Freeciv-3.2
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plrhand.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#include <stdarg.h>
19
20/* utility */
21#include "bitvector.h"
22#include "fcintl.h"
23#include "log.h"
24#include "mem.h"
25#include "rand.h"
26#include "shared.h"
27#include "support.h"
28
29/* common */
30#include "citizens.h"
31#include "culture.h"
32#include "diptreaty.h"
33#include "government.h"
34#include "map.h"
35#include "movement.h"
36#include "multipliers.h"
37#include "nation.h"
38#include "packets.h"
39#include "player.h"
40#include "research.h"
41#include "rgbcolor.h"
42#include "specialist.h"
43#include "tech.h"
44#include "unitlist.h"
45
46/* common/scriptcore */
47#include "luascript_types.h"
48
49/* server */
50#include "aiiface.h"
51#include "barbarian.h"
52#include "citytools.h"
53#include "cityturn.h"
54#include "connecthand.h"
55#include "diplhand.h"
56#include "gamehand.h"
57#include "maphand.h"
58#include "mood.h"
59#include "notify.h"
60#include "plrhand.h"
61#include "sernet.h"
62#include "srv_main.h"
63#include "stdinhand.h"
64#include "spaceship.h"
65#include "spacerace.h"
66#include "techtools.h"
67#include "unittools.h"
68#include "voting.h"
69
70/* server/advisors */
71#include "advdata.h"
72#include "autosettlers.h"
73
74/* server/scripting */
75#include "script_server.h"
76
77/* ai */
78#include "aitraits.h"
79#include "difficulty.h"
80#include "handicaps.h"
81
82
83struct rgbcolor;
84
85static void package_player_common(struct player *plr,
86 struct packet_player_info *packet,
89
90static void package_player_diplstate(struct player *plr1,
91 struct player *plr2,
93 struct player *receiver,
95static void package_player_info(struct player *plr,
96 struct packet_player_info *packet,
99 struct player *receiver,
101static enum plr_info_level player_info_level(struct player *plr,
102 struct player *receiver);
103
104static void send_player_remove_info_c(const struct player_slot *pslot,
105 struct conn_list *dest);
106static void send_player_info_c_real(struct player *src,
107 struct conn_list *dest);
108static void send_player_diplstate_c_real(struct player *src,
109 struct conn_list *dest);
110
111static void send_nation_availability_real(struct conn_list *dest,
112 bool nationset_change);
113
114/* Used by shuffle_players() and shuffled_player(). */
116
117/* Used by player_info_freeze() and player_info_thaw(). */
119
120/**********************************************************************/
126void kill_player(struct player *pplayer)
127{
128 bool save_palace;
129 struct player *barbarians = NULL;
130
131 pplayer->is_alive = FALSE;
132
133 /* reset player status */
134 player_status_reset(pplayer);
135
136 /* Remove shared vision from dead player to friends. */
138 if (gives_shared_vision(pplayer, aplayer)) {
140 }
142
143 cancel_all_meetings(pplayer);
144
145 /* Show entire map for players who are *not* in a team if revealmap is set
146 * to REVEAL_MAP_DEAD. */
148 bool someone_alive = FALSE;
149
151 if (pteam_member->is_alive) {
153 break;
154 }
156
157 if (!someone_alive) {
161 }
162 }
163
164 if (!is_barbarian(pplayer)) {
166 _("The %s are no more!"),
167 nation_plural_for_player(pplayer));
168 }
169
170 /* Transfer back all cities not originally owned by player to their
171 rightful owners, if they are still around */
173 game.server.savepalace = FALSE; /* Moving it around is dumb */
174 city_list_iterate_safe(pplayer->cities, pcity) {
175 if (pcity->original != pplayer && pcity->original != NULL
176 && pcity->original->is_alive) {
177 /* Transfer city to original owner, kill all its units outside of
178 a radius of 3, give verbose messages of every unit transferred,
179 and raze buildings according to raze chance (also removes palace) */
180 if (transfer_city(pcity->original, pcity, 3, TRUE, TRUE, TRUE,
181 TRUE)) {
182 script_server_signal_emit("city_transferred", pcity, pplayer,
183 pcity->original, "death-back_to_original");
184 }
185 }
188
189 /* let there be civil war */
191 if (city_list_size(pplayer->cities) >= 2 + MIN(GAME_MIN_CIVILWARSIZE, 2)) {
192 log_verbose("Civil war strikes the remaining empire of %s",
193 pplayer->name);
194 /* out of sheer cruelty we reanimate the player
195 * so they can behold what happens to their empire */
196 pplayer->is_alive = TRUE;
197 (void) civil_war(pplayer);
198 } else {
199 log_verbose("The empire of %s is too small for civil war.",
200 pplayer->name);
201 }
202 }
203 pplayer->is_alive = FALSE;
204
206 /* if parameter, create a barbarian, if possible */
208 }
209
210 /* if there are barbarians around, they will take the remaining cities */
211 /* vae victis! */
212 if (barbarians) {
213 /* Moving victim's palace around is a waste of time, as they're dead */
215
217
218 log_verbose("Barbarians take the empire of %s", pplayer->name);
220
221 /* Transfer any remaining cities */
222 city_list_iterate_safe(pplayer->cities, pcity) {
223 if (transfer_city(barbarians, pcity, -1, FALSE, FALSE, FALSE,
224 FALSE)) {
225 script_server_signal_emit("city_transferred", pcity, pplayer,
226 barbarians, "death-barbarians_get");
227 }
229
231
233
234 /* Barbarians don't get free buildings like Palaces, so we don't
235 * call city_build_free_buildings().
236 * FIXME: maybe this should be a ruleset option? */
237 } else {
238 /* Destroy any remaining cities */
239 city_list_iterate(pplayer->cities, pcity) {
240 remove_city(pcity);
242 }
243
244 /* Remove all units that are still ours */
248
249 /* Remove ownership of tiles */
250 whole_map_iterate(&(wld.map), ptile) {
251 if (tile_owner(ptile) == pplayer) {
253 }
254 if (extra_owner(ptile) == pplayer) {
255 ptile->extras_owner = NULL;
256 }
258
259 /* Ensure this dead player doesn't win with a spaceship.
260 * Now that would be truly unbelievably dumb - Per */
261 spaceship_init(&pplayer->spaceship);
262 send_spaceship_info(pplayer, NULL);
263
265}
266
267/**********************************************************************/
270static int get_player_maxrate(struct player *pplayer)
271{
272 int maxrate = get_player_bonus(pplayer, EFT_MAX_RATES);
273
274 if (maxrate == 0) {
275 return 100; /* effects not initialized yet */
276 }
277
278 /* 34 + 33 + 33 = 100 */
279 return CLIP(34, maxrate, 100);
280}
281
282/**********************************************************************/
286void handle_player_rates(struct player *pplayer,
287 int tax, int luxury, int science)
288{
289 int maxrate;
290
291 if (S_S_RUNNING != server_state()) {
292 log_error("received player_rates packet from %s before start",
293 player_name(pplayer));
295 _("Cannot change rates before game start."));
296 return;
297 }
298
299 if (tax + luxury + science != 100) {
300 return;
301 }
302 if (tax < 0 || tax > 100 || luxury < 0 || luxury > 100 || science < 0
303 || science > 100) {
304 return;
305 }
306 maxrate = get_player_maxrate(pplayer);
307 if (tax > maxrate || luxury > maxrate || science > maxrate) {
308 const char *rtype;
309
310 if (tax > maxrate) {
311 rtype = _("Tax");
312 } else if (luxury > maxrate) {
313 rtype = _("Luxury");
314 } else {
315 rtype = _("Science");
316 }
317
319 _("%s rate exceeds the max rate for %s."),
320 rtype,
322 } else {
323 pplayer->economic.tax = tax;
324 pplayer->economic.luxury = luxury;
325 pplayer->economic.science = science;
326
328 send_player_info_c(pplayer, pplayer->connections);
329 }
330}
331
332/**********************************************************************/
337void government_change(struct player *pplayer, struct government *gov,
339{
340 struct research *presearch;
341
345 && NULL != pplayer->target_government);
347
348 gov->changed_to_times++;
349 }
350
351 pplayer->government = gov;
352 pplayer->target_government = NULL;
353
355 log_debug("Revolution finished for %s. Government is %s. "
356 "Revofin %d (%d).", player_name(pplayer),
359 }
360
362 _("%s now governs the %s as a %s."),
363 player_name(pplayer),
366
367 if (is_human(pplayer)) {
368 /* Keep luxuries if we have any. Try to max out science. -GJW */
369 int max = get_player_maxrate(pplayer);
370
371 /* only change rates if one exceeds the maximal rate */
372 if (pplayer->economic.science > max || pplayer->economic.tax > max
373 || pplayer->economic.luxury > max) {
374 int save_science = pplayer->economic.science;
375 int save_tax = pplayer->economic.tax;
376 int save_luxury = pplayer->economic.luxury;
377
378 pplayer->economic.science = MIN(100 - pplayer->economic.luxury, max);
379 pplayer->economic.tax = MIN(100 - pplayer->economic.luxury
380 - pplayer->economic.science, max);
381 pplayer->economic.luxury = 100 - pplayer->economic.science
382 - pplayer->economic.tax;
383
385 _("The tax rates for the %s are changed from "
386 "%3d%%/%3d%%/%3d%% (tax/luxury/science) to "
387 "%3d%%/%3d%%/%3d%%."),
390 pplayer->economic.tax, pplayer->economic.luxury,
391 pplayer->economic.science);
392 }
393 }
394
395 check_player_max_rates(pplayer);
397 send_player_info_c(pplayer, pplayer->connections);
398
399 presearch = research_get(pplayer);
402}
403
404/**********************************************************************/
412{
413 int ransom = fc_rand(1 + pvictim->economic.gold);
414 int n = 1 + fc_rand(3);
415
416 /* Give map */
420 _("You looted parts of %s map!"),
422 }
423
424 log_debug("victim has money: %d", pvictim->economic.gold);
425
426 if (ransom > 0) {
429 PL_("You loot %d gold!", "You loot %d gold!", ransom),
430 ransom);
431 }
432 pvictor->economic.gold += ransom;
433 pvictim->economic.gold -= ransom;
434
435 while (n > 0) {
437
438 /* steal_a_tech() handles also notifying of the player */
440
441 if (ttid == A_NONE) {
442 log_debug("Worthless enemy doesn't have more techs to steal.");
443 break;
444 } else {
445 log_debug("Pressed tech %s from captured enemy",
447 if (!fc_rand(3)) {
448 break; /* Out of luck */
449 }
450 n--;
451 }
452 }
453
454 {
455 /* Try to submit some cities */
456 int vcsize = city_list_size(pvictim->cities);
457 int evcsize = vcsize;
458 int conqsize;
459
460 if (evcsize < 3) {
461 evcsize = 0;
462 } else {
463 evcsize -=3;
464 }
465
466 /* About a quarter on average with high numbers less probable */
468
469 log_debug("conqsize=%d", conqsize);
470
471 if (conqsize > 0) {
473 bool submit = FALSE;
474
475 game.server.savepalace = FALSE; /* Moving it around is dumb */
476
477 city_list_iterate_safe(pvictim->cities, pcity) {
478 /* Kindly ask the citizens to submit */
479 if (fc_rand(vcsize) < conqsize) {
480 submit = TRUE;
481 }
482 vcsize--;
483 if (submit) {
484 conqsize--;
485 /* Transfer city to the victorious player
486 * kill all its units outside of a radius of 7,
487 * give verbose messages of every unit transferred,
488 * and raze buildings according to raze chance
489 * (also removes palace) */
492 /* TRANS: Getting a city as loot */
493 _("You conquer %s as loot!"),
494 city_link(pcity));
495
496 (void) transfer_city(pvictor, pcity, 7, TRUE, TRUE, TRUE,
498 submit = FALSE;
499 }
500 if (conqsize <= 0) {
501 break;
502 }
505 }
506 }
507}
508
509/**********************************************************************/
517 struct government *gov)
518{
519 int max_turns;
520 int change_speed;
521
522 switch (rltype) {
523 case REVOLEN_FIXED:
525 case REVOLEN_RANDOM:
529 /* If everyone changes to this government once, the last 50% of players doing so
530 * will get the minimum time (1 turn) */
532 /* It never takes zero players to make revlen shorter */
535 max_turns = MAX(1, max_turns);
537 return fc_rand(max_turns) + 1;
538 }
539 return max_turns;
540 }
541
543
545}
546
547/**********************************************************************/
550int revolution_length(struct government *gov, struct player *plr)
551{
554 /* Targetless revolution not acceptable */
556 _("You can't revolt without selecting target government."));
557 return -1;
558 }
559
561}
562
563/**********************************************************************/
568{
569 int turns;
571 bool anarchy;
572
573 if (!gov || !can_change_to_government(pplayer, gov)) {
574 return;
575 }
576
577 log_debug("Government changed for %s. Target government is %s; "
578 "old %s. Revofin %d, Turn %d.", player_name(pplayer),
582
583 anarchy = get_player_bonus(pplayer, EFT_NO_ANARCHY) <= 0;
584
585 /* Set revolution_finishes value. */
586 if (pplayer->revolution_finishes > 0) {
587 /* Player already has an active revolution. Note that the finish time
588 * may be in the future (we're waiting for it to finish), the current
589 * turn (it just finished - but isn't reset until the end of the turn)
590 * or even in the past (if the player is in anarchy and hasn't chosen
591 * a government). */
592 turns = pplayer->revolution_finishes - game.info.turn;
593 } else if ((is_ai(pplayer) && !has_handicap(pplayer, H_REVOLUTION))
594 || !anarchy) {
595 /* AI players without the H_REVOLUTION handicap can skip anarchy */
596 anarchy = FALSE;
597 turns = 0;
598 } else {
599 turns = revolution_length(gov, pplayer);
600 if (turns < 0) {
601 return;
602 }
603 }
604
605 if (anarchy && turns <= 0
607 /* Multiple changes attempted after single anarchy period */
611 _("You can't revolt the same turn you finished previous revolution."));
612 return;
613 }
614 }
615
617 pplayer->target_government = gov;
618 pplayer->revolution_finishes = game.info.turn + turns;
619
620 log_debug("Revolution started for %s. Target government is %s. "
621 "Revofin %d (%d).", player_name(pplayer),
624
625 /* Now see if the revolution is instantaneous. */
626 if (turns <= 0
629 /* TRANS: Switching to a new form of government */
630 _("The %s will switch to %s in the end of "
631 "the player phase."),
634 return;
635 } else if (turns > 0) {
637 /* TRANS: This is a message event so don't make it
638 * too long. */
639 PL_("The %s have incited a revolt! "
640 "%d turn of anarchy will ensue! "
641 "Target government is %s.",
642 "The %s have incited a revolt! "
643 "%d turns of anarchy will ensue! "
644 "Target government is %s.",
645 turns),
647 turns,
649 } else {
652 _("Revolution: returning to anarchy."));
653 }
654
655 check_player_max_rates(pplayer);
657 send_player_info_c(pplayer, pplayer->connections);
658
659 log_debug("Government change complete for %s. Target government is %s; "
660 "now %s. Turn %d; revofin %d.", player_name(pplayer),
664}
665
666/**********************************************************************/
670void update_revolution(struct player *pplayer)
671{
672 struct government *current_gov;
673
674 /* The player's revolution counter is stored in the revolution_finishes
675 * field. This value has the following meanings:
676 * - If negative (-1), then the player is not in a revolution. In this
677 * case the player should never be in anarchy.
