Freeciv-3.2
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game.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/* utility */
19#include "fcintl.h"
20#include "ioz.h"
21#include "log.h"
22#include "mem.h"
23#include "shared.h"
24#include "support.h"
25
26/* aicore */
27#include "cm.h"
28
29/* common */
30#include "ai.h"
31#include "achievements.h"
32#include "actions.h"
33#include "actres.h"
34#include "city.h"
35#include "connection.h"
36#include "counters.h"
37#include "diptreaty.h"
38#include "disaster.h"
39#include "extras.h"
40#include "government.h"
41#include "idex.h"
42#include "map.h"
43#include "modpack.h"
44#include "multipliers.h"
45#include "nation.h"
46#include "packets.h"
47#include "player.h"
48#include "research.h"
49#include "rgbcolor.h"
50#include "spaceship.h"
51#include "specialist.h"
52#include "style.h"
53#include "tech.h"
54#include "terrain.h"
55#include "traderoutes.h"
56#include "unit.h"
57#include "unitlist.h"
58#include "victory.h"
59
60#include "game.h"
61
63struct world wld;
64
66
68
69static void game_defaults(bool keep_ruleset_value);
70
71/**********************************************************************/
74int civ_population(const struct player *pplayer)
75{
76 int ppl = 0;
77
78 city_list_iterate(pplayer->cities, pcity) {
79 ppl += city_population(pcity);
81
82 return ppl;
83}
84
85/**********************************************************************/
88struct city *game_city_by_name(const char *name)
89{
90 players_iterate(pplayer) {
91 struct city *pcity = city_list_find_name(pplayer->cities, name);
92
93 if (pcity) {
94 return pcity;
95 }
97
98 return NULL;
99}
100
101
102/**********************************************************************/
108{
109 return idex_lookup_city(&wld, id);
110}
111
112/**********************************************************************/
117{
118 return idex_lookup_unit(&wld, id);
119}
120
121/**********************************************************************/
124void game_remove_unit(struct world *gworld, struct unit *punit)
125{
126 struct city *pcity;
127
128 /* It's possible that during city transfer homecity/unit owner
129 * information is inconsistent, and client then tries to remove
130 * now unseen unit so that homecity is not in the list of cities
131 * of the player (seemingly) owning the unit.
132 * Thus cannot use player_city_by_number() here, but have to
133 * consider cities of all players. */
135 if (pcity) {
137
138 log_debug("game_remove_unit()"
139 " at (%d,%d) unit %d, %s %s home (%d,%d) city %d, %s %s",
141 punit->id,
144 TILE_XY(pcity->tile),
147 city_name_get(pcity));
148 } else if (IDENTITY_NUMBER_ZERO == punit->homecity) {
149 log_debug("game_remove_unit() at (%d,%d) unit %d, %s %s home %d",
151 punit->id,
154 punit->homecity);
155 } else {
156 log_error("game_remove_unit() at (%d,%d) unit %d, %s %s home %d invalid",
158 punit->id,
161 punit->homecity);
162 }
163
166
168
171 }
173}
174
175/**********************************************************************/
178void game_remove_city(struct world *gworld, struct city *pcity)
179{
180 struct tile *pcenter = city_tile(pcity);
181 struct player *powner = city_owner(pcity);
182 const struct civ_map *nmap = &(wld.map);
183
184 if (NULL != powner) {
185 /* Always unlink before clearing data */
186 city_list_remove(powner->cities, pcity);
187 }
188
189 if (NULL == pcenter) {
190 log_debug("game_remove_city() virtual city %d, %s",
191 pcity->id,
192 city_name_get(pcity));
193 } else {
194 log_debug("game_remove_city() at (%d,%d) city %d, %s %s",
196 pcity->id,
198 city_name_get(pcity));
199
201 if (tile_worked(ptile) == pcity) {
202 tile_set_worked(ptile, NULL);
203 }
205 }
206
209}
210
211/**********************************************************************/
215{
216 int i;
217
218 /* The control packet. */
240
244
245 /* The info packet. */
254 game.info.cooling = 0;
255 game.info.coolinglevel = 0; /* set later */
261 for (i = 0; i < A_LAST; i++) {
262 /* game.num_tech_types = 0 here */
264 }
265 for (i = 0; i < B_LAST; i++) {
266 /* game.num_impr_types = 0 here */
