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Comparing deliantra/server/include/object.h (file contents):
Revision 1.146 by root, Mon Aug 27 06:29:17 2007 UTC vs.
Revision 1.226 by root, Sun Mar 21 23:47:16 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
32
33//+GPL
31 34
32typedef int tag_t; 35typedef int tag_t;
33 36
34enum { 37enum {
35 body_skill, 38 body_skill,
65 const char *nonuse_name; /* Name to describe objects we can't use */ 68 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 69} Body_Locations;
67 70
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 72
73#define NUM_COINS 4 /* number of coin types */
74extern const char *const coins[NUM_COINS + 1];
75
70/* 76/*
71 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
72 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
73 * 79 *
74 * key and value are shared-strings. 80 * key and value are shared-strings.
75 * 81 *
76 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
77 * accessing the list directly. 83 * accessing the list directly.
78 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
79 */ 85 */
80struct key_value 86struct key_value : slice_allocated
81{ 87{
82 key_value *next; 88 key_value *next;
83 shstr key, value; 89 shstr key, value;
84}; 90};
85 91
92//-GPL
93
86struct UUID 94struct UUID
87{ 95{
88 uint64 seq; 96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
89 103
90 UUID () { } 104 UUID () { }
91 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; } 106 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; } 107 void operator =(uint64 seq) { this->seq = seq; }
108
109 bool parse (const char *s);
110 char *append (char *buf) const;
111 char *c_str () const;
94}; 112};
95 113
96extern void init_uuid (); 114//+GPL
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
99 115
100/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
101 * sprinkled in the code. Note that some of these also replace fields 117 * sprinkled in the code. Note that some of these also replace fields
102 * that were in the can_apply area. What is the point of having both 118 * that were in the can_apply area. What is the point of having both
103 * can_apply and will_apply? 119 * can_apply and will_apply?
108#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
109#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
110 126
111struct body_slot 127struct body_slot
112{ 128{
129 signed char used:4; /* Calculated value based on items equipped */
113 signed char info:4; /* body info as loaded from the file */ 130 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */
115}; 131};
132
133typedef struct oblnk
134{ /* Used to link together several objects */
135 object_ptr ob;
136 struct oblnk *next;
137} objectlink;
138
139typedef struct oblinkpt
140{ /* Used to link together several object links */
141 struct oblnk *link;
142 struct oblinkpt *next;
143 shstr id; /* Used as connected value in buttons/gates */
144} oblinkpt;
116 145
117INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
118// these are being copied 147// these are being copied
119struct object_copy : attachable 148struct object_copy : attachable
120{ 149{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124 151
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */ 153 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */ 162 /* If this is an exit, this is the filename */
163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 171 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 172 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 173 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 174 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152 181
153 float ACC (RW, speed); /* The overall speed of this object */ 182 float ACC (RW, speed); /* The overall speed of this object */
154 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
155 uint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
156
157 /* This next big block are basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
194
165 uint16 ACC (RW, materials); /* What materials this object consists of */ 195 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
169 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
171 */ 202 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
210
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 sint8 ACC (RW, item_power); /* power rating of the object */
180 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 212 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
181 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
214 uint8 ACC (RW, weapontype); /* type of weapon */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 faceidx ACC (RW, face); /* the graphical face */
219
220 faceidx ACC (RW, sound); /* the sound face */
221 faceidx ACC (RW, sound_destroy); /* played on destroy */
222
182 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
184 sint32 ACC (RW, carrying); /* How much weight this object contains */ 226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 228 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
191 faceidx ACC (RW, sound_destroy); /* played on destroy */
192 living ACC (RO, stats); /* Str, Con, Dex, etc */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
193 /* See the pod/objects.pod for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
194 231
195 /* Following mostly refers to fields only used for monsters */ 232 /* Following mostly refers to fields only used for monsters */
196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197
198 /* allows different movement patterns for attackers */
199 sint32 ACC (RW, move_status); /* What stage in attack mode */
200 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
201 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
202 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
203 /* races/classes can need less/more exp to gain levels */
204 233
205 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
206 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
207 * only used in spells. 236 * only used in spells.
