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Comparing deliantra/server/include/object.h (file contents):
Revision 1.1.1.1 by root, Fri Feb 3 07:12:50 2006 UTC vs.
Revision 1.18 by root, Mon Sep 4 11:07:59 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.1.1.1 2006/02/03 07:12:50 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
27*/ 22*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include "cfperl.h"
28#include "shstr.h"
29
32typedef uint32 tag_t; 30typedef uint32 tag_t;
33#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 32#define BODY_ARMS 1
35 33
36/* See common/item.c */ 34/* See common/item.c */
37 35
38typedef struct Body_Locations { 36typedef struct Body_Locations {
39 char *save_name; /* Name used to load/save it to disk */ 37 const char *save_name; /* Name used to load/save it to disk */
40 char *use_name; /* Name used when describing an item we can use */ 38 const char *use_name; /* Name used when describing an item we can use */
41 char *nonuse_name; /* Name to describe objects we can't use */ 39 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 40} Body_Locations;
43 41
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 42extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45
46typedef struct _event
47{
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 43
55/* 44/*
56 * Each object (this also means archetypes!) could have a few of these 45 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 46 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 47 *
60 * 49 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 50 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 51 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 52 * Exception is if you want to walk this list for some reason.
64 */ 53 */
65typedef struct _key_value { 54struct key_value {
66 const char * key;
67 const char * value;
68 struct _key_value * next; 55 key_value *next;
69} key_value; 56 shstr key, value;
57};
70 58
71 59
72/* Definition for WILL_APPLY values. Replaces having harcoded values 60/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 61 * sprinkled in the code. Note that some of these also replace fields
74 * that were in the can_apply area. What is the point of having both 62 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 63 * can_apply and will_apply?
76 */ 64 */
77#define WILL_APPLY_HANDLE 0x1 65#define WILL_APPLY_HANDLE 0x1
78#define WILL_APPLY_TREASURE 0x2 66#define WILL_APPLY_TREASURE 0x2
79#define WILL_APPLY_EARTHWALL 0x4 67#define WILL_APPLY_EARTHWALL 0x4
80#define WILL_APPLY_DOOR 0x8 68#define WILL_APPLY_DOOR 0x8
81#define WILL_APPLY_FOOD 0x10 69#define WILL_APPLY_FOOD 0x10
82 70
83 71
84/* Note that the ordering of this structure is sort of relevent -
85 * copy_object copies everything over beyond 'name' using memcpy.
86 * Thus, values that need to be copied need to be located beyond that
87 * point.
88 *
89 * However, if you're keeping a pointer of some sort, you probably 72/* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.c, 73 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. copy-object 74 * e.g. copy_object.
92 * 75 */
93 * I've tried to clean up this structure a bit (in terms of formatting) 76
94 * by making it more consistent. I've also tried to locate some of the fields 77// these are not being copied
95 * more logically together (put the item related ones together, the monster 78struct object_keep
96 * related ones, etc. 79{
97 * This structure is best viewed with about a 100 width screen. 80 tag_t count; /* Unique object number for this object */
98 * MSW 2002-07-05 81 uint16 refcount; /* How many objects points to this object */
99 */ 82
100typedef struct obj {
101 /* These variables are not changed by copy_object() */ 83 /* These variables are not changed by copy_object() */
102 struct pl *contr; /* Pointer to the player which control this object */ 84 struct pl *contr; /* Pointer to the player which control this object */
103 struct obj *next; /* Pointer to the next object in the free/used list */ 85 struct object *next; /* Pointer to the next object in the free/used list */
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/ 86 struct object *prev; /* Pointer to the previous object in the free/used list*/
105 struct obj *active_next; /* Next & previous object in the 'active' */ 87 struct object *active_next; /* Next & previous object in the 'active' */
106 struct obj *active_prev; /* List. This is used in process_events */ 88 struct object *active_prev; /* List. This is used in process_events */
107 /* so that the entire object list does not */ 89 /* so that the entire object list does not */
108 /* need to be gone through. */ 90 /* need to be gone through. */
109 struct obj *below; /* Pointer to the object stacked below this one */ 91 struct object *below; /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 92 struct object *above; /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 93 /* Note: stacked in the *same* environment*/
112 struct obj *inv; /* Pointer to the first object in the inventory */ 94 struct object *inv; /* Pointer to the first object in the inventory */
113 struct obj *container; /* Current container being used. I think this 95 struct object *container; /* Current container being used. I think this
114 * is only used by the player right now. 96 * is only used by the player right now.