268 }
277 game.info.heating = 0;
302 game.info.turn = 0;
303 game.info.warminglevel = 0; /* set later */
308
309 /* The scenario packets. */
311 game.scenario.name[0] = '\0';
312 game.scenario.authors[0] = '\0';
322
324
325 /* Veteran system. */
326 game.veteran = NULL;
327
328 /* Player colors */
330
332
333 if (is_server()) {
334 /* All settings only used by the server (./server/ and ./ai/ */
342 game.server.connectmsg[0] = '\0';
345 for (i = 0; i < DEBUG_LAST; i++) {
347 }
373 /* Do not clear meta_info.type here as it's already set to correct value */
396 if (!keep_ruleset_value) {
398 }
428 } else {
429 /* Client side takes care of itself in client_main() */
430 }
431}
432
433/**********************************************************************/
452
453/**********************************************************************/
458{
459 /* FIXME: it's not clear where these values should be initialized. It
460 * can't be done in game_init because the map isn't created yet. Maybe it
461 * should be done in the mapgen code or in the maphand code. It should
462 * surely be called when the map is generated. */
463 game.info.warminglevel = (map_num_tiles() + 499) / 500;
464 game.info.coolinglevel = (map_num_tiles() + 499) / 500;
465}
466
467/**********************************************************************/
470void game_free(void)
471{
476 idex_free(&wld);
480 cm_free();
482}
483
484/**********************************************************************/
488void game_reset(void)
489{
490 if (is_server()) {
491 game_free();
493 } else {
494 /* Reset the players infos. */
495 players_iterate(pplayer) {
496 player_clear(pplayer, FALSE);
498
501 idex_free(&wld);
502
504 idex_init(&wld);
506 }
507}
508
509/**********************************************************************/
557
558/**********************************************************************/
562{
563 int i;
564
565 CALL_FUNC_EACH_AI(units_ruleset_close);
566
567 /* Clear main structures which can points to the ruleset dependent
568 * structures. */
569 players_iterate(pplayer) {
570 player_ruleset_close(pplayer);
573
576 techs_free();
578 nations_free();
584 goods_free();
585 extras_free();
588 styles_free();
589 actions_free();
590 actres_free();
603
604 /* Destroy the default veteran system. */
606 game.veteran = NULL;
607
608 /* Player colors. */
609 if (game.plr_bg_color != NULL) {
612 }
613
614 if (is_server()) {
615 if (game.server.luadata != NULL) {
617 }
621 }
625 }
627 for (i = 0; i < game.server.ruledit.embedded_nations_count; i++) {
629 }
634 for (i = 0; i < game.server.ruledit.ag_count; i++) {
636 }
640 }
642 for (i = 0; i < game.server.ruledit.at_count; i++) {
644 }
648 }
650 for (i = 0; i < game.server.ruledit.as_count; i++) {
652 }
656 }
657 }
658 }
659
660 for (i = 0; i < MAX_CALENDAR_FRAGMENTS; i++) {
662 }
663
664 if (game.ruleset_summary != NULL) {
667 }
668
672 }
673
677 }
678}
679
680/**********************************************************************/
684{
685 players_iterate(pplayer) {
686 city_list_iterate(pplayer->cities, pcity) {
687 city_built_iterate(pcity, pimprove) {
688 if (is_wonder(pimprove)) {
689 if (is_great_wonder(pimprove)) {
691 player_number(pplayer);
692 }
693 pplayer->wonders[improvement_index(pimprove)] = pcity->id;
694 }
698}
699
700/**********************************************************************/
707bool is_player_phase(const struct player *pplayer, int phase)
708{
709 switch (game.info.phase_mode) {
710 case PMT_CONCURRENT:
711 return TRUE;
712 break;
714 return player_number(pplayer) == phase;
715 break;
717 fc_assert_ret_val(NULL != pplayer->team, FALSE);
718 return team_number(pplayer->team) == phase;
719 break;
720 default:
721 break;
722 }
723
724 fc_assert_msg(FALSE, "Unrecognized phase mode %d in is_player_phase().",
725 phase);
726 return TRUE;
727}
728
729/**********************************************************************/
735{
736 /* big_int_to_text can't handle negative values, and in any case we'd
737 * better not have a negative population. */
740}
741
