DELTA 27111 0 486
SVN  „ši„œe ‚»: €e Þr‚»wcase ACTION_MARKETPLACE:
    /* TODO: Individual and well balanced values */
    return 1;

  /* Good for the ciy owner in most cases. */
  case ACTION_TRADE_ROUTE:
    /* TODO: Individual and well balanced values */
    return -ENDREP
DELTA 26553 0 7571
SVN  †  †  HŒa „¢y €j J¹@ ƒ*„¤ Lž  l„Êg Š)…° Å:…¼[€U (†‚n ŠR†•.€‡7 QÁ€ Lž€‚ do_action(pplayer, punit->id, dest_city->id,
                            0, ACTION_TRADE_ROUTE);
    }
  }Manages settlers/
static void dai_manage_settler
    /* First release boat from leaders lead */
    aiferry_clear_boat(ait, leader);

      if (PF_IMPOSSIBLE_MC != move_cost
          && move_cost > best_move_cost) {
        UNIT_LOG(LOG_DEBUG, leader,
                 "Barbarian leader: safest is (%d, %d), safeness %d",
                 TILE_XY(near_tile), best_move_cost);
        best_move_cost = move_cost;
        safest_tile = near_tile;
      }
    } adjc_iterate_end;

    UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
             TILE_XY(safest_tile));
    if (same_pos(unit_tile(leader), safest_tile)) {
      UNIT_LOG(LOG_DEBUG, leader, 
               "Barbarian leader: reached the safest position.");
      unit_activity_handling(leader, ACTIVITY_IDLE);
      pf_map_destroy(pfm);
      return;
    }

    alive = dai_unit_goto(ait, leader, safest_tile);
    if (alive) {
      fc_assert(!same_pos(unit_tile(leader), leader_tile));
      leader_tile = unit_tile(leader);
    }
  } while (alive && 0 < leader->moves_left);

  pf_map_destroy(pfm
  Are there dangerous enemies at or adjacent to the tile 'ptile'?

  Always override advisor danger detection since we are omniscient and
  advisor is not/
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
                                 struct unit *punit,
				 enum override_bool *result)
{
  int a = 0, d, db;
  struct player *pplayer = unit_owner(punit);
  struct city *pcity = tile_city(ptile);
  int extras_bonu†  åÙ  ÙŒENDREP
DELTA 26740 0 3024
SVN  †  †  ^†J ’? ¿ ˜4’9 …'«€# ¸%°q¥ œoéwª ¸*‚†f€z €`ƒÀb€I „Á: ƒ)„Ã€C ˆD„Æ3‰ †’zŠ b…¸@ Ì!…ÐtCurrent moving unit. */
static struct unit *punit_moving = NULLunit_list_iterate(get_units_in_focus(), punit) {
    if (punit != punit_moving && unit_tile(punit) == ptile) {
      return punit;
    }
  } unit_list_iterate_end;unit_can_help_build_wonder_here(punit,
                                    TRUE/* FIXME: Change the type of action to gen_action when Help Build Wonder
   * becomes action enabler controlled. */
  if (action == PACKET_UNIT_DO_ACTION) {
    request_do_action(ACTION_TRADE_ROUTE, punit->id,
                      target_city->id, 0Mark the unit as moving unit, then find_visible_unit() won't return
     * it. It is especially useful to don't draw many times the unit when
     * refreshing the canvas. */
    punit_moving = punit;
/* For find_visible_unit(), see above. */
    punit_moving = NULL;
DO_ACTIONunload all†  ÎGÑ2‚k€‚k ÎG cus(), punit) {
      if (punit->battlegroup != battlegroup) {
	if (punit->battlegroup >= 0
	    && punit->battlegroup < MAX_NUM_BATTLEGROUPS) {
	  unit_list_remove(battlegroups[punit->battlegroup], punit);
	}
	punit->battlegroup = battlegroup;
	dsend_packet_unit_battlegroup(&client.conn,
				      punit->id, battlegroup);
	unit_list_append(battlegroups[battlegENDREP
DELTA 26779 0 11929
SVN  ‚þ^‚óSƒ<[ ‹Q €y ’`" KÊ=€P Cù ¥ _‚{ x¢' KÊ=€P Cù ¥ _‚{¥ l¢?‘ eà> H¨J‡ #¸‡ ƒG¹E® ½<‡ :¾P‡ IÀ‡ \‚{ Î?‡ _‚{ ƒ|ß,‡ _‚{š jñ? eà> æ‡ _‚{ ƒ|çq‡ _‚{¦ \­Š và> é|Ž Cù ¥ _‚{ ƒdñ+‡ _‚{ ƒqõv‡ _‚{  [®  Ú`ûI‡ P‚ü= …{×‡ \‚{ ŠÝ`‡ \‚{¦ J­ ˜8é;‡ _‚{« A›@€{ N­ ª A›@€v Gª “ g‚‡6€Z I‚ˆz  †‚‰f€| †d‚p€v † ‚šs‡ o‚ {€ ‚§‡ †‚¨8 ‰‚®z “‚ºZ³ ]‚Ì=¼ ‰‚Ò€K v‚Ûn‡ a‚Ül‡ ƒM‚ÝU‡ „?‚á*‡ „F‚åq‡ „u‚ê?³ †I‚ïi‡ n‚ö:‡ g‚÷0‡ ƒ‚ù‡ W‚ü=€HHELP_WONDER BUTTON_MOVE + 2
#define BUTTON_COUNT BUTTON_MOVE + 3

#define BUTTON_NOT_THERE -1


static GtkWidget *act_selcity_by_number(args->target_city_id)) {
    request_do_action(ACTION_MARKETPLACE0);
  }

  gtk_widget_destroy(act_selcity_by_number(args->target_city_id)) {
    request_do_action(ACTION_TRADE_ROUTE0);
  }

  gtk_widget_destroy(act_selUser selected wonder building helpinghelp_build_wonderact_selact_selact_sel_dialog);
    choice_dialog_add(act_selact_selact_selact_selact_selact_selUser selected unit sabotagsabotage_unitact_selact_selUser selected to steal gold from choicsteal_goldSPY_STEAL_GOLD0);
  }

  gtk_widget_destroy(act_selact_selact_selUser responded to steal advancesact_selact_selact_sel********
  User has responded to incitact_selAction selection dialog has been destroyed
/
static void act_sel_destroy_callback(GtkWidget *w, gpointer data)
{
  act_sel_dialog = NULL;
  diplomat_queue_handle_primAction selection dialog has been canceled
/
static void act_sel_cancel_callback(GtkWidget *w, gpointer data)
{
  gtk_widget_destroy(act_sel_dialog);
  free(data
  Action selectionact_sel_close_callback(GtkWidget *w,
                                   gint response_id,
act_sel_dialog);
  free(data);
}  [ACTION_TRADE_ROUTE] = (GCallback)caravan_establish_trade_callback,
  [ACTION_MARKETPLACE] = (GCallback)caravan_marketplac, NULL);

  tooltip = action_get_tool_tip(action_id,
                                action_probabilities[action_id]);act_sel, NULL);

  tooltip = action_get_tool_tip(action_id,
                                act_prob[action_id]);

