1 | /* |
1 | /* |
2 | * static char *rcsid_object_h = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: object.h,v 1.15 2006/09/03 00:18:41 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
22 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
23 | |
29 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
30 | #define OBJECT_H |
25 | #define OBJECT_H |
31 | |
26 | |
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27 | #include <bitset> |
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28 | |
32 | #include "cfperl.h" |
29 | #include "cfperl.h" |
33 | #include "shstr.h" |
30 | #include "shstr.h" |
34 | |
31 | |
35 | typedef uint32 tag_t; |
32 | typedef int tag_t; |
36 | #define NUM_BODY_LOCATIONS 12 |
33 | |
37 | #define BODY_ARMS 1 |
34 | enum { |
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35 | body_skill, |
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36 | body_combat, |
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37 | body_range, |
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38 | body_shield, |
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39 | body_arm, |
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40 | body_torso, |
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41 | body_head, |
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42 | body_neck, |
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43 | body_finger, |
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44 | body_shoulder, |
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45 | body_foot, |
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46 | body_hand, |
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47 | body_wrist, |
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48 | body_waist, |
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49 | NUM_BODY_LOCATIONS |
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50 | }; |
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51 | |
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52 | enum slottype_t |
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53 | { |
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54 | slot_none, |
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55 | slot_combat, |
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56 | slot_ranged, |
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57 | }; |
38 | |
58 | |
39 | /* See common/item.c */ |
59 | /* See common/item.c */ |
40 | |
60 | |
41 | typedef struct Body_Locations { |
61 | typedef struct Body_Locations |
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62 | { |
42 | const char *save_name; /* Name used to load/save it to disk */ |
63 | keyword save_name; /* Name used to load/save it to disk */ |
43 | const char *use_name; /* Name used when describing an item we can use */ |
64 | const char *use_name; /* Name used when describing an item we can use */ |
44 | const char *nonuse_name; /* Name to describe objects we can't use */ |
65 | const char *nonuse_name; /* Name to describe objects we can't use */ |
45 | } Body_Locations; |
66 | } Body_Locations; |
46 | |
67 | |
47 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
68 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
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69 | |
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70 | #define NUM_COINS 4 /* number of coin types */ |
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71 | extern const char *const coins[NUM_COINS + 1]; |
48 | |
72 | |
49 | /* |
73 | /* |
50 | * Each object (this also means archetypes!) could have a few of these |
74 | * Each object (this also means archetypes!) could have a few of these |
51 | * "dangling" from it; this could also end up containing 'parse errors'. |
75 | * "dangling" from it; this could also end up containing 'parse errors'. |
52 | * |
76 | * |
… | |
… | |
54 | * |
78 | * |
55 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
79 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
56 | * accessing the list directly. |
80 | * accessing the list directly. |
57 | * Exception is if you want to walk this list for some reason. |
81 | * Exception is if you want to walk this list for some reason. |
58 | */ |
82 | */ |
59 | struct key_value { |
83 | struct key_value |
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84 | { |
60 | key_value *next; |
85 | key_value *next; |
61 | shstr key, value; |
86 | shstr key, value; |
62 | }; |
87 | }; |
63 | |
88 | |
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89 | struct UUID |
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90 | { |
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91 | uint64 seq; |
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92 | |
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93 | static UUID cur; // last uuid generated |
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94 | static void init (); |
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95 | static UUID gen (); |
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96 | |
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97 | UUID () { } |
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98 | UUID (uint64 seq) : seq(seq) { } |
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99 | operator uint64() { return seq; } |
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100 | void operator =(uint64 seq) { this->seq = seq; } |
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101 | }; |
64 | |
102 | |
65 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
103 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
66 | * sprinkled in the code. Note that some of these also replace fields |
104 | * sprinkled in the code. Note that some of these also replace fields |
67 | * that were in the can_apply area. What is the point of having both |
105 | * that were in the can_apply area. What is the point of having both |
68 | * can_apply and will_apply? |
106 | * can_apply and will_apply? |
69 | */ |
107 | */ |
70 | #define WILL_APPLY_HANDLE 0x1 |
108 | #define WILL_APPLY_HANDLE 0x01 |
71 | #define WILL_APPLY_TREASURE 0x2 |
109 | #define WILL_APPLY_TREASURE 0x02 |
72 | #define WILL_APPLY_EARTHWALL 0x4 |
110 | #define WILL_APPLY_EARTHWALL 0x04 |
73 | #define WILL_APPLY_DOOR 0x8 |
111 | #define WILL_APPLY_DOOR 0x08 |
74 | #define WILL_APPLY_FOOD 0x10 |
112 | #define WILL_APPLY_FOOD 0x10 |
75 | |
113 | |
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114 | struct body_slot |
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115 | { |
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116 | signed char info:4; /* body info as loaded from the file */ |