742/**********************************************************************/
745static char *year_suffix(void)
746{
747 static char buf[MAX_LEN_NAME];
748 const char *suffix;
750 const char *max = safe_year_suffix + MAX_LEN_NAME - 1;
751 char *c = safe_year_suffix;
752
753 if (game.info.year < 0) {
755 } else {
757 }
758
759 /* Remove all non alphanumeric characters from the year suffix. */
760 for (; '\0' != *suffix && c < max; suffix++) {
761 if (fc_isalnum(*suffix)) {
762 *c++ = *suffix;
763 }
764 }
765 *c = '\0';
766
767 fc_snprintf(buf, sizeof(buf), "%s", safe_year_suffix);
768
769 return buf;
770}
771
772/**********************************************************************/
791int generate_save_name(const char *format, char *buf, int buflen,
792 const char *reason)
793{
794 struct cf_sequence sequences[5] = {
795 cf_str_seq('R', (reason == NULL) ? "auto" : reason),
796 cf_str_seq('S', year_suffix()),
797 { 0 }, { 0 }, /* Works for both gcc and tcc */
798 cf_end()
799 };
800
801 cf_int_seq('T', game.info.turn, &sequences[2]);
802 cf_int_seq('Y', game.info.year, &sequences[3]);
803
804 fc_vsnprintcf(buf, buflen, format, sequences, -1);
805
806 if (0 == strcmp(format, buf)) {
807 /* Use the default savename if 'format' does not contain
808 * printf information. */
809 char savename[512];
810
811 fc_snprintf(savename, sizeof(savename), "%s-T%%04T-Y%%05Y-%%R",
812 format);
814 }
815
816 log_debug("save name generated from '%s': %s", format, buf);
817
818 return strlen(buf);
819}
820
821/**********************************************************************/
824void user_flag_init(struct user_flag *flag)
825{
826 flag->name = NULL;
827 flag->helptxt = NULL;
828}
829
830/**********************************************************************/
833void user_flag_free(struct user_flag *flag)
834{
835 if (flag->name != NULL) {
836 FC_FREE(flag->name);
837 flag->name = NULL;
838 }
839 if (flag->helptxt != NULL) {
840 FC_FREE(flag->helptxt);
841 flag->helptxt = NULL;
842 }
843}
844
845/**********************************************************************/
849{
850 if (game.info.turn == 1 && game.info.first_timeout != -1) {
851 return game.info.first_timeout;
852 } else {
853 return game.info.timeout;
854 }
855}
void achievements_free(void)
void achievements_init(void)
void actions_free(void)
Definition actions.c:1664
void actions_init(void)
Definition actions.c:1594
void actres_free(void)
Definition actres.c:247
void actres_init(void)
Definition actres.c:240
#define CALL_FUNC_EACH_AI(_func,...)
Definition ai.h:387
#define BV_CLR_ALL(bv)
Definition bitvector.h:95
void city_styles_free(void)
Definition city.c:3411
const char * city_name_get(const struct city *pcity)
Definition city.c:1137
int city_population(const struct city *pcity)
Definition city.c:1191
void free_city_map_index(void)
Definition city.c:609
int city_map_radius_sq_get(const struct city *pcity)
Definition city.c:137
void destroy_city_virtual(struct city *pcity)
Definition city.c:3516
struct city * city_list_find_name(struct city_list *This, const char *name)
Definition city.c:1695
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_tile(_pcity_)
Definition city.h:564
#define city_owner(_pcity_)
Definition city.h:563
#define city_list_iterate_end
Definition city.h:510
#define city_tile_iterate(_nmap, _radius_sq, _city_tile, _tile)
Definition city.h:230
#define city_tile_iterate_end
Definition city.h:238
#define city_built_iterate(_pcity, _p)
Definition city.h:834
#define city_built_iterate_end
Definition city.h:840
void cm_init(void)
Definition cm.c:293
void cm_free(void)
Definition cm.c:330
char * incite_cost
Definition comments.c:75
void counters_init(void)
Definition counters.c:40
void counters_free(void)
Definition counters.c:51
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 clause_infos_init(void)
Definition diptreaty.c:248
void clause_infos_free(void)
Definition diptreaty.c:263
void treaties_init(void)
Definition diptreaty.c:313
void treaties_free(void)
Definition diptreaty.c:321
void disaster_types_init(void)
Definition disaster.c:33
void disaster_types_free(void)