  choice_dialog_button_set_label(act_selact_selaction_entry(shl,
               ACTION_TRADE_ROUTEMARKETPLACE,
               act_probs,
               data);act_sel_cancel_callback, data, NULL);

  choice_dialog_end(shl);

  act_selact_selact_selact_selact_selact_selact_sel_dialog == NULL) {
    fc_assert_msg(act_selact_selact_selact_selact_selact_sel_dialog != NULL) {
    gtk_widget_destroy(act_sel_dialog);
  }
}
ENDREP
DELTA 26137 913 668
SVN  †‚ †‚ ‚­w ‘ k‚ã? ƒÓ'‚®yDO_ACTION);
    }ENDREP
DELTA 27131 75 259
SVN  ‚üI‚øWƒ ‹Q €@ “Œh èœ Uâ> j¢4 èœ Uâ>— l¢>‘ eè{ ëv¨I€| ˜‚”3 ‰‚¬t “‚¸T³ ]‚Ê7¼ ¬K‚Ï~HELP_WONDER BUTTON_MOVE + 2
#define BUTTON_COUNT BUTTON_MOVE + 3do_action(ACTION_MARKETPLACEdo_action(ACTION_TRADE_ROUTEwonder building helpinghelp_build_wonder  [ACTION_TRADE_ROUTE] = (GCallback)caravan_establish_trade_callback,
  [ACTION_MARKETPLACE] = (GCallback)caravan_marketplacaction_entry(shl,
               ACTION_TRADE_ROUTEMARKETPLACE,
               act_probs,
               data);ENDREP
DELTA 26137 1609 11239
SVN  †k†e ‚­w ‘ k‚ã@ ƒÒr‚®yDO_ACTION);
    }ENDREP
DELTA 26964 2014 237
SVN  …¥H…£m^‡/ ‹( €@ ”Œ?€{ ‚Š; A€‚ fƒ¯: lƒ¬ €‚I fƒ¯:‘ lƒ¬  –E‚± ƒ.‚È ˜[‚Î² `‚át€@ Œo‚éD† ‡&‚ö3† ‚§o‚ýYHELP_WONDER BUTTON_MOVE + 2
#define BUTTON_COUNT BUTTON_MOVE + 3  action_function[ACTION_TRADE_ROUTE] = caravan_establish_trade;
  action_function[ACTION_MARKETPLACE] = caravan_marketplacint actor_unit_id = data1.toInt();
  int target_city_id = data2.toInt();

  if (NULL != game_unit_by_number(actor_unit_id)
      && NULL != game_city_by_number(target_city_id)) {
    request_do_action(ACTION_MARKETPLACE, actor_unit_id,
                      target_cityestablish tradecaravan_establish_trade(QVariant data1, QVariant data2)
{
  int actor_unit_id = data1.toInt();
  int target_city_id = data2.toInt();

  if (NULL != game_unit_by_number(actor_unit_id)
      && NULL != game_city_by_number(target_city_id)) {
    request_do_action(ACTION_TRADE_ROUTE, actor_unit_id,
                      target_cityhelp build wonderaction_entry(cd,
               ACTION_TRADE_ROUTEMARKETPLACE,
               act_probs,
               qv1, qv2);, NULL, NULLENDREP
DELTA 24790 154352 40481
SVN  ƒ1ƒì5„EÓt †8 • {†6’ 
‡-´ Pˆ>Š ‹6ˆ~… ”2€C Kƒ@€… H‚¯¦ Oƒ@€f P‚Ÿ ª Tƒ@€o P‚Ÿ ¥ Tƒ@€Q P‚Ÿ ¨ ^ƒ?€‚~ V‚–>¬ ^ƒ?€‚ V‚–>ª ]ƒ@€ Cƒ‚@ ‡K•,€] ƒUœg ƒv <€ƒ Ÿ}¤(€“ ƒRÄ€C ’LÇfƒ Ú6€% Û)† ‚%Ü+€K ¡2ÞJ€‚ º:ÿr‘ oº~€X Q‘: –½DŸ P‘; ‚jÓI” X¸; Ÿ×2€ƒ G‚°  ‚*û*‰ Lƒ@€v Y‚–>œ Lƒ@ œ$þ+ˆ b‚ç ¥ H‚¯ Š2‚š3 G › Lƒ@€A Nƒ‚@Œ C‚ç » Z‚¯~„ C‚ç Ÿ +‚= „F‚©'‰ „/‚­| C‚ç ¸ S‚¯† C‚ç  Œ‚¹@ g‚Â˜ Oƒˆ  ]‚Å+€` I‚×?µ [‚Ÿ ‰ b‚ç €ƒb a‚–> b‚ç €ƒ{ A œ C‚ç  y‚Ù+‡ C‚ç  •Y‚Û{ ‚*‚ñ\ ‚7‚ô ‚2‚öM ‚*‚ù …N‚û9« Lƒ@€‚ S‚Ÿ ¤ Lƒ@€‚
 E‚Ÿ ¤ C‚ç  %ƒn“ C‚ç €O R‚° ” C‚ç  Šƒƒe¤ Bƒ@· Oƒˆ « Lƒ@7ƒŽz#include <QScrollArea#include "helpdataotodlg.h"
#include "gui_main.h"
#include "messagedlgaceshipdlgFALSE
  Displays dialog with scrollbars, like QMessageBox with ok button/
void fc_message_box::info(QWidget *parent, const QString &title,
                          const QString &message) {
  setParent(parent);
  setWindowTitle(title);
  setWindowFlags(Qt::Window);
  QVBoxLayout *vb = new  QVBoxLayout;
  label = new QLabel;
  label->setAlignment(Qt::AlignVCenter | Qt::AlignLeft);
  label->setContentsMargins(2, 2, 2, 2);
  label->setWordWrap(true);
  label->setText(message);
  scroll = new QScrollArea(this);
  scroll->setWidget(label);
  scroll->setWidgetResizable(true);

  ok_button = new QPushButton(this);
  connect(ok_button, SIGNAL(clicked()), this, SLOT(close()));
  ok_button->setText(_("Roger that"));

  vb->addWidget(scroll);
  vb->addWidget(ok_button);
  setLayout(vb);
  setFixedHeight(400);
  setFixedWidth(600);
  show************
  Unit filter constructorunit_filter::unit_filter()
{
  reset_activity();
  reset_other();
  any = true;
  any_activity = true;*
  Resets activity filter to all disabledunit_filter::reset_activity()
{
  forified = false;
  sentried = false;
  idle = false;
  any_activity = false;*
  Resets 2nd filter to all disbaledunit_filter::reset_other()
{
  full_hp = false;
  full_mp = false;
  any = false;*
  Applies activity filter to given uniapply_filter(struct unit *punit)
{
  if (punit->activity == ACTIVITY_FORTIFIED && u_filter.forified) {
    apply_2nd_filter(punit);
  }
  if (punit->activity == ACTIVITY_SENTRY && u_filter.sentried) {
    apply_2nd_filter(punit);
  }
  if (punit->activity == ACTIVITY_IDLE && u_filter.idle) {
    apply_2nd_filter(punit);
  }
  if (u_filter.any_activity){
    apply_2nd_filter(punit*
  Applies miscelanous filter for given uniapply_2nd_filter(struct unit *punit)
{
  if (punit->hp == punit->utype->hp && u_filter.full_hp) {
    unit_focus_add(punit);
  }
  if (punit->moves_left  == punit->utype->move_rate && u_filter.full_mp) {
    unit_focus_add(punit);
  }
  if (u_filter.any){
    unit_focus_add(punit*
  Selects units based on selection modesunit_select(struct unit_list *punits,
                         enum unit_select_type_mode seltype,
                         enum unit_select_location_mode selloc)
{
  QList<const struct tile *> tiles;
  QList<struct unit_type *> types;
  QList<Continent_id> conts;