208 */ 237 */
209 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
210 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
211
212 uint16 ACC (RW, start_holding);
213 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
214 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
215
216 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
246
247 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block);/* What movement types this blocks */ 249 MoveType ACC (RW, move_block);/* What movement types this blocks */
220
221 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
222 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 252 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
223 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
224 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
225 255
256 // 8 free bits
257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
226 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
227
228 char *ACC (RW, spellarg);
229 262
230 /* Following are values used by any object */ 263 /* Following are values used by any object */
231 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
232 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
233 flags_t flag; /* various flags */ 266
234#if FOR_PERL
235 bool ACC (RW, flag[NUM_FLAGS]);
236#endif
237 uint16 ACC (RW, animation_id);/* An index into the animation array */
238 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
239 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
240 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
241 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273
274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
276 /* allows different movement patterns for attackers */
277 uint8 ACC (RW, move_status); /* What stage in attack mode */
278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
279
280 //16+ free bits
281
282 // rarely-accessed members should be at the end
283 shstr ACC (RW, tag); // a tag used to tracking this object
284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
285 shstr ACC (RW, lore); /* Obscure information about this object, */
286 /* To get put into books and the like. */
287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
243}; 288};
244 289
290const_utf8_string query_weight (const object *op);
291const_utf8_string query_short_name (const object *op);
292const_utf8_string query_name (const object *op);
293const_utf8_string query_base_name (const object *op, int plural);
294
245struct object : zero_initialised, object_copy 295struct object : zero_initialised, object_copy
246{ 296{
247 // These variables are not changed by ->copy_to 297 // These variables are not changed by ->copy_to
248 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 298 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
249 299
250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 300 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 int ACC (RO, count); 301 int ACC (RO, count);
252 object_vector_index ACC (RO, index); // index into objects 302 object_vector_index ACC (RO, index); // index into objects
253 object_vector_index ACC (RO, active); // index into actives 303 object_vector_index ACC (RO, active); // index into actives
258 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 308 object *ACC (RW, above); /* Pointer to the object stacked above this one */
259 /* Note: stacked in the *same* environment */ 309 /* Note: stacked in the *same* environment */
260 object *inv; /* Pointer to the first object in the inventory */ 310 object *inv; /* Pointer to the first object in the inventory */
261 311
262 //TODO: container must move into client 312 //TODO: container must move into client
263 object_ptr ACC (RW, container); /* Current container being used. I think this 313 object_ptr ACC (RW, container);/* Currently opened container. I think this
264 * is only used by the player right now. 314 * is only used by the player right now.
265 */ 315 */
266 object *ACC (RW, env); /* Pointer to the object which is the environment. 316 object *ACC (RW, env); /* Pointer to the object which is the environment.
267 * This is typically the container that the object is in. 317 * This is typically the container that the object is in.
268 */ 318 */
269 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 319 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
270 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 320 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
271 client_container *seen_by; // seen by which player/container currently?
