DELTA 14233 149067 222
SVN  ‚¡/‚¡"  é8  ·jéEENDREP
DELTA 10866 2330 272
SVN  ¬¬>
 £
 š ‰£/* TRANS: missing value */ENDREP
DELTA 2 132361 1731
SVN  ’.½/·o …@ €·oFC__TECH_H
#define FC__TECH_H

#include "shared.h"

#include "fc_types.h"

typedef int Tech_type_id;
/*
  Above typedef replaces old "enum tech_type_id"; see comments about
  Unit_type_id in unit.h, since mainly apply here too, except don't
  use Tech_type_id very widely, and don't use (-1) flag values. (?)
*/

#define A_NONE 0
#define A_FIRST 1
#define A_LAST MAX_NUM_ITEMS
#define A_UNSET (A_LAST-1)
#define A_FUTURE (A_LAST-2)
#define A_UNKNOWN (A_LAST-3)
#define A_LAST_REAL A_UNKNOWN

/*
   A_NONE is the root tech. All players always know this tech. It is
   used as a flag in various cases where there is no tech-requirement.

   A_FIRST is the first real tech id value

   A_UNSET is a value which indicates that no tech is selected (for
   research).

   A_FUTURE is a value which indicates that the player is researching
   a future tech.

   A_LAST is a value which is guaranteed to be larger than all
   actual tech id values.  It is used as a flag value; it can
   also be used for fixed allocations to ensure able to hold
   full number of techs.
*/

/* Changing these breaks network compatibility. */
enum tech_flag_id {
  TF_BONUS_TECH, /* player gets extra tech if rearched first */
  TF_BRIDGE,    /* "Settler" unit types can build bridges over rivers */
  TF_RAILROAD,  /* "Settler" unit types can build rail roads */
  TF_FORTRESS,  /* "Settler" unit types can build fortress */
  TF_POPULATION_POLLUTION_INC,  /* Increase the pollution factor created by popultaion by one */
  TF_AIRBASE,   /* "Airbase" unit types can build Airbases */
  TF_FARMLAND,  /* "Settler" unit types can build farmland */
  TF_REDUCE_TRIREME_LOSS1, /* Reduces chance of Trireme being lost at sea */
  TF_REDUCE_TRIREME_LOSS2, /* Reduces chance of Trireme being lost at sea */
  TF_BUILD_AIRBORNE, /* Player can build air units */
  TF_LAST
};

/* TECH_KNOWN is self-explanatory, TECH_REACHABLE are those for which all 
 * requirements are fulfilled; all others (including those which can never 
 * be reached) are TECH_UNKNOWN */
enum tech_state {
  TECH_UNKNOWN = 0,
  TECH_KNOWN = 1,
  TECH_REACHABLE = 2
};

struct advance {
  int index; /* Tech index in tech array. */
  struct name_translation name;
  char graphic_str[MAX_LEN_NAME];	/* which named sprite to use */
  char graphic_alt[MAX_LEN_NAME];	/* alternate icon name */
  Tech_type_id req[2];
  Tech_type_id root_req;		/* A_NONE means unrestricted */
  unsigned int flags;
  char *helptext;

  /* 
   * Message displayed to the first player to get a bonus tech 
   */
  char *bonus_message;

  /* 
   * Cost of advance in bulbs as specified in ruleset. -1 means that
   * no value was set in ruleset. Server send this to client.
   */
  int preset_cost;

  /* 
   * Number of requirements this technology has _including_
   * itself. Precalculated at server then send to client.
   */
  int num_reqs;
};

BV_DEFINE(tech_vector, A_LAST);

struct player_research {
  /* The number of techs and future techs the player has
   * researched/acquired. */
  int techs_researched, future_tech;

  /* Invention being researched in. Valid values for researching are:
   *  - any existing tech but not A_NONE or
   *  - A_FUTURE.
   * In addition A_UNKNOWN is allowed at the client for enemies.
   *
   * bulbs_researched tracks how many bulbs have been accumulated toward
   * this research target. */
  Tech_type_id researching;        
  int bulbs_researched;