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117 | signed char used:4; /* Calculated value based on items equipped */ |
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118 | }; |
76 | |
119 | |
77 | /* However, if you're keeping a pointer of some sort, you probably |
120 | INTERFACE_CLASS (object) |
78 | * don't just want it copied, so you'll need to add to common/object.C, |
121 | // these are being copied |
79 | * e.g. copy_object. |
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80 | */ |
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81 | |
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82 | struct object_simple : attachable<object> { |
122 | struct object_copy : attachable |
83 | tag_t count; /* Unique object number for this object */ |
123 | { |
84 | uint16 refcount; /* How many objects points to this object */ |
124 | typedef bitset<NUM_FLAGS> flags_t; |
85 | |
125 | |
86 | /* These variables are not changed by copy_object() */ |
126 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
87 | struct pl *contr; /* Pointer to the player which control this object */ |
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88 | struct object *next; /* Pointer to the next object in the free/used list */ |
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89 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
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90 | struct object *active_next; /* Next & previous object in the 'active' */ |
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91 | struct object *active_prev; /* List. This is used in process_events */ |
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92 | /* so that the entire object list does not */ |
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93 | /* need to be gone through. */ |
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94 | struct object *below; /* Pointer to the object stacked below this one */ |
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95 | struct object *above; /* Pointer to the object stacked above this one */ |
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96 | /* Note: stacked in the *same* environment*/ |
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97 | struct object *inv; /* Pointer to the first object in the inventory */ |
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98 | struct object *container; /* Current container being used. I think this |
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99 | * is only used by the player right now. |
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100 | */ |
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101 | struct object *env; /* Pointer to the object which is the environment. |
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102 | * This is typically the container that the object is in. |
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103 | */ |
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104 | struct object *more; /* Pointer to the rest of a large body of objects */ |
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105 | struct object *head; /* Points to the main object of a large body */ |
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106 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
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107 | }; |
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108 | |
127 | |
109 | struct object_special { |
128 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
110 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
129 | uint8 ACC (RW, subtype); /* subtype of object */ |
111 | * All fields beow this point are automatically copied by memcpy. If |
130 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
112 | * adding something that needs a refcount updated, make sure you modify |
131 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
113 | * copy_object to do so. Everything below here also gets cleared |
132 | |
114 | * by clear_object() |
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115 | */ |
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116 | shstr name; /* The name of the object, obviously... */ |
133 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
117 | shstr name_pl; /* The plural name of the object */ |
134 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
118 | shstr title; /* Of foo, etc */ |
135 | shstr ACC (RW, title); /* Of foo, etc */ |
119 | shstr race; /* human, goblin, dragon, etc */ |
136 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
120 | shstr slaying; /* Which race to do double damage to */ |
137 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
121 | /* If this is an exit, this is the filename */ |
138 | /* If this is an exit, this is the filename */ |
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139 | shstr ACC (RW, tag); // a tag used to tracking this object |
122 | shstr skill; /* Name of the skill this object uses/grants */ |
140 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
123 | shstr msg; /* If this is a book/sign/magic mouth/etc */ |
141 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
124 | shstr lore; /* Obscure information about this object, */ |
142 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
125 | /* To get put into books and the like. */ |
143 | /* To get put into books and the like. */ |
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144 | shstr ACC (RW, materialname); /* specific material name */ |
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145 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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146 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
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147 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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148 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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149 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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150 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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151 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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152 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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153 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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154 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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155 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