678 * - If positive, the player is in the middle of a revolution. In this
679 * case the value indicates the turn in which the revolution finishes.
680 * * If this value is > than the current turn, then the revolution is
681 * in progress. In this case the player should always be in anarchy.
682 * * If the value is == to the current turn, then the revolution is
683 * finished. The player may now choose a government. However the
684 * value isn't reset until the end of the turn. If the player has
685 * chosen a government by the end of the turn, then the revolution is
686 * over and the value is reset to -1.
687 * * If the player doesn't pick a government then the revolution
688 * continues. At this point the value is <= to the current turn,
689 * and the player can leave the revolution at any time. The value
690 * is reset at the end of any turn when a non-anarchy government is
691 * chosen.
692 */
693 log_debug("Update revolution for %s. Current government %s, "
694 "target %s, revofin %d, turn %d.", player_name(pplayer),
696 pplayer->target_government
697 ? government_rule_name(pplayer->target_government) : "(none)",
699
701
703 && pplayer->revolution_finishes <= game.info.turn) {
705 /* If the revolution is over and a target government is set, go into
706 * the new government. */
707 log_debug("Update: finishing revolution for %s.", player_name(pplayer));
708 government_change(pplayer, pplayer->target_government, TRUE);
709 } else {
710 /* If the revolution is over but there's no target government set,
711 * alert the player. */
713 _("You should choose a new government from the "
714 "government menu."));
715 }
717 && pplayer->revolution_finishes < game.info.turn) {
718 /* Reset the revolution counter. If the player has another revolution
719 * they'll have to re-enter anarchy. */
720 log_debug("Update: resetting revofin for %s.", player_name(pplayer));
721 pplayer->revolution_finishes = -1;
722 send_player_info_c(pplayer, pplayer->connections);
723 }
724}
725
726/**********************************************************************/
729void update_capital(struct player *pplayer)
730{
731 int max_value = 0;
732 struct city *primary_capital = NULL;
733 int same_value_count = 0;
734
735 city_list_iterate(pplayer->cities, pcity) {
736 int value = get_city_bonus(pcity, EFT_CAPITAL_CITY);
737
738 if (value > max_value) {
739 max_value = value;
740 primary_capital = pcity;
742 /* Mark it at least some kind of capital, might turn to named capital
743 * after all have been processed. */
744 pcity->capital = CAPITAL_SECONDARY;
745 } else if (value > 0) {
746 /* Mark it at least some kind of capital. */
747 pcity->capital = CAPITAL_SECONDARY;
748 if (value == max_value) {
751 if (fc_rand(same_value_count) == 1) {
752 primary_capital = pcity;
753 }
754 }
755 } else {
756 /* Not capital at all */
757 pcity->capital = CAPITAL_NOT;
758 }
760
761 if (primary_capital != NULL) {
763 pplayer->primary_capital_id = primary_capital->id;
764 } else {
765 pplayer->primary_capital_id = 0;
766 }
767}
768
769/**********************************************************************/
774void check_player_max_rates(struct player *pplayer)
775{
776 struct player_economic old_econ = pplayer->economic;
777
779 if (old_econ.tax > pplayer->economic.tax) {
781 _("Tax rate exceeded the max rate; adjusted."));
782 }
783 if (old_econ.science > pplayer->economic.science) {
785 _("Science rate exceeded the max rate; adjusted."));
786 }
787 if (old_econ.luxury > pplayer->economic.luxury) {
789 _("Luxury rate exceeded the max rate; adjusted."));
790 }
791}
792
793/**********************************************************************/
803 struct player *pplayer2,
804 const struct unit_list
806 const struct unit_list
808{
809 /* The client needs updated diplomatic state, because it is used
810 * during calculation of new states of occupied flags in cities */
811 send_player_all_c(pplayer, NULL);
816}
817
818/**********************************************************************/
821static void maybe_claim_base(struct tile *ptile, struct player *new_owner,
822 struct player *old_owner)
823{
824 bool claim = FALSE;
825
826 unit_list_iterate(ptile->units, punit) {
829 claim = TRUE;
830 break;
831 }
833
834 if (claim) {
836 map_claim_base(ptile, pextra, new_owner, old_owner);
838
839 ptile->extras_owner = new_owner;
840 }
841}
842
843/**********************************************************************/
846void enter_war(struct player *pplayer, struct player *pplayer2)
847{
848 /* Claim bases where units are already standing */
849 whole_map_iterate(&(wld.map), ptile) {
850 struct player *old_owner = extra_owner(ptile);
851
852 if (old_owner == pplayer2) {
853 maybe_claim_base(ptile, pplayer, old_owner);
854 } else if (old_owner == pplayer) {
856 }
858}
859
860/**********************************************************************/
864{
865 pplayer->last_war_action = game.info.turn;
866 send_player_info_c(pplayer, NULL);
867}
868
869/**********************************************************************/
879 int other_player_id,
880 enum clause_type clause)
881{
885 bool repeat = FALSE;
886 struct player *pplayer2 = player_by_number(other_player_id);
888 struct unit_list *pplayer_seen_units, *pplayer2_seen_units;
889
890 if (NULL == pplayer2 || players_on_same_team(pplayer, pplayer2)) {
891 return;
892 }
893
895
896 if (clause == CLAUSE_VISION) {
897 if (!gives_shared_vision(pplayer, pplayer2)) {
898 return;
899 }
902 _("%s no longer gives us shared vision!"),
903 player_name(pplayer));
904 return;
905 }
906
907 if (clause == CLAUSE_SHARED_TILES) {
908 if (!gives_shared_tiles(pplayer, pplayer2)) {
909 return;
910 }
912 whole_map_iterate(&(wld.map), ptile) {
913 if (tile_owner(ptile) == pplayer && ptile->worked != NULL
914 && city_owner(ptile->worked) == pplayer2) {
915 struct city *pcity = ptile->worked;
916
917 city_map_update_empty(pcity, ptile);
919 }
922 _("%s no longer shares tiles with us!"),
923 player_name(pplayer));
924 return;
925 }
926
928
929 /* The senate may not allow you to break the treaty. In this case you
930 * must first dissolve the senate then you can break it. */
933 _("The senate will not allow you to break treaty "
934 "with the %s. You must either dissolve the senate "
935 "or wait until a more timely moment."),
937 return;
938 }
939
940 if (diplcheck != DIPL_OK) {
941 return;
942 }
943
944 reject_all_treaties(pplayer);
946 /* else, breaking a treaty */
947
948 /* check what the new status will be */
950
951 if (new_type == old_type) {
952 /* No change */
953 return;
954 }
955
958
959 if (old_type == DS_ALLIANCE) {
962 } else {
965 }
966
967 /* do the change */
968 ds_plrplr2->type = ds_plr2plr->type = new_type;
969 ds_plrplr2->turns_left = ds_plr2plr->turns_left = 16;
970
971 if (new_type == DS_WAR) {
974 }
975
976 /* If the old state was alliance, the players' units can share tiles
977 illegally, and we need to call resolve_unit_stacks() */
978 if (old_type == DS_ALLIANCE) {
979
982
988 }
989
990 /* if there's a reason to cancel the pact, do it without penalty */
991 /* FIXME: in the current implementation if you break more than one
992 * treaty simultaneously it may success partially: the first treaty-breaking
993 * will happen but the second one will fail. */
994 if (get_player_bonus(pplayer, EFT_HAS_SENATE) > 0 && !repeat) {
995 if (ds_plrplr2->has_reason_to_cancel > 0) {
997 _("The senate passes your bill because of the "
998 "constant provocations of the %s."),
1000 } else if (new_type == DS_WAR) {
1002 _("The senate refuses to break treaty with the %s, "
1003 "but you have no trouble finding a new senate."),
1005 }
1006 }
1007 if (new_type == DS_WAR) {
1009
1010 enter_war(pplayer, pplayer2);
1011 }
1012 ds_plrplr2->has_reason_to_cancel = 0;
1013
1014 send_player_all_c(pplayer, NULL);
1016
1017 /*
1018 * Refresh all cities which have a unit of the other side within
1019 * city range.
1020 */
1023 sync_cities();
1024
1026 _("The diplomatic state between the %s "
1027 "and the %s is now %s."),
1028 nation_plural_for_player(pplayer),
1032 _(" %s canceled the diplomatic agreement! "
1033 "The diplomatic state between the %s and the %s "
1034 "is now %s."),
1035 player_name(pplayer),
1037 nation_plural_for_player(pplayer),
1039
1040 /* Check fall-out of a war declaration. */
1042 if (other != pplayer && other != pplayer2
1044 && pplayers_allied(pplayer, other)) {
1045 if (!players_on_same_team(pplayer, other)) {
1046 /* If an ally declares war on another ally, break off your alliance
1047 * to the aggressor. This prevents in-alliance wars, which are not
1048 * permitted. */
1050 _("%s has attacked your ally %s! "
1051 "You cancel your alliance to the aggressor."),
1052 player_name(pplayer),
1058 } else {
1059 /* We are in the same team as the agressor; we cannot break
1060 * alliance with them. We trust our team mate and break alliance
1061 * with the attacked player */
1063 _("Your team mate %s declared war on %s. "
1064 "You are obligated to cancel alliance with %s."),
1065 player_name(pplayer),
1069 }
1070 }
1072}
1073
1074/**********************************************************************/
1077static void send_player_remove_info_c(const struct player_slot *pslot,
1078 struct conn_list *dest)
1079{
1080 if (!dest) {
1081 dest = game.est_connections;
1082 }
1083
1085
1086 conn_list_iterate(dest, pconn) {
1089}
1090
1091/**********************************************************************/
1098{
1100}
1101
1102/**********************************************************************/
1114
1115/**********************************************************************/
1125void send_player_all_c(struct player *src, struct conn_list *dest)
1126{
1127 send_player_info_c(src, dest);
1128 send_player_diplstate_c(src, dest);
1129}
1130
1131/**********************************************************************/
1142void send_player_info_c(struct player *src, struct conn_list *dest)
1143{
1144 if (0 < player_info_frozen_level) {
1145 return; /* Discard, see comment for player_info_freeze(). */
1146 }
1147
1148 if (src != NULL) {
1149 send_player_info_c_real(src, dest);
1150 return;
1151 }
1152
1153 players_iterate(pplayer) {
1154 send_player_info_c_real(pplayer, dest);
1156}
1157
1158/**********************************************************************/
1162static void send_player_info_c_real(struct player *src,
1163 struct conn_list *dest)
1164{
1165 struct packet_player_info info;
1168
1169 fc_assert_ret(src != NULL);
1170
1171 if (!dest) {
1172 dest = game.est_connections;
1173 }
1174
1175 if (any_web_conns()) {
1176 webp_ptr = &web_info;
1177 } else {
1178 webp_ptr = NULL;
1179 }
1180
1181 package_player_common(src, &info, webp_ptr);
1182
1183 conn_list_iterate(dest, pconn) {
1184 if (NULL == pconn->playing && pconn->observer) {
1185 /* Global observer. */
1186 package_player_info(src, &info, webp_ptr, pconn->playing, INFO_FULL);
1187 } else if (NULL != pconn->playing) {
1188 /* Players (including regular observers) */
1189 package_player_info(src, &info, webp_ptr,
1190 pconn->playing, INFO_MINIMUM);
1191 } else {
1193 }
1197}
1198
1199/**********************************************************************/
1208void send_player_diplstate_c(struct player *src, struct conn_list *dest)
1209{
1210 if (src != NULL) {
1212 return;
1213 }
1214
1215 players_iterate(pplayer) {
1216 send_player_diplstate_c_real(pplayer, dest);
1218}
1219
1220/**********************************************************************/
1224static void send_player_diplstate_c_real(struct player *plr1,
1225 struct conn_list *dest)
1226{
1227 fc_assert_ret(plr1 != NULL);
1228
1229 if (!dest) {
1230 dest = game.est_connections;
1231 }
1232
1233 conn_list_iterate(dest, pconn) {
1234 players_iterate(plr2) {
1236
1237 if (NULL == pconn->playing && pconn->observer) {
1238 /* Global observer. */
1240 INFO_FULL);
1241 } else if (NULL != pconn->playing) {
1242 /* Players (including regular observers) */
1244 INFO_MINIMUM);
1245 } else {
1247 INFO_MINIMUM);
1248 }
1252}
1253
1254/**********************************************************************/
1257static void package_player_common(struct player *plr,
1258 struct packet_player_info *packet,
1260 web_packet)
1261{
1262 int i;
1263 struct music_style *music;
1264
1265 packet->playerno = player_number(plr);
1266 sz_strlcpy(packet->name, player_name(plr));
1267 sz_strlcpy(packet->username, plr->username);
1268 packet->unassigned_user = plr->unassigned_user;
1269 packet->nation = plr->nation ? nation_number(plr->nation) : NATION_NONE;
1270 packet->is_male = plr->is_male;
1271 packet->team = plr->team ? team_number(plr->team) : team_count();
1272 packet->is_ready = plr->is_ready;
1273 packet->was_created = plr->was_created;
1274 packet->style = plr->style ? style_number(plr->style) : 0;
1275
1276 /* I think we could safely move the music style selection to
1277 * client side to not have it burden server side. Client could
1278 * actually avoid it completely when music disabled from the client options.
