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.
95 lines
3.1 KiB
C
95 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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* nuke.h: Definitions for things having to do with nukes
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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*/
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#ifndef NUKE_H
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#define NUKE_H
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#include <time.h>
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#include "types.h"
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#define N_MAXNUKE 20
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#define MIN_DRNUKE_CONST 0.001
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struct nukstr {
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/* initial part must match struct empobj */
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short ef_type;
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int nuk_uid; /* unit id (nuke #) */
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unsigned nuk_seqno;
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time_t nuk_timestamp; /* Last time this nuke was touched */
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natid nuk_own;
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coord nuk_x, nuk_y; /* current loc of device */
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signed char nuk_type; /* index in nchr[] */
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signed char nuk_effic; /* unused, always 100% */
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signed char nuk_mobil; /* unused, always 0 */
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unsigned char nuk_off; /* repairs stopped? (unused) */
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short nuk_tech; /* nuke's tech level */
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char nuk_stockpile; /* group membership, unused */
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coord nuk_opx, nuk_opy; /* Op sector coords, unused */
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short nuk_mission; /* mission code, unused */
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short nuk_radius; /* mission radius, unused */
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/* end of part matching struct empobj */
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int nuk_plane; /* uid of transporting plane, or -1 */
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};
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struct nchrstr {
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char *n_name; /* warhead unit name */
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int n_lcm; /* costs to build */
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int n_hcm;
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int n_oil;
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int n_rad;
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int n_blast; /* blast radius */
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int n_dam; /* damage at center */
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int n_cost;
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int n_tech; /* tech needed to build */
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int n_weight;
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int n_flags; /* description of capability */
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signed char n_type; /* index in nchr[] */
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};
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#define N_NEUT bit(0) /* Neutron bomb (low damage, high fallout) */
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#define getnuke(n, p) ef_read(EF_NUKE, (n), (p))
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#define putnuke(n, p) ef_write(EF_NUKE, (n), (p))
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#define getnukep(n) ((struct nukstr *)ef_ptr(EF_NUKE, (n)))
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/* Work required for building */
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#define NUK_BLD_WORK(lcm, hcm, oil, rad) \
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(((lcm) + 2 * (hcm) + (oil) + (rad) + 4) / 5)
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extern struct nchrstr nchr[N_MAXNUKE + 1];
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/* src/lib/common/cargo.c */
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extern void nuk_carrier_change(struct nukstr *, int, int, int);
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extern int nuk_on_plane(struct plnstr *);
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#endif
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