1 | /* |
1 | /* |
2 | * static char *rcsid_object_h = |
2 | * static char *rcsid_object_h = |
3 | * "$Id: object.h,v 1.13 2006/08/31 09:19:34 root Exp $"; |
3 | * "$Id: object.h,v 1.14 2006/08/31 17:54:14 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 | |
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31 | |
31 | |
32 | #include "cfperl.h" |
32 | #include "cfperl.h" |
33 | #include "shstr.h" |
33 | #include "shstr.h" |
34 | |
34 | |
35 | typedef uint32 tag_t; |
35 | typedef uint32 tag_t; |
36 | #define NUM_BODY_LOCATIONS 12 |
36 | #define NUM_BODY_LOCATIONS 12 |
37 | #define BODY_ARMS 1 |
37 | #define BODY_ARMS 1 |
38 | |
38 | |
39 | /* See common/item.c */ |
39 | /* See common/item.c */ |
40 | |
40 | |
41 | typedef struct Body_Locations { |
41 | typedef struct Body_Locations { |
42 | 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 */ |
43 | 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 */ |
44 | 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 */ |
45 | } Body_Locations; |
45 | } Body_Locations; |
46 | |
46 | |
47 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
47 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
48 | |
48 | |
49 | typedef struct _event |
49 | typedef struct _event |
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… | |
75 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
75 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
76 | * sprinkled in the code. Note that some of these also replace fields |
76 | * sprinkled in the code. Note that some of these also replace fields |
77 | * that were in the can_apply area. What is the point of having both |
77 | * that were in the can_apply area. What is the point of having both |
78 | * can_apply and will_apply? |
78 | * can_apply and will_apply? |
79 | */ |
79 | */ |
80 | #define WILL_APPLY_HANDLE 0x1 |
80 | #define WILL_APPLY_HANDLE 0x1 |
81 | #define WILL_APPLY_TREASURE 0x2 |
81 | #define WILL_APPLY_TREASURE 0x2 |
82 | #define WILL_APPLY_EARTHWALL 0x4 |
82 | #define WILL_APPLY_EARTHWALL 0x4 |
83 | #define WILL_APPLY_DOOR 0x8 |
83 | #define WILL_APPLY_DOOR 0x8 |
84 | #define WILL_APPLY_FOOD 0x10 |
84 | #define WILL_APPLY_FOOD 0x10 |
85 | |
85 | |
86 | |
86 | |
87 | /* Note that the ordering of this structure is sort of relevent - |
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88 | * copy_object copies everything over beyond 'name' using memcpy. |
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89 | * Thus, values that need to be copied need to be located beyond that |
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90 | * point. |
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91 | * |
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92 | * However, if you're keeping a pointer of some sort, you probably |
87 | /* However, if you're keeping a pointer of some sort, you probably |
93 | * don't just want it copied, so you'll need to add to common/object.c, |
88 | * don't just want it copied, so you'll need to add to common/object.C, |
94 | * e.g. copy-object |
89 | * e.g. copy_object. |
95 | * |
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96 | * I've tried to clean up this structure a bit (in terms of formatting) |
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97 | * by making it more consistent. I've also tried to locate some of the fields |
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98 | * more logically together (put the item related ones together, the monster |
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99 | * related ones, etc. |
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100 | * This structure is best viewed with about a 100 width screen. |
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101 | * MSW 2002-07-05 |
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102 | */ |
90 | */ |
103 | |
91 | |
104 | struct object_simple : attachable<object> { |
92 | struct object_simple : attachable<object> { |
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93 | tag_t count; /* Unique object number for this object */ |
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94 | uint16 refcount; /* How many objects points to this object */ |
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95 | |
105 | /* These variables are not changed by copy_object() */ |
96 | /* These variables are not changed by copy_object() */ |
106 | struct pl *contr; /* Pointer to the player which control this object */ |
97 | struct pl *contr; /* Pointer to the player which control this object */ |
107 | struct object *next; /* Pointer to the next object in the free/used list */ |
98 | struct object *next; /* Pointer to the next object in the free/used list */ |
108 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
99 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
109 | struct object *active_next; /* Next & previous object in the 'active' */ |
100 | struct object *active_next; /* Next & previous object in the 'active' */ |
110 | struct object *active_prev; /* List. This is used in process_events */ |
101 | struct object *active_prev; /* List. This is used in process_events */ |