  /* If the player changes his research target in a turn, he loses some or
   * all of the bulbs he's accumulated toward that target.  We save the
   * original info from the start of the turn so that if he changes back
   * he will get the bulbs back. */
  Tech_type_id changed_from;
  int bulbs_researched_before;

  /* If the player completed a research this turn, this value is turned on
   * and changing targets may be done without penalty. */
  bool got_tech;

  struct {
    /* One of TECH_UNKNOWN, TECH_KNOWN or TECH_REACHABLE. */
    enum tech_state state;

    /* 
     * required_techs, num_required_techs and bulbs_required are
     * cached values. Updated from build_required_techs (which is
     * called by update_research).
     */
    tech_vector required_techs;
    int num_required_techs, bulbs_required;
  } inventions[A_LAST];

  /* Tech goal (similar to worklists; when one tech is researched the next
   * tech toward the goal will be chosen).  May be A_NONE. */
  Tech_type_id tech_goal;

  /*
   * Cached values. Updated by update_research.
   */
  int num_known_tech_with_flag[TF_LAST];
};

/* General advance/technology accessor functions. */
struct advance *advance_by_number(const Tech_type_id atype);

const char *advance_name_by_player(const struct player *pplayer, Tech_type_id tech);
const char *advance_name_for_player(const struct player *pplayer, Tech_type_id tech);
const char *advance_name_researching(const struct player *pplayer);

const char *advance_rule_name(Tech_type_id tech);
const char *advance_name_translation(Tech_type_id tech);

Tech_type_id find_advance_by_rule_name(const char *s);
Tech_type_id find_advance_by_translated_name(const char *s);

/* General advance/technology flag accessor routines */
bool advance_has_flag(Tech_type_id tech, enum tech_flag_id flag);
enum tech_flag_id find_advance_flag_by_rule_name(const char *s);
Tech_type_id find_advance_by_flag(int index, enum tech_flag_id flag);

/* Ancillary routines */
enum tech_state get_invention(const struct player *pplayer,
			      Tech_type_id tech);
void set_invention(struct player *pplayer, Tech_type_id tech,
		   enum tech_state value);
void update_research(struct player *pplayer);
Tech_type_id get_next_tech(const struct player *pplayer, Tech_type_id goal);

bool tech_is_available(const struct player *pplayer, Tech_type_id id);
bool tech_exists(Tech_type_id id);

int total_bulbs_required(const struct player *pplayer);
int base_total_bulbs_required(const struct player *pplayer,
			      Tech_type_id tech);
bool techs_have_fixed_costs(void);

int num_unknown_techs_for_goal(const struct player *pplayer,
			       Tech_type_id goal);
int total_bulbs_required_for_goal(const struct player *pplayer,
				  Tech_type_id goal);
bool is_tech_a_req_for_goal(const struct player *pplayer, Tech_type_id tech,
			    Tech_type_id goal);
bool is_future_tech(Tech_type_id tech);

void precalc_tech_data(void);

/* Initialization and iteration */
void player_research_init(struct player_research* research);

void techs_init(void);
void techs_free(void);

extern struct advance advances[];

/* This iterator iterates over almost all technologies.  It includes A_NONE
 * and non-existent technologies, but not A_FUTURE. */
#define tech_type_iterate(tech_id)                                          \
{                                                                           \
  Tech_type_id tech_id;                                                     \
  for (tech_id = A_NONE; tech_id < game.control.num_tech_types; tech_id++) {

#define tech_type_iterate_end                                               \
  }                                                                         \
}

