Freeciv-3.4
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improvement.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18/* utility */
19#include "fcintl.h"
20#include "log.h"
21#include "mem.h"
22#include "shared.h" /* ARRAY_SIZE */
23#include "string_vector.h"
24#include "support.h"
25
26/* common */
27#include "game.h"
28#include "map.h"
29#include "tech.h"
30#include "victory.h"
31
32#include "improvement.h"
33
34/**************************************************************************
35All the city improvements:
36Use improvement_by_number(id) to access the array.
37The improvement_types array is now setup in:
38 server/ruleset.c (for the server)
39 client/packhand.c (for the client)
40**************************************************************************/
42
44
45/**********************************************************************/
49{
50 int i;
51
52 /* Can't use improvement_iterate() or improvement_by_number() here
53 * because num_impr_types isn't known yet. */
54 for (i = 0; i < ARRAY_SIZE(improvement_types); i++) {
55 struct impr_type *p = &improvement_types[i];
56
57 p->item_number = i;
61 p->ruledit_dlg = NULL;
62 }
63}
64
65/**********************************************************************/
68static void improvement_free(struct impr_type *p)
69{
70 if (NULL != p->helptext) {
72 p->helptext = NULL;
73 }
74
77}
78
79/**********************************************************************/
88
89/**********************************************************************/
93{
94 improvement_iterate(pimprove) {
95 pimprove->allows_units = FALSE;
97 if (requirement_needs_improvement(pimprove, &putype->build_reqs)) {
98 pimprove->allows_units = TRUE;
99 break;
100 }
102
103 pimprove->allows_extras = FALSE;
104 extra_type_iterate(pextra) {
105 if (requirement_needs_improvement(pimprove, &pextra->reqs)) {
106 pimprove->allows_extras = TRUE;
107 break;
108 }
110
111 pimprove->prevents_disaster = FALSE;
113 if (!requirement_fulfilled_by_improvement(pimprove, &pdis->reqs)) {
114 pimprove->prevents_disaster = TRUE;
115 break;
116 }
118
119 pimprove->protects_vs_actions = FALSE;
122 &act->target_reqs)) {
123 pimprove->protects_vs_actions = TRUE;
124 break;
125 }
127
128 pimprove->allows_actions = FALSE;
130 if (requirement_needs_improvement(pimprove, &act->actor_reqs)) {
131 pimprove->allows_actions = TRUE;
132 break;
133 }
135
137}
138
139/**********************************************************************/
143{
144 if (game.control.num_impr_types > 0) {
145 return improvement_types;
146 }
147 return NULL;
148}
149
150/**********************************************************************/
154{
155 if (game.control.num_impr_types > 0) {
157 }
158 return NULL;
159}
160
161/**********************************************************************/
168
169/**********************************************************************/
176{
177 fc_assert_ret_val(NULL != pimprove, -1);
178 return pimprove - improvement_types;
179}
180
181/**********************************************************************/
185{
186 fc_assert_ret_val(NULL != pimprove, -1);
187 return pimprove->item_number;
188}
189
190/**********************************************************************/
195{
197 return NULL;
198 }
199 return &improvement_types[id];
200}
201
202/**********************************************************************/
211const struct impr_type *valid_improvement(const struct impr_type *pimprove)
212{
213 if (NULL == pimprove) {
214 return NULL;
215 }
216
220 || building_has_effect(pimprove, EFT_SS_MODULE))) {
221 /* This assumes that space parts don't have any other effects. */
222 return NULL;
223 }
224
225 return pimprove;
226}
227
228/**********************************************************************/
238
239/**********************************************************************/
243const char *improvement_name_translation(const struct impr_type *pimprove)
244{
245 return name_translation_get(&pimprove->name);
246}
247
248/**********************************************************************/
252const char *improvement_rule_name(const struct impr_type *pimprove)
253{
254 return rule_name_get(&pimprove->name);
255}
256
257/**********************************************************************/
261int impr_base_build_shield_cost(const struct impr_type *pimprove)
262{
263 int base = pimprove->build_cost;
264
265 return MAX(base * game.info.shieldbox / 100, 1);
266}
267
268/**********************************************************************/
273int impr_estimate_build_shield_cost(const struct player *pplayer,
274 const struct tile *ptile,
275 const struct impr_type *pimprove)
276{
277 int base = pimprove->build_cost
278 * (100 +
280 &(const struct req_context) {
281 .player = pplayer,
282 .building = pimprove,
283 .tile = ptile,
284 },
285 NULL,
287
288 return MAX(base * game.info.shieldbox / 100, 1);