1279 * Client has no use for music styles of other players, and there should
1280 * be no such information about the player themself needed to determine
1281 * the music style that client does not know. */
1283 if (music != NULL) {
1285 } else {
1286 packet->music_style = -1; /* No music style available */
1287 }
1288
1289 packet->is_alive = plr->is_alive;
1290 packet->turns_alive = plr->turns_alive;
1291 packet->is_connected = plr->is_connected;
1292 packet->flags = plr->flags;
1293 packet->ai_skill_level = is_ai(plr)
1294 ? plr->ai_common.skill_level : 0;
1295 for (i = 0; i < player_slot_count(); i++) {
1296 packet->love[i] = plr->ai_common.love[i];
1297 }
1299
1300 packet->phase_done = plr->phase_done;
1301 packet->nturns_idle = plr->nturns_idle;
1302 packet->science_cost = plr->ai_common.science_cost;
1303
1304#ifdef FREECIV_WEB
1305 if (web_packet != NULL) {
1306 web_packet->playerno = player_number(plr);
1307 }
1308#endif /* FREECIV_WEB */
1309}
1310
1311/**********************************************************************/
1320static void package_player_info(struct player *plr,
1321 struct packet_player_info *packet,
1323 web_packet,
1324 struct player *receiver,
1326{
1329 struct government *pgov = NULL;
1331
1332 if (receiver) {
1333 info_level = player_info_level(plr, receiver);
1335 } else {
1337 }
1338
1339 /* Multipliers */
1340 packet->multip_count = multiplier_count();
1341 if (info_level >= INFO_FULL) {
1342 multipliers_iterate(pmul) {
1343 int idx = multiplier_index(pmul);
1344
1345 packet->multiplier[idx] = plr->multipliers[idx].value;
1346 packet->multiplier_target[idx] = plr->multipliers[idx].target;
1347 packet->multiplier_changed[idx] = plr->multipliers[idx].changed;
1349 } else {
1350 multipliers_iterate(pmul) {
1351 int idx = multiplier_index(pmul);
1352
1353 packet->multiplier[idx] = 0;
1354 packet->multiplier_target[idx] = 0;
1355 packet->multiplier_changed[idx] = 0;
1357 }
1358
1359 /* We need to send all tech info for all players on the same
1360 * team, even if they are not in contact yet; otherwise we will
1361 * overwrite team research or confuse the client. */
1364 if (players_on_same_team(plr, aplayer) && receiver) {
1366 player_info_level(aplayer, receiver));
1367 }
1369
1370 if (plr->rgb != NULL) {
1371 packet->color_valid = TRUE;
1372 packet->color_red = plr->rgb->r;
1373 packet->color_green = plr->rgb->g;
1374 packet->color_blue = plr->rgb->b;
1375 } else {
1376 /* In pregame, send the color we expect to use, for consistency with
1377 * '/list colors' etc. */
1378 const struct rgbcolor *preferred = player_preferred_color(plr);
1379
1380 if (preferred != NULL) {
1381 packet->color_valid = TRUE;
1382 packet->color_red = preferred->r;
1383 packet->color_green = preferred->g;
1384 packet->color_blue = preferred->b;
1385 } else {
1386 fc_assert(game.info.turn < 1); /* Game has not yet started */
1387 packet->color_valid = FALSE;
1388 /* Client shouldn't use these dummy values */
1389 packet->color_red = 0;
1390 packet->color_green = 0;
1391 packet->color_blue = 0;
1392 }
1393 }
1395
1396 /* Only send score if we have contact */
1397 if (info_level >= INFO_MEETING) {
1398 packet->score = plr->score.game;
1399 } else {
1400 packet->score = -1;
1401 }
1402
1403 packet->autoselect_weight = plr->autoselect_weight;
1404
1405 if (info_level >= INFO_MEETING) {
1406 packet->gold = plr->economic.gold;
1408 } else {
1409 packet->gold = 0;
1411 }
1413
1414 /* Send diplomatic status of the player to everyone they are in
1415 * contact with. */
1417 || (receiver
1418 && player_diplstate_get(receiver, plr)->contact_turns_left > 0)) {
1421 : government_count();
1422 packet->real_embassy = plr->real_embassy;
1425 } else {
1426 packet->target_government = packet->government;
1427 BV_CLR_ALL(packet->real_embassy);
1430
1431 if (receiver != NULL) {
1432 int ridx = player_index(receiver);
1433
1434 if (player_has_real_embassy(plr, receiver)) {
1435 BV_SET(packet->real_embassy, ridx);
1436 }
1437
1438 if (gives_shared_vision(plr, receiver)) {
1440 }
1441
1442 if (gives_shared_tiles(plr, receiver)) {
1443 BV_SET(packet->gives_shared_tiles, ridx);
1444 }
1445 }
1446 }
1447
1448 /* Make absolutely sure - in case you lose your embassy! */
1449 if (info_level >= INFO_EMBASSY
1450 || (receiver
1451 && player_diplstate_get(plr, receiver)->type == DS_TEAM)) {
1452 packet->tech_upkeep = player_tech_upkeep(plr);
1453 } else {
1454 packet->tech_upkeep = 0;
1455 }
1456
1457 /* Send most civ info about the player only to players who have an
1458 * embassy. */
1460 packet->tax = plr->economic.tax;
1461 packet->science = plr->economic.science;
1462 packet->luxury = plr->economic.luxury;
1464 packet->culture = player_culture(plr);
1465 } else {
1466 packet->tax = 0;
1467 packet->science = 0;
1468 packet->luxury = 0;
1469 packet->revolution_finishes = -1;
1470 packet->culture = 0;
1471 }
1472
1473 if (info_level >= INFO_FULL
1474 || (receiver
1475 && player_diplstate_get(plr, receiver)->type == DS_TEAM)) {
1476 packet->mood = player_mood(plr);
1477 } else {
1478 packet->mood = MOOD_COUNT;
1479 }
1480
1481 if (info_level >= INFO_FULL) {
1482 packet->history = plr->history;
1483 packet->infrapoints = plr->economic.infra_points;
1484 } else {
1485 packet->history = 0;
1486 packet->infrapoints = 0;
1487 }
1488
1489 for (imp = 0; imp < B_LAST; imp++) {
1490 if (plr->wonders[imp] != WONDER_NOT_BUILT) {
1492 receiver, plr,
1494 packet->wonders[imp] = plr->wonders[imp];
1495 } else {
1496 packet->wonders[imp] = WONDER_NOT_BUILT;
1497 }
1498 } else {
1499 packet->wonders[imp] = WONDER_NOT_BUILT;
1500 }
1501 }
1502
1503#ifdef FREECIV_WEB
1504 if (web_packet != NULL) {
1505 if (info_level >= INFO_FULL) {
1506 web_packet->expected_income = player_get_expected_income(plr);
1507 } else {
1508 web_packet->expected_income = 0;
1509 }
1510 }
1511#endif /* FREECIV_WEB */
1512}
1513
1514/**********************************************************************/
1523static void package_player_diplstate(struct player *plr1,
1524 struct player *plr2,
1526 struct player *receiver,
1528{
1530 struct player_diplstate *ds = player_diplstate_get(plr1, plr2);
1531
1532 if (receiver) {
1533 info_level = player_info_level(plr1, receiver);
1535 } else {
1537 }
1538
1539 packet_ds->plr1 = player_index(plr1);
1540 packet_ds->plr2 = player_index(plr2);
1541 /* A unique id for each combination is calculated here. */
1542 packet_ds->diplstate_id = packet_ds->plr1 * MAX_NUM_PLAYER_SLOTS
1543 + packet_ds->plr2;
1544
1545 /* Send diplomatic status of the player to everyone they are in
1546 * contact with (embassy, remaining contact turns, the receiver). */
1548 || (receiver
1549 && player_diplstate_get(receiver, plr1)->contact_turns_left > 0)
1550 || (receiver && receiver == plr2)) {
1551 packet_ds->type = ds->type;
1552 packet_ds->turns_left = ds->turns_left;
1553 packet_ds->has_reason_to_cancel = ds->has_reason_to_cancel;
1554 packet_ds->contact_turns_left = ds->contact_turns_left;
1555 } else {
1556 packet_ds->type = DS_WAR;
1557 packet_ds->turns_left = 0;
1558 packet_ds->has_reason_to_cancel = 0;
1559 packet_ds->contact_turns_left = 0;
1560 }
1561}
1562
1563/**********************************************************************/
1567 struct player *receiver)
1568{
1569 if (S_S_RUNNING > server_state()) {
1570 return INFO_MINIMUM;
1571 }
1572 if (plr == receiver) {
1573 return INFO_FULL;
1574 }
1575 if (receiver && team_has_embassy(receiver->team, plr)) {
1576 return INFO_EMBASSY;
1577 }
1578 if (receiver && could_intel_with_player(receiver, plr)) {
1579 return INFO_MEETING;
1580 }
1581
1582 return INFO_MINIMUM;
1583}
1584
1585/**********************************************************************/
1589struct conn_list *player_reply_dest(struct player *pplayer)
1590{
1591 return (pplayer->current_conn ?
1592 pplayer->current_conn->self :
1593 pplayer->connections);
1594}
1595
1596/**********************************************************************/
1599static void call_first_contact(struct player *pplayer, struct player *aplayer)
1600{
1601 CALL_PLR_AI_FUNC(first_contact, pplayer, pplayer, aplayer);
1602}
1603
1604/**********************************************************************/
1614void server_player_init(struct player *pplayer, bool initmap,
1615 bool needs_team)
1616{
1617 player_status_reset(pplayer);
1618
1619 BV_CLR(pplayer->flags, PLRF_FIRST_CITY);
1621 BV_CLR_ALL(pplayer->server.debug);
1622
1623 pplayer->server.border_vision = FALSE;
1624
1625 player_map_free(pplayer);
1626 pplayer->server.private_map = NULL;
1627
1628 if (initmap) {
1629 player_map_init(pplayer);
1630 }
1631 if (needs_team) {
1632 team_add_player(pplayer, NULL);
1633 fc_assert(pplayer->team != NULL);
1634 }
1635
1636 /* This must be done after team information is initialised
1637 * as it might be needed to determine max rate effects.
1638 * Sometimes this server_player_init() gets called twice
1639 * with only latter one having needs_team set. We don't
1640 * want to call player_limit_to_max_rates() at first time
1641 * when team is not yet set. It's callers responsibility
1642 * to always have one server_player_init() call with
1643 * needs_team TRUE. */
1644 if (needs_team) {
1646 }
1647
1648 adv_data_default(pplayer);
1649
1650 /* We don't push this in calc_civ_score(), or it will be reset
1651 * every turn. */
1652 pplayer->score.units_built = 0;
1653 pplayer->score.units_killed = 0;
1654 pplayer->score.units_lost = 0;
1655 pplayer->score.units_used = 0;
1656
1657 /* No delegation. */
1658 pplayer->server.delegate_to[0] = '\0';
1659 pplayer->server.orig_username[0] = '\0';
1660
1661 handicaps_init(pplayer);
1662}
1663
1664/**********************************************************************/
1669const struct rgbcolor *player_preferred_color(struct player *pplayer)
1670{
1671 if (pplayer->rgb) {
1672 return pplayer->rgb;
1673 } else if (playercolor_count() == 0) {
1674 /* If a ruleset isn't loaded, there are no colors to choose from. */
1675 return NULL;
1677 if (pplayer->nation != NO_NATION_SELECTED) {
1678 return nation_color(nation_of_player(pplayer)); /* may be NULL */
1679 } else {
1680 return NULL; /* don't know nation, hence don't know color */
1681 }
1682 } else {
1683 /* Modes indexing into game-defined player colors */
1684 int colorid;
1685
1686 switch (game.server.plrcolormode) {
1687 case PLRCOL_PLR_SET: /* player color (set) */
1688 case PLRCOL_PLR_RANDOM: /* player color (random) */
1689 /* These depend on other players and will be assigned at game start. */
1690 return NULL;
1691 default:
1692 log_error("Invalid value for 'game.server.plrcolormode' (%d)!",
1694 fc__fallthrough; /* no break - using 'PLRCOL_PLR_ORDER' as fallback */
1695 case PLRCOL_PLR_ORDER: /* player color (ordered) */
1697 break;
1698 case PLRCOL_TEAM_ORDER: /* team color (ordered) */
1699 colorid = team_number(pplayer->team) % playercolor_count();
1700 break;
1701 }
1702
1703 return playercolor_get(colorid);
1704 }
1705}
1706
1707/**********************************************************************/
1712bool player_color_changeable(const struct player *pplayer, const char **reason)
1713{
1715 if (reason) {
1716 *reason = _("Can only set player color prior to game start if "
1717 "'plrcolormode' is PLR_SET.");
1718 }
1719 return FALSE;
1720 }
1721 return TRUE;
1722}
1723
1724/**********************************************************************/
1730{
1731 struct rgbcolor_list *spare_colors =
1733 int needed = player_count();
1734
1735 players_iterate(pplayer) {
1736 const struct rgbcolor *autocolor;
1737 /* Assign the deterministic colors. */
1738 if (!pplayer->rgb
1739 && (autocolor = player_preferred_color(pplayer))) {
1740 player_set_color(pplayer, autocolor);
1741 }
1742 if (pplayer->rgb) {
1743 /* One fewer random color needed. */
1744 needed--;
1745 /* Try to avoid clashes between explicit and random colors. */
1747 if (rgbcolors_are_equal(pplayer->rgb, prgbcolor)) {
1749 }
1751 }
1753
1754 if (needed == 0) {
1755 /* No random colors needed */
1757 return;
1758 }
1759
1761 /* Additionally, try to avoid color clashes with certain nations not
1762 * yet in play (barbarians). */
1763 allowed_nations_iterate(pnation) {
1764 const struct rgbcolor *ncol = nation_color(pnation);
1765 if (ncol && nation_barbarian_type(pnation) != NOT_A_BARBARIAN) {
1766 /* Don't use this color. */
1770 }
1772 }
1774 }
1775
1779
1780 if (needed > rgbcolor_list_size(spare_colors)) {
1781 log_verbose("Not enough unique colors for all players; there will be "
1782 "duplicates");
1783 /* Fallback: start again from full set of ruleset colors.