#endif  /* FC__TECH_H */
ENDREP
DELTA 13044 1115 1252
SVN  ‚Ó^‚Ò|& ˜P  ­]™%ˆ ‹hÇ‹ Á@Ò|“ ¿‚”]buf[6400sizeof(buf)"Resources: (none)"ENDREP
DELTA 14233 157445 504
SVN  çIç; … “ á)† "Resources: (none)"ENDREP
DELTA 14210 405527 279
SVN  ÿ6€‚ ¸j €* ¹w“ V» a¼X· Àm¾Iswitch (get_player_research(pdialog->pplayer)->researching) {
  case A_UNKNOWN:
    my_snprintf(buf, sizeof(buf), _("Researching: (Unknown)"));
    break;
  case A_UNSET:  break;
  default:  break;
  };/* TRANS: "unknown" location */
	      (!pcity) ? _("(uENDREP
DELTA 14203 101110 4516
SVN  †  †  ‚‹a ” ´ Êi”;€ƒ  —jà8„ Ó'ø œ ‚ ËU“ ƒeÎœ ¥Ñt“ Ó÷µ G²@ &ƒË'³ Lò~ ‚|ƒÍG— ƒÐQ— ‚eƒÑe— ‰<ƒÔX› ‚)ƒÞ(› ¾Dƒàe› „F„Ÿ6 ˆe„¤ P…Ýr ‡}„­_œ >„µuœ K„·L“ „Å#“ …(„ÆL“ „Ì “ Œ„Í „ÙG˜ Ü3„æf€G ‚…Ã6— ƒw…ÅT“ *…óY Š…Ëœ ”S…Õ© †…éx› ƒ6…ð“ j…óY€‚	 7…Õz ’b†„$´ „†—%onst char *name,
                         int level,
                        ? commands[cmd].name
                        : cmd == CMD_AMBIGUOUS
                          /* TRANS: ambiguous command */
                          ? _("(ambiguous)")
                          : cmd == CMD_UNRECOGNIZED
                            /* TRANS: unrecognized command */
                            ? _("(unknown)")
                            : onst
	      player_name(pplayer)layer_name(pplayer)
	      player_name(pplayer)layer_name(pplayer)layer_name(pplayer),
	name_of_skill_level(level));
  onst char *name,
                         int levellayer_name(pplayer),
		
		player_name(pplayer)layer_name(pplayer),
		player_name(caller->player)player_name(caller->player)layer_name(pplayer),
	     player_index(caller->player)player_index(caller->player)layer_name(pplayer)layer_name(pplayer)layer_name(pplayer)layer_name(pplayer)city_name(pcity)game_find_unit_by_number
              player_name(pplayer),
              player_name(pplayer)
		player_name(pplayer)layer_name(pplayer)
	      player_name(pplayer)
              player_name(pconn->player)
		    player_name(pplayer)layer_name(pplayer)
            player_name(pplayer), 
            is_barbarian(pplayer)
            ? _("Barbarian")
            : pplayer->ai.control
              ? _("AI")
              : _("Human"),
            pplayer->is_alive
            ? _("Alive")
            : _("Dead"));
	      pconn->username,
	      player_name(pplayer)†  ƒŒƒ‘L^ˆX€„Y Š! “ Í[Š-œ „Ø!´ ®ÜV› ‹ŠzŽ …– Úœ)Ž Tö;€7 ‚9ø@“ û“ ‚P‚Š,² «K‚#¹ R‚µ~ Ò(‚¹l detach any observers */
    conn_list_iterate(pplayer->connections, aconn) {
      if (aconn->observer) {
	if (S_S_RUNNING == server_state()) {
	  send_rulesets(aconn->self);
	  send_server_settings(aconn->self);
	}
        notify_conn(aconn->self, NULL, E_CONNECTION,
		    _("detaching from %s."),
		    player_name(pplayer));
        unattach_connection_from_player(aconn);
        send_conn_info(aconn->self, game.est_connections);
      }
    } conn_list_iterate_end;

