Freeciv-3.2
Loading...
Searching...
No Matches
Data Structures | Macros | Functions | Variables
actions.h File Reference
#include "actres.h"
#include "fc_types.h"
#include "map_types.h"
#include "requirements.h"
#include "specenum_gen.h"
#include "speclist.h"

Go to the source code of this file.

Data Structures

struct  action
 
struct  action_enabler
 
struct  action_auto_perf
 

Macros

#define ASSERT_UNUSED_ACTION_CASES   \
 
#define SPECENUM_NAME   action_actor_kind
 
#define SPECENUM_VALUE0   AAK_UNIT
 
#define SPECENUM_VALUE0NAME   N_("a unit")
 
#define SPECENUM_COUNT   AAK_COUNT
 
#define SPECENUM_NAME   gen_action
 
#define SPECENUM_VALUE0   ACTION_ESTABLISH_EMBASSY
 
#define SPECENUM_VALUE0NAME   "Establish Embassy"
 
#define SPECENUM_VALUE1   ACTION_ESTABLISH_EMBASSY_STAY
 
#define SPECENUM_VALUE1NAME   "Establish Embassy Stay"
 
#define SPECENUM_VALUE2   ACTION_SPY_INVESTIGATE_CITY
 
#define SPECENUM_VALUE2NAME   "Investigate City"
 
#define SPECENUM_VALUE3   ACTION_INV_CITY_SPEND
 
#define SPECENUM_VALUE3NAME   "Investigate City Spend Unit"
 
#define SPECENUM_VALUE4   ACTION_SPY_POISON
 
#define SPECENUM_VALUE4NAME   "Poison City"
 
#define SPECENUM_VALUE5   ACTION_SPY_POISON_ESC
 
#define SPECENUM_VALUE5NAME   "Poison City Escape"
 
#define SPECENUM_VALUE6   ACTION_SPY_STEAL_GOLD
 
#define SPECENUM_VALUE6NAME   "Steal Gold"
 
#define SPECENUM_VALUE7   ACTION_SPY_STEAL_GOLD_ESC
 
#define SPECENUM_VALUE7NAME   "Steal Gold Escape"
 
#define SPECENUM_VALUE8   ACTION_SPY_SABOTAGE_CITY
 
#define SPECENUM_VALUE8NAME   "Sabotage City"
 
#define SPECENUM_VALUE9   ACTION_SPY_SABOTAGE_CITY_ESC
 
#define SPECENUM_VALUE9NAME   "Sabotage City Escape"
 
#define SPECENUM_VALUE10   ACTION_SPY_TARGETED_SABOTAGE_CITY
 
#define SPECENUM_VALUE10NAME   "Targeted Sabotage City"
 
#define SPECENUM_VALUE11   ACTION_SPY_TARGETED_SABOTAGE_CITY_ESC
 
#define SPECENUM_VALUE11NAME   "Targeted Sabotage City Escape"
 
#define SPECENUM_VALUE12   ACTION_SPY_SABOTAGE_CITY_PRODUCTION
 
#define SPECENUM_VALUE12NAME   "Sabotage City Production"
 
#define SPECENUM_VALUE13   ACTION_SPY_SABOTAGE_CITY_PRODUCTION_ESC
 
#define SPECENUM_VALUE13NAME   "Sabotage City Production Escape"
 
#define SPECENUM_VALUE14   ACTION_SPY_STEAL_TECH
 
#define SPECENUM_VALUE14NAME   "Steal Tech"
 
#define SPECENUM_VALUE15   ACTION_SPY_STEAL_TECH_ESC
 
#define SPECENUM_VALUE15NAME   "Steal Tech Escape Expected"
 
#define SPECENUM_VALUE16   ACTION_SPY_TARGETED_STEAL_TECH
 
#define SPECENUM_VALUE16NAME   "Targeted Steal Tech"
 
#define SPECENUM_VALUE17   ACTION_SPY_TARGETED_STEAL_TECH_ESC
 
#define SPECENUM_VALUE17NAME   "Targeted Steal Tech Escape Expected"
 
#define SPECENUM_VALUE18   ACTION_SPY_INCITE_CITY
 
#define SPECENUM_VALUE18NAME   "Incite City"
 
#define SPECENUM_VALUE19   ACTION_SPY_INCITE_CITY_ESC
 
#define SPECENUM_VALUE19NAME   "Incite City Escape"
 
#define SPECENUM_VALUE20   ACTION_TRADE_ROUTE
 
#define SPECENUM_VALUE20NAME   "Establish Trade Route"
 
#define SPECENUM_VALUE21   ACTION_MARKETPLACE
 
#define SPECENUM_VALUE21NAME   "Enter Marketplace"
 
#define SPECENUM_VALUE22   ACTION_HELP_WONDER
 
#define SPECENUM_VALUE22NAME   "Help Wonder"
 
#define SPECENUM_VALUE23   ACTION_SPY_BRIBE_UNIT
 
#define SPECENUM_VALUE23NAME   "Bribe Unit"
 
#define SPECENUM_VALUE24   ACTION_CAPTURE_UNITS
 
#define SPECENUM_VALUE24NAME   "Capture Units"
 
#define SPECENUM_VALUE25   ACTION_SPY_SABOTAGE_UNIT
 
#define SPECENUM_VALUE25NAME   "Sabotage Unit"
 
#define SPECENUM_VALUE26   ACTION_SPY_SABOTAGE_UNIT_ESC
 
#define SPECENUM_VALUE26NAME   "Sabotage Unit Escape"
 
#define SPECENUM_VALUE27   ACTION_FOUND_CITY
 
#define SPECENUM_VALUE27NAME   "Found City"
 
#define SPECENUM_VALUE28   ACTION_JOIN_CITY
 
#define SPECENUM_VALUE28NAME   "Join City"
 
#define SPECENUM_VALUE29   ACTION_STEAL_MAPS
 
#define SPECENUM_VALUE29NAME   "Steal Maps"
 
#define SPECENUM_VALUE30   ACTION_STEAL_MAPS_ESC
 
#define SPECENUM_VALUE30NAME   "Steal Maps Escape"
 
#define SPECENUM_VALUE31   ACTION_SPY_NUKE
 
#define SPECENUM_VALUE31NAME   "Suitcase Nuke"
 
#define SPECENUM_VALUE32   ACTION_SPY_NUKE_ESC
 
#define SPECENUM_VALUE32NAME   "Suitcase Nuke Escape"
 
#define SPECENUM_VALUE33   ACTION_NUKE
 
#define SPECENUM_VALUE33NAME   "Explode Nuclear"
 
#define SPECENUM_VALUE34   ACTION_NUKE_CITY
 
#define SPECENUM_VALUE34NAME   "Nuke City"
 
#define SPECENUM_VALUE35   ACTION_NUKE_UNITS
 
#define SPECENUM_VALUE35NAME   "Nuke Units"
 
#define SPECENUM_VALUE36   ACTION_DESTROY_CITY
 
#define SPECENUM_VALUE36NAME   "Destroy City"
 
#define SPECENUM_VALUE37   ACTION_EXPEL_UNIT
 
#define SPECENUM_VALUE37NAME   "Expel Unit"
 
#define SPECENUM_VALUE38   ACTION_DISBAND_UNIT_RECOVER
 
#define SPECENUM_VALUE38NAME   "Disband Unit Recover"
 
#define SPECENUM_VALUE39   ACTION_DISBAND_UNIT
 
#define SPECENUM_VALUE39NAME   "Disband Unit"
 
#define SPECENUM_VALUE40   ACTION_HOME_CITY
 
#define SPECENUM_VALUE40NAME   "Home City"
 
#define SPECENUM_VALUE41   ACTION_HOMELESS
 
#define SPECENUM_VALUE41NAME   "Unit Make Homeless"
 
#define SPECENUM_VALUE42   ACTION_UPGRADE_UNIT
 
#define SPECENUM_VALUE42NAME   "Upgrade Unit"
 
#define SPECENUM_VALUE43   ACTION_CONVERT
 
#define SPECENUM_VALUE43NAME   "Convert Unit"
 
#define SPECENUM_VALUE44   ACTION_AIRLIFT
 
#define SPECENUM_VALUE44NAME   "Airlift Unit"
 
#define SPECENUM_VALUE45   ACTION_ATTACK
 
#define SPECENUM_VALUE45NAME   "Attack"
 
#define SPECENUM_VALUE46   ACTION_ATTACK2
 
#define SPECENUM_VALUE46NAME   "Attack 2"
 
#define SPECENUM_VALUE47   ACTION_SUICIDE_ATTACK
 
#define SPECENUM_VALUE47NAME   "Suicide Attack"
 
#define SPECENUM_VALUE48   ACTION_SUICIDE_ATTACK2
 
#define SPECENUM_VALUE48NAME   "Suicide Attack 2"
 
#define SPECENUM_VALUE49   ACTION_STRIKE_BUILDING
 
#define SPECENUM_VALUE49NAME   "Surgical Strike Building"
 
#define SPECENUM_VALUE50   ACTION_STRIKE_PRODUCTION
 
#define SPECENUM_VALUE50NAME   "Surgical Strike Production"
 
#define SPECENUM_VALUE51   ACTION_CONQUER_CITY
 
#define SPECENUM_VALUE51NAME   "Conquer City"
 
#define SPECENUM_VALUE52   ACTION_CONQUER_CITY2
 
#define SPECENUM_VALUE52NAME   "Conquer City 2"
 
#define SPECENUM_VALUE53   ACTION_CONQUER_CITY3
 
#define SPECENUM_VALUE53NAME   "Conquer City 3"
 
#define SPECENUM_VALUE54   ACTION_CONQUER_CITY4
 
#define SPECENUM_VALUE54NAME   "Conquer City 4"
 
#define SPECENUM_VALUE55   ACTION_BOMBARD
 
#define SPECENUM_VALUE55NAME   "Bombard"
 
#define SPECENUM_VALUE56   ACTION_BOMBARD2
 
#define SPECENUM_VALUE56NAME   "Bombard 2"
 
#define SPECENUM_VALUE57   ACTION_BOMBARD3
 
#define SPECENUM_VALUE57NAME   "Bombard 3"
 
#define SPECENUM_VALUE58   ACTION_BOMBARD4
 
#define SPECENUM_VALUE58NAME   "Bombard 4"
 
#define SPECENUM_VALUE59   ACTION_BOMBARD_LETHAL
 
#define SPECENUM_VALUE59NAME   "Bombard Lethal"
 
#define SPECENUM_VALUE60   ACTION_BOMBARD_LETHAL2
 
#define SPECENUM_VALUE60NAME   "Bombard Lethal 2"
 
#define SPECENUM_VALUE61   ACTION_FORTIFY
 
#define SPECENUM_VALUE61NAME   "Fortify"
 
#define SPECENUM_VALUE62   ACTION_CULTIVATE
 
#define SPECENUM_VALUE62NAME   "Cultivate"
 
#define SPECENUM_VALUE63   ACTION_PLANT
 
#define SPECENUM_VALUE63NAME   "Plant"
 
#define SPECENUM_VALUE64   ACTION_TRANSFORM_TERRAIN
 
#define SPECENUM_VALUE64NAME   "Transform Terrain"
 
#define SPECENUM_VALUE65   ACTION_ROAD
 
#define SPECENUM_VALUE65NAME   "Build Road"
 
#define SPECENUM_VALUE66   ACTION_IRRIGATE
 
#define SPECENUM_VALUE66NAME   "Build Irrigation"
 
#define SPECENUM_VALUE67   ACTION_MINE
 
#define SPECENUM_VALUE67NAME   "Build Mine"
 
#define SPECENUM_VALUE68   ACTION_BASE
 
#define SPECENUM_VALUE68NAME   "Build Base"
 
#define SPECENUM_VALUE69   ACTION_PILLAGE
 
#define SPECENUM_VALUE69NAME   "Pillage"
 
#define SPECENUM_VALUE70   ACTION_TRANSPORT_BOARD
 
#define SPECENUM_VALUE70NAME   "Transport Board"
 
#define SPECENUM_VALUE71   ACTION_TRANSPORT_BOARD2
 
#define SPECENUM_VALUE71NAME   "Transport Board 2"
 
#define SPECENUM_VALUE72   ACTION_TRANSPORT_BOARD3
 
#define SPECENUM_VALUE72NAME   "Transport Board_3"
 
#define SPECENUM_VALUE73   ACTION_TRANSPORT_DEBOARD
 
#define SPECENUM_VALUE73NAME   "Transport Deboard"
 
#define SPECENUM_VALUE74   ACTION_TRANSPORT_EMBARK
 
#define SPECENUM_VALUE74NAME   "Transport Embark"
 
#define SPECENUM_VALUE75   ACTION_TRANSPORT_EMBARK2
 
#define SPECENUM_VALUE75NAME   "Transport Embark 2"
 
#define SPECENUM_VALUE76   ACTION_TRANSPORT_EMBARK3
 
#define SPECENUM_VALUE76NAME   "Transport Embark 3"
 
#define SPECENUM_VALUE77   ACTION_TRANSPORT_EMBARK4
 
#define SPECENUM_VALUE77NAME   "Transport Embark 4"
 
#define SPECENUM_VALUE78   ACTION_TRANSPORT_DISEMBARK1
 
#define SPECENUM_VALUE78NAME   "Transport Disembark"
 
#define SPECENUM_VALUE79   ACTION_TRANSPORT_DISEMBARK2
 
#define SPECENUM_VALUE79NAME   "Transport Disembark 2"
 
#define SPECENUM_VALUE80   ACTION_TRANSPORT_DISEMBARK3
 
#define SPECENUM_VALUE80NAME   "Transport Disembark 3"
 
#define SPECENUM_VALUE81   ACTION_TRANSPORT_DISEMBARK4
 
#define SPECENUM_VALUE81NAME   "Transport Disembark 4"
 
#define SPECENUM_VALUE82   ACTION_TRANSPORT_LOAD
 
#define SPECENUM_VALUE82NAME   "Transport Load"
 
#define SPECENUM_VALUE83   ACTION_TRANSPORT_LOAD2
 
#define SPECENUM_VALUE83NAME   "Transport Load 2"
 
#define SPECENUM_VALUE84   ACTION_TRANSPORT_LOAD3
 
#define SPECENUM_VALUE84NAME   "Transport Load 3"
 
#define SPECENUM_VALUE85   ACTION_TRANSPORT_UNLOAD
 
#define SPECENUM_VALUE85NAME   "Transport Unload"
 