126 | |
156 | |
127 | sint16 x,y; /* Position in the map for this object */ |
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128 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
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129 | float speed; /* The overall speed of this object */ |
157 | float ACC (RW, speed); /* The overall speed of this object */ |
130 | float speed_left; /* How much speed is left to spend this round */ |
158 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
131 | uint32 nrof; /* How many of the objects */ |
159 | uint32 ACC (RW, nrof); /* How many of the objects */ |
132 | New_Face *face; /* Face with colors */ |
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133 | sint8 direction; /* Means the object is moving that way. */ |
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134 | sint8 facing; /* Object is oriented/facing that way. */ |
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135 | |
160 | |
136 | /* This next big block are basically used for monsters and equipment */ |
161 | /* This next big block are basically used for monsters and equipment */ |
137 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
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138 | uint8 subtype; /* subtype of object */ |
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139 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
162 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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163 | |
140 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
164 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
141 | uint32 attacktype; /* Bitmask of attacks this object does */ |
165 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
142 | uint32 path_attuned; /* Paths the object is attuned to */ |
166 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
143 | uint32 path_repelled; /* Paths the object is repelled from */ |
167 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
144 | uint32 path_denied; /* Paths the object is denied access to */ |
168 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
145 | uint16 material; /* What materials this object consist of */ |
169 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
146 | shstr materialname; /* specific material name */ |
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147 | sint8 magic; /* Any magical bonuses to this item */ |
170 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
148 | uint8 state; /* How the object was last drawn (animation) */ |
171 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
149 | sint32 value; /* How much money it is worth (or contains) */ |
172 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
150 | sint16 level; /* Level of creature or object */ |
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151 | /* Note that the last_.. values are sometimes used for non obvious |
173 | /* Note that the last_.. values are sometimes used for non obvious |
152 | * meanings by some objects, eg, sp penalty, permanent exp. |
174 | * meanings by some objects, eg, sp penalty, permanent exp. |
153 | */ |
175 | */ |
154 | sint32 last_heal; /* Last healed. Depends on constitution */ |
176 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
155 | sint32 last_sp; /* As last_heal, but for spell points */ |
177 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
156 | sint16 last_grace; /* as last_sp, except for grace */ |
178 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
157 | sint16 last_eat; /* How long since we last ate */ |
179 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
158 | sint16 invisible; /* How much longer the object will be invis */ |
180 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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181 | sint16 ACC (RW, level); /* Level of creature or object */ |
159 | uint8 pick_up; /* See crossfire.doc */ |
182 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
160 | sint8 item_power; /* power rating of the object */ |
183 | sint8 ACC (RW, item_power); /* power rating of the object */ |
161 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
184 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
162 | sint32 weight; /* Attributes of the object */ |
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163 | sint32 weight_limit; /* Weight-limit of object */ |
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164 | sint32 carrying; /* How much weight this object contains */ |
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165 | sint8 glow_radius; /* indicates the glow radius of the object */ |
185 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
166 | living stats; /* Str, Con, Dex, etc */ |
186 | sint32 ACC (RW, weight); /* Attributes of the object */ |
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187 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
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188 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
167 | sint64 perm_exp; /* Permanent exp */ |
189 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
168 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
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169 | uint32 weapontype; /* type of weapon */ |
190 | uint32 ACC (RW, weapontype); /* type of weapon */ |
170 | uint32 tooltype; /* type of tool or build facility */ |
191 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
171 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
192 | body_slot slot [NUM_BODY_LOCATIONS]; |
172 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
193 | faceidx ACC (RW, face); /* the graphical face */ |
173 | /* See the doc/Developers/objects for more info about body locations */ |
194 | faceidx ACC (RW, sound); /* the sound face */ |
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195 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
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196 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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197 | /* See the pod/objects.pod for more info about body locations */ |
174 | |
198 | |
175 | /* Following mostly refers to fields only used for monsters */ |
199 | /* Following mostly refers to fields only used for monsters */ |
176 | struct object *owner; /* Pointer to the object which controls this one */ |
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177 | /* Owner should not be referred to directly - */ |
