ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.71 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.113 by root, Tue May 1 05:48:20 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 MTH static object *create (); 249 MTH static object *create ();
250 object &operator =(const object &src);
250 MTH void copy_to (object *dst); 251 MTH void copy_to (object *dst);
251 MTH 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 MTH 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 MTH void destroy_inv (bool drop_to_ground = false); 258 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH 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 MTH static bool can_merge (object *op1, object *op2) 270 MTH static bool can_merge (object *op1, object *op2)
269 } 275 }
270 276
271 MTH void set_owner (object *owner); 277 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 278 MTH void set_speed (float speed);
273 279
280 MTH void open_container (object *new_container);
281 MTH void close_container ()
282 {
283 open_container (0);
284 }
285
274 MTH void instantiate () 286 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 287
282 // recalculate all stats 288 // recalculate all stats
283 MTH void update_stats (); 289 MTH void update_stats ();
284 MTH void roll_stats (); 290 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 291 MTH void swap_stats (int a, int b);
288 MTH void drain_stat (); 294 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats); 295 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 296 MTH void change_luck (int value);
291 297
292 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
293 MTH const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 300 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
301 const char *flag_desc (char *desc, int len) const;
302
303 int number_of () const
304 {
305 return nrof ? nrof : 1;
306 }
307
308 uint64 total_weight () const
309 {
310 return weight * number_of ();
311 }
312
313 // return the dominant material of this item, always return something
314 const materialtype_t *dominant_material () const;
315
316 // return the volume of this object in cm³
317 uint64 volume () const
318 {
319 return total_weight ()
320 * 1000
321 * (type == CONTAINER ? 1000 : 1)
322 / dominant_material ()->density;
323 }
295 324
296 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 325 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
297 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
298 || type == CLOAK || type == BOOTS || type == GLOVES 327 || type == CLOAK || type == BOOTS || type == GLOVES
299 || type == BRACERS || type == GIRDLE; } 328 || type == BRACERS || type == GIRDLE; }
303 && !flag [FLAG_IS_A_TEMPLATE]; } 332 && !flag [FLAG_IS_A_TEMPLATE]; }
304 MTH bool is_arrow () const { return type == ARROW 333 MTH bool is_arrow () const { return type == ARROW
305 || (type == SPELL_EFFECT 334 || (type == SPELL_EFFECT
306 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
307 336
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338
339 // temporary: wether the object can be saved in a map file
340 // contr => is a player
341 // head => only save head of a multitile object
342 // owner => can not reference owner yet
343 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
344
308 /* This return true if object has still randomitems which 345 /* This return true if object has still randomitems which
309 * could be expanded. 346 * could be expanded.
310 */ 347 */
311 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 348 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
312 349
324 MTH object *head_ () 361 MTH object *head_ ()
325 { 362 {
326 return head ? head : this; 363 return head ? head : this;
327 } 364 }
328 365
366 MTH std::string long_desc (object *who = 0);
367 MTH std::string describe_monster (object *who = 0);
368 MTH std::string describe_item (object *who = 0);
369 MTH std::string describe (object *who = 0);
370
371 // If this object has no extra parts but should have them,
372 // add them, effectively expanding heads into multipart
373 // objects. This method only works on objects not inserted
374 // anywhere.