    /* actually do the removal */
    server_remove_player(pplayer);
    aifill(game.info.aifill);
    reset_all_start_commandlayer_name(pplayer)player_index(caller->player)
		  last_vote,
		  player_name(caller->player),
		 player_name(caller->player)player_by_numbplayer_number(caller->player)continue list,Q_("?clistmore:, %s"),
		     nation_adjective_for_player(pplayer));
      }
      /* only one comment to translators needed. */
      cat_snprintf(buf2, sizeof(buf2), Q_("?clistmore:layer_name(pplayer)layer_name(pplayer)
		team_get_name(pteam),
		player_name(teamplayer)player_name(player_by_number(idx));
}
static char *playerENDREP
DELTA 13003 63009 3347
SVN  ÝKß:&… Æ{ Ÿ ‡Ç’ …_Î-€‚0 ƒoÖ)€‚. ÚA 2Ü
	nation_adjective_for_player(pplayer_name(other)ruler_title_translation(p),
		player_name(p));
	    break;
	  case LABEL_GOVERNMENT:
	    sz_strlcpy(buf, government_name_for_player(p));
	    break;
	  case LABEL_CAPITAL:
	    pcity = find_palace(p);
	    /* TRANS: "unknown" location */
	    sz_strlcpy(buf, (!pcity) ? _("(unknown)") : city_name(pcity)switch (research->researching) {
	    case A_UNKNOWN:
	      /* TRANS: "Unknown" advance/technology */
	      my_snprintf(buf, sizeof(buf), _("(Unknown)"));
	      break;
	    case A_UNSET:
	      /* TRANS: missing value */
	      my_snprintf(buf, sizeof(buf), _("(none)"));
	      break;
	    default:  break;
	    };ENDREP
DELTA 14210 1293648 286
SVN  ë'í
&ƒZ Ä € 'Ä; uÉy€R ‚Ä;€c <Ç Ÿ+Ë|
    /* FIXME: these should use common gui code, and avoid duplication! */
    switch (research->researching) {
    case A_UNKNOWN:
    case A_UNSET:u/* TRANS: "unknown" location */
        (!pCapital) ? _("(unknown)") : city_name(pCapital),
        p->economic.gold,
        p->economic.tax, p->economic.science, p->economic.luxury);
      break;
    default:/* TRANS: "unknown" location */
        (!pCapital) ? _("(unknown)") : city_name(pCapital),
         break;
    };ENDREP
DELTA 14210 1177268 90
SVN  «5­‚l œF €‚! >œ} Ÿ¾ ‹ 0switch (get_player_research(p)->researching) {
  case A_UNKNOWN:
    my_snprintf(buf, sizeof(buf), _("Researching: (Unknown)"));
    break;
  case A_UNSET:
    my_snprintf(buf, sizeof(buf), _("Researching: Unknown(%d/-)"),
		get_player_research(p)->bulbs_researched);
    break;
  default:  break;
  };/* TRANS: "unknown" location */
              (!pcity) ? _("(uENDREP
DELTA 13925 110054 9928
SVN  çBç| ñs € ž4ò@ ÖCgame_find_city_by_number(pcity->trade[i]);
	/* TRANS: "unknown" location */
	const char *name = trade_city ? city_name(trade_city)city_name(pcity)ENDREP
DELTA 14210 1146986 3336
SVN  …å…çM‚d ƒ—M €‚d ‚Íƒ—x
  /* check for bad values, complicated by discontinuous range */
  if (NULL == advance_by_number(pinfo->researching)
   && A_UNKNOWN != pinfo->researching
   && A_FUTURE != pinfo->researching
   && A_UNSET != pinfo->researching) {
    research->researching = A_NONE; /* should never happen */
  } else {
    research->researching = pinfo->researching;
  }ENDREP
DELTA 10865 5916 6658
SVN  ï‚†i‚,žP ‰X ‰ ŽI‰R ˜"„ ™6„ šR” ›n” 	„ ,ž%„ ŸP› e h€k ‰:¡“ _ª_€F r­}¿ ‰M®O£ ,¸7³ Š"¹J‰ ‰6Ã]‰ ›vÍ˜ ›é „€Z ˜A…,€" „/ž{– R£7€‚, W¨< @¥F€„ V¨= !¥F€ƒ9 …z¨<– ®C¼ „q¯F¼ †vµ„ »w€‚ Š>½C– È¾ É€I ˆDÊm’ ŒIÓ€L †ßK€‚_ Uçq€ Sé2€ rêq€/ ƒì YË@° L’€UnitClassadvance_by_rulerulerulefind_special_by_rulefind_terrain_by_rulerulerulefind_unit_flag_by_rule_nameUNITCLASS:
    source.value.unitclass = find_unit_class_by_rule_name(value);
    if (source.value.unitclassovernment_by_numberterrain_by_number(value);
    return source;
  case REQ_NATION:
    source.value.nation = nation_by_number(value);
    return source;
  case REQ_UNITTYPE:
    source.value.unittype = utype_by_numberUNITCLASS:
    source.value.unitclass = uclass_by_number(value)nation_number(source->value.nation)UNITCLASS:
    *value = source->value.unitclass->idUNITCLASSUNITCLASSgame_find_city_by_number && target_city/* At present, "Continent" effects can affect only
       * cities and units in cities. */nation_of_player(target_player) == nation;
  case REQ_RANGE_WORLD:
    /* FIXME: inefficient */
    players_iterate(pplayer) {
      if (nation_of_player(pplayer)_type *target_unittype/* If no target_unittype is given, we allow the req to be met.  This is
   * to allow querying of certain effect types (like the presence of city
   * walls) without actually knowing the target unit. */
  return (range == REQ_RANGE_LOCAL
	  && (!target_unittype
	      || target_unittype == punittype_type *target_unittype,
				 enum req_range range, bool survives,
				 enum unit_flag_id unitflag,
                                 enum req_problem_type prob_type)
{
  /* If no target_unittype is given, we allow the req to be met.  This is
   * to allow querying of certain effect types (like the presence of city
   * walls) without actually knowing the target unit. */
  if (range != REQ_RANGE_LOCAL) {
    return FALSE;
  }
  if (!target_unittype) {
    /* Unknow means TRUE  for RPT_POSSIBLE
     *              FALSE for RPT_CERTAIN
     */
    return prob_type == RPT_POSSIBLE;
  }

