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/cvs/deliantra/server/include/object.h
Revision: 1.131
Committed: Tue Jun 5 13:05:02 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.130: +0 -3 lines
Log Message:
- improve observe
- remove more cruft code
- archetype loading almost works again, reloading probbaly still borked.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #ifndef OBJECT_H
26 #define OBJECT_H
27
28 #include <bitset>
29
30 #include "cfperl.h"
31 #include "shstr.h"
32
33 typedef int tag_t;
34
35 enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51 };
52
53 enum slottype_t
54 {
55 slot_none,
56 slot_combat,
57 slot_ranged,
58 };
59
60 /* See common/item.c */
61
62 typedef struct Body_Locations
63 {
64 keyword save_name; /* Name used to load/save it to disk */
65 const char *use_name; /* Name used when describing an item we can use */
66 const char *nonuse_name; /* Name to describe objects we can't use */
67 } Body_Locations;
68
69 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
70
71 /*
72 * Each object (this also means archetypes!) could have a few of these
73 * "dangling" from it; this could also end up containing 'parse errors'.
74 *
75 * key and value are shared-strings.
76 *
77 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
78 * accessing the list directly.
79 * Exception is if you want to walk this list for some reason.
80 */
81 struct key_value
82 {
83 key_value *next;
84 shstr key, value;
85 };
86
87 struct UUID
88 {
89 uint64 seq;
90
91 UUID () { }
92 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; }
95 };
96
97 extern void init_uuid ();
98 extern UUID gen_uuid ();
99 extern const uint64 UUID_SKIP;
100
101 /* Definition for WILL_APPLY values. Replaces having harcoded values
102 * sprinkled in the code. Note that some of these also replace fields
103 * that were in the can_apply area. What is the point of having both
104 * can_apply and will_apply?
105 */
106 #define WILL_APPLY_HANDLE 0x01
107 #define WILL_APPLY_TREASURE 0x02
108 #define WILL_APPLY_EARTHWALL 0x04
109 #define WILL_APPLY_DOOR 0x08
110 #define WILL_APPLY_FOOD 0x10
111
112 struct body_slot
113 {
114 signed char info:4; /* body info as loaded from the file */
115 signed char used:4; /* Calculated value based on items equipped */
116 };
117
118 INTERFACE_CLASS (object)
119 // these are being copied
120 struct object_copy : attachable
121 {
122 typedef bitset<NUM_FLAGS> flags_t;
123
124 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
125
126 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127 uint8 ACC (RW, subtype); /* subtype of object */
128 sint8 ACC (RW, direction); /* Means the object is moving that way. */
129 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
130
131 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 // materialtype_t *ACC (RW, material); /* What material this object consists of */
144 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
145 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
146 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
147 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
148 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
149 object_ptr ACC (RW, spell); /* Spell that was being cast */
150 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
151 arch_ptr ACC (RW, arch); /* Pointer to archetype */
152 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
153
154 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */
157
158 /* This next big block are basically used for monsters and equipment */
159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
166 uint16 ACC (RW, materials); /* What materials this object consists of */
167 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
168 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
169 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
170 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp.
172 */
173 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
174 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
175 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
176 sint16 ACC (RW, last_eat); /* How long since we last ate */
177 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
178 sint16 ACC (RW, level); /* Level of creature or object */
179 uint8 ACC (RW, pick_up); /* See crossfire.doc */
180 sint8 ACC (RW, item_power); /* power rating of the object */
181 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
182 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
183 sint32 ACC (RW, weight); /* Attributes of the object */
184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
185 sint32 ACC (RW, carrying); /* How much weight this object contains */
186 sint64 ACC (RW, perm_exp); /* Permanent exp */
187 uint32 ACC (RW, weapontype); /* type of weapon */
188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 body_slot slot [NUM_BODY_LOCATIONS];
190 faceidx ACC (RW, face); /* Face with colors */
191 living ACC (RO, stats); /* Str, Con, Dex, etc */
192 /* See the pod/objects.pod for more info about body locations */
193
194 /* Following mostly refers to fields only used for monsters */
195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
196
197 /* allows different movement patterns for attackers */
198 sint32 ACC (RW, move_status); /* What stage in attack mode */
199 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
200 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
202 /* races/classes can need less/more exp to gain levels */
203
204 /* Spell related information, may be useful elsewhere
205 * Note that other fields are used - these files are basically
206 * only used in spells.
