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Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 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 1.6 2006/08/26 08:44:06 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
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
32#include "cfperl.h" 27#include "cfperl.h"
28#include "shstr.h"
33 29
34typedef uint32 tag_t; 30typedef uint32 tag_t;
35#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
36#define BODY_ARMS 1 32#define BODY_ARMS 1
37 33
38/* See common/item.c */ 34/* See common/item.c */
39 35
40typedef struct Body_Locations { 36typedef struct Body_Locations {
41 const char *save_name; /* Name used to load/save it to disk */ 37 const char *save_name; /* Name used to load/save it to disk */
42 const 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 */
43 const char *nonuse_name; /* Name to describe objects we can't use */ 39 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 40} Body_Locations;
45 41
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 42extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47
48typedef struct _event
49{
50 int type;
51 const char *hook;
52 const char *plugin;
53 const char *options;
54 struct _event *next;
55} event;
56 43
57/* 44/*
58 * 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
59 * "dangling" from it; this could also end up containing 'parse errors'. 46 * "dangling" from it; this could also end up containing 'parse errors'.
60 * 47 *
62 * 49 *
63 * 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
64 * accessing the list directly. 51 * accessing the list directly.
65 * 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.
66 */ 53 */
67typedef struct _key_value { 54struct key_value {
68 const char * key;
69 const char * value;
70 struct _key_value * next; 55 key_value *next;
71} key_value; 56 shstr key, value;
57};
72 58
73 59
74/* Definition for WILL_APPLY values. Replaces having harcoded values 60/* Definition for WILL_APPLY values. Replaces having harcoded values
75 * 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
76 * 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
77 * can_apply and will_apply? 63 * can_apply and will_apply?
78 */ 64 */
79#define WILL_APPLY_HANDLE 0x1 65#define WILL_APPLY_HANDLE 0x1
80#define WILL_APPLY_TREASURE 0x2 66#define WILL_APPLY_TREASURE 0x2
81#define WILL_APPLY_EARTHWALL 0x4 67#define WILL_APPLY_EARTHWALL 0x4
82#define WILL_APPLY_DOOR 0x8 68#define WILL_APPLY_DOOR 0x8
83#define WILL_APPLY_FOOD 0x10 69#define WILL_APPLY_FOOD 0x10
84 70
85 71
86/* Note that the ordering of this structure is sort of relevent -
87 * copy_object copies everything over beyond 'name' using memcpy.
88 * Thus, values that need to be copied need to be located beyond that
89 * point.
90 *
91 * 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
92 * 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,
93 * e.g. copy-object 74 * e.g. copy_object.
94 * 75 */
95 * I've tried to clean up this structure a bit (in terms of formatting)
96 * by making it more consistent. I've also tried to locate some of the fields
97 * more logically together (put the item related ones together, the monster
98 * related ones, etc.
99 * This structure is best viewed with about a 100 width screen.
100 * MSW 2002-07-05
101 */
102 76
77// these are not being copied
103struct object_simple { 78struct object_keep
79{
80 tag_t count; /* Unique object number for this object */
81 uint16 refcount; /* How many objects points to this object */
82
104 /* These variables are not changed by copy_object() */ 83 /* These variables are not changed by copy_object() */
105 struct pl *contr; /* Pointer to the player which control this object */ 84 struct pl *contr; /* Pointer to the player which control this object */
106 struct object *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 */
107 struct object *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*/
108 struct object *active_next; /* Next & previous object in the 'active' */ 87 struct object *active_next; /* Next & previous object in the 'active' */
109 struct object *active_prev; /* List. This is used in process_events */ 88 struct object *active_prev; /* List. This is used in process_events */
110 /* so that the entire object list does not */ 89 /* so that the entire object list does not */
111 /* need to be gone through. */ 90 /* need to be gone through. */
112 struct object *below; /* Pointer to the object stacked below this one */ 91 struct object *below; /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */ 92 struct object *above; /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/ 93 /* Note: stacked in the *same* environment*/
115 struct object *inv; /* Pointer to the first object in the inventory */ 94 struct object *inv; /* Pointer to the first object in the inventory */
116 struct object *container; /* Current container being used. I think this 95 struct object *container; /* Current container being used. I think this
117 * is only used by the player right now. 96 * is only used by the player right now.
118 */ 97 */
119 struct object *env; /* Pointer to the object which is the environment. 98 struct object *env; /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 99 * This is typically the container that the object is in.
