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Comparing deliantra/server/include/object.h (file contents):
Revision 1.68 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.109 by root, Sat Apr 21 16:56:32 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
34
33#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 36#define BODY_ARMS 1
35 37
36/* See common/item.c */ 38/* See common/item.c */
37 39
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 111 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 112 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 113 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 114 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 115 shstr ACC (RW, custom_name); /* Custom name assigned by player */
116// materialtype_t *ACC (RW, material); /* What material this object consists of */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 117 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 118 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 119 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 120 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 121 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 122 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 123 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 124 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 125 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 126
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 127 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 129 uint32 ACC (RW, nrof); /* How many of the objects */
128 130
129 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 160 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 161 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 faceidx ACC (RW, face); /* Face with colors */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 166 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 167 /* See the pod/objects.pod for more info about body locations */
165 168
166 /* Following mostly refers to fields only used for monsters */ 169 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 170 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
196 char *ACC (RW, spellarg); 199 char *ACC (RW, spellarg);
197 200
198 /* Following are values used by any object */ 201 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 202 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 203 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */ 204 flags_t flag; /* various flags */
203#if FOR_PERL 205#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]); 206 bool ACC (RW, flag[NUM_FLAGS]);
205#endif 207#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */ 208 uint16 ACC (RW, animation_id);/* An index into the animation array */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 213 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 214};
213 215
214struct object : zero_initialised, object_copy 216struct object : zero_initialised, object_copy
215{ 217{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count);
223 int ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives
223 225
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 227
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 228 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 230 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 234 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 235 * is only used by the player right now.
237 */ 236 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 237 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 238 * This is typically the container that the object is in.
240 */ 239 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently? 242 client_container *seen_by; // seen by which player/container currently?
243 key_value *key_values; /* Fields not explictly known by the loader. */
244 244
245 static vector active; // active objects, not yet used 245 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
246 static vector objects; // not used yet, use first->next->... 246 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 static object *first; // will be replaced by "objects" 247 bool write (object_freezer &f);
248 248
249 static object *create (); 249 MTH static object *create ();
250 object &operator =(const object &src);
250 void copy_to (object *dst); 251 MTH void copy_to (object *dst);
251 object *clone (); // create + copy_to 252 MTH object *clone (); // create + copy_to
252 void do_destroy (); 253 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 254 void gather_callbacks (AV *&callbacks, event_type event) const;
254 void destroy (bool destroy_inventory = false); 255 MTH void destroy (bool destroy_inventory = false);
255 256
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 void destroy_inv (bool drop_to_ground = false); 258 MTH void destroy_inv (bool drop_to_ground = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory 259 MTH object *insert (object *item); // insert into inventory
260 void do_remove ();
261 MTH void remove ()
262 {
263 if (!flag [FLAG_REMOVED])
264 do_remove ();
