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/cvs/deliantra/server/include/object.h
Revision: 1.138
Committed: Thu Jul 26 00:27:08 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.137: +2 -0 lines
Log Message:
very very preliminary, non-working sound framework

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #ifndef OBJECT_H
25 #define OBJECT_H
26
27 #include <bitset>
28
29 #include "cfperl.h"
30 #include "shstr.h"
31
32 typedef int tag_t;
33
34 enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50 };
51
52 enum slottype_t
53 {
54 slot_none,
55 slot_combat,
56 slot_ranged,
57 };
58
59 /* See common/item.c */
60
61 typedef struct Body_Locations
62 {
63 keyword save_name; /* Name used to load/save it to disk */
64 const char *use_name; /* Name used when describing an item we can use */
65 const char *nonuse_name; /* Name to describe objects we can't use */
66 } Body_Locations;
67
68 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70 /*
71 * Each object (this also means archetypes!) could have a few of these
72 * "dangling" from it; this could also end up containing 'parse errors'.
73 *
74 * key and value are shared-strings.
75 *
76 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
77 * accessing the list directly.
78 * Exception is if you want to walk this list for some reason.
79 */
80 struct key_value
81 {
82 key_value *next;
83 shstr key, value;
84 };
85
86 struct UUID
87 {
88 uint64 seq;
89
90 UUID () { }
91 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; }
94 };
95
96 extern void init_uuid ();
97 extern UUID gen_uuid ();
98 extern const uint64 UUID_SKIP;
99
100 /* Definition for WILL_APPLY values. Replaces having harcoded values
101 * sprinkled in the code. Note that some of these also replace fields
102 * that were in the can_apply area. What is the point of having both
103 * can_apply and will_apply?
104 */
105 #define WILL_APPLY_HANDLE 0x01
106 #define WILL_APPLY_TREASURE 0x02
107 #define WILL_APPLY_EARTHWALL 0x04
108 #define WILL_APPLY_DOOR 0x08
109 #define WILL_APPLY_FOOD 0x10
110
111 struct body_slot
112 {
113 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */
115 };
116
117 INTERFACE_CLASS (object)
118 // these are being copied
119 struct object_copy : attachable
120 {
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
130 shstr ACC (RW, name); /* The name of the object, obviously... */
131 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142 // materialtype_t *ACC (RW, material); /* What material this object consists of */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152
153 float ACC (RW, speed); /* The overall speed of this object */
154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
155 uint32 ACC (RW, nrof); /* How many of the objects */
156
157 /* This next big block are basically used for monsters and equipment */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
165 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
169 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp.
171 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */
176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 sint16 ACC (RW, level); /* Level of creature or object */
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 sint8 ACC (RW, item_power); /* power rating of the object */
180 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
181 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
182 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
184 sint32 ACC (RW, carrying); /* How much weight this object contains */
185 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* Face with colors */
190 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the pod/objects.pod for more info about body locations */
192
193 /* Following mostly refers to fields only used for monsters */
194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
195
196 /* allows different movement patterns for attackers */
197 sint32 ACC (RW, move_status); /* What stage in attack mode */
198 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
199 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */
202
203 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically
205 * only used in spells.