121 */ 100 */
122 struct object *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 */
123 struct object *head; /* Points to the main object of a large body */ 102 struct object *head; /* Points to the main object of a large body */
124 struct mapstruct *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 */
125
126 tag_t count; /* Unique object number for this object */
127 uint16 refcount; /* How many objects points to this object */
128}; 104};
129 105
130struct object_special : extendable<object> { 106// these are being copied
131 data_type get_dt () const { return DT_OBJECT; } 107struct object_copy : attachable<object>
132 108{
133 /* 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().
134 * All fields beow this point are automatically copied by memcpy. If 110 * All fields beow this point are automatically copied by memcpy. If
135 * adding something that needs a refcount updated, make sure you modify 111 * adding something that needs a refcount updated, make sure you modify
136 * copy_object to do so. Everything below here also gets cleared 112 * copy_object to do so. Everything below here also gets cleared
137 * by clear_object() 113 * by clear_object()
138 */ 114 */
139 const char *name; /* The name of the object, obviously... */ 115 shstr name; /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */ 116 shstr name_pl; /* The plural name of the object */
141 const char *title; /* Of foo, etc */ 117 shstr title; /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */ 118 shstr race; /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */ 119 shstr slaying; /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */ 120 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */ 121 shstr skill; /* Name of the skill this object uses/grants */
146 const char *msg; /* If this is a book/sign/magic mouth/etc */ 122 shstr msg; /* If this is a book/sign/magic mouth/etc */
147 const char *lore; /* Obscure information about this object, */ 123 shstr lore; /* Obscure information about this object, */
148 /* 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};
149 128
129// these are being copied and also cleared
130struct object_pod
131{
150 sint16 x,y; /* Position in the map for this object */ 132 sint16 x,y; /* Position in the map for this object */
151 sint16 ox,oy; /* For debugging: Where it was last inserted */
152 float speed; /* The overall speed of this object */ 133 float speed; /* The overall speed of this object */
153 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 */
154 uint32 nrof; /* How many of the objects */ 135 uint32 nrof; /* How many of the objects */
155 New_Face *face; /* Face with colors */ 136 New_Face *face; /* Face with colors */
156 sint8 direction; /* Means the object is moving that way. */ 137 sint8 direction; /* Means the object is moving that way. */
157 sint8 facing; /* Object is oriented/facing that way. */ 138 sint8 facing; /* Object is oriented/facing that way. */
158 139
159 /* This next big block are basically used for monsters and equipment */ 140 /* This next big block are basically used for monsters and equipment */
160 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 141 uint8 type; /* PLAYER, BULLET, etc. See define.h */
161 uint8 subtype; /* subtype of object */ 142 uint8 subtype; /* subtype of object */
162 uint16 client_type; /* Public type information. see doc/Developers/objects */ 143 uint16 client_type; /* Public type information. see doc/Developers/objects */
163 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164 uint32 attacktype; /* Bitmask of attacks this object does */ 145 uint32 attacktype; /* Bitmask of attacks this object does */
165 uint32 path_attuned; /* Paths the object is attuned to */ 146 uint32 path_attuned; /* Paths the object is attuned to */
166 uint32 path_repelled; /* Paths the object is repelled from */ 147 uint32 path_repelled; /* Paths the object is repelled from */
167 uint32 path_denied; /* Paths the object is denied access to */ 148 uint32 path_denied; /* Paths the object is denied access to */
168 uint16 material; /* What materials this object consist of */ 149 uint16 material; /* What materials this object consist of */
169 const char *materialname; /* specific material name */
170 sint8 magic; /* Any magical bonuses to this item */ 150 sint8 magic; /* Any magical bonuses to this item */
171 uint8 state; /* How the object was last drawn (animation) */ 151 uint8 state; /* How the object was last drawn (animation) */
172 sint32 value; /* How much money it is worth (or contains) */ 152 sint32 value; /* How much money it is worth (or contains) */
173 sint16 level; /* Level of creature or object */ 153 sint16 level; /* Level of creature or object */
174 /* Note that the last_.. values are sometimes used for non obvious 154 /* Note that the last_.. values are sometimes used for non obvious
175 * meanings by some objects, eg, sp penalty, permanent exp. 155 * meanings by some objects, eg, sp penalty, permanent exp.