111 | /* so that the entire object list does not */ |
102 | /* so that the entire object list does not */ |
112 | /* need to be gone through. */ |
103 | /* need to be gone through. */ |
113 | struct object *below; /* Pointer to the object stacked below this one */ |
104 | struct object *below; /* Pointer to the object stacked below this one */ |
114 | struct object *above; /* Pointer to the object stacked above this one */ |
105 | struct object *above; /* Pointer to the object stacked above this one */ |
115 | /* Note: stacked in the *same* environment*/ |
106 | /* Note: stacked in the *same* environment*/ |
116 | struct object *inv; /* Pointer to the first object in the inventory */ |
107 | struct object *inv; /* Pointer to the first object in the inventory */ |
117 | struct object *container; /* Current container being used. I think this |
108 | struct object *container; /* Current container being used. I think this |
118 | * is only used by the player right now. |
109 | * is only used by the player right now. |
119 | */ |
110 | */ |
120 | struct object *env; /* Pointer to the object which is the environment. |
111 | struct object *env; /* Pointer to the object which is the environment. |
121 | * This is typically the container that the object is in. |
112 | * This is typically the container that the object is in. |
122 | */ |
113 | */ |
123 | struct object *more; /* Pointer to the rest of a large body of objects */ |
114 | struct object *more; /* Pointer to the rest of a large body of objects */ |
124 | struct object *head; /* Points to the main object of a large body */ |
115 | struct object *head; /* Points to the main object of a large body */ |
125 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
116 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
126 | |
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127 | tag_t count; /* Unique object number for this object */ |
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128 | uint16 refcount; /* How many objects points to this object */ |
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129 | }; |
117 | }; |
130 | |
118 | |
131 | struct object_special { |
119 | struct object_special { |
132 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
120 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
133 | * All fields beow this point are automatically copied by memcpy. If |
121 | * All fields beow this point are automatically copied by memcpy. If |
134 | * adding something that needs a refcount updated, make sure you modify |
122 | * adding something that needs a refcount updated, make sure you modify |
135 | * copy_object to do so. Everything below here also gets cleared |
123 | * copy_object to do so. Everything below here also gets cleared |
136 | * by clear_object() |
124 | * by clear_object() |
137 | */ |
125 | */ |
138 | const char *name; /* The name of the object, obviously... */ |
126 | shstr name; /* The name of the object, obviously... */ |
139 | const char *name_pl; /* The plural name of the object */ |
127 | shstr name_pl; /* The plural name of the object */ |
140 | const char *title; /* Of foo, etc */ |
128 | shstr title; /* Of foo, etc */ |
141 | const char *race; /* human, goblin, dragon, etc */ |
129 | shstr race; /* human, goblin, dragon, etc */ |
142 | const char *slaying; /* Which race to do double damage to */ |
130 | shstr slaying; /* Which race to do double damage to */ |
143 | /* If this is an exit, this is the filename */ |
131 | /* If this is an exit, this is the filename */ |
144 | const char *skill; /* Name of the skill this object uses/grants */ |
132 | shstr skill; /* Name of the skill this object uses/grants */ |
145 | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
133 | shstr msg; /* If this is a book/sign/magic mouth/etc */ |
146 | const char *lore; /* Obscure information about this object, */ |
134 | shstr lore; /* Obscure information about this object, */ |
147 | /* To get put into books and the like. */ |
135 | /* To get put into books and the like. */ |
148 | |
136 | |
149 | sint16 x,y; /* Position in the map for this object */ |
137 | sint16 x,y; /* Position in the map for this object */ |
150 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
138 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
151 | float speed; /* The overall speed of this object */ |
139 | float speed; /* The overall speed of this object */ |
152 | float speed_left; /* How much speed is left to spend this round */ |
140 | float speed_left; /* How much speed is left to spend this round */ |
153 | uint32 nrof; /* How many of the objects */ |
141 | uint32 nrof; /* How many of the objects */ |
154 | New_Face *face; /* Face with colors */ |
142 | New_Face *face; /* Face with colors */ |
155 | sint8 direction; /* Means the object is moving that way. */ |
143 | sint8 direction; /* Means the object is moving that way. */ |
156 | sint8 facing; /* Object is oriented/facing that way. */ |
144 | sint8 facing; /* Object is oriented/facing that way. */ |
157 | |
145 | |
158 | /* This next big block are basically used for monsters and equipment */ |