272 key_value *key_values; /* Fields not explictly known by the loader. */ 321 key_value *key_values; /* Fields not explictly known by the loader. */
273 322
323 // privates / perl
324 shstr_tmp kv_get (shstr_tmp key) const;
325 void kv_del (shstr_tmp key);
326 void kv_set (shstr_tmp key, shstr_tmp value);
327
328//-GPL
329
330 // custom extra fields management
331 struct key_value_access_proxy
332 {
333 object &ob;
334 shstr_tmp key;
335
336 key_value_access_proxy (object &ob, shstr_tmp key)
337 : ob (ob), key (key)
338 {
339 }
340
341 const key_value_access_proxy &operator =(shstr_tmp value) const
342 {
343 ob.kv_set (key, value);
344 return *this;
345 }
346
347 operator const shstr_tmp () const { return ob.kv_get (key); }
348 operator const char *() const { return ob.kv_get (key); }
349
350 private:
351 void operator =(int);
352 };
353
354 // operator [] is too annoying to use
355 const key_value_access_proxy kv (shstr_tmp key)
356 {
357 return key_value_access_proxy (*this, key);
358 }
359
274 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 360 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
275 void post_load_check (); // do some adjustments after parsing 361 MTH void post_load_check (); // do some adjustments after parsing
276 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 362 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
277 bool write (object_freezer &f); 363 bool write (object_freezer &f);
278 364
279 MTH int slottype () const; 365 MTH int slottype () const;
280 MTH static object *create (); 366 MTH static object *create ();
281 const mapxy &operator =(const mapxy &pos); 367 const mapxy &operator =(const mapxy &pos);
282 object &operator =(const object &src);
283 MTH void copy_to (object *dst); 368 MTH void copy_to (object *dst);
284 MTH object *clone (); // create + copy_to 369 MTH object *clone (); // create + copy_to a single object
370 MTH object *deep_clone (); // copy whole more chain and inventory
285 void do_destroy (); 371 void do_destroy ();
286 void gather_callbacks (AV *&callbacks, event_type event) const; 372 void gather_callbacks (AV *&callbacks, event_type event) const;
287 MTH void destroy (bool destroy_inventory = false); 373 MTH void destroy ();
374 MTH void drop_and_destroy ()
375 {
376 destroy_inv (true);
377 destroy ();
378 }
288 379
289 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
290 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
291 MTH object *insert (object *item); // insert into inventory 382 MTH object *insert (object *item); // insert into inventory
292 MTH void play_sound (faceidx sound) const; 383 MTH void play_sound (faceidx sound) const;
384 MTH void say_msg (const_utf8_string msg) const;
293 385
294 void do_remove (); 386 void do_remove ();
295 MTH void remove () 387 MTH void remove ()
296 { 388 {
297 if (!flag [FLAG_REMOVED]) 389 if (!flag [FLAG_REMOVED])
298 do_remove (); 390 do_remove ();
299 } 391 }
392
393 MTH bool blocked (maptile *m, int x, int y) const;
300 394
301 void move_to (const mapxy &pos) 395 void move_to (const mapxy &pos)
302 { 396 {
303 remove (); 397 remove ();
304 *this = pos; 398 *this = pos;
305 insert_at (this, this); 399 insert_at (this, this);
306 } 400 }
307 401
402 // high-level move functions, return true if successful
403 int move (int dir, object *originator);
404
405 int move (int dir)
406 {
407 return move (dir, this);
408 }
409
308 static bool can_merge_slow (object *op1, object *op2); 410 static bool can_merge_slow (object *op1, object *op2);
309 411
310 // this is often used in time-critical code, so optimise 412 // this is often used in time-critical code, so optimise
311 MTH static bool can_merge (object *op1, object *op2) 413 MTH static bool can_merge (object *op1, object *op2)
312 { 414 {
315 && can_merge_slow (op1, op2); 417 && can_merge_slow (op1, op2);
316 } 418 }
317 419
318 MTH void set_owner (object *owner); 420 MTH void set_owner (object *owner);
319 MTH void set_speed (float speed); 421 MTH void set_speed (float speed);
422 MTH void set_glow_radius (sint8 rad);
320 MTH bool change_weapon (object *ob); 423 MTH bool change_weapon (object *ob);
321 MTH bool change_skill (object *ob); 424 MTH bool change_skill (object *ob);
322 425
323 MTH void open_container (object *new_container); 426 MTH void open_container (object *new_container);
324 MTH void close_container () 427 MTH void close_container ()
325 { 428 {
326 open_container (0); 429 open_container (0);
327 } 430 }
328 431
432 // potential future accessor for "container"
433 MTH object *container_ () const
434 {
435 return container;
436 }
437
438 MTH bool is_open_container () const