176 */ 156 */
177 sint32 last_heal; /* Last healed. Depends on constitution */ 157 sint32 last_heal; /* Last healed. Depends on constitution */
178 sint32 last_sp; /* As last_heal, but for spell points */ 158 sint32 last_sp; /* As last_heal, but for spell points */
179 sint16 last_grace; /* as last_sp, except for grace */ 159 sint16 last_grace; /* as last_sp, except for grace */
180 sint16 last_eat; /* How long since we last ate */ 160 sint16 last_eat; /* How long since we last ate */
181 sint16 invisible; /* How much longer the object will be invis */ 161 sint16 invisible; /* How much longer the object will be invis */
182 uint8 pick_up; /* See crossfire.doc */ 162 uint8 pick_up; /* See crossfire.doc */
183 sint8 item_power; /* power rating of the object */ 163 sint8 item_power; /* power rating of the object */
184 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)*/
185 sint32 weight; /* Attributes of the object */ 165 sint32 weight; /* Attributes of the object */
186 sint32 weight_limit; /* Weight-limit of object */ 166 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */ 167 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */ 168 sint8 glow_radius; /* indicates the glow radius of the object */
189 living stats; /* Str, Con, Dex, etc */ 169 living stats; /* Str, Con, Dex, etc */
190 sint64 perm_exp; /* Permanent exp */ 170 sint64 perm_exp; /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */ 171 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */ 172 uint32 weapontype; /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */ 173 uint32 tooltype; /* type of tool or build facility */
196 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 */
197 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 */
198 /* See the doc/Developers/objects for more info about body locations */ 176 /* See the doc/Developers/objects for more info about body locations */
199 177
200 /* Following mostly refers to fields only used for monsters */ 178 /* Following mostly refers to fields only used for monsters */
201 struct object *owner; /* Pointer to the object which controls this one */ 179 struct object *owner; /* Pointer to the object which controls this one */
202 /* Owner should not be referred to directly - */ 180 /* Owner should not be referred to directly - */
203 /* get_owner should be used instead. */ 181 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */ 182 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */ 183 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */ 184 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *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 */
208 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 */
209 struct treasureliststruct *randomitems; /* Items to be generated */ 187 struct treasureliststruct *randomitems; /* Items to be generated */
210 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. */
211 struct object *chosen_skill; /* the skill chosen to use */ 189 struct object *chosen_skill; /* the skill chosen to use */
212 uint32 hide; /* The object is hidden, not invisible */ 190 uint32 hide; /* The object is hidden, not invisible */
213 /* changes made by kholland@sunlab.cit.cornell.edu */ 191 /* changes made by kholland@sunlab.cit.cornell.edu */
214 /* allows different movement patterns for attackers */ 192 /* allows different movement patterns for attackers */
215 sint32 move_status; /* What stage in attack mode */ 193 sint32 move_status; /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */ 194 uint16 attack_movement;/* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */ 195 uint8 will_apply; /* See crossfire.doc */
218 struct object *spellitem; /* Spell ability monster is choosing to use */ 196 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 197 double expmul; /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */ 198 /* races/classes can need less/more exp to gain levels */
221 199
222 /* Spell related information, may be useful elsewhere 200 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically 201 * Note that other fields are used - these files are basically
224 * only used in spells. 202 * only used in spells.
225 */ 203 */
226 sint16 duration; /* How long the spell lasts */ 204 sint16 duration; /* How long the spell lasts */
227 uint8 duration_modifier; /* how level modifies duration */ 205 uint8 duration_modifier; /* how level modifies duration */
228 sint16 casting_time; /* time left before spell goes off */ 206 sint16 casting_time; /* time left before spell goes off */
229 struct object *spell; /* Spell that was being cast */ 207 struct object *spell; /* Spell that was being cast */
230 uint16 start_holding; 208 uint16 start_holding;
231 char *spellarg; 209 char *spellarg;
232 uint8 dam_modifier; /* How going up in level effects damage */ 210 uint8 dam_modifier; /* How going up in level effects damage */
233 sint8 range; /* Range of the spell */ 211 sint8 range; /* Range of the spell */
234 uint8 range_modifier; /* How going up in level effects range */ 212 uint8 range_modifier; /* How going up in level effects range */
235 213
236 /* Following are values used by any object */ 214 /* Following are values used by any object */
237 struct archt *arch; /* Pointer to archetype */ 215 struct archt *arch; /* Pointer to archetype */
238 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 */
239 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
241 uint16 animation_id; /* An index into the animation array */ 219 uint16 animation_id; /* An index into the animation array */