375 MTH void expand_tail ();
376
377 MTH void create_treasure (treasurelist *tl, int flags = 0);
378
329 // insert object at same map position as 'where' 379 // insert object at same map position as 'where'
330 // handles both inventory and map "positions" 380 // handles both inventory and map "positions"
331 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 381 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
382
383 MTH void activate ();
384 MTH void deactivate ();
385 MTH void activate_recursive ();
386 MTH void deactivate_recursive ();
387
388 // set the givne flag on all objects in the inventory recursively
389 MTH void set_flag_inv (int flag, int value = 1);
390
391 void enter_exit (object *exit);//Perl
392 MTH void enter_map (maptile *newmap, int x, int y);
332 393
333 // returns the mapspace this object is in 394 // returns the mapspace this object is in
334 mapspace &ms () const; 395 mapspace &ms () const;
335 396
336 // fully recursive iterator 397 // fully recursive iterator
346 operator object *() const { return item; } 407 operator object *() const { return item; }
347 408
348 object *operator ->() const { return item; } 409 object *operator ->() const { return item; }
349 object &operator * () const { return *item; } 410 object &operator * () const { return *item; }
350 }; 411 };
412
413 MTH unsigned int random_seed () const
414 {
415 return (unsigned int)uuid.seq;
416 }
351 417
352 // depth-first recursive iterator 418 // depth-first recursive iterator
353 struct depth_iterator : iterator_base 419 struct depth_iterator : iterator_base
354 { 420 {
355 depth_iterator (object *container); 421 depth_iterator (object *container);
366 object *end () 432 object *end ()
367 { 433 {
368 return this; 434 return this;
369 } 435 }
370 436
437 /* This returns TRUE if the object is something that
438 * should be displayed in the floorbox/inventory window
439 */
440 MTH bool client_visible () const
441 {
442 return !invisible && type != PLAYER;
443 }
444
445 MTH struct region *region () const;
446
371protected: 447protected:
372 friend struct archetype; 448 friend struct archetype;
373 449
374 void link (); 450 void link ();
375 void unlink (); 451 void unlink ();
376 452
377 object (); 453 object ();
378 ~object (); 454 ~object ();
379}; 455};
456
457typedef object_vector<object, &object::index > objectvec;
458typedef object_vector<object, &object::active> activevec;
459
460extern objectvec objects;
461extern activevec actives;
462
463#define for_all_objects(var) \
464 for (unsigned _i = 0; _i < objects.size (); ++_i) \
465 declvar (object *, var, objects [_i])
466
467#define for_all_actives(var) \
468 for (unsigned _i = 0; _i < actives.size (); ++_i) \
469 declvar (object *, var, actives [_i])
380 470
381typedef struct oblnk 471typedef struct oblnk
382{ /* Used to link together several objects */ 472{ /* Used to link together several objects */
383 object_ptr ob; 473 object_ptr ob;
384 struct oblnk *next; 474 struct oblnk *next;
405{ 495{
406 archetype (); 496 archetype ();
407 ~archetype (); 497 ~archetype ();
408 void gather_callbacks (AV *&callbacks, event_type event) const; 498 void gather_callbacks (AV *&callbacks, event_type event) const;
409 499
500 static archetype *read (object_thawer &f);
501 static archetype *get (const char *name); // find or create
410 static archetype *find (const char *arch); 502 static archetype *find (const char *name);
411 503
412 void hash_add (); // add to hashtable 504 void hash_add (); // add to hashtable
413 void hash_del (); // remove from hashtable 505 void hash_del (); // remove from hashtable
414 506
415 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 507 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
416 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 508 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
417 struct archetype *ACC (RW, head); /* The main part of a linked object */ 509 struct archetype *ACC (RW, head); /* The main part of a linked object */
418 struct archetype *ACC (RW, more); /* Next part of a linked object */ 510 struct archetype *ACC (RW, more); /* Next part of a linked object */
419 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 511 object ACC (RO, clone); /* An object from which to do ->copy_to () */
420 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 512 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
513 bool ACC (RW, linked); // linked into list of heads
421 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 514 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
422 * in comparison to the head. 515 * in comparison to the head.
423 */ 516 */
424}; 517};
425
426extern object *objects;
427extern object *active_objects;
428
429extern int nrofallocobjects;
430
431/* This returns TRUE if the object is something that
432 * should be displayed in the look window
433 */
434#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
435 518
436/* Used by update_object to know if the object being passed is 519/* Used by update_object to know if the object being passed is
437 * being added or removed. 520 * being added or removed.
438 */ 521 */
439#define UP_OBJ_INSERT 1 522#define UP_OBJ_INSERT 1
474#define INS_ON_TOP 0x0008 557#define INS_ON_TOP 0x0008
475#define INS_BELOW_ORIGINATOR 0x0010 558#define INS_BELOW_ORIGINATOR 0x0010
476#define INS_MAP_LOAD 0x0020 559#define INS_MAP_LOAD 0x0020
477 560
478#define ARCH_SINGULARITY "singularity" 561#define ARCH_SINGULARITY "singularity"
479#define ARCH_SINGULARITY_LEN 11
480#define ARCH_DETECT_MAGIC "detect_magic" 562#define ARCH_DETECT_MAGIC "detect_magic"
481#define ARCH_DEPLETION "depletion" 563#define ARCH_DEPLETION "depletion"
482#define ARCH_SYMPTOM "symptom" 564#define ARCH_SYMPTOM "symptom"
483 565
484#endif 566#endif

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines