const char *debug_desc () const; 301 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
290 const char *flag_desc (char *desc, int len) const; 302 const char *flag_desc (char *desc, int len) const;
303
304 int number_of () const
305 {
306 return nrof ? nrof : 1;
307 }
308
309 uint64 total_weight () const
310 {
311 return weight * number_of ();
312 }
313
314 // return the dominant material of this item, always return something
315 const materialtype_t *dominant_material () const;
316
317 // return the volume of this object in cm³
318 uint64 volume () const
319 {
320 return total_weight ()
321 * 1000
322 * (type == CONTAINER ? 1000 : 1)
323 / dominant_material ()->density;
324 }
291 325
292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 326 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 327 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
294 || type == CLOAK || type == BOOTS || type == GLOVES 328 || type == CLOAK || type == BOOTS || type == GLOVES
295 || type == BRACERS || type == GIRDLE; } 329 || type == BRACERS || type == GIRDLE; }
298 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 332 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
299 && !flag [FLAG_IS_A_TEMPLATE]; } 333 && !flag [FLAG_IS_A_TEMPLATE]; }
300 MTH bool is_arrow () const { return type == ARROW 334 MTH bool is_arrow () const { return type == ARROW
301 || (type == SPELL_EFFECT 335 || (type == SPELL_EFFECT
302 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 336 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
337 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
303 338
304 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 339 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
305 340
306 // temporary: wether the object can be saved in a map file 341 // temporary: wether the object can be saved in a map file
307 // contr => is a player 342 // contr => is a player
308 // head => only save head of a multitile object 343 // head => only save head of a multitile object
309 // owner => can not reference owner yet 344 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner; } 345 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
311 346
312 /* This return true if object has still randomitems which 347 /* This return true if object has still randomitems which
313 * could be expanded. 348 * could be expanded.
314 */ 349 */
315 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 350 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
328 MTH object *head_ () 363 MTH object *head_ ()
329 { 364 {
330 return head ? head : this; 365 return head ? head : this;
331 } 366 }
332 367
368 MTH std::string long_desc (object *who = 0);
369 MTH std::string describe_monster (object *who = 0);
370 MTH std::string describe_item (object *who = 0);
371 MTH std::string describe (object *who = 0);
372
373 // If this object has no extra parts but should have them,
374 // add them, effectively expanding heads into multipart
375 // objects. This method only works on objects not inserted
376 // anywhere.
377 MTH void expand_tail ();
378
379 MTH void create_treasure (treasurelist *tl, int flags = 0);
380
333 // insert object at same map position as 'where' 381 // insert object at same map position as 'where'
334 // handles both inventory and map "positions" 382 // handles both inventory and map "positions"
335 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 383 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
336 384
337 MTH void activate (); 385 MTH void activate ();
340 MTH void deactivate_recursive (); 388 MTH void deactivate_recursive ();
341 389
342 // set the givne flag on all objects in the inventory recursively 390 // set the givne flag on all objects in the inventory recursively
343 MTH void set_flag_inv (int flag, int value = 1); 391 MTH void set_flag_inv (int flag, int value = 1);
344 392
345 void enter_exit (object *exit);//PERL 393 void enter_exit (object *exit);//Perl
346 MTH void enter_map (maptile *newmap, int x, int y); 394 MTH void enter_map (maptile *newmap, int x, int y);
347 395
348 // returns the mapspace this object is in 396 // returns the mapspace this object is in
349 mapspace &ms () const; 397 mapspace &ms () const;
350 398
386 object *end () 434 object *end ()
387 { 435 {
388 return this; 436 return this;
389 } 437 }
390 438