#define SPECENUM_VALUE86   ACTION_SPY_SPREAD_PLAGUE
 
#define SPECENUM_VALUE86NAME   "Spread Plague"
 
#define SPECENUM_VALUE87   ACTION_SPY_ATTACK
 
#define SPECENUM_VALUE87NAME   "Spy Attack"
 
#define SPECENUM_VALUE88   ACTION_CONQUER_EXTRAS
 
#define SPECENUM_VALUE88NAME   "Conquer Extras"
 
#define SPECENUM_VALUE89   ACTION_CONQUER_EXTRAS2
 
#define SPECENUM_VALUE89NAME   "Conquer Extras 2"
 
#define SPECENUM_VALUE90   ACTION_CONQUER_EXTRAS3
 
#define SPECENUM_VALUE90NAME   "Conquer Extras 3"
 
#define SPECENUM_VALUE91   ACTION_CONQUER_EXTRAS4
 
#define SPECENUM_VALUE91NAME   "Conquer Extras 4"
 
#define SPECENUM_VALUE92   ACTION_HUT_ENTER
 
#define SPECENUM_VALUE92NAME   "Enter Hut"
 
#define SPECENUM_VALUE93   ACTION_HUT_ENTER2
 
#define SPECENUM_VALUE93NAME   "Enter Hut 2"
 
#define SPECENUM_VALUE94   ACTION_HUT_ENTER3
 
#define SPECENUM_VALUE94NAME   "Enter Hut 3"
 
#define SPECENUM_VALUE95   ACTION_HUT_ENTER4
 
#define SPECENUM_VALUE95NAME   "Enter Hut 4"
 
#define SPECENUM_VALUE96   ACTION_HUT_FRIGHTEN
 
#define SPECENUM_VALUE96NAME   "Frighten Hut"
 
#define SPECENUM_VALUE97   ACTION_HUT_FRIGHTEN2
 
#define SPECENUM_VALUE97NAME   "Frighten Hut 2"
 
#define SPECENUM_VALUE98   ACTION_HUT_FRIGHTEN3
 
#define SPECENUM_VALUE98NAME   "Frighten Hut 3"
 
#define SPECENUM_VALUE99   ACTION_HUT_FRIGHTEN4
 
#define SPECENUM_VALUE99NAME   "Frighten Hut 4"
 
#define SPECENUM_VALUE100   ACTION_HEAL_UNIT
 
#define SPECENUM_VALUE100NAME   "Heal Unit"
 
#define SPECENUM_VALUE101   ACTION_HEAL_UNIT2
 
#define SPECENUM_VALUE101NAME   "Heal Unit 2"
 
#define SPECENUM_VALUE102   ACTION_PARADROP
 
#define SPECENUM_VALUE102NAME   "Paradrop Unit"
 
#define SPECENUM_VALUE103   ACTION_PARADROP_CONQUER
 
#define SPECENUM_VALUE103NAME   "Paradrop Unit Conquer"
 
#define SPECENUM_VALUE104   ACTION_PARADROP_FRIGHTEN
 
#define SPECENUM_VALUE104NAME   "Paradrop Unit Frighten"
 
#define SPECENUM_VALUE105   ACTION_PARADROP_FRIGHTEN_CONQUER
 
#define SPECENUM_VALUE105NAME   "Paradrop Unit Frighten Conquer"
 
#define SPECENUM_VALUE106   ACTION_PARADROP_ENTER
 
#define SPECENUM_VALUE106NAME   "Paradrop Unit Enter"
 
#define SPECENUM_VALUE107   ACTION_PARADROP_ENTER_CONQUER
 
#define SPECENUM_VALUE107NAME   "Paradrop Unit Enter Conquer"
 
#define SPECENUM_VALUE108   ACTION_WIPE_UNITS
 
#define SPECENUM_VALUE108NAME   "Wipe Units"
 
#define SPECENUM_VALUE109   ACTION_SPY_ESCAPE
 
#define SPECENUM_VALUE109NAME   "Spy Escape"
 
#define SPECENUM_VALUE110   ACTION_UNIT_MOVE
 
#define SPECENUM_VALUE110NAME   "Unit Move"
 
#define SPECENUM_VALUE111   ACTION_UNIT_MOVE2
 
#define SPECENUM_VALUE111NAME   "Unit Move 2"
 
#define SPECENUM_VALUE112   ACTION_UNIT_MOVE3
 
#define SPECENUM_VALUE112NAME   "Unit Move 3"
 
#define SPECENUM_VALUE113   ACTION_TELEPORT
 
#define SPECENUM_VALUE113NAME   "Teleport"
 
#define SPECENUM_VALUE114   ACTION_TELEPORT_CONQUER
 
#define SPECENUM_VALUE114NAME   "Teleport Conquer"
 
#define SPECENUM_VALUE115   ACTION_TELEPORT_FRIGHTEN
 
#define SPECENUM_VALUE115NAME   "Teleport Frighten"
 
#define SPECENUM_VALUE116   ACTION_TELEPORT_FRIGHTEN_CONQUER
 
#define SPECENUM_VALUE116NAME   "Teleport Frighten Conquer"
 
#define SPECENUM_VALUE117   ACTION_TELEPORT_ENTER
 
#define SPECENUM_VALUE117NAME   "Teleport Enter"
 
#define SPECENUM_VALUE118   ACTION_TELEPORT_ENTER_CONQUER
 
#define SPECENUM_VALUE118NAME   "Teleport Enter Conquer"
 
#define SPECENUM_VALUE119   ACTION_CLEAN
 
#define SPECENUM_VALUE119NAME   "Clean"
 
#define SPECENUM_VALUE120   ACTION_COLLECT_RANSOM
 
#define SPECENUM_VALUE120NAME   "Collect Ransom"
 
#define SPECENUM_VALUE121   ACTION_USER_ACTION1
 
#define SPECENUM_VALUE121NAME   "User Action 1"
 
#define SPECENUM_VALUE122   ACTION_USER_ACTION2
 
#define SPECENUM_VALUE122NAME   "User Action 2"
 
#define SPECENUM_VALUE123   ACTION_USER_ACTION3
 
#define SPECENUM_VALUE123NAME   "User Action 3"
 
#define SPECENUM_VALUE124   ACTION_USER_ACTION4
 
#define SPECENUM_VALUE124NAME   "User Action 4"
 
#define SPECENUM_BITVECTOR   bv_actions
 
#define SPECENUM_COUNT   ACTION_COUNT
 
#define SPECENUM_NAME_UPDATER
 
#define ACTION_ANY   ACTION_COUNT
 
#define ACTION_NONE   ACTION_COUNT
 
#define MAX_NUM_ACTIONS   ACTION_COUNT
 
#define NUM_ACTIONS   MAX_NUM_ACTIONS
 
#define SPECENUM_NAME   moves_actor_kind
 
#define SPECENUM_VALUE0   MAK_STAYS
 
#define SPECENUM_VALUE0NAME   N_("stays")
 
#define SPECENUM_VALUE1   MAK_REGULAR
 
#define SPECENUM_VALUE1NAME   N_("regular")
 
#define SPECENUM_VALUE2   MAK_TELEPORT
 
#define SPECENUM_VALUE2NAME   N_("teleport")
 
#define SPECENUM_VALUE3   MAK_ESCAPE
 
#define SPECENUM_VALUE3NAME   N_("escape")
 
#define SPECENUM_VALUE4   MAK_FORCED
 
#define SPECENUM_VALUE4NAME   N_("forced")
 
#define SPECENUM_VALUE5   MAK_UNREPRESENTABLE
 
#define SPECENUM_VALUE5NAME   N_("unrepresentable")
 
#define SPECENUM_NAME   action_requester
 
#define SPECENUM_VALUE0   ACT_REQ_PLAYER
 
#define SPECENUM_VALUE0NAME   N_("the player")
 
#define SPECENUM_VALUE1   ACT_REQ_RULES
 
#define SPECENUM_VALUE1NAME   N_("the game rules")
 
#define SPECENUM_VALUE2   ACT_REQ_SS_AGENT
 
#define SPECENUM_VALUE2NAME   N_("a server agent")
 
#define SPECENUM_COUNT   ACT_REQ_COUNT
 
#define ACTION_DISTANCE_LAST_NON_SIGNAL   128016
 
#define ACTION_DISTANCE_UNLIMITED   (ACTION_DISTANCE_LAST_NON_SIGNAL + 1)
 
#define ACTION_DISTANCE_MAX   ACTION_DISTANCE_UNLIMITED
 
#define action_has_result(_act_, _res_)   ((_act_)->result == (_res_))
 
#define enabler_get_action(_enabler_)   action_by_number(_enabler_->action)
 
#define enabler_get_action_id(_enabler_)   (_enabler_->action)
 
#define SPECLIST_TAG   action_enabler
 
#define SPECLIST_TYPE   struct action_enabler
 
#define action_enabler_list_iterate(action_enabler_list, aenabler)    TYPED_LIST_ITERATE(struct action_enabler, action_enabler_list, aenabler)
 
#define action_enabler_list_iterate_end   LIST_ITERATE_END
 
#define action_enabler_list_re_iterate(action_enabler_list, aenabler)
 
#define action_enabler_list_re_iterate_end
 
#define action_iterate_all(_act_)
 
#define action_iterate_all_end
 
#define action_iterate(_act_)
 
#define action_iterate_end
 
#define SPECLIST_TAG   action
 
#define SPECLIST_TYPE   struct action
 
#define action_list_iterate(_list_, _act_)    TYPED_LIST_ITERATE(struct action, _list_, _act_)
 
#define action_list_iterate_end   LIST_ITERATE_END
 
#define action_by_result_iterate(_paction_, _result_)
 
#define action_by_result_iterate_end
 
#define action_by_activity_iterate(_paction_, _activity_)
 
#define action_by_activity_iterate_end
 
#define action_array_iterate(_act_array_, _act_id_)
 
#define action_array_iterate_end
 
#define action_enablers_iterate(_enabler_)
 
#define action_enablers_iterate_end
 
#define SPECENUM_NAME   action_auto_perf_cause
 
#define SPECENUM_VALUE0   AAPC_UNIT_UPKEEP
 
#define SPECENUM_VALUE0NAME   "Unit Upkeep"
 
#define SPECENUM_VALUE1   AAPC_UNIT_MOVED_ADJ
 
#define SPECENUM_VALUE1NAME   "Moved Adjacent"
 
#define SPECENUM_VALUE2   AAPC_POST_ACTION
 
#define SPECENUM_VALUE2NAME   "After Successful Action"
 
#define SPECENUM_VALUE3   AAPC_CITY_GONE
 
#define SPECENUM_VALUE3NAME   "City Gone"
 
#define SPECENUM_VALUE4   AAPC_UNIT_STACK_DEATH
 
#define SPECENUM_VALUE4NAME   "Unit Stack Dead"
 
#define SPECENUM_COUNT   AAPC_COUNT
 
#define action_auto_perf_iterate(_act_perf_)
 
#define action_auto_perf_iterate_end
 
#define action_auto_perf_by_cause_iterate(_cause_, _act_perf_)
 
#define action_auto_perf_by_cause_iterate_end   } action_auto_perf_iterate_end
 
#define action_auto_perf_actions_iterate(_autoperf_, _act_id_)    action_array_iterate(_autoperf_->alternatives, _act_id_)
 
#define action_auto_perf_actions_iterate_end    action_array_iterate_end
 
#define ACTION_AUTO_UPKEEP_FOOD   0
 
#define ACTION_AUTO_UPKEEP_GOLD   1
 
#define ACTION_AUTO_UPKEEP_SHIELD   2
 
#define ACTION_AUTO_MOVED_ADJ   3
 
#define ACTION_AUTO_POST_BRIBE   4
 
#define ACTION_AUTO_POST_ATTACK   5
 
#define ACTION_AUTO_POST_ATTACK2   6
 
#define ACTION_AUTO_POST_COLLECT_RANSOM   7
 
#define ACTION_AUTO_ESCAPE_CITY   8
 
#define ACTION_AUTO_ESCAPE_STACK   9
 
#define ACTION_AUTO_POST_WIPE_UNITS   10
 
#define action_id_get_actor_kind(act_id)    action_get_actor_kind(action_by_number(act_id))
 
#define action_id_get_target_kind(act_id)    action_get_target_kind(action_by_number(act_id))
 
#define action_id_get_sub_target_kind(act_id)    action_get_sub_target_kind(action_by_number(act_id))
 
#define action_id(_act_)   (_act_->id)
 
#define action_has_result_safe(paction, result)    (paction && action_has_result(paction, result))
 
#define action_id_has_result_safe(act_id, result)
 
#define action_id_has_complex_target(act_id)    action_has_complex_target(action_by_number(act_id))
 
#define action_id_requires_details(act_id)    action_requires_details(action_by_number(act_id))
 
#define action_id_get_act_time(act_id, actor_unit, tgt_tile, tgt_extra)
 
#define action_id_distance_accepted(act_id, distance)    action_distance_accepted(action_by_number(act_id), distance)
 
#define action_id_distance_inside_max(act_id, distance)    action_distance_inside_max(action_by_number(act_id), distance)
 
#define action_id_get_role(act_id)    action_get_role(action_by_number(act_id))
 
#define action_get_activity(_pact_)    actres_activity_result(_pact_->result)
 
#define action_id_get_activity(act_id)    action_get_activity(action_by_number(act_id))
 
#define ACTPROB_IMPOSSIBLE   action_prob_new_impossible()
 
#define ACTPROB_CERTAIN   action_prob_new_certain()
 
#define ACTPROB_NA   action_prob_new_not_relevant()
 
#define ACTPROB_NOT_IMPLEMENTED   action_prob_new_not_impl()
 
#define ACTPROB_NOT_KNOWN   action_prob_new_unknown()
 
#define ACTION_ODDS_PCT_DICE_ROLL_NA   110
 
#define action_id_univs_not_blocking(act_id, act_uni, tgt_uni)    action_univs_not_blocking(action_by_number(act_id), act_uni, tgt_uni)
 

Functions

const chargen_action_name_update_cb (const char *old_name)
 
struct action_listaction_list_by_result (enum action_result result)
 
struct action_listaction_list_by_activity (enum unit_activity activity)
 
void actions_init (void)
 
void actions_rs_pre_san_gen (void)
 
void actions_free (void)
 
bool actions_are_ready (void)
 
bool action_id_exists (const action_id act_id)
 
static struct actionaction_by_number (action_id act_id)
 
struct actionaction_by_rule_name (const char *name)
 
enum action_actor_kind action_get_actor_kind (const struct action *paction)
 
enum action_target_kind action_get_target_kind (const struct action *paction)
 
enum action_sub_target_kind action_get_sub_target_kind (const struct action *paction)
 
int action_number (const struct action *action)
 
bool action_has_complex_target (const struct action *paction)
 
bool action_requires_details (const struct action *paction)
 
bool action_id_is_rare_pop_up (action_id act_id)
 
bool action_distance_accepted (const struct action *action, const int distance)
 
bool action_distance_inside_max (const struct action *action, const int distance)
 
bool action_would_be_blocked_by (const struct action *blocked, const struct action *blocker)
 
int action_get_role (const struct action *paction)
 
const charaction_rule_name (const struct action *action)
 
const charaction_id_rule_name (action_id act_id)
 
const charaction_name_translation (const struct action *action)
 
const charaction_id_name_translation (action_id act_id)
 
const charaction_get_ui_name_mnemonic (action_id act_id, const char *mnemonic)
 
const charaction_prepare_ui_name (action_id act_id, const char *mnemonic, const struct act_prob prob, const char *custom)
 
const charaction_ui_name_ruleset_var_name (int act)
 
const charaction_ui_name_default (int act)
 
const charaction_min_range_ruleset_var_name (int act)
 
const charaction_max_range_ruleset_var_name (int act)
 
const charaction_target_kind_ruleset_var_name (int act)
 
const charaction_target_kind_help (enum action_target_kind kind)
 
const charaction_actor_consuming_always_ruleset_var_name (action_id act)
 
const charaction_blocked_by_ruleset_var_name (const struct action *act)
 
const charaction_post_success_forced_ruleset_var_name (const struct action *act)
 
bool action_ever_possible (action_id action)
 
struct action_enabler_listaction_enablers_for_action (action_id action)
 
struct action_enableraction_enabler_new (void)
 
void action_enabler_free (struct action_enabler *enabler)
 
struct action_enableraction_enabler_copy (const struct action_enabler *original)
 
void action_enabler_add (struct action_enabler *enabler)
 
bool action_enabler_remove (struct action_enabler *enabler)
 
struct req_vec_problemaction_enabler_suggest_repair_oblig (const struct action_enabler *enabler)
 
struct req_vec_problemaction_enabler_suggest_repair (const struct action_enabler *enabler)
 
struct req_vec_problemaction_enabler_suggest_improvement (const struct action_enabler *enabler)
 
req_vec_num_in_item action_enabler_vector_number (const void *enabler, const struct requirement_vector *vec)
 
struct requirement_vectoraction_enabler_vector_by_number (const void *enabler, req_vec_num_in_item vec)
 
const charaction_enabler_vector_by_number_name (req_vec_num_in_item vec)
 
bool action_enabler_utype_possible_actor (const struct action_enabler *ae, const struct unit_type *act_utype)
 
bool action_enabler_possible_actor (const struct action_enabler *ae)
 
struct actionaction_is_blocked_by (const struct civ_map *nmap, const struct action *act, const struct unit *actor_unit, const struct tile *target_tile, const struct city *target_city, const struct unit *target_unit)
 
bool is_action_enabled_unit_on_city (const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct city *target_city)
 
bool is_action_enabled_unit_on_unit (const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct unit *target_unit)
 
bool is_action_enabled_unit_on_stack (const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct tile *target_tile)
 
bool is_action_enabled_unit_on_tile (const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct tile *target_tile, const struct extra_type *target_extra)
 
bool is_action_enabled_unit_on_extras (const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct tile *target, const struct extra_type *tgt_extra)
 
bool is_action_enabled_unit_on_self (const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit)
 
struct act_prob action_prob_vs_city (const struct civ_map *nmap, const struct unit *actor, const action_id act_id, const struct city *victim)
 
struct act_prob action_prob_vs_unit (const struct civ_map *nmap, const struct unit *actor, const action_id act_id, const struct unit *victim)
 
struct act_prob action_prob_vs_stack (const struct civ_map *nmap, const struct unit *actor, const action_id act_id, const struct tile *victims)
 
struct act_prob action_prob_vs_tile (const struct civ_map *nmap, const struct unit *actor, const action_id act_id, const struct tile *victims, const struct extra_type *target_extra)
 
struct act_prob action_prob_vs_extras (const struct civ_map *nmap, const struct unit *actor, const action_id act_id, const struct tile *target, const struct extra_type *tgt_extra)
 
struct act_prob action_prob_self (const struct civ_map *nmap, const struct unit *actor, const action_id act_id)
 
struct act_prob action_prob_unit_vs_tgt (const struct civ_map *nmap, const struct action *paction, const struct unit *act_unit, const struct city *tgt_city, const struct unit *tgt_unit, const struct tile *tgt_tile, const struct extra_type *sub_tgt)
 
struct act_prob action_speculate_unit_on_city (const struct civ_map *nmap, action_id act_id, const struct unit *actor, const struct city *actor_home, const struct tile *actor_tile, bool omniscient_cheat, const struct city *target)
 
struct act_prob action_speculate_unit_on_unit (const struct civ_map *nmap, action_id act_id, const struct unit *actor, const struct city *actor_home, const struct tile *actor_tile, bool omniscient_cheat, const struct unit *target)
 
struct act_prob action_speculate_unit_on_stack (const struct civ_map *nmap, action_id act_id, const struct unit *actor, const struct city *actor_home, const struct tile *actor_tile, bool omniscient_cheat, const struct tile *target)
 
struct act_prob action_speculate_unit_on_tile (const struct civ_map *nmap, action_id act_id, const struct unit *actor, const struct city *actor_home, const struct tile *actor_tile, bool omniscient_cheat, const struct tile *target_tile, const struct extra_type *target_extra)
 
struct act_prob action_speculate_unit_on_extras (const struct civ_map *nmap, action_id act_id, const struct unit *actor, const struct city *actor_home, const struct tile *actor_tile, bool omniscient_cheat, const struct tile *target_tile, const struct extra_type *target_extra)
 
struct act_prob action_speculate_unit_on_self (const struct civ_map *nmap, action_id act_id, const struct unit *actor, const struct city *actor_home, const struct tile *actor_tile, bool omniscient_cheat)
 
bool action_prob_possible (const struct act_prob probability)
 
bool action_prob_certain (const struct act_prob probability)
 
bool are_action_probabilitys_equal (const struct act_prob *ap1, const struct act_prob *ap2)
 
int action_prob_cmp_pessimist (const struct act_prob ap1, const struct act_prob ap2)
 
double action_prob_to_0_to_1_pessimist (const struct act_prob ap)
 
struct act_prob action_prob_and (const struct act_prob *ap1, const struct act_prob *ap2)
 
struct act_prob action_prob_fall_back (const struct act_prob *ap1, const struct act_prob *ap2)
 
const charaction_prob_explain (const struct act_prob prob)
 
struct act_prob action_prob_new_impossible (void)
 
struct act_prob action_prob_new_not_relevant (void)
 
struct act_prob action_prob_new_not_impl (void)
 
struct act_prob action_prob_new_unknown (void)
 
struct act_prob action_prob_new_certain (void)
 
int action_dice_roll_initial_odds (const struct action *paction)
 
int action_dice_roll_odds (const struct player *act_player, const struct unit *act_unit, const struct city *tgt_city, const struct player *tgt_player, const struct action *paction)
 
bool action_actor_utype_hard_reqs_ok (const struct action *result, const struct unit_type *actor_unittype)
 
bool action_univs_not_blocking (const struct action *paction, struct universal *actor_uni, struct universal *target_uni)
 
bool action_immune_government (struct government *gov, action_id act)
 
bool is_action_possible_on_city (action_id act_id, const struct player *actor_player, const struct city *target_city)
 
bool action_maybe_possible_actor_unit (const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit)
 
bool action_mp_full_makes_legal (const struct unit *actor, const action_id act_id)
 
bool action_is_in_use (struct action *paction)
 
void action_array_end (action_id *act_array, int size)
 
void action_array_add_all_by_result (action_id *act_array, int *position, enum action_result result)
 
const struct action_auto_perfaction_auto_perf_by_number (const int num)
 
struct action_auto_perfaction_auto_perf_slot_number (const int num)
 

Variables

struct action ** _actions
 

Macro Definition Documentation

◆ ACTION_ANY

#define ACTION_ANY   ACTION_COUNT

Definition at line 308 of file actions.h.

◆ action_array_iterate

#define action_array_iterate (   _act_array_,
  _act_id_ 
)
Value:
{ \
int _pos_; \
for (_pos_ = 0; _pos_ < NUM_ACTIONS; _pos_++) { \
/* No more actions in this list. */ \
break; \
}
#define NUM_ACTIONS
Definition actions.h:315
#define ACTION_NONE
Definition actions.h:311
char * incite_cost
Definition comments.c:75
int action_id
Definition fc_types.h:389

Definition at line 497 of file actions.h.

◆ action_array_iterate_end

#define action_array_iterate_end
Value:
} \
}

Definition at line 509 of file actions.h.

◆ ACTION_AUTO_ESCAPE_CITY

#define ACTION_AUTO_ESCAPE_CITY   8

Definition at line 616 of file actions.h.

◆ ACTION_AUTO_ESCAPE_STACK

#define ACTION_AUTO_ESCAPE_STACK   9

Definition at line 617 of file actions.h.

◆ ACTION_AUTO_MOVED_ADJ

#define ACTION_AUTO_MOVED_ADJ   3

Definition at line 611 of file actions.h.

◆ action_auto_perf_actions_iterate

#define action_auto_perf_actions_iterate (   _autoperf_,
  _act_id_ 
)     action_array_iterate(_autoperf_->alternatives, _act_id_)

Definition at line 599 of file actions.h.

◆ action_auto_perf_actions_iterate_end

#define action_auto_perf_actions_iterate_end    action_array_iterate_end

Definition at line 602 of file actions.h.

◆ action_auto_perf_by_cause_iterate

#define action_auto_perf_by_cause_iterate (   _cause_,
  _act_perf_ 
)
Value:
if (_act_perf_->cause != _cause_) { \
continue; \
}
#define action_auto_perf_iterate(_act_perf_)
Definition actions.h:574

Definition at line 590 of file actions.h.

◆ action_auto_perf_by_cause_iterate_end

#define action_auto_perf_by_cause_iterate_end   } action_auto_perf_iterate_end

Definition at line 596 of file actions.h.

◆ action_auto_perf_iterate

#define action_auto_perf_iterate (   _act_perf_)
Value:
{ \
int _ap_num_; \
for (_ap_num_ = 0; \
!= AAPC_COUNT); \
_ap_num_++) { \
const struct action_auto_perf *_act_perf_ \
const struct action_auto_perf * action_auto_perf_by_number(const int num)
Definition actions.c:6437
#define MAX_NUM_ACTION_AUTO_PERFORMERS
Definition fc_types.h:54
enum action_auto_perf_cause cause
Definition actions.h:563

Definition at line 574 of file actions.h.

◆ action_auto_perf_iterate_end

#define action_auto_perf_iterate_end
Value:
} \
}

Definition at line 586 of file actions.h.

◆ ACTION_AUTO_POST_ATTACK

#define ACTION_AUTO_POST_ATTACK   5

Definition at line 613 of file actions.h.

◆ ACTION_AUTO_POST_ATTACK2

#define ACTION_AUTO_POST_ATTACK2   6

Definition at line 614 of file actions.h.

◆ ACTION_AUTO_POST_BRIBE

#define ACTION_AUTO_POST_BRIBE   4

Definition at line 612 of file actions.h.

◆ ACTION_AUTO_POST_COLLECT_RANSOM

#define ACTION_AUTO_POST_COLLECT_RANSOM   7

Definition at line 615 of file actions.h.

◆ ACTION_AUTO_POST_WIPE_UNITS

#define ACTION_AUTO_POST_WIPE_UNITS   10

Definition at line 618 of file actions.h.

◆ ACTION_AUTO_UPKEEP_FOOD

#define ACTION_AUTO_UPKEEP_FOOD   0

Definition at line 608 of file actions.h.

◆ ACTION_AUTO_UPKEEP_GOLD

#define ACTION_AUTO_UPKEEP_GOLD   1

Definition at line 609 of file actions.h.

◆ ACTION_AUTO_UPKEEP_SHIELD

#define ACTION_AUTO_UPKEEP_SHIELD   2

Definition at line 610 of file actions.h.

◆ action_by_activity_iterate

#define action_by_activity_iterate (   _paction_,
  _activity_ 
)
Value:
{ \
struct action_list * action_list_by_activity(enum unit_activity activity)
Definition actions.c:8145

Definition at line 489 of file actions.h.

◆ action_by_activity_iterate_end

#define action_by_activity_iterate_end
Value:
}
#define action_list_iterate_end
Definition actions.h:476

Definition at line 493 of file actions.h.

◆ action_by_result_iterate

#define action_by_result_iterate (   _paction_,
  _result_ 
)
Value:
{ \
struct action_list * action_list_by_result(enum action_result result)
Definition actions.c:8135

Definition at line 481 of file actions.h.

◆ action_by_result_iterate_end

#define action_by_result_iterate_end
Value:

Definition at line 485 of file actions.h.

◆ ACTION_DISTANCE_LAST_NON_SIGNAL

#define ACTION_DISTANCE_LAST_NON_SIGNAL   128016

Definition at line 355 of file actions.h.

◆ ACTION_DISTANCE_MAX

#define ACTION_DISTANCE_MAX   ACTION_DISTANCE_UNLIMITED

Definition at line 359 of file actions.h.

◆ ACTION_DISTANCE_UNLIMITED

#define ACTION_DISTANCE_UNLIMITED   (ACTION_DISTANCE_LAST_NON_SIGNAL + 1)

Definition at line 357 of file actions.h.

◆ action_enabler_list_iterate

Definition at line 439 of file actions.h.

◆ action_enabler_list_iterate_end

#define action_enabler_list_iterate_end   LIST_ITERATE_END

Definition at line 441 of file actions.h.

◆ action_enabler_list_re_iterate

#define action_enabler_list_re_iterate (   action_enabler_list,
  aenabler 
)
Value:
if (!aenabler->ruledit_disabled) {
#define action_enabler_list_iterate(action_enabler_list, aenabler)
Definition actions.h:439

Definition at line 443 of file actions.h.