Definition disaster.c:46
void ruleset_cache_free(void)
Definition effects.c:329
void ruleset_cache_init(void)
Definition effects.c:297
void user_extra_flags_init(void)
Definition extras.c:909
void extras_free(void)
Definition extras.c:84
void extra_flags_free(void)
Definition extras.c:921
void extras_init(void)
Definition extras.c:45
static bool is_server(void)
#define MAX_CALENDAR_FRAGMENTS
Definition fc_types.h:62
#define MAX_LEN_NAME
Definition fc_types.h:66
#define IDENTITY_NUMBER_ZERO
Definition fc_types.h:92
const char * population_to_text(int thousand_citizen)
Definition game.c:734
void game_reset(void)
Definition game.c:488
void user_flag_init(struct user_flag *flag)
Definition game.c:824
void user_flag_free(struct user_flag *flag)
Definition game.c:833
struct civ_game game
Definition game.c:62
void game_ruleset_init(void)
Definition game.c:512
bool is_player_phase(const struct player *pplayer, int phase)
Definition game.c:707
static void game_defaults(bool keep_ruleset_value)
Definition game.c:214
static char * year_suffix(void)
Definition game.c:745
int current_turn_timeout(void)
Definition game.c:848
struct city * game_city_by_name(const char *name)
Definition game.c:88
void game_ruleset_free(void)
Definition game.c:561
void game_init(bool keep_ruleset_value)
Definition game.c:438
struct world wld
Definition game.c:63
bool _ruleset_compat_mode
Definition game.c:67
void game_remove_unit(struct world *gworld, struct unit *punit)
Definition game.c:124
struct unit * game_unit_by_number(int id)
Definition game.c:116
int civ_population(const struct player *pplayer)
Definition game.c:74
void game_remove_city(struct world *gworld, struct city *pcity)
Definition game.c:178
void game_free(void)
Definition game.c:470
void game_map_init(void)
Definition game.c:457
void initialize_globals(void)
Definition game.c:683
int generate_save_name(const char *format, char *buf, int buflen, const char *reason)
Definition game.c:791
bool am_i_server
Definition game.c:65
struct city * game_city_by_number(int id)
Definition game.c:107
#define GAME_DEFAULT_TECHPENALTY
Definition game.h:554
#define GAME_DEFAULT_SKILL_LEVEL
Definition game.h:697
#define GAME_DEFAULT_KILLSTACK
Definition game.h:547
#define GAME_DEFAULT_INFRA
Definition game.h:378
#define GAME_DEFAULT_LUA_TIMEOUT
Definition game.h:754
#define GAME_DEFAULT_REVOLENTYPE
Definition game.h:738
#define GAME_DEFAULT_AUTO_AI_TOGGLE
Definition game.h:593
#define GAME_DEFAULT_CARAVAN_BONUS_STYLE
Definition game.h:653
#define GAME_DEFAULT_TIMEOUTINTINC
Definition game.h:598
#define GAME_DEFAULT_SCORETURN
Definition game.h:582
#define GAME_DEFAULT_TCPTIMEOUT
Definition game.h:619
#define GAME_DEFAULT_EVENT_CACHE_INFO
Definition game.h:718
#define GAME_DEFAULT_MGR_FOODNEEDED
Definition game.h:526
#define GAME_DEFAULT_TECHLOST_DONOR
Definition game.h:562
#define GAME_DEFAULT_TIMEOUTINT
Definition game.h:597
#define GAME_DEFAULT_ALLOWED_CITY_NAMES
Definition game.h:734
#define GAME_DEFAULT_SCORELOG
Definition game.h:575
#define GAME_DEFAULT_OCCUPYCHANCE
Definition game.h:667
#define GAME_DEFAULT_GLOBAL_WARMING_PERCENT
Definition game.h:447
#define GAME_DEFAULT_TRADING_TECH
Definition game.h:649
#define GAME_DEFAULT_SAVETURNS
Definition game.h:680
#define GAME_DEFAULT_BORDERS
Definition game.h:457
#define GAME_DEFAULT_AIRLIFTINGSTYLE
Definition game.h:745
#define GAME_DEFAULT_SPACESHIP_TRAVEL_PCT
Definition game.h:587
#define GAME_DEFAULT_TOP_CITIES_COUNT
Definition game.h:701
#define GAME_DEFAULT_KILLUNHOMED
Definition game.h:550
#define GAME_DEFAULT_SCIENCEBOX
Definition game.h:421
#define GAME_DEFAULT_MGR_WORLDCHANCE
Definition game.h:539
#define GAME_DEFAULT_ONSETBARBARIAN
Definition game.h:663
#define GAME_DEFAULT_KILLCITIZEN
Definition game.h:548
#define GAME_DEFAULT_SHIELDBOX
Definition game.h:417
@ DEBUG_LAST
Definition game.h:41
#define GAME_DEFAULT_MAXCONNECTIONSPERHOST
Definition game.h:604
#define GAME_DEFAULT_INCITE_GOLD_CAPT_CHANCE
Definition game.h:437
#define GAME_DEFAULT_DEMOGRAPHY
Definition game.h:705
#define GAME_DEFAULT_FULLTRADESIZE
Definition game.h:645
#define GAME_DEFAULT_TIMEOUTINCMULT
Definition game.h:600
#define GAME_DEFAULT_CELEBRATESIZE
Definition game.h:502
#define GAME_DEFAULT_RAPTUREDELAY
Definition game.h:504
#define GAME_DEFAULT_REVOLUTION_LENGTH
Definition game.h:739
#define GAME_DEFAULT_MGR_TURNINTERVAL
Definition game.h:522
#define GAME_DEFAULT_TIMEOUTINC
Definition game.h:599
#define GAME_DEFAULT_START_UNITS
Definition game.h:382
#define GAME_DEFAULT_ALLOW_TAKE
Definition game.h:706
#define GAME_DEFAULT_MIN_PLAYERS
Definition game.h:399
#define GAME_DEFAULT_RULESETDIR
Definition game.h:676
#define GAME_DEFAULT_AUTOATTACK
Definition game.h:671
#define GAME_DEFAULT_REVEALMAP
Definition game.h:573
#define GAME_DEFAULT_TEAM_POOLED_RESEARCH
Definition game.h:566
#define GAME_DEFAULT_SEED
Definition game.h:370
#define GAME_DEFAULT_HOMECAUGHTUNITS
Definition game.h:516
#define GAME_DEFAULT_NETWAIT
Definition game.h:623
#define GAME_DEFAULT_KICK_TIME
Definition game.h:750
#define GAME_DEFAULT_PLRCOLORMODE
Definition game.h:736
#define GAME_DEFAULT_DIPLCHANCE
Definition game.h:463
#define GAME_DEFAULT_RAZECHANCE
Definition game.h:569
#define GAME_DEFAULT_START_YEAR
Definition game.h:743
#define GAME_DEFAULT_INCITE_GOLD_LOSS_CHANCE
Definition game.h:433
#define GAME_DEFAULT_TIMEOUTCOUNTER
Definition game.h:602
#define GAME_DEFAULT_TRADING_CITY
Definition game.h:651
#define GAME_DEFAULT_FOODBOX
Definition game.h:413
#define GAME_DEFAULT_COMPRESS_TYPE
Definition game.h:731
#define GAME_DEFAULT_PINGTIMEOUT
Definition game.h:631
#define GAME_DEFAULT_TRADE_REVENUE_STYLE
Definition game.h:659
#define GAME_DEFAULT_SAVEPALACE
Definition game.h:514
#define GAME_DEFAULT_GLOBAL_WARMING
Definition game.h:445
#define GAME_DEFAULT_TECHLOST_RECV
Definition game.h:558
#define GAME_DEFAULT_NOTRADESIZE
Definition game.h:637
#define GAME_DEFAULT_COMPRESS_LEVEL
Definition game.h:720
#define GAME_DEFAULT_NUCLEAR_WINTER_PERCENT
Definition game.h:453
#define GAME_DEFAULT_TRADING_GOLD
Definition game.h:650
#define GAME_DEFAULT_TRAIT_DIST_MODE
Definition game.h:512
#define GAME_DEFAULT_NUCLEAR_WINTER
Definition game.h:451
#define GAME_DEFAULT_FREECOST
Definition game.h:467
#define GAME_DEFAULT_MAX_PLAYERS
Definition game.h:403
#define GAME_DEFAULT_CITYMINDIST
Definition game.h:487
#define GAME_DEFAULT_PHASE_MODE
Definition game.h:617
#define GAME_DEFAULT_AIFILL
Definition game.h:407
#define GAME_DEFAULT_MULTIRESEARCH
Definition game.h:567
#define GAME_DEFAULT_CONQUERCOST
Definition game.h:471
#define GAME_DEFAULT_TIMEOUT
Definition game.h:595
#define GAME_DEFAULT_CONTACTTURNS
Definition game.h:498
#define GAME_DEFAULT_SCORELOGLEVEL
Definition game.h:576
#define GAME_DEFAULT_TECHLEVEL
Definition game.h:389
#define GAME_DEFAULT_DISASTERS
Definition game.h:508
#define GAME_DEFAULT_GOLD
Definition game.h:374
#define GAME_DEFAULT_MIGRATION
Definition game.h:520
#define GAME_DEFAULT_NATURALCITYNAMES
Definition game.h:518
#define GAME_DEFAULT_EVENT_CACHE_TURNS
Definition game.h:708
#define GAME_DEFAULT_VICTORY_CONDITIONS
Definition game.h:584
#define GAME_DEFAULT_FOGGEDBORDERS
Definition game.h:443
#define GAME_DEFAULT_UNITWAITTIME
Definition game.h:615
#define GAME_DEFAULT_TIMEOUTADDEMOVE
Definition game.h:601
#define GAME_DEFAULT_DISPERSION
Definition game.h:385
#define GAME_DEFAULT_EVENT_CACHE_CHAT
Definition game.h:716
#define GAME_DEFAULT_DIPLOMACY
Definition game.h:461
#define GAME_DEFAULT_MGR_DISTANCE
Definition game.h:531
#define GAME_DEFAULT_TURNBLOCK
Definition game.h:591
#define GAME_DEFAULT_PINGTIME
Definition game.h:627
#define GAME_DEFAULT_AQUEDUCTLOSS
Definition game.h:543
#define GAME_DEFAULT_TRADEMINDIST
Definition game.h:655
#define GAME_DEFAULT_ANGRYCITIZEN
Definition game.h:393
#define GAME_DEFAULT_BARBARIANRATE
Definition game.h:661
#define GAME_DEFAULT_HAPPYBORDERS
Definition game.h:459
#define GAME_DEFAULT_END_TURN
Definition game.h:395
#define GAME_DEFAULT_DIPLGOLDCOST
Definition game.h:429
#define GAME_DEFAULT_END_SPACESHIP
Definition game.h:585
#define GAME_DEFAULT_EVENT_CACHE_MAX_SIZE
Definition game.h:712
#define GAME_DEFAULT_SAVE_NAME
Definition game.h:679
#define GAME_DEFAULT_MGR_NATIONCHANCE
Definition game.h:535
#define GAME_DEFAULT_FOGOFWAR
Definition game.h:441
#define GAME_DEFAULT_DIPLBULBCOST
Definition game.h:425
#define GAME_DEFAULT_RESTRICTINFRA
Definition game.h:495
#define GAME_DEFAULT_CIVILWARSIZE
Definition game.h:491
void governments_free(void)
Definition government.c:545
#define G_LAST
Definition government.h:48
void idex_free(struct world *iworld)
Definition idex.c:54
struct city * idex_lookup_city(struct world *iworld, int id)
Definition idex.c:133
void idex_unregister_city(struct world *iworld, struct city *pcity)
Definition idex.c:97
void idex_init(struct world *iworld)
Definition idex.c:45
struct unit * idex_lookup_unit(struct world *iworld, int id)
Definition idex.c:146
void idex_unregister_unit(struct world *iworld, struct unit *punit)
Definition idex.c:115
void improvements_init(void)
Definition improvement.c:48
void user_impr_flags_init(void)
Impr_type_id improvement_index(const struct impr_type *pimprove)
bool is_wonder(const struct impr_type *pimprove)
bool is_great_wonder(const struct impr_type *pimprove)
void impr_flags_free(void)
void improvements_free(void)
Definition improvement.c:82
#define WONDER_NOT_OWNED
#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_val(condition, val)
Definition log.h:194
#define log_debug(message,...)
Definition log.h:115
#define log_error(message,...)
Definition log.h:103
void main_map_free(void)
Definition map.c:554
int map_num_tiles(void)
Definition map.c:1014
void map_init(struct civ_map *imap, bool server_side)
Definition map.c:157
#define FC_FREE(ptr)
Definition mem.h:41
void modpacks_free(void)
Definition modpack.c:58
void modpacks_init(void)
Definition modpack.c:48
void multipliers_free(void)
Definition multipliers.c:43
void multipliers_init(void)
Definition multipliers.c:28
void nations_free(void)
Definition nation.c:637
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c:463
struct nation_type * nation_of_player(const struct player *pplayer)
Definition nation.c:444
struct nation_type * nation_of_city(const struct city *pcity)
Definition nation.c:454
void nation_sets_groups_free(void)
Definition nation.c:1178
void nation_sets_groups_init(void)
Definition nation.c:1170
int player_number(const struct player *pplayer)
Definition player.c:837
void player_slots_free(void)
Definition player.c:386
void player_ruleset_close(struct player *pplayer)
Definition player.c:745
void player_clear(struct player *pplayer, bool full)
Definition player.c:669
void player_slots_init(void)
Definition player.c:360
#define players_iterate_end
Definition player.h:537
#define players_iterate(_pplayer)
Definition player.h:532
void secfile_destroy(struct section_file *secfile)
void universal_found_functions_init(void)
void researches_init(void)
Definition research.c:64
void researches_free(void)
Definition research.c:100
void rgbcolor_destroy(struct rgbcolor *prgbcolor)
Definition rgbcolor.c:74
int fc_vsnprintcf(char *buf, size_t buf_len, const char *format, const struct cf_sequence *sequences, size_t sequences_num)
Definition shared.c:2204
const char * big_int_to_text(unsigned int mantissa, unsigned int exponent)
Definition shared.c:159
static struct cf_sequence cf_end(void)
Definition shared.h:425
static void cf_int_seq(char letter, int value, struct cf_sequence *out)
Definition shared.h:359
static struct cf_sequence cf_str_seq(char letter, const char *value)
Definition shared.h:411
void specialists_free(void)
Definition specialist.c:53
void specialists_init(void)
Definition specialist.c:36
Definition city.h:320
int id
Definition city.h:326
struct tile * tile
Definition city.h:322
struct unit_list * units_supported
Definition city.h:406
int diplgoldcost
Definition game.h:144
int contactturns
Definition game.h:141
enum city_names_mode allowed_city_names
Definition game.h:131
int unitwaittime
Definition game.h:202
bool multiresearch
Definition game.h:167
int incite_gold_capt_chance
Definition game.h:146
char * nationlist
Definition game.h:285
size_t as_count
Definition game.h:296
int mgr_worldchance
Definition game.h:166