115 */ 97 */
116 struct obj *env; /* Pointer to the object which is the environment. 98 struct object *env; /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 99 * This is typically the container that the object is in.
118 */ 100 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 101 struct object *more; /* Pointer to the rest of a large body of objects */
120 struct obj *head; /* Points to the main object of a large body */ 102 struct object *head; /* Points to the main object of a large body */
121 struct mapdef *map; /* Pointer to the map in which this object is present */ 103 struct mapstruct *map; /* Pointer to the map in which this object is present */
104};
122 105
123 tag_t count; /* Unique object number for this object */ 106// these are being copied
124 uint16 refcount; /* How many objects points to this object */ 107struct object_copy : attachable<object>
125 108{
126 /* These get an extra add_refcount(), after having been copied by memcpy(). 109 /* These get an extra add_refcount(), after having been copied by memcpy().
127 * All fields beow this point are automatically copied by memcpy. If 110 * All fields beow this point are automatically copied by memcpy. If
128 * adding something that needs a refcount updated, make sure you modify 111 * adding something that needs a refcount updated, make sure you modify
129 * copy_object to do so. Everything below here also gets cleared 112 * copy_object to do so. Everything below here also gets cleared
130 * by clear_object() 113 * by clear_object()
131 */ 114 */
132 const char *name; /* The name of the object, obviously... */ 115 shstr name; /* The name of the object, obviously... */
133 const char *name_pl; /* The plural name of the object */ 116 shstr name_pl; /* The plural name of the object */
134 const char *title; /* Of foo, etc */ 117 shstr title; /* Of foo, etc */
135 const char *race; /* human, goblin, dragon, etc */ 118 shstr race; /* human, goblin, dragon, etc */
136 const char *slaying; /* Which race to do double damage to */ 119 shstr slaying; /* Which race to do double damage to */
137 /* If this is an exit, this is the filename */ 120 /* If this is an exit, this is the filename */
138 const char *skill; /* Name of the skill this object uses/grants */ 121 shstr skill; /* Name of the skill this object uses/grants */
139 const char *msg; /* If this is a book/sign/magic mouth/etc */ 122 shstr msg; /* If this is a book/sign/magic mouth/etc */
140 const char *lore; /* Obscure information about this object, */ 123 shstr lore; /* Obscure information about this object, */
141 /* To get put into books and the like. */ 124 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */
127};
142 128
129// these are being copied and also cleared
130struct object_pod
131{
143 sint16 x,y; /* Position in the map for this object */ 132 sint16 x,y; /* Position in the map for this object */
144 sint16 ox,oy; /* For debugging: Where it was last inserted */
145 float speed; /* The overall speed of this object */ 133 float speed; /* The overall speed of this object */
146 float speed_left; /* How much speed is left to spend this round */ 134 float speed_left; /* How much speed is left to spend this round */
147 uint32 nrof; /* How many of the objects */ 135 uint32 nrof; /* How many of the objects */
148 New_Face *face; /* Face with colors */ 136 New_Face *face; /* Face with colors */
149 sint8 direction; /* Means the object is moving that way. */ 137 sint8 direction; /* Means the object is moving that way. */
150 sint8 facing; /* Object is oriented/facing that way. */ 138 sint8 facing; /* Object is oriented/facing that way. */
151 139
152 /* This next big block are basically used for monsters and equipment */ 140 /* This next big block are basically used for monsters and equipment */
153 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 141 uint8 type; /* PLAYER, BULLET, etc. See define.h */
154 uint8 subtype; /* subtype of object */ 142 uint8 subtype; /* subtype of object */
155 uint16 client_type; /* Public type information. see doc/Developers/objects */ 143 uint16 client_type; /* Public type information. see doc/Developers/objects */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
157 uint32 attacktype; /* Bitmask of attacks this object does */ 145 uint32 attacktype; /* Bitmask of attacks this object does */
158 uint32 path_attuned; /* Paths the object is attuned to */ 146 uint32 path_attuned; /* Paths the object is attuned to */
159 uint32 path_repelled; /* Paths the object is repelled from */ 147 uint32 path_repelled; /* Paths the object is repelled from */
160 uint32 path_denied; /* Paths the object is denied access to */ 148 uint32 path_denied; /* Paths the object is denied access to */
161 uint16 material; /* What materials this object consist of */ 149 uint16 material; /* What materials this object consist of */
162 const char *materialname; /* specific material name */
163 sint8 magic; /* Any magical bonuses to this item */ 150 sint8 magic; /* Any magical bonuses to this item */
164 uint8 state; /* How the object was last drawn (animation) */ 151 uint8 state; /* How the object was last drawn (animation) */
165 sint32 value; /* How much money it is worth (or contains) */ 152 sint32 value; /* How much money it is worth (or contains) */
166 sint16 level; /* Level of creature or object */ 153 sint16 level; /* Level of creature or object */
167 /* Note that the last_.. values are sometimes used for non obvious 154 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 155 * meanings by some objects, eg, sp penalty, permanent exp.