◆ action_enabler_list_re_iterate_end

#define action_enabler_list_re_iterate_end
Value:
} \
#define action_enabler_list_iterate_end
Definition actions.h:441

Definition at line 447 of file actions.h.

◆ action_enablers_iterate

#define action_enablers_iterate (   _enabler_)
Value:
{ \
struct action_enabler_list * action_enablers_for_action(action_id action)
Definition actions.c:2315

Definition at line 513 of file actions.h.

◆ action_enablers_iterate_end

#define action_enablers_iterate_end
Value:

Definition at line 519 of file actions.h.

◆ action_get_activity

#define action_get_activity (   _pact_)     actres_activity_result(_pact_->result)

Definition at line 699 of file actions.h.

◆ action_has_result

#define action_has_result (   _act_,
  _res_ 
)    ((_act_)->result == (_res_))

Definition at line 431 of file actions.h.

◆ action_has_result_safe

#define action_has_result_safe (   paction,
  result 
)     (paction && action_has_result(paction, result))

Definition at line 663 of file actions.h.

◆ action_id

#define action_id (   _act_)    (_act_->id)

Definition at line 661 of file actions.h.

◆ action_id_distance_accepted

#define action_id_distance_accepted (   act_id,
  distance 
)     action_distance_accepted(action_by_number(act_id), distance)

Definition at line 684 of file actions.h.

◆ action_id_distance_inside_max

#define action_id_distance_inside_max (   act_id,
  distance 
)     action_distance_inside_max(action_by_number(act_id), distance)

Definition at line 689 of file actions.h.

◆ action_id_get_act_time

#define action_id_get_act_time (   act_id,
  actor_unit,
  tgt_tile,
  tgt_extra 
)
Value:
static struct action * action_by_number(action_id act_id)
Definition actions.h:635
int actres_get_act_time(enum action_result result, const struct unit *actor_unit, const struct tile *tgt_tile, const struct extra_type *tgt_extra)
Definition actres.c:313
struct unit * actor_unit
Definition dialogs_g.h:55

Definition at line 676 of file actions.h.

◆ action_id_get_activity

#define action_id_get_activity (   act_id)     action_get_activity(action_by_number(act_id))

Definition at line 701 of file actions.h.

◆ action_id_get_actor_kind

#define action_id_get_actor_kind (   act_id)     action_get_actor_kind(action_by_number(act_id))

Definition at line 648 of file actions.h.

◆ action_id_get_role

#define action_id_get_role (   act_id)     action_get_role(action_by_number(act_id))

Definition at line 696 of file actions.h.

◆ action_id_get_sub_target_kind

#define action_id_get_sub_target_kind (   act_id)     action_get_sub_target_kind(action_by_number(act_id))

Definition at line 656 of file actions.h.

◆ action_id_get_target_kind

#define action_id_get_target_kind (   act_id)     action_get_target_kind(action_by_number(act_id))

Definition at line 652 of file actions.h.

◆ action_id_has_complex_target

#define action_id_has_complex_target (   act_id)     action_has_complex_target(action_by_number(act_id))

Definition at line 670 of file actions.h.

◆ action_id_has_result_safe

#define action_id_has_result_safe (   act_id,
  result 
)
Value:
(action_by_number(act_id) \
&& action_has_result(action_by_number(act_id), result))
#define action_has_result(_act_, _res_)
Definition actions.h:431

Definition at line 665 of file actions.h.

◆ action_id_requires_details

#define action_id_requires_details (   act_id)     action_requires_details(action_by_number(act_id))

Definition at line 673 of file actions.h.

◆ action_id_univs_not_blocking

#define action_id_univs_not_blocking (   act_id,
  act_uni,
  tgt_uni 
)     action_univs_not_blocking(action_by_number(act_id), act_uni, tgt_uni)

Definition at line 945 of file actions.h.

◆ action_iterate

#define action_iterate (   _act_)
Value:

Definition at line 461 of file actions.h.

◆ action_iterate_all

#define action_iterate_all (   _act_)
Value:

Definition at line 451 of file actions.h.

◆ action_iterate_all_end

#define action_iterate_all_end
Value:
} \
}

Definition at line 456 of file actions.h.

◆ action_iterate_end

#define action_iterate_end
Value:
}
#define action_iterate_all_end
Definition actions.h:456

Definition at line 465 of file actions.h.

◆ action_list_iterate

#define action_list_iterate (   _list_,
  _act_ 
)     TYPED_LIST_ITERATE(struct action, _list_, _act_)

Definition at line 474 of file actions.h.

◆ action_list_iterate_end

#define action_list_iterate_end   LIST_ITERATE_END

Definition at line 476 of file actions.h.

◆ ACTION_NONE

#define ACTION_NONE   ACTION_COUNT

Definition at line 311 of file actions.h.

◆ ACTION_ODDS_PCT_DICE_ROLL_NA

#define ACTION_ODDS_PCT_DICE_ROLL_NA   110

Definition at line 929 of file actions.h.

◆ ACTPROB_CERTAIN

#define ACTPROB_CERTAIN   action_prob_new_certain()

Definition at line 923 of file actions.h.

◆ ACTPROB_IMPOSSIBLE

#define ACTPROB_IMPOSSIBLE   action_prob_new_impossible()

Definition at line 922 of file actions.h.

◆ ACTPROB_NA

Definition at line 924 of file actions.h.

◆ ACTPROB_NOT_IMPLEMENTED

#define ACTPROB_NOT_IMPLEMENTED   action_prob_new_not_impl()

Definition at line 925 of file actions.h.

◆ ACTPROB_NOT_KNOWN

#define ACTPROB_NOT_KNOWN   action_prob_new_unknown()

Definition at line 926 of file actions.h.

◆ ASSERT_UNUSED_ACTION_CASES

#define ASSERT_UNUSED_ACTION_CASES   \

Definition at line 38 of file actions.h.

◆ enabler_get_action

#define enabler_get_action (   _enabler_)    action_by_number(_enabler_->action)

Definition at line 433 of file actions.h.

◆ enabler_get_action_id

#define enabler_get_action_id (   _enabler_)    (_enabler_->action)

Definition at line 434 of file actions.h.

◆ MAX_NUM_ACTIONS

#define MAX_NUM_ACTIONS   ACTION_COUNT

Definition at line 314 of file actions.h.

◆ NUM_ACTIONS

#define NUM_ACTIONS   MAX_NUM_ACTIONS

Definition at line 315 of file actions.h.

◆ SPECENUM_BITVECTOR

#define SPECENUM_BITVECTOR   bv_actions

Definition at line 302 of file actions.h.

◆ SPECENUM_COUNT [1/4]

#define SPECENUM_COUNT   AAK_COUNT

Definition at line 44 of file actions.h.

◆ SPECENUM_COUNT [2/4]

#define SPECENUM_COUNT   ACTION_COUNT

Definition at line 44 of file actions.h.

◆ SPECENUM_COUNT [3/4]

#define SPECENUM_COUNT   ACT_REQ_COUNT

Definition at line 44 of file actions.h.

◆ SPECENUM_COUNT [4/4]

#define SPECENUM_COUNT   AAPC_COUNT

Definition at line 44 of file actions.h.

◆ SPECENUM_NAME [1/5]

Definition at line 41 of file actions.h.

◆ SPECENUM_NAME [2/5]

Definition at line 41 of file actions.h.

◆ SPECENUM_NAME [3/5]

Definition at line 41 of file actions.h.

◆ SPECENUM_NAME [4/5]

Definition at line 41 of file actions.h.

◆ SPECENUM_NAME [5/5]

Definition at line 41 of file actions.h.

◆ SPECENUM_NAME_UPDATER

#define SPECENUM_NAME_UPDATER

Definition at line 304 of file actions.h.

◆ SPECENUM_VALUE0 [1/5]

#define SPECENUM_VALUE0   AAK_UNIT

Definition at line 42 of file actions.h.

◆ SPECENUM_VALUE0 [2/5]

#define SPECENUM_VALUE0   ACTION_ESTABLISH_EMBASSY

Definition at line 42 of file actions.h.

◆ SPECENUM_VALUE0 [3/5]

#define SPECENUM_VALUE0   MAK_STAYS

Definition at line 42 of file actions.h.

◆ SPECENUM_VALUE0 [4/5]

#define SPECENUM_VALUE0   ACT_REQ_PLAYER

Definition at line 42 of file actions.h.

◆ SPECENUM_VALUE0 [5/5]

#define SPECENUM_VALUE0   AAPC_UNIT_UPKEEP

Definition at line 42 of file actions.h.

◆ SPECENUM_VALUE0NAME [1/5]

#define SPECENUM_VALUE0NAME   N_("a unit")

Definition at line 43 of file actions.h.

◆ SPECENUM_VALUE0NAME [2/5]

#define SPECENUM_VALUE0NAME   "Establish Embassy"

Definition at line 43 of file actions.h.

◆ SPECENUM_VALUE0NAME [3/5]

#define SPECENUM_VALUE0NAME   N_("stays")

Definition at line 43 of file actions.h.

◆ SPECENUM_VALUE0NAME [4/5]

#define SPECENUM_VALUE0NAME   N_("the player")

Definition at line 43 of file actions.h.

◆ SPECENUM_VALUE0NAME [5/5]

#define SPECENUM_VALUE0NAME   "Unit Upkeep"

Definition at line 43 of file actions.h.

◆ SPECENUM_VALUE1 [1/4]

#define SPECENUM_VALUE1   ACTION_ESTABLISH_EMBASSY_STAY

Definition at line 54 of file actions.h.

◆ SPECENUM_VALUE1 [2/4]

#define SPECENUM_VALUE1   MAK_REGULAR

Definition at line 54 of file actions.h.

◆ SPECENUM_VALUE1 [3/4]

#define SPECENUM_VALUE1   ACT_REQ_RULES

Definition at line 54 of file actions.h.

◆ SPECENUM_VALUE1 [4/4]

#define SPECENUM_VALUE1   AAPC_UNIT_MOVED_ADJ

Definition at line 54 of file actions.h.

◆ SPECENUM_VALUE10

#define SPECENUM_VALUE10   ACTION_SPY_TARGETED_SABOTAGE_CITY

Definition at line 72 of file actions.h.

◆ SPECENUM_VALUE100

#define SPECENUM_VALUE100   ACTION_HEAL_UNIT

Definition at line 252 of file actions.h.

◆ SPECENUM_VALUE100NAME

#define SPECENUM_VALUE100NAME   "Heal Unit"

Definition at line 253 of file actions.h.

◆ SPECENUM_VALUE101

#define SPECENUM_VALUE101   ACTION_HEAL_UNIT2

Definition at line 254 of file actions.h.

◆ SPECENUM_VALUE101NAME

#define SPECENUM_VALUE101NAME   "Heal Unit 2"

Definition at line 255 of file actions.h.

◆ SPECENUM_VALUE102

#define SPECENUM_VALUE102   ACTION_PARADROP

Definition at line 256 of file actions.h.

◆ SPECENUM_VALUE102NAME

#define SPECENUM_VALUE102NAME   "Paradrop Unit"

Definition at line 257 of file actions.h.

◆ SPECENUM_VALUE103

#define SPECENUM_VALUE103   ACTION_PARADROP_CONQUER

Definition at line 258 of file actions.h.

◆ SPECENUM_VALUE103NAME

#define SPECENUM_VALUE103NAME   "Paradrop Unit Conquer"

Definition at line 259 of file actions.h.

◆ SPECENUM_VALUE104

#define SPECENUM_VALUE104   ACTION_PARADROP_FRIGHTEN

Definition at line 260 of file actions.h.

◆ SPECENUM_VALUE104NAME

#define SPECENUM_VALUE104NAME   "Paradrop Unit Frighten"

Definition at line 261 of file actions.h.

◆ SPECENUM_VALUE105

#define SPECENUM_VALUE105   ACTION_PARADROP_FRIGHTEN_CONQUER

Definition at line 262 of file actions.h.

◆ SPECENUM_VALUE105NAME

#define SPECENUM_VALUE105NAME   "Paradrop Unit Frighten Conquer"

Definition at line 263 of file actions.h.

◆ SPECENUM_VALUE106

#define SPECENUM_VALUE106   ACTION_PARADROP_ENTER

Definition at line 264 of file actions.h.

◆ SPECENUM_VALUE106NAME

#define SPECENUM_VALUE106NAME   "Paradrop Unit Enter"

Definition at line 265 of file actions.h.

◆ SPECENUM_VALUE107

#define SPECENUM_VALUE107   ACTION_PARADROP_ENTER_CONQUER

Definition at line 266 of file actions.h.

◆ SPECENUM_VALUE107NAME

#define SPECENUM_VALUE107NAME   "Paradrop Unit Enter Conquer"

Definition at line 267 of file actions.h.

◆ SPECENUM_VALUE108

#define SPECENUM_VALUE108   ACTION_WIPE_UNITS

Definition at line 268 of file actions.h.

◆ SPECENUM_VALUE108NAME

#define SPECENUM_VALUE108NAME   "Wipe Units"

Definition at line 269 of file actions.h.

◆ SPECENUM_VALUE109

#define SPECENUM_VALUE109   ACTION_SPY_ESCAPE

Definition at line 270 of file actions.h.

◆ SPECENUM_VALUE109NAME

#define SPECENUM_VALUE109NAME   "Spy Escape"

Definition at line 271 of file actions.h.

◆ SPECENUM_VALUE10NAME

#define SPECENUM_VALUE10NAME   "Targeted Sabotage City"

Definition at line 73 of file actions.h.

◆ SPECENUM_VALUE11

Definition at line 74 of file actions.h.

◆ SPECENUM_VALUE110

#define SPECENUM_VALUE110   ACTION_UNIT_MOVE

Definition at line 272 of file actions.h.

◆ SPECENUM_VALUE110NAME

#define SPECENUM_VALUE110NAME   "Unit Move"

Definition at line 273 of file actions.h.

◆ SPECENUM_VALUE111

#define SPECENUM_VALUE111   ACTION_UNIT_MOVE2

Definition at line 274 of file actions.h.

◆ SPECENUM_VALUE111NAME

#define SPECENUM_VALUE111NAME   "Unit Move 2"

Definition at line 275 of file actions.h.

◆ SPECENUM_VALUE112

#define SPECENUM_VALUE112   ACTION_UNIT_MOVE3

Definition at line 276 of file actions.h.

◆ SPECENUM_VALUE112NAME

#define SPECENUM_VALUE112NAME   "Unit Move 3"

Definition at line 277 of file actions.h.

◆ SPECENUM_VALUE113

#define SPECENUM_VALUE113   ACTION_TELEPORT

Definition at line 278 of file actions.h.

◆ SPECENUM_VALUE113NAME

#define SPECENUM_VALUE113NAME   "Teleport"

Definition at line 279 of file actions.h.

◆ SPECENUM_VALUE114

#define SPECENUM_VALUE114   ACTION_TELEPORT_CONQUER

Definition at line 280 of file actions.h.

◆ SPECENUM_VALUE114NAME

#define SPECENUM_VALUE114NAME   "Teleport Conquer"

Definition at line 281 of file actions.h.

◆ SPECENUM_VALUE115

#define SPECENUM_VALUE115   ACTION_TELEPORT_FRIGHTEN

Definition at line 282 of file actions.h.

◆ SPECENUM_VALUE115NAME

#define SPECENUM_VALUE115NAME   "Teleport Frighten"

Definition at line 283 of file actions.h.

◆ SPECENUM_VALUE116

#define SPECENUM_VALUE116   ACTION_TELEPORT_FRIGHTEN_CONQUER

Definition at line 284 of file actions.h.

◆ SPECENUM_VALUE116NAME

#define SPECENUM_VALUE116NAME   "Teleport Frighten Conquer"

Definition at line 285 of file actions.h.

◆ SPECENUM_VALUE117

#define SPECENUM_VALUE117   ACTION_TELEPORT_ENTER

Definition at line 286 of file actions.h.

◆ SPECENUM_VALUE117NAME

#define SPECENUM_VALUE117NAME   "Teleport Enter"

Definition at line 287 of file actions.h.

◆ SPECENUM_VALUE118

#define SPECENUM_VALUE118   ACTION_TELEPORT_ENTER_CONQUER

Definition at line 288 of file actions.h.

◆ SPECENUM_VALUE118NAME

#define SPECENUM_VALUE118NAME   "Teleport Enter Conquer"

Definition at line 289 of file actions.h.

◆ SPECENUM_VALUE119

#define SPECENUM_VALUE119   ACTION_CLEAN

Definition at line 290 of file actions.h.

◆ SPECENUM_VALUE119NAME

#define SPECENUM_VALUE119NAME   "Clean"

Definition at line 291 of file actions.h.

◆ SPECENUM_VALUE11NAME

#define SPECENUM_VALUE11NAME   "Targeted Sabotage City Escape"

Definition at line 75 of file actions.h.

◆ SPECENUM_VALUE12

Definition at line 76 of file actions.h.

◆ SPECENUM_VALUE120

#define SPECENUM_VALUE120   ACTION_COLLECT_RANSOM

Definition at line 292 of file actions.h.

◆ SPECENUM_VALUE120NAME

#define SPECENUM_VALUE120NAME   "Collect Ransom"

Definition at line 293 of file actions.h.

◆ SPECENUM_VALUE121

#define SPECENUM_VALUE121   ACTION_USER_ACTION1

Definition at line 294 of file actions.h.

◆ SPECENUM_VALUE121NAME

#define SPECENUM_VALUE121NAME   "User Action 1"

Definition at line 295 of file actions.h.

◆ SPECENUM_VALUE122

#define SPECENUM_VALUE122   ACTION_USER_ACTION2

Definition at line 296 of file actions.h.

◆ SPECENUM_VALUE122NAME

#define SPECENUM_VALUE122NAME   "User Action 2"

Definition at line 297 of file actions.h.

◆ SPECENUM_VALUE123

#define SPECENUM_VALUE123   ACTION_USER_ACTION3

Definition at line 298 of file actions.h.

◆ SPECENUM_VALUE123NAME

#define SPECENUM_VALUE123NAME   "User Action 3"

Definition at line 299 of file actions.h.

◆ SPECENUM_VALUE124

#define SPECENUM_VALUE124   ACTION_USER_ACTION4

Definition at line 300 of file actions.h.

◆ SPECENUM_VALUE124NAME

#define SPECENUM_VALUE124NAME   "User Action 4"

Definition at line 301 of file actions.h.

◆ SPECENUM_VALUE12NAME

#define SPECENUM_VALUE12NAME   "Sabotage City Production"

Definition at line 77 of file actions.h.

◆ SPECENUM_VALUE13

Definition at line 78 of file actions.h.

◆ SPECENUM_VALUE13NAME

#define SPECENUM_VALUE13NAME   "Sabotage City Production Escape"

Definition at line 79 of file actions.h.

◆ SPECENUM_VALUE14

#define SPECENUM_VALUE14   ACTION_SPY_STEAL_TECH

Definition at line 80 of file actions.h.

◆ SPECENUM_VALUE14NAME

#define SPECENUM_VALUE14NAME   "Steal Tech"

Definition at line 81 of file actions.h.

◆ SPECENUM_VALUE15

#define SPECENUM_VALUE15   ACTION_SPY_STEAL_TECH_ESC

Definition at line 82 of file actions.h.

◆ SPECENUM_VALUE15NAME

#define SPECENUM_VALUE15NAME   "Steal Tech Escape Expected"

Definition at line 83 of file actions.h.

◆ SPECENUM_VALUE16

#define SPECENUM_VALUE16   ACTION_SPY_TARGETED_STEAL_TECH

Definition at line 84 of file actions.h.

◆ SPECENUM_VALUE16NAME

#define SPECENUM_VALUE16NAME   "Targeted Steal Tech"

Definition at line 85 of file actions.h.

◆ SPECENUM_VALUE17

Definition at line 86 of file actions.h.

◆ SPECENUM_VALUE17NAME

#define SPECENUM_VALUE17NAME   "Targeted Steal Tech Escape Expected"

Definition at line 87 of file actions.h.

◆ SPECENUM_VALUE18

#define SPECENUM_VALUE18   ACTION_SPY_INCITE_CITY

Definition at line 88 of file actions.h.

◆ SPECENUM_VALUE18NAME

#define SPECENUM_VALUE18NAME   "Incite City"

Definition at line 89 of file actions.h.

◆ SPECENUM_VALUE19

#define SPECENUM_VALUE19   ACTION_SPY_INCITE_CITY_ESC

Definition at line 90 of file actions.h.

◆ SPECENUM_VALUE19NAME

#define SPECENUM_VALUE19NAME   "Incite City Escape"

Definition at line 91 of file actions.h.

◆ SPECENUM_VALUE1NAME [1/4]

#define SPECENUM_VALUE1NAME   "Establish Embassy Stay"

Definition at line 55 of file actions.h.

◆ SPECENUM_VALUE1NAME [2/4]

#define SPECENUM_VALUE1NAME   N_("regular")

Definition at line 55 of file actions.h.

◆ SPECENUM_VALUE1NAME [3/4]

#define SPECENUM_VALUE1NAME   N_("the game rules")

Definition at line 55 of file actions.h.

◆ SPECENUM_VALUE1NAME [4/4]

#define SPECENUM_VALUE1NAME   "Moved Adjacent"

Definition at line 55 of file actions.h.

◆ SPECENUM_VALUE2 [1/4]

#define SPECENUM_VALUE2   ACTION_SPY_INVESTIGATE_CITY

Definition at line 56 of file actions.h.

◆ SPECENUM_VALUE2 [2/4]

#define SPECENUM_VALUE2   MAK_TELEPORT

Definition at line 56 of file actions.h.

◆ SPECENUM_VALUE2 [3/4]

#define SPECENUM_VALUE2   ACT_REQ_SS_AGENT

Definition at line 56 of file actions.h.

◆ SPECENUM_VALUE2 [4/4]

#define SPECENUM_VALUE2   AAPC_POST_ACTION

Definition at line 56 of file actions.h.

◆ SPECENUM_VALUE20

#define SPECENUM_VALUE20   ACTION_TRADE_ROUTE

Definition at line 92 of file actions.h.

◆ SPECENUM_VALUE20NAME

#define SPECENUM_VALUE20NAME   "Establish Trade Route"

Definition at line 93 of file actions.h.

◆ SPECENUM_VALUE21

#define SPECENUM_VALUE21   ACTION_MARKETPLACE

Definition at line 94 of file actions.h.

◆ SPECENUM_VALUE21NAME

#define SPECENUM_VALUE21NAME   "Enter Marketplace"

Definition at line 95 of file actions.h.

◆ SPECENUM_VALUE22

#define SPECENUM_VALUE22   ACTION_HELP_WONDER

Definition at line 96 of file actions.h.

◆ SPECENUM_VALUE22NAME

#define SPECENUM_VALUE22NAME   "Help Wonder"

Definition at line 97 of file actions.h.

◆ SPECENUM_VALUE23

#define SPECENUM_VALUE23   ACTION_SPY_BRIBE_UNIT

Definition at line 98 of file actions.h.

◆ SPECENUM_VALUE23NAME

#define SPECENUM_VALUE23NAME   "Bribe Unit"

Definition at line 99 of file actions.h.

◆ SPECENUM_VALUE24

#define SPECENUM_VALUE24   ACTION_CAPTURE_UNITS

Definition at line 100 of file actions.h.

◆ SPECENUM_VALUE24NAME

#define SPECENUM_VALUE24NAME   "Capture Units"

Definition at line 101 of file actions.h.

◆ SPECENUM_VALUE25

#define SPECENUM_VALUE25   ACTION_SPY_SABOTAGE_UNIT

Definition at line 102 of file actions.h.

◆ SPECENUM_VALUE25NAME

#define SPECENUM_VALUE25NAME   "Sabotage Unit"

Definition at line 103 of file actions.h.

◆ SPECENUM_VALUE26

#define SPECENUM_VALUE26   ACTION_SPY_SABOTAGE_UNIT_ESC

Definition at line 104 of file actions.h.

◆ SPECENUM_VALUE26NAME

#define SPECENUM_VALUE26NAME   "Sabotage Unit Escape"

Definition at line 105 of file actions.h.

◆ SPECENUM_VALUE27

#define SPECENUM_VALUE27   ACTION_FOUND_CITY

Definition at line 106 of file actions.h.

◆ SPECENUM_VALUE27NAME

#define SPECENUM_VALUE27NAME   "Found City"

Definition at line 107 of file actions.h.

◆ SPECENUM_VALUE28

#define SPECENUM_VALUE28   ACTION_JOIN_CITY

Definition at line 108 of file actions.h.

◆ SPECENUM_VALUE28NAME

#define SPECENUM_VALUE28NAME   "Join City"

Definition at line 109 of file actions.h.

◆ SPECENUM_VALUE29

#define SPECENUM_VALUE29   ACTION_STEAL_MAPS

Definition at line 110 of file actions.h.

◆ SPECENUM_VALUE29NAME

#define SPECENUM_VALUE29NAME   "Steal Maps"

Definition at line 111 of file actions.h.

◆ SPECENUM_VALUE2NAME [1/4]

#define SPECENUM_VALUE2NAME   "Investigate City"

Definition at line 57 of file actions.h.

◆ SPECENUM_VALUE2NAME [2/4]

#define SPECENUM_VALUE2NAME   N_("teleport")

Definition at line 57 of file actions.h.

◆ SPECENUM_VALUE2NAME [3/4]

#define SPECENUM_VALUE2NAME   N_("a server agent")

Definition at line 57 of file actions.h.

◆ SPECENUM_VALUE2NAME [4/4]

#define SPECENUM_VALUE2NAME   "After Successful Action"

Definition at line 57 of file actions.h.

◆ SPECENUM_VALUE3 [1/3]

#define SPECENUM_VALUE3   ACTION_INV_CITY_SPEND

Definition at line 58 of file actions.h.

◆ SPECENUM_VALUE3 [2/3]

#define SPECENUM_VALUE3   MAK_ESCAPE

Definition at line 58 of file actions.h.

◆ SPECENUM_VALUE3 [3/3]

#define SPECENUM_VALUE3   AAPC_CITY_GONE

Definition at line 58 of file actions.h.

◆ SPECENUM_VALUE30

#define SPECENUM_VALUE30   ACTION_STEAL_MAPS_ESC

Definition at line 112 of file actions.h.

◆ SPECENUM_VALUE30NAME

#define SPECENUM_VALUE30NAME   "Steal Maps Escape"

Definition at line 113 of file actions.h.

◆ SPECENUM_VALUE31

#define SPECENUM_VALUE31   ACTION_SPY_NUKE

Definition at line 114 of file actions.h.

◆ SPECENUM_VALUE31NAME

#define SPECENUM_VALUE31NAME   "Suitcase Nuke"

Definition at line 115 of file actions.h.

◆ SPECENUM_VALUE32

#define SPECENUM_VALUE32   ACTION_SPY_NUKE_ESC

Definition at line 116 of file actions.h.

◆ SPECENUM_VALUE32NAME

#define SPECENUM_VALUE32NAME   "Suitcase Nuke Escape"

Definition at line 117 of file actions.h.

◆ SPECENUM_VALUE33

#define SPECENUM_VALUE33   ACTION_NUKE

Definition at line 118 of file actions.h.

◆ SPECENUM_VALUE33NAME

#define SPECENUM_VALUE33NAME   "Explode Nuclear"

Definition at line 119 of file actions.h.

◆ SPECENUM_VALUE34

#define SPECENUM_VALUE34   ACTION_NUKE_CITY

Definition at line 120 of file actions.h.

◆ SPECENUM_VALUE34NAME

#define SPECENUM_VALUE34NAME   "Nuke City"

Definition at line 121 of file actions.h.

◆ SPECENUM_VALUE35

#define SPECENUM_VALUE35   ACTION_NUKE_UNITS

Definition at line 122 of file actions.h.

◆ SPECENUM_VALUE35NAME

#define SPECENUM_VALUE35NAME   "Nuke Units"

Definition at line 123 of file actions.h.

◆ SPECENUM_VALUE36

#define SPECENUM_VALUE36   ACTION_DESTROY_CITY

Definition at line 124 of file actions.h.

◆ SPECENUM_VALUE36NAME

#define SPECENUM_VALUE36NAME   "Destroy City"

Definition at line 125 of file actions.h.

◆ SPECENUM_VALUE37

#define SPECENUM_VALUE37   ACTION_EXPEL_UNIT

Definition at line 126 of file actions.h.

◆ SPECENUM_VALUE37NAME

#define SPECENUM_VALUE37NAME   "Expel Unit"

Definition at line 127 of file actions.h.

◆ SPECENUM_VALUE38

#define SPECENUM_VALUE38   ACTION_DISBAND_UNIT_RECOVER

Definition at line 128 of file actions.h.