  const struct player *pplayer;
  const struct tile *ptile;
  struct unit *punit_first;

  if (!can_client_change_view() || !punits
      || unit_list_size(punits) < 1) {
    return;
  }

  punit_first = unit_list_get(punits, 0);

  if (seltype == SELTYPE_SINGLE) {
    unit_focus_set(punit_first);
    return;
  }
  pplayer = unit_owner(punit_first);
  unit_focus_remove(punit_first);
  unit_list_iterate(punits, punit) {
    if (seltype == SELTYPE_SAME) {
      types.append(unit_type(punit));
    }

    ptile = unit_tile(punit);
    if (selloc == SELLOC_TILE) {
      tiles.append(ptile);
    } else if (selloc == SELLOC_CONT) {
      conts.append(ptile->continent);
    }
  } unit_list_iterate_end;

  if (selloc == SELLOC_TILE) {
    foreach (ptile, tiles) {
      unit_list_iterate(ptile->units, punit) {
        if (unit_owner(punit) != pplayer) {
          continue;
        }
        if (seltype == SELTYPE_SAME
            && !types.contains(unit_type(punit))) {
          continue;
        }
        apply_filter(punit);
      } unit_list_iterate_end;
    }
  } else {
    unit_list_iterate(pplayer->units, punit) {
      ptile = unit_tile(punit);
      if ((seltype == SELTYPE_SAME
           && !types.contains(unit_type(punit)))
          || (selloc == SELLOC_CONT
              && !conts.contains(ptile->continent))) {
        continue;
      }
      apply_filter(punit);
    } unit_list_iterate_end;
  }
}
act = menu->addAction(_("Messages"));
  connect(act, SIGNAL(triggered()), this, SLOT(messagesrssages_status = menu->addAction(_("Messages"));
  messages_status->setCheckable(true);
  messages_status->setChecked(true);
  connect(messages_status, SIGNAL(triggered()), this, SLOT(slot_show_messages()));
  chat_status = menu->addAction(_("Chat"));
  chat_status->setCheckable(true);
  chat_status->setChecked(true);
  connect(chat_status, SIGNAL(triggered()), this, SLOT(slot_show_chatfilter_act = new QActionGroup(this);
  filter_any = new QActionGroup(this);
  filter_menu = menu->addMenu(_("Units Filter"));
  /* TRANS: Any activity for given selection of units */
  act = filter_menu->addAction(_("Any activity"));
  act->setCheckable(true);
  act->setShortcut(QKeySequence(tr("ctrl+1")));
  act->setChecked(u_filter.any_activity);
  act->setData(qVariantFromValue((void *) &u_filter.any_activity));
  filter_act->addAction(act);
  connect(act, SIGNAL(triggered()), this, SLOT(slot_filter()));
  act = filter_menu->addAction(_("Idle"));
  act->setCheckable(true);
  act->setChecked(u_filter.idle);
  act->setShortcut(QKeySequence(tr("ctrl+2")));
  act->setData(qVariantFromValue((void *) &u_filter.idle));
  filter_act->addAction(act);
  connect(act, SIGNAL(triggered()), this, SLOT(slot_filter()));
  act = filter_menu->addAction(_("Fortified"));
  act->setCheckable(true);
  act->setChecked(u_filter.forified);
  act->setShortcut(QKeySequence(tr("ctrl+3")));
  act->setData(qVariantFromValue((void *) &u_filter.forified));
  filter_act->addAction(act);
  connect(act, SIGNAL(triggered()), this, SLOT(slot_filter()));
  act = filter_menu->addAction(_("Sentried"));
  act->setCheckable(true);
  act->setChecked(u_filter.sentried);
  act->setShortcut(QKeySequence(tr("ctrl+4")));
  act->setData(qVariantFromValue((void *) &u_filter.sentried));
  connect(act, SIGNAL(triggered()), this, SLOT(slot_filter()));
  filter_act->addAction(act);
  filter_menu->addSeparator();
  act = filter_menu->addAction(_("Any unit"));
  act->setCheckable(true);
  act->setChecked(u_filter.any);
  act->setShortcut(QKeySequence(tr("ctrl+6")));
  act->setData(qVariantFromValue((void *) &u_filter.any));
  filter_any->addAction(act);
  connect(act, SIGNAL(triggered()), this, SLOT(slot_filter_other()));
  act = filter_menu->addAction(_("Full HP"));
  act->setCheckable(true);
  act->setChecked(u_filter.idle);
  act->setShortcut(QKeySequence(tr("ctrl+7")));
  act->setData(qVariantFromValue((void *) &u_filter.full_hp));
  filter_any->addAction(act);
  connect(act, SIGNAL(triggered()), this, SLOT(slot_filter_other()));
  act = filter_menu->addAction(_("Full MP"));
  act->setCheckable(true);
  act->setChecked(u_filter.full_mp);
  act->setShortcut(QKeySequence(tr("ctrl+8")));
  act->setData(qVariantFromValue((void *) &u_filter.full_mp));
  filter_any->addAction(act);
  connect(act, SIGNAL(triggered()), this, SLOT(slot_filter_otheract = menu->addAction(_("Go to/Airlift to City..."));
  act->setShortcut(QKeySequence(tr("t")));
  menu_list.insertMulti(AIRLIFT, act);
  connect(act, SIGNAL(triggered()), this, SLOT(slot_airliftIFYA Base"));
  menu_list.insertMulti(FORTRESS, act);
  act->setShortcut(QKeySequence(tr("shift+f")));
  connect(act, SIGNAL(triggered()), this, SLOT(slot_unit_fortressshift+  act = menu->addAction(_("Diplomat/Spy actions"));
  menu_list.insertMulti(ORDER_DIPLOMAT_DLG, act);
  act->setShortcut(QKeySequence(tr("d")));
  connect(act, SIGNAL(triggered()), this, SLOT(slot_actionact = menu->addAction(_("Spaceship"));
  act->setShortcut(QKeySequence(tr("F12")));
  connect(act, SIGNAL(triggered()), this, SLOT(slot_spaceship()));

  act = menu->addAction(_("Achievements"));
  connect(act, SIGNAL(triggered()), this, SLOT(slot_achievementIFY:
        if (break;

      case FORTRESS:
        if (can_units_do_base_gui(punits, BASE_GUI_FORTRESSAIRLIFT:
        if (any_citiesact_against_own_tilefc_message_box *inf = new fc_message_box;
  const struct help_item *pitem;
  int idx;
  QString s,ds;

  if (!(pitem = get_help_item_spec(Q_(HELP_COPYING_ITEM),
                                  HELP_ANY , &idx))) {
    log_error("Failed to find %s entry in help", Q_(HELP_COPYING_ITEM));
    return;
  }
  ds = QString(pitem->text);

  s = QString(Q_(HELP_COPYING_ITEM));
  inf->info(gui()->central_wdg, s, dsspaceship/
void mr_menu::slot_spaceship()
{
  if (NULL != client.conn.playing) {
    popup_spaceship_dialog(client.conn.playingSlot for showing economy tabFORTRESSunit_fortress()
{
  key_unit_fortress*****
  Diplomat/Spy action/
void mr_menu::slot_action()
{
  key_unit_diplomat_actions();
}
AUTO_SETTLER/
void mr_menu::slot_auto_settler()
{
  key_unit_auto_settlROAD/
void mr_menu::slot_build_roadDO_ACTION/
void mr_menu::slot_unit_fortify()
{
  key_unit_fortifySENTRYGOTO/AIRLIFT TOairlift()
{
  popup_gotoif (!options.fullscreen_mode) {
    gui()->main_window->showFullScreen();
    gui()->mapview_wdg  options.fullscreen_mode = !options.fullscreen_mode;SHOW CHATshow_chat()
{
  if (gui()->infotab->hidden_mess && !gui()->infotab->hidden_chat) {
    gui()->infotab->hide_chat(true);
    gui()->infotab->hide_me();
    return;
  }
  if (gui()->infotab->hidden_mess && gui()->infotab->hidden_chat) {
    gui()->infotab->hide_me();
    gui()->infotab->hide_messages(true);
    gui()->infotab->hide_chat(false);
    return;
  }
  if (!gui()->infotab->hidden_chat) {
    gui()->infotab->hide_chat(true);
  } else {
    gui()->infotab->hide_chat(falseSHOW MESSAGESshow_messages()
{
  if (!gui()->infotab->hidden_mess && gui()->infotab->hidden_chat) {
    gui()->infotab->hide_messages(true);
    gui()->infotab->hide_me();
    return;
  }
  if (gui()->infotab->hidden_mess && gui()->infotab->hidden_chat) {
    gui()->infotab->hide_me();
    gui()->infotab->hide_messages(false);
    gui()->infotab->hide_chat(true);
    return;
  }
  if (!gui()->infotab->hidden_mess) {
    gui()->infotab->hide_messages(true);
  } else {
    gui()->infotab->hide_messages(false);
  }
}

  Action "VIEW/HIDE MINIMAPBORDERS***********
  Filter units has been changed/
void mr_menu::slot_filter()
{
  QAction *act;
  QVariant v;
  bool *bp;
  bool b;

  /* toggle u_filter.value */
  act = qobject_cast<QAction *>(sender());
  v = act->data();
  bp = (bool *) v.value<void *>();
  b = *bp;
  u_filter.reset_activity();
  *bp = !b;Second filter units has been changed/
void mr_menu::slot_filter_other()
{
  QAction *act;
  QVariant v;
  bool *bp;
  bool b;

  /* toggle u_filter.value */
  act = qobject_cast<QAction *>(sender());
  v = act->data();
  bp = (bool *) v.value<void *>();
  b = *bp;
  u_filter.reset_other();
  *bp = !b;
  Action "SHOW DEMOGRAPGHICS REPORTACHIEVEMENTS REPORT/
void mr_menu::slot_achievements()
{
  send_report_request(REPORT_ACHIEVEMENTSSHOW TOP FIVE CITIES
  Invoke dialog with server options/
void mr_menu::messages_options()
{
  popup_messageopt***********
  Invoke popup for quiting gameENDREP
DELTA 27131 436 1840
SVN  ƒÂvƒÄv6‹ ‘d  7¦)‹ ‚/¸ {”h 7¦)‹ ‚/¸ ›t™f€f „µN’ „¹7Š Nð9 ˆ7¾ 6Æ ŒË„ mÞ|½ kÞ|µ kÞ|¹ kÞ|¼ kÞ|€E kÞ|¹ kÞ|€B !Þ|„ SÞ|€J æ?€K eã'€w bæ?€‚1 ƒ9êY„ #î„ ÓcïMARKETPLACETRADE_ROUTE  [ACTION_TRADE_ROUTE] = caravan_establish_trade_callback,
  [ACTION_MARKETPLACE] = caravan_marketplacconst char *customcustom);

NULLVESTIGATE_CITY,
               act_probs,
               NULLPOISON,
               act_probs,
               NULLSTEAL_GOLD,
               act_probs,
               NULLSABOTAGE_CITY,
               act_probs,
               NULLTARGETED_SABOTAGE_CITY,
               act_probs,
               NULLSTEAL_TECH,
               act_probs,
               NULLTARGETED_STEAL_TECH,
               act_probs,
               NULLNULL/* ---------- */
  if (action_prob_possible(act_probs[ACTION_TRADE_ROUTE])fc_snprintf(cBuf, sizeof(cBuf),
                /* TRANS: Estimated one time bonus and recurring revenue
                 * for the Establish Trade _Route action. */
                _("%d R&G + %d trade"action_entry(ACTION_TRADE_ROUTE,
                 act_probs,
                 cBuf,
                 actor_unit, target_city, NULL,
                 pWindow, &area);
  }

  /* ---------- */
  if (action_prob_possible(act_probs[ACTION_MARKETPLACE])/* TRANS: Estimated one time bonus for the
                 * Enter Marketplace action. */
                _("%d R&G bonus"), revenue);

    action_entry(ACTION_MARKETPLACE,
                 act_probs,
                 cBuf,
                 actor_unit, target_city, NULL,
                 pWindow, &area)NULLNULLENDREP
DELTA 27131 2303 12884
SVN  ƒÀVƒÂT6‹+ ‘f  7¦/‹ ‚/¸ {”k 7¦/‹ ‚/¸ ›™j€f „´x’ „¸aŠ Nƒ·? ˆ6½C 4Æ( ‹wÊ+„ kÙ@¿ kÙ@µ lÙ@¸ #Ù@„ kÙ@€E lÙ@¸ kÙ@€B kÙ@º SÙ@€J Aà€ eâ?€w à€ƒ ƒ9éq„ #í„ Ò+î+MARKETPLACETRADE_ROUTE  [ACTION_TRADE_ROUTE] = caravan_establish_trade_callback,
  [ACTION_MARKETPLACE] = caravan_marketplacconst char *customcustom);

NULLINVESTIGATE_CITY,
               act_probs,
               NULLPOISON,
               act_probs,
               NULLTEAL_GOLD,
               act_probs,
               NULLNULLTARGETED_SABOTAGE_CITY,
               act_probs,
               NULLTEAL_TECH,
               act_probs,
               NULLTARGETED_STEAL_TECH,
               act_probs,
               NULLINCITE_CITY,
               act_probs,
               NULL/* ---------- */
  if (action_prob_possible(act_probs[ACTION_TRADE_ROUTE])/* TRANS: Estimated one time bonus and recurring revenue
                 * for the Establish Trade _Route action. */
                _("%d R&G + %d trade"action_entry(ACTION_TRADE_ROUTE,
                 act_probs,
                 cBuf,
                 actor_unit, target_city, NULL,
                 pWindow, &area);
  }