  return utype_has_flag(target_unittype, unitflagclass_in_range(const struct unit_type *target_unittype,
				  enum req_range range, bool survives,
				  struct unit_class *pclass)
{
  /* If no target_unittype is given, we allow the req to be met.  This is
   * to allow querying of certain effect types (like the presence of city
   * walls) without actually knowing the target unit. */
  return (range == REQ_RANGE_LOCAL
	  && (!target_unittype
	      || target_unittype->uclass == pclass_type *target_unittype,
                   const enum   req_problem_type prob_typegovernment_of_player(target_player) == req->source.value.govtypetype,
				req->range, req->survives,
				req->source.value.unitflag,
                                prob_type);
    break;
  case REQ_UNITCLASS:
    eval = is_unitclass_in_range(target_unittype,
				 req->range, req->survives,
				 req->source.value.unitclass_type *target_unittype,
                     const enum   req_problem_type prob_typetype, target_output,
		       target_specialist,
		       preq, prob_typecase REQ_UNITCLASSUNITCLASS:
    return psource1->value.unitclass == psource2->value.unitclass/* TRANS: missing value */
    mystrlcat(buf, _("(none)"), bufsz);
    break;
  case REQ_TECH:
    mystrlcat(buf, advance_name_translation(psource->value.tech), bufsz);
    break;
  case REQ_GOV:
    mystrlcat(buf, government_name_translation(psource->value.gov), bufsz);
    break;
  case REQ_BUILDING:
    mystrlcat(buf, improvement_name_translationspecial_name_translation(psource->value.special), bufsz);
    break;
  case REQ_TERRAIN:
    mystrlcat(buf, terrain_name_translationnation_adjective_translation(psource->value.nation), bufsz);
    break;
  case REQ_UNITTYPE:
    mystrlcat(buf, utype_name_translationunit_flag_rule_name(psource->value.unitflag));
    break;
  case REQ_UNITCLASS:
    cat_snprintf(buf, bufsz, _("%s units"),
		 uclass_name_translation(psource->value.unitclassuntranslated name of the requirement source name***/
const char *get_req_source_type_name_orig(const struct req_source *psource)
{
  return req_source_type_names[psource->type];
}
ENDREP
DELTA 13040 206 3760
SVN  ÏtÔyˆP 3 © MÞ €a PÀ? µO*‡ Œ~Â} Ï|‡ ‚.Ñ‹ ~Ó;‡ ƒ$Ô=‡ ƒ
×ež ƒ^Û‡ Þc‡ ØZßh€‚ UÀ? ‚»Ž OÀ@ …\½u² ]Ã}€ƒ& EÀ? ‡OÈ% the advance for the given advance index.struct advance *advance_by_number(const Tech_type_id atype)
{
  if (atype < 0 || atype >= game.control.num_tech_types) {
    /* This isn't an error; some callers depend on it. */
    return NULL;
  }
  return &advances[atype]advance.advance.vernacularadvanceadvancefind_advance_flag_by_rule_nameadvanceadvance.translated) {
    /* delayed (unified) translation */
    advances[tech].name.translated = ('\0' == advances[tech].name.vernacular[0])
				     ? advances[tech].name.vernacular
				     : Q_(advances[tech].name.vernacular);
  }
  return advances[tech].name.translated.vernacular); .vernacular, N_("None"));
  advances[A_NONE].name..vernacular, N_("None"));
  advances[A_UNSET].name.translated = NULL;

