Freeciv-3.2
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plrhand.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#include <stdarg.h>
19
20/* utility */
21#include "bitvector.h"
22#include "fcintl.h"
23#include "log.h"
24#include "mem.h"
25#include "rand.h"
26#include "shared.h"
27#include "support.h"
28
29/* common */
30#include "citizens.h"
31#include "culture.h"
32#include "diptreaty.h"
33#include "government.h"
34#include "map.h"
35#include "movement.h"
36#include "multipliers.h"
37#include "nation.h"
38#include "packets.h"
39#include "player.h"
40#include "research.h"
41#include "rgbcolor.h"
42#include "specialist.h"
43#include "tech.h"
44#include "unitlist.h"
45
46/* common/scriptcore */
47#include "luascript_types.h"
48
49/* server */
50#include "aiiface.h"
51#include "barbarian.h"
52#include "citytools.h"
53#include "cityturn.h"
54#include "connecthand.h"
55#include "diplhand.h"
56#include "gamehand.h"
57#include "maphand.h"
58#include "mood.h"
59#include "notify.h"
60#include "plrhand.h"
61#include "sernet.h"
62#include "srv_main.h"
63#include "stdinhand.h"
64#include "spaceship.h"
65#include "spacerace.h"
66#include "techtools.h"
67#include "unittools.h"
68#include "voting.h"
69
70/* server/advisors */
71#include "advdata.h"
72#include "autosettlers.h"
73
74/* server/scripting */
75#include "script_server.h"
76
77/* ai */
78#include "aitraits.h"
79#include "difficulty.h"
80#include "handicaps.h"
81
82
83struct rgbcolor;
84
85static void package_player_common(struct player *plr,
86 struct packet_player_info *packet,
89
90static void package_player_diplstate(struct player *plr1,
91 struct player *plr2,
93 struct player *receiver,
95static void package_player_info(struct player *plr,
96 struct packet_player_info *packet,
99 struct player *receiver,
101static enum plr_info_level player_info_level(struct player *plr,
102 struct player *receiver);
103
104static void send_player_remove_info_c(const struct player_slot *pslot,
105 struct conn_list *dest);
106static void send_player_info_c_real(struct player *src,
107 struct conn_list *dest);
108static void send_player_diplstate_c_real(struct player *src,
109 struct conn_list *dest);
110
111static void send_nation_availability_real(struct conn_list *dest,
112 bool nationset_change);
113
114/* Used by shuffle_players() and shuffled_player(). */
116
117/* Used by player_info_freeze() and player_info_thaw(). */
119
120/**********************************************************************/
126void kill_player(struct player *pplayer)
127{
128 bool save_palace;
129 struct player *barbarians = NULL;
130
131 pplayer->is_alive = FALSE;
132
133 /* reset player status */
134 player_status_reset(pplayer);
135
136 /* Remove shared vision from dead player to friends. */
138 if (gives_shared_vision(pplayer, aplayer)) {
140 }
142
143 cancel_all_meetings(pplayer);
144
145 /* Show entire map for players who are *not* in a team if revealmap is set
146 * to REVEAL_MAP_DEAD. */
148 bool someone_alive = FALSE;
149
151 if (pteam_member->is_alive) {
153 break;
154 }
156
157 if (!someone_alive) {
161 }
162 }
163
164 if (!is_barbarian(pplayer)) {
166 _("The %s are no more!"),
167 nation_plural_for_player(pplayer));
168 }
169
170 /* Transfer back all cities not originally owned by player to their
171 rightful owners, if they are still around */
173 game.server.savepalace = FALSE; /* Moving it around is dumb */
174 city_list_iterate_safe(pplayer->cities, pcity) {
175 if (pcity->original != pplayer && pcity->original != NULL
176 && pcity->original->is_alive) {
177 /* Transfer city to original owner, kill all its units outside of
178 a radius of 3, give verbose messages of every unit transferred,
179 and raze buildings according to raze chance (also removes palace) */
180 if (transfer_city(pcity->original, pcity, 3, TRUE, TRUE, TRUE,
181 TRUE)) {
182 script_server_signal_emit("city_transferred", pcity, pplayer,
183 pcity->original, "death-back_to_original");
184 }
185 }
188
189 /* let there be civil war */
191 if (city_list_size(pplayer->cities) >= 2 + MIN(GAME_MIN_CIVILWARSIZE, 2)) {
192 log_verbose("Civil war strikes the remaining empire of %s",
193 pplayer->name);
194 /* out of sheer cruelty we reanimate the player
195 * so they can behold what happens to their empire */
196 pplayer->is_alive = TRUE;
197 (void) civil_war(pplayer);
198 } else {
199 log_verbose("The empire of %s is too small for civil war.",
200 pplayer->name);
201 }
202 }
203 pplayer->is_alive = FALSE;
204
206 /* if parameter, create a barbarian, if possible */
208 }
209
210 /* if there are barbarians around, they will take the remaining cities */
211 /* vae victis! */
212 if (barbarians) {
213 /* Moving victim's palace around is a waste of time, as they're dead */
215
217
218 log_verbose("Barbarians take the empire of %s", pplayer->name);
220
221 /* Transfer any remaining cities */
222 city_list_iterate_safe(pplayer->cities, pcity) {
223 if (transfer_city(barbarians, pcity, -1, FALSE, FALSE, FALSE,
224 FALSE)) {
225 script_server_signal_emit("city_transferred", pcity, pplayer,
226 barbarians, "death-barbarians_get");
227 }
229
231
233
234 /* Barbarians don't get free buildings like Palaces, so we don't
235 * call city_build_free_buildings().
236 * FIXME: maybe this should be a ruleset option? */
237 } else {
238 /* Destroy any remaining cities */
239 city_list_iterate(pplayer->cities, pcity) {
240 remove_city(pcity);
242 }
243
244 /* Remove all units that are still ours */
248
249 /* Remove ownership of tiles */
250 whole_map_iterate(&(wld.map), ptile) {
251 if (tile_owner(ptile) == pplayer) {
253 }
254 if (extra_owner(ptile) == pplayer) {
255 ptile->extras_owner = NULL;
256 }
258
259 /* Ensure this dead player doesn't win with a spaceship.
260 * Now that would be truly unbelievably dumb - Per */
261 spaceship_init(&pplayer->spaceship);
262 send_spaceship_info(pplayer, NULL);
263
265}
266
267/**********************************************************************/
270static int get_player_maxrate(struct player *pplayer)
271{
272 int maxrate = get_player_bonus(pplayer, EFT_MAX_RATES);
273
274 if (maxrate == 0) {
275 return 100; /* effects not initialized yet */
276 }
277
278 /* 34 + 33 + 33 = 100 */
279 return CLIP(34, maxrate, 100);
280}
281
282/**********************************************************************/
286void handle_player_rates(struct player *pplayer,
287 int tax, int luxury, int science)
288{
289 int maxrate;
290
291 if (S_S_RUNNING != server_state()) {
292 log_error("received player_rates packet from %s before start",
293 player_name(pplayer));
295 _("Cannot change rates before game start."));
296 return;
297 }
298
299 if (tax + luxury + science != 100) {
300 return;
301 }
302 if (tax < 0 || tax > 100 || luxury < 0 || luxury > 100 || science < 0
303 || science > 100) {
304 return;
305 }
306 maxrate = get_player_maxrate(pplayer);
307 if (tax > maxrate || luxury > maxrate || science > maxrate) {
308 const char *rtype;
309
310 if (tax > maxrate) {
311 rtype = _("Tax");
312 } else if (luxury > maxrate) {
313 rtype = _("Luxury");
314 } else {
315 rtype = _("Science");
316 }
317
319 _("%s rate exceeds the max rate for %s."),
320 rtype,
322 } else {
323 pplayer->economic.tax = tax;
324 pplayer->economic.luxury = luxury;
325 pplayer->economic.science = science;
326
328 send_player_info_c(pplayer, pplayer->connections);
329 }
330}
331
332/**********************************************************************/
337void government_change(struct player *pplayer, struct government *gov,
339{
340 struct research *presearch;
341
345 && NULL != pplayer->target_government);
347
348 gov->changed_to_times++;
349 }
350
351 pplayer->government = gov;
352 pplayer->target_government = NULL;
353
355 log_debug("Revolution finished for %s. Government is %s. "
356 "Revofin %d (%d).", player_name(pplayer),
359 }
360
362 _("%s now governs the %s as a %s."),
363 player_name(pplayer),
366
367 if (is_human(pplayer)) {
368 /* Keep luxuries if we have any. Try to max out science. -GJW */
369 int max = get_player_maxrate(pplayer);
370
371 /* only change rates if one exceeds the maximal rate */
372 if (pplayer->economic.science > max || pplayer->economic.tax > max
373 || pplayer->economic.luxury > max) {
374 int save_science = pplayer->economic.science;
375 int save_tax = pplayer->economic.tax;
376 int save_luxury = pplayer->economic.luxury;
377
378 pplayer->economic.science = MIN(100 - pplayer->economic.luxury, max);
379 pplayer->economic.tax = MIN(100 - pplayer->economic.luxury
380 - pplayer->economic.science, max);
381 pplayer->economic.luxury = 100 - pplayer->economic.science
382 - pplayer->economic.tax;
383
385 _("The tax rates for the %s are changed from "
386 "%3d%%/%3d%%/%3d%% (tax/luxury/science) to "
387 "%3d%%/%3d%%/%3d%%."),
390 pplayer->economic.tax, pplayer->economic.luxury,
391 pplayer->economic.science);
392 }
393 }
394
395 check_player_max_rates(pplayer);
397 send_player_info_c(pplayer, pplayer->connections);
398
399 presearch = research_get(pplayer);
402}
403
404/**********************************************************************/
412{
413 int ransom = fc_rand(1 + pvictim->economic.gold);
414 int n = 1 + fc_rand(3);
415
416 /* Give map */
420 _("You looted parts of %s map!"),
422 }
423
424 log_debug("victim has money: %d", pvictim->economic.gold);
425
426 if (ransom > 0) {
429 PL_("You loot %d gold!", "You loot %d gold!", ransom),
430 ransom);
431 }
432 pvictor->economic.gold += ransom;
433 pvictim->economic.gold -= ransom;
434
435 while (n > 0) {
437
438 /* steal_a_tech() handles also notifying of the player */
440
441 if (ttid == A_NONE) {
442 log_debug("Worthless enemy doesn't have more techs to steal.");
443 break;
444 } else {
445 log_debug("Pressed tech %s from captured enemy",
447 if (!fc_rand(3)) {
448 break; /* Out of luck */
449 }
450 n--;
451 }
452 }
453
454 {
455 /* Try to submit some cities */
456 int vcsize = city_list_size(pvictim->cities);
457 int evcsize = vcsize;
458 int conqsize;
459
460 if (evcsize < 3) {
461 evcsize = 0;
462 } else {
463 evcsize -=3;
464 }
465
466 /* About a quarter on average with high numbers less probable */
468
469 log_debug("conqsize=%d", conqsize);
470
471 if (conqsize > 0) {
473 bool submit = FALSE;
474
475 game.server.savepalace = FALSE; /* Moving it around is dumb */
476
477 city_list_iterate_safe(pvictim->cities, pcity) {
478 /* Kindly ask the citizens to submit */
479 if (fc_rand(vcsize) < conqsize) {
480 submit = TRUE;
481 }
482 vcsize--;
483 if (submit) {
484 conqsize--;
485 /* Transfer city to the victorious player
486 * kill all its units outside of a radius of 7,
487 * give verbose messages of every unit transferred,
488 * and raze buildings according to raze chance
489 * (also removes palace) */
492 /* TRANS: Getting a city as loot */
493 _("You conquer %s as loot!"),
494 city_link(pcity));
495
496 (void) transfer_city(pvictor, pcity, 7, TRUE, TRUE, TRUE,
498 submit = FALSE;
499 }
500 if (conqsize <= 0) {
501 break;
502 }
505 }
506 }
507}
508
509/**********************************************************************/
517 struct government *gov)
518{
519 int max_turns;
520 int change_speed;
521
522 switch (rltype) {
523 case REVOLEN_FIXED:
525 case REVOLEN_RANDOM:
529 /* If everyone changes to this government once, the last 50% of players doing so
530 * will get the minimum time (1 turn) */
532 /* It never takes zero players to make revlen shorter */
535 max_turns = MAX(1, max_turns);
537 return fc_rand(max_turns) + 1;
538 }
539 return max_turns;
540 }
541
543
545}
546
547/**********************************************************************/
550int revolution_length(struct government *gov, struct player *plr)
551{
554 /* Targetless revolution not acceptable */
556 _("You can't revolt without selecting target government."));
557 return -1;
558 }
559
561}
562
563/**********************************************************************/
568{
569 int turns;
571 bool anarchy;
572
573 if (!gov || !can_change_to_government(pplayer, gov)) {
574 return;
575 }
576
577 log_debug("Government changed for %s. Target government is %s; "
578 "old %s. Revofin %d, Turn %d.", player_name(pplayer),
582
583 anarchy = get_player_bonus(pplayer, EFT_NO_ANARCHY) <= 0;
584
585 /* Set revolution_finishes value. */
586 if (pplayer->revolution_finishes > 0) {
587 /* Player already has an active revolution. Note that the finish time
588 * may be in the future (we're waiting for it to finish), the current
589 * turn (it just finished - but isn't reset until the end of the turn)
590 * or even in the past (if the player is in anarchy and hasn't chosen
591 * a government). */
592 turns = pplayer->revolution_finishes - game.info.turn;
593 } else if ((is_ai(pplayer) && !has_handicap(pplayer, H_REVOLUTION))
594 || !anarchy) {
595 /* AI players without the H_REVOLUTION handicap can skip anarchy */
596 anarchy = FALSE;
597 turns = 0;
598 } else {
599 turns = revolution_length(gov, pplayer);
600 if (turns < 0) {
601 return;
602 }
603 }
604
605 if (anarchy && turns <= 0
607 /* Multiple changes attempted after single anarchy period */
611 _("You can't revolt the same turn you finished previous revolution."));
612 return;
613 }
614 }
615
617 pplayer->target_government = gov;
618 pplayer->revolution_finishes = game.info.turn + turns;
619
620 log_debug("Revolution started for %s. Target government is %s. "
621 "Revofin %d (%d).", player_name(pplayer),
624
625 CALL_PLR_AI_FUNC(revolution_start, pplayer, pplayer);
626
627 /* Now see if the revolution is instantaneous. */
628 if (turns <= 0
631 /* TRANS: Switching to a new form of government */
632 _("The %s will switch to %s in the end of "
633 "the player phase."),
636 return;
637 } else if (turns > 0) {
639 /* TRANS: This is a message event so don't make it
640 * too long. */
641 PL_("The %s have incited a revolt! "
642 "%d turn of anarchy will ensue! "
643 "Target government is %s.",
644 "The %s have incited a revolt! "
645 "%d turns of anarchy will ensue! "
646 "Target government is %s.",
647 turns),
649 turns,
651 } else {
654 _("Revolution: returning to anarchy."));
655 }
656
657 check_player_max_rates(pplayer);
659 send_player_info_c(pplayer, pplayer->connections);
660
661 log_debug("Government change complete for %s. Target government is %s; "
662 "now %s. Turn %d; revofin %d.", player_name(pplayer),
666}
667
668/**********************************************************************/
672void update_revolution(struct player *pplayer)
673{
674 struct government *current_gov;
675
676 /* The player's revolution counter is stored in the revolution_finishes
677 * field. This value has the following meanings:
678 * - If negative (-1), then the player is not in a revolution. In this
679 * case the player should never be in anarchy.
