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 1.9 by root, Sun Aug 27 17:59:26 2006 UTC vs.
Revision 1.19 by root, Mon Sep 4 16:46:32 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.9 2006/08/27 17:59:26 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
31 26
32#include "cfperl.h" 27#include "cfperl.h"
33#include "shstr.h" 28#include "shstr.h"
34 29
35typedef uint32 tag_t; 30typedef uint32 tag_t;
36#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 32#define BODY_ARMS 1
38 33
39/* See common/item.c */ 34/* See common/item.c */
40 35
41typedef struct Body_Locations { 36typedef struct Body_Locations {
42 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 */
43 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 */
44 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 */
45} Body_Locations; 40} Body_Locations;
46 41
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 42extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 43
58/* 44/*
59 * 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
60 * "dangling" from it; this could also end up containing 'parse errors'. 46 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 47 *
63 * 49 *
64 * 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
65 * accessing the list directly. 51 * accessing the list directly.
66 * 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.
67 */ 53 */
68typedef struct _key_value { 54struct key_value {
69 const char * key;
70 const char * value;
71 struct _key_value * next; 55 key_value *next;
72} key_value; 56 shstr key, value;
57};
73 58
74 59
75/* Definition for WILL_APPLY values. Replaces having harcoded values 60/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * 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
77 * 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
78 * can_apply and will_apply? 63 * can_apply and will_apply?
79 */ 64 */
80#define WILL_APPLY_HANDLE 0x1 65#define WILL_APPLY_HANDLE 0x1
81#define WILL_APPLY_TREASURE 0x2 66#define WILL_APPLY_TREASURE 0x2
82#define WILL_APPLY_EARTHWALL 0x4 67#define WILL_APPLY_EARTHWALL 0x4
83#define WILL_APPLY_DOOR 0x8 68#define WILL_APPLY_DOOR 0x8
84#define WILL_APPLY_FOOD 0x10 69#define WILL_APPLY_FOOD 0x10
85 70
86 71
87/* Note that the ordering of this structure is sort of relevent -
88 * copy_object copies everything over beyond 'name' using memcpy.
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * 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
93 * 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,
94 * e.g. copy-object 74 * e.g. copy_object.
95 * 75 */
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */
103 76
104struct object_simple : attachable<object> { 77// these are not being copied
105 static data_type get_dt () { return DT_OBJECT; } 78struct object_keep
79{
80 tag_t count; /* Unique object number for this object */
81 uint16 refcount; /* How many objects points to this object */
106 82
107 /* These variables are not changed by copy_object() */ 83 /* These variables are not changed by copy_object() */
108 struct pl *contr; /* Pointer to the player which control this object */ 84 struct pl *contr; /* Pointer to the player which control this object */
109 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 */
110 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*/
111 struct object *active_next; /* Next & previous object in the 'active' */ 87 struct object *active_next; /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */ 88 struct object *active_prev; /* List. This is used in process_events */
113 /* so that the entire object list does not */ 89 /* so that the entire object list does not */
114 /* need to be gone through. */ 90 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 91 struct object *below; /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 92 struct object *above; /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 93 /* Note: stacked in the *same* environment*/
118 struct object *inv; /* Pointer to the first object in the inventory */ 94 struct object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 95 struct object *container; /* Current container being used. I think this
120 * is only used by the player right now. 96 * is only used by the player right now.
121 */ 97 */
122 struct object *env; /* Pointer to the object which is the environment. 98 struct object *env; /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 99 * This is typically the container that the object is in.
124 */ 100 */
125 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 */
126 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 */
127 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 */
128
129 tag_t count; /* Unique object number for this object */
130 uint16 refcount; /* How many objects points to this object */
131}; 104};
132 105
133struct object_special { 106// these are being copied
107struct object_copy : attachable<object>
108{
134 /* 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().