  /* ---------- */
  if (action_prob_possible(act_probs[ACTION_MARKETPLACE])revenue = (revenue + 2) / 3;
    fc_snprintf(cBuf, sizeof(cBuf),
                /* TRANS: Estimated one time bonus for the
                 * Enter Marketplace action. */
                _("%d R&G bonus"), revenue);

    action_entry(ACTION_MARKETPLACE,
                 act_probs,
                 cBuf,
                 actor_unit, target_city, NULL,
                 pWindow, &area)NULLNULLENDREP
DELTA 26778 2979 1952
SVN  ‚’U‚‘3W‚v “  HÐz ÀN‹ C¸> kç?™ W‘+ –x HÐz ÀN‹ C¸> >ç? ¼)›K† …9×t ß-€M ‹@ì|€r ˜PúMARKETPLACE0  User selected traderoutTRADE_ROUTE0, NULLestablish_trade_callback, 0, 0,
                           caravan_marketplacaction_entry(XtNameToWidget(diplomat_dialog, "*button8"),
               ACTION_TRADE_ROUTE,
               act_probs);

  action_entry(XtNameToWidget(diplomat_dialog, "*button9"),
               ACTION_MARKETPLACE,
               act_probs);ENDREP
DELTA 27089 0 1999
SVN  †  †  g ƒ¢G ¥ †ƒ£&† ‚õSƒª-¼unit_can_help_build_wonder_here(punitaction        = p->happy_cost;
  output_type_iterate(o) {
    u->u†  ‚×"‚Ø[c ‚Öf<‚ I—@˜ I—@€I
/*
  Play suitable music
*/
void handle_play_music(const char *tag)
{
  play_single_track(tag);
}
ENDREP
DELTA 26592 0 66
SVN  ‚º‚Û[¢q £g €ƒ ˜B£` Z‚ ~ /¼v€C NÍ ¾r· e¿z€@ ‚ÀW€‚# ‚aÅ€… ‚È%€{ NÍ€†$ SŽ~ ‹Ê<€‚ &Ô €‚B aÔ €_ RŽ Øu€‚ ‡è€‡3 —#î|€z ´‚…p  actions[ACTION_TRADE_ROUTE] =
      action_new(ACTION_TRADE_ROUTE, ATK_CITY,
                 /* TRANS: Establish Trade _Route (100% chance of success). */
                 N_("Establish Trade %sRoute%s"));
  actions[ACTION_MARKETPLACE] =
      action_new(ACTION_MARKETPLACE, ATK_CITY,
                 /* TRANS: Enter _Marketplace (100% chance of success). */
                 N_("Enter %sMarketplace A custom text can be inserted before
  the probability information,
                                   const char* customText representation of the probability. */
  const char* probtxt
    /* TRANS: the chance of a diplomat action succeeding is unknown. */
    probtxt = _("?%");

    break;
  case ACTPROB_NOT_IMPLEMENTED:
    /* Unknown because of missing server support. */
    probtxt = NULL;

    break;
  case ACTPROB_NA:
    /* Should not exist */
    probtxt = NULL;
%.1f%%"), (double)prob / 2);
    probtxt = astr_str(&chance);

    break;
  }

  /* Format the info part of the action's UI name. */
  if (probtxt != NULL && custom != NULL) {
    /* TRANS: action UI name's info part with custom info and probabilty. */
    astr_set(&chance, _(" (%s; %s)"), custom, probtxt);
  } else if (probtxt != NULL) {
    /* TRANS: action UI name's info part with probabilty. */
    astr_set(&chance, _(" (%s)"), probtxt);
  } else if (custom != NULL) {
    /* TRANS: action UI name's info part with custom info. */
    astr_set(&chance, _(" (%s)"), custom);
  } else {
    /* No info part to display. */
    astr_clear(&chance)Get information about starting the action in the current situation.
  Suitable for a tool tip for the button that starts itconst char *action_get_tool_tip(const int action_id,
                                const action_probability act_prob)
{
  static struct astring tool_tip = ASTRING_INIT;

  switch (act_prob) {
  case ACTPROB_NOT_KNOWN:
    /* Missing in game knowledge. An in game action can change this. */
    astr_set(&tool_tip,
             _("Starting to do this may currently be impossible."));
    break;
  case ACTPROB_NOT_IMPLEMENTED:
    /* Missing server support. No in game action will change this. */
    astr_clear(&tool_tip);
    break;
  default:
    {
      /* The unit is 0.5% chance of success. */
      const double converted = (double)act_prob / 2.0;

      astr_set(&tool_tip, _("The probability of success is %.1f%%."),
               converted);
    }
    break;
  }

  return astr_str(&tool_tip)if (enabler->action != ACTION_TRADE_ROUTE &&
      enabler->action != ACTION_MARKETPLACE) {
    /* The Freeciv code assumes that all spy actions have foreign targets.
     * TODO: Move this restriction to the ruleset to prepare for false flag
     * operations. */TRUE, "Is foreign"));
  }

  if (enabler->action == ACTION_TRADE_ROUTE ||
      enabler->action == ACTION_MARKETPLACE) {
    /* There are still places that assumes that units that can establish a
     * traderoute or enter the market place have the TradeRoute flag. */
    /* TODO: Move this restriction to the ruleset. */Unitflag", "Local", FALSE,
                                           TRUE, "TradeRoute"));
  }fc_assert_msg((action_get_target_kind(wanted_action) == ATK_CITY
                 && target_city != NULL)
                || (action_get_target_kind(wanted_action) == ATK_UNIT
                    && target_unit != NULL),
                "Missing target!");
if (wanted_action == ACTION_TRADE_ROUTE ||
      wanted_action == ACTION_MARKETPLACE) {
    const struct city *actor_homecity;

    /* It isn't possible to establish a trade route from a non existing
     * city. The Freeciv code assumes this applies to Enter Marketplace
     * too. */
    if (!(actor_homecity = game_city_by_number(actor_unit->homecity))) {
      return FALSE;
    }

    /* Can't establish a trade route or enter the market place if the
     * cities can't trade at all. */
    /* TODO: Should this restriction (and the above restriction that the
     * actor unit must have a home city) be kept for Enter Marketplace? */
    if (!can_cities_trade(actor_homecity, target_city)) {
      return FALSE;
    }

    /* There are more restrictions on establishing a trade route than on
     * entering the market place. */
    if (wanted_action == ACTION_TRADE_ROUTE &&
        !can_establish_trade_route(actor_homecity, target_city)TRADE_ROUTE:
    /* TODO */
    break;
  case ACTION_MARKETPLACE:
    /* Possible when not blocked by is_action_possible()ENDREP
DELTA 27131 17444 196
SVN  ¼½N2 “# €2 ¨y“VALUE11 ACTION_TRADE_ROUTE
#define SPECENUM_VALUE11NAME N_("Establish Trade Route")
#define SPECENUM_VALUE12 ACTION_MARKETPLACE
#define SPECENUM_VALUE12NAME N_("Enter MarketplaceENDREP
DELTA 26684 4247 2014
SVN  ƒ£aƒ¥g…=ª ¶c*€A ·x€O ½j¸z Uø,‰ ‘ù …IŠ0€A ¥cr {µP ŽkÔ1– 	ã“ “ä #÷<€E •h‚ˆ Š Œ(‚ž« ù+‚ª6€/*