680 * - If positive, the player is in the middle of a revolution. In this
681 * case the value indicates the turn in which the revolution finishes.
682 * * If this value is > than the current turn, then the revolution is
683 * in progress. In this case the player should always be in anarchy.
684 * * If the value is == to the current turn, then the revolution is
685 * finished. The player may now choose a government. However the
686 * value isn't reset until the end of the turn. If the player has
687 * chosen a government by the end of the turn, then the revolution is
688 * over and the value is reset to -1.
689 * * If the player doesn't pick a government then the revolution
690 * continues. At this point the value is <= to the current turn,
691 * and the player can leave the revolution at any time. The value
692 * is reset at the end of any turn when a non-anarchy government is
693 * chosen.
694 */
695 log_debug("Update revolution for %s. Current government %s, "
696 "target %s, revofin %d, turn %d.", player_name(pplayer),
698 pplayer->target_government
699 ? government_rule_name(pplayer->target_government) : "(none)",
701
703
705 && pplayer->revolution_finishes <= game.info.turn) {
707 /* If the revolution is over and a target government is set, go into
708 * the new government. */
709 log_debug("Update: finishing revolution for %s.", player_name(pplayer));
710 government_change(pplayer, pplayer->target_government, TRUE);
711 } else {
712 /* If the revolution is over but there's no target government set,
713 * alert the player. */
715 _("You should choose a new government from the "
716 "government menu."));
717 }
719 && pplayer->revolution_finishes < game.info.turn) {
720 /* Reset the revolution counter. If the player has another revolution
721 * they'll have to re-enter anarchy. */
722 log_debug("Update: resetting revofin for %s.", player_name(pplayer));
723 pplayer->revolution_finishes = -1;
724 send_player_info_c(pplayer, pplayer->connections);
725 }
726}
727
728/**********************************************************************/
731void update_capital(struct player *pplayer)
732{
733 int max_value = 0;
734 struct city *primary_capital = NULL;
735 int same_value_count = 0;
736
737 city_list_iterate(pplayer->cities, pcity) {
738 int value = get_city_bonus(pcity, EFT_CAPITAL_CITY);
739
740 if (value > max_value) {
741 max_value = value;
742 primary_capital = pcity;
744 /* Mark it at least some kind of capital, might turn to named capital
745 * after all have been processed. */
746 pcity->capital = CAPITAL_SECONDARY;
747 } else if (value > 0) {
748 /* Mark it at least some kind of capital. */
749 pcity->capital = CAPITAL_SECONDARY;
750 if (value == max_value) {
753 if (fc_rand(same_value_count) == 1) {
754 primary_capital = pcity;
755 }
756 }
757 } else {
758 /* Not capital at all */
759 pcity->capital = CAPITAL_NOT;
760 }
762
763 if (primary_capital != NULL) {
765 pplayer->primary_capital_id = primary_capital->id;
766 } else {
767 pplayer->primary_capital_id = 0;
768 }
769}
770
771/**********************************************************************/
776void check_player_max_rates(struct player *pplayer)
777{
778 struct player_economic old_econ = pplayer->economic;
779
781 if (old_econ.tax > pplayer->economic.tax) {
783 _("Tax rate exceeded the max rate; adjusted."));
784 }
785 if (old_econ.science > pplayer->economic.science) {
787 _("Science rate exceeded the max rate; adjusted."));
788 }
789 if (old_econ.luxury > pplayer->economic.luxury) {
791 _("Luxury rate exceeded the max rate; adjusted."));
792 }
793}
794
795/**********************************************************************/
805 struct player *pplayer2,
806 const struct unit_list
808 const struct unit_list
810{
811 /* The client needs updated diplomatic state, because it is used
812 * during calculation of new states of occupied flags in cities */
813 send_player_all_c(pplayer, NULL);
818}
819
820/**********************************************************************/
823static void maybe_claim_base(struct tile *ptile, struct player *new_owner,
824 struct player *old_owner)
825{
826 bool claim = FALSE;
827
828 unit_list_iterate(ptile->units, punit) {
831 claim = TRUE;
832 break;
833 }
835
836 if (claim) {
838 map_claim_base(ptile, pextra, new_owner, old_owner);
840
841 ptile->extras_owner = new_owner;
842 }
843}
844
845/**********************************************************************/
848void enter_war(struct player *pplayer, struct player *pplayer2)
849{
850 /* Claim bases where units are already standing */
851 whole_map_iterate(&(wld.map), ptile) {
852 struct player *old_owner = extra_owner(ptile);
853
854 if (old_owner == pplayer2) {
855 maybe_claim_base(ptile, pplayer, old_owner);
856 } else if (old_owner == pplayer) {
858 }
860}
861
862/**********************************************************************/
866{
867 pplayer->last_war_action = game.info.turn;
868 send_player_info_c(pplayer, NULL);
869}
870
871/**********************************************************************/
883 int other_player_id,
884 enum clause_type clause)
885{
889 bool repeat = FALSE;
890 struct player *pplayer2 = player_by_number(other_player_id);
892 struct unit_list *pplayer_seen_units, *pplayer2_seen_units;
893
894 if (NULL == pplayer2 || players_on_same_team(pplayer, pplayer2)) {
895 return;
896 }
897
899
900 if (clause == CLAUSE_VISION) {
901 if (!gives_shared_vision(pplayer, pplayer2)) {
902 return;
903 }
906 _("%s no longer gives us shared vision!"),
907 player_name(pplayer));
908 return;
909 }
910
911 if (clause == CLAUSE_SHARED_TILES) {
912 if (!gives_shared_tiles(pplayer, pplayer2)) {
913 return;
914 }
916 whole_map_iterate(&(wld.map), ptile) {
917 if (tile_owner(ptile) == pplayer && ptile->worked != NULL
918 && city_owner(ptile->worked) == pplayer2) {
919 struct city *pcity = ptile->worked;
920
921 city_map_update_empty(pcity, ptile);
923 }
926 _("%s no longer shares tiles with us!"),
927 player_name(pplayer));
928 return;
929 }
930
932
933 /* The senate may not allow you to break the treaty. In this case you
934 * must first dissolve the senate then you can break it. */
937 _("The senate will not allow you to break treaty "
938 "with the %s. You must either dissolve the senate "
939 "or wait until a more timely moment."),
941 return;
942 }
943
944 if (diplcheck != DIPL_OK) {
945 return;
946 }
947
948 reject_all_treaties(pplayer);
950 /* else, breaking a treaty */
951
952 /* check what the new status will be */
954
955 if (new_type == old_type) {
956 /* No change */
957 return;
958 }
959
962
963 if (old_type == DS_ALLIANCE) {
966 } else {
969 }
970
971 /* do the change */
972 ds_plrplr2->type = ds_plr2plr->type = new_type;
973 ds_plrplr2->turns_left = ds_plr2plr->turns_left = 16;
974
975 if (new_type == DS_WAR) {
978 }
979
980 /* If the old state was alliance, the players' units can share tiles
981 illegally, and we need to call resolve_unit_stacks() */
982 if (old_type == DS_ALLIANCE) {
983
986
992 }
993
994 /* if there's a reason to cancel the pact, do it without penalty */
995 /* FIXME: in the current implementation if you break more than one
996 * treaty simultaneously it may success partially: the first treaty-breaking
997 * will happen but the second one will fail. */
998 if (get_player_bonus(pplayer, EFT_HAS_SENATE) > 0 && !repeat) {
999 if (ds_plrplr2->has_reason_to_cancel > 0) {
1001 _("The senate passes your bill because of the "
1002 "constant provocations of the %s."),
1004 } else if (new_type == DS_WAR) {
1006 _("The senate refuses to break treaty with the %s, "
1007 "but you have no trouble finding a new senate."),
1009 }
1010 }
1011 if (new_type == DS_WAR) {
1013
1014 enter_war(pplayer, pplayer2);
1015 }
1016 ds_plrplr2->has_reason_to_cancel = 0;
1017
1018 send_player_all_c(pplayer, NULL);
1020
1021 /*
1022 * Refresh all cities which have a unit of the other side within
1023 * city range.
1024 */
1027 sync_cities();
1028
1030 _("The diplomatic state between the %s "
1031 "and the %s is now %s."),
1032 nation_plural_for_player(pplayer),
1036 _(" %s canceled the diplomatic agreement! "
1037 "The diplomatic state between the %s and the %s "
1038 "is now %s."),
1039 player_name(pplayer),
1041 nation_plural_for_player(pplayer),
1043
1044 /* Check fall-out of a war declaration. */
1046 if (other != pplayer && other != pplayer2
1048 && pplayers_allied(pplayer, other)) {
1049 if (!players_on_same_team(pplayer, other)) {
1050 /* If an ally declares war on another ally, break off your alliance
1051 * to the aggressor. This prevents in-alliance wars, which are not
1052 * permitted. */
1054 _("%s has attacked your ally %s! "
1055 "You cancel your alliance to the aggressor."),
1056 player_name(pplayer),
1062 } else {
1063 /* We are in the same team as the agressor; we cannot break
1064 * alliance with them. We trust our team mate and break alliance
1065 * with the attacked player */
1067 _("Your team mate %s declared war on %s. "
1068 "You are obligated to cancel alliance with %s."),
1069 player_name(pplayer),
1073 }
1074 }
1076}
1077
1078/**********************************************************************/
1081static void send_player_remove_info_c(const struct player_slot *pslot,
1082 struct conn_list *dest)
1083{
1084 if (!dest) {
1085 dest = game.est_connections;
1086 }
1087
1089
1090 conn_list_iterate(dest, pconn) {
1093}
1094
1095/**********************************************************************/
1102{
1104}
1105
1106/**********************************************************************/
1118
1119/**********************************************************************/
1129void send_player_all_c(struct player *src, struct conn_list *dest)
1130{
1131 send_player_info_c(src, dest);
1132 send_player_diplstate_c(src, dest);
1133}
1134
1135/**********************************************************************/
1146void send_player_info_c(struct player *src, struct conn_list *dest)
1147{
1148 if (0 < player_info_frozen_level) {
1149 return; /* Discard, see comment for player_info_freeze(). */
1150 }
1151
1152 if (src != NULL) {
1153 send_player_info_c_real(src, dest);
1154 return;
1155 }
1156
1157 players_iterate(pplayer) {
1158 send_player_info_c_real(pplayer, dest);
1160}
1161
1162/**********************************************************************/
1166static void send_player_info_c_real(struct player *src,
1167 struct conn_list *dest)
1168{
1169 struct packet_player_info info;
1172
1173 fc_assert_ret(src != NULL);
1174
1175 if (!dest) {
1176 dest = game.est_connections;
1177 }
1178
1179 if (any_web_conns()) {
1180 webp_ptr = &web_info;
1181 } else {
1182 webp_ptr = NULL;
1183 }
1184
1185 package_player_common(src, &info, webp_ptr);
1186
1187 conn_list_iterate(dest, pconn) {
1188 if (NULL == pconn->playing && pconn->observer) {
1189 /* Global observer. */
1190 package_player_info(src, &info, webp_ptr, pconn->playing, INFO_FULL);
1191 } else if (NULL != pconn->playing) {
1192 /* Players (including regular observers) */
1193 package_player_info(src, &info, webp_ptr,
1194 pconn->playing, INFO_MINIMUM);
1195 } else {
1197 }
1201}
1202
1203/**********************************************************************/
1212void send_player_diplstate_c(struct player *src, struct conn_list *dest)
1213{
1214 if (src != NULL) {
1216 return;
1217 }
1218
1219 players_iterate(pplayer) {
1220 send_player_diplstate_c_real(pplayer, dest);
1222}
1223
1224/**********************************************************************/
1228static void send_player_diplstate_c_real(struct player *plr1,
1229 struct conn_list *dest)
1230{
1231 fc_assert_ret(plr1 != NULL);
1232
1233 if (!dest) {
1234 dest = game.est_connections;
1235 }
1236
1237 conn_list_iterate(dest, pconn) {
1238 players_iterate(plr2) {
1240
1241 if (NULL == pconn->playing && pconn->observer) {
1242 /* Global observer. */
1244 INFO_FULL);
1245 } else if (NULL != pconn->playing) {
1246 /* Players (including regular observers) */
1248 INFO_MINIMUM);
1249 } else {
1251 INFO_MINIMUM);
1252 }
1256}
1257
1258/**********************************************************************/
1261static void package_player_common(struct player *plr,
1262 struct packet_player_info *packet,
1264 web_packet)
1265{
1266 int i;
1267 struct music_style *music;
1268
1269 packet->playerno = player_number(plr);
1270 sz_strlcpy(packet->name, player_name(plr));
1271 sz_strlcpy(packet->username, plr->username);
1272 packet->unassigned_user = plr->unassigned_user;
1273 packet->nation = plr->nation ? nation_number(plr->nation) : NATION_NONE;
1274 packet->is_male = plr->is_male;
1275 packet->team = plr->team ? team_number(plr->team) : team_count();
1276 packet->is_ready = plr->is_ready;
1277 packet->was_created = plr->was_created;
1278 packet->style = plr->style ? style_number(plr->style) : 0;
1279
1280 /* I think we could safely move the music style selection to
1281 * client side to not have it burden server side. Client could
1282 * actually avoid it completely when music disabled from the client options.
1283 * Client has no use for music styles of other players, and there should
1284 * be no such information about the player themself needed to determine
1285 * the music style that client does not know. */
1287 if (music != NULL) {
1289 } else {
1290 packet->music_style = -1; /* No music style available */
1291 }
1292
1293 packet->is_alive = plr->is_alive;
1294 packet->turns_alive = plr->turns_alive;
1295 packet->is_connected = plr->is_connected;
1296 packet->flags = plr->flags;
1297 packet->ai_skill_level = is_ai(plr)
1298 ? plr->ai_common.skill_level : 0;
1299 for (i = 0; i < player_slot_count(); i++) {
1300 packet->love[i] = plr->ai_common.love[i];
1301 }
1303
1304 packet->phase_done = plr->phase_done;
1305 packet->nturns_idle = plr->nturns_idle;
1306 packet->science_cost = plr->ai_common.science_cost;
1307
1308#ifdef FREECIV_WEB
1309 if (web_packet != NULL) {
1310 web_packet->playerno = player_number(plr);
1311 }
1312#endif /* FREECIV_WEB */
1313}
1314
1315/**********************************************************************/
1324static void package_player_info(struct player *plr,
1325 struct packet_player_info *packet,
1327 web_packet,
1328 struct player *receiver,
1330{
1333 struct government *pgov = NULL;
1335
1336 if (receiver) {
1337 info_level = player_info_level(plr, receiver);
1339 } else {
1341 }
1342
1343 /* Multipliers */
1344 packet->multip_count = multiplier_count();
1345 if (info_level >= INFO_FULL) {
1346 multipliers_iterate(pmul) {
1347 int idx = multiplier_index(pmul);
1348
1349 packet->multiplier[idx] = plr->multipliers[idx].value;
1350 packet->multiplier_target[idx] = plr->multipliers[idx].target;
1351 packet->multiplier_changed[idx] = plr->multipliers[idx].changed;
1353 } else {
1354 multipliers_iterate(pmul) {
1355 int idx = multiplier_index(pmul);
1356
1357 packet->multiplier[idx] = 0;
1358 packet->multiplier_target[idx] = 0;
1359 packet->multiplier_changed[idx] = 0;
1361 }
1362
1363 /* We need to send all tech info for all players on the same
1364 * team, even if they are not in contact yet; otherwise we will
1365 * overwrite team research or confuse the client. */
1368 if (players_on_same_team(plr, aplayer) && receiver) {
1370 player_info_level(aplayer, receiver));
1371 }
1373
1374 if (plr->rgb != NULL) {
1375 packet->color_valid = TRUE;
1376 packet->color_red = plr->rgb->r;
1377 packet->color_green = plr->rgb->g;
1378 packet->color_blue = plr->rgb->b;
1379 } else {
1380 /* In pregame, send the color we expect to use, for consistency with
1381 * '/list colors' etc. */
1382 const struct rgbcolor *preferred = player_preferred_color(plr);
1383
1384 if (preferred != NULL) {
1385 packet->color_valid = TRUE;
1386 packet->color_red = preferred->r;
1387 packet->color_green = preferred->g;
1388 packet->color_blue = preferred->b;
1389 } else {
1390 fc_assert(game.info.turn < 1); /* Game has not yet started */
1391 packet->color_valid = FALSE;
1392 /* Client shouldn't use these dummy values */
1393 packet->color_red = 0;
1394 packet->color_green = 0;
1395 packet->color_blue = 0;
1396 }
1397 }
1399
1400 /* Only send score if we have contact */
1401 if (info_level >= INFO_MEETING) {
1402 packet->score = plr->score.game;
1403 } else {
1404 packet->score = -1;
1405 }
1406
1407 packet->autoselect_weight = plr->autoselect_weight;
1408
1409 if (info_level >= INFO_MEETING) {
1410 packet->gold = plr->economic.gold;
1412 } else {
1413 packet->gold = 0;
1414 pgov = NULL;
1415 }
1417
1418 /* Send diplomatic status of the player to everyone they are in
1419 * contact with. */
1421 || (receiver
1422 && player_diplstate_get(receiver, plr)->contact_turns_left > 0)) {
1425 : government_count();
1426 packet->real_embassy = plr->real_embassy;
1429 } else {
1430 packet->target_government = packet->government;
1431 BV_CLR_ALL(packet->real_embassy);
1434
1435 if (receiver != NULL) {
1436 int ridx = player_index(receiver);
1437
1438 if (player_has_real_embassy(plr, receiver)) {
1439 BV_SET(packet->real_embassy, ridx);
1440 }
1441
1442 if (gives_shared_vision(plr, receiver)) {
1444 }
1445
1446 if (gives_shared_tiles(plr, receiver)) {
1447 BV_SET(packet->gives_shared_tiles, ridx);
1448 }
1449 }
1450 }
1451
1452 /* Make absolutely sure - in case you lose your embassy! */
1453 if (info_level >= INFO_EMBASSY
1454 || (receiver
1455 && player_diplstate_get(plr, receiver)->type == DS_TEAM)) {
1456 packet->tech_upkeep = player_tech_upkeep(plr);
1457 } else {
1458 packet->tech_upkeep = 0;
1459 }
1460
1461 /* Send most civ info about the player only to players who have an
1462 * embassy. */
1464 packet->tax = plr->economic.tax;
1465 packet->science = plr->economic.science;
1466 packet->luxury = plr->economic.luxury;
1468 packet->culture = player_culture(plr);
1469 } else {
1470 packet->tax = 0;
1471 packet->science = 0;
1472 packet->luxury = 0;
1473 packet->revolution_finishes = -1;
1474 packet->culture = 0;
1475 }
1476
1477 if (info_level >= INFO_FULL
1478 || (receiver
1479 && player_diplstate_get(plr, receiver)->type == DS_TEAM)) {
1480 packet->mood = player_mood(plr);
1481 } else {
1482 packet->mood = MOOD_COUNT;
1483 }
1484
1485 if (info_level >= INFO_FULL) {
1486 packet->history = plr->history;
1487 packet->infrapoints = plr->economic.infra_points;
1488 } else {
1489 packet->history = 0;
1490 packet->infrapoints = 0;
1491 }
1492
1493 for (imp = 0; imp < B_LAST; imp++) {
1494 if (plr->wonders[imp] != WONDER_NOT_BUILT) {
1496 receiver, plr,
1498 packet->wonders[imp] = plr->wonders[imp];
1499 } else {
1500 packet->wonders[imp] = WONDER_NOT_BUILT;
1501 }
1502 } else {
1503 packet->wonders[imp] = WONDER_NOT_BUILT;
1504 }
1505 }
1506
1507#ifdef FREECIV_WEB
1508 if (web_packet != NULL) {
1509 if (info_level >= INFO_FULL) {
1510 web_packet->expected_income = player_get_expected_income(plr);
1511 } else {
1512 web_packet->expected_income = 0;
1513 }
1514 }
1515#endif /* FREECIV_WEB */
1516}
1517
1518/**********************************************************************/
1527static void package_player_diplstate(struct player *plr1,
1528 struct player *plr2,
1530 struct player *receiver,
1532{
1534 struct player_diplstate *ds = player_diplstate_get(plr1, plr2);
1535
1536 if (receiver) {
1537 info_level = player_info_level(plr1, receiver);
1539 } else {
1541 }
1542
1543 packet_ds->plr1 = player_index(plr1);
1544 packet_ds->plr2 = player_index(plr2);
1545 /* A unique id for each combination is calculated here. */
1546 packet_ds->diplstate_id = packet_ds->plr1 * MAX_NUM_PLAYER_SLOTS
1547 + packet_ds->plr2;
1548
1549 /* Send diplomatic status of the player to everyone they are in
1550 * contact with (embassy, remaining contact turns, the receiver). */
1552 || (receiver
1553 && player_diplstate_get(receiver, plr1)->contact_turns_left > 0)
1554 || (receiver && receiver == plr2)) {
1555 packet_ds->type = ds->type;
1556 packet_ds->turns_left = ds->turns_left;
1557 packet_ds->has_reason_to_cancel = ds->has_reason_to_cancel;
1558 packet_ds->contact_turns_left = ds->contact_turns_left;
1559 } else {
1560 packet_ds->type = DS_WAR;
1561 packet_ds->turns_left = 0;
1562 packet_ds->has_reason_to_cancel = 0;
1563 packet_ds->contact_turns_left = 0;
1564 }
1565}
1566
1567/**********************************************************************/
1571 struct player *receiver)
1572{
1573 if (S_S_RUNNING > server_state()) {
1574 return INFO_MINIMUM;
1575 }
1576 if (plr == receiver) {
1577 return INFO_FULL;
1578 }
1579 if (receiver && team_has_embassy(receiver->team, plr)) {
1580 return INFO_EMBASSY;
1581 }
1582 if (receiver && could_intel_with_player(receiver, plr)) {
1583 return INFO_MEETING;
1584 }
1585
1586 return INFO_MINIMUM;
1587}
1588
1589/**********************************************************************/
1593struct conn_list *player_reply_dest(struct player *pplayer)
1594{
1595 return (pplayer->current_conn ?
1596 pplayer->current_conn->self :
1597 pplayer->connections);
1598}
1599
1600/**********************************************************************/
1603static void call_first_contact(struct player *pplayer, struct player *aplayer)
1604{
1605 CALL_PLR_AI_FUNC(first_contact, pplayer, pplayer, aplayer);
1606}
1607
1608/**********************************************************************/
1618void server_player_init(struct player *pplayer, bool initmap,
1619 bool needs_team)
1620{
1621 player_status_reset(pplayer);
1622
1623 BV_CLR(pplayer->flags, PLRF_FIRST_CITY);
1625 BV_CLR_ALL(pplayer->server.debug);
1626
1627 pplayer->server.border_vision = FALSE;
1628
1629 player_map_free(pplayer);
1630 pplayer->server.private_map = NULL;
1631
1632 if (initmap) {
1633 player_map_init(pplayer);
1634 }
1635 if (needs_team) {
1636 team_add_player(pplayer, NULL);
1637 fc_assert(pplayer->team != NULL);
1638 }
1639
1640 /* This must be done after team information is initialised
1641 * as it might be needed to determine max rate effects.
1642 * Sometimes this server_player_init() gets called twice
1643 * with only latter one having needs_team set. We don't
1644 * want to call player_limit_to_max_rates() at first time
1645 * when team is not yet set. It's callers responsibility
1646 * to always have one server_player_init() call with
1647 * needs_team TRUE. */
1648 if (needs_team) {
1650 }
1651
1652 adv_data_default(pplayer);
1653
1654 /* We don't push this in calc_civ_score(), or it will be reset
1655 * every turn. */
1656 pplayer->score.units_built = 0;
1657 pplayer->score.units_killed = 0;
1658 pplayer->score.units_lost = 0;
1659 pplayer->score.units_used = 0;
1660
1661 /* No delegation. */
1662 pplayer->server.delegate_to[0] = '\0';
1663 pplayer->server.orig_username[0] = '\0';
1664
1665 handicaps_init(pplayer);
1666}
1667
1668/**********************************************************************/
1673const struct rgbcolor *player_preferred_color(struct player *pplayer)
1674{
1675 if (pplayer->rgb) {
1676 return pplayer->rgb;
1677 } else if (playercolor_count() == 0) {
1678 /* If a ruleset isn't loaded, there are no colors to choose from. */
1679 return NULL;
1681 if (pplayer->nation != NO_NATION_SELECTED) {
1682 return nation_color(nation_of_player(pplayer)); /* may be NULL */
1683 } else {
1684 return NULL; /* don't know nation, hence don't know color */
1685 }
1686 } else {
1687 /* Modes indexing into game-defined player colors */
1688 int colorid;
1689
1690 switch (game.server.plrcolormode) {
1691 case PLRCOL_PLR_SET: /* player color (set) */
1692 case PLRCOL_PLR_RANDOM: /* player color (random) */
1693 /* These depend on other players and will be assigned at game start. */
1694 return NULL;
1695 default:
1696 log_error("Invalid value for 'game.server.plrcolormode' (%d)!",
1698 fc__fallthrough; /* no break - using 'PLRCOL_PLR_ORDER' as fallback */
1699 case PLRCOL_PLR_ORDER: /* player color (ordered) */
1701 break;
1702 case PLRCOL_TEAM_ORDER: /* team color (ordered) */
1703 colorid = team_number(pplayer->team) % playercolor_count();
1704 break;
1705 }
1706
1707 return playercolor_get(colorid);
1708 }
1709}
1710
1711/**********************************************************************/
1716bool player_color_changeable(const struct player *pplayer, const char **reason)
1717{
1719 if (reason) {
1720 *reason = _("Can only set player color prior to game start if "
1721 "'plrcolormode' is PLR_SET.");
1722 }
1723 return FALSE;
1724 }
1725 return TRUE;
1726}
1727
1728/**********************************************************************/
1734{
1735 struct rgbcolor_list *spare_colors =
1737 int needed = player_count();
1738
1739 players_iterate(pplayer) {
1740 const struct rgbcolor *autocolor;
1741 /* Assign the deterministic colors. */
1742 if (!pplayer->rgb
1743 && (autocolor = player_preferred_color(pplayer))) {
1744 player_set_color(pplayer, autocolor);
1745 }
1746 if (pplayer->rgb) {
1747 /* One fewer random color needed. */
1748 needed--;
1749 /* Try to avoid clashes between explicit and random colors. */
1751 if (rgbcolors_are_equal(pplayer->rgb, prgbcolor)) {
1753 }
1755 }
1757
1758 if (needed == 0) {
1759 /* No random colors needed */
1761 return;
1762 }
1763
1765 /* Additionally, try to avoid color clashes with certain nations not
1766 * yet in play (barbarians). */
1767 allowed_nations_iterate(pnation) {
1768 const struct rgbcolor *ncol = nation_color(pnation);
1769 if (ncol && nation_barbarian_type(pnation) != NOT_A_BARBARIAN) {
1770 /* Don't use this color. */
1774 }
1776 }
1778 }
1779
1783
1784 if (needed > rgbcolor_list_size(spare_colors)) {
1785 log_verbose("Not enough unique colors for all players; there will be "
1786 "duplicates");
1787 /* Fallback: start again from full set of ruleset colors.
1788 * No longer attempt to avoid clashes with explicitly assigned colors. */
1791 }
1792 /* We may still not have enough, if there are more players than
1793 * ruleset-defined colors. If so, top up with duplicates. */
1794 if (needed > rgbcolor_list_size(spare_colors)) {
1796 /* Shuffle so that duplicates aren't biased to start of list */
1798 /* Duplication process avoids one color being hit lots of times */
1799 for (i = origsize; i < needed; i++) {
1802 }
1803 }
1804 /* Shuffle (including mixing any duplicates up) */
1806
1807 /* Finally, assign shuffled colors to players. */
1808 players_iterate(pplayer) {
1809 if (!pplayer->rgb) {
1812 }
1814
1816}
1817
1818/**********************************************************************/
1822void server_player_set_color(struct player *pplayer,
1823 const struct rgbcolor *prgbcolor)
1824{
1825 if (prgbcolor != NULL) {
1826 player_set_color(pplayer, prgbcolor);
1827 } else {
1828 /* This can legitimately be NULL in pregame. */
1830 rgbcolor_destroy(pplayer->rgb);
1831 pplayer->rgb = NULL;
1832 }
1833 /* Update clients */
1834 send_player_info_c(pplayer, NULL);
1835}
1836
1837/**********************************************************************/
1842const char *player_color_ftstr(struct player *pplayer)
1843{
1844 static char buf[64];
1845 char hex[16];
1846 const struct rgbcolor *prgbcolor;
1847
1848 fc_assert_ret_val(pplayer != NULL, NULL);
1849
1850 buf[0] = '\0';
1852 if (prgbcolor != NULL
1853 && rgbcolor_to_hex(prgbcolor, hex, sizeof(hex))) {
1854 struct ft_color plrcolor = FT_COLOR("#000000", hex);
1855
1858 } else {
1859 cat_snprintf(buf, sizeof(buf), _("no color"));
1860 }
1861
1862 return buf;
1863}
1864
1865/**********************************************************************/
1869void give_midgame_initial_units(struct player *pplayer, struct tile *ptile)
1870{
1872 int i;
1873
1874 for (i = 0; i < sucount; i++) {
1875 if (game.server.start_units[i] == 'k') {
1876 /* Every player should have king */
1877 struct unit_type *utype = crole_to_unit_type('k', pplayer);
1878
1879 if (utype != NULL) {
1880 create_unit(pplayer, ptile, utype, 0, 0, -1);
1881 }
1882 }
1883 }
1884}
1885
1886/**********************************************************************/
1893struct player *server_create_player(int player_id, const char *ai_tname,
1894 struct rgbcolor *prgbcolor,
1896{
1897 struct player_slot *pslot;
1898 struct player *pplayer;
1899
1900 pslot = player_slot_by_number(player_id);
1901 fc_assert(NULL == pslot || !player_slot_is_used(pslot));
1902
1903 pplayer = player_new(pslot);
1904 if (NULL == pplayer) {
1905 return NULL;
1906 }
1907
1911 }
1912
1913 pplayer->ai = ai_type_by_name(ai_tname);
1914
1915 if (pplayer->ai == NULL) {
1916 player_destroy(pplayer);
1917 return NULL;
1918 }
1919
1920 adv_data_init(pplayer);
1921
1922 CALL_FUNC_EACH_AI(player_alloc, pplayer);
1923
1924 /* TODO: Do we really need this server_player_init() here? All our callers
1925 * will later make another server_player_init() call anyway, with boolean
1926 * parameters set to what they really need. */
1927 server_player_init(pplayer, FALSE, FALSE);
1928
1929 if (prgbcolor) {
1930 player_set_color(pplayer, prgbcolor);
1931 } /* else caller must ensure a color is assigned if game has started */
1932
1933 return pplayer;
1934}
1935
1936/**********************************************************************/
1942void server_remove_player(struct player *pplayer)
1943{
1944 const struct player_slot *pslot;
1945
1946 fc_assert_ret(NULL != pplayer);
1947
1948 /* save player slot */
1949 pslot = pplayer->slot;
1950
1951 log_normal(_("Removing player %s."), player_name(pplayer));
1952
1954 _("You've been removed from the game!"));
1955
1957 _("%s has been removed from the game."),
1958 player_name(pplayer));
1959
1960 if (is_barbarian(pplayer)) {
1961 server.nbarbarians--;
1962 }
1963
1964 /* Don't use conn_list_iterate here because connection_detach() can be
1965 * recursive and free the next connection pointer. */
1966 while (conn_list_size(pplayer->connections) > 0) {
1968 }
1969
1971 /* Clear data saved in the other player structs. */
1973 BV_CLR(aplayer->real_embassy, player_index(pplayer));
1974 if (gives_shared_vision(aplayer, pplayer)) {
1975 remove_shared_vision(aplayer, pplayer);
1976 }
1977 /* Also remove vision provided for the other players */
1978 if (gives_shared_vision(pplayer, aplayer)) {
1979 remove_shared_vision(pplayer, aplayer);
1980 }
1982
1983 /* Remove citizens of this player from the cities of all other players. */
1984 /* FIXME: add a special case if the server quits - no need to run this for
1985 * each player in that case. */
1987 cities_iterate(pcity) {
1988 if (city_owner(pcity) != pplayer) {
1989 citizens nationality = citizens_nation_get(pcity, pplayer->slot);
1990
1991 if (nationality != 0) {
1992 /* Change nationality of the citizens to the nationality of the
1993 * city owner. */
1994 citizens_nation_move(pcity, pplayer->slot, city_owner(pcity)->slot,
1995 nationality);
1997 }
1998 }
2000
2002 }
2003
2004 /* AI type lost control of this player */
2005 if (is_ai(pplayer)) {
2006 CALL_PLR_AI_FUNC(lost_control, pplayer, pplayer);
2007 }
2008
2009 /* Clear all trade routes. This is needed for the other end not
2010 * to point to a city removed by player_clear() */
2011 city_list_iterate(pplayer->cities, pcity) {
2013 struct trade_route *pback = remove_trade_route(pcity, proute,
2014 TRUE, TRUE);
2015
2016 FC_FREE(proute);
2017 FC_FREE(pback);
2020
2021 /* We have to clear all player data before the ai memory is freed because
2022 * some function may depend on it. */
2023 player_clear(pplayer, TRUE);
2024
2025 if (!map_is_empty()) {
2026 remove_player_from_maps(pplayer);
2027 }
2028 player_map_free(pplayer);
2029
2030 /* Destroy advisor and ai data. */
2031 CALL_FUNC_EACH_AI(player_free, pplayer);
2032
2033 handicaps_close(pplayer);
2034 ai_traits_close(pplayer);
2035 adv_data_close(pplayer);
2036 player_destroy(pplayer);
2037
2039 /* must be called after the player was destroyed */
2041
2042 /* Recalculate borders. */
2044}
2045
2046/**********************************************************************/
2057{
2058 int maxrate, surplus;
2059 struct player_economic *economic;
2060
2061 /* AI players allowed to cheat */
2062 if (is_ai(pplayer) && !has_handicap(pplayer, H_RATES)) {
2063 return;
2064 }
2065
2066 economic = &(pplayer->economic);
2067
2068 maxrate = get_player_maxrate(pplayer);
2069
2070 surplus = 0;
2071 if (economic->luxury > maxrate) {
2072 surplus += economic->luxury - maxrate;
2073 economic->luxury = maxrate;
2074 }
2075 if (economic->tax > maxrate) {
2076 surplus += economic->tax - maxrate;
2077 economic->tax = maxrate;
2078 }
2079 if (economic->science > maxrate) {
2080 surplus += economic->science - maxrate;
2081 economic->science = maxrate;
2082 }
2083
2084 fc_assert(surplus % 10 == 0);
2085
2086 while (surplus > 0) {
2087 if (economic->science < maxrate) {
2088 economic->science += 10;
2089 } else if (economic->tax < maxrate) {
2090 economic->tax += 10;
2091 } else if (economic->luxury < maxrate) {
2092 economic->luxury += 10;
2093 } else {
2094 fc_assert_msg(FALSE, "Failed to distribute the surplus. "
2095 "maxrate = %d.", maxrate);
2096 }
2097 surplus -= 10;
2098 }
2099}
2100
2101/**********************************************************************/
2105static bool server_player_name_is_allowed(const struct connection *caller,
2106 const struct player *pplayer,
2107 const struct nation_type *pnation,
2108 const char *name, char *error_buf,
2109 size_t error_buf_len)
2110{
2111 /* An empty name is surely not allowed. */
2112 if (0 == strlen(name)) {
2113 fc_strlcpy(error_buf, _("Please choose a non-blank name."),
2115 return FALSE;
2116 }
2117
2118 /* Any name already taken is not allowed. */
2119 players_iterate(other_player) {
2120 if (other_player == pplayer) {
2121 /* We don't care if we're the one using the name/nation. */
2122 continue;
2123 } else if (NULL != pnation && other_player->nation == pnation) {
2124 /* FIXME: currently cannot use nation_of_player(other_player) as the
2125 * nation debug code is buggy and doesn't test nation for NULL. */
2126 fc_strlcpy(error_buf, _("That nation is already in use."),
2128 return FALSE;
2129 } else if (0 == fc_strcasecmp(player_name(other_player), name)) {
2131 _("Another player already has the name '%s'. Please "
2132 "choose another name."), name);
2133 return FALSE;
2134 }
2136
2137 if (NULL == pnation) {
2138 /* FIXME: currently cannot use nation_of_player(other_player) as the
2139 * nation debug code is buggy and doesn't test nation for NULL. */
2140 pnation = pplayer->nation;
2141 }
2142
2143 /* Any name from the default list is always allowed. */
2144 if (NULL != pnation && NULL != nation_leader_by_name(pnation, name)) {
2145 return TRUE;
2146 }
2147
2148 /* To prevent abuse, only players with HACK access (usually local
2149 * connections) can use non-ascii names. Otherwise players could use
2150 * confusing garbage names in multi-player games. */
2151 if (NULL != caller
2152 && caller->access_level < ALLOW_HACK
2153 && !is_ascii_name(name)) {
2155 _("Please choose a name containing only ASCII characters."),
2157 return FALSE;
2158 }
2159
2160 return TRUE;
2161}
2162
2163/**********************************************************************/
2167bool server_player_set_name_full(const struct connection *caller,
2168 struct player *pplayer,
2169 const struct nation_type *pnation,
2170 const char *name,
2171 char *error_buf, size_t error_buf_len)
2172{
2173 char real_name[MAX_LEN_NAME];
2174 char buf[256];
2175 int i;
2176
2177 /* Always provide an error buffer. */
2178 if (NULL == error_buf) {
2179 error_buf = buf;
2180 error_buf_len = sizeof(buf);
2181 }
2182 error_buf[0] = '\0';
2183
2184 if (NULL != name) {
2185 /* Ensure this is a correct name. */
2189
2190 if (server_player_name_is_allowed(caller, pplayer, pnation, real_name,
2192 log_debug("Name of player nb %d set to \"%s\".",
2193 player_number(pplayer), real_name);
2194 fc_strlcpy(pplayer->name, real_name, sizeof(pplayer->name));
2195 return TRUE; /* Success! */
2196 } else {
2197 log_verbose("Failed to set the name of the player nb %d to \"%s\": %s",
2198 player_number(pplayer), real_name, error_buf);
2199 /* Fallthrough. */
2200 }
2201 }
2202
2203 if (NULL != caller) {
2204 /* If we want to test, let's fail here. */
2205 fc_assert(NULL != name);
2206 return FALSE;
2207 }
2208
2209 if (NULL != name) {
2210 /* Try to append a number to 'real_name'. */
2211 char test[MAX_LEN_NAME];
2212
2213 for (i = 2; i <= player_slot_count(); i++) {
2214 fc_snprintf(test, sizeof(test), "%s%d", real_name, i);
2215 if (server_player_name_is_allowed(caller, pplayer, pnation,
2217 log_verbose("Name of player nb %d set to \"%s\" instead.",
2218 player_number(pplayer), test);
2219 fc_strlcpy(pplayer->name, test, sizeof(pplayer->name));
2220 return TRUE;
2221 } else {
2222 log_debug("Failed to set the name of the player nb %d to \"%s\": %s",
2223 player_number(pplayer), test, error_buf);
2224 }
2225 }
2226 }
2227
2228 /* Try a default name. */
2230 _("Player no. %d"), player_number(pplayer));
2231 if (server_player_name_is_allowed(caller, pplayer, pnation,
2233 log_verbose("Name of player nb %d set to \"%s\".",
2234 player_number(pplayer), real_name);
2235 fc_strlcpy(pplayer->name, real_name, sizeof(pplayer->name));
2236 return TRUE;
2237 } else {
2238 log_debug("Failed to set the name of the player nb %d to \"%s\": %s",
2239 player_number(pplayer), real_name, error_buf);
2240 }
2241
2242 /* Try a very default name... */
2243 for (i = 0; i < player_slot_count(); i++) {
2244 fc_snprintf(real_name, sizeof(real_name), _("Player no. %d"), i);
2245 if (server_player_name_is_allowed(caller, pplayer, pnation,
2247 log_verbose("Name of player nb %d to \"%s\".",
2248 player_number(pplayer), real_name);
2249 fc_strlcpy(pplayer->name, real_name, sizeof(pplayer->name));
2250 return TRUE;
2251 } else {
2252 log_debug("Failed to set the name of the player nb %d to \"%s\": %s",
2253 player_number(pplayer), real_name, error_buf);
2254 }
2255 }
2256
2257 /* This is really not normal... Maybe the size of 'real_name'
2258 * is not enough big, or a bug in server_player_name_is_allowed(). */
2259 fc_strlcpy(pplayer->name, _("A poorly-named player"),
2260 sizeof(pplayer->name));
2261 return FALSE; /* Let's say it's a failure. */
2262}
2263
2264/**********************************************************************/
2267void server_player_set_name(struct player *pplayer, const char *name)
2268{
2269#ifndef FREECIV_NDEBUG
2270 bool ret =
2271#endif
2273
2274 fc_assert(ret);
2275}
2276
2277/**********************************************************************/
2283static enum diplstate_type
2285 const struct player *pplayer2)
2286{
2288 if (pplayer3 != pplayer1
2289 && pplayer3 != pplayer2
2292 return DS_PEACE;
2293 }
2295
2296 return DS_WAR;
2297}
2298
2299/**********************************************************************/
2303 struct tile *ptile)
2304{
2306
2307 if (pplayer1 == pplayer2
2308 || !pplayer1->is_alive
2309 || !pplayer2->is_alive) {
2310 return;
2311 }
2312
2315
2318 ds_plr1plr2->contact_turns_left = game.server.contactturns;
2319 ds_plr2plr1->contact_turns_left = game.server.contactturns;
2320 }
2321 if (ds_plr1plr2->type == DS_NO_CONTACT) {
2323 pplayer2);
2324
2326 ds_plr1plr2->first_contact_turn = game.info.turn;
2327 ds_plr2plr1->first_contact_turn = game.info.turn;
2329 _("You have made contact with the %s, ruled by %s."),
2333 _("You have made contact with the %s, ruled by %s."),
2336 send_player_all_c(pplayer1, pplayer2->connections);
2337 send_player_all_c(pplayer2, pplayer1->connections);
2338 send_player_all_c(pplayer1, pplayer1->connections);
2339 send_player_all_c(pplayer2, pplayer2->connections);
2340 if (is_ai(pplayer1)) {
2342 }
2343 if (is_ai(pplayer2)) {
2345 }
2346 return;
2347 } else {
2349 }
2351 || team_has_embassy(pplayer2->team, pplayer1)) {
2352 return; /* Avoid sending too much info over the network */
2353 }
2354 send_player_all_c(pplayer1, pplayer1->connections);
2355 send_player_all_c(pplayer2, pplayer2->connections);
2356}
2357
2358/**********************************************************************/
2361void maybe_make_contact(struct tile *ptile, struct player *pplayer)
2362{
2363 square_iterate(&(wld.map), ptile, 1, tile1) {
2364 struct city *pcity = tile_city(tile1);
2365 if (pcity) {
2366 make_contact(pplayer, city_owner(pcity), ptile);
2367 }
2369 make_contact(pplayer, unit_owner(punit), ptile);
2372}
2373
2374/**********************************************************************/
2378{
2379 /* shuffled_order is defined global */
2380 int n = player_slot_count();
2381 int i;
2382
2383 log_debug("shuffle_players: creating shuffled order");
2384
2385 for (i = 0; i < n; i++) {
2386 shuffled_order[i] = i;
2387 }
2388
2389 /* randomize it */
2391
2392#ifdef FREECIV_DEBUG
2393 for (i = 0; i < n; i++) {
2394 log_debug("shuffled_order[%d] = %d", i, shuffled_order[i]);
2395 }
2396#endif /* FREECIV_DEBUG */
2397}
2398
2399/**********************************************************************/
2403{
2404 int i;
2405
2406 log_debug("set_shuffled_players: loading shuffled array %p",
2408
2409 for (i = 0; i < player_slot_count(); i++) {
2411 log_debug("shuffled_order[%d] = %d", i, shuffled_order[i]);
2412 }
2413}
2414
2415/**********************************************************************/
2421{
2422 struct player *pplayer;
2423
2424 pplayer = player_by_number(shuffled_order[i]);
2425 log_debug("shuffled_player(%d) = %d (%s)",
2426 i, shuffled_order[i], player_name(pplayer));
2427 return pplayer;
2428}
2429
2430/**********************************************************************/
2453 bool ignore_conflicts,
2454 bool needs_startpos,
2455 enum barbarian_type barb_type)
2456{
2457 enum {
2460 int match[nation_count()], pick, idx;
2462
2463 /* Values of nations_used:
2464 * UNAVAILABLE - nation is already used or is a special nation.
2465 * AVAILABLE - we can use this nation.
2466 * PREFERRED - we can use this nation and it is on the choices list.