135 * All fields beow this point are automatically copied by memcpy. If 110 * All fields beow this point are automatically copied by memcpy. If
136 * adding something that needs a refcount updated, make sure you modify 111 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared 112 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object() 113 * by clear_object()
139 */ 114 */
140 const char *name; /* The name of the object, obviously... */ 115 shstr name; /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */ 116 shstr name_pl; /* The plural name of the object */
142 const char *title; /* Of foo, etc */ 117 shstr title; /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */ 118 shstr race; /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */ 119 shstr slaying; /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */ 120 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */ 121 shstr skill; /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */ 122 shstr msg; /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */ 123 shstr lore; /* Obscure information about this object, */
149 /* 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};
150 128
129// these are being copied and also cleared
130struct object_pod
131{
151 sint16 x,y; /* Position in the map for this object */ 132 sint16 x,y; /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */ 133 float speed; /* The overall speed of this object */
154 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 */
155 uint32 nrof; /* How many of the objects */ 135 uint32 nrof; /* How many of the objects */
156 New_Face *face; /* Face with colors */ 136 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */ 137 sint8 direction; /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */ 138 sint8 facing; /* Object is oriented/facing that way. */
159 139
160 /* This next big block are basically used for monsters and equipment */ 140 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 141 uint8 type; /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */ 142 uint8 subtype; /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */ 143 uint16 client_type; /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */ 145 uint32 attacktype; /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */ 146 uint32 path_attuned; /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */ 147 uint32 path_repelled; /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */ 148 uint32 path_denied; /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */ 149 uint16 material; /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */ 150 sint8 magic; /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */ 151 uint8 state; /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */ 152 sint32 value; /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */ 153 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious 154 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 155 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 156 */
178 sint32 last_heal; /* Last healed. Depends on constitution */ 157 sint32 last_heal; /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */ 158 sint32 last_sp; /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */ 159 sint16 last_grace; /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */ 160 sint16 last_eat; /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */ 161 sint16 invisible; /* How much longer the object will be invis */
183 uint8 pick_up; /* See crossfire.doc */ 162 uint8 pick_up; /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */ 163 sint8 item_power; /* power rating of the object */
185 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)*/
186 sint32 weight; /* Attributes of the object */ 165 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */ 166 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */ 167 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */ 168 sint8 glow_radius; /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */ 169 living stats; /* Str, Con, Dex, etc */
191 sint64 perm_exp; /* Permanent exp */ 170 sint64 perm_exp; /* Permanent exp */
192 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
193 /* each time the object attacks something */
194 struct object *current_weapon; /* Pointer to the weapon currently used */ 171 struct object *current_weapon; /* Pointer to the weapon currently used */
195 uint32 weapontype; /* type of weapon */ 172 uint32 weapontype; /* type of weapon */
196 uint32 tooltype; /* type of tool or build facility */ 173 uint32 tooltype; /* type of tool or build facility */
197 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 */
198 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 */
199 /* See the doc/Developers/objects for more info about body locations */ 176 /* See the doc/Developers/objects for more info about body locations */
200 177
201 /* Following mostly refers to fields only used for monsters */ 178 /* Following mostly refers to fields only used for monsters */
202 struct object *owner; /* Pointer to the object which controls this one */ 179 struct object *owner; /* Pointer to the object which controls this one */
203 /* Owner should not be referred to directly - */ 180 /* Owner should not be referred to directly - */
204 /* get_owner should be used instead. */ 181 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */ 182 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */ 183 /* has been freed) */
207 struct object *enemy; /* Monster/player to follow even if not closest */ 184 struct object *enemy; /* Monster/player to follow even if not closest */
208 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 */
209 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 */
210 struct treasureliststruct *randomitems; /* Items to be generated */ 187 struct treasureliststruct *randomitems; /* Items to be generated */
211 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. */
212 struct object *chosen_skill; /* the skill chosen to use */ 189 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */ 190 uint32 hide; /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */ 191 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */ 192 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */ 193 sint32 move_status; /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */ 194 uint16 attack_movement;/* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */ 195 uint8 will_apply; /* See crossfire.doc */
219 struct object *spellitem; /* Spell ability monster is choosing to use */ 196 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 197 double expmul; /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */ 198 /* races/classes can need less/more exp to gain levels */
222 199
223 /* Spell related information, may be useful elsewhere 200 /* Spell related information, may be useful elsewhere
224 * Note that other fields are used - these files are basically 201 * Note that other fields are used - these files are basically
225 * only used in spells. 202 * only used in spells.