265 }
260 266
261 static bool can_merge_slow (object *op1, object *op2); 267 static bool can_merge_slow (object *op1, object *op2);
262 268
263 // this is often used in time-critical code, so optimise 269 // this is often used in time-critical code, so optimise
264 static bool can_merge (object *op1, object *op2) 270 MTH static bool can_merge (object *op1, object *op2)
265 { 271 {
266 return op1->value == op2->value 272 return op1->value == op2->value
267 && op1->name == op2->name 273 && op1->name == op2->name
268 && can_merge_slow (op1, op2); 274 && can_merge_slow (op1, op2);
269 } 275 }
270 276
271 void set_owner (object *owner); 277 MTH void set_owner (object *owner);
278 MTH void set_speed (float speed);
272 279
280 MTH void open_container (object *new_container);
281 MTH void close_container ()
282 {
283 open_container (0);
284 }
285
273 void instantiate () 286 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 287
281 // recalculate all stats 288 // recalculate all stats
282 void update_stats (); 289 MTH void update_stats ();
283 void roll_stats (); 290 MTH void roll_stats ();
284 void swap_stats (int a, int b); 291 MTH void swap_stats (int a, int b);
285 void add_statbonus (); 292 MTH void add_statbonus ();
286 void remove_statbonus (); 293 MTH void remove_statbonus ();
287 void drain_stat (); 294 MTH void drain_stat ();
288 void drain_specific_stat (int deplete_stats); 295 MTH void drain_specific_stat (int deplete_stats);
289 void change_luck (int value); 296 MTH void change_luck (int value);
290 297
291 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
293 const char *debug_desc () const; 300 MTH const char *debug_desc () const;
301 const char *debug_desc2 () const; // another debug_desc, pure convinience function
302 const char *flag_desc (char *desc, int len) const;
294 303
304 int number_of () const
305 {
306 return nrof ? nrof : 1;
307 }
308
309 uint64 total_weight () const
310 {
311 return weight * number_of ();
312 }
313
314 // return the dominant material of this item, always return something
315 const materialtype_t *dominant_material () const;
316
317 // return the volume of this object in cm³
318 uint64 volume () const
319 {
320 return total_weight ()
321 * 1000
322 * (type == CONTAINER ? 1000 : 1)
323 / dominant_material ()->density;
324 }
325
295 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 326 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
296 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 327 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
297 || type == CLOAK || type == BOOTS || type == GLOVES 328 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; } 329 || type == BRACERS || type == GIRDLE; }
299 bool is_alive () const { return (type == PLAYER 330 MTH bool is_alive () const { return (type == PLAYER
300 || flag [FLAG_MONSTER] 331 || flag [FLAG_MONSTER]
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 332 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; } 333 && !flag [FLAG_IS_A_TEMPLATE]; }
303 bool is_arrow () const { return type == ARROW 334 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT 335 || (type == SPELL_EFFECT
305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 336 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
337
338 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
339
340 // temporary: wether the object can be saved in a map file
341 // contr => is a player
342 // head => only save head of a multitile object
343 // owner => can not reference owner yet
344 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
306 345
307 /* This return true if object has still randomitems which 346 /* This return true if object has still randomitems which
308 * could be expanded. 347 * could be expanded.
309 */ 348 */
310 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 349 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
311 350
312 // returns the player that has this object in his inventory, or 0 351 // returns the player that has this object in his inventory, or 0
313 object *in_player () const 352 MTH object *in_player () const
314 { 353 {
315 for (object *op = env; op; op = op->env) 354 for (object *op = env; op; op = op->env)
316 if (op->type == PLAYER) 355 if (op->type == PLAYER)
317 return op; 356 return op;
318 357
319 return 0; 358 return 0;
320 } 359 }
360
361 // "temporary" helper function
362 MTH object *head_ ()
363 {
364 return head ? head : this;
365 }
366
367 // If this object has no extra parts but should have them,
368 // add them, effectively expanding heads into multipart
369 // objects. This method only works on objects not inserted
370 // anywhere.
371 void expand_tail ();
372
373 // insert object at same map position as 'where'
374 // handles both inventory and map "positions"
375 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
376
377 MTH void activate ();
378 MTH void deactivate ();
379 MTH void activate_recursive ();
380 MTH void deactivate_recursive ();
381
382 // set the givne flag on all objects in the inventory recursively
383 MTH void set_flag_inv (int flag, int value = 1);
384
