Freeciv-3.2
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maphand.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18/* utility */
19#include "bitvector.h"
20#include "fcintl.h"
21#include "log.h"
22#include "mem.h"
23#include "rand.h"
24#include "support.h"
25
26/* common */
27#include "ai.h"
28#include "base.h"
29#include "borders.h"
30#include "events.h"
31#include "game.h"
32#include "map.h"
33#include "movement.h"
34#include "nation.h"
35#include "packets.h"
36#include "player.h"
37#include "road.h"
38#include "specialist.h"
39#include "unit.h"
40#include "unitlist.h"
41#include "vision.h"
42
43/* server */
44#include "citytools.h"
45#include "cityturn.h"
46#include "notify.h"
47#include "plrhand.h"
48#include "sanitycheck.h"
49#include "sernet.h"
50#include "srv_main.h"
51#include "unithand.h"
52#include "unittools.h"
53
54/* server/advisors */
55#include "advdata.h"
56
57/* server/generator */
58#include "mapgen_utils.h"
59
60#include "maphand.h"
61
62#define MAXIMUM_CLAIMED_OCEAN_SIZE (20)
63
64/* Suppress send_tile_info() during game_load() */
66
67static void player_tile_init(struct tile *ptile, struct player *pplayer);
68static void player_tile_free(struct tile *ptile, struct player *pplayer);
70 struct player *pdest,
71 struct tile *ptile);
72static void shared_vision_change_seen(struct player *pplayer,
73 struct tile *ptile,
74 const v_radius_t change,
75 bool can_reveal_tiles);
76static void map_change_seen(struct player *pplayer,
77 struct tile *ptile,
78 const v_radius_t change,
79 bool can_reveal_tiles);
80static void map_change_own_seen(struct player *pplayer,
81 struct tile *ptile,
82 const v_radius_t change);
83static inline int map_get_seen(const struct player *pplayer,
84 const struct tile *ptile,
85 enum vision_layer vlayer);
86static inline bool map_is_also_seen(const struct tile *ptile,
87 const struct player *pplayer,
88 enum vision_layer vlayer);
89
90static bool is_claimable_ocean(struct tile *ptile, struct tile *source,
91 struct player *pplayer);
92
93/**********************************************************************/
96static bool is_terrain_ecologically_wet(struct tile *ptile)
97{
98 return (is_terrain_class_near_tile(&(wld.map), ptile, TC_OCEAN)
99 || tile_has_river(ptile)
100 || count_river_near_tile(&(wld.map), ptile, NULL) > 0);
101}
102
103/**********************************************************************/
107{
110 _("Global warming has occurred!"));
112 _("Coastlines have been flooded and vast "
113 "ranges of grassland have become deserts."));
114}
115
116/**********************************************************************/
120{
123 _("Nuclear winter has occurred!"));
125 _("Wetlands have dried up and vast "
126 "ranges of grassland have become tundra."));
127}
128
129/**********************************************************************/
134{
135 int k = map_num_tiles();
136 bool used[k];
137 const struct civ_map *nmap = &(wld.map);
138
139 memset(used, 0, sizeof(used));
140
141 log_verbose("Climate change: %s (%d)",
142 warming ? "Global warming" : "Nuclear winter", effect);
143
144 while (effect > 0 && (k--) > 0) {
145 struct terrain *old, *candidates[2], *new;
146 struct tile *ptile;
147 int i;
148
149 do {
150 /* We want to transform a tile at most once due to a climate change. */
151 ptile = rand_map_pos(&(wld.map));
152 } while (used[tile_index(ptile)]);
153 used[tile_index(ptile)] = TRUE;
154
155 old = tile_terrain(ptile);
156 /* Prefer the transformation that's appropriate to the ambient moisture,
157 * but be prepared to fall back in exceptional circumstances */
158 {
159 struct terrain *wetter, *drier;
160
163 if (is_terrain_ecologically_wet(ptile)) {
164 candidates[0] = wetter;
165 candidates[1] = drier;
166 } else {
167 candidates[0] = drier;
168 candidates[1] = wetter;
169 }
170 }
171
172 /* If the preferred transformation is ruled out for some exceptional reason
173 * specific to this tile, fall back to the other, rather than letting this
174 * tile be immune to change. */
175 for (i = 0; i < 2; i++) {
176 new = candidates[i];
177
178 /* If the preferred transformation simply hasn't been specified
179 * for this terrain at all, don't fall back to the other. */
180 if (new == T_NONE) {
181 break;
182 }
183
184 if (tile_city(ptile) != NULL && terrain_has_flag(new, TER_NO_CITIES)) {
185 /* do not change to a terrain with the flag TER_NO_CITIES if the tile
186 * has a city */
187 continue;
188 }
189
190 /* Only change between water and land at coastlines, and between
191 * frozen and unfrozen at ice margin */
192 if (!terrain_surroundings_allow_change(nmap, ptile, new)) {
193 continue;
194 }
195
196 /* OK! */
197 break;
198 }
199 if (i == 2) {
200 /* Neither transformation was permitted. Give up. */
201 continue;
202 }
203
204 if (new != T_NONE && old != new) {
205 effect--;
206
207 /* Check terrain changing activities.
208 These would not be caught by the check if unit can continue activity
209 after the terrain change has taken place, as the activity itself is still
210 legal, but would be towards different terrain, and terrain types are not
211 activity targets (target is NULL) */
212 unit_list_iterate(ptile->units, punit) {
213 if (punit->activity_target == NULL) {
214 /* Target is always NULL for terrain changing activities. */
219 }
220 }
222
223 /* Really change the terrain. */
224 tile_change_terrain(ptile, new);
225 check_terrain_change(ptile, old);
227
229
230 } else if (old == new) {
231 /* This counts toward a climate change although nothing is changed. */
232 effect--;
233 }
234 }
235}
236
237/**********************************************************************/
241bool upgrade_city_extras(struct city *pcity, struct extra_type **gained)
242{
243 struct tile *ptile = pcity->tile;
244 struct player *pplayer = city_owner(pcity);
245 bool upgradet = FALSE;
246
247 extra_type_iterate(pextra) {
248 if (!tile_has_extra(ptile, pextra)) {
251 && player_can_build_extra(pextra, pplayer, ptile)
252 && !tile_has_conflicting_extra(ptile, pextra))) {
253 tile_add_extra(pcity->tile, pextra);
254 if (gained != NULL) {
255 if (upgradet) {
256 *gained = NULL;
257 } else {
258 *gained = pextra;
259 }
260 }
261 upgradet = TRUE;
262 }
263 }
265
266 return upgradet;
267}
268
269/**********************************************************************/
276void upgrade_all_city_extras(struct player *pplayer, bool discovery)
277{
278 int cities_upgradet = 0;
279 struct extra_type *upgradet = NULL;
280 bool multiple_types = FALSE;
281 int cities_total = city_list_size(pplayer->cities);
282 int percent;
283
285
286 city_list_iterate(pplayer->cities, pcity) {
287 struct extra_type *new_upgrade;
288
289 if (upgrade_city_extras(pcity, &new_upgrade)) {
290 update_tile_knowledge(pcity->tile);
292 if (new_upgrade == NULL) {
293 /* This single city alone had multiple types */
295 } else if (upgradet == NULL) {
296 /* First gained */
298 } else if (upgradet != new_upgrade) {
299 /* Different type from what another city got. */
301 }
302 }
304
305 if (cities_total > 0) {
307 } else {
308 percent = 0;
309 }
310
311 if (cities_upgradet > 0) {
312 if (discovery) {
313 if (percent >= 75) {
315 _("New hope sweeps like fire through the country as "
316 "the discovery of new infrastructure building technology "
317 "is announced."));
318 }
319 } else {
320 if (percent >= 75) {
322 _("The people are pleased to hear that your "
323 "scientists finally know about new infrastructure building "
324 "technology."));
325 }
326 }
327
328 if (multiple_types) {
330 _("Workers spontaneously gather and upgrade all "
331 "possible cities with better infrastructure."));
332 } else {
334 _("Workers spontaneously gather and upgrade all "
335 "possible cities with %s."), extra_name_translation(upgradet));
336 }
337 }
338
340}
341
342/**********************************************************************/
346{
347 return BV_ISSET(me->server.really_gives_vision, player_index(them));
348}
349
350/**********************************************************************/
353static void buffer_shared_vision(struct player *pplayer)
354{
356 if (really_gives_vision(pplayer, pplayer2)) {
358 conn_list_do_buffer(pplayer2->connections);
359 }
363}
364
365/**********************************************************************/
368static void unbuffer_shared_vision(struct player *pplayer)
369{
371 if (really_gives_vision(pplayer, pplayer2)) {
372 conn_list_do_unbuffer(pplayer2->connections);
374 }
378}
379
380/**********************************************************************/
396
397/**********************************************************************/
414
415/**********************************************************************/
419 struct player *pfrom, struct player *pdest)
420{
421 struct tile *pcenter = city_tile(pcity);
422 const struct civ_map *nmap = &(wld.map);
423
425
429
432 sync_cities();
433}
434
435/**********************************************************************/
445{
446 int tiles_sent;
447
448 if (!dest) {
449 dest = game.est_connections;
450 }
451
452 /* send whole map piece by piece to each player to balance the load
453 of the send buffers better */
454 tiles_sent = 0;
456
457 whole_map_iterate(&(wld.map), ptile) {
458 tiles_sent++;
459 if ((tiles_sent % wld.map.xsize) == 0) {
463 }
464
465 send_tile_info(dest, ptile, FALSE);
467
470}
471
472/**********************************************************************/
476{
478
480 return formerly;
481}
482
483/**********************************************************************/
491void send_tile_info(struct conn_list *dest, struct tile *ptile,
492 bool send_unknown)
493{
494 struct packet_tile_info info;
495 const struct player *owner;
496 const struct player *eowner;
497
498 if (dest == NULL) {
499 CALL_FUNC_EACH_AI(tile_info, ptile);
500 }
501
503 return;
504 }
505
506 if (!dest) {
507 dest = game.est_connections;
508 }
509
510 info.tile = tile_index(ptile);
511
512 if (ptile->spec_sprite) {
513 sz_strlcpy(info.spec_sprite, ptile->spec_sprite);
514 } else {
515 info.spec_sprite[0] = '\0';
516 }
517
518 conn_list_iterate(dest, pconn) {
519 struct player *pplayer = pconn->playing;
520 bool known;
521
522 if (NULL == pplayer && !pconn->observer) {
523 continue;
524 }
525
526 if (pplayer != NULL) {
527 known = map_is_known(ptile, pplayer);
528 }
529
530 if (pplayer == NULL || (known && map_is_also_seen(ptile, pplayer, V_MAIN))) {
531 struct extra_type *resource;
532