242 uint8 anim_speed; /* ticks between animation-frames */ 220 uint8 anim_speed; /* ticks between animation-frames */
243 uint8 last_anim; /* last sequence used to draw face */ 221 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */ 222 sint32 elevation; /* elevation of this terrain - not currently used */
245 uint8 smoothlevel; /* how to smooth this square around*/ 223 uint8 smoothlevel; /* how to smooth this square around*/
246 224
247 MoveType move_type; /* Type of movement this object uses */ 225 MoveType move_type; /* Type of movement this object uses */
248 MoveType move_block; /* What movement types this blocks */ 226 MoveType move_block; /* What movement types this blocks */
249 MoveType move_allow; /* What movement types explicitly allowd */ 227 MoveType move_allow; /* What movement types explicitly allowd */
250 MoveType move_on; /* Move types affected moving on to this space */ 228 MoveType move_on; /* Move types affected moving on to this space */
251 MoveType move_off; /* Move types affected moving off this space */ 229 MoveType move_off; /* Move types affected moving off this space */
252 MoveType move_slow; /* Movement types this slows down */ 230 MoveType move_slow; /* Movement types this slows down */
253 float move_slow_penalty; /* How much this slows down the object */ 231 float move_slow_penalty; /* How much this slows down the object */
254
255 event *events;
256
257 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */ 232 key_value *key_values; /* Fields not explictly known by the loader. */
259}; 233};
260 234
261struct object : object_special, object_simple { 235struct object : zero_initialised, object_keep, object_copy, object_pod
236{
237 void clear ();
238 void clone (object *destination);
262}; 239};
263 240
264typedef struct oblnk { /* Used to link together several objects */ 241typedef struct oblnk { /* Used to link together several objects */
265 object *ob; 242 object *ob;
266 struct oblnk *next; 243 struct oblnk *next;
267 tag_t id; 244 tag_t id;
268} objectlink; 245} objectlink;
269 246
270typedef struct oblinkpt { /* Used to link together several object links */ 247typedef struct oblinkpt { /* Used to link together several object links */
271 struct oblnk *link; 248 struct oblnk *link;
272 long value; /* Used as connected value in buttons/gates */ 249 long value; /* Used as connected value in buttons/gates */
273 struct oblinkpt *next; 250 struct oblinkpt *next;
274} oblinkpt; 251} oblinkpt;
275 252
276/* 253/*
277 * 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
280 * 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
281 * object and pointers. This structure should get removed, and just replaced 258 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure 259 * by the object structure
283 */ 260 */
284 261
285typedef struct archt { 262typedef struct archt : zero_initialised
263{
286 const char *name; /* More definite name, like "generate_kobold" */ 264 shstr name; /* More definite name, like "generate_kobold" */
287 struct archt *next; /* Next archetype in a linked list */ 265 struct archt *next; /* Next archetype in a linked list */
288 struct archt *head; /* The main part of a linked object */ 266 struct archt *head; /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */ 267 struct archt *more; /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */ 268 object clone; /* An object from which to do copy_object() */
291 uint32 editable; /* editable flags (mainly for editor) */ 269 uint32 editable; /* editable flags (mainly for editor) */
292 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
293 * in comparison to the head. 271 * in comparison to the head.
294 */ 272 */
295} archetype; 273} archetype;
296 274
297extern object *objects; 275extern object *objects;
298extern object *active_objects; 276extern object *active_objects;
299extern object *free_objects;
300extern object objarray[STARTMAX];
301 277
302extern int nrofallocobjects; 278extern int nrofallocobjects;
303extern int nroffreeobjects;
304 279
305/* This returns TRUE if the object is somethign that 280/* This returns TRUE if the object is something that
306 * should be displayed in the look window 281 * should be displayed in the look window
307 */ 282 */
308#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)
309 284
310/* 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
340 * are mutually exclusive. The behaviour for passing more than one 315 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens 316 * should be considered undefined - while you may notice what happens
342 * 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
343 * in future revisions of the code. 318 * in future revisions of the code.
344 */ 319 */
345#define INS_NO_MERGE 0x0001 320#define INS_NO_MERGE 0x0001
346#define INS_ABOVE_FLOOR_ONLY 0x0002 321#define INS_ABOVE_FLOOR_ONLY 0x0002
347#define INS_NO_WALK_ON 0x0004 322#define INS_NO_WALK_ON 0x0004
348#define INS_ON_TOP 0x0008 323#define INS_ON_TOP 0x0008
349#define INS_BELOW_ORIGINATOR 0x0010 324#define INS_BELOW_ORIGINATOR 0x0010
350#define INS_MAP_LOAD 0x0020 325#define INS_MAP_LOAD 0x0020
351 326
352#define ARCH_SINGULARITY "singularity" 327#define ARCH_SINGULARITY "singularity"
353#define ARCH_SINGULARITY_LEN 11 328#define ARCH_SINGULARITY_LEN 11
354#define ARCH_DETECT_MAGIC "detect_magic" 329#define ARCH_DETECT_MAGIC "detect_magic"
355#define ARCH_DEPLETION "depletion" 330#define ARCH_DEPLETION "depletion"

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