206 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time);/* time left before spell goes off */
209
210 uint16 ACC (RW, start_holding);
211 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
212 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
213
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 MoveType ACC (RW, move_type); /* Type of movement this object uses */
217 MoveType ACC (RW, move_block);/* What movement types this blocks */
218
219 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
220 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
221 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
222 MoveType ACC (RW, move_slow); /* Movement types this slows down */
223
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
225
226 char *ACC (RW, spellarg);
227
228 /* Following are values used by any object */
229 /* this objects turns into or what this object creates */
230 treasurelist *ACC (RW, randomitems); /* Items to be generated */
231 flags_t flag; /* various flags */
232 #if FOR_PERL
233 bool ACC (RW, flag[NUM_FLAGS]);
234 #endif
235 uint16 ACC (RW, animation_id);/* An index into the animation array */
236 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
237 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
238 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
239 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 uint8 ACC (RW, will_apply); /* See crossfire.doc */
241 };
242
243 struct object : zero_initialised, object_copy
244 {
245 // These variables are not changed by ->copy_to
246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
247
248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
249 int ACC (RO, count);
250 object_vector_index ACC (RO, index); // index into objects
251 object_vector_index ACC (RO, active); // index into actives
252
253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
254
255 object *ACC (RW, below); /* Pointer to the object stacked below this one */
256 object *ACC (RW, above); /* Pointer to the object stacked above this one */
257 /* Note: stacked in the *same* environment */
258 object *inv; /* Pointer to the first object in the inventory */
259
260 //TODO: container must move into client
261 object_ptr ACC (RW, container); /* Current container being used. I think this
262 * is only used by the player right now.
263 */
264 object *ACC (RW, env); /* Pointer to the object which is the environment.
265 * This is typically the container that the object is in.
266 */
267 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
268 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
269 client_container *seen_by; // seen by which player/container currently?
270 key_value *key_values; /* Fields not explictly known by the loader. */
271
272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
273 void post_load_check (); // do some adjustments after parsing
274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
275 bool write (object_freezer &f);
276
277 MTH int slottype () const;
278 MTH static object *create ();
279 object &operator =(const object &src);
280 MTH void copy_to (object *dst);
281 MTH object *clone (); // create + copy_to
282 void do_destroy ();
283 void gather_callbacks (AV *&callbacks, event_type event) const;
284 MTH void destroy (bool destroy_inventory = false);
285
286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
287 MTH void destroy_inv (bool drop_to_ground = false);
288 MTH object *insert (object *item); // insert into inventory
289 MTH void play_sound (faceidx sound) const;
290
291 void do_remove ();
292 MTH void remove ()
293 {
294 if (!flag [FLAG_REMOVED])
295 do_remove ();
296 }
297
298 static bool can_merge_slow (object *op1, object *op2);
299
300 // this is often used in time-critical code, so optimise
301 MTH static bool can_merge (object *op1, object *op2)
302 {
303 return op1->value == op2->value
304 && op1->name == op2->name
305 && can_merge_slow (op1, op2);
306 }
307
308 MTH void set_owner (object *owner);
309 MTH void set_speed (float speed);
310 MTH bool change_weapon (object *ob);
311 MTH bool change_skill (object *ob);
312
313 MTH void open_container (object *new_container);
314 MTH void close_container ()
315 {
316 open_container (0);
317 }
318
319 MTH object *force_find (const shstr name);
320 MTH void force_add (const shstr name, int duration = 0);
321
322 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
323 bool should_invoke (event_type event)
324 {
325 return ev_want_event [event] || ev_want_type [type] || cb;
326 }
327
328 MTH void instantiate ();
329
330 // recalculate all stats
331 MTH void update_stats ();
332 MTH void roll_stats ();
333 MTH void swap_stats (int a, int b);
334 MTH void add_statbonus ();
335 MTH void remove_statbonus ();
336 MTH void drain_stat ();
337 MTH void drain_specific_stat (int deplete_stats);
338 MTH void change_luck (int value);
339
340 // info must hold 256 * 3 bytes currently
341 const char *debug_desc (char *info) const;
342 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
343 const char *flag_desc (char *desc, int len) const;
344
345 int number_of () const
346 {
347 return nrof ? nrof : 1;
348 }
349
350 uint64 total_weight () const
351 {
352 return weight * number_of ();
353 }
354
355 // return the dominant material of this item, always return something
356 const materialtype_t *dominant_material () const;
357
358 // return the volume of this object in cm³
359 uint64 volume () const
360 {
361 return total_weight ()
362 * 1000
363 * (type == CONTAINER ? 1000 : 1)
364 / dominant_material ()->density;
365 }
366
367 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
368 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
369 || type == CLOAK || type == BOOTS || type == GLOVES
370 || type == BRACERS || type == GIRDLE; }
371 MTH bool is_alive () const { return (type == PLAYER
372 || flag [FLAG_MONSTER]
373 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
374 && !flag [FLAG_IS_A_TEMPLATE]; }
375 MTH bool is_arrow () const { return type == ARROW
376 || (type == SPELL_EFFECT
377 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
378 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
379
380 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
381
382 // temporary: wether the object can be saved in a map file
383 // contr => is a player
384 // head => only save head of a multitile object
385 // owner => can not reference owner yet
386 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
387
388 /* This return true if object has still randomitems which
389 * could be expanded.