439 {
440 // strangely enough, using ?: here causes code to inflate
441 return type == CONTAINER
442 && ((env && env->container_ () == this)
443 || (!env && flag [FLAG_APPLIED]));
444 }
445
329 MTH object *force_find (const shstr name); 446 MTH object *force_find (shstr_tmp name);
447 MTH void force_set_timer (int duration);
330 MTH void force_add (const shstr name, int duration = 0); 448 MTH object *force_add (shstr_tmp name, int duration = 0);
449
450 oblinkpt *find_link () const;
451 MTH void add_link (maptile *map, shstr_tmp id);
452 MTH void remove_link ();
331 453
332 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 454 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
333 bool should_invoke (event_type event) 455 bool should_invoke (event_type event)
334 { 456 {
335 return ev_want_event [event] || ev_want_type [type] || cb; 457 return ev_want_event [event] || ev_want_type [type] || cb;
346 MTH void drain_stat (); 468 MTH void drain_stat ();
347 MTH void drain_specific_stat (int deplete_stats); 469 MTH void drain_specific_stat (int deplete_stats);
348 MTH void change_luck (int value); 470 MTH void change_luck (int value);
349 471
350 // info must hold 256 * 3 bytes currently 472 // info must hold 256 * 3 bytes currently
351 const char *debug_desc (char *info) const; 473 const_utf8_string debug_desc (char *info) const;
352 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 474 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
353 const char *flag_desc (char *desc, int len) const; 475 const_utf8_string flag_desc (char *desc, int len) const;
354 476
477 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
478 MTH object *split (sint32 nr = 1); // return 0 on failure
479
355 int number_of () const 480 MTH int number_of () const
356 { 481 {
357 return nrof ? nrof : 1; 482 return nrof ? nrof : 1;
358 } 483 }
359 484
360 uint64 total_weight () const 485 MTH sint32 total_weight () const
361 { 486 {
362 return weight * number_of (); 487 return (weight + carrying) * number_of ();
363 } 488 }
489
490 MTH void update_weight ();
364 491
365 // return the dominant material of this item, always return something 492 // return the dominant material of this item, always return something
366 const materialtype_t *dominant_material () const; 493 const materialtype_t *dominant_material () const
494 {
495 return material;
496 }
367 497
368 // return the volume of this object in cm³ 498 // return the volume of this object in cm³
369 uint64 volume () const 499 MTH uint64 volume () const
370 { 500 {
371 return total_weight () 501 return (uint64)total_weight ()
372 * 1000 502 * 1024 // 1000 actually
373 * (type == CONTAINER ? 1000 : 1) 503 * (type == CONTAINER ? 128 : 1)
374 / dominant_material ()->density; 504 / dominant_material ()->density; // ugh, division
375 } 505 }
376 506
507 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
508
509 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
377 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 510 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
378 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 511 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
379 || type == CLOAK || type == BOOTS || type == GLOVES 512 || type == CLOAK || type == BOOTS || type == GLOVES
380 || type == BRACERS || type == GIRDLE; } 513 || type == BRACERS || type == GIRDLE; }
381 MTH bool is_alive () const { return (type == PLAYER 514 MTH bool is_alive () const { return (type == PLAYER
385 MTH bool is_arrow () const { return type == ARROW 518 MTH bool is_arrow () const { return type == ARROW
386 || (type == SPELL_EFFECT 519 || (type == SPELL_EFFECT
387 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 520 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
388 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 521 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
389 522
523 MTH bool is_dragon () const;
524
390 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 525 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
391 526
392 // temporary: wether the object can be saved in a map file 527 // temporary: wether the object can be saved in a map file
393 // contr => is a player 528 // contr => is a player
394 // head => only save head of a multitile object 529 // head => only save head of a multitile object
395 // owner => can not reference owner yet 530 // owner => can not reference owner yet
398 /* This return true if object has still randomitems which 533 /* This return true if object has still randomitems which
399 * could be expanded. 534 * could be expanded.