533 info.known = TILE_KNOWN_SEEN;
534 info.continent = tile_continent(ptile);
535 owner = tile_owner(ptile);
536 eowner = extra_owner(ptile);
538 info.extras_owner = (eowner ? player_number(eowner) : MAP_TILE_OWNER_NULL);
539 info.worked = (NULL != tile_worked(ptile))
540 ? tile_worked(ptile)->id
542
543 info.terrain = (NULL != tile_terrain(ptile))
545 : terrain_count();
546
547 resource = tile_resource(ptile);
548 if (resource != NULL
549 && (pplayer == NULL
550 || player_knows_extra_exist(pplayer, resource, ptile))) {
552 } else {
554 }
555
556 info.placing = (NULL != ptile->placing)
557 ? extra_number(ptile->placing)
558 : -1;
559 info.place_turn = (NULL != ptile->placing)
560 ? game.info.turn + ptile->infra_turns
561 : 0;
562
563 if (pplayer != NULL) {
564 dbv_to_bv(info.extras.vec, &(map_get_player_tile(ptile, pplayer)->extras));
565 } else {
566 info.extras = ptile->extras;
567 }
568
569 if (ptile->label != NULL) {
570 /* Always leave final '\0' in place */
571 strncpy(info.label, ptile->label, sizeof(info.label) - 1);
572 } else {
573 info.label[0] = '\0';
574 }
575
577 } else if (pplayer != NULL && known) {
578 struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
580
582 info.continent = tile_continent(ptile);
584 ? plrtile->owner
585 : tile_owner(ptile));
586 eowner = plrtile->extras_owner;
588 info.extras_owner = (eowner ? player_number(eowner) : MAP_TILE_OWNER_NULL);
589 info.worked = (NULL != psite)
590 ? psite->identity
592
593 info.terrain = (NULL != plrtile->terrain)
594 ? terrain_number(plrtile->terrain)
595 : terrain_count();
596 info.resource = (NULL != plrtile->resource)
597 ? extra_number(plrtile->resource)
599 info.placing = -1;
600 info.place_turn = 0;
601
602 dbv_to_bv(info.extras.vec, &(plrtile->extras));
603
604 /* Labels never change, so they are not subject to fog of war */
605 if (ptile->label != NULL) {
606 sz_strlcpy(info.label, ptile->label);
607 } else {
608 info.label[0] = '\0';
609 }
610
612 } else if (send_unknown) {
613 info.known = TILE_UNKNOWN;
614 info.continent = 0;
618
619 info.terrain = terrain_count();
621 info.placing = -1;
622 info.place_turn = 0;
623
624 BV_CLR_ALL(info.extras);
625
626 info.label[0] = '\0';
627
629 }
630 }
632}
633
634/**********************************************************************/
640static bool unit_is_on_layer(const struct unit *punit,
641 enum vision_layer vlayer)
642{
643 return unit_type_get(punit)->vlayer == vlayer;
644}
645
646/**********************************************************************/
649void send_map_info(struct conn_list *dest)
650{
651 struct packet_map_info minfo;
652
654 minfo.ysize = wld.map.ysize;
655 minfo.topology_id = wld.map.topology_id;
656 minfo.wrap_id = wld.map.wrap_id;
657 minfo.north_latitude = wld.map.north_latitude;
658 minfo.south_latitude = wld.map.south_latitude;
659
661}
662
663/**********************************************************************/
667static void shared_vision_change_seen(struct player *pplayer,
668 struct tile *ptile,
669 const v_radius_t change,
670 bool can_reveal_tiles)
671{
672 map_change_own_seen(pplayer, ptile, change);
673 map_change_seen(pplayer, ptile, change, can_reveal_tiles);
674
676 if (really_gives_vision(pplayer, pplayer2)) {
677 map_change_seen(pplayer2, ptile, change, can_reveal_tiles);
678 }
680}
681
682/**********************************************************************/
685void map_vision_update(struct player *pplayer, struct tile *ptile,
688 bool can_reveal_tiles)
689{
690 v_radius_t change;
691 int max_radius;
692
696 return;
697 }
698
699 /* Determines 'max_radius' value. */
700 max_radius = 0;
702 if (max_radius < old_radius_sq[v]) {
704 }
705 if (max_radius < new_radius_sq[v]) {
707 }
709
710#ifdef FREECIV_DEBUG
711 log_debug("Updating vision at (%d, %d) in a radius of %d.",
712 TILE_XY(ptile), max_radius);
714 log_debug(" vision layer %d is changing from %d to %d.",
715 v, old_radius_sq[v], new_radius_sq[v]);
717#endif /* FREECIV_DEBUG */
718
719 buffer_shared_vision(pplayer);
720 circle_dxyr_iterate(&(wld.map), ptile, max_radius, tile1, dx, dy, dr) {
722 if (dr > old_radius_sq[v] && dr <= new_radius_sq[v]) {
723 change[v] = 1;
724 } else if (dr > new_radius_sq[v] && dr <= old_radius_sq[v]) {
725 change[v] = -1;
726 } else {
727 change[v] = 0;
728 }
730 shared_vision_change_seen(pplayer, tile1, change, can_reveal_tiles);
732 unbuffer_shared_vision(pplayer);
733}
734
735/**********************************************************************/
740void map_set_border_vision(struct player *pplayer,
741 const bool is_enabled)
742{
743 const v_radius_t radius_sq = V_RADIUS(is_enabled ? 1 : -1, 0, 0);
744
745 if (pplayer->server.border_vision == is_enabled) {
746 /* No change. Changing the seen count beyond what already exists would
747 * be a bug. */
748 return;
749 }
750
751 /* Set the new border seer value. */
753
754 whole_map_iterate(&(wld.map), ptile) {
755 if (pplayer == ptile->owner) {
756 /* The tile is within the player's borders. */
757 shared_vision_change_seen(pplayer, ptile, radius_sq, TRUE);
758 }
760}
761
762/**********************************************************************/
768void map_show_tile(struct player *src_player, struct tile *ptile)
769{
770 static int recurse = 0;
771
772 log_debug("Showing %i,%i to %s", TILE_XY(ptile), player_name(src_player));
773
774 fc_assert(recurse == 0);
775 recurse++;
776
777 players_iterate(pplayer) {
778 if (pplayer == src_player || really_gives_vision(src_player, pplayer)) {
779 struct city *pcity;
780
781 if (!map_is_known_and_seen(ptile, pplayer, V_MAIN)) {
782 map_set_known(ptile, pplayer);
783
784 /* As the tile may be fogged send_tile_info won't always do this for us */
785 update_player_tile_knowledge(pplayer, ptile);
786 update_player_tile_last_seen(pplayer, ptile);
787
788 send_tile_info(pplayer->connections, ptile, FALSE);
789
790 /* Remove old cities that exist no more */
791 reality_check_city(pplayer, ptile);
792
793 if ((pcity = tile_city(ptile))) {
794 /* As the tile may be fogged send_city_info won't do this for us */
795 update_dumb_city(pplayer, pcity);
796 send_city_info(pplayer, pcity);
797 }
798
800 if (0 < map_get_seen(pplayer, ptile, v)) {
801 unit_list_iterate(ptile->units, punit) {
802 if (unit_is_on_layer(punit, v)) {
803 send_unit_info(pplayer->connections, punit);
804 }
806 }
808 }
809 }
811
812 recurse--;
813}
814
815/**********************************************************************/
820void map_hide_tile(struct player *src_player, struct tile *ptile)
821{
822 static int recurse = 0;
823
824 log_debug("Hiding %d,%d to %s", TILE_XY(ptile), player_name(src_player));
825
826 fc_assert(recurse == 0);
827 recurse++;
828
829 players_iterate(pplayer) {
830 if (pplayer == src_player || really_gives_vision(src_player, pplayer)) {
831 if (map_is_known(ptile, pplayer)) {
832 if (0 < map_get_seen(pplayer, ptile, V_MAIN)) {
833 update_player_tile_last_seen(pplayer, ptile);
834 }
835
836 /* Remove city. */
837 remove_dumb_city(pplayer, ptile);
838
839 /* Remove units. */
841 if (0 < map_get_seen(pplayer, ptile, v)) {
842 unit_list_iterate(ptile->units, punit) {
843 if (unit_is_on_layer(punit, v)) {
845 }
847 }
849 }
850
851 map_clear_known(ptile, pplayer);
852
853 send_tile_info(pplayer->connections, ptile, TRUE);
854 }
856
857 recurse--;
858}
859
860/**********************************************************************/
864void map_show_circle(struct player *pplayer, struct tile *ptile, int radius_sq)
865{
866 buffer_shared_vision(pplayer);
867
868 circle_iterate(&(wld.map), ptile, radius_sq, tile1) {
869 map_show_tile(pplayer, tile1);
871
872 unbuffer_shared_vision(pplayer);
873}
874
875/**********************************************************************/
879void map_show_all(struct player *pplayer)
880{
881 buffer_shared_vision(pplayer);
882
883 whole_map_iterate(&(wld.map), ptile) {
884 map_show_tile(pplayer, ptile);
886
887 unbuffer_shared_vision(pplayer);
888}
889
890/**********************************************************************/
894bool map_is_known(const struct tile *ptile, const struct player *pplayer)
895{
896 if (pplayer->tile_known.vec == NULL) {
897 /* Player map not initialized yet */
898 return FALSE;
899 }
900
901 return dbv_isset(&pplayer->tile_known, tile_index(ptile));
902}
903
904/**********************************************************************/
909static inline bool map_is_also_seen(const struct tile *ptile,
910 const struct player *pplayer,
911 enum vision_layer vlayer)
912{
913 return map_get_seen(pplayer, ptile, vlayer) > 0;
914}
915
916/**********************************************************************/
920bool map_is_known_and_seen(const struct tile *ptile,
921 const struct player *pplayer,
922 enum vision_layer vlayer)
923{
924 return map_is_known(ptile, pplayer) && map_is_also_seen(ptile, pplayer, vlayer);
925}
926
927/**********************************************************************/
934static inline int map_get_seen(const struct player *pplayer,
935 const struct tile *ptile,
936 enum vision_layer vlayer)
937{
938 return map_get_player_tile(ptile, pplayer)->seen_count[vlayer];
939}
940
941/**********************************************************************/
947void map_change_seen(struct player *pplayer,
948 struct tile *ptile,
949 const v_radius_t change,
950 bool can_reveal_tiles)
951{
952 struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
953 bool revealing_tile = FALSE;
954
955#ifdef FREECIV_DEBUG
956 log_debug("%s() for player %s (nb %d) at (%d, %d).",
957 __FUNCTION__, player_name(pplayer), player_number(pplayer),
958 TILE_XY(ptile));
960 log_debug(" vision layer %d is changing from %d to %d.",
961 v, plrtile->seen_count[v], plrtile->seen_count[v] + change[v]);
963#endif /* FREECIV_DEBUG */
964
965 /* Removes units out of vision. First, check invisible layers because
966 * we must remove all units before fog of war because clients expect
967 * the tile is empty when it is fogged. */
968 if (0 > change[V_INVIS]
969 && plrtile->seen_count[V_INVIS] == -change[V_INVIS]) {
970 log_debug("(%d, %d): hiding invisible units to player %s (nb %d).",
971 TILE_XY(ptile), player_name(pplayer), player_number(pplayer));
972
973 unit_list_iterate(ptile->units, punit) {
975 && can_player_see_unit(pplayer, punit)
976 && (plrtile->seen_count[V_MAIN] + change[V_MAIN] <= 0
977 || !pplayers_allied(pplayer, unit_owner(punit)))) {
978 /* Allied units on seen tiles (V_MAIN) are always seen.