226 */ 203 */
227 sint16 duration; /* How long the spell lasts */ 204 sint16 duration; /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */ 205 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */ 206 sint16 casting_time; /* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */ 207 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding; 208 uint16 start_holding;
232 char *spellarg; 209 char *spellarg;
233 uint8 dam_modifier; /* How going up in level effects damage */ 210 uint8 dam_modifier; /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */ 211 sint8 range; /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */ 212 uint8 range_modifier; /* How going up in level effects range */
236 213
237 /* Following are values used by any object */ 214 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */ 215 struct archt *arch; /* Pointer to archetype */
239 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 */
240 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */ 219 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */ 220 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */ 221 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */ 222 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/ 223 uint8 smoothlevel; /* how to smooth this square around*/
247 224
248 MoveType move_type; /* Type of movement this object uses */ 225 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */ 226 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */ 227 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */ 228 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */ 229 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */ 230 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */ 231 float move_slow_penalty; /* How much this slows down the object */
255
256 event *events;
257
258 const char *custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */ 232 key_value *key_values; /* Fields not explictly known by the loader. */
260}; 233};
261 234
262struct object : object_special, object_simple { 235struct object : zero_initialised, object_keep, object_copy, object_pod
263 void instantiate_ (); 236{
264 void instantiate () 237 static bool can_merge (object *op1, object *op2);
265 { 238
266 if (attach) 239 void clear ();
267 {
268 instantiate_ ();
269 free_string (attach);
270 attach = 0;
271 }
272 }
273 void clone (object *destination) 240 void clone (object *destination);
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277
278 if (self || cb)
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
280 }
281}; 241};
242
243#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
282 244
283typedef struct oblnk { /* Used to link together several objects */ 245typedef struct oblnk { /* Used to link together several objects */
284 object *ob; 246 object *ob;
285 struct oblnk *next; 247 struct oblnk *next;
286 tag_t id; 248 tag_t id;
287} objectlink; 249} objectlink;
288 250
289typedef struct oblinkpt { /* Used to link together several object links */ 251typedef struct oblinkpt { /* Used to link together several object links */
290 struct oblnk *link; 252 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */ 253 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next; 254 struct oblinkpt *next;
293} oblinkpt; 255} oblinkpt;
294 256
295/* 257/*
296 * The archetype structure is a set of rules on how to generate and manipulate 258 * The archetype structure is a set of rules on how to generate and manipulate
299 * be much left in the archetype - all it really is is a holder for the 261 * be much left in the archetype - all it really is is a holder for the
300 * object and pointers. This structure should get removed, and just replaced 262 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 263 * by the object structure
302 */ 264 */
303 265
304typedef struct archt { 266typedef struct archt : zero_initialised
267{
305 const char *name; /* More definite name, like "generate_kobold" */ 268 shstr name; /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */ 269 struct archt *next; /* Next archetype in a linked list */
307 struct archt *head; /* The main part of a linked object */ 270 struct archt *head; /* The main part of a linked object */
308 struct archt *more; /* Next part of a linked object */ 271 struct archt *more; /* Next part of a linked object */
309 object clone; /* An object from which to do copy_object() */ 272 object clone; /* An object from which to do copy_object() */
310 uint32 editable; /* editable flags (mainly for editor) */ 273 uint32 editable; /* editable flags (mainly for editor) */
311 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 274 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
312 * in comparison to the head. 275 * in comparison to the head.
313 */ 276 */
314} archetype; 277} archetype;
315 278
316extern object *objects; 279extern object *objects;
317extern object *active_objects; 280extern object *active_objects;
318extern object *free_objects;
319extern object objarray[STARTMAX];
320 281
321extern int nrofallocobjects; 282extern int nrofallocobjects;
322extern int nroffreeobjects;
323 283
324/* This returns TRUE if the object is somethign that 284/* This returns TRUE if the object is something that
325 * should be displayed in the look window 285 * should be displayed in the look window
326 */ 286 */
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 287#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
328 288
329/* Used by update_object to know if the object being passed is 289/* Used by update_object to know if the object being passed is
359 * are mutually exclusive. The behaviour for passing more than one 319 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 320 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 321 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 322 * in future revisions of the code.
363 */ 323 */
364#define INS_NO_MERGE 0x0001 324#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 325#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 326#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 327#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 328#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020 329#define INS_MAP_LOAD 0x0020
370 330
371#define ARCH_SINGULARITY "singularity" 331#define ARCH_SINGULARITY "singularity"
372#define ARCH_SINGULARITY_LEN 11 332#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic" 333#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion" 334#define ARCH_DEPLETION "depletion"

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines