empserver/include/game.h
Markus Armbruster dd2daaaab3 Provide an Empire clock with ETU resolution that is properly
synchronized to updates (the one based on s_p_etu isn't synchronized):
(gamestr): New members game_turn, game_tick, game_rt.
(game_ca): New selectors for them.  Restrict tick and rt to deity for
now.  We'd need xdump update the Empire clock to make them safe for
players.
(game_record_update): New.
(update_main): Call it.
(game_tick_tick, game_tick_to_now, game_step_a_tick): New, not yet
used.
2007-07-14 15:58:37 +00:00

60 lines
2 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* game.h: The game file
*
* Known contributors to this file:
* Markus Armbruster, 2007
*/
#ifndef GAME_H
#define GAME_H
#include <time.h>
struct gamestr {
/* initial part must match struct empobj */
short ef_type;
/* end of part matching struct empobj */
/*
* The Empire clock.
* Access it through game_tick_tick(), or else it'll be late.
*/
short game_turn; /* turn number */
short game_tick; /* elapsed etus in this turn */
time_t game_rt; /* when game_tick last ticked */
};
#define putgame() ef_write(EF_GAME, 0, ef_ptr(EF_GAME, 0))
#define getgamep() ((struct gamestr *)ef_ptr(EF_GAME, 0))
extern void game_record_update(time_t);
extern struct gamestr *game_tick_tick(void);
extern int game_tick_to_now(short *);
extern int game_step_a_tick(struct gamestr *, short *);
#endif