289}
290
291/**********************************************************************/
295 const struct impr_type *pimprove)
296{
297 int base = pimprove->build_cost
298 * (100 + get_building_bonus(pcity, pimprove, EFT_IMPR_BUILD_COST_PCT)) / 100;
299
300 return MAX(base * game.info.shieldbox / 100, 1);
301}
302
303/**********************************************************************/
306int impr_buy_gold_cost(const struct city *pcity,
307 const struct impr_type *pimprove, int shields_in_stock)
308{
309 int cost = 0;
310 const int missing = impr_build_shield_cost(pcity, pimprove) - shields_in_stock;
311
312 if (is_convert_improvement(pimprove)) {
313 /* Can't buy coinage-like improvements. */
314 return 0;
315 }
316
317 if (missing > 0) {
318 cost = 2 * missing;
319 }
320
321 if (shields_in_stock == 0) {
322 cost *= 2;
323 }
324
325 cost = cost
326 * (100 + get_building_bonus(pcity, pimprove, EFT_IMPR_BUY_COST_PCT)) / 100;
327
328 return cost;
329}
330
331/**********************************************************************/
334int impr_sell_gold(const struct impr_type *pimprove)
335{
336 return MAX(pimprove->build_cost * game.info.shieldbox / 100, 1);
337}
338
339/**********************************************************************/
343bool is_wonder(const struct impr_type *pimprove)
344{
345 return (is_great_wonder(pimprove) || is_small_wonder(pimprove));
346}
347
348/**********************************************************************/
353{
354 improvement_iterate(pimprove) {
355 if (0 == strcmp(improvement_name_translation(pimprove), name)) {
356 return pimprove;
357 }
359
360 return NULL;
361}
362
363/**********************************************************************/
368{
369 const char *qname = Qn_(name);
370
371 improvement_iterate(pimprove) {
372 if (0 == fc_strcasecmp(improvement_rule_name(pimprove), qname)) {
373 return pimprove;
374 }
376
377 return NULL;
378}
379
380/**********************************************************************/
383bool improvement_has_flag(const struct impr_type *pimprove,
384 enum impr_flag_id flag)
385{
387
388 return BV_ISSET(pimprove->flags, flag);
389}
390
391/**********************************************************************/
394bool is_improvement_visible(const struct impr_type *pimprove)
395{
396 return (is_wonder(pimprove)
398}
399
400/**********************************************************************/
404bool can_improvement_go_obsolete(const struct impr_type *pimprove)
405{
406 return requirement_vector_size(&pimprove->obsolete_by) > 0;
407}
408
409/**********************************************************************/
412bool improvement_obsolete(const struct player *pplayer,
413 const struct impr_type *pimprove,
414 const struct city *pcity)
415{
416 const struct req_context context = {
417 .player = pplayer,
418 .city = pcity,
419 .tile = pcity ? city_tile(pcity) : NULL,
420 .building = pimprove,
421 };
422
425 return TRUE;
426 }
428
429 return FALSE;
430}
431
432/**********************************************************************/
435static bool impr_provides_buildable_units(const struct city *pcity,
436 const struct impr_type *pimprove)
437{
438 const struct civ_map *nmap = &(wld.map);
439
440 /* Fast check */
441 if (!pimprove->allows_units) {
442 return FALSE;
443 }
444
446 if (requirement_needs_improvement(pimprove, &ut->build_reqs)
448 return TRUE;
449 }
451
452 return FALSE;
453}
454
455/**********************************************************************/
458static bool impr_provides_buildable_extras(const struct city *pcity,
459 const struct impr_type *pimprove)
460{
461 const struct civ_map *nmap = &(wld.map);
462
463 /* Fast check */
464 if (!pimprove->allows_extras) {
465 return FALSE;
466 }
467
468 extra_type_iterate(pextra) {
469 if (requirement_needs_improvement(pimprove, &pextra->reqs)) {
471 city_tile(pcity), ptile) {
472 if (player_can_build_extra(pextra, city_owner(pcity), ptile)) {
473 return TRUE;
474 }
476 }
478
479 return FALSE;
480}
481
482/**********************************************************************/
485static bool impr_prevents_disaster(const struct city *pcity,
486 const struct impr_type *pimprove)
487{
488 /* Fast check */
489 if (!pimprove->prevents_disaster) {
490 return FALSE;
491 }
492
496 return TRUE;
497 }
499
500 return FALSE;
501}
502
503/**********************************************************************/
509static bool impr_protects_vs_actions(const struct city *pcity,
510 const struct impr_type *pimprove)
511{
512 /* Fast check */
513 if (!pimprove->protects_vs_actions) {
514 return FALSE;
515 }
516
518 if (!requirement_fulfilled_by_improvement(pimprove, &enabler->target_reqs)
520 NULL, pcity)) {
521 return TRUE;
522 }
524
525 return FALSE;
526}
527
528/**********************************************************************/