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178 | /* get_owner should be used instead. */ |
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179 | tag_t ownercount; /* What count the owner had (in case owner */ |
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180 | /* has been freed) */ |
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181 | struct object *enemy; /* Monster/player to follow even if not closest */ |
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182 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
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183 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
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184 | struct treasureliststruct *randomitems; /* Items to be generated */ |
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185 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
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186 | struct object *chosen_skill; /* the skill chosen to use */ |
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187 | uint32 hide; /* The object is hidden, not invisible */ |
200 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
188 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
201 | |
189 | /* allows different movement patterns for attackers */ |
202 | /* allows different movement patterns for attackers */ |
190 | sint32 move_status; /* What stage in attack mode */ |
203 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
191 | uint16 attack_movement;/* What kind of attack movement */ |
204 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
192 | uint8 will_apply; /* See crossfire.doc */ |
205 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
193 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
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194 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
206 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
195 | /* races/classes can need less/more exp to gain levels */ |
207 | /* races/classes can need less/more exp to gain levels */ |
196 | |
208 | |
197 | /* Spell related information, may be useful elsewhere |
209 | /* Spell related information, may be useful elsewhere |
198 | * Note that other fields are used - these files are basically |
210 | * Note that other fields are used - these files are basically |
199 | * only used in spells. |
211 | * only used in spells. |
200 | */ |
212 | */ |
201 | sint16 duration; /* How long the spell lasts */ |
213 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
202 | uint8 duration_modifier; /* how level modifies duration */ |
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203 | sint16 casting_time; /* time left before spell goes off */ |
214 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
204 | struct object *spell; /* Spell that was being cast */ |
215 | |
205 | uint16 start_holding; |
216 | uint16 ACC (RW, start_holding); |
206 | char *spellarg; |
217 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
207 | uint8 dam_modifier; /* How going up in level effects damage */ |
218 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
208 | sint8 range; /* Range of the spell */ |
219 | |
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220 | sint8 ACC (RW, range); /* Range of the spell */ |
209 | uint8 range_modifier; /* How going up in level effects range */ |
221 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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222 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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223 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
210 | |
224 | |
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225 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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226 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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227 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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228 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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229 | |
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230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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231 | |
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232 | char *ACC (RW, spellarg); |
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233 | |
211 | /* Following are values used by any object */ |
234 | /* Following are values used by any object */ |
212 | struct archt *arch; /* Pointer to archetype */ |
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213 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
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214 | /* this objects turns into or what this object creates */ |
235 | /* this objects turns into or what this object creates */ |
215 | uint32 flags[4]; /* various flags */ |
236 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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237 | flags_t flag; /* various flags */ |
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238 | #if FOR_PERL |
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239 | bool ACC (RW, flag[NUM_FLAGS]); |
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240 | #endif |
216 | uint16 animation_id; /* An index into the animation array */ |
241 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
217 | uint8 anim_speed; /* ticks between animation-frames */ |
242 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
218 | uint8 last_anim; /* last sequence used to draw face */ |
243 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
219 | sint32 elevation; /* elevation of this terrain - not currently used */ |
244 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
220 | uint8 smoothlevel; /* how to smooth this square around*/ |
245 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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246 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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|
247 | }; |
221 | |
248 | |
222 | MoveType move_type; /* Type of movement this object uses */ |
249 | struct object : zero_initialised, object_copy |
223 | MoveType move_block; /* What movement types this blocks */ |
250 | { |
224 | MoveType move_allow; /* What movement types explicitly allowd */ |
251 | // These variables are not changed by ->copy_to |
225 | MoveType move_on; /* Move types affected moving on to this space */ |
252 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