207 */
208 sint16 ACC (RW, duration); /* How long the spell lasts */
209 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210
211 uint16 ACC (RW, start_holding);
212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
215 sint8 ACC (RW, range); /* Range of the spell */
216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
217 MoveType ACC (RW, move_type); /* Type of movement this object uses */
218 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224
225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
226
227 char *ACC (RW, spellarg);
228
229 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */
231 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 flags_t flag; /* various flags */
233 #if FOR_PERL
234 bool ACC (RW, flag[NUM_FLAGS]);
235 #endif
236 uint16 ACC (RW, animation_id);/* An index into the animation array */
237 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
240 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */
242 };
243
244 struct object : zero_initialised, object_copy
245 {
246 // These variables are not changed by ->copy_to
247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
248
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count);
251 int ACC (RO, index); // index into objects
252 int ACC (RO, active); // index into actives
253
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
255
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */
257 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */
260
261 //TODO: container must move into client
262 object_ptr ACC (RW, container); /* Current container being used. I think this
263 * is only used by the player right now.
264 */
265 object *ACC (RW, env); /* Pointer to the object which is the environment.
266 * This is typically the container that the object is in.
267 */
268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
270 client_container *seen_by; // seen by which player/container currently?
271 key_value *key_values; /* Fields not explictly known by the loader. */
272
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing
275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f);
277
278 MTH int slottype () const;
279 MTH static object *create ();
280 object &operator =(const object &src);
281 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to
283 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const;
285 MTH void destroy (bool destroy_inventory = false);
286
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false);
289 MTH object *insert (object *item); // insert into inventory
290 void do_remove ();
291 MTH void remove ()
292 {
293 if (!flag [FLAG_REMOVED])
294 do_remove ();
295 }
296
297 static bool can_merge_slow (object *op1, object *op2);
298
299 // this is often used in time-critical code, so optimise
300 MTH static bool can_merge (object *op1, object *op2)
301 {
302 return op1->value == op2->value
303 && op1->name == op2->name
304 && can_merge_slow (op1, op2);
305 }
306
307 MTH void set_owner (object *owner);
308 MTH void set_speed (float speed);
309 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob);
311
312 MTH void open_container (object *new_container);
313 MTH void close_container ()
314 {
315 open_container (0);
316 }
317
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event)
320 {
321 return ev_want_event [event] || ev_want_type [type] || cb;
322 }
323
324 MTH void instantiate ();
325
326 // recalculate all stats
327 MTH void update_stats ();
328 MTH void roll_stats ();
329 MTH void swap_stats (int a, int b);
330 MTH void add_statbonus ();
331 MTH void remove_statbonus ();
332 MTH void drain_stat ();
333 MTH void drain_specific_stat (int deplete_stats);
334 MTH void change_luck (int value);
335
336 // info must hold 256 * 3 bytes currently
337 const char *debug_desc (char *info) const;
338 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
339 const char *flag_desc (char *desc, int len) const;
340
341 int number_of () const
342 {
343 return nrof ? nrof : 1;
344 }
345
346 uint64 total_weight () const
347 {
348 return weight * number_of ();
349 }
350
351 // return the dominant material of this item, always return something
352 const materialtype_t *dominant_material () const;
353
354 // return the volume of this object in cm³
355 uint64 volume () const
356 {
357 return total_weight ()
358 * 1000
359 * (type == CONTAINER ? 1000 : 1)
360 / dominant_material ()->density;
361 }
362
363 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
364 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
365 || type == CLOAK || type == BOOTS || type == GLOVES
366 || type == BRACERS || type == GIRDLE; }
367 MTH bool is_alive () const { return (type == PLAYER
368 || flag [FLAG_MONSTER]
369 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
370 && !flag [FLAG_IS_A_TEMPLATE]; }
371 MTH bool is_arrow () const { return type == ARROW
372 || (type == SPELL_EFFECT
373 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
374 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
375
376 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
377
378 // temporary: wether the object can be saved in a map file
379 // contr => is a player
380 // head => only save head of a multitile object
381 // owner => can not reference owner yet
382 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
383
384 /* This return true if object has still randomitems which
385 * could be expanded.
386 */
387 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
388
389 // returns the player that has this object in his inventory, or 0
390 MTH object *in_player () const
391 {
392 for (object *op = env; op; op = op->env)
393 if (op->type == PLAYER)
394 return op;
395
396 return 0;
397 }
398
399 // "temporary" helper function
400 MTH object *head_ ()
401 {
402 return head ? head : this;
403 }
404
405 MTH bool is_head ()
406 {
407 return head_ () == this;
408 }
409
410 MTH std::string long_desc (object *who = 0);
411 MTH std::string describe_monster (object *who = 0);
412 MTH std::string describe_item (object *who = 0);
413 MTH std::string describe (object *who = 0);
414
415 // If this object has no extra parts but should have them,
416 // add them, effectively expanding heads into multipart
417 // objects. This method only works on objects not inserted
418 // anywhere.
419 MTH void expand_tail ();
420
421 MTH void create_treasure (treasurelist *tl, int flags = 0);
422
423 // insert object at same map position as 'where'
424 // handles both inventory and map "positions"
425 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
426
427 MTH void activate ();
428 MTH void deactivate ();
429 MTH void activate_recursive ();
430 MTH void deactivate_recursive ();
431
432 // set the givne flag on all objects in the inventory recursively
433 MTH void set_flag_inv (int flag, int value = 1);
434
435 void enter_exit (object *exit);//Perl
436 MTH void enter_map (maptile *newmap, int x, int y);
437
438 // returns the mapspace this object is in
439 mapspace &ms () const;
440
441 // fully recursive iterator
442 struct iterator_base
443 {
444 object *item;
445
446 iterator_base (object *container)
447 : item (container)
448 {
449 }
450
451 operator object *() const { return item; }
452
453 object *operator ->() const { return item; }
454 object &operator * () const { return *item; }
455 };
456
457 MTH unsigned int random_seed () const
458 {
459 return (unsigned int)uuid.seq;
460 }
461
462 // depth-first recursive iterator
463 struct depth_iterator : iterator_base
464 {
465 depth_iterator (object *container);
466 void next ();
467 object *operator ++( ) { next (); return item; }
468 object *operator ++(int) { object *i = item; next (); return i; }
469 };
470
471 object *begin ()
472 {
473 return this;
474 }
475
476 object *end ()
477 {
478 return this;
479 }
480
481 /* This returns TRUE if the object is something that
482 * should be displayed in the floorbox/inventory window
483 */
484 MTH bool client_visible () const
485 {
486 return !invisible && type != PLAYER;
487 }
488
489 MTH struct region *region () const;
490
491 protected:
492 void link ();
493 void unlink ();
494
495 object ();
496 ~object ();
497 };
498
499 // move this object to the top of its env's inventory to speed up
500 // searches for it.
501 static object *
502 splay (object *ob)
503 {
504 if (ob->env && ob->env->inv != ob)
505 {
506 if (ob->above) ob->above->below = ob->below;
507 if (ob->below) ob->below->above = ob->above;
508
509 ob->above = 0;
510 ob->below = ob->env->inv;
511 ob->below->above = ob;
512 ob->env->inv = ob;
513 }
514
515 return ob;
516 }
517
518 typedef struct oblnk
519 { /* Used to link together several objects */
520 object_ptr ob;
521 struct oblnk *next;
522 } objectlink;
523
524 typedef struct oblinkpt
525 { /* Used to link together several object links */
526 struct oblnk *link;
527 long value; /* Used as connected value in buttons/gates */
528 struct oblinkpt *next;
529 } oblinkpt;
530
531 object *find_skill_by_name (object *who, const char *name);
532 object *find_skill_by_name (object *who, const shstr &sh);
533 object *find_skill_by_number (object *who, int skillno);
534
535 /*
536 * The archetype structure is a set of rules on how to generate and manipulate
537 * objects which point to archetypes.