531static bool impr_allows_actions(const struct city *pcity,
532 const struct impr_type *pimprove)
533{
534 const struct civ_map *nmap = &(wld.map);
535
536 /* Fast check */
537 if (!pimprove->allows_actions) {
538 return FALSE;
539 }
540
542 if (requirement_needs_improvement(pimprove, &enabler->actor_reqs)) {
544
545 switch (action_id_get_actor_kind(act)) {
546 case AAK_UNIT:
548 if (!utype_can_do_action(ut, act)) {
549 /* Not relevant */
550 continue;
551 }
552
554 /* The player has a unit that may use the building */
555 return TRUE;
556 }
557
559 /* This city can build a unit that uses the building */
560 return TRUE;
561 }
563 break;
564 case AAK_CITY:
565 case AAK_PLAYER:
566 /* No traceable limitations */
567 return TRUE;
568 case AAK_COUNT:
570 break;
571 }
572 }
574
575 return FALSE;
576}
577
578/**********************************************************************/
588static bool improvement_has_side_effects(const struct city *pcity,
589 const struct impr_type *pimprove)
590{
591 return (impr_provides_buildable_units(pcity, pimprove)
593 || impr_prevents_disaster(pcity, pimprove)
594 || impr_allows_actions(pcity, pimprove)
595 || impr_protects_vs_actions(pcity, pimprove));
596}
597
598/**********************************************************************/
601static bool improvement_has_effects(const struct city *pcity,
602 const struct impr_type *pimprove)
603{
604 struct universal source = { .kind = VUT_IMPROVEMENT,
605 .value = { .building = pimprove } };
607
608 if (!plist || improvement_obsolete(city_owner(pcity), pimprove, pcity)) {
609 return FALSE;
610 }
611
613 if (0 != get_potential_improvement_bonus(pimprove, pcity,
614 peffect->type, RPT_CERTAIN, TRUE)) {
615 return TRUE;
616 }
618
619 return FALSE;
620}
621
622/**********************************************************************/
630 const struct impr_type *pimprove)
631{
632 return (!improvement_obsolete(city_owner(pcity), pimprove, pcity)
633 && (improvement_has_flag(pimprove, IF_GOLD)
634 || improvement_has_flag(pimprove, IF_INFRA)
636 || improvement_has_effects(pcity, pimprove)));
637}
638
639/**********************************************************************/
652 const struct impr_type *pimprove)
653{
654 /* A capitalization production is never redundant. */
655 if (improvement_has_flag(pimprove, IF_GOLD)) {
656 return FALSE;
657 }
658 if (improvement_has_flag(pimprove, IF_INFRA)) {
659 return FALSE;
660 }
661
662 /* If an improvement has side effects, don't claim it's redundant. */
663 if (improvement_has_side_effects(pcity, pimprove)) {
664 return FALSE;
665 }
666
667 /* Otherwise, it's redundant if its effects are available by other means,
668 * or if it's an obsolete wonder (great or small). */
669 return is_building_replaced(pcity, pimprove, RPT_CERTAIN)
671}
672
673/**********************************************************************/
678 const struct impr_type *pimprove)
679{
680 const struct req_context context = { .player = p };
681
682 bool space_part = FALSE;
683
684 if (!valid_improvement(pimprove)) {
685 return FALSE;
686 }
687
689 if (preq->range >= REQ_RANGE_PLAYER
691 return FALSE;
692 }
694
695 /* Check for space part construction. This assumes that space parts have
696 * no other effects. */
697 if (building_has_effect(pimprove, EFT_SS_STRUCTURAL)) {
700 return FALSE;
701 }
702 }
703 if (building_has_effect(pimprove, EFT_SS_COMPONENT)) {
706 return FALSE;
707 }
708 }
709 if (building_has_effect(pimprove, EFT_SS_MODULE)) {
711 if (p->spaceship.modules >= NUM_SS_MODULES) {
712 return FALSE;
713 }
714 }
715 if (space_part
717 || p->spaceship.state >= SSHIP_LAUNCHED)) {
718 return FALSE;
719 }
720
721 if (is_great_wonder(pimprove)) {
722 /* Can't build wonder if already built */
723 if (!great_wonder_is_available(pimprove)) {
724 return FALSE;
725 }
726 }
727
728 return TRUE;
729}
730
731/**********************************************************************/
736 struct impr_type *pimprove)
737{
738 if (!can_player_build_improvement_direct(p, pimprove)) {
739 return FALSE;
740 }
741 if (improvement_obsolete(p, pimprove, NULL)) {
742 return FALSE;
743 }
744 return TRUE;
745}
746
747/**********************************************************************/
753 const struct impr_type *pimprove)
754{
755 const struct req_context context = { .player = p };
756
757 if (!valid_improvement(pimprove)) {
758 return FALSE;
759 }
760 if (improvement_obsolete(p, pimprove, NULL)) {
761 return FALSE;
762 }
763 if (is_great_wonder(pimprove) && !great_wonder_is_available(pimprove)) {
764 /* Can't build wonder if already built */
765 return FALSE;
766 }
767
768 /* Check for requirements that aren't met and that are unchanging (so
769 * they can never be met). */
771 if (preq->range >= REQ_RANGE_PLAYER
773 return FALSE;
774 }
776 /* FIXME: should check some "unchanging" reqs here - like if there's
777 * a nation requirement, we can go ahead and check it now. */