1784 * No longer attempt to avoid clashes with explicitly assigned colors. */
1787 }
1788 /* We may still not have enough, if there are more players than
1789 * ruleset-defined colors. If so, top up with duplicates. */
1790 if (needed > rgbcolor_list_size(spare_colors)) {
1792 /* Shuffle so that duplicates aren't biased to start of list */
1794 /* Duplication process avoids one color being hit lots of times */
1795 for (i = origsize; i < needed; i++) {
1798 }
1799 }
1800 /* Shuffle (including mixing any duplicates up) */
1802
1803 /* Finally, assign shuffled colors to players. */
1804 players_iterate(pplayer) {
1805 if (!pplayer->rgb) {
1808 }
1810
1812}
1813
1814/**********************************************************************/
1818void server_player_set_color(struct player *pplayer,
1819 const struct rgbcolor *prgbcolor)
1820{
1821 if (prgbcolor != NULL) {
1822 player_set_color(pplayer, prgbcolor);
1823 } else {
1824 /* This can legitimately be NULL in pregame. */
1826 rgbcolor_destroy(pplayer->rgb);
1827 pplayer->rgb = NULL;
1828 }
1829 /* Update clients */
1830 send_player_info_c(pplayer, NULL);
1831}
1832
1833/**********************************************************************/
1838const char *player_color_ftstr(struct player *pplayer)
1839{
1840 static char buf[64];
1841 char hex[16];
1842 const struct rgbcolor *prgbcolor;
1843
1844 fc_assert_ret_val(pplayer != NULL, NULL);
1845
1846 buf[0] = '\0';
1848 if (prgbcolor != NULL
1849 && rgbcolor_to_hex(prgbcolor, hex, sizeof(hex))) {
1850 struct ft_color plrcolor = FT_COLOR("#000000", hex);
1851
1854 } else {
1855 cat_snprintf(buf, sizeof(buf), _("no color"));
1856 }
1857
1858 return buf;
1859}
1860
1861/**********************************************************************/
1865void give_midgame_initial_units(struct player *pplayer, struct tile *ptile)
1866{
1868 int i;
1869
1870 for (i = 0; i < sucount; i++) {
1871 if (game.server.start_units[i] == 'k') {
1872 /* Every player should have king */
1873 struct unit_type *utype = crole_to_unit_type('k', pplayer);
1874
1875 if (utype != NULL) {
1876 create_unit(pplayer, ptile, utype, 0, 0, -1);
1877 }
1878 }
1879 }
1880}
1881
1882/**********************************************************************/
1889struct player *server_create_player(int player_id, const char *ai_tname,
1890 struct rgbcolor *prgbcolor,
1892{
1893 struct player_slot *pslot;
1894 struct player *pplayer;
1895
1896 pslot = player_slot_by_number(player_id);
1897 fc_assert(NULL == pslot || !player_slot_is_used(pslot));
1898
1899 pplayer = player_new(pslot);
1900 if (NULL == pplayer) {
1901 return NULL;
1902 }
1903
1907 }
1908
1909 pplayer->ai = ai_type_by_name(ai_tname);
1910
1911 if (pplayer->ai == NULL) {
1912 player_destroy(pplayer);
1913 return NULL;
1914 }
1915
1916 adv_data_init(pplayer);
1917
1918 CALL_FUNC_EACH_AI(player_alloc, pplayer);
1919
1920 /* TODO: Do we really need this server_player_init() here? All our callers
1921 * will later make another server_player_init() call anyway, with boolean
1922 * parameters set to what they really need. */
1923 server_player_init(pplayer, FALSE, FALSE);
1924
1925 if (prgbcolor) {
1926 player_set_color(pplayer, prgbcolor);
1927 } /* else caller must ensure a color is assigned if game has started */
1928
1929 return pplayer;
1930}
1931
1932/**********************************************************************/
1938void server_remove_player(struct player *pplayer)
1939{
1940 const struct player_slot *pslot;
1941
1942 fc_assert_ret(NULL != pplayer);
1943
1944 /* save player slot */
1945 pslot = pplayer->slot;
1946
1947 log_normal(_("Removing player %s."), player_name(pplayer));
1948
1950 _("You've been removed from the game!"));
1951
1953 _("%s has been removed from the game."),
1954 player_name(pplayer));
1955
1956 if (is_barbarian(pplayer)) {
1957 server.nbarbarians--;
1958 }
1959
1960 /* Don't use conn_list_iterate here because connection_detach() can be
1961 * recursive and free the next connection pointer. */
1962 while (conn_list_size(pplayer->connections) > 0) {
1964 }
1965
1967 /* Clear data saved in the other player structs. */
1969 BV_CLR(aplayer->real_embassy, player_index(pplayer));
1970 if (gives_shared_vision(aplayer, pplayer)) {
1971 remove_shared_vision(aplayer, pplayer);
1972 }
1973 /* Also remove vision provided for the other players */
1974 if (gives_shared_vision(pplayer, aplayer)) {
1975 remove_shared_vision(pplayer, aplayer);
1976 }
1978
1979 /* Remove citizens of this player from the cities of all other players. */
1980 /* FIXME: add a special case if the server quits - no need to run this for
1981 * each player in that case. */
1983 cities_iterate(pcity) {
1984 if (city_owner(pcity) != pplayer) {
1985 citizens nationality = citizens_nation_get(pcity, pplayer->slot);
1986
1987 if (nationality != 0) {
1988 /* Change nationality of the citizens to the nationality of the
1989 * city owner. */
1990 citizens_nation_move(pcity, pplayer->slot, city_owner(pcity)->slot,
1991 nationality);
1993 }
1994 }
1996
1998 }
1999
2000 /* AI type lost control of this player */
2001 if (is_ai(pplayer)) {
2002 CALL_PLR_AI_FUNC(lost_control, pplayer, pplayer);
2003 }
2004
2005 /* Clear all trade routes. This is needed for the other end not
2006 * to point to a city removed by player_clear() */
2007 city_list_iterate(pplayer->cities, pcity) {
2009 struct trade_route *pback = remove_trade_route(pcity, proute,
2010 TRUE, TRUE);
2011
2012 FC_FREE(proute);
2013 FC_FREE(pback);
2016
2017 /* We have to clear all player data before the ai memory is freed because
2018 * some function may depend on it. */
2019 player_clear(pplayer, TRUE);
2020
2021 if (!map_is_empty()) {
2022 remove_player_from_maps(pplayer);
2023 }
2024 player_map_free(pplayer);
2025
2026 /* Destroy advisor and ai data. */
2027 CALL_FUNC_EACH_AI(player_free, pplayer);
2028
2029 handicaps_close(pplayer);
2030 ai_traits_close(pplayer);
2031 adv_data_close(pplayer);
2032 player_destroy(pplayer);
2033
2035 /* must be called after the player was destroyed */
2037
2038 /* Recalculate borders. */
2040}
2041
2042/**********************************************************************/
2053{
2054 int maxrate, surplus;
2055 struct player_economic *economic;
2056
2057 /* AI players allowed to cheat */
2058 if (is_ai(pplayer) && !has_handicap(pplayer, H_RATES)) {
2059 return;
2060 }
2061
2062 economic = &(pplayer->economic);
2063
2064 maxrate = get_player_maxrate(pplayer);
2065
2066 surplus = 0;
2067 if (economic->luxury > maxrate) {
2068 surplus += economic->luxury - maxrate;
2069 economic->luxury = maxrate;
2070 }
2071 if (economic->tax > maxrate) {
2072 surplus += economic->tax - maxrate;
2073 economic->tax = maxrate;
2074 }
2075 if (economic->science > maxrate) {
2076 surplus += economic->science - maxrate;
2077 economic->science = maxrate;
2078 }
2079
2080 fc_assert(surplus % 10 == 0);
2081
2082 while (surplus > 0) {
2083 if (economic->science < maxrate) {
2084 economic->science += 10;
2085 } else if (economic->tax < maxrate) {
2086 economic->tax += 10;
2087 } else if (economic->luxury < maxrate) {
2088 economic->luxury += 10;
2089 } else {
2090 fc_assert_msg(FALSE, "Failed to distribute the surplus. "
2091 "maxrate = %d.", maxrate);
2092 }
2093 surplus -= 10;
2094 }
2095}
2096
2097/**********************************************************************/
2101static bool server_player_name_is_allowed(const struct connection *caller,
2102 const struct player *pplayer,
2103 const struct nation_type *pnation,
2104 const char *name, char *error_buf,
2105 size_t error_buf_len)
2106{
2107 /* An empty name is surely not allowed. */
2108 if (0 == strlen(name)) {
2109 fc_strlcpy(error_buf, _("Please choose a non-blank name."),
2111 return FALSE;
2112 }
2113
2114 /* Any name already taken is not allowed. */
2115 players_iterate(other_player) {
2116 if (other_player == pplayer) {
2117 /* We don't care if we're the one using the name/nation. */
2118 continue;
2119 } else if (NULL != pnation && other_player->nation == pnation) {
2120 /* FIXME: currently cannot use nation_of_player(other_player) as the
2121 * nation debug code is buggy and doesn't test nation for NULL. */
2122 fc_strlcpy(error_buf, _("That nation is already in use."),
2124 return FALSE;
2125 } else if (0 == fc_strcasecmp(player_name(other_player), name)) {
2127 _("Another player already has the name '%s'. Please "
2128 "choose another name."), name);
2129 return FALSE;
2130 }
2132
2133 if (NULL == pnation) {
2134 /* FIXME: currently cannot use nation_of_player(other_player) as the
2135 * nation debug code is buggy and doesn't test nation for NULL. */
2136 pnation = pplayer->nation;
2137 }
2138
2139 /* Any name from the default list is always allowed. */
2140 if (NULL != pnation && NULL != nation_leader_by_name(pnation, name)) {
2141 return TRUE;
2142 }
2143
2144 /* To prevent abuse, only players with HACK access (usually local
2145 * connections) can use non-ascii names. Otherwise players could use
2146 * confusing garbage names in multi-player games. */
2147 if (NULL != caller
2148 && caller->access_level < ALLOW_HACK
2149 && !is_ascii_name(name)) {
2151 _("Please choose a name containing only ASCII characters."),
2153 return FALSE;
2154 }
2155
2156 return TRUE;
2157}
2158
2159/**********************************************************************/
2163bool server_player_set_name_full(const struct connection *caller,
2164 struct player *pplayer,
2165 const struct nation_type *pnation,
2166 const char *name,
2167 char *error_buf, size_t error_buf_len)
2168{
2169 char real_name[MAX_LEN_NAME];
2170 char buf[256];
2171 int i;
2172
2173 /* Always provide an error buffer. */
2174 if (NULL == error_buf) {
2175 error_buf = buf;
2176 error_buf_len = sizeof(buf);
2177 }
2178 error_buf[0] = '\0';
2179
2180 if (NULL != name) {
2181 /* Ensure this is a correct name. */
2185
2186 if (server_player_name_is_allowed(caller, pplayer, pnation, real_name,
2188 log_debug("Name of player nb %d set to \"%s\".",
2189 player_number(pplayer), real_name);
2190 fc_strlcpy(pplayer->name, real_name, sizeof(pplayer->name));
2191 return TRUE; /* Success! */
2192 } else {
2193 log_verbose("Failed to set the name of the player nb %d to \"%s\": %s",
2194 player_number(pplayer), real_name, error_buf);
2195 /* Fallthrough. */
2196 }
2197 }
2198
2199 if (NULL != caller) {
2200 /* If we want to test, let's fail here. */
2201 fc_assert(NULL != name);
2202 return FALSE;
2203 }
2204
2205 if (NULL != name) {
2206 /* Try to append a number to 'real_name'. */
2207 char test[MAX_LEN_NAME];
2208
2209 for (i = 2; i <= player_slot_count(); i++) {
2210 fc_snprintf(test, sizeof(test), "%s%d", real_name, i);
2211 if (server_player_name_is_allowed(caller, pplayer, pnation,
2213 log_verbose("Name of player nb %d set to \"%s\" instead.",
2214 player_number(pplayer), test);
2215 fc_strlcpy(pplayer->name, test, sizeof(pplayer->name));
2216 return TRUE;
2217 } else {
2218 log_debug("Failed to set the name of the player nb %d to \"%s\": %s",
2219 player_number(pplayer), test, error_buf);
2220 }
2221 }
2222 }
2223
2224 /* Try a default name. */
2226 _("Player no. %d"), player_number(pplayer));
2227 if (server_player_name_is_allowed(caller, pplayer, pnation,
2229 log_verbose("Name of player nb %d set to \"%s\".",
2230 player_number(pplayer), real_name);
2231 fc_strlcpy(pplayer->name, real_name, sizeof(pplayer->name));
2232 return TRUE;
2233 } else {
2234 log_debug("Failed to set the name of the player nb %d to \"%s\": %s",
2235 player_number(pplayer), real_name, error_buf);
2236 }
2237
2238 /* Try a very default name... */
2239 for (i = 0; i < player_slot_count(); i++) {
2240 fc_snprintf(real_name, sizeof(real_name), _("Player no. %d"), i);
2241 if (server_player_name_is_allowed(caller, pplayer, pnation,
2243 log_verbose("Name of player nb %d to \"%s\".",
2244 player_number(pplayer), real_name);
2245 fc_strlcpy(pplayer->name, real_name, sizeof(pplayer->name));
2246 return TRUE;
2247 } else {
2248 log_debug("Failed to set the name of the player nb %d to \"%s\": %s",
2249 player_number(pplayer), real_name, error_buf);
2250 }
2251 }
2252
2253 /* This is really not normal... Maybe the size of 'real_name'
2254 * is not enough big, or a bug in server_player_name_is_allowed(). */
2255 fc_strlcpy(pplayer->name, _("A poorly-named player"),
2256 sizeof(pplayer->name));
2257 return FALSE; /* Let's say it's a failure. */
2258}
2259
2260/**********************************************************************/
2263void server_player_set_name(struct player *pplayer, const char *name)
2264{
2265#ifndef FREECIV_NDEBUG
2266 bool ret =
2267#endif
2269
2270 fc_assert(ret);
2271}
2272
2273/**********************************************************************/
2279static enum diplstate_type
2281 const struct player *pplayer2)
2282{
2284 if (pplayer3 != pplayer1
2285 && pplayer3 != pplayer2
2288 return DS_PEACE;
2289 }
2291
2292 return DS_WAR;
2293}
2294
2295/**********************************************************************/
2299 struct tile *ptile)
2300{
2302
2303 if (pplayer1 == pplayer2
2304 || !pplayer1->is_alive
2305 || !pplayer2->is_alive) {
2306 return;
2307 }
2308
2311
2314 ds_plr1plr2->contact_turns_left = game.server.contactturns;
2315 ds_plr2plr1->contact_turns_left = game.server.contactturns;
2316 }
2317 if (ds_plr1plr2->type == DS_NO_CONTACT) {
2319 pplayer2);
2320
2322 ds_plr1plr2->first_contact_turn = game.info.turn;
2323 ds_plr2plr1->first_contact_turn = game.info.turn;
2325 _("You have made contact with the %s, ruled by %s."),
2329 _("You have made contact with the %s, ruled by %s."),
2332 send_player_all_c(pplayer1, pplayer2->connections);
2333 send_player_all_c(pplayer2, pplayer1->connections);
2334 send_player_all_c(pplayer1, pplayer1->connections);
2335 send_player_all_c(pplayer2, pplayer2->connections);
2336 if (is_ai(pplayer1)) {
2338 }
2339 if (is_ai(pplayer2)) {
2341 }
2342 return;
2343 } else {
2345 }
2347 || team_has_embassy(pplayer2->team, pplayer1)) {
2348 return; /* Avoid sending too much info over the network */
2349 }
2350 send_player_all_c(pplayer1, pplayer1->connections);
2351 send_player_all_c(pplayer2, pplayer2->connections);
2352}
2353
2354/**********************************************************************/
2357void maybe_make_contact(struct tile *ptile, struct player *pplayer)
2358{
2359 square_iterate(&(wld.map), ptile, 1, tile1) {
2360 struct city *pcity = tile_city(tile1);
2361 if (pcity) {
2362 make_contact(pplayer, city_owner(pcity), ptile);
2363 }
2365 make_contact(pplayer, unit_owner(punit), ptile);
2368}
2369
2370/**********************************************************************/
2374{
2375 /* shuffled_order is defined global */
2376 int n = player_slot_count();
2377 int i;
2378
2379 log_debug("shuffle_players: creating shuffled order");
2380
2381 for (i = 0; i < n; i++) {
2382 shuffled_order[i] = i;
2383 }
2384
2385 /* randomize it */
2387
2388#ifdef FREECIV_DEBUG
2389 for (i = 0; i < n; i++) {
2390 log_debug("shuffled_order[%d] = %d", i, shuffled_order[i]);
2391 }
2392#endif /* FREECIV_DEBUG */
2393}
2394
2395/**********************************************************************/
2399{
2400 int i;
2401
2402 log_debug("set_shuffled_players: loading shuffled array %p",
2404
2405 for (i = 0; i < player_slot_count(); i++) {
2407 log_debug("shuffled_order[%d] = %d", i, shuffled_order[i]);
2408 }
2409}
2410
2411/**********************************************************************/
2417{
2418 struct player *pplayer;
2419
2420 pplayer = player_by_number(shuffled_order[i]);
2421 log_debug("shuffled_player(%d) = %d (%s)",
2422 i, shuffled_order[i], player_name(pplayer));
2423 return pplayer;
2424}
2425
2426/**********************************************************************/
2449 bool ignore_conflicts,
2450 bool needs_startpos,
2451 enum barbarian_type barb_type)
2452{
2453 enum {
2456 int match[nation_count()], pick, idx;
2458
2459 /* Values of nations_used:
2460 * UNAVAILABLE - nation is already used or is a special nation.