◆ SPECENUM_VALUE38NAME

#define SPECENUM_VALUE38NAME   "Disband Unit Recover"

Definition at line 129 of file actions.h.

◆ SPECENUM_VALUE39

#define SPECENUM_VALUE39   ACTION_DISBAND_UNIT

Definition at line 130 of file actions.h.

◆ SPECENUM_VALUE39NAME

#define SPECENUM_VALUE39NAME   "Disband Unit"

Definition at line 131 of file actions.h.

◆ SPECENUM_VALUE3NAME [1/3]

#define SPECENUM_VALUE3NAME   "Investigate City Spend Unit"

Definition at line 59 of file actions.h.

◆ SPECENUM_VALUE3NAME [2/3]

#define SPECENUM_VALUE3NAME   N_("escape")

Definition at line 59 of file actions.h.

◆ SPECENUM_VALUE3NAME [3/3]

#define SPECENUM_VALUE3NAME   "City Gone"

Definition at line 59 of file actions.h.

◆ SPECENUM_VALUE4 [1/3]

#define SPECENUM_VALUE4   ACTION_SPY_POISON

Definition at line 60 of file actions.h.

◆ SPECENUM_VALUE4 [2/3]

#define SPECENUM_VALUE4   MAK_FORCED

Definition at line 60 of file actions.h.

◆ SPECENUM_VALUE4 [3/3]

#define SPECENUM_VALUE4   AAPC_UNIT_STACK_DEATH

Definition at line 60 of file actions.h.

◆ SPECENUM_VALUE40

#define SPECENUM_VALUE40   ACTION_HOME_CITY

Definition at line 132 of file actions.h.

◆ SPECENUM_VALUE40NAME

#define SPECENUM_VALUE40NAME   "Home City"

Definition at line 133 of file actions.h.

◆ SPECENUM_VALUE41

#define SPECENUM_VALUE41   ACTION_HOMELESS

Definition at line 134 of file actions.h.

◆ SPECENUM_VALUE41NAME

#define SPECENUM_VALUE41NAME   "Unit Make Homeless"

Definition at line 135 of file actions.h.

◆ SPECENUM_VALUE42

#define SPECENUM_VALUE42   ACTION_UPGRADE_UNIT

Definition at line 136 of file actions.h.

◆ SPECENUM_VALUE42NAME

#define SPECENUM_VALUE42NAME   "Upgrade Unit"

Definition at line 137 of file actions.h.

◆ SPECENUM_VALUE43

#define SPECENUM_VALUE43   ACTION_CONVERT

Definition at line 138 of file actions.h.

◆ SPECENUM_VALUE43NAME

#define SPECENUM_VALUE43NAME   "Convert Unit"

Definition at line 139 of file actions.h.

◆ SPECENUM_VALUE44

#define SPECENUM_VALUE44   ACTION_AIRLIFT

Definition at line 140 of file actions.h.

◆ SPECENUM_VALUE44NAME

#define SPECENUM_VALUE44NAME   "Airlift Unit"

Definition at line 141 of file actions.h.

◆ SPECENUM_VALUE45

#define SPECENUM_VALUE45   ACTION_ATTACK

Definition at line 142 of file actions.h.

◆ SPECENUM_VALUE45NAME

#define SPECENUM_VALUE45NAME   "Attack"

Definition at line 143 of file actions.h.

◆ SPECENUM_VALUE46

#define SPECENUM_VALUE46   ACTION_ATTACK2

Definition at line 144 of file actions.h.

◆ SPECENUM_VALUE46NAME

#define SPECENUM_VALUE46NAME   "Attack 2"

Definition at line 145 of file actions.h.

◆ SPECENUM_VALUE47

#define SPECENUM_VALUE47   ACTION_SUICIDE_ATTACK

Definition at line 146 of file actions.h.

◆ SPECENUM_VALUE47NAME

#define SPECENUM_VALUE47NAME   "Suicide Attack"

Definition at line 147 of file actions.h.

◆ SPECENUM_VALUE48

#define SPECENUM_VALUE48   ACTION_SUICIDE_ATTACK2

Definition at line 148 of file actions.h.

◆ SPECENUM_VALUE48NAME

#define SPECENUM_VALUE48NAME   "Suicide Attack 2"

Definition at line 149 of file actions.h.

◆ SPECENUM_VALUE49

#define SPECENUM_VALUE49   ACTION_STRIKE_BUILDING

Definition at line 150 of file actions.h.

◆ SPECENUM_VALUE49NAME

#define SPECENUM_VALUE49NAME   "Surgical Strike Building"

Definition at line 151 of file actions.h.

◆ SPECENUM_VALUE4NAME [1/3]

#define SPECENUM_VALUE4NAME   "Poison City"

Definition at line 61 of file actions.h.

◆ SPECENUM_VALUE4NAME [2/3]

#define SPECENUM_VALUE4NAME   N_("forced")

Definition at line 61 of file actions.h.

◆ SPECENUM_VALUE4NAME [3/3]

#define SPECENUM_VALUE4NAME   "Unit Stack Dead"

Definition at line 61 of file actions.h.

◆ SPECENUM_VALUE5 [1/2]

#define SPECENUM_VALUE5   ACTION_SPY_POISON_ESC

Definition at line 62 of file actions.h.

◆ SPECENUM_VALUE5 [2/2]

#define SPECENUM_VALUE5   MAK_UNREPRESENTABLE

Definition at line 62 of file actions.h.

◆ SPECENUM_VALUE50

#define SPECENUM_VALUE50   ACTION_STRIKE_PRODUCTION

Definition at line 152 of file actions.h.

◆ SPECENUM_VALUE50NAME

#define SPECENUM_VALUE50NAME   "Surgical Strike Production"

Definition at line 153 of file actions.h.

◆ SPECENUM_VALUE51

#define SPECENUM_VALUE51   ACTION_CONQUER_CITY

Definition at line 154 of file actions.h.

◆ SPECENUM_VALUE51NAME

#define SPECENUM_VALUE51NAME   "Conquer City"

Definition at line 155 of file actions.h.

◆ SPECENUM_VALUE52

#define SPECENUM_VALUE52   ACTION_CONQUER_CITY2

Definition at line 156 of file actions.h.

◆ SPECENUM_VALUE52NAME

#define SPECENUM_VALUE52NAME   "Conquer City 2"

Definition at line 157 of file actions.h.

◆ SPECENUM_VALUE53

#define SPECENUM_VALUE53   ACTION_CONQUER_CITY3

Definition at line 158 of file actions.h.

◆ SPECENUM_VALUE53NAME

#define SPECENUM_VALUE53NAME   "Conquer City 3"

Definition at line 159 of file actions.h.

◆ SPECENUM_VALUE54

#define SPECENUM_VALUE54   ACTION_CONQUER_CITY4

Definition at line 160 of file actions.h.

◆ SPECENUM_VALUE54NAME

#define SPECENUM_VALUE54NAME   "Conquer City 4"

Definition at line 161 of file actions.h.

◆ SPECENUM_VALUE55

#define SPECENUM_VALUE55   ACTION_BOMBARD

Definition at line 162 of file actions.h.

◆ SPECENUM_VALUE55NAME

#define SPECENUM_VALUE55NAME   "Bombard"

Definition at line 163 of file actions.h.

◆ SPECENUM_VALUE56

#define SPECENUM_VALUE56   ACTION_BOMBARD2

Definition at line 164 of file actions.h.

◆ SPECENUM_VALUE56NAME

#define SPECENUM_VALUE56NAME   "Bombard 2"

Definition at line 165 of file actions.h.

◆ SPECENUM_VALUE57

#define SPECENUM_VALUE57   ACTION_BOMBARD3

Definition at line 166 of file actions.h.

◆ SPECENUM_VALUE57NAME

#define SPECENUM_VALUE57NAME   "Bombard 3"

Definition at line 167 of file actions.h.

◆ SPECENUM_VALUE58

#define SPECENUM_VALUE58   ACTION_BOMBARD4

Definition at line 168 of file actions.h.

◆ SPECENUM_VALUE58NAME

#define SPECENUM_VALUE58NAME   "Bombard 4"

Definition at line 169 of file actions.h.

◆ SPECENUM_VALUE59

#define SPECENUM_VALUE59   ACTION_BOMBARD_LETHAL

Definition at line 170 of file actions.h.

◆ SPECENUM_VALUE59NAME

#define SPECENUM_VALUE59NAME   "Bombard Lethal"

Definition at line 171 of file actions.h.

◆ SPECENUM_VALUE5NAME [1/2]

#define SPECENUM_VALUE5NAME   "Poison City Escape"

Definition at line 63 of file actions.h.

◆ SPECENUM_VALUE5NAME [2/2]

#define SPECENUM_VALUE5NAME   N_("unrepresentable")

Definition at line 63 of file actions.h.

◆ SPECENUM_VALUE6

#define SPECENUM_VALUE6   ACTION_SPY_STEAL_GOLD

Definition at line 64 of file actions.h.

◆ SPECENUM_VALUE60

#define SPECENUM_VALUE60   ACTION_BOMBARD_LETHAL2

Definition at line 172 of file actions.h.

◆ SPECENUM_VALUE60NAME

#define SPECENUM_VALUE60NAME   "Bombard Lethal 2"

Definition at line 173 of file actions.h.

◆ SPECENUM_VALUE61

#define SPECENUM_VALUE61   ACTION_FORTIFY

Definition at line 174 of file actions.h.

◆ SPECENUM_VALUE61NAME

#define SPECENUM_VALUE61NAME   "Fortify"

Definition at line 175 of file actions.h.

◆ SPECENUM_VALUE62

#define SPECENUM_VALUE62   ACTION_CULTIVATE

Definition at line 176 of file actions.h.

◆ SPECENUM_VALUE62NAME

#define SPECENUM_VALUE62NAME   "Cultivate"

Definition at line 177 of file actions.h.

◆ SPECENUM_VALUE63

#define SPECENUM_VALUE63   ACTION_PLANT

Definition at line 178 of file actions.h.

◆ SPECENUM_VALUE63NAME

#define SPECENUM_VALUE63NAME   "Plant"

Definition at line 179 of file actions.h.

◆ SPECENUM_VALUE64

#define SPECENUM_VALUE64   ACTION_TRANSFORM_TERRAIN

Definition at line 180 of file actions.h.

◆ SPECENUM_VALUE64NAME

#define SPECENUM_VALUE64NAME   "Transform Terrain"

Definition at line 181 of file actions.h.

◆ SPECENUM_VALUE65

#define SPECENUM_VALUE65   ACTION_ROAD

Definition at line 182 of file actions.h.

◆ SPECENUM_VALUE65NAME

#define SPECENUM_VALUE65NAME   "Build Road"

Definition at line 183 of file actions.h.

◆ SPECENUM_VALUE66

#define SPECENUM_VALUE66   ACTION_IRRIGATE

Definition at line 184 of file actions.h.

◆ SPECENUM_VALUE66NAME

#define SPECENUM_VALUE66NAME   "Build Irrigation"

Definition at line 185 of file actions.h.

◆ SPECENUM_VALUE67

#define SPECENUM_VALUE67   ACTION_MINE

Definition at line 186 of file actions.h.

◆ SPECENUM_VALUE67NAME

#define SPECENUM_VALUE67NAME   "Build Mine"

Definition at line 187 of file actions.h.

◆ SPECENUM_VALUE68

#define SPECENUM_VALUE68   ACTION_BASE

Definition at line 188 of file actions.h.

◆ SPECENUM_VALUE68NAME

#define SPECENUM_VALUE68NAME   "Build Base"

Definition at line 189 of file actions.h.

◆ SPECENUM_VALUE69

#define SPECENUM_VALUE69   ACTION_PILLAGE

Definition at line 190 of file actions.h.

◆ SPECENUM_VALUE69NAME

#define SPECENUM_VALUE69NAME   "Pillage"

Definition at line 191 of file actions.h.

◆ SPECENUM_VALUE6NAME

#define SPECENUM_VALUE6NAME   "Steal Gold"

Definition at line 65 of file actions.h.

◆ SPECENUM_VALUE7

#define SPECENUM_VALUE7   ACTION_SPY_STEAL_GOLD_ESC

Definition at line 66 of file actions.h.

◆ SPECENUM_VALUE70

#define SPECENUM_VALUE70   ACTION_TRANSPORT_BOARD

Definition at line 192 of file actions.h.

◆ SPECENUM_VALUE70NAME

#define SPECENUM_VALUE70NAME   "Transport Board"

Definition at line 193 of file actions.h.

◆ SPECENUM_VALUE71

#define SPECENUM_VALUE71   ACTION_TRANSPORT_BOARD2

Definition at line 194 of file actions.h.

◆ SPECENUM_VALUE71NAME

#define SPECENUM_VALUE71NAME   "Transport Board 2"

Definition at line 195 of file actions.h.

◆ SPECENUM_VALUE72

#define SPECENUM_VALUE72   ACTION_TRANSPORT_BOARD3

Definition at line 196 of file actions.h.

◆ SPECENUM_VALUE72NAME

#define SPECENUM_VALUE72NAME   "Transport Board_3"

Definition at line 197 of file actions.h.

◆ SPECENUM_VALUE73

#define SPECENUM_VALUE73   ACTION_TRANSPORT_DEBOARD

Definition at line 198 of file actions.h.

◆ SPECENUM_VALUE73NAME

#define SPECENUM_VALUE73NAME   "Transport Deboard"

Definition at line 199 of file actions.h.

◆ SPECENUM_VALUE74

#define SPECENUM_VALUE74   ACTION_TRANSPORT_EMBARK

Definition at line 200 of file actions.h.

◆ SPECENUM_VALUE74NAME

#define SPECENUM_VALUE74NAME   "Transport Embark"

Definition at line 201 of file actions.h.

◆ SPECENUM_VALUE75

#define SPECENUM_VALUE75   ACTION_TRANSPORT_EMBARK2

Definition at line 202 of file actions.h.

◆ SPECENUM_VALUE75NAME

#define SPECENUM_VALUE75NAME   "Transport Embark 2"

Definition at line 203 of file actions.h.

◆ SPECENUM_VALUE76

#define SPECENUM_VALUE76   ACTION_TRANSPORT_EMBARK3

Definition at line 204 of file actions.h.

◆ SPECENUM_VALUE76NAME

#define SPECENUM_VALUE76NAME   "Transport Embark 3"

Definition at line 205 of file actions.h.

◆ SPECENUM_VALUE77

#define SPECENUM_VALUE77   ACTION_TRANSPORT_EMBARK4

Definition at line 206 of file actions.h.