778
779 return TRUE;
780}
781
782/**********************************************************************/
785bool is_great_wonder(const struct impr_type *pimprove)
786{
787 return (pimprove->genus == IG_GREAT_WONDER);
788}
789
790/**********************************************************************/
793bool is_small_wonder(const struct impr_type *pimprove)
794{
795 return (pimprove->genus == IG_SMALL_WONDER);
796}
797
798/**********************************************************************/
801bool is_improvement(const struct impr_type *pimprove)
802{
803 return (pimprove->genus == IG_IMPROVEMENT);
804}
805
806/**********************************************************************/
810bool is_special_improvement(const struct impr_type *pimprove)
811{
812 /* TODO: Find either a new term for traditional "special" improvements
813 * (maybe "project"?), or a new umbrella term for all improvements that
814 * can't be present in the city as a finished building (including special
815 * and convert improvements). */
816 return (pimprove->genus == IG_SPECIAL)
817 || is_convert_improvement(pimprove);
818}
819
820/**********************************************************************/
824bool is_convert_improvement(const struct impr_type *pimprove)
825{
826 return (pimprove->genus == IG_CONVERT);
827}
828
829/**********************************************************************/
832void wonder_built(const struct city *pcity, const struct impr_type *pimprove)
833{
834 struct player *pplayer;
835 int windex = improvement_number(pimprove);
836
838 fc_assert_ret(is_wonder(pimprove));
839
840 pplayer = city_owner(pcity);
841 pplayer->wonders[windex] = pcity->id;
842
843 if (is_great_wonder(pimprove)) {
845 }
846}
847
848/**********************************************************************/
852void wonder_destroyed(const struct city *pcity,
853 const struct impr_type *pimprove)
854{
855 struct player *pplayer;
856 int windex = improvement_number(pimprove);
857
859 fc_assert_ret(is_wonder(pimprove));
860
861 pplayer = city_owner(pcity);
862 fc_assert_ret(pplayer->wonders[windex] == pcity->id);
863 pplayer->wonders[windex] = WONDER_LOST;
864
865 if (is_great_wonder(pimprove)) {
867 == player_number(pplayer));
869 }
870}
871
872/**********************************************************************/
876bool wonder_is_lost(const struct player *pplayer,
877 const struct impr_type *pimprove)
878{
879 fc_assert_ret_val(NULL != pplayer, FALSE);
881
882 return pplayer->wonders[improvement_index(pimprove)] == WONDER_LOST;
883}
884
885/**********************************************************************/
889bool wonder_is_built(const struct player *pplayer,
890 const struct impr_type *pimprove)
891{
892 fc_assert_ret_val(NULL != pplayer, FALSE);
894
895 return WONDER_BUILT(pplayer->wonders[improvement_index(pimprove)]);
896}
897
898/**********************************************************************/
904struct city *city_from_wonder(const struct player *pplayer,
905 const struct impr_type *pimprove)
906{
907 int idx = improvement_index(pimprove);
908 int city_id;
909
910 if (idx < 0) {
911 return NULL;
912 }
913
914 city_id = pplayer->wonders[idx];
915
916 fc_assert_ret_val(NULL != pplayer, NULL);
917 fc_assert_ret_val(is_wonder(pimprove), NULL);
918
919 if (!WONDER_BUILT(city_id)) {
920 return NULL;
921 }
922
923#ifdef FREECIV_DEBUG
924 if (is_server()) {
925 /* On client side, this info is not always known. */
926 struct city *pcity = player_city_by_number(pplayer, city_id);
927
928 if (NULL == pcity) {
929 log_error("Player %s (nb %d) has outdated wonder info for "
930 "%s (nb %d), it points to city nb %d.",
931 player_name(pplayer), player_number(pplayer),
932 improvement_rule_name(pimprove),
933 improvement_number(pimprove), city_id);
934 } else if (!city_has_building(pcity, pimprove)) {
935 log_error("Player %s (nb %d) has outdated wonder info for "
936 "%s (nb %d), the city %s (nb %d) doesn't have this wonder.",
937 player_name(pplayer), player_number(pplayer),
938 improvement_rule_name(pimprove),
940 return NULL;
941 }
942
943 return pcity;
944 }
945#endif /* FREECIV_DEBUG */
946
947 return player_city_by_number(pplayer, city_id);
948}
949
950/**********************************************************************/
958 const struct player *pplayer,
959 const struct player *owner,
960 enum fc_tristate embassy)
961{
962 if (pplayer == owner) {
963 /* Can see all own wonders,
964 * even improvements if that matters. */
965 return TRUE;
966 }
967
968 if (is_great_wonder(wonder)) {
969 return TRUE;
970 }
971
972 if (is_small_wonder(wonder)) {
974 case WV_ALWAYS:
975 return TRUE;
976 case WV_NEVER:
977 return FALSE;
978 case WV_EMBASSY:
979 return embassy == TRI_YES
980 || (embassy == TRI_MAYBE && team_has_embassy(pplayer->team, owner));
981 }
982
984
985 return FALSE;
986 }
987