979 * That's how can_player_see_unit_at() works. */
981 }
983 }
984 if (0 > change[V_SUBSURFACE]
985 && plrtile->seen_count[V_SUBSURFACE] == -change[V_SUBSURFACE]) {
986 log_debug("(%d, %d): hiding subsurface units to player %s (nb %d).",
987 TILE_XY(ptile), player_name(pplayer), player_number(pplayer));
988
989 unit_list_iterate(ptile->units, punit) {
991 && can_player_see_unit(pplayer, punit)) {
993 }
995 }
996
997 if (0 > change[V_MAIN]
998 && plrtile->seen_count[V_MAIN] == -change[V_MAIN]) {
999 log_debug("(%d, %d): hiding visible units to player %s (nb %d).",
1000 TILE_XY(ptile), player_name(pplayer), player_number(pplayer));
1001
1002 unit_list_iterate(ptile->units, punit) {
1004 && can_player_see_unit(pplayer, punit)) {
1005 unit_goes_out_of_sight(pplayer, punit);
1006 }
1008 }
1009
1011 /* Avoid underflow. */
1012 fc_assert(0 <= change[v] || -change[v] <= plrtile->seen_count[v]);
1013 plrtile->seen_count[v] += change[v];
1015
1016 /* V_MAIN vision ranges must always be more than invisible ranges
1017 * (see comment in common/vision.h), so we assume that the V_MAIN
1018 * seen count cannot be inferior to V_INVIS or V_SUBSURFACE seen count.
1019 * Moreover, when the fog of war is disabled, V_MAIN has an extra
1020 * seen count point. */
1021 fc_assert(plrtile->seen_count[V_INVIS] + !game.info.fogofwar
1022 <= plrtile->seen_count[V_MAIN]);
1024 <= plrtile->seen_count[V_MAIN]);
1025
1026 if (!map_is_known(ptile, pplayer)) {
1027 if (0 < plrtile->seen_count[V_MAIN] && can_reveal_tiles) {
1028 log_debug("(%d, %d): revealing tile to player %s (nb %d).",
1029 TILE_XY(ptile), player_name(pplayer),
1030 player_number(pplayer));
1031
1032 map_set_known(ptile, pplayer);
1034 } else {
1035 return;
1036 }
1037 }
1038
1039 /* Fog the tile. */
1040 if (0 > change[V_MAIN] && 0 == plrtile->seen_count[V_MAIN]) {
1041 struct city *pcity;
1042
1043 log_debug("(%d, %d): fogging tile for player %s (nb %d).",
1044 TILE_XY(ptile), player_name(pplayer), player_number(pplayer));
1045
1046 pcity = ptile->worked;
1047
1048 if (pcity != NULL && city_owner(pcity) == pplayer) {
1049 city_map_update_empty(pcity, ptile);
1051 }
1052
1053 update_player_tile_last_seen(pplayer, ptile);
1055 plrtile->owner = tile_owner(ptile);
1056 }
1057 plrtile->extras_owner = extra_owner(ptile);
1058 send_tile_info(pplayer->connections, ptile, FALSE);
1059 }
1060
1061 if ((revealing_tile && 0 < plrtile->seen_count[V_MAIN])
1062 || (0 < change[V_MAIN]
1063 /* plrtile->seen_count[V_MAIN] Always set to 1
1064 * when the fog of war is disabled. */
1065 && (change[V_MAIN] + !game.info.fogofwar
1066 == (plrtile->seen_count[V_MAIN])))) {
1067 struct city *pcity;
1068
1069 log_debug("(%d, %d): unfogging tile for player %s (nb %d).",
1070 TILE_XY(ptile), player_name(pplayer), player_number(pplayer));
1071
1072 /* Send info about the tile itself.
1073 * It has to be sent first because the client needs correct
1074 * continent number before it can handle following packets
1075 */
1076 update_player_tile_knowledge(pplayer, ptile);
1077 send_tile_info(pplayer->connections, ptile, FALSE);
1078
1079 /* Discover units. */
1080 unit_list_iterate(ptile->units, punit) {
1081 /* Be sure not to revive dead unit on client when it's not yet
1082 * removed from the tile. This could happen when "unit_lost" lua script
1083 * somehow causes tile of the dead unit to unfog again. */
1085 && !punit->server.dying) {
1086 send_unit_info(pplayer->connections, punit);
1087 }
1089
1090 /* Discover cities. */
1091 reality_check_city(pplayer, ptile);
1092
1093 if (NULL != (pcity = tile_city(ptile))) {
1094 send_city_info(pplayer, pcity);
1095 }
1096 }
1097
1098 if ((revealing_tile && 0 < plrtile->seen_count[V_INVIS])
1099 || (0 < change[V_INVIS]
1100 && change[V_INVIS] == plrtile->seen_count[V_INVIS])) {
1101 log_debug("(%d, %d): revealing invisible units to player %s (nb %d).",
1102 TILE_XY(ptile), player_name(pplayer),
1103 player_number(pplayer));
1104 /* Discover units. */
1105 unit_list_iterate(ptile->units, punit) {
1107 send_unit_info(pplayer->connections, punit);
1108 }
1110 }
1111 if ((revealing_tile && 0 < plrtile->seen_count[V_SUBSURFACE])
1112 || (0 < change[V_SUBSURFACE]
1113 && change[V_SUBSURFACE] == plrtile->seen_count[V_SUBSURFACE])) {
1114 log_debug("(%d, %d): revealing subsurface units to player %s (nb %d).",
1115 TILE_XY(ptile), player_name(pplayer),
1116 player_number(pplayer));
1117 /* Discover units. */
1118 unit_list_iterate(ptile->units, punit) {
1120 send_unit_info(pplayer->connections, punit);
1121 }
1123 }
1124}
1125
1126/**********************************************************************/
1133static inline int player_tile_own_seen(const struct player_tile *plrtile,
1134 enum vision_layer vlayer)
1135{
1136 return plrtile->own_seen[vlayer];
1137}
1138
1139/**********************************************************************/
1142static void map_change_own_seen(struct player *pplayer,
1143 struct tile *ptile,
1144 const v_radius_t change)
1145{
1146 struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
1147
1149 plrtile->own_seen[v] += change[v];
1151}
1152
1153/**********************************************************************/
1157 struct vision_site *new_site)
1158{
1159 if (ptile->site == new_site) {
1160 /* Do nothing. */
1161 return;
1162 }
1163
1164 if (ptile->site != NULL) {
1165 /* Releasing old site from tile */
1166 vision_site_destroy(ptile->site);
1167 }
1168
1169 ptile->site = new_site;
1170}
1171
1172/**********************************************************************/
1175void map_set_known(struct tile *ptile, struct player *pplayer)
1176{
1177 dbv_set(&pplayer->tile_known, tile_index(ptile));
1178}
1179
1180/**********************************************************************/
1183void map_clear_known(struct tile *ptile, struct player *pplayer)
1184{
1185 dbv_clr(&pplayer->tile_known, tile_index(ptile));
1186}
1187
1188/**********************************************************************/
1193void map_know_and_see_all(struct player *pplayer)
1194{
1195 const v_radius_t radius_sq = V_RADIUS(1, 1, 1);
1196
1197 buffer_shared_vision(pplayer);
1198 whole_map_iterate(&(wld.map), ptile) {
1199 map_change_seen(pplayer, ptile, radius_sq, TRUE);
1201 unbuffer_shared_vision(pplayer);
1202}
1203
1204/**********************************************************************/
1208{
1209 players_iterate(pplayer) {
1210 map_know_and_see_all(pplayer);
1212}
1213
1214/**********************************************************************/
1218void player_map_init(struct player *pplayer)
1219{
1220 pplayer->server.private_map
1221 = fc_realloc(pplayer->server.private_map,
1222 MAP_INDEX_SIZE * sizeof(*pplayer->server.private_map));
1223
1224 whole_map_iterate(&(wld.map), ptile) {
1225 player_tile_init(ptile, pplayer);
1227
1229}
1230
1231/**********************************************************************/
1234void player_map_free(struct player *pplayer)
1235{
1236 if (!pplayer->server.private_map) {
1237 return;
1238 }
1239
1240 whole_map_iterate(&(wld.map), ptile) {
1241 player_tile_free(ptile, pplayer);
1243
1244 free(pplayer->server.private_map);
1245 pplayer->server.private_map = NULL;
1246
1247 dbv_free(&pplayer->tile_known);
1248}
1249
1250/**********************************************************************/
1255void remove_player_from_maps(struct player *pplayer)
1256{
1257 /* only after removing borders! */
1259 whole_map_iterate(&(wld.map), ptile) {
1260 /* Clear all players' knowledge about the removed player, and free
1261 * data structures (including those in removed player's player map). */
1262 bool reality_changed = FALSE;
1263
1265 struct player_tile *aplrtile;
1266 bool changed = FALSE;
1267
1268 if (!aplayer->server.private_map) {
1269 continue;
1270 }
1272
1273 /* Free vision sites (cities) for removed and other players */
1274 if (aplrtile && aplrtile->site
1275 && vision_site_owner(aplrtile->site) == pplayer) {
1277 changed = TRUE;
1278 }
1279
1280 /* Remove references to player from others' maps */
1281 if (aplrtile->owner == pplayer) {
1282 aplrtile->owner = NULL;
1283 changed = TRUE;
1284 }
1285 if (aplrtile->extras_owner == pplayer) {
1286 aplrtile->extras_owner = NULL;
1287 changed = TRUE;
1288 }
1289
1290 /* Must ensure references to dying player are gone from clients
1291 * before player is destroyed */
1292 if (changed) {
1293 /* This will use player tile if fogged */
1294 send_tile_info(pplayer->connections, ptile, FALSE);
1295 }
1297
1298 /* Clear removed player's knowledge */
1299 if (pplayer->tile_known.vec) {
1300 map_clear_known(ptile, pplayer);
1301 }
1302
1303 /* Free all claimed tiles. */
1304 if (tile_owner(ptile) == pplayer) {
1305 tile_set_owner(ptile, NULL, NULL);
1307 }
1308 if (extra_owner(ptile) == pplayer) {
1309 ptile->extras_owner = NULL;
1311 }
1312
1313 if (reality_changed) {
1314 /* Update anyone who can see the tile (e.g. global observers) */
1315 send_tile_info(NULL, ptile, FALSE);
1316 }
1319}
1320
1321/**********************************************************************/
1325static void player_tile_init(struct tile *ptile, struct player *pplayer)
1326{
1327 struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
1328
1329 plrtile->terrain = T_UNKNOWN;
1330 plrtile->resource = NULL;
1331 plrtile->owner = NULL;
1332 plrtile->extras_owner = NULL;
1333 plrtile->site = NULL;
1334 dbv_init(&(plrtile->extras), extra_count());
1336 plrtile->last_updated = game.info.turn;
1337 } else {
1338 plrtile->last_updated = game.info.year;
1339 }
1340
1341 plrtile->seen_count[V_MAIN] = !game.server.fogofwar_old;
1342 plrtile->seen_count[V_INVIS] = 0;
1343 plrtile->seen_count[V_SUBSURFACE] = 0;
1344 memcpy(plrtile->own_seen, plrtile->seen_count, sizeof(v_radius_t));
1345}
1346
1347/**********************************************************************/
1350static void player_tile_free(struct tile *ptile, struct player *pplayer)
1351{
1352 struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
1353
1354 if (plrtile->site != NULL) {
1356 }
1357
1358 dbv_free(&(plrtile->extras));
1359}
1360
1361/**********************************************************************/
1364struct vision_site *map_get_player_city(const struct tile *ptile,
1365 const struct player *pplayer)
1366{
1367 struct vision_site *psite = map_get_player_site(ptile, pplayer);
1368
1369 fc_assert_ret_val(psite == NULL || psite->location == ptile, NULL);
1370
1371 return psite;
1372}
1373
1374/**********************************************************************/
1379struct player_tile *map_get_player_tile(const struct tile *ptile,
1380 const struct player *pplayer)
1381{
1383
1384 return pplayer->server.private_map + tile_index(ptile);
1385}
1386
1387/**********************************************************************/
1395bool update_player_tile_knowledge(struct player *pplayer, struct tile *ptile)
1396{
1397 struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
1398
1399 if (plrtile->terrain != ptile->terrain
1400 || !bv_match_dbv(&(plrtile->extras), ptile->extras.vec)
1401 || plrtile->resource != ptile->resource
1402 || plrtile->owner != tile_owner(ptile)
1403 || plrtile->extras_owner != extra_owner(ptile)) {
1404 plrtile->terrain = ptile->terrain;
1405 extra_type_iterate(pextra) {
1406 if (player_knows_extra_exist(pplayer, pextra, ptile)) {
1407 dbv_set(&(plrtile->extras), extra_number(pextra));
1408 } else {
1409 dbv_clr(&(plrtile->extras), extra_number(pextra));
1410 }
1412 if (ptile->resource != NULL
1413 && player_knows_extra_exist(pplayer, ptile->resource, ptile)) {
1414 plrtile->resource = ptile->resource;
1415 } else {
1417 }
1418 plrtile->owner = tile_owner(ptile);
1419 plrtile->extras_owner = extra_owner(ptile);
1420
1421 return TRUE;
1422 }
1423
1424 return FALSE;
1425}
1426
1427/**********************************************************************/
1436void update_tile_knowledge(struct tile *ptile)
1437{
1438 if (server_state() == S_S_INITIAL) {
1439 return;
1440 }
1441
1442 /* Players */
1443 players_iterate(pplayer) {
1444 if (map_is_known_and_seen(ptile, pplayer, V_MAIN)) {
1445 if (update_player_tile_knowledge(pplayer, ptile)) {
1446 send_tile_info(pplayer->connections, ptile, FALSE);
1447 }
1448 }
1450
1451 /* Global observers */
1453 struct player *pplayer = pconn->playing;
1454
1455 if (NULL == pplayer && pconn->observer) {
1456 send_tile_info(pconn->self, ptile, FALSE);
1457 }
1459}
1460
1461/**********************************************************************/
1465 struct tile *ptile)
1466{
1468 map_get_player_tile(ptile, pplayer)->last_updated = game.info.turn;
1469 } else {
1470 map_get_player_tile(ptile, pplayer)->last_updated = game.info.year;
1471 }
1472}
1473
1474/**********************************************************************/
1483 struct player *pdest,
1484 struct tile *ptile)
1485{
1486 if (!map_is_known_and_seen(ptile, pdest, V_MAIN)) {
1487 /* I can just hear people scream as they try to comprehend this if :).
