Store uids as int to support more sectors and units
Before, they were stored as short. Wider uids use more space, but the
next commit will recover it by narrowing other members.
The use of short has always limited the number of ships, planes, land
units and nukes to SHRT_MAX (commonly 32768). Only the most extreme
games ever came close.
Commit 49780e2c
(v4.3.12) added struct sctstr member sct_uid to make
struct empobj member uid work for sectors. This made the limit apply
to sectors as well. We've had games with more than 32768 sectors.
This commit is contained in:
parent
18148f03fa
commit
ba2044be18
18 changed files with 50 additions and 50 deletions
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@ -40,13 +40,13 @@
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struct loststr {
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/* initial part must match struct empobj */
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short ef_type;
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short lost_uid;
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int lost_uid;
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unsigned lost_seqno;
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time_t lost_timestamp; /* When it was lost */
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natid lost_owner; /* Who lost it */
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/* end of part matching struct empobj */
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short lost_type; /* Type of thing (ship, plane, nuke, land, sector) */
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short lost_id; /* ID of lost thing */
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int lost_id; /* uid of lost thing (0 for sector)*/
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coord lost_x;
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coord lost_y;
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};
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