439 /* This returns TRUE if the object is something that
440 * should be displayed in the floorbox/inventory window
441 */
442 MTH bool client_visible () const
443 {
444 return !invisible && type != PLAYER;
445 }
446
447 MTH struct region *region () const;
448
391protected: 449protected:
392 friend struct archetype; 450 friend struct archetype;
393 451
394 void link (); 452 void link ();
395 void unlink (); 453 void unlink ();
396 454
397 object (); 455 object ();
398 ~object (); 456 ~object ();
399}; 457};
400 458
401typedef object_vector<object, &object::count > objectvec; 459typedef object_vector<object, &object::index > objectvec;
402typedef object_vector<object, &object::active> activevec; 460typedef object_vector<object, &object::active> activevec;
403 461
404extern objectvec objects; 462extern objectvec objects;
405extern activevec actives; 463extern activevec actives;
406 464
407#define for_all_objects(var) \ 465#define for_all_objects(var) \
408 for (int _i = 0; _i < objects.size (); ++_i) \ 466 for (unsigned _i = 0; _i < objects.size (); ++_i) \
409 declvar (object *, var, objects [_i]) 467 declvar (object *, var, objects [_i])
410 468
411#define for_all_actives(var) \ 469#define for_all_actives(var) \
412 for (int _i = 0; _i < actives.size (); ++_i) \ 470 for (unsigned _i = 0; _i < actives.size (); ++_i) \
413 declvar (object *, var, actives [_i]) 471 declvar (object *, var, actives [_i])
414 472
415typedef struct oblnk 473typedef struct oblnk
416{ /* Used to link together several objects */ 474{ /* Used to link together several objects */
417 object_ptr ob; 475 object_ptr ob;
439{ 497{
440 archetype (); 498 archetype ();
441 ~archetype (); 499 ~archetype ();
442 void gather_callbacks (AV *&callbacks, event_type event) const; 500 void gather_callbacks (AV *&callbacks, event_type event) const;
443 501
502 static archetype *read (object_thawer &f);
503 static archetype *get (const char *name); // find or create
444 static archetype *find (const char *arch); 504 static archetype *find (const char *name);
445 505
446 void hash_add (); // add to hashtable 506 void hash_add (); // add to hashtable
447 void hash_del (); // remove from hashtable 507 void hash_del (); // remove from hashtable
448 508
449 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 509 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
450 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 510 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
451 struct archetype *ACC (RW, head); /* The main part of a linked object */ 511 struct archetype *ACC (RW, head); /* The main part of a linked object */
452 struct archetype *ACC (RW, more); /* Next part of a linked object */ 512 struct archetype *ACC (RW, more); /* Next part of a linked object */
453 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 513 object ACC (RO, clone); /* An object from which to do ->copy_to () */
454 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 514 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
515 bool ACC (RW, linked); // linked into list of heads
455 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 516 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
456 * in comparison to the head. 517 * in comparison to the head.
457 */ 518 */
458}; 519};
459
460/* This returns TRUE if the object is something that
461 * should be displayed in the floorbox window
462 */
463#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
464 520
465/* Used by update_object to know if the object being passed is 521/* Used by update_object to know if the object being passed is
466 * being added or removed. 522 * being added or removed.
467 */ 523 */
468#define UP_OBJ_INSERT 1 524#define UP_OBJ_INSERT 1
503#define INS_ON_TOP 0x0008 559#define INS_ON_TOP 0x0008
504#define INS_BELOW_ORIGINATOR 0x0010 560#define INS_BELOW_ORIGINATOR 0x0010
505#define INS_MAP_LOAD 0x0020 561#define INS_MAP_LOAD 0x0020
506 562
507#define ARCH_SINGULARITY "singularity" 563#define ARCH_SINGULARITY "singularity"
508#define ARCH_SINGULARITY_LEN 11
509#define ARCH_DETECT_MAGIC "detect_magic" 564#define ARCH_DETECT_MAGIC "detect_magic"
510#define ARCH_DEPLETION "depletion" 565#define ARCH_DEPLETION "depletion"
511#define ARCH_SYMPTOM "symptom" 566#define ARCH_SYMPTOM "symptom"
512 567
513#endif 568#endif

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