struct rgbcolor_list * plr_colors
Definition game.h:248
int kick_time
Definition game.h:157
const char ** allowed_govs
Definition game.h:288
bool chat
Definition game.h:256
void(* unit_deallocate)(int unit_id)
Definition game.h:304
enum barbarians_rate barbarianrate
Definition game.h:137
bool last_updated_year
Definition game.h:240
int dispersion
Definition game.h:147
int max_size
Definition game.h:255
int save_compress_level
Definition game.h:185
struct rgbcolor * plr_bg_color
Definition game.h:103
int tcptimeout
Definition game.h:199
char start_units[MAX_LEN_STARTUNIT]
Definition game.h:193
struct civ_game::@31::@35::@36 event_cache
int save_nturns
Definition game.h:187
bool debug[DEBUG_LAST]
Definition game.h:206
struct packet_scenario_description scenario_desc
Definition game.h:88
char * description_file
Definition game.h:284
int mgr_nationchance
Definition game.h:164
char connectmsg[MAX_LEN_MSG]
Definition game.h:223
int spaceship_travel_pct
Definition game.h:183
bool save_private_map
Definition game.h:265
int techlost_recv
Definition game.h:198
struct packet_ruleset_control control
Definition game.h:83
char * ruleset_summary
Definition game.h:84
bool mgr_foodneeded
Definition game.h:163
int diplchance
Definition game.h:142
int netwait
Definition game.h:172
struct player * random_move_time
Definition game.h:279
char ** nc_agovs
Definition game.h:289
bool fogofwar_old
Definition game.h:238
int incite_gold_loss_chance
Definition game.h:145
int end_turn
Definition game.h:148
struct civ_game::@31::@35::@37 save_options
enum plrcolor_mode plrcolormode
Definition game.h:132
int onsetbarbarian
Definition game.h:175
char demography[MAX_LEN_DEMOGRAPHY]
Definition game.h:243
struct packet_game_info info
Definition game.h:89
int mgr_turninterval
Definition game.h:165
char user_message[256]
Definition game.h:269
int min_players
Definition game.h:170
int timeoutcounter
Definition game.h:211
bool endspaceship
Definition game.h:149
time_t last_ping
Definition game.h:214
enum scorelog_level scoreloglevel
Definition game.h:227
char rulesetdir[MAX_LEN_NAME]
Definition game.h:242
int start_year
Definition game.h:195
int lua_timeout
Definition game.h:105
bool migration
Definition game.h:168
int additional_phase_seconds
Definition game.h:216
struct section_file * luadata
Definition game.h:250
int diplbulbcost
Definition game.h:143
int scoreturn
Definition game.h:229
randseed seed
Definition game.h:231
bool natural_city_names
Definition game.h:171
int dbid
Definition game.h:251
char ** embedded_nations
Definition game.h:286
int maxconnectionsperhost
Definition game.h:159
struct packet_scenario_info scenario
Definition game.h:87
int timeoutint
Definition game.h:207
int pingtimeout
Definition game.h:177
char ** nc_astyles
Definition game.h:295
int occupychance
Definition game.h:174
int killunhomed
Definition game.h:158
int nuclear_winter_percent
Definition game.h:236
int conquercost
Definition game.h:140
unsigned revealmap
Definition game.h:181
int pingtime
Definition game.h:176
const char ** allowed_terrains
Definition game.h:291
struct civ_game::@31::@35::@40 ruledit
struct civ_game::@33 callbacks
char * ruleset_description
Definition game.h:85
int civilwarsize
Definition game.h:139
bool save_known
Definition game.h:262
size_t ag_count
Definition game.h:290
bool savepalace
Definition game.h:191
int freecost
Definition game.h:152
const char ** allowed_styles
Definition game.h:294
int aqueductloss
Definition game.h:133
char save_name[MAX_LEN_NAME]
Definition game.h:224
enum fz_method save_compress_type
Definition game.h:186
enum trait_dist_mode trait_dist
Definition game.h:169
bool foggedborders
Definition game.h:151
struct civ_game::@31::@35 server
char ** nc_aterrs
Definition game.h:292
size_t embedded_nations_count
Definition game.h:287
char * ruleset_capabilities
Definition game.h:86
int timeoutincmult
Definition game.h:209
bool homecaughtunits
Definition game.h:192
size_t at_count
Definition game.h:293
struct civ_game::@31::@35::@38 meta_info
int timeoutinc
Definition game.h:208
char allow_take[MAX_LEN_ALLOW_TAKE]