400 */ 535 */
401 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 536 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
402 537
538 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
539
540 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
541
542 // returns the outermost owner, never returns 0
543 MTH object *outer_owner ()
544 {
545 object *op;
546
547 for (op = this; op->owner; op = op->owner)
548 ;
549
550 return op;
551 }
552
553 // returns the outermost environment, never returns 0
554 MTH object *outer_env_or_self () const
555 {
556 const object *op;
557
558 for (op = this; op->env; op = op->env)
559 ;
560
561 return const_cast<object *>(op);
562 }
563
564 // returns the outermost environment, may return 0
565 MTH object *outer_env () const
566 {
567 return env ? outer_env_or_self () : 0;
568 }
569
403 // returns the player that has this object in his inventory, or 0 570 // returns the player that has this object in his inventory, or 0
571 // we assume the player is always the outer env
404 MTH object *in_player () const 572 MTH object *in_player () const
405 { 573 {
406 for (object *op = env; op; op = op->env) 574 object *op = outer_env_or_self ();
407 if (op->type == PLAYER)
408 return op;
409 575
410 return 0; 576 return op->type == PLAYER ? op : 0;
411 } 577 }
412 578
413 // "temporary" helper function 579 // "temporary" helper function
414 MTH object *head_ () 580 MTH object *head_ () const
415 { 581 {
416 return head ? head : this; 582 return head ? head : const_cast<object *>(this);
417 } 583 }
418 584
419 MTH bool is_head () 585 MTH bool is_head () const
420 { 586 {
421 return head_ () == this; 587 return head_ () == this;
422 } 588 }
423 589
590 MTH bool is_on_map () const
591 {
592 return !env && !flag [FLAG_REMOVED];
593 }
594
595 MTH bool is_inserted () const
596 {
597 return !flag [FLAG_REMOVED];
598 }
599
600 MTH bool is_player () const
601 {
602 return !!contr;
603 }
604
605 MTH bool affects_los () const
606 {
607 return glow_radius || flag [FLAG_BLOCKSVIEW];
608 }
609
610 MTH bool has_carried_lights () const
611 {
612 return glow_radius;
613 }
614
615 // returns the player that cna see this object, if any
616 MTH object *visible_to () const;
617
424 MTH std::string long_desc (object *who = 0); 618 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
425 MTH std::string describe_monster (object *who = 0); 619 MTH std::string describe_monster (object *who = 0);
426 MTH std::string describe_item (object *who = 0); 620 MTH std::string describe_item (object *who = 0);
427 MTH std::string describe (object *who = 0); 621 MTH std::string describe (object *who = 0); // long description, without name
622
623 MTH const_utf8_string query_weight () { return ::query_weight (this); }
624 MTH const_utf8_string query_name () { return ::query_name (this); }
625 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
626 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
428 627
429 // If this object has no extra parts but should have them, 628 // If this object has no extra parts but should have them,
430 // add them, effectively expanding heads into multipart 629 // add them, effectively expanding heads into multipart
431 // objects. This method only works on objects not inserted 630 // objects. This method only works on objects not inserted
432 // anywhere. 631 // anywhere.
435 MTH void create_treasure (treasurelist *tl, int flags = 0); 634 MTH void create_treasure (treasurelist *tl, int flags = 0);
436 635
437 // insert object at same map position as 'where' 636 // insert object at same map position as 'where'
438 // handles both inventory and map "positions" 637 // handles both inventory and map "positions"
439 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 638 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
639 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
640 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
440 MTH void drop_unpaid_items (); 641 MTH void drop_unpaid_items ();
441 642
442 MTH void activate (); 643 MTH void activate ();
443 MTH void deactivate (); 644 MTH void deactivate ();
444 MTH void activate_recursive (); 645 MTH void activate_recursive ();
445 MTH void deactivate_recursive (); 646 MTH void deactivate_recursive ();
446 647
447 // set the givne flag on all objects in the inventory recursively 648 // set the given flag on all objects in the inventory recursively
448 MTH void set_flag_inv (int flag, int value = 1); 649 MTH void set_flag_inv (int flag, int value = 1);
449 650
450 void enter_exit (object *exit);//Perl 651 void enter_exit (object *exit);//Perl
451 MTH void enter_map (maptile *newmap, int x, int y); 652 MTH void enter_map (maptile *newmap, int x, int y);
653 void player_goto (const_utf8_string path, int x, int y); // only for players
452 654
453 // returns the mapspace this object is in 655 // returns the mapspace this object is in
454 mapspace &ms () const; 656 mapspace &ms () const;
455 657
456 // fully recursive iterator 658 // fully recursive iterator
492 { 694 {
493 return this; 695 return this;
494 } 696 }
495 697
496 /* This returns TRUE if the object is something that 698 /* This returns TRUE if the object is something that
497 * should be displayed in the floorbox/inventory window 699 * a client might want to know about.
498 */ 700 */
499 MTH bool client_visible () const 701 MTH bool client_visible () const
500 { 702 {
501 return !invisible && type != PLAYER; 703 return !invisible && type != PLAYER;
502 } 704 }
503 705
706 // the client does nrof * this weight
707 MTH sint32 client_weight () const
708 {
709 return weight + carrying;
710 }
711
504 MTH struct region *region () const; 712 MTH struct region *region () const;
505 713
506 void statusmsg (const char *msg, int color = NDI_BLACK); 714 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
507 void failmsg (const char *msg, int color = NDI_RED); 715 void failmsg (const_utf8_string msg, int color = NDI_RED);
716
717 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
718
719 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
720 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
721
722 // make some noise with given item into direction dir,
723 // currently only used for players to make them temporarily visible
724 // when they are invisible.
