36 bool move_land_enabled =
FALSE;
37 bool move_land_disabled =
FALSE;
38 bool move_sea_enabled =
FALSE;
39 bool move_sea_disabled =
FALSE;
45 move_sea_enabled =
TRUE;
47 move_land_enabled =
TRUE;
52 move_sea_disabled =
TRUE;
54 move_land_disabled =
TRUE;
59 if (move_land_enabled && !move_land_disabled) {
61 }
else if (move_land_enabled && move_land_disabled) {
68 if (move_sea_enabled && !move_sea_disabled) {
70 }
else if (move_sea_enabled && move_sea_disabled) {
77 pclass->adv.ferry_types = 0;
86 if (peffect->value > 0) {
89 ptype->adv.igwall =
FALSE;
94 if (!ptype->adv.igwall) {
102 aclass->adv.ferry_types++;
void adv_units_ruleset_init(void)
void auto_settlers_ruleset_init(void)
#define BV_ISSET(bv, bit)
struct effect_list * get_effects(enum effect_type effect_type)
#define effect_list_iterate_end
#define effect_list_iterate(effect_list, peffect)
#define fc_assert(condition)
bool is_native_to_class(const struct unit_class *punitclass, const struct terrain *pterrain, const bv_extras *extras)
bool is_req_active(const struct req_context *context, const struct player *other_player, const struct requirement *req, const enum req_problem_type prob_type)
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
const struct unit_type * unittype
struct unit_type::@87 adv
#define terrain_type_iterate(_p)
#define is_ocean(pterrain)
#define terrain_type_iterate_end
bool utype_has_role(const struct unit_type *punittype, int role)
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
#define unit_class_iterate(_p)
static bool utype_has_flag(const struct unit_type *punittype, int flag)
#define unit_type_iterate(_p)
#define uclass_index(_c_)
#define unit_class_iterate_end
#define unit_type_iterate_end