1488 * Let me try in words:
1489 * 1) if the tile is seen by pfrom the info is sent to pdest
1490 * OR
1491 * 2) if the tile is known by pfrom AND (they have more recent info
1492 * OR it is not known by pdest)
1493 */
1495 || (map_is_known(ptile, pfrom)
1496 && (((map_get_player_tile(ptile, pfrom)->last_updated
1497 > map_get_player_tile(ptile, pdest)->last_updated))
1498 || !map_is_known(ptile, pdest)))) {
1499 struct player_tile *from_tile, *dest_tile;
1500
1502 dest_tile = map_get_player_tile(ptile, pdest);
1503 /* Update and send tile knowledge */
1504 map_set_known(ptile, pdest);
1505 dest_tile->terrain = from_tile->terrain;
1506 dbv_copy(&(dest_tile->extras), &(from_tile->extras));
1507 dest_tile->resource = from_tile->resource;
1508 dest_tile->owner = from_tile->owner;
1509 dest_tile->extras_owner = from_tile->extras_owner;
1510 dest_tile->last_updated = from_tile->last_updated;
1511 send_tile_info(pdest->connections, ptile, FALSE);
1512
1513 /* Update and send city knowledge */
1514 /* Remove outdated cities */
1515 if (dest_tile->site) {
1516 if (!from_tile->site) {
1517 /* As the city was gone on the newer from_tile
1518 it will be removed by this function */
1519 reality_check_city(pdest, ptile);
1520 } else { /* We have a dest_city. update */
1521 if (from_tile->site->identity
1522 != dest_tile->site->identity) {
1523 /* As the city was gone on the newer from_tile
1524 it will be removed by this function */
1525 reality_check_city(pdest, ptile);
1526 }
1527 }
1528 }
1529
1530 /* Set and send new city info */
1531 if (from_tile->site) {
1532 if (!dest_tile->site) {
1533 /* We cannot assign new vision site with change_playertile_site(),
1534 * since location is not yet set up for new site */
1535 dest_tile->site = vision_site_copy(from_tile->site);
1536 }
1537 /* Note that we don't care if receiver knows vision source city
1538 * or not. */
1539 send_city_info_at_tile(pdest, pdest->connections, NULL, ptile);
1540 }
1541
1543
1544 return TRUE;
1545 }
1546 }
1547
1548 return FALSE;
1549}
1550
1551/**********************************************************************/
1565
1566/**********************************************************************/
1576 struct player *pdest,
1577 struct tile *ptile)
1578{
1580
1584 }
1586
1587 return updt;
1588}
1589
1590/**********************************************************************/
1596{
1597 int added;
1598
1599 players_iterate(pplayer) {
1600 pplayer->server.really_gives_vision = pplayer->gives_shared_vision;
1602
1603 /* In words: This terminates when it has run a round without adding
1604 a dependency. One loop only propagates dependencies one level deep,
1605 which is why we keep doing it as long as changes occur. */
1606 do {
1607 added = 0;
1608 players_iterate(pplayer) {
1610 if (really_gives_vision(pplayer, pplayer2)
1611 && pplayer != pplayer2) {
1614 && !really_gives_vision(pplayer, pplayer3)
1615 && pplayer != pplayer3) {
1616 BV_SET(pplayer->server.really_gives_vision, player_index(pplayer3));
1617 added++;
1618 }
1620 }
1623 } while (added > 0);
1624}
1625
1626/**********************************************************************/
1630{
1632
1633 if (pfrom == pto) {
1634 return;
1635 }
1636
1638 log_error("Trying to give shared vision from %s to %s, "
1639 "but that vision is already given!",
1641 return;
1642 }
1643
1644 players_iterate(pplayer) {
1645 save_vision[player_index(pplayer)] = pplayer->server.really_gives_vision;
1647
1648 BV_SET(pfrom->gives_shared_vision, player_index(pto));
1650 log_debug("giving shared vision from %s to %s",
1652
1653 players_iterate(pplayer) {
1654 buffer_shared_vision(pplayer);
1656 if (really_gives_vision(pplayer, pplayer2)
1657 && !BV_ISSET(save_vision[player_index(pplayer)],
1659 log_debug("really giving shared vision from %s to %s",
1660 player_name(pplayer), player_name(pplayer2));
1661 whole_map_iterate(&(wld.map), ptile) {
1662 const struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
1663 const v_radius_t change =
1667
1668 if (0 < change[V_MAIN] || 0 < change[V_INVIS]) {
1669 map_change_seen(pplayer2, ptile, change,
1670 map_is_known(ptile, pplayer));
1671 }
1673
1674 /* Squares that are not seen, but which pfrom may have more recent
1675 knowledge of */
1677 }
1679 unbuffer_shared_vision(pplayer);
1681
1682 if (S_S_RUNNING == server_state()) {
1684 }
1685}
1686
1687/**********************************************************************/
1691{
1693
1695 if (!gives_shared_vision(pfrom, pto)) {
1696 log_error("Tried removing the shared vision from %s to %s, "
1697 "but it did not exist in the first place!",
1699 return;
1700 }
1701
1702 players_iterate(pplayer) {
1703 save_vision[player_index(pplayer)] = pplayer->server.really_gives_vision;
1705
1706 log_debug("removing shared vision from %s to %s",
1708
1709 BV_CLR(pfrom->gives_shared_vision, player_index(pto));
1711
1712 players_iterate(pplayer) {
1713 buffer_shared_vision(pplayer);
1715 if (!really_gives_vision(pplayer, pplayer2)
1716 && BV_ISSET(save_vision[player_index(pplayer)],
1718 log_debug("really removing shared vision from %s to %s",
1719 player_name(pplayer), player_name(pplayer2));
1720 whole_map_iterate(&(wld.map), ptile) {
1721 const struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
1722 const v_radius_t change =
1726
1727 if (0 > change[V_MAIN] || 0 > change[V_INVIS]) {
1728 map_change_seen(pplayer2, ptile, change, FALSE);
1729 }
1731 }
1733 unbuffer_shared_vision(pplayer);
1735
1736 if (S_S_RUNNING == server_state()) {
1738 }
1739}
1740
1741/**********************************************************************/
1745{
1746 const v_radius_t radius_sq = V_RADIUS(-1, 0, 0);
1747
1748 buffer_shared_vision(pplayer);
1749 whole_map_iterate(&(wld.map), ptile) {
1750 map_change_seen(pplayer, ptile, radius_sq, FALSE);
1752 unbuffer_shared_vision(pplayer);
1753}
1754
1755/**********************************************************************/
1759{
1760 players_iterate(pplayer) {
1761 enable_fog_of_war_player(pplayer);
1763}
1764
1765/**********************************************************************/
1769{
1770 const v_radius_t radius_sq = V_RADIUS(1, 0, 0);
1771
1772 buffer_shared_vision(pplayer);
1773 whole_map_iterate(&(wld.map), ptile) {
1774 map_change_seen(pplayer, ptile, radius_sq, FALSE);
1776 unbuffer_shared_vision(pplayer);
1777}
1778
1779/**********************************************************************/
1783{
1784 players_iterate(pplayer) {
1787}
1788
1789/**********************************************************************/
1798static void ocean_to_land_fix_rivers(struct tile *ptile)
1799{
1800 cardinal_adjc_iterate(&(wld.map), ptile, tile1) {
1801 bool ocean_near = FALSE;
1802
1804 if (is_ocean_tile(tile2))
1805 ocean_near = TRUE;
1807
1808 if (!ocean_near) {
1809 /* If ruleset has several river types defined, this
1810 * may cause same tile to contain more than one river. */
1814 tile_add_extra(ptile, priver);
1815 }
1817 }
1819}
1820
1821/**********************************************************************/
1825 struct tile *from)
1826{
1827 bool unit_alive = TRUE;
1828
1829 /* Look for a nearby safe tile */
1830 adjc_iterate(&(wld.map), from, ptile2) {
1834 log_verbose("Moved %s %s due to changing terrain at (%d,%d).",
1839 _("Moved your %s due to changing terrain."),
1840 unit_link(punit));
1841
1842 /* TODO: should a unit be able to bounce to a transport like is
1843 * done below? What if the unit can't legally enter the transport,
1844 * say because the transport is Unreachable and the unit doesn't
1845 * have it in its embarks field or because "Transport Embark"
1846 * isn't enabled? Kept like it was to preserve the old rules for
1847 * now. -- Sveinung */
1852 }
1853 break;
1854 }
1856
1857 if (unit_alive && unit_tile(punit) == from) {
1858 /* If we get here we could not move punit. */
1859
1860 /* Try to bounce transported units. */
1862 struct unit_list *pcargo_units;
1863
1868 }
1869 }
1870}
1871
1872/**********************************************************************/
1876static void check_units_single_tile(struct tile *ptile)
1877{
1879 int id = punit->id;
1880
1881 /* Top-level transports only. Each handle their own cargo */
1883 && !can_unit_exist_at_tile(&(wld.map), punit, ptile)) {
1885
1886 if (unit_is_alive(id) && unit_tile(punit) == ptile) {
1887 log_verbose("Disbanded %s %s due to changing land "
1888 " to sea at (%d, %d).",
1893 _("Disbanded your %s due to changing terrain."),
1896 }
1897 }
1899}
1900
1901/**********************************************************************/
1907{
1908 /* Check this tile for direct effect on its units */
1910 /* We have to check adjacent tiles too, in case units in cities are now
1911 * illegal (e.g., boat in a city that has become landlocked). */
1912 adjc_iterate(&(wld.map), ptile, ptile2) {
1915}
1916
1917/**********************************************************************/
1922 const struct terrain *newter)
1923{
1925
1926 if (!oldter || !newter) {
1927 return FALSE;
1928 }
1929
1932
1933 return (old_is_ocean && !new_is_ocean)
1934 || (!old_is_ocean && new_is_ocean);
1935}
1936
1937/**********************************************************************/
1940void terrain_changed(struct tile *ptile)
1941{
1942 struct city *pcity = tile_city(ptile);
1943
1944 if (pcity != NULL) {
1945 /* Tile is city center and new terrain may support better extras. */
1946 upgrade_city_extras(pcity, NULL);
1947 }
1948
1950}
1951
1952/**********************************************************************/
1960 struct terrain *oldter,
1961 bool extend_rivers)
1962{
1963 if (is_ocean(oldter) && !is_ocean_tile(ptile)) {
1964 if (extend_rivers) {
1966 }
1968 }
1969
1970 terrain_changed(ptile);
1971}
1972
1973/**********************************************************************/
1979void check_terrain_change(struct tile *ptile, struct terrain *oldter)
1980{
1981 struct terrain *newter = tile_terrain(ptile);
1982 struct tile *claimer;
1983 bool cont_reassigned = FALSE;
1984
1985 /* Check if new terrain is a freshwater terrain next to non-freshwater.