538 * This probably belongs in arch.h, but there really doesn't appear to
539 * be much left in the archetype - all it really is is a holder for the
540 * object and pointers. This structure should get removed, and just replaced
541 * by the object structure
542 */
543
544 INTERFACE_CLASS (archetype)
545 struct archetype : object
546 {
547 archetype (const char *name);
548 ~archetype ();
549 void gather_callbacks (AV *&callbacks, event_type event) const;
550
551 static archetype *read (object_thawer &f);
552 static archetype *get (const char *name); // find or create
553 static archetype *find (const char *name);
554
555 void link ();
556 void unlink ();
557
558 int ACC (RW, archid); // index in archvector
559 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
560 bool ACC (RW, stub); // if true, this is an invalid archetype
561 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
562
563 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
564 sint8 ACC (RW, max_x), ACC (RW, max_y);
565 };
566
567 typedef object_vector<object, &object::index > objectvec;
568 typedef object_vector<object, &object::active> activevec;
569 typedef object_vector<archetype, &archetype::archid> archvec;
570
571 extern objectvec objects;
572 extern activevec actives;
573 extern archvec archetypes;
574
575 #define for_all_objects(var) \
576 for (unsigned _i = 0; _i < objects.size (); ++_i) \
577 statementvar (object *, var, objects [_i])
578
579 #define for_all_actives(var) \
580 for (unsigned _i = 0; _i < actives.size (); ++_i) \
581 statementvar (object *, var, actives [_i])
582
583 #define for_all_archetypes(var) \
584 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
585 statementvar (archetype *, var, archetypes [_i])
586
587 /* Used by update_object to know if the object being passed is
588 * being added or removed.
589 */
590 #define UP_OBJ_INSERT 1
591 #define UP_OBJ_REMOVE 2
592 #define UP_OBJ_CHANGE 3
593 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
594
595 /* These are flags passed to insert_ob_in_map and
596 * insert_ob_in_ob. Note that all flags may not be meaningful
597 * for both functions.
598 * Most are fairly explanatory:
599 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
600 * on space.
601 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
602 * INS_NO_WALK_ON: Don't call check_walk_on against the
603 * originator - saves cpu time if you know the inserted object
604 * is not meaningful in terms of having an effect.
605 * INS_ON_TOP: Always put object on top. Generally only needed when loading
606 * files from disk and ordering needs to be preserved.
607 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
608 * Use for treasure chests so the new object is the highest thing
609 * beneath the player, but not actually above it. Note - the
610 * map and x,y coordinates for the object to be inserted must
611 * match the originator.
612 * INS_MAP_LOAD: disable lots of checkings done at insertion to
613 * speed up map loading process, as we assume the ordering in
614 * loaded map is correct.
615 *
616 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
617 * are mutually exclusive. The behaviour for passing more than one
618 * should be considered undefined - while you may notice what happens
619 * right now if you pass more than one, that could very well change
620 * in future revisions of the code.
621 */
622 #define INS_NO_MERGE 0x0001
623 #define INS_ABOVE_FLOOR_ONLY 0x0002
624 #define INS_NO_WALK_ON 0x0004
625 #define INS_ON_TOP 0x0008
626 #define INS_BELOW_ORIGINATOR 0x0010
627 #define INS_MAP_LOAD 0x0020
628
629 #define ARCH_SINGULARITY "singularity"
630 #define ARCH_DETECT_MAGIC "detect_magic"
631 #define ARCH_DEPLETION "depletion"
632 #define ARCH_SYMPTOM "symptom"
633
634 #endif
635