2467 * UNWANTED - we can use this nation, but we really don't want to. */
2468 nations_iterate(pnation) {
2469 idx = nation_index(pnation);
2470
2471 if (!nation_is_in_current_set(pnation)
2472 || pnation->player
2474 && pnation->server.no_startpos)
2475 || (barb_type != nation_barbarian_type(pnation))
2476 || (barb_type == NOT_A_BARBARIAN && !is_nation_playable(pnation))) {
2477 /* Nation is unplayable or already used: don't consider it.
2478 * (If nations aren't currently restricted to those with start
2479 * positions, we do nothing special here, but generate_players() will
2480 * tend to prefer them.) */
2482 match[idx] = 0;
2483 continue;
2484 }
2485
2486 nations_used[idx] = AVAILABLE;
2487
2488 /* Determine which nations look good with nations already in the game,
2489 * or conflict with them. */
2490 match[idx] = 1;
2491 players_iterate(pplayer) {
2492 if (pplayer->nation != NO_NATION_SELECTED) {
2493 int x = nations_match(pnation, nation_of_player(pplayer),
2495 if (x < 0) {
2496 log_debug("Nations '%s' (nb %d) and '%s' (nb %d) are in conflict.",
2497 nation_rule_name(pnation), nation_number(pnation),
2500 nations_used[idx] = UNWANTED;
2501 match[idx] -= x * 100;
2502 break;
2503 } else {
2504 match[idx] += x * 100;
2505 }
2506 }
2508
2509 if (AVAILABLE == nations_used[idx]) {
2510 num_avail_nations += match[idx];
2511 }
2513
2514 /* Mark as preferred those nations which are on the choices list and
2515 * which are AVAILABLE, but no UNWANTED */
2516 if (NULL != choices) {
2517 nation_list_iterate(choices, pnation) {
2518 idx = nation_index(pnation);
2519 if (nations_used[idx] == AVAILABLE) {
2520 num_pref_nations += match[idx];
2521 nations_used[idx] = PREFERRED;
2522 }
2524 }
2525
2526 if (0 < num_pref_nations || 0 < num_avail_nations) {
2527 if (0 < num_pref_nations) {
2528 /* Use a preferred nation only. */
2531 log_debug("Picking a preferred nation.");
2532 } else {
2533 /* Use any available nation. */
2537 log_debug("Picking an available nation.");
2538 }
2539
2540 nations_iterate(pnation) {
2541 idx = nation_index(pnation);
2542 if (nations_used[idx] == looking_for) {
2543 pick -= match[idx];
2544
2545 if (0 > pick) {
2546 return pnation;
2547 }
2548 }
2550 } else {
2551 /* No available nation: use unwanted nation... */
2554
2555 log_debug("Picking an unwanted nation.");
2556 nations_iterate(pnation) {
2557 idx = nation_index(pnation);
2558 if (UNWANTED == nations_used[idx]) {
2559 pick = -fc_rand(match[idx]);
2560 if (pick > less_worst_score) {
2561 less_worst_nation = pnation;
2563 }
2564 }
2566
2568 return less_worst_nation;
2569 }
2570 }
2571
2572 log_verbose("No nation found!");
2573
2574 return NO_NATION_SELECTED;
2575}
2576
2577/**********************************************************************/
2580static struct nation_set *current_nationset(void)
2581{
2583}
2584
2585/**********************************************************************/
2589bool nation_is_in_current_set(const struct nation_type *pnation)
2590{
2591 return nation_is_in_set(pnation, current_nationset());
2592}
2593
2594/**********************************************************************/
2599{
2600 server.playable_nations = 0;
2601 allowed_nations_iterate(pnation) {
2602 if (is_nation_playable(pnation)) {
2603 server.playable_nations++;
2604 }
2606}
2607
2608/**********************************************************************/
2613bool client_can_pick_nation(const struct nation_type *pnation)
2614{
2615 fc_assert_ret_val(pnation != NULL, FALSE);
2616 return nation_is_in_current_set(pnation)
2617 && is_nation_playable(pnation)
2619 || !pnation->server.no_startpos);
2620}
2621
2622/**********************************************************************/
2626 bool nationset_change)
2627{
2628 struct packet_nation_availability packet;
2629
2630 packet.ncount = nation_count();
2632 nations_iterate(pnation) {
2633 packet.is_pickable[nation_index(pnation)] = client_can_pick_nation(pnation);
2635 lsend_packet_nation_availability(dest, &packet);
2636}
2637
2638/**********************************************************************/
2642 bool nationset_change)
2643{
2644 if (0 < player_info_frozen_level) {
2645 return; /* Discard, see comment for player_info_freeze(). */
2646 } else {
2648 }
2649}
2650
2651/**********************************************************************/
2659{
2660 int ncount = nation_set_count();
2661 int misfits[ncount];
2662
2663 memset(misfits, 0, sizeof(misfits));
2664
2666 players_iterate(pplayer) {
2667 if (pplayer->nation != NO_NATION_SELECTED
2668 && !nation_is_in_set(pplayer->nation, pset)) {
2670 }
2673
2675 /* Current set is OK. */
2676 return;
2677 }
2678
2679 /* Otherwise, pick the least bad set (requires unsetting fewest
2680 * players, possibly none). */
2681 {
2682 int i, least_misfits;
2683 const struct nation_set *best;
2684
2685 fc_assert(ncount > 0);
2686
2687 best = nation_set_by_number(0);
2689 for (i = 1; i < ncount && least_misfits != 0; i++) {
2690 if (best == NULL || misfits[i] < least_misfits) {
2691 best = nation_set_by_number(i);
2693 }
2694 }
2695
2696 log_verbose("Current nationset \"%s\" doesn't fit all existing players.",
2698 log_verbose("Selected nationset \"%s\".", nation_set_rule_name(best));
2700 sizeof(game.server.nationset));
2702 /* No need to refresh clients, as we're assumed to be in the middle of
2703 * loading a savegame and will send new setting/availability later
2704 * along with everything else */
2705 }
2706
2707 /* The set we chose may not fit all the players; as a last resort,
2708 * unset nations (caller must then arrange new assignments). */
2709 players_iterate(pplayer) {
2710 if (pplayer->nation != NO_NATION_SELECTED
2711 && !nation_is_in_current_set(pplayer->nation)) {
2712 log_verbose("Nation %s of player %s not in nationset \"%s\", unsetting.",
2713 nation_plural_for_player(pplayer), player_name(pplayer),
2716 }
2718}
2719
2720/**********************************************************************/
2724{
2725 if (S_S_INITIAL != server_state()) {
2726 return;
2727 }
2728 players_iterate(pplayer) {
2729 if (pplayer->is_ready) {
2730 bool persistent = FALSE;
2731
2732 if (plrchange) {
2733 switch (game.info.persistent_ready)
2734 {
2736 persistent = FALSE;
2737 break;
2739 persistent = pplayer->is_connected;
2740 break;
2741 }
2742 }
2743
2744 if (!persistent) {
2745 pplayer->is_ready = FALSE;
2747 }
2748 }
2750}
2751
2752/**********************************************************************/
2758static struct player *split_player(struct player *pplayer)
2759{
2761 struct player *cplayer;
2762 struct nation_type *rebel_nation;
2763
2764 /* make a new player, or not */
2765 cplayer = server_create_player(-1, ai_name(pplayer->ai),
2766 NULL, FALSE);
2767 if (!cplayer) {
2768 return NULL;
2769 }
2770
2771 /* While this sets player->economic according to max rates as know at this point,
2772 * we redo that later, so that MaxRates effect requirements will be evaluated
2773 * with more completely set up player (e.g. correct government) */
2775
2776 /* Rebel will always be an AI player */
2777 rebel_nation = pick_a_nation(nation_of_player(pplayer)->server.civilwar_nations,
2780
2782 /* Find a color for the new player. */
2784
2785 /* Send information about the used player slot to all connections. */
2787
2788 sz_strlcpy(cplayer->username, _(ANON_USER_NAME));
2789 cplayer->unassigned_user = TRUE;
2790 cplayer->is_connected = FALSE;
2792 fc_assert(cplayer->revolution_finishes < 0);
2793 /* No capital for the split player. */
2795
2796 players_iterate(other_player) {
2797 struct player_diplstate *ds_co
2798 = player_diplstate_get(cplayer, other_player);
2799 struct player_diplstate *ds_oc
2800 = player_diplstate_get(other_player, cplayer);
2801
2802 if (get_player_bonus(other_player, EFT_NO_DIPLOMACY) > 0) {
2803 /* FIXME: What about No-contact war? */
2805 } else {
2807 }
2808
2809 ds_co->has_reason_to_cancel = 0;
2810 ds_co->turns_left = 0;
2811 ds_co->contact_turns_left = 0;
2812 ds_oc->has_reason_to_cancel = 0;
2813 ds_oc->turns_left = 0;
2814 ds_oc->contact_turns_left = 0;
2815
2816 /* Send so that other_player sees updated diplomatic info;
2817 * pplayer will be sent later anyway
2818 */
2819 if (other_player != pplayer) {
2820 send_player_all_c(other_player, other_player->connections);
2821 }
2823
2824 /* Split the resources */
2825 cplayer->economic.gold = pplayer->economic.gold;
2826 cplayer->economic.gold /= 2;
2827 pplayer->economic.gold -= cplayer->economic.gold;
2828
2829 /* Copy the research */
2831 old_research = research_get(pplayer);
2832
2833 new_research->bulbs_researched = 0;
2834 new_research->techs_researched = old_research->techs_researched;
2835 new_research->researching = old_research->researching;
2836 new_research->future_tech = old_research->future_tech;
2837 new_research->tech_goal = old_research->tech_goal;
2838
2842 new_research->inventions[i].bulbs_researched_saved
2843 = old_research->inventions[i].bulbs_researched_saved;
2844 }
2846 cplayer->phase_done = TRUE; /* Have other things to think
2847 about - paralysis */
2848 BV_CLR_ALL(cplayer->real_embassy); /* all embassies destroyed */
2850
2851 /* Do the AI */
2853 cplayer->ai_common.maxbuycost = pplayer->ai_common.maxbuycost;
2854 cplayer->ai_common.warmth = pplayer->ai_common.warmth;
2855 cplayer->ai_common.frost = pplayer->ai_common.frost;
2857
2858 /* change the original player */
2860 pplayer->target_government = pplayer->government;
2862 pplayer->revolution_finishes = game.info.turn + 1;
2863 }
2864 old_research->bulbs_researched = 0;
2865 old_research->researching_saved = A_UNKNOWN;
2866 BV_CLR_ALL(pplayer->real_embassy); /* all embassies destroyed */
2867
2868 /* give split player the embassies to their team mates back, if any */
2869 if (pplayer->team) {
2871 if (pplayer->team == pdest->team
2872 && pplayer != pdest) {
2873 establish_embassy(pplayer, pdest);
2874 }
2876 }
2878
2880
2881 /* Copy the maps */
2882
2884
2885 pplayer->server.border_vision = cplayer->server.border_vision;
2886
2887 /* Not sure if this is necessary, but might be a good idea
2888 * to avoid doing some ai calculations with bogus data. */
2890 CALL_PLR_AI_FUNC(phase_begin, cplayer, cplayer, TRUE);
2891 CALL_PLR_AI_FUNC(gained_control, cplayer, cplayer);
2892 CALL_PLR_AI_FUNC(split_by_civil_war, pplayer, pplayer, cplayer);
2893 CALL_PLR_AI_FUNC(created_by_civil_war, cplayer, pplayer, cplayer);
2894
2896
2897 return cplayer;
2898}
2899
2900/**********************************************************************/
2908bool civil_war_possible(struct player *pplayer, bool conquering_city,
2910{
2911 int n;
2912
2914 return FALSE;
2915 }
2916
2917 n = city_list_size(pplayer->cities);
2918
2919 if (n - (conquering_city?1:0) < GAME_MIN_CIVILWARSIZE) {
2920 return FALSE;
2921 }
2924 && n >= game.server.civilwarsize;
2925 } else {
2926 return TRUE;
2927 }
2928}
2929
2930/**********************************************************************/
2955bool civil_war_triggered(struct player *pplayer)
2956{
2957 /* Get base probabilities */
2958 int dice = fc_rand(100); /* Throw the dice */
2959 int prob = get_player_bonus(pplayer, EFT_CIVIL_WAR_CHANCE);
2960
2961 /* Now compute the contribution of the cities. */
2962 city_list_iterate(pplayer->cities, pcity) {
2963 if (city_unhappy(pcity)) {
2965 }
2966 if (city_celebrating(pcity)) {
2968 }
2970
2971 log_verbose("Civil war chance for %s: prob %d, dice %d",
2972 player_name(pplayer), prob, dice);
2973
2974 return (dice < prob);
2975}
2976
2977/**********************************************************************/
3005struct player *civil_war(struct player *pplayer)
3006{
3007 int i, j;
3008 struct player *cplayer;
3009 struct city *capital;
3010 struct city_list *defector_candidates;
3011 size_t plr_count;
3012
3013 /* It is possible that this function gets called after pplayer
3014 * died. Player pointers are safe even after death. */
3015 if (!pplayer->is_alive) {
3016 return NULL;
3017 }
3018
3020 if (plr_count >= MAX_NUM_PLAYERS) {
3021 /* No space to make additional player */
3022 log_normal(_("Could not throw %s into civil war - too many players"),
3023 nation_plural_for_player(pplayer));
3024 return NULL;
3025 }
3026
3028 /* No space to make additional player */
3029 log_normal(_("Could not throw %s into civil war - maxplayers (%d) reached"),
3031 return NULL;
3032 }
3033
3034 if (plr_count >= server.playable_nations) {
3035 /* No nation for additional player */
3036 log_normal(_("Could not throw %s into civil war - no available nations"),
3037 nation_plural_for_player(pplayer));
3038 return NULL;
3039 }
3040
3041 /* It doesn't make sense to try to split an empire of 1 city.
3042 * This should have been enforced by civil_war_possible(). */
3044
3046 city_list_iterate(pplayer->cities, pcity) {
3047 bool gameloss_present = FALSE;
3048
3049 /* Capital (probably new capital) won't defect */
3050 if (is_capital(pcity)) {
3051 continue;
3052 }
3053
3054 /* City hosting victim's GameLoss unit won't defect */
3055 unit_list_iterate(city_tile(pcity)->units, punit) {
3056 if (unit_owner(punit) == pplayer
3059 break;
3060 }
3062
3063 if (gameloss_present) {
3064 continue;
3065 }
3066
3069
3071 log_verbose(_("Could not throw %s into civil war - no available cities"),
3072 nation_plural_for_player(pplayer));
3074 return NULL;
3075 }
3076
3077 /* We're definitely going to create a new rebel player. */
3078
3079 cplayer = split_player(pplayer);
3080
3081 /* Before units, cities, so clients know name of new nation
3082 * (for debugging etc).
3083 */
3085 send_player_all_c(pplayer, NULL);
3086
3087 /* Now split the empire */
3088
3089 log_verbose("%s civil war; created AI %s",
3093 _("Your nation is thrust into civil war."));
3094
3096 /* TRANS: <leader> ... the Poles. */
3097 _("%s is the rebellious leader of the %s."),
3100
3101 j = city_list_size(defector_candidates); /* number left to process */
3102 /* Number to try to flip; ensure that at least one eligible city is
3103 * flipped */
3104 i = MAX(j/2, 1);
3106 fc_assert_action(!is_capital(pcity), continue);
3107 if (i >= j || (i > 0 && fc_rand(2) == 1)) {
3108 /* Transfer city and units supported by this city to the new owner.
3109 * We do NOT resolve stack conflicts here, but rather later.
3110 * Reason: if we have a transporter from one city which is carrying
3111 * a unit from another city, and both cities join the rebellion. If we
3112 * resolved stack conflicts for each city we would teleport the first
3113 * of the units we met since the other would have another owner. */
3114 if (transfer_city(cplayer, pcity, -1, FALSE, FALSE, FALSE, FALSE)) {
3115 log_verbose("%s declares allegiance to the %s.", city_name_get(pcity),
3117 notify_player(pplayer, pcity->tile, E_CITY_LOST, ftc_server,
3118 /* TRANS: <city> ... the Poles. */
3119 _("%s declares allegiance to the %s."),
3120 city_link(pcity),
3122 script_server_signal_emit("city_transferred", pcity, pplayer,
3123 cplayer, "civil_war");
3124 }
3125 i--;
3126 }
3127 j--;
3129
3131
3133
3134 i = city_list_size(cplayer->cities);
3135 fc_assert(i > 0); /* rebels should have got at least one city */
3136
3137 /* Choose a capital (random). */
3138 capital = city_list_get(cplayer->cities, fc_rand(i));
3141
3143 /* TRANS: ... Danes ... Poles ... <7> cities. */
3144 PL_("Civil war partitions the %s;"
3145 " the %s now hold %d city.",
3146 "Civil war partitions the %s;"
3147 " the %s now hold %d cities.",
3148 i),
3149 nation_plural_for_player(pplayer),
3151 i);
3152
3153 return cplayer;
3154}
3155
3156/**********************************************************************/
3161 *chunk)
3162{
3164}
3165
3166/**********************************************************************/
3170{
3171 send_attribute_block(pplayer, pplayer->current_conn);
3172}
3173
3174/**********************************************************************/
3178 int turn)
3179{
3180 if (turn != game.info.turn) {
3181 /* If this happens then the player actually pressed turn-done on a
3182 * previous turn but we didn't receive it until now. The player
3183 * probably didn't actually mean to end their turn! */
3184 return;
3185 }
3186 pplayer->phase_done = TRUE;
3187
3189
3190 send_player_all_c(pplayer, NULL);
3191}
3192
3193/**********************************************************************/
3197{
3198 return server.nbarbarians;
3199}
3200
3201/**********************************************************************/
3205{
3206 return player_count() - server.nbarbarians;
3207}
3208
3209/**********************************************************************/
3213{
3214 BV_SET(plr->server.status, pstatus);
3215}
3216
3217/**********************************************************************/
3221{
3222 return BV_ISSET(plr->server.status, pstatus);
3223}
3224
3225/**********************************************************************/
3229{
3230 BV_CLR_ALL(plr->server.status);
3232}
3233
3234/**********************************************************************/
3237const char *player_delegation_get(const struct player *pplayer)
3238{
3239 if (pplayer == NULL || strlen(pplayer->server.delegate_to) == 0) {
3240 /* No delegation if there is no player. */
3241 return NULL;
3242 } else {
3243 return pplayer->server.delegate_to;
3244 }
3245}
3246
3247/**********************************************************************/
3250void player_delegation_set(struct player *pplayer, const char *username)
3251{
3252 fc_assert_ret(pplayer != NULL);
3253
3254 if (username == NULL || strlen(username) == 0) {
3255 pplayer->server.delegate_to[0] = '\0';
3256 } else {
3257 sz_strlcpy(pplayer->server.delegate_to, username);
3258 }
3259}
3260
3261/**********************************************************************/
3266bool player_delegation_active(const struct player *pplayer)
3267{
3268 return (pplayer && strlen(pplayer->server.orig_username) != 0);
3269}
3270
3271/**********************************************************************/
3275{
3276 if (game.info.is_new_game) {
3277 return;
3278 }
3279
3280 if (!pconn->observer
3281 && pconn->playing && player_delegation_get(pconn->playing) != NULL) {
3283 /* TRANS: '/delegate cancel' is a server command and must not
3284 * be translated */
3285 _("User '%s' is currently allowed to take control of your "
3286 "player while you are away. Use '/delegate cancel' to "
3287 "revoke this access."),
3288 player_delegation_get(pconn->playing));
3289 }
3290
3291 {
3292 bool any_delegations = FALSE;
3295 && strcmp(player_delegation_get(aplayer), pconn->username) == 0) {
3297 _("Control of player '%s' is delegated to you."),
3300 }
3302 if (any_delegations) {
3304 /* TRANS: '/delegate take' is a server command and must not
3305 * be translated; but <player> should be translated. */
3306 _("Use '/delegate take <player>' to take control of a "
3307 "delegated player."));
3308 }
3309 }
3310}
3311
3312/**********************************************************************/
3318{
3319 players_iterate(pplayer) {
3320 if (player_delegation_get(pplayer)
3321 && fc_strcasecmp(name, pplayer->server.orig_username) == 0) {
3322 return pplayer;
3323 }
3325
3326 return NULL;
3327}
3328
3329/**********************************************************************/
3337
3338/**********************************************************************/
3356
3357/**********************************************************************/
3366
3367/**********************************************************************/
3371{
3373
3375}
3376
3377/**********************************************************************/
3386
3387/**********************************************************************/
3390void handle_player_multiplier(struct player *pplayer, int count,
3391 const int *multipliers)
3392{
3393 int rval;
3394 int i;
3395
3396 if (count != multiplier_count()) {
3397 log_error("Bad number of multipliers %d from client for %s",
3398 count, player_name(pplayer));
3399 return;
3400 }
3401
3402 for (i = 0; i < count; i++) {
3403 struct multiplier *pmul = multiplier_by_number(i);
3404
3405 if (multiplier_can_be_changed(pmul, pplayer)) {
3406 if (multipliers[i] < pmul->start || multipliers[i] > pmul->stop) {
3407 log_error("Multiplier value %d for %s out of range for %s",
3409 player_name(pplayer));
3410 } else {
3411 rval = (multipliers[i] - pmul->start) / pmul->step * pmul->step + pmul->start;
3412 if (rval != multipliers[i]) {
3413 log_error("Multiplier value %d between valid values for %s for %s",
3415 player_name(pplayer));
3416 } else {
3417 pplayer->multipliers[i].target = multipliers[i];
3418 }
3419 }
3420 }
3421 }
3422
3423 send_player_info_c(pplayer, NULL);
3424}
3425
3426/**********************************************************************/
3429void player_set_to_ai_mode(struct player *pplayer, enum ai_level skill_level)
3430{
3431 set_as_ai(pplayer);
3432
3433 set_ai_level_directer(pplayer, skill_level);
3434 cancel_all_meetings(pplayer);
3435 CALL_PLR_AI_FUNC(gained_control, pplayer, pplayer);
3436 if (is_player_phase(pplayer, game.info.phase)) {
3437 CALL_PLR_AI_FUNC(restart_phase, pplayer, pplayer);
3438 }
3439
3440 if (S_S_RUNNING == server_state()) {
3441 /* In case this was last player who has not pressed turn done. */
3443 }
3444
3445 fc_assert(pplayer->ai_common.skill_level == skill_level);
3446}
3447
3448/**********************************************************************/
3452{
3453 set_as_human(pplayer);
3454
3455 if (pplayer->ai_common.skill_level == AI_LEVEL_AWAY) {
3457 }
3458
3459 CALL_PLR_AI_FUNC(lost_control, pplayer, pplayer);
3460
3461 /* Because the AI "cheats" with government rates but humans shouldn't. */
3462 if (!game.info.is_new_game) {
3463 check_player_max_rates(pplayer);
3464 }
3465 cancel_all_meetings(pplayer);
3466}
3467
3468/**********************************************************************/
3472{
3473 char buf[200 + MAX_LEN_NAME];
3474
3475 /* gold_upkeep_style check currently redundant, but something we need
3476 * once homeless_gold_upkeep retired. */
3479 int free_uk[O_LAST];
3480
3481 memset(free_uk, 0, sizeof(free_uk));
3482 unit_list_iterate(pplayer->units, punit) {
3483 if (is_unit_homeless(punit)) {
3484 int gold = utype_upkeep_cost(unit_type_get(punit), pplayer, O_GOLD);
3485
3486 punit->upkeep[O_GOLD] = gold;
3487 punit->server.upkeep_paid[O_GOLD] = gold;
3488
3489 pplayer->economic.gold -= gold;
3490 }
3492 }
3493
3494 if (pplayer->economic.gold < 0) {
3495 switch (game.info.gold_upkeep_style) {
3496 case GOLD_UPKEEP_CITY:
3497 break;
3498 case GOLD_UPKEEP_MIXED:
3499 /* Nation pays for units. */
3501 break;
3502 case GOLD_UPKEEP_NATION:
3503 /* Nation pays for units and buildings. */
3505 break;
3506 }
3507 }
3508
3509 /* This test includes the cost of the units because
3510 * units are paid for in update_city_activity() or
3511 * player_balance_treasury_units(). */
3512 if (old_gold - (old_gold - pplayer->economic.gold) * 3 < 0) {
3514 _("WARNING, we're LOW on FUNDS %s."),
3515 ruler_title_for_player(pplayer, buf, sizeof(buf)));
3516 }
3517
3518#if 0
3519 /* Uncomment to unbalance the game, like in civ1 (CLG). */
3520 if (pplayer->got_tech && pplayer->research->researched > 0) {
3521 pplayer->research->researched = 0;
3522 }
3523#endif
3524
3525 if (pplayer->economic.infra_points < 0) {
3526 pplayer->economic.infra_points = 0;
3527 }
3528
3529 pplayer->history += nation_history_gain(pplayer);
3530
3532 /* Reduce the number of bulbs by the amount needed for tech upkeep and
3533 * check for finished research */
3534 update_bulbs(pplayer, -player_tech_upkeep(pplayer), TRUE, FALSE);
3535}
void adv_data_close(struct player *pplayer)
Definition advdata.c:753
void adv_data_init(struct player *pplayer)
Definition advdata.c:698
bool adv_data_phase_init(struct player *pplayer, bool is_new_phase)
Definition advdata.c:263
void adv_data_default(struct player *pplayer)
Definition advdata.c:730
const char * ai_name(const struct ai_type *ai)
Definition ai.c:335
const char * ai_type_name_or_fallback(const char *orig_name)
Definition ai.c:346
struct ai_type * ai_type_by_name(const char *search)
Definition ai.c:290
#define CALL_FUNC_EACH_AI(_func,...)
Definition ai.h:387
@ INCIDENT_WAR
Definition ai.h:46
#define CALL_PLR_AI_FUNC(_func, _player,...)
Definition ai.h:377
void call_incident(enum incident_type type, enum casus_belli_range scope, const struct action *paction, struct player *violator, struct player *victim)
Definition aiiface.c:237
void ai_traits_close(struct player *pplayer)
Definition aitraits.c:59
#define n
Definition astring.c:77
struct player * create_barbarian_player(enum barbarian_type type)
Definition barbarian.c:97
#define BV_CLR_ALL(bv)
Definition bitvector.h:95
#define BV_SET(bv, bit)
Definition bitvector.h:81
#define BV_ISSET(bv, bit)
Definition bitvector.h:78
#define BV_CLR(bv, bit)
Definition bitvector.h:86
void citizens_nation_move(struct city *pcity, const struct player_slot *pslot_from, const struct player_slot *pslot_to, int move)
Definition citizens.c:130
citizens citizens_nation_get(const struct city *pcity, const struct player_slot *pslot)
Definition citizens.c:74
bool is_capital(const struct city *pcity)
Definition city.c:1579
const char * city_name_get(const struct city *pcity)
Definition city.c:1137
bool city_unhappy(const struct city *pcity)
Definition city.c:1626
bool city_celebrating(const struct city *pcity)
Definition city.c:1645
#define cities_iterate_end
Definition city.h:517
#define city_list_iterate_safe(citylist, _city)
Definition city.h:522
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_tile(_pcity_)
Definition city.h:564
#define cities_iterate(pcity)
Definition city.h:512
#define city_owner(_pcity_)
Definition city.h:563
#define city_list_iterate_end
Definition city.h:510
#define city_list_iterate_safe_end
Definition city.h:544
void city_map_update_empty(struct city *pcity, struct tile *ptile)
Definition citytools.c:3268
void city_build_free_buildings(struct city *pcity)
Definition citytools.c:1434
void sync_cities(void)
Definition citytools.c:3342
void city_map_update_all_cities_for_player(struct player *pplayer)
Definition citytools.c:3376
void remove_city(struct city *pcity)
Definition citytools.c:1708
struct trade_route * remove_trade_route(struct city *pc1, struct trade_route *proute, bool announce, bool source_gone)
Definition citytools.c:2936
bool transfer_city(struct player *ptaker, struct city *pcity, int kill_outside, bool transfer_unit_verbose, bool resolve_stack, bool raze, bool build_free)
Definition citytools.c:1076
void city_refresh_queue_add(struct city *pcity)
Definition cityturn.c:198
bool player_balance_treasury_units_and_buildings(struct player *pplayer)
Definition cityturn.c:3197
bool player_balance_treasury_units(struct player *pplayer)
Definition cityturn.c:3260
void city_refresh_for_player(struct player *pplayer)
Definition cityturn.c:183
void city_refresh_queue_processing(void)
Definition cityturn.c:214
char * incite_cost
Definition comments.c:75
void connection_detach(struct connection *pconn, bool remove_unused_player)
#define conn_list_iterate(connlist, pconn)
Definition connection.h:108
#define conn_list_iterate_end
Definition connection.h:110
int player_culture(const struct player *plr)
Definition culture.c:46
int nation_history_gain(const struct player *pplayer)
Definition culture.c:61
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
Definition dialogs_g.h:74
void set_ai_level_directer(struct player *pplayer, enum ai_level level)
Definition difficulty.c:39
void establish_embassy(struct player *pplayer, struct player *aplayer)
Definition diplhand.c:701
void reject_all_treaties(struct player *pplayer)
Definition diplhand.c:938
void set_diplstate_type(struct player_diplstate *state1, struct player_diplstate *state2, enum diplstate_type type)
Definition diplhand.c:125
void cancel_all_meetings(struct player *pplayer)
Definition diplhand.c:926
bool could_intel_with_player(const struct player *pplayer, const struct player *aplayer)
Definition diptreaty.c:84
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:846
int get_player_bonus(const struct player *pplayer, enum effect_type effect_type)
Definition effects.c:828
struct player * extra_owner(const struct tile *ptile)
Definition extras.c:1114
#define extra_type_by_cause_iterate_end
Definition extras.h:339
#define extra_type_by_cause_iterate(_cause, _extra)
Definition extras.h:333
int Tech_type_id
Definition fc_types.h:377
unsigned char citizens
Definition fc_types.h:388
int Impr_type_id
Definition fc_types.h:376
#define MAX_NUM_PLAYERS
Definition fc_types.h:36
revolen_type
Definition fc_types.h:1282
@ REVOLEN_RANDOM
Definition fc_types.h:1284
@ REVOLEN_RANDQUICK
Definition fc_types.h:1286
@ REVOLEN_FIXED
Definition fc_types.h:1283
@ REVOLEN_QUICKENING
Definition fc_types.h:1285
int Government_type_id
Definition fc_types.h:381
#define MAX_NUM_PLAYER_SLOTS
Definition fc_types.h:32
#define MAX_LEN_NAME
Definition fc_types.h:66
@ O_GOLD
Definition fc_types.h:101
@ O_LAST
Definition fc_types.h:101
#define PL_(String1, String2, n)
Definition fcintl.h:71
#define _(String)
Definition fcintl.h:67
size_t featured_text_apply_tag(const char *text_source, char *featured_text, size_t featured_text_len, enum text_tag_type tag_type, ft_offset_t start_offset, ft_offset_t stop_offset,...)