1986 * In that case, the new terrain is *changed*. */
1988 bool nonfresh = FALSE;
1989
1990 adjc_iterate(&(wld.map), ptile, atile) {
1993 nonfresh = TRUE;
1994 break;
1995 }
1997 if (nonfresh) {
1998 /* Need to pick a new, non-freshwater ocean type for this tile.
1999 * We don't want e.g. Deep Ocean to be propagated to this tile
2000 * and then to a whole lake by the flooding below, so we pick
2001 * the shallowest non-fresh oceanic type.
2002 * Prefer terrain that matches the frozenness of the target. */
2005 }
2006 }
2007
2011
2012 phase_players_iterate(pplayer) {
2013 if (is_adv_data_phase_open(pplayer)) {
2014 /* Player is using continent numbers that they would assume to remain accurate.
2015 * Force refresh:
2016 * 1) Close the phase, so that it can be opened
2017 * 2) Open the phase, recalculating
2018 */
2019 adv_data_phase_done(pplayer);
2020 adv_data_phase_init(pplayer, FALSE);
2021 }
2023 }
2024
2026
2027 /* Check for saltwater filling freshwater lake */
2030 adjc_iterate(&(wld.map), ptile, atile) {
2032 struct terrain *aold = tile_terrain(atile);
2033
2036 TER_FROZEN)));
2037
2038 /* Recursive, but as lakes are of limited size, this
2039 * won't recurse so much as to cause stack problems. */
2042 }
2044 }
2045
2046 if (cont_reassigned) {
2048 }
2049
2050 claimer = tile_claimer(ptile);
2051 if (claimer != NULL && is_ocean_tile(ptile)) {
2052 if (!is_claimable_ocean(ptile, claimer, tile_owner(ptile))) {
2053 map_clear_border(ptile);
2054 }
2055 }
2056
2057 sanity_check_tile(ptile);
2058}
2059
2060/**********************************************************************/
2071static bool is_claimable_ocean(struct tile *ptile, struct tile *source,
2072 struct player *pplayer)
2073{
2074 Continent_id cont = tile_continent(ptile);
2077 int ocean_tiles;
2078 bool other_continent;
2079
2081 && get_lake_surrounders(cont) == cont1) {
2082 return TRUE;
2083 }
2084
2085 if (ptile == source) {
2086 /* Source itself is always claimable. */
2087 return TRUE;
2088 }
2089
2091 || (cont1 < 0 && num_known_tech_with_flag(pplayer, TF_CLAIM_OCEAN_LIMITED) > 0)) {
2092 return TRUE;
2093 }
2094
2095 ocean_tiles = 0;
2097 adjc_iterate(&(wld.map), ptile, tile2) {
2099 if (tile2 == source) {
2100 /* Water next to border source is always claimable */
2101 return TRUE;
2102 }
2103 if (cont2 == cont) {
2104 ocean_tiles++;
2105 } else if (cont1 <= 0) {
2106 /* First adjacent land (only if border source is not on land) */
2107 cont1 = cont2;
2108 } else if (cont2 != cont1) {
2109 /* This water has two land continents adjacent, or land adjacent
2110 * that is of a different continent from the border source */
2112 }
2114 if (!other_continent && ocean_tiles <= 2) {
2115 return TRUE;
2116 } else {
2117 return FALSE;
2118 }
2119}
2120
2121/**********************************************************************/
2124static void map_unit_homecity_enqueue(struct tile *ptile)
2125{
2126 unit_list_iterate(ptile->units, punit) {
2128
2129 if (NULL == phome) {
2130 continue;
2131 }
2132
2135}
2136
2137/**********************************************************************/
2140static void map_claim_border_ownership(struct tile *ptile,
2141 struct player *powner,
2142 struct tile *psource)
2143{
2144 struct player *ploser = tile_owner(ptile);
2145
2146 if ((ploser != powner && ploser != NULL)
2149 || ploser->server.border_vision)) {
2150 const v_radius_t radius_sq = V_RADIUS(-1, 0, 0);
2151
2152 shared_vision_change_seen(ploser, ptile, radius_sq, FALSE);
2153 }
2154
2155 if (powner != NULL
2158 || powner->server.border_vision)) {
2159 const v_radius_t radius_sq = V_RADIUS(1, 0, 0);
2160
2161 shared_vision_change_seen(powner, ptile, radius_sq, TRUE);
2162 }
2163
2164 tile_set_owner(ptile, powner, psource);
2165
2166 /* Needed only when foggedborders enabled, but we do it unconditionally
2167 * in case foggedborders ever gets enabled later. Better to have correct
2168 * information in player map just in case. */
2169 update_tile_knowledge(ptile);
2170
2171 if (ploser != powner) {
2174 }
2175
2176 if (!city_map_update_tile_frozen(ptile)) {
2177 send_tile_info(NULL, ptile, FALSE);
2178 }
2179 }
2180}
2181
2182/**********************************************************************/
2185void map_claim_ownership(struct tile *ptile, struct player *powner,
2186 struct tile *psource, bool claim_bases)
2187{
2188 map_claim_border_ownership(ptile, powner, psource);
2189
2190 if (claim_bases) {
2191 tile_claim_bases(ptile, powner);
2192 }
2193}
2194
2195/**********************************************************************/
2198void tile_claim_bases(struct tile *ptile, struct player *powner)
2199{
2200 struct player *base_loser = extra_owner(ptile);
2201
2202 /* This MUST be before potentially recursive call to map_claim_base(),
2203 * so that the recursive call will get new owner == base_loser and
2204 * abort recursion. */
2205 ptile->extras_owner = powner;
2206
2208 map_claim_base(ptile, pextra, powner, base_loser);
2210}
2211
2212/**********************************************************************/
2215void map_clear_border(struct tile *ptile)
2216{
2217 int radius_sq = tile_border_source_radius_sq(ptile);
2218
2219 circle_dxyr_iterate(&(wld.map), ptile, radius_sq, dtile, dx, dy, dr) {
2220 struct tile *claimer = tile_claimer(dtile);
2221
2222 if (claimer == ptile) {
2224 }
2226}
2227
2228/**********************************************************************/
2232void map_update_border(struct tile *ptile, struct player *owner,
2234{
2236 /* No change */
2237 return;
2238 }
2239
2241 return;
2242 }
2243
2246 } else {
2247 circle_dxyr_iterate(&(wld.map), ptile, old_radius_sq, dtile, dx, dy, dr) {
2248 if (dr > new_radius_sq) {
2249 struct tile *claimer = tile_claimer(dtile);
2250
2251 if (claimer == ptile) {
2253 }
2254 }
2256 }
2257}
2258
2259/**********************************************************************/
2264void map_claim_border(struct tile *ptile, struct player *owner,
2265 int radius_sq)
2266{
2268 return;
2269 }
2270
2271 if (owner == NULL) {
2272 /* Clear the border instead of claiming. Code below this block
2273 * cannot handle NULL owner. */
2274 map_clear_border(ptile);
2275
2276 return;
2277 }
2278
2279 if (radius_sq < 0) {
2280 radius_sq = tile_border_source_radius_sq(ptile);
2281 }
2282
2283 circle_dxyr_iterate(&(wld.map), ptile, radius_sq, dtile, dx, dy, dr) {
2284 struct tile *dclaimer = tile_claimer(dtile);
2285
2286 if (dclaimer == ptile) {
2287 /* Already claimed by the ptile */
2288 continue;
2289 }
2290
2291 if (dr != 0 && is_border_source(dtile)) {
2292 /* Do not claim border sources other than self */
2293 /* Note that this is extremely important at the moment for
2294 * base claiming to work correctly in case there's two
2295 * fortresses near each other. There could be infinite
2296 * recursion in them claiming each other. */
2297 continue;
2298 }
2299
2301 continue;
2302 }
2303
2304 /* Always claim source itself (distance, dr, to it 0) */
2305 if (dr != 0 && NULL != dclaimer && dclaimer != ptile) {
2306 struct city *ccity = tile_city(dclaimer);
2308
2309 if (ccity != NULL) {
2310 /* Previously claimed by city */
2311 int city_x, city_y;
2312
2314
2318 /* Tile is within region permanently claimed by city */
2319 continue;
2320 }
2321 }
2322
2325
2326 if (strength_new <= strength_old) {
2327 /* Stronger shall prevail,
2328 * in case of equal strength older shall prevail */
2329 continue;
2330 }
2331 }
2332
2333 if (is_ocean_tile(dtile)) {
2334 /* Only certain water tiles are claimable */
2335 if (is_claimable_ocean(dtile, ptile, owner)) {
2336 map_claim_ownership(dtile, owner, ptile, dr == 0);
2337 }
2338 } else {
2339 /* Only land tiles on the same island as the border source