146 | /* This next big block are basically used for monsters and equipment */ |
159 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
147 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
160 | uint8 subtype; /* subtype of object */ |
148 | uint8 subtype; /* subtype of object */ |
161 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
149 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
162 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
150 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
163 | uint32 attacktype; /* Bitmask of attacks this object does */ |
151 | uint32 attacktype; /* Bitmask of attacks this object does */ |
164 | uint32 path_attuned; /* Paths the object is attuned to */ |
152 | uint32 path_attuned; /* Paths the object is attuned to */ |
165 | uint32 path_repelled; /* Paths the object is repelled from */ |
153 | uint32 path_repelled; /* Paths the object is repelled from */ |
166 | uint32 path_denied; /* Paths the object is denied access to */ |
154 | uint32 path_denied; /* Paths the object is denied access to */ |
167 | uint16 material; /* What materials this object consist of */ |
155 | uint16 material; /* What materials this object consist of */ |
168 | const char *materialname; /* specific material name */ |
156 | shstr materialname; /* specific material name */ |
169 | sint8 magic; /* Any magical bonuses to this item */ |
157 | sint8 magic; /* Any magical bonuses to this item */ |
170 | uint8 state; /* How the object was last drawn (animation) */ |
158 | uint8 state; /* How the object was last drawn (animation) */ |
171 | sint32 value; /* How much money it is worth (or contains) */ |
159 | sint32 value; /* How much money it is worth (or contains) */ |
172 | sint16 level; /* Level of creature or object */ |
160 | sint16 level; /* Level of creature or object */ |
173 | /* Note that the last_.. values are sometimes used for non obvious |
161 | /* Note that the last_.. values are sometimes used for non obvious |
174 | * meanings by some objects, eg, sp penalty, permanent exp. |
162 | * meanings by some objects, eg, sp penalty, permanent exp. |
175 | */ |
163 | */ |
176 | sint32 last_heal; /* Last healed. Depends on constitution */ |
164 | sint32 last_heal; /* Last healed. Depends on constitution */ |
177 | sint32 last_sp; /* As last_heal, but for spell points */ |
165 | sint32 last_sp; /* As last_heal, but for spell points */ |
178 | sint16 last_grace; /* as last_sp, except for grace */ |
166 | sint16 last_grace; /* as last_sp, except for grace */ |
179 | sint16 last_eat; /* How long since we last ate */ |
167 | sint16 last_eat; /* How long since we last ate */ |
180 | sint16 invisible; /* How much longer the object will be invis */ |
168 | sint16 invisible; /* How much longer the object will be invis */ |
181 | uint8 pick_up; /* See crossfire.doc */ |
169 | uint8 pick_up; /* See crossfire.doc */ |
182 | sint8 item_power; /* power rating of the object */ |
170 | sint8 item_power; /* power rating of the object */ |
183 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
171 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
184 | sint32 weight; /* Attributes of the object */ |
172 | sint32 weight; /* Attributes of the object */ |
185 | sint32 weight_limit; /* Weight-limit of object */ |
173 | sint32 weight_limit; /* Weight-limit of object */ |
186 | sint32 carrying; /* How much weight this object contains */ |
174 | sint32 carrying; /* How much weight this object contains */ |
187 | sint8 glow_radius; /* indicates the glow radius of the object */ |
175 | sint8 glow_radius; /* indicates the glow radius of the object */ |
188 | living stats; /* Str, Con, Dex, etc */ |
176 | living stats; /* Str, Con, Dex, etc */ |
189 | sint64 perm_exp; /* Permanent exp */ |
177 | sint64 perm_exp; /* Permanent exp */ |
190 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
178 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
191 | uint32 weapontype; /* type of weapon */ |
179 | uint32 weapontype; /* type of weapon */ |
192 | uint32 tooltype; /* type of tool or build facility */ |
180 | uint32 tooltype; /* type of tool or build facility */ |
193 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
181 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
194 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
182 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
195 | /* See the doc/Developers/objects for more info about body locations */ |
183 | /* See the doc/Developers/objects for more info about body locations */ |
196 | |
184 | |
197 | /* Following mostly refers to fields only used for monsters */ |
185 | /* Following mostly refers to fields only used for monsters */ |
198 | struct object *owner; /* Pointer to the object which controls this one */ |
186 | struct object *owner; /* Pointer to the object which controls this one */ |
199 | /* Owner should not be referred to directly - */ |
187 | /* Owner should not be referred to directly - */ |
200 | /* get_owner should be used instead. */ |
188 | /* get_owner should be used instead. */ |
