(EF_BAD, 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_SECTOR_CHR, EF_SHIP_CHR, EF_PLANE_CHR)
(EF_LAND_CHR, EF_NUKE_CHR, EF_NEWS_CHR)
( EF_TREATY_FLAGS, EF_ITEM, EF_INFRASTRUCTURE)
(EF_PRODUCT, EF_TABLE, EF_SHIP_CHR_FLAGS)
(EF_PLANE_CHR_FLAGS, EF_LAND_CHR_FLAGS)
(EF_NUKE_CHR_FLAGS, EF_META)
(EF_META_TYPE, EF_META_FLAGS, EF_MISSIONS)
(EF_PLANE_FLAGS, EF_RETREAT_FLAGS, EF_NATION_FLAGS)
(EF_NATION_RELATIONS, EF_LEVEL, EF_AGREEMENT_STATUS)
(EF_PLAGUE_STAGES, EF_PACKING, EF_RESOURCES)
(EF_NATION_STATUS, EF_MAX): Turn into enumeration constants.
This commit is contained in:
Ron Koenderink 2006-01-10 19:53:34 +00:00
parent a9c98f6c9e
commit b89de57d51

View file

@ -95,55 +95,57 @@ struct empfile {
* 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,
/* Static game data (configuration) */
EF_SECTOR_CHR,
EF_SHIP_CHR,
EF_PLANE_CHR,
EF_LAND_CHR,
EF_NUKE_CHR,
EF_NEWS_CHR,
EF_TREATY_FLAGS,
EF_ITEM,
EF_INFRASTRUCTURE,
EF_PRODUCT,
EF_TABLE,
EF_SHIP_CHR_FLAGS,
EF_PLANE_CHR_FLAGS,
EF_LAND_CHR_FLAGS,
EF_NUKE_CHR_FLAGS,
EF_META,
EF_META_TYPE,
EF_META_FLAGS,
EF_MISSIONS,
EF_PLANE_FLAGS,
EF_RETREAT_FLAGS,
EF_NATION_FLAGS,
EF_NATION_RELATIONS,
EF_LEVEL,
EF_AGREEMENT_STATUS,
EF_PLAGUE_STAGES,
EF_PACKING,
EF_RESOURCES,
EF_NATION_STATUS,
EF_MAX
};
#define EF_IS_GAME_STATE(type) (EF_SECTOR <= (type) && (type) <= EF_LOST)