2340 * are claimable */
2341 if (tile_continent(dtile) == tile_continent(ptile)) {
2342 map_claim_ownership(dtile, owner, ptile, dr == 0);
2343 }
2344 }
2346}
2347
2348/**********************************************************************/
2352{
2354 return;
2355 }
2356
2357 if (wld.map.tiles == NULL) {
2358 /* Map not yet initialized */
2359 return;
2360 }
2361
2362 log_verbose("map_calculate_borders()");
2363
2364 whole_map_iterate(&(wld.map), ptile) {
2365 if (is_border_source(ptile)) {
2366 map_claim_border(ptile, ptile->owner, -1);
2367 }
2369
2370 log_verbose("map_calculate_borders() workers");
2373}
2374
2375/**********************************************************************/
2378void map_claim_base(struct tile *ptile, struct extra_type *pextra,
2379 struct player *powner, struct player *ploser)
2380{
2381 struct base_type *pbase;
2383 int units_num = 0;
2384 int ul_size;
2385
2386 if (!tile_has_extra(ptile, pextra)) {
2387 return;
2388 }
2389
2390 if (pextra->eus != EUS_NORMAL) {
2391 ul_size = unit_list_size(ptile->units);
2392 } else {
2393 ul_size = 0;
2394 }
2395
2396 int stored_units[ul_size + 1];
2397
2398 if (ul_size > 0) {
2399 int i;
2400
2402
2403 unit_list_iterate(ptile->units, aunit) {
2404 stored_units[units_num++] = aunit->id;
2406
2408
2409 for (i = 0; i < units_num; i++) {
2411
2416 }
2418 }
2419 }
2420
2421 pbase = extra_base_get(pextra);
2422
2424
2425 /* Transfer base provided vision to new owner */
2426 if (powner != NULL) {
2427 const v_radius_t old_radius_sq = V_RADIUS(-1, -1, -1);
2428 const v_radius_t new_radius_sq = V_RADIUS(pbase->vision_main_sq,
2429 pbase->vision_invis_sq,
2430 pbase->vision_subs_sq);
2431
2434 }
2435
2436 if (ploser != NULL) {
2437 const v_radius_t old_radius_sq = V_RADIUS(pbase->vision_main_sq,
2438 pbase->vision_invis_sq,
2439 pbase->vision_subs_sq);
2440 const v_radius_t new_radius_sq = V_RADIUS(-1, -1, -1);
2441
2444 }
2445
2447 && territory_claiming_base(pbase) && powner != ploser) {
2448 /* Clear borders from old owner. New owner may not know all those
2449 * tiles and thus does not claim them when borders mode is less
2450 * than EXPAND. */
2451 if (ploser != NULL) {
2452 /* Set this particular tile owner by NULL so in recursion
2453 * both loser and owner will be NULL. */
2454 map_claim_border_ownership(ptile, NULL, ptile);
2455 map_clear_border(ptile);
2456 }
2457
2458 /* We here first claim this tile ownership -> now on extra_owner()
2459 * will return new owner. Then we claim border, which will recursively
2460 * lead to this tile and base being claimed. But at that point
2461 * ploser == powner and above check will abort the recursion. */
2462 if (powner != NULL) {
2463 map_claim_border_ownership(ptile, powner, ptile);
2464 map_claim_border(ptile, powner, -1);
2465 }
2468 }
2469
2470 if (units_num > 0) {
2471 int i;
2472
2473 for (i = 0; i < units_num; i++) {
2475
2479 send_unit_info(aplayer->connections, aunit);
2480 }
2481 } else {
2484 }
2485 }
2487 }
2488
2490 }
2491}
2492
2493/**********************************************************************/
2499void vision_change_sight(struct vision *vision, const v_radius_t radius_sq)
2500{
2502 radius_sq, vision->can_reveal_tiles);
2503 memcpy(vision->radius_sq, radius_sq, sizeof(v_radius_t));
2504}
2505
2506/**********************************************************************/
2512{
2513 const v_radius_t vision_radius_sq = V_RADIUS(-1, -1, -1);
2514
2515 vision_change_sight(vision, vision_radius_sq);
2516}
2517
2518/**********************************************************************/
2521void create_extra(struct tile *ptile, struct extra_type *pextra,
2522 struct player *pplayer)
2523{
2524 bool extras_removed = FALSE;
2525
2527 if (tile_has_extra(ptile, old_extra)
2528 && !can_extras_coexist(old_extra, pextra)) {
2529 destroy_extra(ptile, old_extra);
2531 }
2533
2534 if (pextra->eus != EUS_NORMAL) {
2535 unit_list_iterate(ptile->units, aunit) {
2538 if (!pplayers_allied(pplayer, aplayer)
2541 }
2543 }
2545 }
2546
2547 tile_add_extra(ptile, pextra);
2548
2549 /* Watchtower might become effective. */
2551
2552 if (pextra->data.base != NULL) {
2553 /* Claim bases on tile */
2554 if (pplayer) {
2555 struct player *old_owner = extra_owner(ptile);
2556
2557 /* Created base from NULL -> pplayer */
2558 map_claim_base(ptile, pextra, pplayer, NULL);
2559
2560 if (old_owner != pplayer) {
2561 /* Existing bases from old_owner -> pplayer */
2563 if (oldbase != pextra) {
2564 map_claim_base(ptile, oldbase, pplayer, old_owner);
2565 }
2567
2568 ptile->extras_owner = pplayer;
2569 }
2570 } else {
2571 /* Player who already owns bases on tile claims new base */
2572 map_claim_base(ptile, pextra, extra_owner(ptile), NULL);
2573 }
2574 }
2575
2576 if (extras_removed) {
2577 /* Maybe conflicting extra that was removed was the only thing
2578 * making tile native to some unit. */
2580 }
2581}
2582
2583/**********************************************************************/
2586void destroy_extra(struct tile *ptile, struct extra_type *pextra)
2587{
2589 bool real = tile_map_check(&(wld.map), ptile);
2590
2591 /* Remember what players were able to see the base. */
2592 if (real) {
2594 players_iterate(pplayer) {
2595 if (map_is_known_and_seen(ptile, pplayer, V_MAIN)) {
2596 BV_SET(base_seen, player_index(pplayer));
2597 }
2599 }
2600
2601 if (real && is_extra_caused_by(pextra, EC_BASE)) {
2602 struct base_type *pbase = extra_base_get(pextra);
2603 struct player *owner = extra_owner(ptile);
2604
2606 map_clear_border(ptile);
2607 }
2608
2609 if (NULL != owner
2610 && (0 <= pbase->vision_main_sq || 0 <= pbase->vision_invis_sq)) {
2611 /* Base provides vision, but no borders. */
2613 V_RADIUS(0 <= pbase->vision_main_sq ? pbase->vision_main_sq : -1,
2614 0 <= pbase->vision_invis_sq ? pbase->vision_invis_sq : -1,
2615 0 <= pbase->vision_subs_sq ? pbase->vision_subs_sq : -1);
2616 const v_radius_t new_radius_sq = V_RADIUS(-1, -1, -1);
2617
2620 }
2621 }
2622
2623 tile_remove_extra(ptile, pextra);
2624
2625 if (real) {
2626 /* Remove base from vision of players which were able to see the base. */
2627 players_iterate(pplayer) {
2628 if (BV_ISSET(base_seen, player_index(pplayer))
2629 && update_player_tile_knowledge(pplayer, ptile)) {
2630 send_tile_info(pplayer->connections, ptile, FALSE);
2631 }
2633
2634 if (pextra->eus != EUS_NORMAL) {
2635 struct player *eowner = extra_owner(ptile);
2636
2637 unit_list_iterate(ptile->units, aunit) {
2641 && !pplayers_allied(aplayer, eowner)) {
2642 send_unit_info(aplayer->connections, aunit);
2643 }
2645 }
2647 }
2648 }
2649}
2650
2651/**********************************************************************/
2662 int prob, bool reveal_cities)
2663{
2664 bool updt = FALSE;
2665
2667
2668 whole_map_iterate(&(wld.map), ptile) {
2669 if (fc_rand(100) < prob) {
2671 } else if (reveal_cities && NULL != tile_city(ptile)) {
2673 }
2675
2677
2678 return updt;
2679}
2680
2681/**********************************************************************/
2690{
2691 struct city *pcity = ptile->worked;
2692
2693 /* Check the unit activities. */
2695
2696 if (pcity != NULL && !is_free_worked(pcity, ptile)
2697 && get_city_tile_output_bonus(pcity, ptile, NULL, EFT_TILE_WORKABLE) <= 0) {
2698 city_map_update_empty(pcity, ptile);
2700
2701 if (refresh_city) {
2702 auto_arrange_workers(pcity);
2703 send_city_info(NULL, pcity);
2704 }
2705 }
2706}
bool is_adv_data_phase_open(struct player *pplayer)
Definition advdata.c:243
bool adv_data_phase_init(struct player *pplayer, bool is_new_phase)
Definition advdata.c:263
void adv_data_phase_done(struct player *pplayer)
Definition advdata.c:565
#define CALL_FUNC_EACH_AI(_func,...)