2461 * AVAILABLE - we can use this nation.
2462 * PREFERRED - we can use this nation and it is on the choices list.
2463 * UNWANTED - we can use this nation, but we really don't want to. */
2464 nations_iterate(pnation) {
2465 idx = nation_index(pnation);
2466
2467 if (!nation_is_in_current_set(pnation)
2468 || pnation->player
2470 && pnation->server.no_startpos)
2471 || (barb_type != nation_barbarian_type(pnation))
2472 || (barb_type == NOT_A_BARBARIAN && !is_nation_playable(pnation))) {
2473 /* Nation is unplayable or already used: don't consider it.
2474 * (If nations aren't currently restricted to those with start
2475 * positions, we do nothing special here, but generate_players() will
2476 * tend to prefer them.) */
2478 match[idx] = 0;
2479 continue;
2480 }
2481
2482 nations_used[idx] = AVAILABLE;
2483
2484 /* Determine which nations look good with nations already in the game,
2485 * or conflict with them. */
2486 match[idx] = 1;
2487 players_iterate(pplayer) {
2488 if (pplayer->nation != NO_NATION_SELECTED) {
2489 int x = nations_match(pnation, nation_of_player(pplayer),
2491 if (x < 0) {
2492 log_debug("Nations '%s' (nb %d) and '%s' (nb %d) are in conflict.",
2493 nation_rule_name(pnation), nation_number(pnation),
2496 nations_used[idx] = UNWANTED;
2497 match[idx] -= x * 100;
2498 break;
2499 } else {
2500 match[idx] += x * 100;
2501 }
2502 }
2504
2505 if (AVAILABLE == nations_used[idx]) {
2506 num_avail_nations += match[idx];
2507 }
2509
2510 /* Mark as preferred those nations which are on the choices list and
2511 * which are AVAILABLE, but no UNWANTED */
2512 if (NULL != choices) {
2513 nation_list_iterate(choices, pnation) {
2514 idx = nation_index(pnation);
2515 if (nations_used[idx] == AVAILABLE) {
2516 num_pref_nations += match[idx];
2517 nations_used[idx] = PREFERRED;
2518 }
2520 }
2521
2522 if (0 < num_pref_nations || 0 < num_avail_nations) {
2523 if (0 < num_pref_nations) {
2524 /* Use a preferred nation only. */
2527 log_debug("Picking a preferred nation.");
2528 } else {
2529 /* Use any available nation. */
2533 log_debug("Picking an available nation.");
2534 }
2535
2536 nations_iterate(pnation) {
2537 idx = nation_index(pnation);
2538 if (nations_used[idx] == looking_for) {
2539 pick -= match[idx];
2540
2541 if (0 > pick) {
2542 return pnation;
2543 }
2544 }
2546 } else {
2547 /* No available nation: use unwanted nation... */
2550
2551 log_debug("Picking an unwanted nation.");
2552 nations_iterate(pnation) {
2553 idx = nation_index(pnation);
2554 if (UNWANTED == nations_used[idx]) {
2555 pick = -fc_rand(match[idx]);
2556 if (pick > less_worst_score) {
2557 less_worst_nation = pnation;
2559 }
2560 }
2562
2564 return less_worst_nation;
2565 }
2566 }
2567
2568 log_verbose("No nation found!");
2569
2570 return NO_NATION_SELECTED;
2571}
2572
2573/**********************************************************************/
2576static struct nation_set *current_nationset(void)
2577{
2579}
2580
2581/**********************************************************************/
2585bool nation_is_in_current_set(const struct nation_type *pnation)
2586{
2587 return nation_is_in_set(pnation, current_nationset());
2588}
2589
2590/**********************************************************************/
2595{
2596 server.playable_nations = 0;
2597 allowed_nations_iterate(pnation) {
2598 if (is_nation_playable(pnation)) {
2599 server.playable_nations++;
2600 }
2602}
2603
2604/**********************************************************************/
2609bool client_can_pick_nation(const struct nation_type *pnation)
2610{
2611 fc_assert_ret_val(pnation != NULL, FALSE);
2612 return nation_is_in_current_set(pnation)
2613 && is_nation_playable(pnation)
2615 || !pnation->server.no_startpos);
2616}
2617
2618/**********************************************************************/
2622 bool nationset_change)
2623{
2624 struct packet_nation_availability packet;
2625
2626 packet.ncount = nation_count();
2628 nations_iterate(pnation) {
2629 packet.is_pickable[nation_index(pnation)] = client_can_pick_nation(pnation);
2631 lsend_packet_nation_availability(dest, &packet);
2632}
2633
2634/**********************************************************************/
2638 bool nationset_change)
2639{
2640 if (0 < player_info_frozen_level) {
2641 return; /* Discard, see comment for player_info_freeze(). */
2642 } else {
2644 }
2645}
2646
2647/**********************************************************************/
2655{
2656 int ncount = nation_set_count();
2657 int misfits[ncount];
2658
2659 memset(misfits, 0, sizeof(misfits));
2660
2662 players_iterate(pplayer) {
2663 if (pplayer->nation != NO_NATION_SELECTED
2664 && !nation_is_in_set(pplayer->nation, pset)) {
2666 }
2669
2671 /* Current set is OK. */
2672 return;
2673 }
2674
2675 /* Otherwise, pick the least bad set (requires unsetting fewest
2676 * players, possibly none). */
2677 {
2678 int i, least_misfits;
2679 const struct nation_set *best;
2680
2681 fc_assert(ncount > 0);
2682
2683 best = nation_set_by_number(0);
2685 for (i = 1; i < ncount && least_misfits != 0; i++) {
2686 if (best == NULL || misfits[i] < least_misfits) {
2687 best = nation_set_by_number(i);
2689 }
2690 }
2691
2692 log_verbose("Current nationset \"%s\" doesn't fit all existing players.",
2694 log_verbose("Selected nationset \"%s\".", nation_set_rule_name(best));
2696 sizeof(game.server.nationset));
2698 /* No need to refresh clients, as we're assumed to be in the middle of
2699 * loading a savegame and will send new setting/availability later
2700 * along with everything else */
2701 }
2702
2703 /* The set we chose may not fit all the players; as a last resort,
2704 * unset nations (caller must then arrange new assignments). */
2705 players_iterate(pplayer) {
2706 if (pplayer->nation != NO_NATION_SELECTED
2707 && !nation_is_in_current_set(pplayer->nation)) {
2708 log_verbose("Nation %s of player %s not in nationset \"%s\", unsetting.",
2709 nation_plural_for_player(pplayer), player_name(pplayer),
2712 }
2714}
2715
2716/**********************************************************************/
2720{
2721 if (S_S_INITIAL != server_state()) {
2722 return;
2723 }
2724 players_iterate(pplayer) {
2725 if (pplayer->is_ready) {
2726 bool persistent = FALSE;
2727
2728 if (plrchange) {
2729 switch (game.info.persistent_ready)
2730 {
2732 persistent = FALSE;
2733 break;
2735 persistent = pplayer->is_connected;
2736 break;
2737 }
2738 }
2739
2740 if (!persistent) {
2741 pplayer->is_ready = FALSE;
2743 }
2744 }
2746}
2747
2748/**********************************************************************/
2754static struct player *split_player(struct player *pplayer)
2755{
2757 struct player *cplayer;
2758 struct nation_type *rebel_nation;
2759
2760 /* make a new player, or not */
2761 cplayer = server_create_player(-1, ai_name(pplayer->ai),
2762 NULL, FALSE);
2763 if (!cplayer) {
2764 return NULL;
2765 }
2766
2767 /* While this sets player->economic according to max rates as know at this point,
2768 * we redo that later, so that MaxRates effect requirements will be evaluated
2769 * with more completely set up player (e.g. correct government) */
2771
2772 /* Rebel will always be an AI player */
2773 rebel_nation = pick_a_nation(nation_of_player(pplayer)->server.civilwar_nations,
2776
2778 /* Find a color for the new player. */
2780
2781 /* Send information about the used player slot to all connections. */
2783
2784 sz_strlcpy(cplayer->username, _(ANON_USER_NAME));
2785 cplayer->unassigned_user = TRUE;
2786 cplayer->is_connected = FALSE;
2788 fc_assert(cplayer->revolution_finishes < 0);
2789 /* No capital for the splitted player. */
2791
2792 players_iterate(other_player) {
2793 struct player_diplstate *ds_co
2794 = player_diplstate_get(cplayer, other_player);
2795 struct player_diplstate *ds_oc
2796 = player_diplstate_get(other_player, cplayer);
2797
2798 if (get_player_bonus(other_player, EFT_NO_DIPLOMACY) > 0) {
2799 /* FIXME: What about No-contact war? */
2801 } else {
2803 }
2804
2805 ds_co->has_reason_to_cancel = 0;
2806 ds_co->turns_left = 0;
2807 ds_co->contact_turns_left = 0;
2808 ds_oc->has_reason_to_cancel = 0;
2809 ds_oc->turns_left = 0;
2810 ds_oc->contact_turns_left = 0;
2811
2812 /* Send so that other_player sees updated diplomatic info;
2813 * pplayer will be sent later anyway
2814 */
2815 if (other_player != pplayer) {
2816 send_player_all_c(other_player, other_player->connections);
2817 }
2819
2820 /* Split the resources */
2821 cplayer->economic.gold = pplayer->economic.gold;
2822 cplayer->economic.gold /= 2;
2823 pplayer->economic.gold -= cplayer->economic.gold;
2824
2825 /* Copy the research */
2827 old_research = research_get(pplayer);
2828
2829 new_research->bulbs_researched = 0;
2830 new_research->techs_researched = old_research->techs_researched;
2831 new_research->researching = old_research->researching;
2832 new_research->future_tech = old_research->future_tech;
2833 new_research->tech_goal = old_research->tech_goal;
2834
2838 new_research->inventions[i].bulbs_researched_saved
2839 = old_research->inventions[i].bulbs_researched_saved;
2840 }
2842 cplayer->phase_done = TRUE; /* Have other things to think
2843 about - paralysis */
2844 BV_CLR_ALL(cplayer->real_embassy); /* all embassies destroyed */
2846
2847 /* Do the ai */
2849 cplayer->ai_common.maxbuycost = pplayer->ai_common.maxbuycost;
2850 cplayer->ai_common.warmth = pplayer->ai_common.warmth;
2851 cplayer->ai_common.frost = pplayer->ai_common.frost;
2853
2854 /* change the original player */
2856 pplayer->target_government = pplayer->government;
2858 pplayer->revolution_finishes = game.info.turn + 1;
2859 }
2860 old_research->bulbs_researched = 0;
2861 old_research->researching_saved = A_UNKNOWN;
2862 BV_CLR_ALL(pplayer->real_embassy); /* all embassies destroyed */
2863
2864 /* give splitted player the embassies to their team mates back, if any */
2865 if (pplayer->team) {
2867 if (pplayer->team == pdest->team
2868 && pplayer != pdest) {
2869 establish_embassy(pplayer, pdest);
2870 }
2872 }
2874
2876
2877 /* Copy the maps */
2878
2880
2881 pplayer->server.border_vision = cplayer->server.border_vision;
2882
2883 /* Not sure if this is necessary, but might be a good idea
2884 * to avoid doing some ai calculations with bogus data. */
2886 CALL_PLR_AI_FUNC(phase_begin, cplayer, cplayer, TRUE);
2887 CALL_PLR_AI_FUNC(gained_control, cplayer, cplayer);
2888 CALL_PLR_AI_FUNC(split_by_civil_war, pplayer, pplayer, cplayer);
2889 CALL_PLR_AI_FUNC(created_by_civil_war, cplayer, pplayer, cplayer);
2890
2892
2893 return cplayer;
2894}
2895
2896/**********************************************************************/
2904bool civil_war_possible(struct player *pplayer, bool conquering_city,
2906{
2907 int n;
2908
2910 return FALSE;
2911 }
2912
2913 n = city_list_size(pplayer->cities);
2914
2915 if (n - (conquering_city?1:0) < GAME_MIN_CIVILWARSIZE) {
2916 return FALSE;
2917 }
2920 && n >= game.server.civilwarsize;
2921 } else {
2922 return TRUE;
2923 }
2924}
2925
2926/**********************************************************************/
2951bool civil_war_triggered(struct player *pplayer)
2952{
2953 /* Get base probabilities */
2954 int dice = fc_rand(100); /* Throw the dice */
2955 int prob = get_player_bonus(pplayer, EFT_CIVIL_WAR_CHANCE);
2956
2957 /* Now compute the contribution of the cities. */
2958 city_list_iterate(pplayer->cities, pcity) {
2959 if (city_unhappy(pcity)) {
2961 }
2962 if (city_celebrating(pcity)) {
2964 }
2966
2967 log_verbose("Civil war chance for %s: prob %d, dice %d",
2968 player_name(pplayer), prob, dice);
2969
2970 return (dice < prob);
2971}
2972
2973/**********************************************************************/
3001struct player *civil_war(struct player *pplayer)
3002{
3003 int i, j;
3004 struct player *cplayer;
3005 struct city *capital;
3006 struct city_list *defector_candidates;
3007 size_t plr_count;
3008
3009 /* It is possible that this function gets called after pplayer
3010 * died. Player pointers are safe even after death. */
3011 if (!pplayer->is_alive) {
3012 return NULL;
3013 }
3014
3016 if (plr_count >= MAX_NUM_PLAYERS) {
3017 /* No space to make additional player */
3018 log_normal(_("Could not throw %s into civil war - too many players"),
3019 nation_plural_for_player(pplayer));
3020 return NULL;
3021 }
3022
3024 /* No space to make additional player */
3025 log_normal(_("Could not throw %s into civil war - maxplayers (%d) reached"),
3027 return NULL;
3028 }
3029
3030 if (plr_count >= server.playable_nations) {
3031 /* No nation for additional player */
3032 log_normal(_("Could not throw %s into civil war - no available nations"),
3033 nation_plural_for_player(pplayer));
3034 return NULL;
3035 }
3036
3037 /* It doesn't make sense to try to split an empire of 1 city.
3038 * This should have been enforced by civil_war_possible(). */
3040
3042 city_list_iterate(pplayer->cities, pcity) {
3043 bool gameloss_present = FALSE;
3044
3045 /* Capital (probably new capital) won't defect */
3046 if (is_capital(pcity)) {
3047 continue;
3048 }
3049
3050 /* City hosting victim's GameLoss unit won't defect */
3051 unit_list_iterate(city_tile(pcity)->units, punit) {
3052 if (unit_owner(punit) == pplayer
3055 break;
3056 }
3058
3059 if (gameloss_present) {
3060 continue;
3061 }
3062
3065
3067 log_verbose(_("Could not throw %s into civil war - no available cities"),
3068 nation_plural_for_player(pplayer));
3070 return NULL;
3071 }
3072
3073 /* We're definitely going to create a new rebel player. */
3074
3075 cplayer = split_player(pplayer);
3076
3077 /* Before units, cities, so clients know name of new nation
3078 * (for debugging etc).