390 */
391 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
392
393 // returns the player that has this object in his inventory, or 0
394 MTH object *in_player () const
395 {
396 for (object *op = env; op; op = op->env)
397 if (op->type == PLAYER)
398 return op;
399
400 return 0;
401 }
402
403 // "temporary" helper function
404 MTH object *head_ ()
405 {
406 return head ? head : this;
407 }
408
409 MTH bool is_head ()
410 {
411 return head_ () == this;
412 }
413
414 MTH std::string long_desc (object *who = 0);
415 MTH std::string describe_monster (object *who = 0);
416 MTH std::string describe_item (object *who = 0);
417 MTH std::string describe (object *who = 0);
418
419 // If this object has no extra parts but should have them,
420 // add them, effectively expanding heads into multipart
421 // objects. This method only works on objects not inserted
422 // anywhere.
423 MTH void expand_tail ();
424
425 MTH void create_treasure (treasurelist *tl, int flags = 0);
426
427 // insert object at same map position as 'where'
428 // handles both inventory and map "positions"
429 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
430 MTH void drop_unpaid_items ();
431
432 MTH void activate ();
433 MTH void deactivate ();
434 MTH void activate_recursive ();
435 MTH void deactivate_recursive ();
436
437 // set the givne flag on all objects in the inventory recursively
438 MTH void set_flag_inv (int flag, int value = 1);
439
440 void enter_exit (object *exit);//Perl
441 MTH void enter_map (maptile *newmap, int x, int y);
442
443 // returns the mapspace this object is in
444 mapspace &ms () const;
445
446 // fully recursive iterator
447 struct iterator_base
448 {
449 object *item;
450
451 iterator_base (object *container)
452 : item (container)
453 {
454 }
455
456 operator object *() const { return item; }
457
458 object *operator ->() const { return item; }
459 object &operator * () const { return *item; }
460 };
461
462 MTH unsigned int random_seed () const
463 {
464 return (unsigned int)uuid.seq;
465 }
466
467 // depth-first recursive iterator
468 struct depth_iterator : iterator_base
469 {
470 depth_iterator (object *container);
471 void next ();
472 object *operator ++( ) { next (); return item; }
473 object *operator ++(int) { object *i = item; next (); return i; }
474 };
475
476 object *begin ()
477 {
478 return this;
479 }
480
481 object *end ()
482 {
483 return this;
484 }
485
486 /* This returns TRUE if the object is something that
487 * should be displayed in the floorbox/inventory window
488 */
489 MTH bool client_visible () const
490 {
491 return !invisible && type != PLAYER;
492 }
493
494 MTH struct region *region () const;
495
496 protected:
497 void link ();
498 void unlink ();
499
500 object ();
501 ~object ();
502 };
503
504 // move this object to the top of its env's inventory to speed up
505 // searches for it.
506 static object *
507 splay (object *ob)
508 {
509 if (ob->env && ob->env->inv != ob)
510 {
511 if (ob->above) ob->above->below = ob->below;
512 if (ob->below) ob->below->above = ob->above;
513
514 ob->above = 0;
515 ob->below = ob->env->inv;
516 ob->below->above = ob;
517 ob->env->inv = ob;
518 }
519
520 return ob;
521 }
522
523 typedef struct oblnk
524 { /* Used to link together several objects */
525 object_ptr ob;
526 struct oblnk *next;
527 } objectlink;
528
529 typedef struct oblinkpt
530 { /* Used to link together several object links */
531 struct oblnk *link;
532 long value; /* Used as connected value in buttons/gates */
533 struct oblinkpt *next;
534 } oblinkpt;
535
536 object *find_skill_by_name (object *who, const char *name);
537 object *find_skill_by_name (object *who, const shstr &sh);
538 object *find_skill_by_number (object *who, int skillno);
539
540 /*
541 * The archetype structure is a set of rules on how to generate and manipulate
542 * objects which point to archetypes.
