Store them and ef_type in bit-fields. Allocate eight bits for ef_type. Values range from 0 to EF_GAME (currently 16), so this is plenty. Allocate twelve bits for sequence numbers. Sequence number mismatches are now missed when the numbers are equal modulo 2^12. Still sufficiently improbable. Common machines store the bit-fields in a 32 bit word. There are twelve bits left in that word for future use. Total savings 16 bits, which is exactly what the previous commit spent on wider uids on common machines.
106 lines
3 KiB
C
106 lines
3 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2009, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* empobj.h: General empire objects.
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*
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* Known contributors to this file:
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* Ron Koenderink, 2006
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* Markus Armbruster, 2006-2008
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*/
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#ifndef EMPOBJ_H
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#define EMPOBJ_H
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#include "commodity.h"
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#include "game.h"
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#include "land.h"
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#include "loan.h"
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#include "lost.h"
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#include "nat.h"
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#include "news.h"
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#include "nuke.h"
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#include "plane.h"
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#include "sect.h"
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#include "ship.h"
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#include "trade.h"
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#include "treaty.h"
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#include "types.h"
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struct empobj {
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/*
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* initial part must match struct emptypedstr
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* valid if EFF_TYPED is set in table's flags
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*/
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signed ef_type: 8;
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unsigned seqno: 12;
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int uid;
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time_t timestamp;
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/* end of part matching struct emptypedstr */
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natid own; /* valid if EFF_OWNER is in table's flags */
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coord x; /* valid if EFF_XY is in table's flags */
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coord y; /* valid if EFF_XY is in table's flags */
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signed char type; /* valid for sectors and units */
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/* remaining are valid for units */
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signed char effic;
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signed char mobil;
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unsigned char off;
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short tech;
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char group; /* valid if EFF_GROUP is in table's flags */
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coord opx, opy;
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short mission;
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short radius;
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};
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union empobj_storage {
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struct empobj gen;
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struct comstr comm;
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struct gamestr game;
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struct lndstr land;
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struct lonstr loan;
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struct loststr lost;
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struct natstr nat;
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struct nukstr nuke;
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struct plnstr plane;
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struct realmstr realm;
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struct sctstr sect;
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struct shpstr ship;
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struct trdstr trade;
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struct trtstr treaty;
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};
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struct empobj_chr;
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#define get_empobj(type, n, p) ef_read((type), (n), (p))
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#define put_empobj(type, n, p) ef_write((type), (n), (p))
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#define get_empobjp(type, n) ((struct empobj *)ef_ptr((type), (n)))
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extern char *obj_nameof(struct empobj *gp);
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extern struct empobj_chr *get_empobj_chr(struct empobj *gp);
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extern char *empobj_chr_name(struct empobj *gp);
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extern int get_empobj_mob_max(int type);
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#endif
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