Definition game.h:244
bool autoattack
Definition game.h:135
int phase_mode_stored
Definition game.h:220
int max_players
Definition game.h:160
int revolution_length
Definition game.h:182
int turns
Definition game.h:254
bool save_starts
Definition game.h:264
bool auto_ai_toggle
Definition game.h:134
struct veteran_system * veteran
Definition game.h:101
int mgr_distance
Definition game.h:162
int global_warming_percent
Definition game.h:234
struct packet_calendar_info calendar
Definition game.h:90
struct government * government_during_revolution
Definition game.h:94
int timeoutintinc
Definition game.h:210
int techlost_donor
Definition game.h:197
int timeoutaddenemymove
Definition game.h:212
bool scorelog
Definition game.h:226
int techpenalty
Definition game.h:200
int razechance
Definition game.h:180
bool turnblock
Definition game.h:201
char positive_year_label[MAX_LEN_NAME]
char negative_year_label[MAX_LEN_NAME]
char calendar_fragment_name[MAX_CALENDAR_FRAGMENTS][MAX_LEN_NAME]
enum borders_mode borders
enum happyborders_type happyborders
Government_type_id government_during_revolution_id
enum diplomacy_mode diplomacy
enum trade_revenue_style trade_revenue_style
int great_wonder_owners[B_LAST]
bool global_advances[A_LAST]
enum airlifting_style airlifting_style
enum ai_level skill_level
enum revolen_type revolentype
enum phase_mode_type phase_mode
enum caravan_bonus_style caravan_bonus_style
bv_actions diplchance_initial_odds
enum victory_condition_type victory_conditions
Government_type_id default_government_id
char preferred_soundset[MAX_LEN_NAME]
char preferred_tileset[MAX_LEN_NAME]
char preferred_musicset[MAX_LEN_NAME]
char description[MAX_LEN_CONTENT]
char authors[MAX_LEN_PACKET/3]
struct city_list * cities
Definition player.h:279
struct team * team
Definition player.h:259
Definition tile.h:50
Definition unit.h:138
int id
Definition unit.h:145
int homecity
Definition unit.h:146
char * name
Definition game.h:74
char * helptxt
Definition game.h:75
struct civ_map map
void styles_free(void)
Definition style.c:51
void music_styles_free(void)
Definition style.c:148
int fc_snprintf(char *str, size_t n, const char *format,...)
Definition support.c:974
bool fc_isalnum(char c)
Definition support.c:1210
#define sz_strlcpy(dest, src)
Definition support.h:195
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
void team_slots_free(void)
Definition team.c:85
int team_number(const struct team *pteam)
Definition team.c:391
void team_slots_init(void)
Definition team.c:53
void tech_classes_init(void)
Definition tech.c:307
void techs_init(void)
Definition tech.c:459
void techs_free(void)
Definition tech.c:510
void user_tech_flags_init(void)
Definition tech.c:370
void user_tech_flags_free(void)
Definition tech.c:382
#define A_LAST
Definition tech.h:45
void user_terrain_flags_init(void)
Definition terrain.c:764
void terrains_free(void)
Definition terrain.c:65
void terrains_init(void)
Definition terrain.c:42
void user_terrain_flags_free(void)
Definition terrain.c:776
void tile_set_worked(struct tile *ptile, struct city *pcity)
Definition tile.c:106
#define tile_worked(_tile)
Definition tile.h:114
#define TILE_XY(ptile)
Definition tile.h:43
void trade_route_types_init(void)
void goods_init(void)
void goods_free(void)
void unit_virtual_destroy(struct unit *punit)
Definition unit.c:1729
#define unit_tile(_pu)
Definition unit.h:397
#define unit_owner(_pu)
Definition unit.h:396
void unit_types_init(void)
Definition unittype.c:2347
void user_unit_type_flags_init(void)
Definition unittype.c:1864
void unit_class_flags_free(void)
Definition unittype.c:2412
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1587
void unit_types_free(void)
Definition unittype.c:2386
void veteran_system_destroy(struct veteran_system *vsystem)
Definition unittype.c:2672
void unit_classes_free(void)
Definition unittype.c:2529
void unit_type_flags_free(void)
Definition unittype.c:2400
void user_unit_class_flags_init(void)
Definition unittype.c:1800
void unit_classes_init(void)
Definition unittype.c:2507
void role_unit_precalcs_free(void)
Definition unittype.c:2160