const struct ft_color ftc_server
const char * city_link(const struct city *pcity)
const struct ft_color ftc_any
#define FT_OFFSET_UNSET
@ TTT_COLOR
#define FT_COLOR(fg, bg)
struct civ_game game
Definition game.c:62
bool is_player_phase(const struct player *pplayer, int phase)
Definition game.c:707
struct world wld
Definition game.c:63
#define GAME_DEFAULT_REVOLUTION_LENGTH
Definition game.h:739
#define GAME_MIN_CIVILWARSIZE
Definition game.h:492
#define any_web_conns()
Definition game.h:319
#define GAME_MAX_CIVILWARSIZE
Definition game.h:493
struct unit_type * crole_to_unit_type(char crole, struct player *pplayer)
Definition gamehand.c:120
const char * government_name_translation(const struct government *pgovern)
Definition government.c:143
bool untargeted_revolution_allowed(void)
Definition government.c:566
const char * ruler_title_for_player(const struct player *pplayer, char *buf, size_t buf_len)
Definition government.c:391
Government_type_id government_count(void)
Definition government.c:71
struct government * government_by_number(const Government_type_id gov)
Definition government.c:103
struct government * government_of_player(const struct player *pplayer)
Definition government.c:114
const char * government_name_for_player(const struct player *pplayer)
Definition government.c:154
bool can_change_to_government(struct player *pplayer, const struct government *gov)
Definition government.c:166
Government_type_id government_number(const struct government *pgovern)
Definition government.c:91
const char * government_rule_name(const struct government *pgovern)
Definition government.c:133
static GtkWidget * persistent
GType type
Definition repodlgs.c:1313
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
void handicaps_init(struct player *pplayer)
Definition handicaps.c:29
void handicaps_close(struct player *pplayer)
Definition handicaps.c:42
@ H_REVOLUTION
Definition handicaps.h:30
@ H_RATES
Definition handicaps.h:23
struct impr_type * improvement_by_number(const Impr_type_id id)
bool wonder_visible_to_player(const struct impr_type *wonder, const struct player *pplayer, const struct player *owner, enum fc_tristate embassy)
#define WONDER_NOT_BUILT
#define B_LAST
Definition improvement.h:42
const char * name
Definition inputfile.c:127
#define fc_assert_msg(condition, message,...)
Definition log.h:181
#define fc_assert_ret(condition)
Definition log.h:191
#define log_verbose(message,...)
Definition log.h:109
#define fc_assert(condition)
Definition log.h:176
#define fc_assert_ret_val(condition, val)
Definition log.h:194
#define fc_assert_action(condition, action)
Definition log.h:187
#define log_debug(message,...)
Definition log.h:115
#define log_normal(message,...)
Definition log.h:107
#define log_error(message,...)
Definition log.h:103
bool map_is_empty(void)
Definition map.c:149
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:391
#define square_iterate_end
Definition map.h:394
#define whole_map_iterate(_map, _tile)
Definition map.h:545
#define whole_map_iterate_end
Definition map.h:554
void player_map_init(struct player *pplayer)
Definition maphand.c:1221
void map_claim_base(struct tile *ptile, struct extra_type *pextra, struct player *powner, struct player *ploser)
Definition maphand.c:2400
void map_claim_ownership(struct tile *ptile, struct player *powner, struct tile *psource, bool claim_bases)
Definition maphand.c:2207
void map_know_and_see_all(struct player *pplayer)
Definition maphand.c:1196
void give_map_from_player_to_player(struct player *pfrom, struct player *pdest)
Definition maphand.c:384
void remove_shared_vision(struct player *pfrom, struct player *pto)
Definition maphand.c:1693
void player_map_free(struct player *pplayer)
Definition maphand.c:1237
void map_calculate_borders(void)
Definition maphand.c:2373
void remove_player_from_maps(struct player *pplayer)
Definition maphand.c:1258
bool give_distorted_map(struct player *pfrom, struct player *pto, int prob, bool reveal_cities)
Definition maphand.c:2696
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_strdup(str)
Definition mem.h:43
enum mood_type player_mood(struct player *pplayer)
Definition mood.c:28
const char * multiplier_rule_name(const struct multiplier *pmul)
Multiplier_type_id multiplier_count(void)
Definition multipliers.c:88
bool multiplier_can_be_changed(struct multiplier *pmul, struct player *pplayer)
static struct multiplier multipliers[MAX_NUM_MULTIPLIERS]
Definition multipliers.c:23
struct multiplier * multiplier_by_number(Multiplier_type_id id)
Definition multipliers.c:57
Multiplier_type_id multiplier_index(const struct multiplier *pmul)
Definition multipliers.c:80
#define multipliers_iterate(_mul_)
Definition multipliers.h:61
#define multipliers_iterate_end
Definition multipliers.h:67
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
Nation_type_id nation_count(void)
Definition nation.c:507
Nation_type_id nation_number(const struct nation_type *pnation)
Definition nation.c:486
struct nation_leader * nation_leader_by_name(const struct nation_type *pnation, const char *name)
Definition nation.c:267
int nations_match(const struct nation_type *pnation1, const struct nation_type *pnation2, bool ignore_conflicts)
Definition nation.c:1206
const char * nation_adjective_for_player(const struct player *pplayer)
Definition nation.c:169
int nation_set_index(const struct nation_set *pset)
Definition nation.c:699
struct nation_type * nation_of_player(const struct player *pplayer)
Definition nation.c:444
bool is_nation_playable(const struct nation_type *nation)
Definition nation.c:200
const struct rgbcolor * nation_color(const struct nation_type *pnation)
Definition nation.c:682
bool nation_is_in_set(const struct nation_type *pnation, const struct nation_set *pset)
Definition nation.c:837
int nation_set_count(void)
Definition nation.c:691
struct nation_set * nation_set_by_number(int id)
Definition nation.c:762
struct nation_set * nation_set_by_setting_value(const char *setting)
Definition nation.c:859
Nation_type_id nation_index(const struct nation_type *pnation)
Definition nation.c:498
const char * nation_set_rule_name(const struct nation_set *pset)
Definition nation.c:807
enum barbarian_type nation_barbarian_type(const struct nation_type *nation)
Definition nation.c:211
const char * nation_plural_for_player(const struct player *pplayer)
Definition nation.c:178
struct government * init_government_of_nation(const struct nation_type *pnation)
Definition nation.c:659
#define nation_list_iterate(nationlist, pnation)
Definition nation.h:84
#define nation_sets_iterate_end
Definition nation.h:305
#define nation_sets_iterate(NAME_pset)
Definition nation.h:301
#define nations_iterate_end
Definition nation.h:336
#define nation_list_iterate_end
Definition nation.h:86
#define nations_iterate(NAME_pnation)
Definition nation.h:333
#define NATION_NONE
Definition nation.h:33
#define NO_NATION_SELECTED
Definition nation.h:30
void notify_player(const struct player *pplayer, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:291
void notify_conn(struct conn_list *dest, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:238
void generic_handle_player_attribute_chunk(struct player *pplayer, const struct packet_player_attribute_chunk *chunk)
Definition packets.c:690
void send_attribute_block(const struct player *pplayer, struct connection *pconn)
Definition packets.c:746
#define web_send_packet(packetname, pconn,...)
Definition packets.h:56
int dsend_packet_player_remove(struct connection *pc, int playerno)
int send_packet_player_diplstate(struct connection *pc, const struct packet_player_diplstate *packet)
int send_packet_player_info(struct connection *pc, const struct packet_player_info *packet)
void lsend_packet_nation_availability(struct conn_list *dest, const struct packet_nation_availability *packet)
bool player_slot_is_used(const struct player_slot *pslot)
Definition player.c:448
struct player * player_new(struct player_slot *pslot)
Definition player.c:493
struct player * player_by_number(const int player_id)
Definition player.c:849
bool players_on_same_team(const struct player *pplayer1, const struct player *pplayer2)
Definition player.c:1476
int player_count(void)
Definition player.c:817
enum diplstate_type cancel_pact_result(enum diplstate_type oldstate)
Definition player.c:68
int player_slot_count(void)
Definition player.c:418
struct player_slot * player_slot_by_number(int player_id)
Definition player.c:463
int player_get_expected_income(const struct player *pplayer)
Definition player.c:1286
int player_number(const struct player *pplayer)
Definition player.c:837
const char * player_name(const struct player *pplayer)
Definition player.c:895
void player_clear(struct player *pplayer, bool full)
Definition player.c:669
int player_slot_index(const struct player_slot *pslot)
Definition player.c:426
bool player_has_real_embassy(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:240
bool team_has_embassy(const struct team *pteam, const struct player *tgt_player)
Definition player.c:220
void player_set_color(struct player *pplayer, const struct rgbcolor *prgbcolor)
Definition player.c:648
int player_index(const struct player *pplayer)
Definition player.c:829
bool player_set_nation(struct player *pplayer, struct nation_type *pnation)
Definition player.c:861
enum dipl_reason pplayer_can_cancel_treaty(const struct player *p1, const struct player *p2)
Definition player.c:98
struct player_diplstate * player_diplstate_get(const struct player *plr1, const struct player *plr2)
Definition player.c:324
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1405
bool gives_shared_tiles(const struct player *me, const struct player *them)
Definition player.c:1493
bool gives_shared_vision(const struct player *me, const struct player *them)
Definition player.c:1485
void player_destroy(struct player *pplayer)
Definition player.c:756
#define players_iterate_end
Definition player.h:537
dipl_reason
Definition player.h:190
@ DIPL_SENATE_BLOCKING
Definition player.h:191
@ DIPL_OK
Definition player.h:191
#define players_iterate(_pplayer)
Definition player.h:532
#define player_list_iterate(playerlist, pplayer)
Definition player.h:555
#define ANON_USER_NAME
Definition player.h:48
static bool is_barbarian(const struct player *pplayer)
Definition player.h:489
#define is_ai(plr)
Definition player.h:230
#define player_list_iterate_end
Definition player.h:557
#define set_as_human(plr)
Definition player.h:231
#define players_iterate_alive_end
Definition player.h:547
@ PLRCOL_PLR_RANDOM
Definition player.h:52
@ PLRCOL_PLR_SET
Definition player.h:53
@ PLRCOL_NATION_ORDER
Definition player.h:55
@ PLRCOL_TEAM_ORDER
Definition player.h:54
@ PLRCOL_PLR_ORDER
Definition player.h:51
#define set_as_ai(plr)
Definition player.h:232
#define is_human(plr)
Definition player.h:229
#define players_iterate_alive(_pplayer)
Definition player.h:542
void handle_player_phase_done(struct player *pplayer, int turn)
Definition plrhand.c:3177
void send_nation_availability(struct conn_list *dest, bool nationset_change)
Definition plrhand.c:2641
void handle_player_multiplier(struct player *pplayer, int count, const int *multipliers)
Definition plrhand.c:3390
void server_player_set_name(struct player *pplayer, const char *name)
Definition plrhand.c:2267
int barbarian_count(void)
Definition plrhand.c:3196
void send_player_all_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1129
static void send_player_remove_info_c(const struct player_slot *pslot, struct conn_list *dest)
Definition plrhand.c:1081
struct player * server_create_player(int player_id, const char *ai_tname, struct rgbcolor *prgbcolor, bool allow_ai_type_fallbacking)
Definition plrhand.c:1893
const struct rgbcolor * player_preferred_color(struct player *pplayer)
Definition plrhand.c:1673
void player_update_last_war_action(struct player *pplayer)
Definition plrhand.c:865
void handle_player_attribute_chunk(struct player *pplayer, const struct packet_player_attribute_chunk *chunk)
Definition plrhand.c:3159
void player_status_add(struct player *plr, enum player_status pstatus)
Definition plrhand.c:3212
int normal_player_count(void)
Definition plrhand.c:3204
static void send_player_info_c_real(struct player *src, struct conn_list *dest)
Definition plrhand.c:1166
static enum plr_info_level player_info_level(struct player *plr, struct player *receiver)
Definition plrhand.c:1570
static void package_player_diplstate(struct player *plr1, struct player *plr2, struct packet_player_diplstate *packet_ds, struct player *receiver, enum plr_info_level min_info_level)
Definition plrhand.c:1527
void player_set_under_human_control(struct player *pplayer)
Definition plrhand.c:3451
static void maybe_claim_base(struct tile *ptile, struct player *new_owner, struct player *old_owner)
Definition plrhand.c:823
void playercolor_free(void)
Definition plrhand.c:3341
static struct nation_set * current_nationset(void)
Definition plrhand.c:2580
void give_midgame_initial_units(struct player *pplayer, struct tile *ptile)
Definition plrhand.c:1869
static int get_player_maxrate(struct player *pplayer)
Definition plrhand.c:270
static void call_first_contact(struct player *pplayer, struct player *aplayer)
Definition plrhand.c:1603
void player_limit_to_max_rates(struct player *pplayer)
Definition plrhand.c:2056
bool civil_war_triggered(struct player *pplayer)
Definition plrhand.c:2955
void server_player_set_color(struct player *pplayer, const struct rgbcolor *prgbcolor)
Definition plrhand.c:1822
void player_set_to_ai_mode(struct player *pplayer, enum ai_level skill_level)
Definition plrhand.c:3429
bool server_player_set_name_full(const struct connection *caller, struct player *pplayer, const struct nation_type *pnation, const char *name, char *error_buf, size_t error_buf_len)
Definition plrhand.c:2167
bool player_delegation_active(const struct player *pplayer)
Definition plrhand.c:3266
void player_info_thaw(void)
Definition plrhand.c:1110
void player_info_freeze(void)
Definition plrhand.c:1101
struct player * player_by_user_delegated(const char *name)
Definition plrhand.c:3317
void maybe_make_contact(struct tile *ptile, struct player *pplayer)
Definition plrhand.c:2361
void handle_player_attribute_block(struct player *pplayer)
Definition plrhand.c:3169
static void send_nation_availability_real(struct conn_list *dest, bool nationset_change)
Definition plrhand.c:2625
struct nation_type * pick_a_nation(const struct nation_list *choices, bool ignore_conflicts, bool needs_startpos, enum barbarian_type barb_type)
Definition plrhand.c:2452
static enum diplstate_type get_default_diplstate(const struct player *pplayer1, const struct player *pplayer2)
Definition plrhand.c:2284
void playercolor_init(void)
Definition plrhand.c:3332
void check_player_max_rates(struct player *pplayer)
Definition plrhand.c:776
void kill_player(struct player *pplayer)
Definition plrhand.c:126
const char * player_color_ftstr(struct player *pplayer)
Definition plrhand.c:1842
void send_player_info_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1146
void set_shuffled_players(int *shuffled_players)
Definition plrhand.c:2402
struct player * civil_war(struct player *pplayer)
Definition plrhand.c:3005
