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.
107 lines
3.1 KiB
C
107 lines
3.1 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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short ef_type;
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int uid;
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unsigned seqno;
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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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short ef_type;
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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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