Definition ai.h:384
bool territory_claiming_base(const struct base_type *pbase)
Definition base.c:158
bool bv_match_dbv(const struct dbv *match, const unsigned char *src)
Definition bitvector.c:205
void dbv_init(struct dbv *pdbv, int bits)
Definition bitvector.c:50
void dbv_set(struct dbv *pdbv, int bit)
Definition bitvector.c:144
bool dbv_isset(const struct dbv *pdbv, int bit)
Definition bitvector.c:120
void dbv_copy(struct dbv *dest, const struct dbv *src)
Definition bitvector.c:222
void dbv_free(struct dbv *pdbv)
Definition bitvector.c:95
void dbv_clr(struct dbv *pdbv, int bit)
Definition bitvector.c:167
void dbv_to_bv(unsigned char *dest, const struct dbv *src)
Definition bitvector.c:235
#define BV_CLR_ALL(bv)
Definition bitvector.h:95
#define BV_SET(bv, bit)
Definition bitvector.h:81
#define BV_ISSET(bv, bit)
Definition bitvector.h:78
#define BV_CLR(bv, bit)
Definition bitvector.h:86
int tile_border_source_radius_sq(struct tile *ptile)
Definition borders.c:33
bool is_border_source(struct tile *ptile)
Definition borders.c:116
int tile_border_strength(struct tile *ptile, struct tile *source)
Definition borders.c:101
bool is_free_worked(const struct city *pcity, const struct tile *ptile)
Definition city.c:3589
int city_map_radius_sq_get(const struct city *pcity)
Definition city.c:136
static bool is_non_allied_city_tile(const struct tile *ptile, const struct player *pplayer)
Definition city.h:762
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_tile(_pcity_)
Definition city.h:564
#define city_owner(_pcity_)
Definition city.h:563
#define city_list_iterate_end
Definition city.h:510
#define city_tile_iterate(_nmap, _radius_sq, _city_tile, _tile)
Definition city.h:230
#define city_tile_iterate_end
Definition city.h:238
void city_map_update_empty(struct city *pcity, struct tile *ptile)
Definition citytools.c:3239
void send_city_info(struct player *dest, struct city *pcity)
Definition citytools.c:2343
bool update_dumb_city(struct player *pplayer, struct city *pcity)
Definition citytools.c:2740
void sync_cities(void)
Definition citytools.c:3313
bool city_map_update_tile_frozen(struct tile *ptile)
Definition citytools.c:3296
void remove_dumb_city(struct player *pplayer, struct tile *ptile)
Definition citytools.c:2832
void city_landlocked_sell_coastal_improvements(struct tile *ptile)
Definition citytools.c:3366
void send_city_info_at_tile(struct player *pviewer, struct conn_list *dest, struct city *pcity, struct tile *ptile)
Definition citytools.c:2395
void city_thaw_workers_queue(void)
Definition citytools.c:193
void reality_check_city(struct player *pplayer, struct tile *ptile)
Definition citytools.c:2811
void auto_arrange_workers(struct city *pcity)
Definition cityturn.c:366
void city_refresh_queue_add(struct city *pcity)
Definition cityturn.c:197
void city_refresh_queue_processing(void)
Definition cityturn.c:213
char * incite_cost
Definition comments.c:74
void conn_list_do_unbuffer(struct conn_list *dest)
Definition connection.c:366
void conn_list_compression_thaw(const struct conn_list *pconn_list)
Definition connection.c:732
void conn_list_do_buffer(struct conn_list *dest)
Definition connection.c:356
void conn_list_compression_freeze(const struct conn_list *pconn_list)
Definition connection.c:720
#define conn_list_iterate(connlist, pconn)
Definition connection.h:108
#define conn_list_iterate_end
Definition connection.h:110
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
int get_city_tile_output_bonus(const struct city *pcity, const struct tile *ptile, const struct output_type *poutput, enum effect_type effect_type)
Definition effects.c:916
struct player * extra_owner(const struct tile *ptile)
Definition extras.c:1114
int extra_number(const struct extra_type *pextra)
Definition extras.c:161
bool extra_has_flag(const struct extra_type *pextra, enum extra_flag_id flag)
Definition extras.c:861
bool player_can_build_extra(const struct extra_type *pextra, const struct player *pplayer, const struct tile *ptile)
Definition extras.c:468
static struct extra_type extras[MAX_EXTRA_TYPES]
Definition extras.c:31
bool is_native_extra_to_utype(const struct extra_type *pextra, const struct unit_type *punittype)
Definition extras.c:852
bool can_extras_coexist(const struct extra_type *pextra1, const struct extra_type *pextra2)
Definition extras.c:1003
int extra_count(void)
Definition extras.c:153
bool player_knows_extra_exist(const struct player *pplayer, const struct extra_type *pextra, const struct tile *ptile)
Definition extras.c:1149
const char * extra_name_translation(const struct extra_type *pextra)
Definition extras.c:194
#define extra_type_iterate(_p)
Definition extras.h:315
#define extra_type_iterate_end
Definition extras.h:321
#define is_extra_caused_by(e, c)
Definition extras.h:203
#define extra_base_get(_e_)
Definition extras.h:190
#define extra_road_get(_e_)
Definition extras.h:191
#define extra_type_by_cause_iterate_end
Definition extras.h:339
#define extra_type_by_cause_iterate(_cause, _extra)
Definition extras.h:333
@ HB_DISABLED
Definition fc_types.h:1291
#define MAX_EXTRA_TYPES
Definition fc_types.h:50
signed short Continent_id
Definition fc_types.h:375
@ BORDERS_DISABLED
Definition fc_types.h:1038
@ BORDERS_SEE_INSIDE
Definition fc_types.h:1040
@ BORDERS_EXPAND
Definition fc_types.h:1041
#define IDENTITY_NUMBER_ZERO
Definition fc_types.h:92
#define _(String)
Definition fcintl.h:67
const struct ft_color ftc_server
const char * unit_link(const struct unit *punit)
const char * unit_tile_link(const struct unit *punit)
struct civ_game game
Definition game.c:62
struct world wld
Definition game.c:63
struct unit * game_unit_by_number(int id)
Definition game.c:116
struct city * game_city_by_number(int id)
Definition game.c:107
struct city * owner
Definition citydlg.c:220
static GtkWidget * source
Definition gotodlg.c:58
#define fc_assert_ret(condition)
Definition log.h:191
#define log_verbose(message,...)
Definition log.h:109
#define fc_assert(condition)
Definition log.h:176
#define fc_assert_ret_val(condition, val)
Definition log.h:194
#define log_debug(message,...)
Definition log.h:115
#define log_error(message,...)
Definition log.h:103
int map_num_tiles(void)
Definition map.c:1014
struct tile * rand_map_pos(const struct civ_map *nmap)
Definition map.c:1088
int map_vector_to_sq_distance(int dx, int dy)
Definition map.c:614
bool terrain_surroundings_allow_change(const struct civ_map *nmap, const struct tile *ptile, const struct terrain *pterrain)
Definition map.c:742
void map_distance_vector(int *dx, int *dy, const struct tile *tile0, const struct tile *tile1)
Definition map.c:1073
#define adjc_iterate_end
Definition map.h:433
#define MAP_INDEX_SIZE
Definition map.h:137
#define circle_dxyr_iterate(nmap, center_tile, sq_radius, _tile, dx, dy, dr)
Definition map.h:409
#define cardinal_adjc_iterate_end
Definition map.h:459
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:428
#define circle_dxyr_iterate_end
Definition map.h:420
#define cardinal_adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:455
#define circle_iterate(nmap, center_tile, sq_radius, tile_itr)
Definition map.h:401
#define whole_map_iterate(_map, _tile)
Definition map.h:545
#define MAP_TILE_OWNER_NULL
Definition map.h:602
#define whole_map_iterate_end
Definition map.h:554
#define circle_iterate_end
Definition map.h:404
void assign_continent_numbers(void)
int get_ocean_size(Continent_id id)
struct terrain * most_shallow_ocean(bool frozen)
int get_lake_surrounders(Continent_id cont)
void player_map_init(struct player *pplayer)
Definition maphand.c:1218
static void terrain_change_bounce_single_unit(struct unit *punit, struct tile *from)
Definition maphand.c:1824
void update_player_tile_last_seen(struct player *pplayer, struct tile *ptile)
Definition maphand.c:1464
static void shared_vision_change_seen(struct player *pplayer, struct tile *ptile, const v_radius_t change, bool can_reveal_tiles)
Definition maphand.c:667
void vision_clear_sight(struct vision *vision)
Definition maphand.c:2511
void map_claim_base(struct tile *ptile, struct extra_type *pextra, struct player *powner, struct player *ploser)
Definition maphand.c:2378
void map_set_border_vision(struct player *pplayer, const bool is_enabled)
Definition maphand.c:740
void map_claim_ownership(struct tile *ptile, struct player *powner, struct tile *psource, bool claim_bases)
Definition maphand.c:2185
static int player_tile_own_seen(const struct player_tile *plrtile, enum vision_layer vlayer)
Definition maphand.c:1133
bool map_is_known(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:894
static bool map_is_also_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:909
void send_map_info(struct conn_list *dest)
Definition maphand.c:649
static bool really_give_tile_info_from_player_to_player(struct player *pfrom, struct player *pdest, struct tile *ptile)
Definition maphand.c:1482
bool send_tile_suppression(bool now)
Definition maphand.c:475
void destroy_extra(struct tile *ptile, struct extra_type *pextra)
Definition maphand.c:2586
static void check_units_single_tile(struct tile *ptile)
Definition maphand.c:1876
static void really_give_map_from_player_to_player(struct player *pfrom, struct player *pdest)
Definition maphand.c:1555
void disable_fog_of_war(void)
Definition maphand.c:1782
bool really_gives_vision(struct player *me, struct player *them)
Definition maphand.c:345
static bool unit_is_on_layer(const struct unit *punit, enum vision_layer vlayer)
Definition maphand.c:640
void map_know_and_see_all(struct player *pplayer)
Definition maphand.c:1193
static void map_change_own_seen(struct player *pplayer, struct tile *ptile, const v_radius_t change)
Definition maphand.c:1142
void show_map_to_all(void)
Definition maphand.c:1207
void send_tile_info(struct conn_list *dest, struct tile *ptile, bool send_unknown)
Definition maphand.c:491
bool update_player_tile_knowledge(struct player *pplayer, struct tile *ptile)
Definition maphand.c:1395
static int map_get_seen(const struct player *pplayer, const struct tile *ptile, enum vision_layer vlayer)
Definition maphand.c:934
static void ocean_to_land_fix_rivers(struct tile *ptile)
Definition maphand.c:1798
void give_map_from_player_to_player(struct player *pfrom, struct player *pdest)
Definition maphand.c:384
void send_all_known_tiles(struct conn_list *dest)
Definition maphand.c:444
void bounce_units_on_terrain_change(struct tile *ptile)
Definition maphand.c:1906
void give_seamap_from_player_to_player(struct player *pfrom, struct player *pdest)
Definition maphand.c:400
void remove_shared_vision(struct player *pfrom, struct player *pto)
Definition maphand.c:1690
bool need_to_reassign_continents(const struct terrain *oldter, const struct terrain *newter)
Definition maphand.c:1921
static bool is_claimable_ocean(struct tile *ptile, struct tile *source, struct player *pplayer)
Definition maphand.c:2071
struct vision_site * map_get_player_city(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:1364
static bool is_terrain_ecologically_wet(struct tile *ptile)
Definition maphand.c:96
void tile_claim_bases(struct tile *ptile, struct player *powner)
Definition maphand.c:2198
void disable_fog_of_war_player(struct player *pplayer)
Definition maphand.c:1768
void climate_change(bool warming, int effect)
Definition maphand.c:133
void enable_fog_of_war(void)
Definition maphand.c:1758
static bool send_tile_suppressed
Definition maphand.c:65
static void create_vision_dependencies(void)
Definition maphand.c:1595
void upgrade_all_city_extras(struct player *pplayer, bool discovery)
Definition maphand.c:276
void create_extra(struct tile *ptile, struct extra_type *pextra, struct player *pplayer)
Definition maphand.c:2521
void map_update_border(struct tile *ptile, struct player *owner, int old_radius_sq, int new_radius_sq)
Definition maphand.c:2232
void map_set_known(struct tile *ptile, struct player *pplayer)
Definition maphand.c:1175
void map_show_all(struct player *pplayer)
Definition maphand.c:879
static void map_unit_homecity_enqueue(struct tile *ptile)
Definition maphand.c:2124
static void map_change_seen(struct player *pplayer, struct tile *ptile, const v_radius_t change, bool can_reveal_tiles)
Definition maphand.c:947
void map_show_tile(struct player *src_player, struct tile *ptile)
Definition maphand.c:768
