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.
71 lines
2.3 KiB
C
71 lines
2.3 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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* game.h: The game file
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*
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* Known contributors to this file:
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* Markus Armbruster, 2007-2009
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*/
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#ifndef GAME_H
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#define GAME_H
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#include <time.h>
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struct gamestr {
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/* initial part must match struct empobj */
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short ef_type;
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int game_uid;
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unsigned game_seqno;
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time_t game_timestamp;
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/* end of part matching struct empobj */
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char game_upd_disable; /* updates disabled? */
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char game_down; /* playing disabled? */
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/*
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* The Empire clock.
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* Access it through game_tick_tick(), or else it'll be late.
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*/
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short game_turn; /* turn number */
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short game_tick; /* elapsed etus in this turn */
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time_t game_rt; /* when game_tick last ticked */
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};
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#define putgame() ef_write(EF_GAME, 0, ef_ptr(EF_GAME, 0))
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#define getgamep() ((struct gamestr *)ef_ptr(EF_GAME, 0))
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extern void game_ctrl_update(int);
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extern int updates_disabled(void);
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extern void game_ctrl_play(int);
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extern int game_play_disabled(void);
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extern void game_note_bsanct(void);
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extern void game_record_update(time_t);
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extern struct gamestr *game_tick_tick(void);
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extern int game_tick_to_now(short *);
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extern int game_step_a_tick(struct gamestr *, short *);
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extern int game_reset_tick(short *);
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#endif
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