#define CALL_PLR_AI_FUNC(_func, _player,...)
const char * default_ai_type_name(void)
static const struct unit_type * animal_for_terrain(struct terrain *pterr)
void create_animals(void)
static void place_animal(struct player *plr, int sqrdist)
void barbarian_initial_wars(struct player *barbarians)
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
void set_ai_level_directer(struct player *pplayer, enum ai_level level)
#define fc_assert_ret(condition)
struct tile * rand_map_pos(const struct civ_map *nmap)
#define circle_iterate(nmap, center_tile, sq_radius, tile_itr)
#define circle_iterate_end
bool can_exist_at_tile(const struct civ_map *nmap, const struct unit_type *utype, const struct tile *ptile)
struct government * init_government_of_nation(const struct nation_type *pnation)
#define NO_NATION_SELECTED
bool player_set_nation(struct player *pplayer, struct nation_type *pnation)
void send_player_all_c(struct player *src, struct conn_list *dest)
struct player * server_create_player(int player_id, const char *ai_tname, struct rgbcolor *prgbcolor, bool allow_ai_type_fallbacking)
struct nation_type * pick_a_nation(const struct nation_list *choices, bool ignore_conflicts, bool needs_startpos, enum barbarian_type barb_type)
void server_player_init(struct player *pplayer, bool initmap, bool needs_team)
void assign_player_colors(void)
struct research * research_get(const struct player *pplayer)
void player_nation_defaults(struct player *pplayer, struct nation_type *pnation, bool set_name)
struct packet_game_info info
struct civ_map::@42::@44 server
enum ai_level skill_level
enum barbarian_type barbarian_type
struct player_ai ai_common
char username[MAX_LEN_NAME]
struct government * government
struct player_economic economic
#define sz_strlcpy(dest, src)
struct city * tile_city(const struct tile *ptile)
#define tile_terrain(_tile)
#define tile_has_extra(ptile, pextra)
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer)
bool utype_player_already_has_this_unique(const struct player *pplayer, const struct unit_type *putype)