201 | tag_t ownercount; /* What count the owner had (in case owner */ |
189 | tag_t ownercount; /* What count the owner had (in case owner */ |
202 | /* has been freed) */ |
190 | /* has been freed) */ |
203 | struct object *enemy; /* Monster/player to follow even if not closest */ |
191 | struct object *enemy; /* Monster/player to follow even if not closest */ |
204 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
192 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
205 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
193 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
206 | struct treasureliststruct *randomitems; /* Items to be generated */ |
194 | struct treasureliststruct *randomitems; /* Items to be generated */ |
207 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
195 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
208 | struct object *chosen_skill; /* the skill chosen to use */ |
196 | struct object *chosen_skill; /* the skill chosen to use */ |
209 | uint32 hide; /* The object is hidden, not invisible */ |
197 | uint32 hide; /* The object is hidden, not invisible */ |
210 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
198 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
211 | /* allows different movement patterns for attackers */ |
199 | /* allows different movement patterns for attackers */ |
212 | sint32 move_status; /* What stage in attack mode */ |
200 | sint32 move_status; /* What stage in attack mode */ |
213 | uint16 attack_movement;/* What kind of attack movement */ |
201 | uint16 attack_movement;/* What kind of attack movement */ |
214 | uint8 will_apply; /* See crossfire.doc */ |
202 | uint8 will_apply; /* See crossfire.doc */ |
215 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
203 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
216 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
204 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
217 | /* races/classes can need less/more exp to gain levels */ |
205 | /* races/classes can need less/more exp to gain levels */ |
218 | |
206 | |
219 | /* Spell related information, may be useful elsewhere |
207 | /* Spell related information, may be useful elsewhere |
220 | * Note that other fields are used - these files are basically |
208 | * Note that other fields are used - these files are basically |
221 | * only used in spells. |
209 | * only used in spells. |
222 | */ |
210 | */ |
223 | sint16 duration; /* How long the spell lasts */ |
211 | sint16 duration; /* How long the spell lasts */ |
224 | uint8 duration_modifier; /* how level modifies duration */ |
212 | uint8 duration_modifier; /* how level modifies duration */ |
225 | sint16 casting_time; /* time left before spell goes off */ |
213 | sint16 casting_time; /* time left before spell goes off */ |
226 | struct object *spell; /* Spell that was being cast */ |
214 | struct object *spell; /* Spell that was being cast */ |
227 | uint16 start_holding; |
215 | uint16 start_holding; |
228 | char *spellarg; |
216 | char *spellarg; |
229 | uint8 dam_modifier; /* How going up in level effects damage */ |
217 | uint8 dam_modifier; /* How going up in level effects damage */ |
230 | sint8 range; /* Range of the spell */ |
218 | sint8 range; /* Range of the spell */ |
231 | uint8 range_modifier; /* How going up in level effects range */ |
219 | uint8 range_modifier; /* How going up in level effects range */ |
232 | |
220 | |
233 | /* Following are values used by any object */ |
221 | /* Following are values used by any object */ |
234 | struct archt *arch; /* Pointer to archetype */ |
222 | struct archt *arch; /* Pointer to archetype */ |
235 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
223 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
236 | /* this objects turns into or what this object creates */ |
224 | /* this objects turns into or what this object creates */ |
237 | uint32 flags[4]; /* various flags */ |
225 | uint32 flags[4]; /* various flags */ |
238 | uint16 animation_id; /* An index into the animation array */ |
226 | uint16 animation_id; /* An index into the animation array */ |
239 | uint8 anim_speed; /* ticks between animation-frames */ |
227 | uint8 anim_speed; /* ticks between animation-frames */ |
240 | uint8 last_anim; /* last sequence used to draw face */ |
228 | uint8 last_anim; /* last sequence used to draw face */ |
241 | sint32 elevation; /* elevation of this terrain - not currently used */ |
229 | sint32 elevation; /* elevation of this terrain - not currently used */ |
242 | uint8 smoothlevel; /* how to smooth this square around*/ |
230 | uint8 smoothlevel; /* how to smooth this square around*/ |
243 | |
231 | |
244 | MoveType move_type; /* Type of movement this object uses */ |
232 | MoveType move_type; /* Type of movement this object uses */ |
245 | MoveType move_block; /* What movement types this blocks */ |
233 | MoveType move_block; /* What movement types this blocks */ |
246 | MoveType move_allow; /* What movement types explicitly allowd */ |
234 | MoveType move_allow; /* What movement types explicitly allowd */ |