◆ SPECENUM_VALUE77NAME

#define SPECENUM_VALUE77NAME   "Transport Embark 4"

Definition at line 207 of file actions.h.

◆ SPECENUM_VALUE78

#define SPECENUM_VALUE78   ACTION_TRANSPORT_DISEMBARK1

Definition at line 208 of file actions.h.

◆ SPECENUM_VALUE78NAME

#define SPECENUM_VALUE78NAME   "Transport Disembark"

Definition at line 209 of file actions.h.

◆ SPECENUM_VALUE79

#define SPECENUM_VALUE79   ACTION_TRANSPORT_DISEMBARK2

Definition at line 210 of file actions.h.

◆ SPECENUM_VALUE79NAME

#define SPECENUM_VALUE79NAME   "Transport Disembark 2"

Definition at line 211 of file actions.h.

◆ SPECENUM_VALUE7NAME

#define SPECENUM_VALUE7NAME   "Steal Gold Escape"

Definition at line 67 of file actions.h.

◆ SPECENUM_VALUE8

#define SPECENUM_VALUE8   ACTION_SPY_SABOTAGE_CITY

Definition at line 68 of file actions.h.

◆ SPECENUM_VALUE80

#define SPECENUM_VALUE80   ACTION_TRANSPORT_DISEMBARK3

Definition at line 212 of file actions.h.

◆ SPECENUM_VALUE80NAME

#define SPECENUM_VALUE80NAME   "Transport Disembark 3"

Definition at line 213 of file actions.h.

◆ SPECENUM_VALUE81

#define SPECENUM_VALUE81   ACTION_TRANSPORT_DISEMBARK4

Definition at line 214 of file actions.h.

◆ SPECENUM_VALUE81NAME

#define SPECENUM_VALUE81NAME   "Transport Disembark 4"

Definition at line 215 of file actions.h.

◆ SPECENUM_VALUE82

#define SPECENUM_VALUE82   ACTION_TRANSPORT_LOAD

Definition at line 216 of file actions.h.

◆ SPECENUM_VALUE82NAME

#define SPECENUM_VALUE82NAME   "Transport Load"

Definition at line 217 of file actions.h.

◆ SPECENUM_VALUE83

#define SPECENUM_VALUE83   ACTION_TRANSPORT_LOAD2

Definition at line 218 of file actions.h.

◆ SPECENUM_VALUE83NAME

#define SPECENUM_VALUE83NAME   "Transport Load 2"

Definition at line 219 of file actions.h.

◆ SPECENUM_VALUE84

#define SPECENUM_VALUE84   ACTION_TRANSPORT_LOAD3

Definition at line 220 of file actions.h.

◆ SPECENUM_VALUE84NAME

#define SPECENUM_VALUE84NAME   "Transport Load 3"

Definition at line 221 of file actions.h.

◆ SPECENUM_VALUE85

#define SPECENUM_VALUE85   ACTION_TRANSPORT_UNLOAD

Definition at line 222 of file actions.h.

◆ SPECENUM_VALUE85NAME

#define SPECENUM_VALUE85NAME   "Transport Unload"

Definition at line 223 of file actions.h.

◆ SPECENUM_VALUE86

#define SPECENUM_VALUE86   ACTION_SPY_SPREAD_PLAGUE

Definition at line 224 of file actions.h.

◆ SPECENUM_VALUE86NAME

#define SPECENUM_VALUE86NAME   "Spread Plague"

Definition at line 225 of file actions.h.

◆ SPECENUM_VALUE87

#define SPECENUM_VALUE87   ACTION_SPY_ATTACK

Definition at line 226 of file actions.h.

◆ SPECENUM_VALUE87NAME

#define SPECENUM_VALUE87NAME   "Spy Attack"

Definition at line 227 of file actions.h.

◆ SPECENUM_VALUE88

#define SPECENUM_VALUE88   ACTION_CONQUER_EXTRAS

Definition at line 228 of file actions.h.

◆ SPECENUM_VALUE88NAME

#define SPECENUM_VALUE88NAME   "Conquer Extras"

Definition at line 229 of file actions.h.

◆ SPECENUM_VALUE89

#define SPECENUM_VALUE89   ACTION_CONQUER_EXTRAS2

Definition at line 230 of file actions.h.

◆ SPECENUM_VALUE89NAME

#define SPECENUM_VALUE89NAME   "Conquer Extras 2"

Definition at line 231 of file actions.h.

◆ SPECENUM_VALUE8NAME

#define SPECENUM_VALUE8NAME   "Sabotage City"

Definition at line 69 of file actions.h.

◆ SPECENUM_VALUE9

#define SPECENUM_VALUE9   ACTION_SPY_SABOTAGE_CITY_ESC

Definition at line 70 of file actions.h.

◆ SPECENUM_VALUE90

#define SPECENUM_VALUE90   ACTION_CONQUER_EXTRAS3

Definition at line 232 of file actions.h.

◆ SPECENUM_VALUE90NAME

#define SPECENUM_VALUE90NAME   "Conquer Extras 3"

Definition at line 233 of file actions.h.

◆ SPECENUM_VALUE91

#define SPECENUM_VALUE91   ACTION_CONQUER_EXTRAS4

Definition at line 234 of file actions.h.

◆ SPECENUM_VALUE91NAME

#define SPECENUM_VALUE91NAME   "Conquer Extras 4"

Definition at line 235 of file actions.h.

◆ SPECENUM_VALUE92

#define SPECENUM_VALUE92   ACTION_HUT_ENTER

Definition at line 236 of file actions.h.

◆ SPECENUM_VALUE92NAME

#define SPECENUM_VALUE92NAME   "Enter Hut"

Definition at line 237 of file actions.h.

◆ SPECENUM_VALUE93

#define SPECENUM_VALUE93   ACTION_HUT_ENTER2

Definition at line 238 of file actions.h.

◆ SPECENUM_VALUE93NAME

#define SPECENUM_VALUE93NAME   "Enter Hut 2"

Definition at line 239 of file actions.h.

◆ SPECENUM_VALUE94

#define SPECENUM_VALUE94   ACTION_HUT_ENTER3

Definition at line 240 of file actions.h.

◆ SPECENUM_VALUE94NAME

#define SPECENUM_VALUE94NAME   "Enter Hut 3"

Definition at line 241 of file actions.h.

◆ SPECENUM_VALUE95

#define SPECENUM_VALUE95   ACTION_HUT_ENTER4

Definition at line 242 of file actions.h.

◆ SPECENUM_VALUE95NAME

#define SPECENUM_VALUE95NAME   "Enter Hut 4"

Definition at line 243 of file actions.h.

◆ SPECENUM_VALUE96

#define SPECENUM_VALUE96   ACTION_HUT_FRIGHTEN

Definition at line 244 of file actions.h.

◆ SPECENUM_VALUE96NAME

#define SPECENUM_VALUE96NAME   "Frighten Hut"

Definition at line 245 of file actions.h.

◆ SPECENUM_VALUE97

#define SPECENUM_VALUE97   ACTION_HUT_FRIGHTEN2

Definition at line 246 of file actions.h.

◆ SPECENUM_VALUE97NAME

#define SPECENUM_VALUE97NAME   "Frighten Hut 2"

Definition at line 247 of file actions.h.

◆ SPECENUM_VALUE98

#define SPECENUM_VALUE98   ACTION_HUT_FRIGHTEN3

Definition at line 248 of file actions.h.

◆ SPECENUM_VALUE98NAME

#define SPECENUM_VALUE98NAME   "Frighten Hut 3"

Definition at line 249 of file actions.h.

◆ SPECENUM_VALUE99

#define SPECENUM_VALUE99   ACTION_HUT_FRIGHTEN4

Definition at line 250 of file actions.h.

◆ SPECENUM_VALUE99NAME

#define SPECENUM_VALUE99NAME   "Frighten Hut 4"

Definition at line 251 of file actions.h.

◆ SPECENUM_VALUE9NAME

#define SPECENUM_VALUE9NAME   "Sabotage City Escape"

Definition at line 71 of file actions.h.

◆ SPECLIST_TAG [1/2]

#define SPECLIST_TAG   action_enabler

Definition at line 436 of file actions.h.

◆ SPECLIST_TAG [2/2]

#define SPECLIST_TAG   action

Definition at line 436 of file actions.h.

◆ SPECLIST_TYPE [1/2]

#define SPECLIST_TYPE   struct action_enabler

Definition at line 437 of file actions.h.

◆ SPECLIST_TYPE [2/2]

#define SPECLIST_TYPE   struct action

Definition at line 437 of file actions.h.

Function Documentation

◆ action_actor_consuming_always_ruleset_var_name()

const char * action_actor_consuming_always_ruleset_var_name ( action_id  act)

Return actor consuming always ruleset variable name for the action or NULL if actor consuming always can't be set in the ruleset.

TODO: make actions generic and put actor consuming always in a field of the action.

Definition at line 7600 of file actions.c.

Referenced by load_action_actor_consuming_always(), and save_action_actor_consuming_always().

◆ action_actor_utype_hard_reqs_ok()

bool action_actor_utype_hard_reqs_ok ( const struct action paction,
const struct unit_type actor_unittype 
)

Returns TRUE if the specified unit type can perform the specified action given that an action enabler later will enable it.

This is done by checking the action result's hard requirements. Hard requirements must be TRUE before an action can be done. The reason why is usually that code dealing with the action assumes that the requirements are true. A requirement may also end up here if it can't be expressed in a requirement vector or if its absence makes the action pointless.

Parameters
pactionthe action to check the hard reqs for
actor_unittypethe unit type that may be able to act
Returns
TRUE iff the specified unit type can perform the wanted action given that an action enabler later will enable it.

Definition at line 3356 of file actions.c.

Referenced by action_enabler_suggest_improvement(), action_enabler_utype_possible_actor(), action_has_possible_actor_hard_reqs(), expl_act_not_enabl(), and unit_can_act_cache_set().

◆ action_array_add_all_by_result()

void action_array_add_all_by_result ( action_id act_array,
int position,
enum action_result  result 
)

Add all actions with the specified result to the specified action array starting at the specified position.

Parameters
act_arraythe array to add the actions to
positionindex in act_array that is updated as action are added
resultall actions with this result are added.

Definition at line 6486 of file actions.c.

Referenced by adv_data_phase_init(), auto_settlers_ruleset_init(), dai_upgrade_units(), and helptext_building().

◆ action_array_end()

void action_array_end ( action_id act_array,
int  size 
)

Terminate an action array of the specified size.

Parameters
act_arraythe array to end
sizethe number of elements to include in the list

Definition at line 6469 of file actions.c.

Referenced by adv_data_phase_init(), auto_settlers_ruleset_init(), dai_upgrade_units(), helptext_building(), and save_action_auto_actions().

◆ action_auto_perf_by_number()

const struct action_auto_perf * action_auto_perf_by_number ( const int  num)

Returns action auto performer rule number num.

Used in action_auto_perf_iterate()

WARNING: If the cause of the returned action performer rule is AAPC_COUNT it means that it is unused.

Definition at line 6437 of file actions.c.

Referenced by save_action_auto_actions(), save_action_auto_uflag_block(), and save_actions_ruleset().

◆ action_auto_perf_slot_number()

struct action_auto_perf * action_auto_perf_slot_number ( const int  num)

Returns action auto performer rule slot number num so it can be filled.

Definition at line 6421 of file actions.c.

Referenced by action_auto_perf_by_number(), handle_ruleset_action_auto(), load_action_post_success_force(), load_ruleset_actions(), load_ruleset_cities(), and sanity_check_ruleset_data().

◆ action_blocked_by_ruleset_var_name()

const char * action_blocked_by_ruleset_var_name ( const struct action act)

Return action blocked by ruleset variable name for the action or NULL if actor consuming always can't be set in the ruleset.

TODO: make actions generic and put blocked by actions in a field of the action.

Definition at line 7757 of file actions.c.

Referenced by load_action_blocked_by_list(), and save_action_blocked_by().

◆ action_by_number()

static struct action * action_by_number ( action_id  act_id)
inlinestatic

Return the action with the given id.

Returns NULL if no action with the given id exists.

Definition at line 635 of file actions.h.

Referenced by action_array_add_all_by_result(), action_by_rule_name(), action_entry(), action_entry(), action_entry(), action_entry_update(), action_entry_update(), action_immune_government(), action_is_blocked_by(), action_maybe_possible_actor_unit(), action_prob(), action_prob_vs_city_full(), action_prob_vs_stack_full(), action_selection_refresh(), action_target_neg_util(), adv_gov_action_immunity_want(), adv_unit_move(), api_find_action(), api_find_action_type_by_id(), api_methods_action_target_kind(), can_unit_do_activity_targeted_at(), city_gold_worth(), go_act_menu::create(), dai_choose_trade_route(), dai_diplomat_city(), dai_evaluate_tile_for_air_attack(), dai_manage_paratrooper(), dai_unit_move(), dai_upgrade_units(), do_unit_paradrop_to(), do_unit_teleport_to(), effect_list_compat_cb(), execute_orders(), expl_act_not_enabl(), find_something_to_kill(), get_caravan_enter_city_trade_bonus(), handle_city_sabotage_list(), handle_ruleset_action(), handle_unit_action_answer(), handle_unit_action_query(), handle_unit_type_upgrade(), helptext_building(), helptext_government(), helptext_unit(), illegal_action(), is_action_possible(), key_unit_action_select_tgt(), load_action_actor_consuming_always(), load_action_kind(), load_action_range(), load_action_range_max(), load_action_ui_name(), load_ruleset_actions(), need_war_player_hlp(), pf_danger_map_iterate(), pf_fuel_map_attack_is_possible(), pf_fuel_map_iterate(), pf_normal_map_iterate(), popup_action_selection(), real_menus_init(), real_menus_update(), request_action_details_callback(), rscompat_postprocess(), ruleset_purge_redundant_reqs_enablers(), ruleset_purge_unused_enablers(), sanity_check_ruleset_data(), save_action_actor_consuming_always(), save_action_auto_actions(), save_action_blocked_by(), save_action_kind(), save_action_max_range(), save_action_range(), save_action_ui_name(), save_actions_ruleset(), save_bv_actions(), save_game_ruleset(), send_ruleset_actions(), settler_evaluate_improvements(), simple_action_callback(), simple_action_callback(), single_invader(), texai_tile_worker_task_select(), unit_activity_targeted_internal(), unit_order_activity_to_action(), unit_order_list_is_sane(), unit_perform_action(), unit_upgrade_price(), universal_by_number(), universal_kind_values(), universal_value_initial(), update_unit_activity(), upgrade_unit_order_targets(), utype_act_takes_all_mp_cache_set(), utype_act_takes_all_mp_ustate_cache_set(), utype_can_create_extra(), utype_can_do_action_sub_result(), utype_can_remove_extra(), and utype_may_do_escape_action().