169 */ 156 */
170 sint32 last_heal; /* Last healed. Depends on constitution */ 157 sint32 last_heal; /* Last healed. Depends on constitution */
171 sint32 last_sp; /* As last_heal, but for spell points */ 158 sint32 last_sp; /* As last_heal, but for spell points */
172 sint16 last_grace; /* as last_sp, except for grace */ 159 sint16 last_grace; /* as last_sp, except for grace */
173 sint16 last_eat; /* How long since we last ate */ 160 sint16 last_eat; /* How long since we last ate */
174 sint16 invisible; /* How much longer the object will be invis */ 161 sint16 invisible; /* How much longer the object will be invis */
175 uint8 pick_up; /* See crossfire.doc */ 162 uint8 pick_up; /* See crossfire.doc */
176 sint8 item_power; /* power rating of the object */ 163 sint8 item_power; /* power rating of the object */
177 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
178 sint32 weight; /* Attributes of the object */ 165 sint32 weight; /* Attributes of the object */
179 sint32 weight_limit; /* Weight-limit of object */ 166 sint32 weight_limit; /* Weight-limit of object */
180 sint32 carrying; /* How much weight this object contains */ 167 sint32 carrying; /* How much weight this object contains */
181 sint8 glow_radius; /* indicates the glow radius of the object */ 168 sint8 glow_radius; /* indicates the glow radius of the object */
182 living stats; /* Str, Con, Dex, etc */ 169 living stats; /* Str, Con, Dex, etc */
183 sint64 perm_exp; /* Permanent exp */ 170 sint64 perm_exp; /* Permanent exp */
184 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
185 /* each time the object attacks something */
186 struct obj *current_weapon; /* Pointer to the weapon currently used */ 171 struct object *current_weapon; /* Pointer to the weapon currently used */
187 uint32 weapontype; /* type of weapon */ 172 uint32 weapontype; /* type of weapon */
188 uint32 tooltype; /* type of tool or build facility */ 173 uint32 tooltype; /* type of tool or build facility */
189 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
190 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 175 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
191 /* See the doc/Developers/objects for more info about body locations */ 176 /* See the doc/Developers/objects for more info about body locations */
192 177
193 /* Following mostly refers to fields only used for monsters */ 178 /* Following mostly refers to fields only used for monsters */
194 struct obj *owner; /* Pointer to the object which controls this one */ 179 struct object *owner; /* Pointer to the object which controls this one */
195 /* Owner should not be referred to directly - */ 180 /* Owner should not be referred to directly - */
196 /* get_owner should be used instead. */ 181 /* get_owner should be used instead. */
197 tag_t ownercount; /* What count the owner had (in case owner */ 182 tag_t ownercount; /* What count the owner had (in case owner */
198 /* has been freed) */ 183 /* has been freed) */
199 struct obj *enemy; /* Monster/player to follow even if not closest */ 184 struct object *enemy; /* Monster/player to follow even if not closest */
200 struct obj *attacked_by; /* This object start to attack us! only player & monster */ 185 struct object *attacked_by; /* This object start to attack us! only player & monster */
201 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 186 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
202 struct treasureliststruct *randomitems; /* Items to be generated */ 187 struct treasureliststruct *randomitems; /* Items to be generated */
203 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ 188 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
204 struct obj *chosen_skill; /* the skill chosen to use */ 189 struct object *chosen_skill; /* the skill chosen to use */
205 uint32 hide; /* The object is hidden, not invisible */ 190 uint32 hide; /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */ 191 /* changes made by kholland@sunlab.cit.cornell.edu */
207 /* allows different movement patterns for attackers */ 192 /* allows different movement patterns for attackers */
208 sint32 move_status; /* What stage in attack mode */ 193 sint32 move_status; /* What stage in attack mode */