725 MTH void make_noise ();
726
727 /* animation */
728 MTH bool has_anim () const { return animation_id; }
729 const animation &anim () const { return animations [animation_id]; }
730 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
731 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
732 /* anim_frames () returns the number of animations allocated. The last
733 * usuable animation will be anim_frames () - 1 (for example, if an object
734 * has 8 animations, anim_frames () will return 8, but the values will
735 * range from 0 through 7.
736 */
737 MTH int anim_frames () const { return anim ().num_animations; }
738 MTH int anim_facings () const { return anim ().facings; }
739
740 MTH utf8_string as_string ();
508 741
509protected: 742protected:
510 void link (); 743 void link ();
511 void unlink (); 744 void unlink ();
512 745
513 object (); 746 object ();
514 ~object (); 747 ~object ();
748
749private:
750 object &operator =(const object &);
751 object (const object &);
515}; 752};
516 753
517// move this object to the top of its env's inventory to speed up 754// move this object to the top of its env's inventory to speed up
518// searches for it. 755// searches for it.
519static object * 756static inline object *
520splay (object *ob) 757splay (object *ob)
521{ 758{
522 if (ob->env && ob->env->inv != ob) 759 if (ob->above && ob->env)
523 { 760 {
524 if (ob->above) ob->above->below = ob->below; 761 if (ob->above) ob->above->below = ob->below;
525 if (ob->below) ob->below->above = ob->above; 762 if (ob->below) ob->below->above = ob->above;
526 763
527 ob->above = 0; 764 ob->above = 0;
531 } 768 }
532 769
533 return ob; 770 return ob;
534} 771}
535 772
536typedef struct oblnk 773//+GPL
537{ /* Used to link together several objects */
538 object_ptr ob;
539 struct oblnk *next;
540} objectlink;
541 774
542typedef struct oblinkpt
543{ /* Used to link together several object links */
544 struct oblnk *link;
545 long value; /* Used as connected value in buttons/gates */
546 struct oblinkpt *next;
547} oblinkpt;
548
549object *find_skill_by_name (object *who, const char *name); 775object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
550object *find_skill_by_name (object *who, const shstr &sh); 776object *find_skill_by_name (object *who, shstr_cmp sh);
551object *find_skill_by_number (object *who, int skillno); 777object *find_skill_by_number (object *who, int skillno);
552 778
553/* 779/*
554 * The archetype structure is a set of rules on how to generate and manipulate 780 * The archetype structure is a set of rules on how to generate and manipulate
555 * objects which point to archetypes. 781 * objects which point to archetypes.
557 * be much left in the archetype - all it really is is a holder for the 783 * be much left in the archetype - all it really is is a holder for the
558 * object and pointers. This structure should get removed, and just replaced 784 * object and pointers. This structure should get removed, and just replaced
559 * by the object structure 785 * by the object structure
560 */ 786 */
561 787
788//-GPL
789
562INTERFACE_CLASS (archetype) 790INTERFACE_CLASS (archetype)
563struct archetype : object 791struct archetype : object
564{ 792{
565 archetype (const char *name); 793 static arch_ptr empty; // the empty_archetype
794 MTH static void gc ();
795
796 archetype (const_utf8_string name);
566 ~archetype (); 797 ~archetype ();
567 void gather_callbacks (AV *&callbacks, event_type event) const; 798 void gather_callbacks (AV *&callbacks, event_type event) const;
568 799
569 static archetype *read (object_thawer &f);
570 static archetype *get (const char *name); // find or create
571 static archetype *find (const char *name); 800 MTH static archetype *find (const_utf8_string name);
572 801
573 void link (); 802 MTH void link ();
574 void unlink (); 803 MTH void unlink ();
804
805 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
806 MTH object *instance ();
807
808 MTH void post_load_check (); // do some adjustments after parsing
575 809
576 object_vector_index ACC (RW, archid); // index in archvector 810 object_vector_index ACC (RW, archid); // index in archvector
577 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 811 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
578 bool ACC (RW, stub); // if true, this is an invalid archetype
579 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
580 812
581 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 813 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