385 void enter_exit (object *exit);//PERL
386 MTH void enter_map (maptile *newmap, int x, int y);
321 387
322 // returns the mapspace this object is in 388 // returns the mapspace this object is in
323 mapspace &ms () const; 389 mapspace &ms () const;
324 390
325 // fully recursive iterator 391 // fully recursive iterator
335 operator object *() const { return item; } 401 operator object *() const { return item; }
336 402
337 object *operator ->() const { return item; } 403 object *operator ->() const { return item; }
338 object &operator * () const { return *item; } 404 object &operator * () const { return *item; }
339 }; 405 };
406
407 MTH unsigned int random_seed () const
408 {
409 return (unsigned int)uuid.seq;
410 }
340 411
341 // depth-first recursive iterator 412 // depth-first recursive iterator
342 struct depth_iterator : iterator_base 413 struct depth_iterator : iterator_base
343 { 414 {
344 depth_iterator (object *container); 415 depth_iterator (object *container);
355 object *end () 426 object *end ()
356 { 427 {
357 return this; 428 return this;
358 } 429 }
359 430
431 /* This returns TRUE if the object is something that
432 * should be displayed in the floorbox/inventory window
433 */
434 MTH bool client_visible () const
435 {
436 return !invisible && type != PLAYER;
437 }
438
439 MTH struct region *region () const;
440
360protected: 441protected:
361 friend struct archetype; 442 friend struct archetype;
362 443
363 void link (); 444 void link ();
364 void unlink (); 445 void unlink ();
365 446
366 object (); 447 object ();
367 ~object (); 448 ~object ();
368}; 449};
450
451typedef object_vector<object, &object::index > objectvec;
452typedef object_vector<object, &object::active> activevec;
453
454extern objectvec objects;
455extern activevec actives;
456
457#define for_all_objects(var) \
458 for (unsigned _i = 0; _i < objects.size (); ++_i) \
459 declvar (object *, var, objects [_i])
460
461#define for_all_actives(var) \
462 for (unsigned _i = 0; _i < actives.size (); ++_i) \
463 declvar (object *, var, actives [_i])
369 464
370typedef struct oblnk 465typedef struct oblnk
371{ /* Used to link together several objects */ 466{ /* Used to link together several objects */
372 object_ptr ob; 467 object_ptr ob;
373 struct oblnk *next; 468 struct oblnk *next;
394{ 489{
395 archetype (); 490 archetype ();
396 ~archetype (); 491 ~archetype ();
397 void gather_callbacks (AV *&callbacks, event_type event) const; 492 void gather_callbacks (AV *&callbacks, event_type event) const;
398 493
494 static archetype *read (object_thawer &f);
495 static archetype *get (const char *name); // find or create
399 static archetype *find (const char *arch); 496 static archetype *find (const char *name);
400 497
401 void hash_add (); // add to hashtable 498 void hash_add (); // add to hashtable
402 void hash_del (); // remove from hashtable 499 void hash_del (); // remove from hashtable
403 500
404 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 501 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
405 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 502 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
406 struct archetype *ACC (RW, head); /* The main part of a linked object */ 503 struct archetype *ACC (RW, head); /* The main part of a linked object */
407 struct archetype *ACC (RW, more); /* Next part of a linked object */ 504 struct archetype *ACC (RW, more); /* Next part of a linked object */
408 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 505 object ACC (RO, clone); /* An object from which to do ->copy_to () */
409 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 506 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
507 bool ACC (RW, linked); // linked into list of heads
410 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 508 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
411 * in comparison to the head. 509 * in comparison to the head.
412 */ 510 */
413}; 511};
414
415extern object *objects;
416extern object *active_objects;
417
418extern int nrofallocobjects;
419
420/* This returns TRUE if the object is something that
421 * should be displayed in the look window
422 */
423#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
424 512
425/* Used by update_object to know if the object being passed is 513/* Used by update_object to know if the object being passed is
426 * being added or removed. 514 * being added or removed.
427 */ 515 */
428#define UP_OBJ_INSERT 1 516#define UP_OBJ_INSERT 1
463#define INS_ON_TOP 0x0008 551#define INS_ON_TOP 0x0008
464#define INS_BELOW_ORIGINATOR 0x0010 552#define INS_BELOW_ORIGINATOR 0x0010
465#define INS_MAP_LOAD 0x0020 553#define INS_MAP_LOAD 0x0020
466 554
467#define ARCH_SINGULARITY "singularity" 555#define ARCH_SINGULARITY "singularity"
468#define ARCH_SINGULARITY_LEN 11
469#define ARCH_DETECT_MAGIC "detect_magic" 556#define ARCH_DETECT_MAGIC "detect_magic"
470#define ARCH_DEPLETION "depletion" 557#define ARCH_DEPLETION "depletion"
471#define ARCH_SYMPTOM "symptom" 558#define ARCH_SYMPTOM "symptom"
472 559
473#endif 560#endif

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