226 | MoveType move_off; /* Move types affected moving off this space */ |
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227 | MoveType move_slow; /* Movement types this slows down */ |
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228 | float move_slow_penalty; /* How much this slows down the object */ |
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229 | |
253 | |
230 | shstr custom_name; /* Custom name assigned by player */ |
254 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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255 | int ACC (RO, count); |
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256 | object_vector_index ACC (RO, index); // index into objects |
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257 | object_vector_index ACC (RO, active); // index into actives |
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258 | |
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259 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
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260 | |
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261 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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262 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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263 | /* Note: stacked in the *same* environment */ |
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264 | object *inv; /* Pointer to the first object in the inventory */ |
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265 | |
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266 | //TODO: container must move into client |
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267 | object_ptr ACC (RW, container); /* Current container being used. I think this |
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268 | * is only used by the player right now. |
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269 | */ |
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270 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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271 | * This is typically the container that the object is in. |
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272 | */ |
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273 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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274 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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275 | client_container *seen_by; // seen by which player/container currently? |
231 | key_value *key_values; /* Fields not explictly known by the loader. */ |
276 | key_value *key_values; /* Fields not explictly known by the loader. */ |
232 | }; |
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233 | |
277 | |
234 | struct object : object_special, object_simple, zero_initialised { |
278 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
235 | void clone (object *destination) |
279 | MTH void post_load_check (); // do some adjustments after parsing |
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280 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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281 | bool write (object_freezer &f); |
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282 | |
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283 | MTH int slottype () const; |
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284 | MTH static object *create (); |
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285 | const mapxy &operator =(const mapxy &pos); |
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286 | object &operator =(const object &src); |
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287 | MTH void copy_to (object *dst); |
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288 | MTH object *clone (); // create + copy_to |
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289 | void do_destroy (); |
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290 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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291 | MTH void destroy (bool destroy_inventory = false); |
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292 | |
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293 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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294 | MTH void destroy_inv (bool drop_to_ground = false); |
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295 | MTH object *insert (object *item); // insert into inventory |
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296 | MTH void play_sound (faceidx sound) const; |
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297 | |
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298 | void do_remove (); |
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299 | MTH void remove () |
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300 | { |
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301 | if (!flag [FLAG_REMOVED]) |
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302 | do_remove (); |
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303 | } |
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304 | |
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305 | MTH bool blocked (maptile *m, int x, int y) const; |
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306 | |
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307 | void move_to (const mapxy &pos) |
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308 | { |
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309 | remove (); |
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310 | *this = pos; |
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311 | insert_at (this, this); |
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312 | } |
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313 | |
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314 | static bool can_merge_slow (object *op1, object *op2); |
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315 | |
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316 | // this is often used in time-critical code, so optimise |
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317 | MTH static bool can_merge (object *op1, object *op2) |
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318 | { |
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319 | return op1->value == op2->value |
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320 | && op1->name == op2->name |