988 /* Now a wonder, but regular improvement */
989 return FALSE;
990}
991
992/**********************************************************************/
995bool great_wonder_is_built(const struct impr_type *pimprove)
996{
998
1000 [improvement_index(pimprove)]);
1001}
1002
1003/**********************************************************************/
1006bool great_wonder_is_destroyed(const struct impr_type *pimprove)
1007{
1009
1010 return (WONDER_DESTROYED
1012}
1013
1014/**********************************************************************/
1017bool great_wonder_is_available(const struct impr_type *pimprove)
1018{
1020
1021 return (WONDER_NOT_OWNED
1023}
1024
1025/**********************************************************************/
1029struct city *city_from_great_wonder(const struct impr_type *pimprove)
1030{
1031 int player_id = game.info.great_wonder_owners[improvement_index(pimprove)];
1032
1034
1035 if (WONDER_OWNED(player_id)) {
1036#ifdef FREECIV_DEBUG
1037 const struct player *pplayer = player_by_number(player_id);
1038 struct city *pcity = city_from_wonder(pplayer, pimprove);
1039
1040 if (is_server() && NULL == pcity) {
1041 log_error("Game has outdated wonder info for %s (nb %d), "
1042 "the player %s (nb %d) doesn't have this wonder.",
1043 improvement_rule_name(pimprove),
1044 improvement_number(pimprove),
1045 player_name(pplayer), player_number(pplayer));
1046 }
1047
1048 return pcity;
1049#else
1050 return city_from_wonder(player_by_number(player_id), pimprove);
1051#endif /* FREECIV_DEBUG */
1052 } else {
1053 return NULL;
1054 }
1055}
1056
1057/**********************************************************************/
1061struct player *great_wonder_owner(const struct impr_type *pimprove)
1062{
1063 int player_id = game.info.great_wonder_owners[improvement_index(pimprove)];
1064
1066
1067 if (WONDER_OWNED(player_id)) {
1068 return player_by_number(player_id);
1069 } else {
1070 return NULL;
1071 }
1072}
1073
1074/**********************************************************************/
1077bool small_wonder_is_built(const struct player *pplayer,
1078 const struct impr_type *pimprove)
1079{
1081
1082 return (NULL != pplayer
1083 && wonder_is_built(pplayer, pimprove));
1084}
1085
1086/**********************************************************************/
1089struct city *city_from_small_wonder(const struct player *pplayer,
1090 const struct impr_type *pimprove)
1091{
1093
1094 if (NULL == pplayer) {
1095 return NULL; /* Used in some places in the client. */
1096 } else {
1097 return city_from_wonder(pplayer, pimprove);
1098 }
1099}
1100
1101/**********************************************************************/
1104bool can_sell_building(const struct impr_type *pimprove)
1105{
1106 return (valid_improvement(pimprove)
1107 && is_building_sellable(pimprove));
1108}
1109
1110/**********************************************************************/
1114 const struct impr_type *pimprove)
1115{
1116 return (city_has_building(pcity, pimprove)
1117 && is_building_sellable(pimprove));
1118}
1119
1120/**********************************************************************/
1123bool is_building_sellable(const struct impr_type *pimprove)
1124{
1125 return is_improvement(pimprove);
1126}
1127
1128/**********************************************************************/
1134 struct city *pcity,
1135 const struct impr_type *pimprove)
1136{
1137 /* Check if player can sell anything from this city */
1138 if (pcity->owner != pplayer) {
1139 return TR_OTHER_FAILURE;
1140 }
1141
1142 if (pcity->did_sell) {
1143 return TR_ALREADY_SOLD;
1144 }
1145
1146 /* Check if particular building can be solt */
1147 if (pimprove != NULL
1148 && !can_city_sell_building(pcity, pimprove)) {
1149 return TR_OTHER_FAILURE;
1150 }
1151
1152 return TR_SUCCESS;
1153}
1154
1155/**********************************************************************/
1159const struct impr_type *improvement_replacement(const struct impr_type *pimprove)
1160{
1162 if (pobs->source.kind == VUT_IMPROVEMENT && pobs->present) {
1163 return pobs->source.value.building;
1164 }
1166
1167 return NULL;
1168}
1169
1170/************************************************************************/
1174{
1175 int i;
1176
1177 for (i = 0; i < MAX_NUM_USER_BUILDING_FLAGS; i++) {
1179 }
1180}
1181
1182/************************************************************************/
1186{
1187 int i;
1188
1189 for (i = 0; i < MAX_NUM_USER_BUILDING_FLAGS; i++) {
1191 }
1192}
1193
1194/************************************************************************/
1198 const char *helptxt)
1199{
1200 int bfid = id - IF_USER_FLAG_1;
1201
1203
1204 if (user_impr_flags[bfid].name != NULL) {
1207 }
1208
1209 if (name && name[0] != '\0') {
1211 }
1212
1213 if (user_impr_flags[bfid].helptxt != NULL) {
1214 free(user_impr_flags[bfid].helptxt);
1216 }
1217
1218 if (helptxt && helptxt[0] != '\0') {