static int shuffled_order[MAX_NUM_PLAYER_SLOTS]
Definition plrhand.c:115
void player_status_reset(struct player *plr)
Definition plrhand.c:3228
void send_delegation_info(const struct connection *pconn)
Definition plrhand.c:3274
void handle_player_change_government(struct player *pplayer, Government_type_id government)
Definition plrhand.c:566
void update_national_activities(struct player *pplayer, int old_gold)
Definition plrhand.c:3471
struct conn_list * player_reply_dest(struct player *pplayer)
Definition plrhand.c:1593
void update_players_after_alliance_breakup(struct player *pplayer, struct player *pplayer2, const struct unit_list *pplayer_seen_units, const struct unit_list *pplayer2_seen_units)
Definition plrhand.c:804
static int revolentype_length(enum revolen_type rltype, struct government *gov)
Definition plrhand.c:516
bool player_status_check(struct player *plr, enum player_status pstatus)
Definition plrhand.c:3220
bool civil_war_possible(struct player *pplayer, bool conquering_city, bool honour_server_option)
Definition plrhand.c:2908
struct rgbcolor * playercolor_get(int id)
Definition plrhand.c:3370
void player_delegation_set(struct player *pplayer, const char *username)
Definition plrhand.c:3250
static bool server_player_name_is_allowed(const struct connection *caller, const struct player *pplayer, const struct nation_type *pnation, const char *name, char *error_buf, size_t error_buf_len)
Definition plrhand.c:2105
int playercolor_count(void)
Definition plrhand.c:3380
void shuffle_players(void)
Definition plrhand.c:2377
static void package_player_info(struct player *plr, struct packet_player_info *packet, struct packet_web_player_info_addition *web_packet, struct player *receiver, enum plr_info_level min_info_level)
Definition plrhand.c:1324
void server_remove_player(struct player *pplayer)
Definition plrhand.c:1942
void government_change(struct player *pplayer, struct government *gov, bool revolution_finished)
Definition plrhand.c:337
void server_player_init(struct player *pplayer, bool initmap, bool needs_team)
Definition plrhand.c:1618
static void send_player_diplstate_c_real(struct player *src, struct conn_list *dest)
Definition plrhand.c:1228
void handle_diplomacy_cancel_pact(struct player *pplayer, int other_player_id, enum clause_type clause)
Definition plrhand.c:882
void make_contact(struct player *pplayer1, struct player *pplayer2, struct tile *ptile)
Definition plrhand.c:2302
void playercolor_add(struct rgbcolor *prgbcolor)
Definition plrhand.c:3360
void update_capital(struct player *pplayer)
Definition plrhand.c:731
void count_playable_nations(void)
Definition plrhand.c:2598
void handle_player_rates(struct player *pplayer, int tax, int luxury, int science)
Definition plrhand.c:286
bool player_color_changeable(const struct player *pplayer, const char **reason)
Definition plrhand.c:1716
void assign_player_colors(void)
Definition plrhand.c:1733
static void package_player_common(struct player *plr, struct packet_player_info *packet, struct packet_web_player_info_addition *web_packet)
Definition plrhand.c:1261
bool client_can_pick_nation(const struct nation_type *pnation)
Definition plrhand.c:2613
void send_player_diplstate_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1212
static struct player * split_player(struct player *pplayer)
Definition plrhand.c:2758
struct player * shuffled_player(int i)
Definition plrhand.c:2420
void player_loot_player(struct player *pvictor, struct player *pvictim)
Definition plrhand.c:411
const char * player_delegation_get(const struct player *pplayer)
Definition plrhand.c:3237
bool nation_is_in_current_set(const struct nation_type *pnation)
Definition plrhand.c:2589
void enter_war(struct player *pplayer, struct player *pplayer2)
Definition plrhand.c:848
static int player_info_frozen_level
Definition plrhand.c:118
int revolution_length(struct government *gov, struct player *plr)
Definition plrhand.c:550
void fit_nationset_to_players(void)
Definition plrhand.c:2658
void reset_all_start_commands(bool plrchange)
Definition plrhand.c:2723
void update_revolution(struct player *pplayer)
Definition plrhand.c:672
plr_info_level
Definition plrhand.h:25
@ INFO_MEETING
Definition plrhand.h:25
@ INFO_MINIMUM
Definition plrhand.h:25
@ INFO_EMBASSY
Definition plrhand.h:25
@ INFO_FULL
Definition plrhand.h:25
#define allowed_nations_iterate(pnation)
Definition plrhand.h:69
#define allowed_nations_iterate_end
Definition plrhand.h:73
#define fc_rand(_size)
Definition rand.h:56
enum tech_state research_invention_set(struct research *presearch, Tech_type_id tech, enum tech_state value)
Definition research.c:637
const char * research_advance_rule_name(const struct research *presearch, Tech_type_id tech)
Definition research.c:240
int player_tech_upkeep(const struct player *pplayer)
Definition research.c:1050
struct research * research_get(const struct player *pplayer)
Definition research.c:128
enum tech_state research_invention_state(const struct research *presearch, Tech_type_id tech)
Definition research.c:619
void research_update(struct research *presearch)
Definition research.c:501
void rgbcolor_destroy(struct rgbcolor *prgbcolor)
Definition rgbcolor.c:74
bool rgbcolors_are_equal(const struct rgbcolor *c1, const struct rgbcolor *c2)
Definition rgbcolor.c:62
bool rgbcolor_to_hex(const struct rgbcolor *prgbcolor, char *hex, size_t hex_len)
Definition rgbcolor.c:142
#define rgbcolor_list_iterate_end
Definition rgbcolor.h:45
#define rgbcolor_list_iterate(rgbcolorlist, prgbcolor)
Definition rgbcolor.h:43
void script_server_signal_emit(const char *signal_name,...)
void script_server_remove_exported_object(void *object)
void array_shuffle(int *array, int n)
Definition shared.c:2010
bool is_ascii_name(const char *name)
Definition shared.c:283
void remove_leading_trailing_spaces(char *s)
Definition shared.c:444
@ TRI_YES
Definition shared.h:46
@ TRI_NO
Definition shared.h:46
#define CLIP(lower, current, upper)
Definition shared.h:57
#define MIN(x, y)
Definition shared.h:55
#define FC_INFINITY
Definition shared.h:36
#define MAX(x, y)
Definition shared.h:54
void send_spaceship_info(struct player *src, struct conn_list *dest)
Definition spacerace.c:129
void spaceship_init(struct player_spaceship *ship)
Definition spaceship.c:96
#define DEFAULT_SPECIALIST
Definition specialist.h:43
struct sprite int x
Definition sprite_g.h:31
void player_nation_defaults(struct player *pplayer, struct nation_type *pnation, bool set_name)
Definition srv_main.c:2580
bool game_was_started(void)
Definition srv_main.c:349
void check_for_full_turn_done(void)
Definition srv_main.c:2215
enum server_states server_state(void)
Definition srv_main.c:333
void set_ai_level_direct(struct player *pplayer, enum ai_level level)
Definition stdinhand.c:2005
Definition city.h:320
enum capital_type capital
Definition city.h:328
citizens specialists[SP_MAX]
Definition city.h:336
int contactturns
Definition game.h:141
struct rgbcolor_list * plr_colors
Definition game.h:248
char start_units[MAX_LEN_STARTUNIT]
Definition game.h:193
enum plrcolor_mode plrcolormode
Definition game.h:132
struct conn_list * est_connections
Definition game.h:97
struct packet_game_info info
Definition game.h:89
struct packet_scenario_info scenario
Definition game.h:87
unsigned revealmap
Definition game.h:181
int civilwarsize
Definition game.h:139
bool savepalace
Definition game.h:191
char nationset[MAX_LEN_NAME]
Definition game.h:161
struct civ_game::@31::@35 server
int max_players
Definition game.h:160
int revolution_length
Definition game.h:182
struct government * government_during_revolution
Definition game.h:94
enum cmdlevel access_level
Definition connection.h:177
struct conn_list * self
Definition connection.h:163
int changed_to_times
Definition government.h:64
enum barbarian_type barb_type
Definition nation.h:110
bool no_startpos
Definition nation.h:148
struct nation_type::@51::@53 server
enum gameloss_style gameloss_style
enum gold_upkeep_style gold_upkeep_style
enum ai_level skill_level
enum revolen_type revolentype
enum persistent_ready persistent_ready
int civil_war_bonus_celebrating
bool is_pickable[MAX_NUM_NATIONS]
enum ai_level ai_skill_level
int multiplier[MAX_NUM_MULTIPLIERS]
char username[MAX_LEN_NAME]
bv_plr_flags flags
enum mood_type mood
bv_player gives_shared_vision
int love[MAX_NUM_PLAYER_SLOTS]
Government_type_id target_government
int multiplier_target[MAX_NUM_MULTIPLIERS]
int multiplier_changed[MAX_NUM_MULTIPLIERS]
bv_player gives_shared_tiles
Nation_type_id nation
enum barbarian_type barbarian_type
char name[MAX_LEN_NAME]
Government_type_id government
bv_player real_embassy
int wonders[B_LAST]
enum ai_level skill_level
Definition player.h:114
enum barbarian_type barbarian_type
Definition player.h:120
int warmth
Definition player.h:119
int science_cost
Definition player.h:117
int love[MAX_NUM_PLAYER_SLOTS]
Definition player.h:122
int maxbuycost
Definition player.h:112
int frost
Definition player.h:119
char contact_turns_left
Definition player.h:202
enum diplstate_type type
Definition player.h:197
char has_reason_to_cancel
Definition player.h:201
int infra_points
Definition player.h:65
int units_killed
Definition player.h:103
int units_used
Definition player.h:106
int units_lost
Definition player.h:104
int units_built
Definition player.h:102
struct city_list * cities
Definition player.h:279
struct player_ai ai_common
Definition player.h:286
bv_plr_flags flags
Definition player.h:290
bv_pstatus status
Definition player.h:320
int primary_capital_id
Definition player.h:273
bool is_male
Definition player.h:255
int wonders[B_LAST]
Definition player.h:303
struct government * target_government
Definition player.h:257
int autoselect_weight
Definition player.h:297
char username[MAX_LEN_NAME]
Definition player.h:250
bool is_connected
Definition player.h:294
int revolution_finishes
Definition player.h:271
int nturns_idle
Definition player.h:263
struct government * government
Definition player.h:256
struct connection * current_conn
Definition player.h:295
struct team * team
Definition player.h:259
char * savegame_ai_type_name
Definition player.h:288
int turns_alive
Definition player.h:264
bool was_created
Definition player.h:292
const struct ai_type * ai
Definition player.h:287
struct unit_list * units
Definition player.h:280
struct conn_list * connections
Definition player.h:296
bool is_alive
Definition player.h:266
bv_player real_embassy
Definition player.h:275
struct player_economic economic
Definition player.h:282
char delegate_to[MAX_LEN_NAME]
Definition player.h:337
struct player_spaceship spaceship
Definition player.h:284
char name[MAX_LEN_NAME]
Definition player.h:249
bv_player gives_shared_vision
Definition player.h:300
struct player_score score
Definition player.h:281
struct player_tile * private_map
Definition player.h:322
struct multiplier_value multipliers[MAX_NUM_MULTIPLIERS]
Definition player.h:312
bv_player really_gives_vision
Definition player.h:327
struct nation_type * nation
Definition player.h:258
struct nation_style * style
Definition player.h:277
bool border_vision
Definition player.h:325
bool phase_done
Definition player.h:261
struct player_slot * slot
Definition player.h:248
bv_player gives_shared_tiles
Definition player.h:302
bool is_ready
Definition player.h:260
struct player::@70::@72 server
int history
Definition player.h:314
bv_debug debug
Definition player.h:330
char orig_username[MAX_LEN_NAME]
Definition player.h:345
int last_war_action
Definition player.h:268
struct rgbcolor * rgb
Definition player.h:310
bool unassigned_user
Definition player.h:251
Tech_type_id researching_saved
Definition research.h:62
int g
Definition rgbcolor.h:34
int b
Definition rgbcolor.h:34
int r
Definition rgbcolor.h:34
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
struct player * extras_owner
Definition tile.h:63
int upkeep[O_LAST]
Definition unit.h:148
struct unit::@81::@84 server
int upkeep_paid[O_LAST]
Definition unit.h:256
struct civ_map map
struct music_style * player_music_style(struct player *plr)
Definition style.c:185
int music_style_number(const struct music_style *pms)
Definition style.c:161
int style_number(const struct nation_style *pstyle)
Definition style.c:68
int fc_snprintf(char *str, size_t n, const char *format,...)
Definition support.c:974
size_t fc_strlcpy(char *dest, const char *src, size_t n)
Definition support.c:791
int fc_strcasecmp(const char *str0, const char *str1)
Definition support.c:189
int cat_snprintf(char *str, size_t n, const char *format,...)
Definition support.c:1000
char fc_toupper(char c)
Definition support.c:1276
#define sz_strlcpy(dest, src)
Definition support.h:195
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
#define fc__fallthrough
Definition support.h:119
int team_count(void)
Definition team.c:375
int team_number(const struct team *pteam)
Definition team.c:391
bool team_add_player(struct player *pplayer, struct team *pteam)
Definition team.c:467
const struct player_list * team_members(const struct team *pteam)
Definition team.c:456
#define advance_index_iterate_end
Definition tech.h:248
#define A_NONE
Definition tech.h:43
#define A_UNSET
Definition tech.h:48
#define A_UNKNOWN
Definition tech.h:49
#define advance_index_iterate(_start, _index)
Definition tech.h:244
Tech_type_id steal_a_tech(struct player *pplayer, struct player *victim, Tech_type_id preferred)
Definition techtools.c:1234
void send_research_info(const struct research *presearch, const struct conn_list *dest)
Definition techtools.c:293
void update_bulbs(struct player *pplayer, int bulbs, bool check_tech, bool free_bulbs)
Definition techtools.c:654
bool tile_has_claimable_base(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:215
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_owner(_tile)
Definition tile.h:96
#define trade_routes_iterate_safe_end
#define trade_routes_iterate_safe(c, proute)
#define unit_owner(_pu)
Definition unit.h:396
#define is_unit_homeless(_pu_)
Definition unit.h:395
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_safe(unitlist, _unit)
Definition unitlist.h:39
#define unit_list_iterate_end
Definition unitlist.h:33
#define unit_list_iterate_safe_end
Definition unitlist.h:61
struct unit_list * get_units_seen_via_ally(const struct player *pplayer, const struct player *aplayer)
Definition unittools.c:1409
void remove_allied_visibility(struct player *pplayer, struct player *aplayer, const struct unit_list *seen_units)
Definition unittools.c:1444
void resolve_unit_stacks(struct player *pplayer, struct player *aplayer, bool verbose)
Definition unittools.c:1394
struct unit * create_unit(struct player *pplayer, struct tile *ptile, const struct unit_type *type, int veteran_level, int homecity_id, int moves_left)
Definition unittools.c:1597
void wipe_unit(struct unit *punit, enum unit_loss_reason reason, struct player *killer)
Definition unittools.c:2131
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
int utype_upkeep_cost(const struct unit_type *ut, struct player *pplayer, Output_type_id otype)
Definition unittype.c:132
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:190
void send_updated_vote_totals(struct conn_list *dest)
Definition voting.c:866