582 sint8 ACC (RW, max_x), ACC (RW, max_y); 814
815 // support for archetype loading
816 static archetype *read (object_thawer &f);
817 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
818 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
583}; 819};
584 820
821// returns whether the object is a dragon player, which are often specialcased
822inline bool
823object::is_dragon () const
824{
825 return arch->race == shstr_dragon && is_player ();
826}
827
585inline void 828inline void
586object_freezer::put (keyword k, archetype *v) 829object_freezer::put (const keyword_string k, archetype *v)
587{ 830{
588 put (k, v ? &v->archname : (const char *)0); 831 if (expect_true (v))
832 put (k, v->archname);
833 else
834 put (k);
589} 835}
590 836
591typedef object_vector<object, &object::index > objectvec; 837typedef object_vector<object, &object::index > objectvec;
592typedef object_vector<object, &object::active> activevec; 838typedef object_vector<object, &object::active> activevec;
593typedef object_vector<archetype, &archetype::archid> archvec; 839typedef object_vector<archetype, &archetype::archid> archvec;
594 840
595extern objectvec objects; 841extern objectvec objects;
596extern activevec actives; 842extern activevec actives;
597extern archvec archetypes; 843extern archvec archetypes;
598 844
845// "safely" iterate over inv in a way such that the current item is removable
846// quite horrible, that's why its hidden in some macro
847#define for_inv_removable(op,var) \
848 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
849
599#define for_all_objects(var) \ 850#define for_all_objects(var) \
600 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 851 for (unsigned _i = 0; _i < objects.size (); ++_i) \
601 statementvar (object *, var, objects [_i]) 852 statementvar (object *, var, objects [_i])
602 853
603#define for_all_actives(var) \ 854#define for_all_actives(var) \
604 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 855 for (unsigned _i = 0; _i < actives.size (); ++_i) \
605 statementvar (object *, var, actives [_i]) 856 statementvar (object *, var, actives [_i])
606 857
607#define for_all_archetypes(var) \ 858#define for_all_archetypes(var) \
608 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 859 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
609 statementvar (archetype *, var, archetypes [_i]) 860 statementvar (archetype *, var, archetypes [_i])
861
862//+GPL
610 863
611/* Used by update_object to know if the object being passed is 864/* Used by update_object to know if the object being passed is
612 * being added or removed. 865 * being added or removed.
613 */ 866 */
614#define UP_OBJ_INSERT 1 867#define UP_OBJ_INSERT 1
631 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 884 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
632 * Use for treasure chests so the new object is the highest thing 885 * Use for treasure chests so the new object is the highest thing
633 * beneath the player, but not actually above it. Note - the 886 * beneath the player, but not actually above it. Note - the
634 * map and x,y coordinates for the object to be inserted must 887 * map and x,y coordinates for the object to be inserted must
635 * match the originator. 888 * match the originator.
636 * INS_MAP_LOAD: disable lots of checkings done at insertion to
637 * speed up map loading process, as we assume the ordering in
638 * loaded map is correct.
639 * 889 *
640 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 890 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
641 * are mutually exclusive. The behaviour for passing more than one 891 * are mutually exclusive. The behaviour for passing more than one
642 * should be considered undefined - while you may notice what happens 892 * should be considered undefined - while you may notice what happens
643 * right now if you pass more than one, that could very well change 893 * right now if you pass more than one, that could very well change
646#define INS_NO_MERGE 0x0001 896#define INS_NO_MERGE 0x0001
647#define INS_ABOVE_FLOOR_ONLY 0x0002 897#define INS_ABOVE_FLOOR_ONLY 0x0002
648#define INS_NO_WALK_ON 0x0004 898#define INS_NO_WALK_ON 0x0004
649#define INS_ON_TOP 0x0008 899#define INS_ON_TOP 0x0008
650#define INS_BELOW_ORIGINATOR 0x0010 900#define INS_BELOW_ORIGINATOR 0x0010
651#define INS_MAP_LOAD 0x0020
652 901
653#define ARCH_DEPLETION "depletion" 902//-GPL
654 903
655#endif 904#endif
656 905

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