1220 }
1221}
1222
1223/************************************************************************/
1227{
1229 return NULL;
1230 }
1231
1232 return user_impr_flags[flag - IF_USER_FLAG_1].name;
1233}
1234
1235/************************************************************************/
1239{
1241
1243}
bool is_action_possible_on_city(action_id act_id, const struct player *actor_player, const struct city *target_city)
Definition actions.c:5706
#define action_enablers_iterate_end
Definition actions.h:283
#define enabler_get_action_id(_enabler_)
Definition actions.h:187
#define action_id_get_actor_kind(act_id)
Definition actions.h:413
#define action_enablers_iterate(_enabler_)
Definition actions.h:277
#define BV_ISSET(bv, bit)
Definition bitvector.h:86
bool city_has_building(const struct city *pcity, const struct impr_type *pimprove)
Definition city.c:1240
const char * city_name_get(const struct city *pcity)
Definition city.c:1137
int city_map_radius_sq_get(const struct city *pcity)
Definition city.c:137
bool can_city_build_unit_now(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype)
Definition city.c:947
#define city_tile(_pcity_)
Definition city.h:564
#define city_owner(_pcity_)
Definition city.h:563
#define city_tile_iterate(_nmap, _radius_sq, _city_tile, _tile)
Definition city.h:228
#define city_tile_iterate_end
Definition city.h:236
char * incite_cost
Definition comments.c:76
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2966
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 int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
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 int cost
Definition dialogs_g.h:74
bool can_disaster_happen(const struct disaster_type *pdis, const struct city *pcity)
Definition disaster.c:139
#define disaster_type_iterate(_p)
Definition disaster.h:82
#define disaster_type_iterate_end
Definition disaster.h:88
int int id
Definition editgui_g.h:28
bool is_building_replaced(const struct city *pcity, const struct impr_type *pimprove, const enum req_problem_type prob_type)
Definition effects.c:693
int get_potential_improvement_bonus(const struct impr_type *pimprove, const struct city *pcity, enum effect_type effect_type, const enum req_problem_type prob_type, bool consider_multipliers)
Definition effects.c:1202
int get_building_bonus(const struct city *pcity, const struct impr_type *building, enum effect_type effect_type)
Definition effects.c:1004
int get_target_bonus_effects(struct effect_list *plist, const struct req_context *context, const struct req_context *other_context, enum effect_type effect_type)
Definition effects.c:744
struct effect_list * get_req_source_effects(const struct universal *psource)
Definition effects.c:153
bool building_has_effect(const struct impr_type *pimprove, enum effect_type effect_type)
Definition effects.c:639
int get_player_bonus(const struct player *pplayer, enum effect_type effect_type)
Definition effects.c:824
#define effect_list_iterate_end
Definition effects.h:81
#define effect_list_iterate(effect_list, peffect)
Definition effects.h:79
bool player_can_build_extra(const struct extra_type *pextra, const struct player *pplayer, const struct tile *ptile)
Definition extras.c:468
#define extra_type_iterate(_p)
Definition extras.h:315
#define extra_type_iterate_end
Definition extras.h:321
static bool is_server(void)
#define MAX_NUM_USER_BUILDING_FLAGS
Definition fc_types.h:492
int Impr_type_id
Definition fc_types.h:236
@ RPT_CERTAIN
Definition fc_types.h:515
@ RPT_POSSIBLE
Definition fc_types.h:514
int action_id
Definition fc_types.h:249
test_result
Definition fc_types.h:938
@ TR_ALREADY_SOLD
Definition fc_types.h:941
@ TR_OTHER_FAILURE
Definition fc_types.h:940
@ TR_SUCCESS
Definition fc_types.h:939
#define IF_LAST_USER_FLAG
Definition fc_types.h:491
@ VC_SPACERACE
Definition fc_types.h:964
#define Qn_(String)
Definition fcintl.h:89
void user_flag_init(struct user_flag *flag)
Definition game.c:832
void user_flag_free(struct user_flag *flag)
Definition game.c:841
struct civ_game game
Definition game.c:62
struct world wld
Definition game.c:63
struct city * owner
Definition citydlg.c:226
static GtkWidget * source
Definition gotodlg.c:58
const struct impr_type * valid_improvement(const struct impr_type *pimprove)
struct impr_type * improvement_by_number(const Impr_type_id id)
bool can_sell_building(const struct impr_type *pimprove)
int impr_sell_gold(const struct impr_type *pimprove)
void improvements_init(void)
Definition improvement.c:48
bool is_building_sellable(const struct impr_type *pimprove)
const struct impr_type * improvement_array_last(void)
const struct impr_type * valid_improvement_by_number(const Impr_type_id id)
bool can_city_sell_building(const struct city *pcity, const struct impr_type *pimprove)
bool can_player_build_improvement_direct(const struct player *p, const struct impr_type *pimprove)