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321 | && can_merge_slow (op1, op2); |
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322 | } |
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323 | |
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324 | MTH void set_owner (object *owner); |
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325 | MTH void set_speed (float speed); |
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326 | MTH bool change_weapon (object *ob); |
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327 | MTH bool change_skill (object *ob); |
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328 | |
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329 | MTH void open_container (object *new_container); |
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330 | MTH void close_container () |
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331 | { |
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332 | open_container (0); |
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333 | } |
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334 | |
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335 | MTH object *force_find (const shstr name); |
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336 | MTH void force_add (const shstr name, int duration = 0); |
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337 | |
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338 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
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339 | bool should_invoke (event_type event) |
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340 | { |
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341 | return ev_want_event [event] || ev_want_type [type] || cb; |
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342 | } |
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343 | |
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344 | MTH void instantiate (); |
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345 | |
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346 | // recalculate all stats |
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347 | MTH void update_stats (); |
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348 | MTH void roll_stats (); |
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349 | MTH void swap_stats (int a, int b); |
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350 | MTH void add_statbonus (); |
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351 | MTH void remove_statbonus (); |
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352 | MTH void drain_stat (); |
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353 | MTH void drain_specific_stat (int deplete_stats); |
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354 | MTH void change_luck (int value); |
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355 | |
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356 | // info must hold 256 * 3 bytes currently |
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357 | const char *debug_desc (char *info) const; |
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358 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
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359 | const char *flag_desc (char *desc, int len) const; |
|
|
360 | |
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|
361 | int number_of () const |
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|
362 | { |
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|
363 | return nrof ? nrof : 1; |
|
|
364 | } |
|
|
365 | |
|
|
366 | uint64 total_weight () const |
|
|
367 | { |
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|
368 | return weight * number_of (); |
|
|
369 | } |
|
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370 | |
|
|
371 | // return the dominant material of this item, always return something |
|
|
372 | const materialtype_t *dominant_material () const; |
|
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373 | |
|
|
374 | // return the volume of this object in cm³ |
|
|
375 | uint64 volume () const |
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|
376 | { |
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377 | return total_weight () |
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|
378 | * 1000 |
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|
379 | * (type == CONTAINER ? 1000 : 1) |
|
|
380 | / dominant_material ()->density; |
|
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381 | } |
|
|
382 | |
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383 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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384 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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385 | || type == CLOAK || type == BOOTS || type == GLOVES |
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386 | || type == BRACERS || type == GIRDLE; } |
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387 | MTH bool is_alive () const { return (type == PLAYER |
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388 | || flag [FLAG_MONSTER] |
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389 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
|
|
390 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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391 | MTH bool is_arrow () const { return type == ARROW |
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392 | || (type == SPELL_EFFECT |
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393 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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394 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
|
|
395 | |
|
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396 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
|
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397 | |
|
|
398 | // temporary: wether the object can be saved in a map file |
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|
399 | // contr => is a player |
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400 | // head => only save head of a multitile object |
|
|
401 | // owner => can not reference owner yet |
|
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402 | MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
|
|
403 | |
|
|
404 | /* This return true if object has still randomitems which |
|
|
405 | * could be expanded. |
|
|
406 | */ |
|
|
407 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
408 | |
|
|