void give_citymap_from_player_to_player(struct city *pcity, struct player *pfrom, struct player *pdest)
Definition maphand.c:418
void nuclear_winter(int effect)
Definition maphand.c:119
void tile_change_side_effects(struct tile *ptile, bool refresh_city)
Definition maphand.c:2689
static void player_tile_init(struct tile *ptile, struct player *pplayer)
Definition maphand.c:1325
void terrain_changed(struct tile *ptile)
Definition maphand.c:1940
void player_map_free(struct player *pplayer)
Definition maphand.c:1234
static void unbuffer_shared_vision(struct player *pplayer)
Definition maphand.c:368
static void map_claim_border_ownership(struct tile *ptile, struct player *powner, struct tile *psource)
Definition maphand.c:2140
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:920
void change_playertile_site(struct player_tile *ptile, struct vision_site *new_site)
Definition maphand.c:1156
void map_calculate_borders(void)
Definition maphand.c:2351
void fix_tile_on_terrain_change(struct tile *ptile, struct terrain *oldter, bool extend_rivers)
Definition maphand.c:1959
void enable_fog_of_war_player(struct player *pplayer)
Definition maphand.c:1744
void map_show_circle(struct player *pplayer, struct tile *ptile, int radius_sq)
Definition maphand.c:864
void map_vision_update(struct player *pplayer, struct tile *ptile, const v_radius_t old_radius_sq, const v_radius_t new_radius_sq, bool can_reveal_tiles)
Definition maphand.c:685
void map_claim_border(struct tile *ptile, struct player *owner, int radius_sq)
Definition maphand.c:2264
void update_tile_knowledge(struct tile *ptile)
Definition maphand.c:1436
void remove_player_from_maps(struct player *pplayer)
Definition maphand.c:1255
void give_shared_vision(struct player *pfrom, struct player *pto)
Definition maphand.c:1629
void check_terrain_change(struct tile *ptile, struct terrain *oldter)
Definition maphand.c:1979
bool give_distorted_map(struct player *pfrom, struct player *pto, int prob, bool reveal_cities)
Definition maphand.c:2661
void map_hide_tile(struct player *src_player, struct tile *ptile)
Definition maphand.c:820
static void buffer_shared_vision(struct player *pplayer)
Definition maphand.c:353
static bool give_tile_info_from_player_to_player(struct player *pfrom, struct player *pdest, struct tile *ptile)
Definition maphand.c:1575
void global_warming(int effect)
Definition maphand.c:106
bool upgrade_city_extras(struct city *pcity, struct extra_type **gained)
Definition maphand.c:241
void map_clear_border(struct tile *ptile)
Definition maphand.c:2215
void map_clear_known(struct tile *ptile, struct player *pplayer)
Definition maphand.c:1183
static void player_tile_free(struct tile *ptile, struct player *pplayer)
Definition maphand.c:1350
#define MAXIMUM_CLAIMED_OCEAN_SIZE
Definition maphand.c:62
struct player_tile * map_get_player_tile(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:1379
void vision_change_sight(struct vision *vision, const v_radius_t radius_sq)
Definition maphand.c:2499
#define map_get_player_site(_ptile_, _pplayer_)
Definition maphand.h:93
#define map_get_playermap_site(_plrtile_)
Definition maphand.h:92
#define fc_realloc(ptr, sz)
Definition mem.h:36
#define fc_malloc(sz)
Definition mem.h:34
bool can_unit_exist_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:319
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c:463
void notify_player(const struct player *pplayer, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:292
void lsend_packet_map_info(struct conn_list *dest, const struct packet_map_info *packet)
int send_packet_tile_info(struct connection *pc, const struct packet_tile_info *packet)
int num_known_tech_with_flag(const struct player *pplayer, enum tech_flag_id flag)
Definition player.c:1273
int player_slot_count(void)
Definition player.c:418
int player_number(const struct player *pplayer)
Definition player.c:837
const char * player_name(const struct player *pplayer)
Definition player.c:895
bool can_player_see_unit(const struct player *pplayer, const struct unit *punit)
Definition player.c:1104
int player_index(const struct player *pplayer)
Definition player.c:829
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1405
bool gives_shared_vision(const struct player *me, const struct player *them)
Definition player.c:1485
#define players_iterate_end
Definition player.h:537
#define players_iterate(_pplayer)
Definition player.h:532
void send_player_info_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1142
#define phase_players_iterate(pplayer)
Definition plrhand.h:113
#define phase_players_iterate_end
Definition plrhand.h:118
#define fc_rand(_size)
Definition rand.h:56
bool road_has_flag(const struct road_type *proad, enum road_flag_id flag)
Definition road.c:410
int count_river_near_tile(struct civ_map *nmap, const struct tile *ptile, const struct extra_type *priver)
Definition road.c:334
#define sanity_check_tile(x)
Definition sanitycheck.h:42
void flush_packets(void)
Definition sernet.c:381
#define DEFAULT_SPECIALIST
Definition specialist.h:43
enum server_states server_state(void)
Definition srv_main.c:333
Definition city.h:320
citizens specialists[SP_MAX]
Definition city.h:336
struct tile * tile
Definition city.h:322
bool last_updated_year
Definition game.h:236
bool vision_reveal_tiles
Definition game.h:200
bool fogofwar_old
Definition game.h:234
struct conn_list * est_connections
Definition game.h:97
struct packet_game_info info
Definition game.h:89
struct packet_scenario_info scenario
Definition game.h:87
bool foggedborders
Definition game.h:147
struct civ_game::@31::@35 server
struct tile * tiles
Definition map_types.h:83
int xsize
Definition map_types.h:78
int ysize
Definition map_types.h:78
int north_latitude
Definition map_types.h:79
int south_latitude
Definition map_types.h:80
int topology_id
Definition map_types.h:72
int wrap_id
Definition map_types.h:73
unsigned char * vec
Definition bitvector.h:34
struct resource_type * resource
Definition extras.h:156
struct extra_type::@25 data
enum extra_unit_seen_type eus
Definition extras.h:128
struct base_type * base
Definition extras.h:154
enum borders_mode borders
enum happyborders_type happyborders
int border_city_permanent_radius_sq
Resource_type_id resource
enum known_type known
char label[MAX_LEN_MAP_LABEL]
Continent_id continent
Terrain_type_id terrain
char spec_sprite[MAX_LEN_NAME]
struct player * extras_owner
Definition maphand.h:35
v_radius_t seen_count
Definition maphand.h:43
struct vision_site * site
Definition maphand.h:31
struct terrain * terrain
Definition maphand.h:33
struct dbv extras
Definition maphand.h:36
short last_updated
Definition maphand.h:44
struct player * owner
Definition maphand.h:34
struct extra_type * resource
Definition maphand.h:32
struct city_list * cities
Definition player.h:279
struct dbv tile_known
Definition player.h:308
struct conn_list * connections
Definition player.h:296
struct player_tile * private_map
Definition player.h:322
bool border_vision
Definition player.h:325
struct player::@70::@72 server
struct terrain * cooler_wetter_result
Definition terrain.h:241
struct terrain * cooler_drier_result
Definition terrain.h:241
struct terrain * warmer_wetter_result
Definition terrain.h:240
struct terrain * warmer_drier_result
Definition terrain.h:240
Definition tile.h:50
char * spec_sprite
Definition tile.h:66
char * label
Definition tile.h:65
bv_extras extras
Definition tile.h:55
struct extra_type * resource
Definition tile.h:56
struct unit_list * units
Definition tile.h:58
struct player * extras_owner
Definition tile.h:63
struct terrain * terrain
Definition tile.h:57
int infra_turns
Definition tile.h:62
struct extra_type * placing
Definition tile.h:61
struct city * worked
Definition tile.h:59
struct tile * claimer
Definition tile.h:64
enum vision_layer vlayer
Definition unittype.h:569
Definition unit.h:138
enum unit_activity activity
Definition unit.h:157
int id
Definition unit.h:145
struct unit::@81::@84 server
struct extra_type * activity_target
Definition unit.h:164
int homecity
Definition unit.h:146
bool dying
Definition unit.h:250
int identity
Definition vision.h:114
struct tile * tile
Definition vision.h:88
bool can_reveal_tiles
Definition vision.h:89
v_radius_t radius_sq
Definition vision.h:92
struct player * player
Definition vision.h:87
struct civ_map map
#define sz_strlcpy(dest, src)
Definition support.h:189
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool is_terrain_class_near_tile(const struct civ_map *nmap, const struct tile *ptile, enum terrain_class tclass)
Definition terrain.c:612
Terrain_type_id terrain_count(void)
Definition terrain.c:118
Terrain_type_id terrain_number(const struct terrain *pterrain)
Definition terrain.c:147
#define T_UNKNOWN
Definition terrain.h:57
#define is_ocean(pterrain)
Definition terrain.h:301
#define is_ocean_tile(ptile)
Definition terrain.h:303
#define T_NONE
Definition terrain.h:56
#define terrain_has_flag(terr, flag)
Definition terrain.h:283
void tile_add_extra(struct tile *ptile, const struct extra_type *pextra)
Definition tile.c:955
bool tile_has_river(const struct tile *ptile)
Definition tile.c:852
bool tile_map_check(struct civ_map *nmap, struct tile *vtile)
Definition tile.c:1065
void tile_remove_extra(struct tile *ptile, const struct extra_type *pextra)
Definition tile.c:965
void tile_change_terrain(struct tile *ptile, struct terrain *pterrain)
Definition tile.c:496
bool tile_has_conflicting_extra(const struct tile *ptile, const struct extra_type *pextra)
Definition tile.c:901
void tile_set_owner(struct tile *ptile, struct player *pplayer, struct tile *claimer)
Definition tile.c:69
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_claimer(_tile)
Definition tile.h:100
#define tile_index(_pt_)
Definition tile.h:88
#define tile_worked(_tile)
Definition tile.h:114
#define tile_resource(_tile)
Definition tile.h:102
@ TILE_KNOWN_UNSEEN
Definition tile.h:37
@ TILE_UNKNOWN
Definition tile.h:36
@ TILE_KNOWN_SEEN
Definition tile.h:38
#define tile_terrain(_tile)
Definition tile.h:110
#define TILE_XY(ptile)
Definition tile.h:43
#define tile_continent(_tile)
Definition tile.h:92
#define tile_has_extra(ptile, pextra)
Definition tile.h:147
#define tile_owner(_tile)
Definition tile.h:96
int get_transporter_occupancy(const struct unit *ptrans)
Definition unit.c:1779
bool unit_is_alive(int id)
Definition unit.c:2249
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2421
struct unit_list * unit_transport_cargo(const struct unit *ptrans)
Definition unit.c:2447
#define unit_tile(_pu)
Definition unit.h:390
#define unit_owner(_pu)
Definition unit.h:389
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer)
Definition unit.h:425
bool unit_activity_handling(struct unit *punit, enum unit_activity new_activity)
Definition unithand.c:6468
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_safe(unitlist, _unit)
Definition unitlist.h:39
#define unit_list_iterate_end
Definition unitlist.h:33
#define unit_list_iterate_safe_end
Definition unitlist.h:61
void unit_goes_out_of_sight(struct player *pplayer, struct unit *punit)
Definition unittools.c:2712
void send_unit_info(struct conn_list *dest, struct unit *punit)
Definition unittools.c:2725
void unit_activities_cancel(struct unit *punit)
Definition unittools.c:800
void wipe_unit(struct unit *punit, enum unit_loss_reason reason, struct player *killer)
Definition unittools.c:2135
void unit_activities_cancel_all_illegal_area(const struct tile *ptile)
Definition unittools.c:845
bool unit_move(struct unit *punit, struct tile *pdesttile, int move_cost, struct unit *embark_to, bool find_embark_target, bool conquer_city_allowed, bool conquer_extras_allowed, bool enter_hut, bool frighten_hut)
Definition unittools.c:3916
void unit_list_refresh_vision(struct unit_list *punitlist)
Definition unittools.c:4855
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1587
struct vision_site * vision_site_copy(const struct vision_site *psite)
Definition vision.c:135
void vision_site_destroy(struct vision_site *psite)
Definition vision.c:74
#define V_RADIUS(main_sq, invis_sq, subs_sq)
Definition vision.h:96
#define vision_layer_iterate(v)
Definition vision.h:77
#define vision_site_owner(v)
Definition vision.h:128
short int v_radius_t[V_COUNT]
Definition vision.h:83
#define vision_layer_iterate_end
Definition vision.h:80