Max used id:
============

Max id: 245SFLOAT10x3         = sfloat100(float)
type SFLOAT10x7         = sFLOAT10x3         = ufloat100(float)
type UFLOAT             = ufloat10000(floa, is-info# This cannot have is-info set. Sending the same value a second time after a
# while has passed means a completely reset timeout.
PACKET_TIMEOUT_INFO = 244; sc
  SFLOAT10x3 seconds_to_phasedoneTURN turns_aliv
  BOOL disturb_playerBOOL disturb_playerSUFLOAT support_rate;
  UFLOAT energy_rate;
  UFLOAT success_rate;
  UUFLOAT10x3  BOOL hidden[MAX_NUM_NATION_GROUPS:ngroups
/************** Client Activity Requests **********************/

PACKET_PLAY_MUSIC = 245; sc, lsend
  STRING tag[MAX_LEN_NAME];
end
ENDREP
DELTA 26511 7173 12475
SVN  ‚[‰K#‰s Åk €t –]Åh€> “CÜA€) …7ð€† ŠøEactionenabler_traderoute]
action = "Establish Trade Route"

[actionenabler_marketplace]
action = "Enter Marketplace"Calendar fragment names. If name is missing, only a fragment number +1 (so human readable
; numbers begin froá¸¿ 1 and not 0) is shown.

;fragment_name0 = "Jan"
;fragment_name1 = "Feb"
; ... first_msg               = Message shown to first player gaining the achievement
; cons_msg                = Message shown to consecutive players gaining the achievement "bonus"      - One-time bonuses granted when traderoute established
;                "None"     - No one-time bonus
;                "Gold"     - Bonus to gold
;                "Science"  - Bonus to research
;                "Both"     - Bonus to gold and research
;
[trade]
settings =
  { "type",       "pct", "cancelling", "bonus"
    "National",   100,   "Cancel",     "Both"
    "NationalIC", 100,   "Cancel",     "Both"
    "IN",         300,   "Cancel",     "Both"
    "INIC",       300,   "Cancel",     "Both"
    "Ally",       300,   "Cancel",     "Both"
    "AllyIC",     300,   "Cancel",     "Both"
    "Enemy",      300,   "Cancel",     "Both"
    "EnemyIC",    300,   "Cancel",     "Both"
    "Team",       300,   "Cancel",     "Both"
    "TeamIC",     300,   "Cancel",     "BothENDREP
DELTA 26680 21026 4099
SVN  “c”Zt Ä	 €t Ï]Äactionenabler_traderoute]
action = "Establish Trade Route"

[actionenabler_marketplace]
action = "Enter Marketplace"ENDREP
DELTA 26680 0 1359
SVN   wt Îu €t ÁÎractionenabler_traderoute]
action = "Establish Trade Route"

[actionenabler_marketplace]
action = "Enter Marketplace"ENDREP
DELTA 26680 11037 5400
SVN  ¢V£Mt ØL €t ÊØIactionenabler_traderoute]
action = "Establish Trade Route"

[actionenabler_marketplace]
action = "Enter Marketplace"ENDREP
DELTA 26680 18218 2777
SVN  ™^šUt Õ €t ÄYÕactionenabler_traderoute]
action = "Establish Trade Route"

[actionenabler_marketplace]
action = "Enter Marketplace"ENDREP
DELTA 24649 8453 10258
SVN  û©6lÉG … €' Ž…W€ƒn …V•€ˆj ˆq¬
€‚0 ‚o¶&€\ w¹€R »O Tºw€‚ (½[€‚4 \½[€M d¿6€9 bÀ[€' (½[ aÃ€ *½[ dÆ1¤ YÉj€[ KÊ= GÈ+¤ YÉj€[ OÊ=€C TË€8 KÊ=€I 1Î&€‡+ q§Y€„n „DÏJ€… …Ôx€h ƒtÙ€h †KÝp€‚#  ä9€! så8€{ væ*€‡6 héb€† 6íV›û 4.September.14c"

[about]
; Ruleset name
name = _("Experimental ruleset")

; There`s no separate versioning in rulesets part of main freeciv distribution
;version = ""
; diplomatic trading
tech_trade_allow_holes    = TRUE
; ...and whether one can lose a tech which is prereq for another known
; tech via trade, if techlost_donor is nonzero
tech_trade_loss_allow_holes = TRUE
; Whether one can get a tech for which prereqs are not known via
; parasite effect (Great Library)
tech_parasite_allow_holes = TRUE
; Whether one can lose a tech which is prereq for another known tech
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes    "City" - The player`s total gold must be non-negative after paying upkeep
;          costs associated with each city. If for any city the player`s
;          gold is negative, random buildings in the city are sold off. If
;          the gold is still negative, then supported units with gold upkeep
;          are disbanded.
; "Mixed" - In the first step, the player`s total gold must be non-negative
;           after paying upkeep for all buildings within a city. If for any
;           city the player`s gold is negative, random buildings in the city
;           are sold off.
;           In the second step, gold upkeep for all units is paid in a lump
;           sum. If the player does not have enough gold, random units with
;           gold upkeep are disbanded.
; "Nation" - Gold upkeep for all buildings and units is paid in a lump sum
;            after all cities have been processed. If the player does not
;            have enough gold, random buildings from random cities are sold.
;            If still more gold is needed, then random units with gold
;            upkeep are disbanded.
gold_upkeep_style = "Mixed"less than a single
; move point (per move_fragments in terrain.ruleset) will have their attack
; power reduced accordingly. For instance, if move_fragments=3, a unit with
; 2/3 move points will have attack power 2/3 of normal.
; If this is set to FALSE units will attack with full strength even if they
; Note that an action may append some of its hard
; requirements to actor_reqs and target_reqUnitFlag", "Diplomat", "Local", TRUE
      "DiplRel", "War", "Local", TRUE
      "UnitFlag", "Spy", "Local", FALSE
      "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUTRUE
      "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUE
    }

[actionenabler_establish_embassy]
action       = "Establish Embassy"
actor_reqs    =
    { "type",   "name", "range", "present"
      "UnitFlag", "Diplomat", "Local", TRUE
      "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUE
    }explorer_establish_embassy]
action       = "Establish Embassy"
actor_reqs    =
    { "type",   "name", "range", "present"
      "UnitType", "Explorer", "Local", TRUE
      "Tech", "Writing", "Player", TRUE
      "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUE
    }actor_reqs    =
    { "type",   "name", "range", "present"
      "UnitFlag", "Diplomat", "Local", TRUE
      "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUE
    }, "present"
      "UnitFlag", "Spy", "Local", TRUE
      "DiplRel", "War", "Local", TRUE
      "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUEDiplomat", "Local", TRUE
      "UnitFlag", "Spy", "Local", FALSE
      "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUE
    }, "present"
      "UnitFlag", "Spy", "Local", TRUE
      "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUE
    }UnitFlag", "Diplomat", "Local", TRUE  "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUUnitFlag", "Diplomat", "Local", TRUE  "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUType", "Leader", "Local", FALSE
      "UnitType", "Barbarian Leader, "present"
      "Unitflag", "Spy", "Local", TRUE
      "DiplRel", "War", "Local", TRUE
      "UnitState", "TransportDependent", "Local", FALSE
      "MinMoveFrags", "1", "Local", TRUCityTile", "Center", "Local", FALSE
      "MinHitPoints", "2", "Local", TRUE
    }