3079 */
3081 send_player_all_c(pplayer, NULL);
3082
3083 /* Now split the empire */
3084
3085 log_verbose("%s civil war; created AI %s",
3089 _("Your nation is thrust into civil war."));
3090
3092 /* TRANS: <leader> ... the Poles. */
3093 _("%s is the rebellious leader of the %s."),
3096
3097 j = city_list_size(defector_candidates); /* number left to process */
3098 /* Number to try to flip; ensure that at least one eligible city is
3099 * flipped */
3100 i = MAX(j/2, 1);
3102 fc_assert_action(!is_capital(pcity), continue);
3103 if (i >= j || (i > 0 && fc_rand(2) == 1)) {
3104 /* Transfer city and units supported by this city to the new owner.
3105 * We do NOT resolve stack conflicts here, but rather later.
3106 * Reason: if we have a transporter from one city which is carrying
3107 * a unit from another city, and both cities join the rebellion. If we
3108 * resolved stack conflicts for each city we would teleport the first
3109 * of the units we met since the other would have another owner. */
3110 if (transfer_city(cplayer, pcity, -1, FALSE, FALSE, FALSE, FALSE)) {
3111 log_verbose("%s declares allegiance to the %s.", city_name_get(pcity),
3113 notify_player(pplayer, pcity->tile, E_CITY_LOST, ftc_server,
3114 /* TRANS: <city> ... the Poles. */
3115 _("%s declares allegiance to the %s."),
3116 city_link(pcity),
3118 script_server_signal_emit("city_transferred", pcity, pplayer,
3119 cplayer, "civil_war");
3120 }
3121 i--;
3122 }
3123 j--;
3125
3127
3129
3130 i = city_list_size(cplayer->cities);
3131 fc_assert(i > 0); /* rebels should have got at least one city */
3132
3133 /* Choose a capital (random). */
3134 capital = city_list_get(cplayer->cities, fc_rand(i));
3137
3139 /* TRANS: ... Danes ... Poles ... <7> cities. */
3140 PL_("Civil war partitions the %s;"
3141 " the %s now hold %d city.",
3142 "Civil war partitions the %s;"
3143 " the %s now hold %d cities.",
3144 i),
3145 nation_plural_for_player(pplayer),
3147 i);
3148
3149 return cplayer;
3150}
3151
3152/**********************************************************************/
3157 *chunk)
3158{
3160}
3161
3162/**********************************************************************/
3166{
3167 send_attribute_block(pplayer, pplayer->current_conn);
3168}
3169
3170/**********************************************************************/
3174 int turn)
3175{
3176 if (turn != game.info.turn) {
3177 /* If this happens then the player actually pressed turn-done on a
3178 * previous turn but we didn't receive it until now. The player
3179 * probably didn't actually mean to end their turn! */
3180 return;
3181 }
3182 pplayer->phase_done = TRUE;
3183
3185
3186 send_player_all_c(pplayer, NULL);
3187}
3188
3189/**********************************************************************/
3193{
3194 return server.nbarbarians;
3195}
3196
3197/**********************************************************************/
3201{
3202 return player_count() - server.nbarbarians;
3203}
3204
3205/**********************************************************************/
3209{
3210 BV_SET(plr->server.status, pstatus);
3211}
3212
3213/**********************************************************************/
3217{
3218 return BV_ISSET(plr->server.status, pstatus);
3219}
3220
3221/**********************************************************************/
3225{
3226 BV_CLR_ALL(plr->server.status);
3228}
3229
3230/**********************************************************************/
3233const char *player_delegation_get(const struct player *pplayer)
3234{
3235 if (pplayer == NULL || strlen(pplayer->server.delegate_to) == 0) {
3236 /* No delegation if there is no player. */
3237 return NULL;
3238 } else {
3239 return pplayer->server.delegate_to;
3240 }
3241}
3242
3243/**********************************************************************/
3246void player_delegation_set(struct player *pplayer, const char *username)
3247{
3248 fc_assert_ret(pplayer != NULL);
3249
3250 if (username == NULL || strlen(username) == 0) {
3251 pplayer->server.delegate_to[0] = '\0';
3252 } else {
3253 sz_strlcpy(pplayer->server.delegate_to, username);
3254 }
3255}
3256
3257/**********************************************************************/
3262bool player_delegation_active(const struct player *pplayer)
3263{
3264 return (pplayer && strlen(pplayer->server.orig_username) != 0);
3265}
3266
3267/**********************************************************************/
3271{
3272 if (game.info.is_new_game) {
3273 return;
3274 }
3275
3276 if (!pconn->observer
3277 && pconn->playing && player_delegation_get(pconn->playing) != NULL) {
3279 /* TRANS: '/delegate cancel' is a server command and must not
3280 * be translated */
3281 _("User '%s' is currently allowed to take control of your "
3282 "player while you are away. Use '/delegate cancel' to "
3283 "revoke this access."),
3284 player_delegation_get(pconn->playing));
3285 }
3286
3287 {
3288 bool any_delegations = FALSE;
3291 && strcmp(player_delegation_get(aplayer), pconn->username) == 0) {
3293 _("Control of player '%s' is delegated to you."),
3296 }
3298 if (any_delegations) {
3300 /* TRANS: '/delegate take' is a server command and must not
3301 * be translated; but <player> should be translated. */
3302 _("Use '/delegate take <player>' to take control of a "
3303 "delegated player."));
3304 }
3305 }
3306}
3307
3308/**********************************************************************/
3314{
3315 players_iterate(pplayer) {
3316 if (player_delegation_get(pplayer)
3317 && fc_strcasecmp(name, pplayer->server.orig_username) == 0) {
3318 return pplayer;
3319 }
3321
3322 return NULL;
3323}
3324
3325/**********************************************************************/
3333
3334/**********************************************************************/
3352
3353/**********************************************************************/
3362
3363/**********************************************************************/
3367{
3369
3371}
3372
3373/**********************************************************************/
3382
3383/**********************************************************************/
3386void handle_player_multiplier(struct player *pplayer, int count,
3387 const int *multipliers)
3388{
3389 int rval;
3390 int i;
3391
3392 if (count != multiplier_count()) {
3393 log_error("Bad number of multipliers %d from client for %s",
3394 count, player_name(pplayer));
3395 return;
3396 }
3397
3398 for (i = 0; i < count; i++) {
3399 struct multiplier *pmul = multiplier_by_number(i);
3400
3401 if (multiplier_can_be_changed(pmul, pplayer)) {
3402 if (multipliers[i] < pmul->start || multipliers[i] > pmul->stop) {
3403 log_error("Multiplier value %d for %s out of range for %s",
3405 player_name(pplayer));
3406 } else {
3407 rval = (multipliers[i] - pmul->start) / pmul->step * pmul->step + pmul->start;
3408 if (rval != multipliers[i]) {
3409 log_error("Multiplier value %d between valid values for %s for %s",
3411 player_name(pplayer));
3412 } else {
3413 pplayer->multipliers[i].target = multipliers[i];
3414 }
3415 }
3416 }
3417 }
3418
3419 send_player_info_c(pplayer, NULL);
3420}
3421
3422/**********************************************************************/
3425void player_set_to_ai_mode(struct player *pplayer, enum ai_level skill_level)
3426{
3427 set_as_ai(pplayer);
3428
3429 set_ai_level_directer(pplayer, skill_level);
3430 cancel_all_meetings(pplayer);
3431 CALL_PLR_AI_FUNC(gained_control, pplayer, pplayer);
3432 if (is_player_phase(pplayer, game.info.phase)) {
3433 CALL_PLR_AI_FUNC(restart_phase, pplayer, pplayer);
3434 }
3435
3436 if (S_S_RUNNING == server_state()) {
3437 /* In case this was last player who has not pressed turn done. */
3439 }
3440
3441 fc_assert(pplayer->ai_common.skill_level == skill_level);
3442}
3443
3444/**********************************************************************/
3448{
3449 set_as_human(pplayer);
3450
3451 if (pplayer->ai_common.skill_level == AI_LEVEL_AWAY) {
3453 }
3454
3455 CALL_PLR_AI_FUNC(lost_control, pplayer, pplayer);
3456
3457 /* Because the AI "cheats" with government rates but humans shouldn't. */
3458 if (!game.info.is_new_game) {
3459 check_player_max_rates(pplayer);
3460 }
3461 cancel_all_meetings(pplayer);
3462}
3463
3464/**********************************************************************/
3468{
3469 char buf[200 + MAX_LEN_NAME];
3470
3471 /* gold_upkeep_style check currently redundant, but something we need
3472 * once homeless_gold_upkeep retired. */
3475 int free_uk[O_LAST];
3476
3477 memset(free_uk, 0, sizeof(free_uk));
3478 unit_list_iterate(pplayer->units, punit) {
3479 if (is_unit_homeless(punit)) {
3480 int gold = utype_upkeep_cost(unit_type_get(punit), pplayer, O_GOLD);
3481
3482 punit->upkeep[O_GOLD] = gold;
3483 punit->server.upkeep_paid[O_GOLD] = gold;
3484
3485 pplayer->economic.gold -= gold;
3486 }
3488 }
3489
3490 if (pplayer->economic.gold < 0) {
3491 switch (game.info.gold_upkeep_style) {
3492 case GOLD_UPKEEP_CITY:
3493 break;
3494 case GOLD_UPKEEP_MIXED:
3495 /* Nation pays for units. */
3497 break;
3498 case GOLD_UPKEEP_NATION:
3499 /* Nation pays for units and buildings. */
3501 break;
3502 }
3503 }
3504
3505 /* This test includes the cost of the units because
3506 * units are paid for in update_city_activity() or
3507 * player_balance_treasury_units(). */
3508 if (old_gold - (old_gold - pplayer->economic.gold) * 3 < 0) {
3510 _("WARNING, we're LOW on FUNDS %s."),
3511 ruler_title_for_player(pplayer, buf, sizeof(buf)));
3512 }
3513
3514#if 0
3515 /* Uncomment to unbalance the game, like in civ1 (CLG). */
3516 if (pplayer->got_tech && pplayer->research->researched > 0) {
3517 pplayer->research->researched = 0;
3518 }
3519#endif
3520
3521 if (pplayer->economic.infra_points < 0) {
3522 pplayer->economic.infra_points = 0;
3523 }
3524
3525 pplayer->history += nation_history_gain(pplayer);
3526
3528 /* Reduce the number of bulbs by the amount needed for tech upkeep and
3529 * check for finished research */
3530 update_bulbs(pplayer, -player_tech_upkeep(pplayer), TRUE, FALSE);
3531}
void adv_data_close(struct player *pplayer)
Definition advdata.c:753
void adv_data_init(struct player *pplayer)
Definition advdata.c:698
bool adv_data_phase_init(struct player *pplayer, bool is_new_phase)
Definition advdata.c:263
void adv_data_default(struct player *pplayer)
Definition advdata.c:730
const char * ai_name(const struct ai_type *ai)
Definition ai.c:335
const char * ai_type_name_or_fallback(const char *orig_name)
Definition ai.c:346
struct ai_type * ai_type_by_name(const char *search)
Definition ai.c:290
#define CALL_FUNC_EACH_AI(_func,...)
Definition ai.h:384
@ INCIDENT_WAR
Definition ai.h:46
#define CALL_PLR_AI_FUNC(_func, _player,...)
Definition ai.h:374
void call_incident(enum incident_type type, enum casus_belli_range scope, const struct action *paction, struct player *violator, struct player *victim)
Definition aiiface.c:237
void ai_traits_close(struct player *pplayer)
Definition aitraits.c:59
#define n
Definition astring.c:77
struct player * create_barbarian_player(enum barbarian_type type)
Definition barbarian.c:97
#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
void citizens_nation_move(struct city *pcity, const struct player_slot *pslot_from, const struct player_slot *pslot_to, int move)
Definition citizens.c:130
citizens citizens_nation_get(const struct city *pcity, const struct player_slot *pslot)
Definition citizens.c:74
bool is_capital(const struct city *pcity)
Definition city.c:1571
const char * city_name_get(const struct city *pcity)
Definition city.c:1128
bool city_unhappy(const struct city *pcity)
Definition city.c:1618
bool city_celebrating(const struct city *pcity)
Definition city.c:1637
#define cities_iterate_end
Definition city.h:517
#define city_list_iterate_safe(citylist, _city)
Definition city.h:522
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_tile(_pcity_)
Definition city.h:564
#define cities_iterate(pcity)
Definition city.h:512
#define city_owner(_pcity_)
Definition city.h:563
#define city_list_iterate_end
Definition city.h:510
#define city_list_iterate_safe_end
Definition city.h:544
void city_map_update_empty(struct city *pcity, struct tile *ptile)
Definition citytools.c:3239
void city_build_free_buildings(struct city *pcity)
Definition citytools.c:1428
void sync_cities(void)
Definition citytools.c:3313
void city_map_update_all_cities_for_player(struct player *pplayer)
Definition citytools.c:3347
void remove_city(struct city *pcity)
Definition citytools.c:1699
struct trade_route * remove_trade_route(struct city *pc1, struct trade_route *proute, bool announce, bool source_gone)
Definition citytools.c:2907
bool transfer_city(struct player *ptaker, struct city *pcity, int kill_outside, bool transfer_unit_verbose, bool resolve_stack, bool raze, bool build_free)
Definition citytools.c:1071
void city_refresh_queue_add(struct city *pcity)
Definition cityturn.c:197
bool player_balance_treasury_units_and_buildings(struct player *pplayer)
Definition cityturn.c:3189
bool player_balance_treasury_units(struct player *pplayer)
Definition cityturn.c:3252
void city_refresh_for_player(struct player *pplayer)
Definition cityturn.c:182
void city_refresh_queue_processing(void)
Definition cityturn.c:213
char * incite_cost
Definition comments.c:74
void connection_detach(struct connection *pconn, bool remove_unused_player)
#define conn_list_iterate(connlist, pconn)
Definition connection.h:108
#define conn_list_iterate_end
Definition connection.h:110
int player_culture(const struct player *plr)
Definition culture.c:46
int nation_history_gain(const struct player *pplayer)
Definition culture.c:61
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
void set_ai_level_directer(struct player *pplayer, enum ai_level level)
Definition difficulty.c:39
void establish_embassy(struct player *pplayer, struct player *aplayer)
Definition diplhand.c:701
void reject_all_treaties(struct player *pplayer)
Definition diplhand.c:938
void set_diplstate_type(struct player_diplstate *state1, struct player_diplstate *state2, enum diplstate_type type)
Definition diplhand.c:125
void cancel_all_meetings(struct player *pplayer)
Definition diplhand.c:926
bool could_intel_with_player(const struct player *pplayer, const struct player *aplayer)
Definition diptreaty.c:84
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:846
int get_player_bonus(const struct player *pplayer, enum effect_type effect_type)
Definition effects.c:828
struct player * extra_owner(const struct tile *ptile)
Definition extras.c:1114
#define extra_type_by_cause_iterate_end
Definition extras.h:339
#define extra_type_by_cause_iterate(_cause, _extra)
Definition extras.h:333
int Tech_type_id
Definition fc_types.h:380
unsigned char citizens
Definition fc_types.h:391
int Impr_type_id
Definition fc_types.h:379
#define MAX_NUM_PLAYERS
Definition fc_types.h:36
revolen_type
Definition fc_types.h:1283
@ REVOLEN_RANDOM
Definition fc_types.h:1285
@ REVOLEN_RANDQUICK
Definition fc_types.h:1287
@ REVOLEN_FIXED
Definition fc_types.h:1284
@ REVOLEN_QUICKENING
Definition fc_types.h:1286
int Government_type_id
Definition fc_types.h:384
#define MAX_NUM_PLAYER_SLOTS
Definition fc_types.h:32
#define MAX_LEN_NAME
Definition fc_types.h:66
@ O_GOLD
Definition fc_types.h:101
@ O_LAST
Definition fc_types.h:101
#define PL_(String1, String2, n)
Definition fcintl.h:71
#define _(String)
Definition fcintl.h:67
size_t featured_text_apply_tag(const char *text_source, char *featured_text, size_t featured_text_len, enum text_tag_type tag_type, ft_offset_t start_offset, ft_offset_t stop_offset,...)