209 uint16 attack_movement;/* What kind of attack movement */ 194 uint16 attack_movement;/* What kind of attack movement */
210 uint8 will_apply; /* See crossfire.doc */ 195 uint8 will_apply; /* See crossfire.doc */
211 struct obj *spellitem; /* Spell ability monster is choosing to use */ 196 struct object *spellitem; /* Spell ability monster is choosing to use */
212 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 197 double expmul; /* needed experience = (calc_exp*expmul) - means some */
213 /* races/classes can need less/more exp to gain levels */ 198 /* races/classes can need less/more exp to gain levels */
214 199
215 /* Spell related information, may be useful elsewhere 200 /* Spell related information, may be useful elsewhere
216 * Note that other fields are used - these files are basically 201 * Note that other fields are used - these files are basically
217 * only used in spells. 202 * only used in spells.
218 */ 203 */
219 sint16 duration; /* How long the spell lasts */ 204 sint16 duration; /* How long the spell lasts */
220 uint8 duration_modifier; /* how level modifies duration */ 205 uint8 duration_modifier; /* how level modifies duration */
221 sint16 casting_time; /* time left before spell goes off */ 206 sint16 casting_time; /* time left before spell goes off */
222 struct obj *spell; /* Spell that was being cast */ 207 struct object *spell; /* Spell that was being cast */
223 uint16 start_holding; 208 uint16 start_holding;
224 char *spellarg; 209 char *spellarg;
225 uint8 dam_modifier; /* How going up in level effects damage */ 210 uint8 dam_modifier; /* How going up in level effects damage */
226 sint8 range; /* Range of the spell */ 211 sint8 range; /* Range of the spell */
227 uint8 range_modifier; /* How going up in level effects range */ 212 uint8 range_modifier; /* How going up in level effects range */
228 213
229 /* Following are values used by any object */ 214 /* Following are values used by any object */
230 struct archt *arch; /* Pointer to archetype */ 215 struct archt *arch; /* Pointer to archetype */
231 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 216 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
232 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
233 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
234 uint16 animation_id; /* An index into the animation array */ 219 uint16 animation_id; /* An index into the animation array */
235 uint8 anim_speed; /* ticks between animation-frames */ 220 uint8 anim_speed; /* ticks between animation-frames */
236 uint8 last_anim; /* last sequence used to draw face */ 221 uint8 last_anim; /* last sequence used to draw face */
237 sint32 elevation; /* elevation of this terrain - not currently used */ 222 sint32 elevation; /* elevation of this terrain - not currently used */
238 uint8 smoothlevel; /* how to smooth this square around*/ 223 uint8 smoothlevel; /* how to smooth this square around*/
239 224
240 MoveType move_type; /* Type of movement this object uses */ 225 MoveType move_type; /* Type of movement this object uses */
241 MoveType move_block; /* What movement types this blocks */ 226 MoveType move_block; /* What movement types this blocks */
227 MoveType move_allow; /* What movement types explicitly allowd */
242 MoveType move_on; /* Move types affected moving on to this space */ 228 MoveType move_on; /* Move types affected moving on to this space */
243 MoveType move_off; /* Move types affected moving off this space */ 229 MoveType move_off; /* Move types affected moving off this space */
244 MoveType move_slow; /* Movement types this slows down */ 230 MoveType move_slow; /* Movement types this slows down */
245 float move_slow_penalty; /* How much this slows down the object */ 231 float move_slow_penalty; /* How much this slows down the object */
246
247 event *events;
248
249 const char *custom_name; /* Custom name assigned by player */
250 key_value *key_values; /* Fields not explictly known by the loader. */ 232 key_value *key_values; /* Fields not explictly known by the loader. */
233};
251 234
252} object; 235struct object : zero_initialised, object_keep, object_copy, object_pod
236{
237 void clear ();
238 void clone (object *destination);
239};
253 240
254typedef struct oblnk { /* Used to link together several objects */ 241typedef struct oblnk { /* Used to link together several objects */