[actionenabler_traderoute]
action = "Establish Trade Route"

[actionenabler_marketplace]
action = "Enter Marketplace"calculating technology costs
;   "Civ I|II"      - Civ (I|II) style. Every new tech add researchcost to
;                     cost of next tech.
;   "Classic"       - Cost of technology is:
;                       base_tech_cost * (1 + reqs) * sqrt(1 + reqs) / 2
;                     where reqs == number of requirement for tech, counted
;                     recursively.
;   "Classic+"      - Cost are read from tech.ruleset. Missing costs are
;                     generated by style "Classic".
;   "Experimental"  - Cost of technology is:
;                       base_tech_cost * (reqs^2 / (1 + sqrt(sqrt(reqs + 1)))
;                                         - 0.5)
;                     where reqs == number of requirement for tech, counted
;                     recursively.
;   "Experimental+" - Cost are read from tech.ruleset. Missing costs are
;                     generated by style "Experimental".
tech_cost_style = "Classic""None"           - No reduction of the technology cost.
; "Embassies"      - Technology cost is reduced depending on the number of
;                    players which already know the tech and you have an
;                    embassy with.
; "All Players"    - Technology cost is reduced depending on the number of
;                    all players (human, AI and barbarians) which already
;                    know the tech.
; "Normal Players" - Technology cost is reduced depending on the number of
;                    normal players (human and AI) which already know the
;                    tech.
tech_leakage = "None"
ulture]
; Minimum culture points for cultural domination victory
victory_min_points = 1000

; Lead needed relative to second best player
victory_lead_pct   = 300

; How much each culture point affects the migration
; from/to the city.
migration_pct = 50

[calendar]
; Year in the beginning of the game
start_year = -4000

; Year 1 instead of 0.
skip_year_0 = TRUE

; How many fragments each year has. Value 0 disables year advancement by fragment
; accumulation.
fragments = 0

; Calendar fragment names. If name is missing, only a fragment number +1 (so human readable
; numbers begin froá¸¿ 1 and not 0) is shown.

;fragment_name0 = "Jan"
;fragment_name1 = "Feb"
; ... unless it's already 1
;   - "ReducePopDestroy"  = Reduce city size by one, possibly destroying the city[disaster_industrial_accident]
name           = _("Industrial Accident")
reqs           =
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
    }
frequency      = 10
effects        = "ReducePopulation", "Pollution culture                 = Amount of culture granted to player who gets achievement
;                           granted.
; first_msg               = Message shown to first player gaining the achievement
; cons_msg                = Message shown to consecutive players gaining the achievementfirst_msg      = _("You're the first one to launch spaceship towards Alpha Centauri!");
cons_msg       = _("You have launched spaceship towards Alpha Centauri!")first_msg      = _("You're the first one to have entire world mapped!")
cons_msg       = _("You have entire world mapped!"); /* xgettext:no-c-format */
first_msg      = _("You're the first one to have 20% of the world mapped!")
; /* xgettext:no-c-format */
cons_msg       = _("You have 20% of the world mapped!")

[achievement_another_island]
name          = _("Land Ahoy")
type          = "Land_Ahoy"
value         = 2
first_msg     = _("As the first people in history, your people see foreign continent!")
cons_msg      = _("You see foreign island!")

;
; Trade settings
;
; IN = international, IC = intercontinental.
; For each of the trade route types:
; "pct"        - Trade income %. If this is 0, trade route cannot be
;                established at all
; "cancelling" - What to do to previously established traderoutes when they
;                turn illegal
;                "Active"   - Keep them active (although they will only
;                             provide nonzero income if illegal due to
;                             trademindist rather than pct==0) "bonus"      - One-time bonuses granted when traderoute established
;                "None"     - No one-time bonus
;                "Gold"     - Bonus to gold
;                "Science"  - Bonus to research
;                "Both"     - Bonus to gold and research
;
[trade]
settings =
  { "type",       "pct", "cancelling", "bonus"
    "National",   100,   "Cancel",     "Both"
    "NationalIC", 200,   "Cancel",     "Both"
    "IN",         200,   "Cancel",     "Both"
    "INIC",       400,   "Cancel",     "Both"
    "Ally",       200,   "Cancel",     "Both"
    "AllyIC",     400,   "Cancel",     "Both"
    "Enemy",      200,   "Cancel",     "Both"
    "EnemyIC",    400,   "Cancel",     "Both"
    "Team",       200,   "Cancel",     "Both"
    "TeamIC",     400,   "Cancel",     "Both  "techlossforgiveness", 15ENDREP
DELTA 26157 1067 2883
SVN  «]Ä)2—Q ›o €C ‹|œ7€n k¡v€r P¡w€„ P¡w€‚* h¡w ©X N¦7)«4Lua
===============
Right before an action is executed, but after it is known to be legal, a
signal is emitted to Lua. It has access to the same information as the
server. It obviously don't have access to the result of the action since it
isn't done yet.

The signal's name starts with action_started_, then the actor kind, then
another _ and in the end the target kind. The signal that is emitted when a
unit performs an action on a city is therefore action_started_unit_city.

The signal has three parameters. The first parameter is the action that is
about to get started. The second is the actor. The third parameter is the
target. The parameters of action_started_unit_city is therefore action,
actor_unit and finally target city.

To get the rule name of an action, that is the name used in action enablers,
you can use the method rule_name(). To get a translated name that is nice to
show to players use name_translation().

Example 1
=========
The following Lua code will log all actions done by any unit to a city or to
another unit:

function action_started_callback(action, actor, target)
  log.normal(_("%s (rule name: %s) performed by %s on %s"),
             action:name_translation(),
             action:rule_name(),
             actor.owner.nation:plural_translation(),
             target.owner.nation:plural_translation())
end

signal.connect("action_started_unit_city", "action_started_callback")
signal.connect("action_started_unit_unit", "action_started_callback")

Example 2
=========
The following Lua code will make a player that poisons the population of
cities risk civil war:

function action_started_callback(action, actor, target)
  if action:rule_name() == "Poison City" then
     edit.civil_war(actor.owner, 5);
  end
end

signal.connect("action_started_unit_city", "action_started_callback")

Actions and their hard coded requirements
=========================================

Actions done by a unit against a city
=====================================teal Gold" - Steal some gold from the owner of the target city.
 * the targets owner must have more than 0 golEstablish Trade Route" - Establish a trade route to the target city.
 * actor must have the "TradeRoute" unit flagactor must have a home city.
 * target must be foreign or trademindist tiles away from that home city.
 * trade route type pct (see "Trade settings") can't be 0%.
 * it is possible to establish a trade route between the cities as far as
   the two cities them self are concerned. (Example: If one of the cities
   can't have any trade routes at all it is impossible to establish a new
   one.)