543 * This probably belongs in arch.h, but there really doesn't appear to
544 * be much left in the archetype - all it really is is a holder for the
545 * object and pointers. This structure should get removed, and just replaced
546 * by the object structure
547 */
548
549 INTERFACE_CLASS (archetype)
550 struct archetype : object
551 {
552 archetype (const char *name);
553 ~archetype ();
554 void gather_callbacks (AV *&callbacks, event_type event) const;
555
556 static archetype *read (object_thawer &f);
557 static archetype *get (const char *name); // find or create
558 static archetype *find (const char *name);
559
560 void link ();
561 void unlink ();
562
563 object_vector_index ACC (RW, archid); // index in archvector
564 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
565 bool ACC (RW, stub); // if true, this is an invalid archetype
566 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
567
568 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
569 sint8 ACC (RW, max_x), ACC (RW, max_y);
570 };
571
572 inline void
573 object_freezer::put (keyword k, archetype *v)
574 {
575 put (k, v ? &v->archname : (const char *)0);
576 }
577
578 typedef object_vector<object, &object::index > objectvec;
579 typedef object_vector<object, &object::active> activevec;
580 typedef object_vector<archetype, &archetype::archid> archvec;
581
582 extern objectvec objects;
583 extern activevec actives;
584 extern archvec archetypes;
585
586 #define for_all_objects(var) \
587 for (unsigned _i = 0; _i < objects.size (); ++_i) \
588 statementvar (object *, var, objects [_i])
589
590 #define for_all_actives(var) \
591 for (unsigned _i = 0; _i < actives.size (); ++_i) \
592 statementvar (object *, var, actives [_i])
593
594 #define for_all_archetypes(var) \
595 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
596 statementvar (archetype *, var, archetypes [_i])
597
598 /* Used by update_object to know if the object being passed is
599 * being added or removed.
600 */
601 #define UP_OBJ_INSERT 1
602 #define UP_OBJ_REMOVE 2
603 #define UP_OBJ_CHANGE 3
604 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
605
606 /* These are flags passed to insert_ob_in_map and
607 * insert_ob_in_ob. Note that all flags may not be meaningful
608 * for both functions.
609 * Most are fairly explanatory:
610 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
611 * on space.
612 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
613 * INS_NO_WALK_ON: Don't call check_walk_on against the
614 * originator - saves cpu time if you know the inserted object
615 * is not meaningful in terms of having an effect.
616 * INS_ON_TOP: Always put object on top. Generally only needed when loading
617 * files from disk and ordering needs to be preserved.
618 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
619 * Use for treasure chests so the new object is the highest thing
620 * beneath the player, but not actually above it. Note - the
621 * map and x,y coordinates for the object to be inserted must
622 * match the originator.
623 * INS_MAP_LOAD: disable lots of checkings done at insertion to
624 * speed up map loading process, as we assume the ordering in
625 * loaded map is correct.
626 *
627 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
628 * are mutually exclusive. The behaviour for passing more than one
629 * should be considered undefined - while you may notice what happens
630 * right now if you pass more than one, that could very well change
631 * in future revisions of the code.
632 */
633 #define INS_NO_MERGE 0x0001
634 #define INS_ABOVE_FLOOR_ONLY 0x0002
635 #define INS_NO_WALK_ON 0x0004
636 #define INS_ON_TOP 0x0008
637 #define INS_BELOW_ORIGINATOR 0x0010
638 #define INS_MAP_LOAD 0x0020
639
640 #define ARCH_DEPLETION "depletion"
641
642 #endif
643