255 object *ob; 242 object *ob;
256 struct oblnk *next; 243 struct oblnk *next;
257 tag_t id; 244 tag_t id;
258} objectlink; 245} objectlink;
259 246
260typedef struct oblinkpt { /* Used to link together several object links */ 247typedef struct oblinkpt { /* Used to link together several object links */
261 struct oblnk *link; 248 struct oblnk *link;
262 long value; /* Used as connected value in buttons/gates */ 249 long value; /* Used as connected value in buttons/gates */
263 struct oblinkpt *next; 250 struct oblinkpt *next;
264} oblinkpt; 251} oblinkpt;
265 252
266/* 253/*
267 * The archetype structure is a set of rules on how to generate and manipulate 254 * The archetype structure is a set of rules on how to generate and manipulate
270 * be much left in the archetype - all it really is is a holder for the 257 * be much left in the archetype - all it really is is a holder for the
271 * object and pointers. This structure should get removed, and just replaced 258 * object and pointers. This structure should get removed, and just replaced
272 * by the object structure 259 * by the object structure
273 */ 260 */
274 261
275typedef struct archt { 262typedef struct archt : zero_initialised
263{
276 const char *name; /* More definite name, like "generate_kobold" */ 264 shstr name; /* More definite name, like "generate_kobold" */
277 struct archt *next; /* Next archetype in a linked list */ 265 struct archt *next; /* Next archetype in a linked list */
278 struct archt *head; /* The main part of a linked object */ 266 struct archt *head; /* The main part of a linked object */
279 struct archt *more; /* Next part of a linked object */ 267 struct archt *more; /* Next part of a linked object */
280 object clone; /* An object from which to do copy_object() */ 268 object clone; /* An object from which to do copy_object() */
281 uint32 editable; /* editable flags (mainly for editor) */ 269 uint32 editable; /* editable flags (mainly for editor) */
282 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 270 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
283 * in comparison to the head. 271 * in comparison to the head.
284 */ 272 */
285} archetype; 273} archetype;
286 274
287extern object *objects; 275extern object *objects;
288extern object *active_objects; 276extern object *active_objects;
289extern object *free_objects;
290extern object objarray[STARTMAX];
291 277
292extern int nrofallocobjects; 278extern int nrofallocobjects;
293extern int nroffreeobjects;
294 279
295/* This returns TRUE if the object is somethign that 280/* This returns TRUE if the object is something that
296 * should be displayed in the look window 281 * should be displayed in the look window
297 */ 282 */
298#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 283#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
299 284
300/* Used by update_object to know if the object being passed is 285/* Used by update_object to know if the object being passed is
330 * are mutually exclusive. The behaviour for passing more than one 315 * are mutually exclusive. The behaviour for passing more than one
331 * should be considered undefined - while you may notice what happens 316 * should be considered undefined - while you may notice what happens
332 * right now if you pass more than one, that could very well change 317 * right now if you pass more than one, that could very well change
333 * in future revisions of the code. 318 * in future revisions of the code.
334 */ 319 */
335#define INS_NO_MERGE 0x0001 320#define INS_NO_MERGE 0x0001
336#define INS_ABOVE_FLOOR_ONLY 0x0002 321#define INS_ABOVE_FLOOR_ONLY 0x0002
337#define INS_NO_WALK_ON 0x0004 322#define INS_NO_WALK_ON 0x0004
338#define INS_ON_TOP 0x0008 323#define INS_ON_TOP 0x0008
339#define INS_BELOW_ORIGINATOR 0x0010 324#define INS_BELOW_ORIGINATOR 0x0010
340#define INS_MAP_LOAD 0x0020 325#define INS_MAP_LOAD 0x0020
341 326
342#define ARCH_SINGULARITY "singularity" 327#define ARCH_SINGULARITY "singularity"
343#define ARCH_SINGULARITY_LEN 11 328#define ARCH_SINGULARITY_LEN 11
344#define ARCH_DETECT_MAGIC "detect_magic" 329#define ARCH_DETECT_MAGIC "detect_magic"
345#define ARCH_DEPLETION "depletion" 330#define ARCH_DEPLETION "depletion"

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