/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
*
* ---
*
#ifndef FILE_H
#define FILE_H
-#include <stddef.h>
#include <time.h>
struct empfile {
/*
* EFF_XY / EFF_OWNER / EFF_GROUP assert that coordinates / owner /
* group of such a table's entries can be safely obtained by
- * dereferencing entry address cast to struct genitem *.
+ * dereferencing entry address cast to struct empobj *.
*/
#define EFF_XY bit(0)
#define EFF_OWNER bit(1)
#define EFF_MEM bit(8)
/* Table is read-only */
#define EFF_RDONLY bit(9)
+/* Table is customized (configuration tables only) */
+#define EFF_CUSTOM bit(10)
/* Transient flags, only occur in argument of ef_open() */
/* Create table file, clobbering any existing file */
-#define EFF_CREATE bit(10)
+#define EFF_CREATE bit(11)
/*
* Empire `file types'
* These are really table IDs. Some tables are backed by files, some
* are compiled into the server.
*/
-/* Error value */
-#define EF_BAD -1
-/* Dynamic game data tables */
-#define EF_SECTOR 0
-#define EF_SHIP 1
-#define EF_PLANE 2
-#define EF_LAND 3
-#define EF_NUKE 4
-#define EF_NEWS 5
-#define EF_TREATY 6
-#define EF_TRADE 7
-#define EF_POWER 8
-#define EF_NATION 9
-#define EF_LOAN 10
-#define EF_MAP 11
-#define EF_BMAP 12
-#define EF_COMM 13
-#define EF_LOST 14
-/* Static game data (configuration) */
-#define EF_SECTOR_CHR 15
-#define EF_SHIP_CHR 16
-#define EF_PLANE_CHR 17
-#define EF_LAND_CHR 18
-#define EF_NUKE_CHR 19
-#define EF_NEWS_CHR 20
-#define EF_TREATY_FLAGS 21
-#define EF_ITEM 22
-#define EF_INFRASTRUCTURE 23
-#define EF_PRODUCT 24
-#define EF_TABLE 25
-#define EF_SHIP_CHR_FLAGS 26
-#define EF_PLANE_CHR_FLAGS 27
-#define EF_LAND_CHR_FLAGS 28
-#define EF_NUKE_CHR_FLAGS 29
-#define EF_META 30
-#define EF_META_TYPE 31
-#define EF_META_FLAGS 32
-#define EF_MISSIONS 33
-#define EF_PLANE_FLAGS 34
-#define EF_RETREAT_FLAGS 35
-#define EF_NATION_FLAGS 36
-#define EF_NATION_RELATIONS 37
-#define EF_LEVEL 38
-#define EF_AGREEMENT_STATUS 39
-#define EF_PLAGUE_STAGES 40
-#define EF_PACKING 41
-#define EF_RESOURCES 42
-#define EF_NATION_STATUS 43
-#define EF_MAX 44
+enum {
+ /* Error value */
+ EF_BAD = -1,
+ /* Dynamic game data tables */
+ EF_SECTOR,
+ EF_SHIP,
+ EF_PLANE,
+ EF_LAND,
+ EF_NUKE,
+ EF_NEWS,
+ EF_TREATY,
+ EF_TRADE,
+ EF_POWER,
+ EF_NATION,
+ EF_LOAN,
+ EF_MAP,
+ EF_BMAP,
+ EF_COMM,
+ EF_LOST,
+ EF_REALM,
+ /* Static game data (configuration) */
+ /* Order is relevant; see read_builtin_tables() */
+ EF_ITEM,
+ EF_PRODUCT,
+ EF_SECTOR_CHR,
+ EF_SHIP_CHR,
+ EF_PLANE_CHR,
+ EF_LAND_CHR,
+ EF_NUKE_CHR,
+ EF_NEWS_CHR,
+ EF_INFRASTRUCTURE,
+ EF_TABLE,
+ EF_META,
+ /* Symbol tables */
+ EF_AGREEMENT_STATUS,
+ EF_LAND_CHR_FLAGS,
+ EF_LEVEL,
+ EF_META_FLAGS,
+ EF_META_TYPE,
+ EF_MISSIONS,
+ EF_NATION_FLAGS,
+ EF_NATION_REJECTS,
+ EF_NATION_RELATIONS,
+ EF_NATION_STATUS,
+ EF_NUKE_CHR_FLAGS,
+ EF_PACKING,
+ EF_PAGE_HEADINGS,
+ EF_PLAGUE_STAGES,
+ EF_PLANE_CHR_FLAGS,
+ EF_PLANE_FLAGS,
+ EF_RESOURCES,
+ EF_RETREAT_FLAGS,
+ EF_SECTOR_NAVIGATION,
+ EF_SHIP_CHR_FLAGS,
+ EF_TREATY_FLAGS,
+ /* Views */
+ EF_COUNTRY,
+ /* Number of types: */
+ EF_MAX
+};
-#define EF_IS_GAME_STATE(type) (EF_SECTOR <= (type) && (type) <= EF_LOST)
+#define EF_IS_GAME_STATE(type) (EF_SECTOR <= (type) && (type) <= EF_REALM)
+#define EF_IS_VIEW(type) (EF_COUNTRY <= (type) && (type) < EF_MAX)
extern struct castr *ef_cadef(int);
extern int ef_read(int, int, void *);
extern int ef_byname(char *);
extern int ef_byname_from(char *, int *);
extern void ef_init(void);
-extern int ef_load(void);
extern int ef_verify(void);
+extern int ef_elt_byname(int, char *);
extern struct empfile empfile[EF_MAX + 1];