const struct ft_color ftc_server
const char * city_link(const struct city *pcity)
const struct ft_color ftc_any
#define FT_OFFSET_UNSET
@ TTT_COLOR
#define FT_COLOR(fg, bg)
struct civ_game game
Definition game.c:62
bool is_player_phase(const struct player *pplayer, int phase)
Definition game.c:705
struct world wld
Definition game.c:63
#define GAME_DEFAULT_REVOLUTION_LENGTH
Definition game.h:735
#define GAME_MIN_CIVILWARSIZE
Definition game.h:488
#define any_web_conns()
Definition game.h:315
#define GAME_MAX_CIVILWARSIZE
Definition game.h:489
struct unit_type * crole_to_unit_type(char crole, struct player *pplayer)
Definition gamehand.c:120
const char * government_name_translation(const struct government *pgovern)
Definition government.c:143
bool untargeted_revolution_allowed(void)
Definition government.c:565
const char * ruler_title_for_player(const struct player *pplayer, char *buf, size_t buf_len)
Definition government.c:391
Government_type_id government_count(void)
Definition government.c:71
struct government * government_by_number(const Government_type_id gov)
Definition government.c:103
struct government * government_of_player(const struct player *pplayer)
Definition government.c:114
const char * government_name_for_player(const struct player *pplayer)
Definition government.c:154
bool can_change_to_government(struct player *pplayer, const struct government *gov)
Definition government.c:166
Government_type_id government_number(const struct government *pgovern)
Definition government.c:91
const char * government_rule_name(const struct government *pgovern)
Definition government.c:133
static GtkWidget * persistent
GType type
Definition repodlgs.c:1313
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
void handicaps_init(struct player *pplayer)
Definition handicaps.c:29
void handicaps_close(struct player *pplayer)
Definition handicaps.c:42
@ H_REVOLUTION
Definition handicaps.h:30
@ H_RATES
Definition handicaps.h:23
struct impr_type * improvement_by_number(const Impr_type_id id)
bool wonder_visible_to_player(const struct impr_type *wonder, const struct player *pplayer, const struct player *owner, enum fc_tristate embassy)
#define WONDER_NOT_BUILT
#define B_LAST
Definition improvement.h:42
const char * name
Definition inputfile.c:127
#define fc_assert_msg(condition, message,...)
Definition log.h:181
#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 fc_assert_action(condition, action)
Definition log.h:187
#define log_debug(message,...)
Definition log.h:115
#define log_normal(message,...)
Definition log.h:107
#define log_error(message,...)
Definition log.h:103
bool map_is_empty(void)
Definition map.c:149
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:391
#define square_iterate_end
Definition map.h:394
#define whole_map_iterate(_map, _tile)
Definition map.h:545
#define whole_map_iterate_end
Definition map.h:554
void player_map_init(struct player *pplayer)
Definition maphand.c:1218
void map_claim_base(struct tile *ptile, struct extra_type *pextra, struct player *powner, struct player *ploser)
Definition maphand.c:2378
void map_claim_ownership(struct tile *ptile, struct player *powner, struct tile *psource, bool claim_bases)
Definition maphand.c:2185
void map_know_and_see_all(struct player *pplayer)
Definition maphand.c:1193
void give_map_from_player_to_player(struct player *pfrom, struct player *pdest)
Definition maphand.c:384
void remove_shared_vision(struct player *pfrom, struct player *pto)
Definition maphand.c:1690
void player_map_free(struct player *pplayer)
Definition maphand.c:1234
void map_calculate_borders(void)
Definition maphand.c:2351
void remove_player_from_maps(struct player *pplayer)
Definition maphand.c:1255
bool give_distorted_map(struct player *pfrom, struct player *pto, int prob, bool reveal_cities)
Definition maphand.c:2661
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_strdup(str)
Definition mem.h:43
enum mood_type player_mood(struct player *pplayer)
Definition mood.c:28
const char * multiplier_rule_name(const struct multiplier *pmul)
Multiplier_type_id multiplier_count(void)
Definition multipliers.c:88
bool multiplier_can_be_changed(struct multiplier *pmul, struct player *pplayer)
static struct multiplier multipliers[MAX_NUM_MULTIPLIERS]
Definition multipliers.c:23
struct multiplier * multiplier_by_number(Multiplier_type_id id)
Definition multipliers.c:57
Multiplier_type_id multiplier_index(const struct multiplier *pmul)
Definition multipliers.c:80
#define multipliers_iterate(_mul_)
Definition multipliers.h:61
#define multipliers_iterate_end
Definition multipliers.h:67
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
Nation_type_id nation_count(void)
Definition nation.c:507
Nation_type_id nation_number(const struct nation_type *pnation)
Definition nation.c:486
struct nation_leader * nation_leader_by_name(const struct nation_type *pnation, const char *name)
Definition nation.c:267
int nations_match(const struct nation_type *pnation1, const struct nation_type *pnation2, bool ignore_conflicts)
Definition nation.c:1206
const char * nation_adjective_for_player(const struct player *pplayer)
Definition nation.c:169
int nation_set_index(const struct nation_set *pset)
Definition nation.c:699
struct nation_type * nation_of_player(const struct player *pplayer)
Definition nation.c:444
bool is_nation_playable(const struct nation_type *nation)
Definition nation.c:200
const struct rgbcolor * nation_color(const struct nation_type *pnation)
Definition nation.c:682
bool nation_is_in_set(const struct nation_type *pnation, const struct nation_set *pset)
Definition nation.c:837
int nation_set_count(void)
Definition nation.c:691
struct nation_set * nation_set_by_number(int id)
Definition nation.c:762
struct nation_set * nation_set_by_setting_value(const char *setting)
Definition nation.c:859
Nation_type_id nation_index(const struct nation_type *pnation)
Definition nation.c:498
const char * nation_set_rule_name(const struct nation_set *pset)
Definition nation.c:807
enum barbarian_type nation_barbarian_type(const struct nation_type *nation)
Definition nation.c:211
const char * nation_plural_for_player(const struct player *pplayer)
Definition nation.c:178
struct government * init_government_of_nation(const struct nation_type *pnation)
Definition nation.c:659
#define nation_list_iterate(nationlist, pnation)
Definition nation.h:84
#define nation_sets_iterate_end
Definition nation.h:305
#define nation_sets_iterate(NAME_pset)
Definition nation.h:301
#define nations_iterate_end
Definition nation.h:336
#define nation_list_iterate_end
Definition nation.h:86
#define nations_iterate(NAME_pnation)
Definition nation.h:333
#define NATION_NONE
Definition nation.h:33
#define NO_NATION_SELECTED
Definition nation.h:30
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 notify_conn(struct conn_list *dest, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:239
void generic_handle_player_attribute_chunk(struct player *pplayer, const struct packet_player_attribute_chunk *chunk)
Definition packets.c:690
void send_attribute_block(const struct player *pplayer, struct connection *pconn)
Definition packets.c:746
#define web_send_packet(packetname, pconn,...)
Definition packets.h:56
int dsend_packet_player_remove(struct connection *pc, int playerno)
int send_packet_player_diplstate(struct connection *pc, const struct packet_player_diplstate *packet)
int send_packet_player_info(struct connection *pc, const struct packet_player_info *packet)
void lsend_packet_nation_availability(struct conn_list *dest, const struct packet_nation_availability *packet)
bool player_slot_is_used(const struct player_slot *pslot)
Definition player.c:448
struct player * player_new(struct player_slot *pslot)
Definition player.c:493
struct player * player_by_number(const int player_id)
Definition player.c:849
bool players_on_same_team(const struct player *pplayer1, const struct player *pplayer2)
Definition player.c:1476
int player_count(void)
Definition player.c:817
enum diplstate_type cancel_pact_result(enum diplstate_type oldstate)
Definition player.c:68
int player_slot_count(void)
Definition player.c:418
struct player_slot * player_slot_by_number(int player_id)
Definition player.c:463
int player_get_expected_income(const struct player *pplayer)
Definition player.c:1286
int player_number(const struct player *pplayer)
Definition player.c:837
const char * player_name(const struct player *pplayer)
Definition player.c:895
void player_clear(struct player *pplayer, bool full)
Definition player.c:669
int player_slot_index(const struct player_slot *pslot)
Definition player.c:426
bool player_has_real_embassy(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:240
bool team_has_embassy(const struct team *pteam, const struct player *tgt_player)
Definition player.c:220
void player_set_color(struct player *pplayer, const struct rgbcolor *prgbcolor)
Definition player.c:648
int player_index(const struct player *pplayer)
Definition player.c:829
bool player_set_nation(struct player *pplayer, struct nation_type *pnation)
Definition player.c:861
enum dipl_reason pplayer_can_cancel_treaty(const struct player *p1, const struct player *p2)
Definition player.c:98
struct player_diplstate * player_diplstate_get(const struct player *plr1, const struct player *plr2)
Definition player.c:324
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1405
bool gives_shared_tiles(const struct player *me, const struct player *them)
Definition player.c:1493
bool gives_shared_vision(const struct player *me, const struct player *them)
Definition player.c:1485
void player_destroy(struct player *pplayer)
Definition player.c:756
#define players_iterate_end
Definition player.h:537
dipl_reason
Definition player.h:190
@ DIPL_SENATE_BLOCKING
Definition player.h:191
@ DIPL_OK
Definition player.h:191
#define players_iterate(_pplayer)
Definition player.h:532
#define player_list_iterate(playerlist, pplayer)
Definition player.h:555
#define ANON_USER_NAME
Definition player.h:48
static bool is_barbarian(const struct player *pplayer)
Definition player.h:489
#define is_ai(plr)
Definition player.h:230
#define player_list_iterate_end
Definition player.h:557
#define set_as_human(plr)
Definition player.h:231
#define players_iterate_alive_end
Definition player.h:547
@ PLRCOL_PLR_RANDOM
Definition player.h:52
@ PLRCOL_PLR_SET
Definition player.h:53
@ PLRCOL_NATION_ORDER
Definition player.h:55
@ PLRCOL_TEAM_ORDER
Definition player.h:54
@ PLRCOL_PLR_ORDER
Definition player.h:51
#define set_as_ai(plr)
Definition player.h:232
#define is_human(plr)
Definition player.h:229
#define players_iterate_alive(_pplayer)
Definition player.h:542
void handle_player_phase_done(struct player *pplayer, int turn)
Definition plrhand.c:3173
void send_nation_availability(struct conn_list *dest, bool nationset_change)
Definition plrhand.c:2637
void handle_player_multiplier(struct player *pplayer, int count, const int *multipliers)
Definition plrhand.c:3386
void server_player_set_name(struct player *pplayer, const char *name)
Definition plrhand.c:2263
int barbarian_count(void)
Definition plrhand.c:3192
void send_player_all_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1125
static void send_player_remove_info_c(const struct player_slot *pslot, struct conn_list *dest)
Definition plrhand.c:1077
struct player * server_create_player(int player_id, const char *ai_tname, struct rgbcolor *prgbcolor, bool allow_ai_type_fallbacking)
Definition plrhand.c:1889
const struct rgbcolor * player_preferred_color(struct player *pplayer)
Definition plrhand.c:1669
void player_update_last_war_action(struct player *pplayer)
Definition plrhand.c:863
void handle_player_attribute_chunk(struct player *pplayer, const struct packet_player_attribute_chunk *chunk)
Definition plrhand.c:3155
void player_status_add(struct player *plr, enum player_status pstatus)
Definition plrhand.c:3208
int normal_player_count(void)
Definition plrhand.c:3200
static void send_player_info_c_real(struct player *src, struct conn_list *dest)
Definition plrhand.c:1162
static enum plr_info_level player_info_level(struct player *plr, struct player *receiver)
Definition plrhand.c:1566
static void package_player_diplstate(struct player *plr1, struct player *plr2, struct packet_player_diplstate *packet_ds, struct player *receiver, enum plr_info_level min_info_level)
Definition plrhand.c:1523
void player_set_under_human_control(struct player *pplayer)
Definition plrhand.c:3447
static void maybe_claim_base(struct tile *ptile, struct player *new_owner, struct player *old_owner)
Definition plrhand.c:821
void playercolor_free(void)
Definition plrhand.c:3337
static struct nation_set * current_nationset(void)
Definition plrhand.c:2576
void give_midgame_initial_units(struct player *pplayer, struct tile *ptile)
Definition plrhand.c:1865
static int get_player_maxrate(struct player *pplayer)
Definition plrhand.c:270
static void call_first_contact(struct player *pplayer, struct player *aplayer)
Definition plrhand.c:1599
void player_limit_to_max_rates(struct player *pplayer)
Definition plrhand.c:2052
bool civil_war_triggered(struct player *pplayer)
Definition plrhand.c:2951
void server_player_set_color(struct player *pplayer, const struct rgbcolor *prgbcolor)
Definition plrhand.c:1818
void player_set_to_ai_mode(struct player *pplayer, enum ai_level skill_level)
Definition plrhand.c:3425
bool server_player_set_name_full(const struct connection *caller, struct player *pplayer, const struct nation_type *pnation, const char *name, char *error_buf, size_t error_buf_len)
Definition plrhand.c:2163
bool player_delegation_active(const struct player *pplayer)
Definition plrhand.c:3262
void player_info_thaw(void)
Definition plrhand.c:1106
void player_info_freeze(void)
Definition plrhand.c:1097
struct player * player_by_user_delegated(const char *name)
Definition plrhand.c:3313
void maybe_make_contact(struct tile *ptile, struct player *pplayer)
Definition plrhand.c:2357
void handle_player_attribute_block(struct player *pplayer)
Definition plrhand.c:3165
static void send_nation_availability_real(struct conn_list *dest, bool nationset_change)
Definition plrhand.c:2621
struct nation_type * pick_a_nation(const struct nation_list *choices, bool ignore_conflicts, bool needs_startpos, enum barbarian_type barb_type)
Definition plrhand.c:2448
static enum diplstate_type get_default_diplstate(const struct player *pplayer1, const struct player *pplayer2)
Definition plrhand.c:2280
void playercolor_init(void)
Definition plrhand.c:3328
void check_player_max_rates(struct player *pplayer)
Definition plrhand.c:774
void kill_player(struct player *pplayer)
Definition plrhand.c:126
const char * player_color_ftstr(struct player *pplayer)
Definition plrhand.c:1838
void send_player_info_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1142
void set_shuffled_players(int *shuffled_players)
Definition plrhand.c:2398
struct player * civil_war(struct player *pplayer)