409 | // returns the player that has this object in his inventory, or 0 |
|
|
410 | MTH object *in_player () const |
|
|
411 | { |
|
|
412 | for (object *op = env; op; op = op->env) |
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413 | if (op->type == PLAYER) |
|
|
414 | return op; |
|
|
415 | |
|
|
416 | return 0; |
|
|
417 | } |
|
|
418 | |
|
|
419 | // "temporary" helper function |
|
|
420 | MTH object *head_ () |
|
|
421 | { |
|
|
422 | return head ? head : this; |
|
|
423 | } |
|
|
424 | |
|
|
425 | MTH bool is_head () |
|
|
426 | { |
|
|
427 | return head_ () == this; |
|
|
428 | } |
|
|
429 | |
|
|
430 | MTH std::string long_desc (object *who = 0); |
|
|
431 | MTH std::string describe_monster (object *who = 0); |
|
|
432 | MTH std::string describe_item (object *who = 0); |
|
|
433 | MTH std::string describe (object *who = 0); |
|
|
434 | |
|
|
435 | // If this object has no extra parts but should have them, |
|
|
436 | // add them, effectively expanding heads into multipart |
|
|
437 | // objects. This method only works on objects not inserted |
|
|
438 | // anywhere. |
|
|
439 | MTH void expand_tail (); |
|
|
440 | |
|
|
441 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
442 | |
|
|
443 | // insert object at same map position as 'where' |
|
|
444 | // handles both inventory and map "positions" |
|
|
445 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
446 | MTH void drop_unpaid_items (); |
|
|
447 | |
|
|
448 | MTH void activate (); |
|
|
449 | MTH void deactivate (); |
|
|
450 | MTH void activate_recursive (); |
|
|
451 | MTH void deactivate_recursive (); |
|
|
452 | |
|
|
453 | // set the givne flag on all objects in the inventory recursively |
|
|
454 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
455 | |
|
|
456 | void enter_exit (object *exit);//Perl |
|
|
457 | MTH void enter_map (maptile *newmap, int x, int y); |
|
|
458 | |
|
|
459 | // returns the mapspace this object is in |
|
|
460 | mapspace &ms () const; |
|
|
461 | |
|
|
462 | // fully recursive iterator |
|
|
463 | struct iterator_base |
|
|
464 | { |
|
|
465 | object *item; |
|
|
466 | |
|
|
467 | iterator_base (object *container) |
|
|
468 | : item (container) |
236 | { |
469 | { |
237 | destination->attach = attach; |
470 | } |
238 | |
471 | |
239 | if (self || cb) |
472 | operator object *() const { return item; } |
240 | INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
473 | |
|
|
474 | object *operator ->() const { return item; } |
|
|
475 | object &operator * () const { return *item; } |
241 | } |
476 | }; |
242 | }; |
|
|
243 | |
477 | |
244 | typedef struct oblnk { /* Used to link together several objects */ |
478 | MTH unsigned int random_seed () const |
|
|
479 | { |
|
|
480 | return (unsigned int)uuid.seq; |
|
|
481 | } |
|
|
482 | |
|
|
483 | // depth-first recursive iterator |
|
|
484 | struct depth_iterator : iterator_base |
|
|
485 | { |
|
|
486 | depth_iterator (object *container); |
|
|
487 | void next (); |
|
|
488 | object *operator ++( ) { next (); return item; } |
|
|
489 | object *operator ++(int) { object *i = item; next (); return i; } |
|
|
490 | }; |
|
|
491 | |
|
|
492 | object *begin () |
|
|
493 | { |
|
|
494 | return this; |
|
|
495 | } |
|
|
496 | |
|
|
497 | object *end () |
|
|
498 | { |
|
|
499 | return this; |
|
|
500 | } |
|
|
501 | |
|
|
502 | /* This returns TRUE if the object is something that |
|
|
503 | * should be displayed in the floorbox/inventory window |
|
|
504 | */ |
|
|
505 | MTH bool client_visible () const |
|
|
506 | { |
|
|
507 | return !invisible && type != PLAYER; |
|
|
508 | } |
|
|
509 | |
|
|
510 | MTH struct region *region () const; |
|
|
511 | |
|
|
512 | void statusmsg (const char *msg, int color = NDI_BLACK); |
|
|
513 | void failmsg (const char *msg, int color = NDI_RED); |
|
|
514 | |
|
|
515 | const char *query_inventory (object *who = 0, const char *indent = ""); |
|
|
516 | |
|
|
517 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
|
|
518 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
|
|
519 | |
|
|
520 | protected: |
|
|
521 | void link (); |
|
|
522 | void unlink (); |
|
|
523 | |
245 | object *ob; |
524 | object (); |
|
|
525 | ~object (); |
|
|
526 | }; |
|
|
527 | |
|
|
528 | // move this object to the top of its env's inventory to speed up |
|
|
529 | // searches for it. |
|
|
530 | static object * |
|
|
531 | splay (object *ob) |
|
|
532 | { |
|
|
533 | if (ob->env && ob->env->inv != ob) |
|
|
534 | { |
|
|
535 | if (ob->above) ob->above->below = ob->below; |
|
|
536 | if (ob->below) ob->below->above = ob->above; |
|
|
537 | |
|
|
538 | ob->above = 0; |
|
|
539 | ob->below = ob->env->inv; |
|
|
540 | ob->below->above = ob; |
|
|
541 | ob->env->inv = ob; |
|
|
542 | } |
|
|
543 | |
|
|
544 | return ob; |
|
|
545 | } |
|
|
546 | |
|
|
547 | typedef struct oblnk |
|
|
548 | { /* Used to link together several objects */ |
|
|
549 | object_ptr ob; |
246 | struct oblnk *next; |
550 | struct oblnk *next; |
247 | tag_t id; |
|
|
248 | } objectlink; |
551 | } objectlink; |
249 | |
552 | |
250 | typedef struct oblinkpt { /* Used to link together several object links */ |
553 | typedef struct oblinkpt |
|
|
554 | { /* Used to link together several object links */ |
251 | struct oblnk *link; |
555 | struct oblnk *link; |
252 | long value; /* Used as connected value in buttons/gates */ |
556 | long value; /* Used as connected value in buttons/gates */ |
253 | struct oblinkpt *next; |
557 | struct oblinkpt *next; |
254 | } oblinkpt; |
558 | } oblinkpt; |
|
|
559 | |
|
|
560 | object *find_skill_by_name (object *who, const char *name); |
|
|
561 | object *find_skill_by_name (object *who, const shstr &sh); |
|
|
562 | object *find_skill_by_number (object *who, int skillno); |
255 | |
563 | |
256 | /* |
564 | /* |
257 | * The archetype structure is a set of rules on how to generate and manipulate |
565 | * The archetype structure is a set of rules on how to generate and manipulate |
258 | * objects which point to archetypes. |
566 | * objects which point to archetypes. |
259 | * This probably belongs in arch.h, but there really doesn't appear to |
567 | * This probably belongs in arch.h, but there really doesn't appear to |
260 | * be much left in the archetype - all it really is is a holder for the |
568 | * be much left in the archetype - all it really is is a holder for the |
261 | * object and pointers. This structure should get removed, and just replaced |
569 | * object and pointers. This structure should get removed, and just replaced |
262 | * by the object structure |
570 | * by the object structure |
263 | */ |
571 | */ |
264 | |
572 | |
265 | typedef struct archt : zero_initialised |