"Enter Marketplace" - Get a one time bounus without creating a trade route.
 * actor must have the "TradeRoute" unit flagactor must have a home city.
 * target must be foreign or trademindist tiles away from that home city.
 * trade route type (see Trade settings) can't be 0%.

Actions done by a unit against another unit
===========================================
"Sabotage Unit" - Halve the target unit's hit pointsENDREP
DELTA 27127 171 23
SVN  oo
 Œ# ‚ JŒ%28ENDREP
DELTA 26746 0 209
SVN  ƒãƒã<4 ƒÝ ´ …iƒÝcase ACTION_TRADE_ROUTE:
    case ACTION_MARKETPLACEENDREP
DELTA 27128 8713 28392
SVN  †‚$†gC‚  ÇN — r’| a¾<€n s±{‹ r’| a¾<€o g±{ R„¹  ‚&È! ¦yƒè# î(…“|case ACTION_TRADE_ROUTEbase_handle_unit_establish_trade(pplayer, actor_unit->id, pcity,
                                         TRUEMARKETPLACEbase_handle_unit_establish_trade(pplayer, actor_unit->id, pcity,
                                         FALSE}ENDREP
DELTA 26882 620 712
SVN  †  †  1†& ‚Ò) €. F €: c‚ßn€Z U–| h‚Ò)€Z F €‚
 ƒÃ‚Ù0Returns the list of the units owned by 'aplayer' seen by 'pplayer'. The
  returned pointer is newly allocated and should be freed by the caller,
  using unit_list_destroy().
******/
struct unit_list *get_seen_units(const struct player *pplayer,
                                 const struct player *aplayer)
{
  struct unit_list *seen_units = unit_list_new();
unit_list_append(seen_units, punit);
    }
  } unit_list_iterate_end;

  return seen_unitsPass the list of seen units returned by get_seen_units() before
  alliance was broken up.
******/
void remove_allied_visibility(struct player *pplayer, struct player *aplayer,
                              const struct unit_list *seen_units)
{
  unit_list_iterate(seen_units, punit) {
    /* We need to hide units previously seen by the client. */
    if (†  ‚»;‚¿„K€ƒK ‚Šq €  ¯I‚‹r> 0
          && ds == DS_WAR
          && is_suitable_autoattack_unit(penemy)
          && (unit_attack_unit_at_tile_result(penemy, punit, unit_tile(punit)) 
              == ATT_OK)) {
        unit_list_prepend(autoattack, penemy);
      }
    } unit_list_iterate_end;
  } adjc_iterate_end;

  /* The unit list is now sorted according to win chance against punit */
  autoattack_target = unit_tile(punit); /* global variable */
  if (unit_list_size(autoattado_action(pplayer,
                            unitid, tile_city(dst_tile)->id,
                            0, ACTION_TRADE_ROUTENDREP
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Makefile.am
V 24
file 6k4.5ck.r26385/1025
K 14
advdiplomacy.c
V 23
file 2ek.5g9.r26975/283
K 14
advdiplomacy.h
V 25
file 2el.5ga.r21819/30478
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advdomestic.c
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file 1m.5gb.r25565/188
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advdomestic.h
V 24
file 1n.5gc.r21819/29385
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advmilitary.c
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file 1u.5gd.r26476/2024
K 13
advmilitary.h
V 24
file 1v.5ge.r26118/24119
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aiair.c
V 25
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aiair.h
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file 15z.5gi.r21819/33076
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aicity.c
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aicity.h
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file 21.5gk.r26118/23854
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aidata.c
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aidata.h
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aidiplomat.c
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aidiplomat.h
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aiferry.c
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aiferry.h
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aiguard.c
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aiguard.h
V 25
file 336.5gs.r21830/20693
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aihand.c
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file 22.5gt.r26403/72867
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aihand.h
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file 23.5gu.r21810/35768
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aihunt.c
V 25
file 2gc.5gv.r25988/40662
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aihunt.h
V 25
file 2gd.5gw.r21819/35411
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ailog.c
V 26
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ailog.h
V 26
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aiparatrooper.c
V 25
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aiparatrooper.h
V 25
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aiplayer.c
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aiplayer.h
V 26
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aisettler.c
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aisettler.h
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aitech.c
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K 8
aitech.h
V 23
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aitools.c
V 20
file 9.5h7.r27091/58
K 9
aitools.h
V 23
file a.5h8.r25366/39676
K 8
aiunit.c
V 23
file b.5h9.r27138/45974
K 8
aiunit.h
V 23
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daieffects.c
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daieffects.h
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Makefile.am
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aitraits.c
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aitraits.h
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classic
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default
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difficulty.c
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difficulty.h
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handicaps.c
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handicaps.h
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stub
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threaded
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END
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BUGS
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CodingStyle
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FAQ
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K 7
HACKING
V 25
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K 9
HOWTOPLAY
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K 14
INSTALL.Cygwin
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K 11
Makefile.am
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README
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README.AI
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README.AI_modules
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README.achievements
V 25
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K 14
README.actions
V 25
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README.agents
V 22
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README.attributes
V 22
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README.cma
V 23
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README.delta
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README.effects
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README.fcdb
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README.graphics
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README.nations
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README.packaging
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README.ruleset_alien
V 24
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README.ruleset_civ2civ3
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README.ruleset_experimental
V 24
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README.ruleset_multiplayer
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README.rulesets
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README.sound
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README.tilesets
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TODO
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ca
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K 2
de
V 26
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K 2
fr
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freeciv.doxygen
V 25
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K 15
generate_FAQ.pl
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it
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ja
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END
ENDREP
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PLAIN
K 11
Makefile.am
V 22
file 5q.5ck.r26717/190
K 8
advisors
V 23
dir 4n2.5ck.r27043/1420
K 9
aiiface.c
V 25
file 4gm.5ck.r26905/55786
K 9
aiiface.h
V 25
file 4gn.5ck.r26905/56374
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animals.c
V 25
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animals.h
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auth.c
V 25
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auth.h
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barbarian.c
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barbarian.h
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citizenshand.c
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citizenshand.h
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cityhand.c
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cityhand.h
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citytools.c
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citytools.h
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cityturn.c
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cityturn.h
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civserver.c
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commands.c
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commands.h
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connecthand.c
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connecthand.h
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console.c
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console.h
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diplhand.c
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diplomats.c
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edithand.h
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fcdb.c
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fcdb.h
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gamehand.c
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gamehand.h
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generator
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handchat.c
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handchat.h
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maphand.h
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meta.c
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meta.h
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mood.c
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mood.h
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notify.h
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plrhand.h
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report.c
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report.h
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rssanity.h
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ruleset.c
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savecompat.h
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savegame.c
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savegame.h
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savegame2.c
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savegame2.h
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score.c
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score.h
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scripting
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sernet.c
V 23
file 15.5ck.r27134/1001
K 8
sernet.h
V 23
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settings.c
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settings.h
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spacerace.h
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srv_main.c
V 22
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techtools.h
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K 10
unithand.h
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K 11
unittools.c
V 24
file 1a.5ck.r27138/51840
K 11
unittools.h
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voting.c
V 25
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K 8
voting.h
V 25
file 4ey.5ck.r26905/58399
END
ENDREP
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buildings.ruleset
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cities.ruleset
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effects.ruleset
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