247 | MoveType move_on; /* Move types affected moving on to this space */ |
235 | MoveType move_on; /* Move types affected moving on to this space */ |
248 | MoveType move_off; /* Move types affected moving off this space */ |
236 | MoveType move_off; /* Move types affected moving off this space */ |
249 | MoveType move_slow; /* Movement types this slows down */ |
237 | MoveType move_slow; /* Movement types this slows down */ |
250 | float move_slow_penalty; /* How much this slows down the object */ |
238 | float move_slow_penalty; /* How much this slows down the object */ |
251 | |
239 | |
252 | event *events; |
240 | event *events; |
253 | |
241 | |
254 | const char *custom_name; /* Custom name assigned by player */ |
242 | shstr custom_name; /* Custom name assigned by player */ |
255 | key_value *key_values; /* Fields not explictly known by the loader. */ |
243 | key_value *key_values; /* Fields not explictly known by the loader. */ |
256 | }; |
244 | }; |
257 | |
245 | |
258 | struct object : object_special, object_simple { |
246 | struct object : object_special, object_simple { |
259 | void clone (object *destination) |
247 | void clone (object *destination) |
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272 | tag_t id; |
260 | tag_t id; |
273 | } objectlink; |
261 | } objectlink; |
274 | |
262 | |
275 | typedef struct oblinkpt { /* Used to link together several object links */ |
263 | typedef struct oblinkpt { /* Used to link together several object links */ |
276 | struct oblnk *link; |
264 | struct oblnk *link; |
277 | long value; /* Used as connected value in buttons/gates */ |
265 | long value; /* Used as connected value in buttons/gates */ |
278 | struct oblinkpt *next; |
266 | struct oblinkpt *next; |
279 | } oblinkpt; |
267 | } oblinkpt; |
280 | |
268 | |
281 | /* |
269 | /* |
282 | * The archetype structure is a set of rules on how to generate and manipulate |
270 | * The archetype structure is a set of rules on how to generate and manipulate |
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286 | * object and pointers. This structure should get removed, and just replaced |
274 | * object and pointers. This structure should get removed, and just replaced |
287 | * by the object structure |
275 | * by the object structure |
288 | */ |
276 | */ |
289 | |
277 | |
290 | typedef struct archt { |
278 | typedef struct archt { |
291 | const char *name; /* More definite name, like "generate_kobold" */ |
279 | const char *name; /* More definite name, like "generate_kobold" */ |
292 | struct archt *next; /* Next archetype in a linked list */ |
280 | struct archt *next; /* Next archetype in a linked list */ |
293 | struct archt *head; /* The main part of a linked object */ |
281 | struct archt *head; /* The main part of a linked object */ |
294 | struct archt *more; /* Next part of a linked object */ |
282 | struct archt *more; /* Next part of a linked object */ |
295 | object clone; /* An object from which to do copy_object() */ |
283 | object clone; /* An object from which to do copy_object() */ |
296 | uint32 editable; /* editable flags (mainly for editor) */ |
284 | uint32 editable; /* editable flags (mainly for editor) */ |
297 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
285 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
298 | * in comparison to the head. |
286 | * in comparison to the head. |
299 | */ |
287 | */ |
300 | } archetype; |
288 | } archetype; |
301 | |
289 | |
302 | extern object *objects; |
290 | extern object *objects; |
303 | extern object *active_objects; |
291 | extern object *active_objects; |
304 | extern object *free_objects; |
292 | extern object *free_objects; |
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345 | * are mutually exclusive. The behaviour for passing more than one |
333 | * are mutually exclusive. The behaviour for passing more than one |
346 | * should be considered undefined - while you may notice what happens |
334 | * should be considered undefined - while you may notice what happens |
347 | * right now if you pass more than one, that could very well change |
335 | * right now if you pass more than one, that could very well change |
348 | * in future revisions of the code. |
336 | * in future revisions of the code. |
349 | */ |
337 | */ |
350 | #define INS_NO_MERGE 0x0001 |
338 | #define INS_NO_MERGE 0x0001 |
351 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
339 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
352 | #define INS_NO_WALK_ON 0x0004 |
340 | #define INS_NO_WALK_ON 0x0004 |
353 | #define INS_ON_TOP 0x0008 |
341 | #define INS_ON_TOP 0x0008 |
354 | #define INS_BELOW_ORIGINATOR 0x0010 |
342 | #define INS_BELOW_ORIGINATOR 0x0010 |
355 | #define INS_MAP_LOAD 0x0020 |
343 | #define INS_MAP_LOAD 0x0020 |
356 | |
344 | |
357 | #define ARCH_SINGULARITY "singularity" |
345 | #define ARCH_SINGULARITY "singularity" |
358 | #define ARCH_SINGULARITY_LEN 11 |
346 | #define ARCH_SINGULARITY_LEN 11 |
359 | #define ARCH_DETECT_MAGIC "detect_magic" |
347 | #define ARCH_DETECT_MAGIC "detect_magic" |
360 | #define ARCH_DEPLETION "depletion" |
348 | #define ARCH_DEPLETION "depletion" |