573 | INTERFACE_CLASS (archetype) |
|
|
574 | struct archetype : object |
266 | { |
575 | { |
|
|
576 | archetype (const char *name); |
|
|
577 | ~archetype (); |
|
|
578 | void gather_callbacks (AV *&callbacks, event_type event) const; |
|
|
579 | |
|
|
580 | static archetype *read (object_thawer &f); |
|
|
581 | |
|
|
582 | MTH static archetype *get (const_utf8_string name); // find or create |
|
|
583 | MTH static archetype *find (const_utf8_string name); |
|
|
584 | |
|
|
585 | MTH void link (); |
|
|
586 | MTH void unlink (); |
|
|
587 | |
|
|
588 | MTH object *instance (); |
|
|
589 | |
|
|
590 | object_vector_index ACC (RW, archid); // index in archvector |
267 | shstr name; /* More definite name, like "generate_kobold" */ |
591 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
268 | struct archt *next; /* Next archetype in a linked list */ |
592 | bool ACC (RW, stub); // if true, this is an invalid archetype |
269 | struct archt *head; /* The main part of a linked object */ |
|
|
270 | struct archt *more; /* Next part of a linked object */ |
|
|
271 | object clone; /* An object from which to do copy_object() */ |
|
|
272 | uint32 editable; /* editable flags (mainly for editor) */ |
|
|
273 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
|
|
274 | * in comparison to the head. |
|
|
275 | */ |
|
|
276 | } archetype; |
|
|
277 | |
593 | |
|
|
594 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
|
|
595 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
|
|
596 | }; |
|
|
597 | |
|
|
598 | inline void |
|
|
599 | object_freezer::put (keyword k, archetype *v) |
|
|
600 | { |
|
|
601 | put (k, v ? &v->archname : (const char *)0); |
|
|
602 | } |
|
|
603 | |
|
|
604 | typedef object_vector<object, &object::index > objectvec; |
|
|
605 | typedef object_vector<object, &object::active> activevec; |
|
|
606 | typedef object_vector<archetype, &archetype::archid> archvec; |
|
|
607 | |
278 | extern object *objects; |
608 | extern objectvec objects; |
279 | extern object *active_objects; |
609 | extern activevec actives; |
280 | extern object *free_objects; |
610 | extern archvec archetypes; |
281 | extern object objarray[STARTMAX]; |
|
|
282 | |
611 | |
283 | extern int nrofallocobjects; |
612 | #define for_all_objects(var) \ |
284 | extern int nroffreeobjects; |
613 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
614 | statementvar (object *, var, objects [_i]) |
285 | |
615 | |
286 | /* This returns TRUE if the object is something that |
616 | #define for_all_actives(var) \ |
287 | * should be displayed in the look window |
617 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
288 | */ |
618 | statementvar (object *, var, actives [_i]) |
289 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
619 | |
|
|
620 | #define for_all_archetypes(var) \ |
|
|
621 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
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622 | statementvar (archetype *, var, archetypes [_i]) |
290 | |
623 | |
291 | /* Used by update_object to know if the object being passed is |
624 | /* Used by update_object to know if the object being passed is |
292 | * being added or removed. |
625 | * being added or removed. |
293 | */ |
626 | */ |
294 | #define UP_OBJ_INSERT 1 |
627 | #define UP_OBJ_INSERT 1 |
295 | #define UP_OBJ_REMOVE 2 |
628 | #define UP_OBJ_REMOVE 2 |
296 | #define UP_OBJ_CHANGE 3 |
629 | #define UP_OBJ_CHANGE 3 |
297 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
630 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
298 | |
631 | |
299 | /* These are flags passed to insert_ob_in_map and |
632 | /* These are flags passed to insert_ob_in_map and |
300 | * insert_ob_in_ob. Note that all flags may not be meaningful |
633 | * insert_ob_in_ob. Note that all flags may not be meaningful |
301 | * for both functions. |
634 | * for both functions. |
302 | * Most are fairly explanatory: |
635 | * Most are fairly explanatory: |
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311 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
644 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
312 | * Use for treasure chests so the new object is the highest thing |
645 | * Use for treasure chests so the new object is the highest thing |
313 | * beneath the player, but not actually above it. Note - the |
646 | * beneath the player, but not actually above it. Note - the |
314 | * map and x,y coordinates for the object to be inserted must |
647 | * map and x,y coordinates for the object to be inserted must |
315 | * match the originator. |
648 | * match the originator. |
316 | * INS_MAP_LOAD: disable lots of checkings done at insertion to |
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317 | * speed up map loading process, as we assume the ordering in |
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318 | * loaded map is correct. |
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319 | * |
649 | * |
320 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
650 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
321 | * are mutually exclusive. The behaviour for passing more than one |
651 | * are mutually exclusive. The behaviour for passing more than one |
322 | * should be considered undefined - while you may notice what happens |
652 | * should be considered undefined - while you may notice what happens |
323 | * right now if you pass more than one, that could very well change |
653 | * right now if you pass more than one, that could very well change |
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326 | #define INS_NO_MERGE 0x0001 |
656 | #define INS_NO_MERGE 0x0001 |
327 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
657 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
328 | #define INS_NO_WALK_ON 0x0004 |
658 | #define INS_NO_WALK_ON 0x0004 |
329 | #define INS_ON_TOP 0x0008 |
659 | #define INS_ON_TOP 0x0008 |
330 | #define INS_BELOW_ORIGINATOR 0x0010 |
660 | #define INS_BELOW_ORIGINATOR 0x0010 |
331 | #define INS_MAP_LOAD 0x0020 |
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332 | |
661 | |
333 | #define ARCH_SINGULARITY "singularity" |
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334 | #define ARCH_SINGULARITY_LEN 11 |
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335 | #define ARCH_DETECT_MAGIC "detect_magic" |
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336 | #define ARCH_DEPLETION "depletion" |
662 | #define ARCH_DEPLETION "depletion" |
337 | #define ARCH_SYMPTOM "symptom" |
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338 | |
663 | |
339 | #endif |
664 | #endif |
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665 | |