Definition plrhand.c:3001
static int shuffled_order[MAX_NUM_PLAYER_SLOTS]
Definition plrhand.c:115
void player_status_reset(struct player *plr)
Definition plrhand.c:3224
void send_delegation_info(const struct connection *pconn)
Definition plrhand.c:3270
void handle_player_change_government(struct player *pplayer, Government_type_id government)
Definition plrhand.c:566
void update_national_activities(struct player *pplayer, int old_gold)
Definition plrhand.c:3467
struct conn_list * player_reply_dest(struct player *pplayer)
Definition plrhand.c:1589
void update_players_after_alliance_breakup(struct player *pplayer, struct player *pplayer2, const struct unit_list *pplayer_seen_units, const struct unit_list *pplayer2_seen_units)
Definition plrhand.c:802
static int revolentype_length(enum revolen_type rltype, struct government *gov)
Definition plrhand.c:516
bool player_status_check(struct player *plr, enum player_status pstatus)
Definition plrhand.c:3216
bool civil_war_possible(struct player *pplayer, bool conquering_city, bool honour_server_option)
Definition plrhand.c:2904
struct rgbcolor * playercolor_get(int id)
Definition plrhand.c:3366
void player_delegation_set(struct player *pplayer, const char *username)
Definition plrhand.c:3246
static bool server_player_name_is_allowed(const struct connection *caller, const struct player *pplayer, const struct nation_type *pnation, const char *name, char *error_buf, size_t error_buf_len)
Definition plrhand.c:2101
int playercolor_count(void)
Definition plrhand.c:3376
void shuffle_players(void)
Definition plrhand.c:2373
static void package_player_info(struct player *plr, struct packet_player_info *packet, struct packet_web_player_info_addition *web_packet, struct player *receiver, enum plr_info_level min_info_level)
Definition plrhand.c:1320
void server_remove_player(struct player *pplayer)
Definition plrhand.c:1938
void government_change(struct player *pplayer, struct government *gov, bool revolution_finished)
Definition plrhand.c:337
void server_player_init(struct player *pplayer, bool initmap, bool needs_team)
Definition plrhand.c:1614
static void send_player_diplstate_c_real(struct player *src, struct conn_list *dest)
Definition plrhand.c:1224
void handle_diplomacy_cancel_pact(struct player *pplayer, int other_player_id, enum clause_type clause)
Definition plrhand.c:878
void make_contact(struct player *pplayer1, struct player *pplayer2, struct tile *ptile)
Definition plrhand.c:2298
void playercolor_add(struct rgbcolor *prgbcolor)
Definition plrhand.c:3356
void update_capital(struct player *pplayer)
Definition plrhand.c:729
void count_playable_nations(void)
Definition plrhand.c:2594
void handle_player_rates(struct player *pplayer, int tax, int luxury, int science)
Definition plrhand.c:286
bool player_color_changeable(const struct player *pplayer, const char **reason)
Definition plrhand.c:1712
void assign_player_colors(void)
Definition plrhand.c:1729
static void package_player_common(struct player *plr, struct packet_player_info *packet, struct packet_web_player_info_addition *web_packet)
Definition plrhand.c:1257
bool client_can_pick_nation(const struct nation_type *pnation)
Definition plrhand.c:2609
void send_player_diplstate_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1208
static struct player * split_player(struct player *pplayer)
Definition plrhand.c:2754
struct player * shuffled_player(int i)
Definition plrhand.c:2416
void player_loot_player(struct player *pvictor, struct player *pvictim)
Definition plrhand.c:411
const char * player_delegation_get(const struct player *pplayer)
Definition plrhand.c:3233
bool nation_is_in_current_set(const struct nation_type *pnation)
Definition plrhand.c:2585
void enter_war(struct player *pplayer, struct player *pplayer2)
Definition plrhand.c:846
static int player_info_frozen_level
Definition plrhand.c:118
int revolution_length(struct government *gov, struct player *plr)
Definition plrhand.c:550
void fit_nationset_to_players(void)
Definition plrhand.c:2654
void reset_all_start_commands(bool plrchange)
Definition plrhand.c:2719
void update_revolution(struct player *pplayer)
Definition plrhand.c:670
plr_info_level
Definition plrhand.h:25
@ INFO_MEETING
Definition plrhand.h:25
@ INFO_MINIMUM
Definition plrhand.h:25
@ INFO_EMBASSY
Definition plrhand.h:25
@ INFO_FULL
Definition plrhand.h:25
#define allowed_nations_iterate(pnation)
Definition plrhand.h:69
#define allowed_nations_iterate_end
Definition plrhand.h:73
#define fc_rand(_size)
Definition rand.h:56
enum tech_state research_invention_set(struct research *presearch, Tech_type_id tech, enum tech_state value)
Definition research.c:637
const char * research_advance_rule_name(const struct research *presearch, Tech_type_id tech)
Definition research.c:240
int player_tech_upkeep(const struct player *pplayer)
Definition research.c:1050
struct research * research_get(const struct player *pplayer)
Definition research.c:128
enum tech_state research_invention_state(const struct research *presearch, Tech_type_id tech)
Definition research.c:619
void research_update(struct research *presearch)
Definition research.c:501
void rgbcolor_destroy(struct rgbcolor *prgbcolor)
Definition rgbcolor.c:74
bool rgbcolors_are_equal(const struct rgbcolor *c1, const struct rgbcolor *c2)
Definition rgbcolor.c:62
bool rgbcolor_to_hex(const struct rgbcolor *prgbcolor, char *hex, size_t hex_len)
Definition rgbcolor.c:142
#define rgbcolor_list_iterate_end
Definition rgbcolor.h:45
#define rgbcolor_list_iterate(rgbcolorlist, prgbcolor)
Definition rgbcolor.h:43
void script_server_signal_emit(const char *signal_name,...)
void script_server_remove_exported_object(void *object)
void array_shuffle(int *array, int n)
Definition shared.c:2007
bool is_ascii_name(const char *name)
Definition shared.c:283
void remove_leading_trailing_spaces(char *s)
Definition shared.c:444
@ TRI_YES
Definition shared.h:46
@ TRI_NO
Definition shared.h:46
#define CLIP(lower, current, upper)
Definition shared.h:57
#define MIN(x, y)
Definition shared.h:55
#define FC_INFINITY
Definition shared.h:36
#define MAX(x, y)
Definition shared.h:54
void send_spaceship_info(struct player *src, struct conn_list *dest)
Definition spacerace.c:129
void spaceship_init(struct player_spaceship *ship)
Definition spaceship.c:96
#define DEFAULT_SPECIALIST
Definition specialist.h:43
struct sprite int x
Definition sprite_g.h:31
void player_nation_defaults(struct player *pplayer, struct nation_type *pnation, bool set_name)
Definition srv_main.c:2579
bool game_was_started(void)
Definition srv_main.c:349
void check_for_full_turn_done(void)
Definition srv_main.c:2214
enum server_states server_state(void)
Definition srv_main.c:333
void set_ai_level_direct(struct player *pplayer, enum ai_level level)
Definition stdinhand.c:2004
Definition city.h:320
enum capital_type capital
Definition city.h:328
citizens specialists[SP_MAX]
Definition city.h:336
int contactturns
Definition game.h:137
struct rgbcolor_list * plr_colors
Definition game.h:244
char start_units[MAX_LEN_STARTUNIT]
Definition game.h:189
enum plrcolor_mode plrcolormode
Definition game.h:128
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
unsigned revealmap
Definition game.h:177
int civilwarsize
Definition game.h:135
bool savepalace
Definition game.h:187
char nationset[MAX_LEN_NAME]
Definition game.h:157
struct civ_game::@31::@35 server
int max_players
Definition game.h:156
int revolution_length
Definition game.h:178
struct government * government_during_revolution
Definition game.h:94
enum cmdlevel access_level
Definition connection.h:177
struct conn_list * self
Definition connection.h:163
int changed_to_times
Definition government.h:60
enum barbarian_type barb_type
Definition nation.h:110
bool no_startpos
Definition nation.h:148
struct nation_type::@51::@53 server
enum gameloss_style gameloss_style
enum gold_upkeep_style gold_upkeep_style
enum ai_level skill_level
enum revolen_type revolentype
enum persistent_ready persistent_ready
int civil_war_bonus_celebrating
bool is_pickable[MAX_NUM_NATIONS]
enum ai_level ai_skill_level
int multiplier[MAX_NUM_MULTIPLIERS]
char username[MAX_LEN_NAME]
bv_plr_flags flags
enum mood_type mood
bv_player gives_shared_vision
int love[MAX_NUM_PLAYER_SLOTS]
Government_type_id target_government
int multiplier_target[MAX_NUM_MULTIPLIERS]
int multiplier_changed[MAX_NUM_MULTIPLIERS]
bv_player gives_shared_tiles
Nation_type_id nation
enum barbarian_type barbarian_type
char name[MAX_LEN_NAME]
Government_type_id government
bv_player real_embassy
int wonders[B_LAST]
enum ai_level skill_level
Definition player.h:114
enum barbarian_type barbarian_type
Definition player.h:120
int warmth
Definition player.h:119
int science_cost
Definition player.h:117
int love[MAX_NUM_PLAYER_SLOTS]
Definition player.h:122
int maxbuycost
Definition player.h:112
int frost
Definition player.h:119
char contact_turns_left
Definition player.h:202
enum diplstate_type type
Definition player.h:197
char has_reason_to_cancel
Definition player.h:201
int infra_points
Definition player.h:65
int units_killed
Definition player.h:103
int units_used
Definition player.h:106
int units_lost
Definition player.h:104
int units_built
Definition player.h:102
struct city_list * cities
Definition player.h:279
struct player_ai ai_common
Definition player.h:286
bv_plr_flags flags
Definition player.h:290
bv_pstatus status
Definition player.h:320
int primary_capital_id
Definition player.h:273
bool is_male
Definition player.h:255
int wonders[B_LAST]
Definition player.h:303
struct government * target_government
Definition player.h:257
int autoselect_weight
Definition player.h:297
char username[MAX_LEN_NAME]
Definition player.h:250
bool is_connected
Definition player.h:294
int revolution_finishes
Definition player.h:271
int nturns_idle
Definition player.h:263
struct government * government
Definition player.h:256
struct connection * current_conn
Definition player.h:295
struct team * team
Definition player.h:259
char * savegame_ai_type_name
Definition player.h:288
int turns_alive
Definition player.h:264
bool was_created
Definition player.h:292
const struct ai_type * ai
Definition player.h:287
struct unit_list * units
Definition player.h:280
struct conn_list * connections
Definition player.h:296
bool is_alive
Definition player.h:266
bv_player real_embassy
Definition player.h:275
struct player_economic economic
Definition player.h:282
char delegate_to[MAX_LEN_NAME]
Definition player.h:337
struct player_spaceship spaceship
Definition player.h:284
char name[MAX_LEN_NAME]
Definition player.h:249
bv_player gives_shared_vision
Definition player.h:300
struct player_score score
Definition player.h:281
struct player_tile * private_map
Definition player.h:322
struct multiplier_value multipliers[MAX_NUM_MULTIPLIERS]
Definition player.h:312
bv_player really_gives_vision
Definition player.h:327
struct nation_type * nation
Definition player.h:258
struct nation_style * style
Definition player.h:277
bool border_vision
Definition player.h:325
bool phase_done
Definition player.h:261
struct player_slot * slot
Definition player.h:248
bv_player gives_shared_tiles
Definition player.h:302
bool is_ready
Definition player.h:260
struct player::@70::@72 server
int history
Definition player.h:314
bv_debug debug
Definition player.h:330
char orig_username[MAX_LEN_NAME]
Definition player.h:345
int last_war_action
Definition player.h:268
struct rgbcolor * rgb
Definition player.h:310
bool unassigned_user
Definition player.h:251
Tech_type_id researching_saved
Definition research.h:62
int g
Definition rgbcolor.h:34
int b
Definition rgbcolor.h:34
int r
Definition rgbcolor.h:34
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
struct player * extras_owner
Definition tile.h:63
int upkeep[O_LAST]
Definition unit.h:148
struct unit::@81::@84 server
int upkeep_paid[O_LAST]
Definition unit.h:256
struct civ_map map
struct music_style * player_music_style(struct player *plr)
Definition style.c:185
int music_style_number(const struct music_style *pms)
Definition style.c:161
int style_number(const struct nation_style *pstyle)
Definition style.c:68
int fc_snprintf(char *str, size_t n, const char *format,...)
Definition support.c:974
size_t fc_strlcpy(char *dest, const char *src, size_t n)
Definition support.c:791
int fc_strcasecmp(const char *str0, const char *str1)
Definition support.c:189
int cat_snprintf(char *str, size_t n, const char *format,...)
Definition support.c:1000
char fc_toupper(char c)
Definition support.c:1276
#define sz_strlcpy(dest, src)
Definition support.h:189
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
#define fc__fallthrough
Definition support.h:119
int team_count(void)
Definition team.c:375
int team_number(const struct team *pteam)
Definition team.c:391
bool team_add_player(struct player *pplayer, struct team *pteam)
Definition team.c:467
const struct player_list * team_members(const struct team *pteam)
Definition team.c:456
#define advance_index_iterate_end
Definition tech.h:248
#define A_NONE
Definition tech.h:43
#define A_UNSET
Definition tech.h:48
#define A_UNKNOWN
Definition tech.h:49
#define advance_index_iterate(_start, _index)
Definition tech.h:244
Tech_type_id steal_a_tech(struct player *pplayer, struct player *victim, Tech_type_id preferred)
Definition techtools.c:1233
void send_research_info(const struct research *presearch, const struct conn_list *dest)
Definition techtools.c:293
void update_bulbs(struct player *pplayer, int bulbs, bool check_tech, bool free_bulbs)
Definition techtools.c:654
bool tile_has_claimable_base(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:215
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_owner(_tile)
Definition tile.h:96
#define trade_routes_iterate_safe_end
#define trade_routes_iterate_safe(c, proute)
#define unit_owner(_pu)
Definition unit.h:389
#define is_unit_homeless(_pu_)
Definition unit.h:388
#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
struct unit_list * get_units_seen_via_ally(const struct player *pplayer, const struct player *aplayer)
Definition unittools.c:1413
void remove_allied_visibility(struct player *pplayer, struct player *aplayer, const struct unit_list *seen_units)
Definition unittools.c:1448
void resolve_unit_stacks(struct player *pplayer, struct player *aplayer, bool verbose)
Definition unittools.c:1398
struct unit * create_unit(struct player *pplayer, struct tile *ptile, const struct unit_type *type, int veteran_level, int homecity_id, int moves_left)
Definition unittools.c:1601
void wipe_unit(struct unit *punit, enum unit_loss_reason reason, struct player *killer)
Definition unittools.c:2135
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
int utype_upkeep_cost(const struct unit_type *ut, struct player *pplayer, Output_type_id otype)
Definition unittype.c:132
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:190
void send_updated_vote_totals(struct conn_list *dest)
Definition voting.c:866