bool great_wonder_is_built(const struct impr_type *pimprove)
static bool improvement_has_side_effects(const struct city *pcity, const struct impr_type *pimprove)
enum test_result test_player_sell_building_now(struct player *pplayer, struct city *pcity, const struct impr_type *pimprove)
void user_impr_flags_init(void)
bool is_special_improvement(const struct impr_type *pimprove)
static bool impr_prevents_disaster(const struct city *pcity, const struct impr_type *pimprove)
bool is_improvement_redundant(const struct city *pcity, const struct impr_type *pimprove)
bool can_player_build_improvement_later(const struct player *p, const struct impr_type *pimprove)
void wonder_built(const struct city *pcity, const struct impr_type *pimprove)
bool great_wonder_is_destroyed(const struct impr_type *pimprove)
bool wonder_is_lost(const struct player *pplayer, const struct impr_type *pimprove)
bool can_player_build_improvement_now(const struct player *p, struct impr_type *pimprove)
bool is_improvement(const struct impr_type *pimprove)
static bool improvement_has_effects(const struct city *pcity, const struct impr_type *pimprove)
bool wonder_is_built(const struct player *pplayer, const struct impr_type *pimprove)
int impr_base_build_shield_cost(const struct impr_type *pimprove)
Impr_type_id improvement_number(const struct impr_type *pimprove)
static bool impr_provides_buildable_extras(const struct city *pcity, const struct impr_type *pimprove)
bool small_wonder_is_built(const struct player *pplayer, const struct impr_type *pimprove)
bool can_improvement_go_obsolete(const struct impr_type *pimprove)
const char * impr_flag_id_name_cb(enum impr_flag_id flag)
const char * improvement_rule_name(const struct impr_type *pimprove)
bool is_improvement_visible(const struct impr_type *pimprove)
struct city * city_from_wonder(const struct player *pplayer, const struct impr_type *pimprove)
Impr_type_id improvement_index(const struct impr_type *pimprove)
int impr_buy_gold_cost(const struct city *pcity, const struct impr_type *pimprove, int shields_in_stock)
int impr_build_shield_cost(const struct city *pcity, const struct impr_type *pimprove)
static void improvement_free(struct impr_type *p)
Definition improvement.c:68
bool is_wonder(const struct impr_type *pimprove)
static bool impr_protects_vs_actions(const struct city *pcity, const struct impr_type *pimprove)
bool is_great_wonder(const struct impr_type *pimprove)
bool improvement_obsolete(const struct player *pplayer, const struct impr_type *pimprove, const struct city *pcity)
static bool impr_allows_actions(const struct city *pcity, const struct impr_type *pimprove)
struct impr_type * improvement_by_translated_name(const char *name)
void improvement_feature_cache_init(void)
Definition improvement.c:92
bool improvement_has_flag(const struct impr_type *pimprove, enum impr_flag_id flag)
struct impr_type * improvement_by_rule_name(const char *name)
struct city * city_from_small_wonder(const struct player *pplayer, const struct impr_type *pimprove)
void wonder_destroyed(const struct city *pcity, const struct impr_type *pimprove)
void set_user_impr_flag_name(enum impr_flag_id id, const char *name, const char *helptxt)
bool is_convert_improvement(const struct impr_type *pimprove)
void impr_flags_free(void)
static struct impr_type improvement_types[B_LAST]
Definition improvement.c:41
bool wonder_visible_to_player(const struct impr_type *wonder, const struct player *pplayer, const struct player *owner, enum fc_tristate embassy)
const char * impr_flag_helptxt(enum impr_flag_id id)
const char * improvement_name_translation(const struct impr_type *pimprove)
struct city * city_from_great_wonder(const struct impr_type *pimprove)
Impr_type_id improvement_count(void)
static bool impr_provides_buildable_units(const struct city *pcity, const struct impr_type *pimprove)
bool is_small_wonder(const struct impr_type *pimprove)
struct impr_type * improvement_array_first(void)
int impr_estimate_build_shield_cost(const struct player *pplayer, const struct tile *ptile, const struct impr_type *pimprove)
const struct impr_type * improvement_replacement(const struct impr_type *pimprove)
struct player * great_wonder_owner(const struct impr_type *pimprove)
bool great_wonder_is_available(const struct impr_type *pimprove)
void improvements_free(void)
Definition improvement.c:82
bool is_improvement_productive(const struct city *pcity, const struct impr_type *pimprove)
static struct user_flag user_impr_flags[MAX_NUM_USER_BUILDING_FLAGS]
Definition improvement.c:43
#define WONDER_NOT_OWNED
#define WONDER_BUILT(city_id)
#define improvement_iterate_end
#define WONDER_DESTROYED
#define improvement_iterate(_p)
#define WONDER_LOST
#define B_LAST
Definition improvement.h:42
#define WONDER_OWNED(player_id)
const char * name
Definition inputfile.c:127
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_error(message,...)