  /* Initialize dummy tech A_FUTURE */
  sz_strlcpy(advances[A_FUTURE].name.vernacular, N_("Future Tech."));
  advances[A_FUTURE].name.translated = NULL;

  /* Initialize dummy tech A_UNKNOWN */
  /* TRANS: "Unknown" advance/technology */
  sz_strlcpy(advances[A_UNKNOWN].name.vernacular, N_("(Unknown)"));
  advances[A_UNKNOWN].name.translated = NULLENDREP
id: 4z.59e.r14257/18773
type: file
pred: 4z.59e.r14210/2230674
count: 474
text: 14257 7841 3007 153804 0e2c2f5bba6330b2f1d1e0ddd16e8126
props: 11087 3718 112 0 d0e5ada95c1c714385b6751e38a4f15d
cpath: /branches/S2_1/server/stdinhand.c
copyroot: 11448 /branches/S2_1

PLAIN
K 11
Makefile.am
V 23
file 5q.59e.r13767/1345
K 9
airgoto.c
V 23
file 160.59e.r12202/274
K 9
airgoto.h
V 23
file 161.59e.r12202/528
K 6
auth.c
V 25
file 39c.59e.r14187/11129
K 6
auth.h
V 25
file 39d.59e.r13514/10767
K 11
barbarian.c
V 26
file lw.59e.r14210/2227472
K 11
barbarian.h
V 21
file lx.0.r10733/9671
K 10
cityhand.c
V 26
file 10.59e.r14210/2224540
K 10
cityhand.h
V 22
file 4f.0.r10360/45679
K 11
citytools.c
V 26
file 4g.59e.r14210/2226142
K 11
citytools.h
V 26
file 4h.59e.r14210/2226410
K 10
cityturn.c
V 26
file 4i.59e.r14210/2227204
K 10
cityturn.h
V 20
file 4j.0.r8119/8321
K 11
civserver.c
V 23
file 4k.59e.r13514/9742
K 11
civserver.h
V 21
file 4l.0.r2805/33121
K 10
commands.c
V 25
file 2ly.59e.r13260/29900
K 10
commands.h
V 22
file 2lz.0.r11087/2800
K 13
connecthand.c
V 27
file 2dw.59e.r14210/2225872
K 13
connecthand.h
V 25
file 2dx.59e.r14187/10870
K 9
console.c
V 21
file dd.0.r11144/6041
K 9
console.h
V 23
file de.59e.r11698/7135
K 10
diplhand.c
V 26
file 4m.59e.r14210/2228805
K 10
diplhand.h
V 23
file 4n.59e.r13422/2662
K 11
diplomats.c
V 26
file vz.59e.r14210/2229333
K 11
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gui-ftwl
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