Definition log.h:104
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_strdup(str)
Definition mem.h:43
static const char * rule_name_get(const struct name_translation *ptrans)
static const char * name_translation_get(const struct name_translation *ptrans)
struct player * player_by_number(const int player_id)
Definition player.c:852
int player_number(const struct player *pplayer)
Definition player.c:839
const char * player_name(const struct player *pplayer)
Definition player.c:900
bool team_has_embassy(const struct team *pteam, const struct player *tgt_player)
Definition player.c:220
struct city * player_city_by_number(const struct player *pplayer, int city_id)
Definition player.c:1211
bool is_req_active(const struct req_context *context, const struct req_context *other_context, const struct requirement *req, const enum req_problem_type prob_type)
enum req_unchanging_status is_req_preventing(const struct req_context *context, const struct req_context *other_context, const struct requirement *req, enum req_problem_type prob_type)
#define requirement_fulfilled_by_improvement(_imp_, _rqs_)
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
#define requirement_needs_improvement(_imp_, _rqs_)
fc_tristate
Definition shared.h:46
@ TRI_YES
Definition shared.h:46
@ TRI_MAYBE
Definition shared.h:46
#define ARRAY_SIZE(x)
Definition shared.h:85
#define MAX(x, y)
Definition shared.h:54
#define NUM_SS_MODULES
Definition spaceship.h:89
#define NUM_SS_COMPONENTS
Definition spaceship.h:88
#define NUM_SS_STRUCTURALS
Definition spaceship.h:87
@ SSHIP_LAUNCHED
Definition spaceship.h:85
void strvec_destroy(struct strvec *psv)
Definition city.h:318
struct packet_ruleset_control control
Definition game.h:83
struct packet_game_info info
Definition game.h:89
bool allows_actions
Definition improvement.h:75
int build_cost
Definition improvement.h:60
enum impr_genus_id genus
Definition improvement.h:63
bool ruledit_disabled
Definition improvement.h:53
bool protects_vs_actions
Definition improvement.h:74
struct requirement_vector obsolete_by
Definition improvement.h:59
Impr_type_id item_number
Definition improvement.h:51
bool prevents_disaster
Definition improvement.h:73
struct requirement_vector reqs
Definition improvement.h:58
bool allows_extras
Definition improvement.h:72
struct strvec * helptext
Definition improvement.h:65
bool allows_units
Definition improvement.h:71
struct name_translation name
Definition improvement.h:52
bv_impr_flags flags
Definition improvement.h:64
void * ruledit_dlg
Definition improvement.h:54
int great_wonder_owners[B_LAST]
enum wonder_visib_type small_wonder_visibility
enum spaceship_state state
Definition spaceship.h:108
int wonders[B_LAST]
Definition player.h:305
struct team * team
Definition player.h:261
struct player_spaceship spaceship
Definition player.h:286
const struct player * player
Definition tile.h:50
int id
Definition unit.h:147
struct tile * tile
Definition unit.h:142
struct player * owner
Definition unit.h:145
enum universals_n kind
Definition fc_types.h:593
char * name
Definition game.h:74
char * helptxt
Definition game.h:75
struct civ_map map
int fc_strcasecmp(const char *str0, const char *str1)
Definition support.c:186
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool utype_player_already_has_this(const struct player *pplayer, const struct unit_type *putype)
Definition unittype.c:1967
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:396
#define unit_type_iterate(_p)
Definition unittype.h:863
#define unit_type_iterate_end
Definition unittype.h:870
bool victory_enabled(enum victory_condition_type victory)
Definition victory.c:26