◆ action_by_rule_name()

struct action * action_by_rule_name ( const char name)

Return the action with the given name.

Returns NULL if no action with the given name exists.

Definition at line 1840 of file actions.c.

Referenced by api_find_action_by_name(), api_find_action_type_by_name(), tab_enabler::edit_type(), load_ruleset_actions(), sg_load_savefile(), and universal_value_from_str().

◆ action_dice_roll_initial_odds()

int action_dice_roll_initial_odds ( const struct action paction)

Returns the initial odds of an action not failing its dice roll.

Definition at line 6097 of file actions.c.

Referenced by action_dice_roll_odds(), effect_list_sanity_cb(), and helptext_unit().

◆ action_dice_roll_odds()

int action_dice_roll_odds ( const struct player act_player,
const struct unit act_unit,
const struct city tgt_city,
const struct player tgt_player,
const struct action paction 
)

Returns the odds of an action not failing its dice roll.

Definition at line 6121 of file actions.c.

Referenced by action_failed_dice_roll(), and action_prob_pre_action_dice_roll().

◆ action_distance_accepted()

bool action_distance_accepted ( const struct action action,
const int  distance 
)

Returns TRUE iff the specified distance between actor and target is within the range acceptable to the specified action.

Definition at line 1945 of file actions.c.

Referenced by is_action_possible().

◆ action_distance_inside_max()

bool action_distance_inside_max ( const struct action action,
const int  distance 
)

Returns TRUE iff the specified distance between actor and target is sm,aller or equal to the max range accepted by the specified action.

Definition at line 1934 of file actions.c.

Referenced by action_distance_accepted(), expl_act_not_enabl(), and sanity_check_ruleset_data().

◆ action_enabler_add()

void action_enabler_add ( struct action_enabler enabler)

◆ action_enabler_copy()

struct action_enabler * action_enabler_copy ( const struct action_enabler original)

Create a new copy of an existing action enabler.

Definition at line 2267 of file actions.c.

Referenced by fix_enabler_item::fix_enabler_item(), rscompat_enabler_add_obligatory_hard_reqs(), and rscompat_postprocess().

◆ action_enabler_free()

void action_enabler_free ( struct action_enabler enabler)

Free resources allocated for the action enabler.

Definition at line 2255 of file actions.c.

Referenced by actions_free(), and fix_enabler_item::~fix_enabler_item().

◆ action_enabler_new()

struct action_enabler * action_enabler_new ( void  )

Create a new action enabler.

Definition at line 2236 of file actions.c.

Referenced by action_enabler_copy(), tab_enabler::add_now(), handle_ruleset_action_enabler(), and load_ruleset_actions().

◆ action_enabler_possible_actor()

bool action_enabler_possible_actor ( const struct action_enabler ae)

Returns TRUE iff the specified action enabler may have an actor that it may be enabled for in the current ruleset. An enabler can't be enabled if no potential actor fulfills both its action's hard requirements and its own actor requirement vector, actor_reqs. Note that the answer may be "no" even if this function returns TRUE. It may just be unable to detect it.

Parameters
aethe action enabler to check
Returns
TRUE if the enabler may be enabled at all

Definition at line 6342 of file actions.c.

Referenced by ruleset_purge_unused_enablers().

◆ action_enabler_remove()

bool action_enabler_remove ( struct action_enabler enabler)

Remove an action enabler from the current ruleset.

Returns TRUE on success.

Definition at line 2299 of file actions.c.

Referenced by tab_enabler::edit_type().

◆ action_enabler_suggest_improvement()

struct req_vec_problem * action_enabler_suggest_improvement ( const struct action_enabler enabler)

Returns a suggestion to improve the specified action enabler or NULL if nothing to improve is found to be needed. It is the responsibility of the caller to free the suggestion when it is done with it. A possible improvement isn't always an error.

Parameters
enablerthe enabler to improve
Returns
a suggestion to improve the specified action enabler

Definition at line 2745 of file actions.c.

Referenced by enabler_problem_level(), fix_enabler_item::find_next_problem(), and sanity_check_ruleset_data().

◆ action_enabler_suggest_repair()

struct req_vec_problem * action_enabler_suggest_repair ( const struct action_enabler enabler)

Returns a suggestion to fix the specified action enabler or NULL if no fix is found to be needed. It is the responsibility of the caller to free the suggestion with req_vec_problem_free() when it is done with it.

Definition at line 2679 of file actions.c.

Referenced by action_enabler_suggest_improvement(), enabler_problem_level(), fix_enabler_item::find_next_problem(), rscompat_enabler_add_obligatory_hard_reqs(), and sanity_check_ruleset_data().

◆ action_enabler_suggest_repair_oblig()

struct req_vec_problem * action_enabler_suggest_repair_oblig ( const struct action_enabler enabler)

Returns a suggestion to add an obligatory hard requirement to an action enabler or NULL if no hard obligatory reqs were missing. It is the responsibility of the caller to free the suggestion when it is done with it.

Parameters
enablerthe action enabler to suggest a fix for.
Returns
a problem with fix suggestions or NULL if no obligatory hard requirement problems were detected.

Definition at line 2439 of file actions.c.

Referenced by action_enabler_suggest_repair().

◆ action_enabler_utype_possible_actor()

bool action_enabler_utype_possible_actor ( const struct action_enabler ae,
const struct unit_type act_utype 
)

Returns TRUE iff the specified action enabler may be active for an actor of the specified unit type in the current ruleset. Note that the answer may be "no" even if this function returns TRUE. It may just be unable to detect it.

Parameters
aethe action enabler to check
act_utypethe candidate actor unit type
Returns
TRUE if the enabler may be active for act_utype

Definition at line 6315 of file actions.c.

Referenced by action_enabler_possible_actor().

◆ action_enabler_vector_by_number()

struct requirement_vector * action_enabler_vector_by_number ( const void enabler,
req_vec_num_in_item  number 
)

Returns a writable pointer to the specified requirement vector in the action enabler or NULL if the action enabler doesn't have a requirement vector with that requirement vector number.

Parameters
enablerthe action enabler that may own the vector.
numberthe item's requirement vector number.
Returns
a pointer to the specified requirement vector.

Definition at line 2832 of file actions.c.

Referenced by rscompat_enabler_add_obligatory_hard_reqs(), and fix_enabler_item::vector_getter().

◆ action_enabler_vector_by_number_name()

const char * action_enabler_vector_by_number_name ( req_vec_num_in_item  vec)

Returns the name of the given requirement vector number n in an action enabler or NULL if enablers don't have a requirement vector with that number.

Parameters
vecthe requirement vector to name
Returns
the requirement vector name or NULL.

Definition at line 2856 of file actions.c.

Referenced by rscompat_enabler_add_obligatory_hard_reqs(), and fix_enabler_item::vector_namer().

◆ action_enabler_vector_number()

req_vec_num_in_item action_enabler_vector_number ( const void enabler,
const struct requirement_vector vec 
)

Returns the requirement vector number of the specified requirement vector in the specified action enabler.

Parameters
enablerthe action enabler that may own the vector.
vecthe requirement vector to number.
Returns
the requirement vector number the vector has in this enabler.

Definition at line 2809 of file actions.c.

Referenced by action_enabler_suggest_improvement(), action_enabler_suggest_repair(), ae_suggest_repair_if_no_oblig(), enabler_first_self_contradiction(), and enabler_tile_tgt_local_diplrel_implies_claimed().

◆ action_enablers_for_action()

struct action_enabler_list * action_enablers_for_action ( action_id  action)

◆ action_ever_possible()

bool action_ever_possible ( action_id  action)

Is the action ever possible? Currently just checks that there's any action enablers for the action.

Definition at line 8092 of file actions.c.

Referenced by create_unit_menu(), dai_upgrade_units(), present_unit_callback(), and units_report_selection_callback().

◆ action_get_actor_kind()

enum action_actor_kind action_get_actor_kind ( const struct action paction)

◆ action_get_role()

int action_get_role ( const struct action paction)

Get the unit type role corresponding to the ability to do the specified action.

Definition at line 2224 of file actions.c.

◆ action_get_sub_target_kind()

enum action_sub_target_kind action_get_sub_target_kind ( const struct action paction)

◆ action_get_target_kind()

enum action_target_kind action_get_target_kind ( const struct action paction)

◆ action_get_ui_name_mnemonic()

const char * action_get_ui_name_mnemonic ( action_id  act_id,
const char mnemonic 
)

Get the action name with a mnemonic ready to display in the UI.

Definition at line 2019 of file actions.c.

Referenced by real_menus_init(), and real_menus_update().

◆ action_has_complex_target()

bool action_has_complex_target ( const struct action paction)

Returns TRUE iff the specified action allows the player to provide details in addition to actor and target. Returns FALSE if the action doesn't support any additional details.

Definition at line 1893 of file actions.c.

◆ action_id_exists()

bool action_id_exists ( const action_id  act_id)

◆ action_id_is_rare_pop_up()

bool action_id_is_rare_pop_up ( action_id  act_id)

Returns TRUE iff a unit's ability to perform this action will pop up the action selection dialog before the player asks for it only in exceptional cases.

An example of an exceptional case is when the player tries to move a unit to a tile it can't move to but can perform this action to.

Definition at line 1921 of file actions.c.

Referenced by action_tgt_tile(), may_unit_act_vs_city(), may_unit_act_vs_tile_extra(), and may_unit_act_vs_unit().

◆ action_id_name_translation()

const char * action_id_name_translation ( action_id  act_id)

◆ action_id_rule_name()

const char * action_id_rule_name ( action_id  act_id)

◆ action_immune_government()

bool action_immune_government ( struct government gov,
action_id  act 
)

Will a player with the government gov be immune to the action act?

Definition at line 6173 of file actions.c.

Referenced by adv_gov_action_immunity_want(), and helptext_government().

◆ action_is_blocked_by()

struct action * action_is_blocked_by ( const struct civ_map nmap,
const struct action act,
const struct unit actor_unit,
const struct tile target_tile_arg,
const struct city target_city_arg,
const struct unit target_unit 
)

Returns the action that blocks the specified action or NULL if the specified action isn't blocked.

An action that can block another blocks when it is forced and possible.

Definition at line 3036 of file actions.c.

Referenced by action_prob_vs_city_full(), action_prob_vs_stack_full(), expl_act_not_enabl(), and is_action_possible().

◆ action_is_in_use()

bool action_is_in_use ( struct action paction)

Returns TRUE if the specified action may be enabled in the current ruleset.

Parameters
pactionthe action to check if is in use.
Returns
TRUE if the action could be enabled in the current ruleset.

Definition at line 6398 of file actions.c.

Referenced by action_immune_government(), helptext_building(), helptext_unit(), ruleset_purge_unused_enablers(), save_action_actor_consuming_always(), save_action_auto_actions(), save_action_blocked_by(), save_action_kind(), save_action_post_success_force(), save_bv_actions(), and universal_never_there().

◆ action_list_by_activity()

struct action_list * action_list_by_activity ( enum unit_activity  activity)

Returns action list by activity.

Definition at line 8145 of file actions.c.

Referenced by unit_activity_handling_targeted().

◆ action_list_by_result()

struct action_list * action_list_by_result ( enum action_result  result)

Returns action list by result.

Definition at line 8135 of file actions.c.

◆ action_max_range_ruleset_var_name()

const char * action_max_range_ruleset_var_name ( int  act)

Return max range ruleset variable name for the action or NULL if max range can't be set in the ruleset.

TODO: make actions generic and put max_range in a field of the action.

Definition at line 7276 of file actions.c.

Referenced by load_action_range_max(), save_action_max_range(), and save_action_range().

◆ action_maybe_possible_actor_unit()

bool action_maybe_possible_actor_unit ( const struct civ_map nmap,
const action_id  act_id,
const struct unit actor_unit 
)

Returns TRUE if the wanted action (as far as the player knows) can be performed right now by the specified actor unit if an approriate target is provided.

Definition at line 6237 of file actions.c.

Referenced by act_prob_unseen_target(), can_unit_paradrop(), can_unit_teleport(), and handle_unit_get_actions().

◆ action_min_range_ruleset_var_name()

const char * action_min_range_ruleset_var_name ( int  act)

Return min range ruleset variable name for the action or NULL if min range can't be set in the ruleset.

TODO: Make actions generic and put min_range in a field of the action.

Definition at line 7116 of file actions.c.

Referenced by load_action_range(), and save_action_range().

◆ action_mp_full_makes_legal()

bool action_mp_full_makes_legal ( const struct unit actor,
const action_id  act_id 
)

Returns TRUE if the specified action can't be done now but would have been legal if the unit had full movement.

Definition at line 6292 of file actions.c.

Referenced by execute_orders(), and expl_act_not_enabl().

◆ action_name_translation()

const char * action_name_translation ( const struct action action)

Get the action name used when displaying the action in the UI. Nothing is added to the UI name.

This always returns the same static string, just modified according to the call. Copy the result if you want it to remain valid over another call to this function.

Definition at line 1991 of file actions.c.

Referenced by go_act_menu::create(), do_paradrop(), do_unit_strike_city_building(), do_unit_strike_city_production(), helptext_unit(), illegal_action_pay_price(), key_unit_action_select_tgt(), notify_actor_caught(), notify_actor_success(), notify_global_caught(), notify_global_success(), notify_victim_caught(), notify_victim_success(), req_text_insert(), spy_poison(), spy_spread_plague(), unit_attack_civilian_casualties(), unit_bombard(), unit_do_help_build(), and universal_name_translation().

◆ action_number()

int action_number ( const struct action action)

◆ action_post_success_forced_ruleset_var_name()

const char * action_post_success_forced_ruleset_var_name ( const struct action act)

Return action post success forced action ruleset variable name for the action or NULL if it can't be set in the ruleset.

Definition at line 7933 of file actions.c.

Referenced by load_action_post_success_force(), and save_action_post_success_force().

◆ action_prepare_ui_name()

const char * action_prepare_ui_name ( action_id  act_id,
const char mnemonic,
const struct act_prob  prob,
const char custom 
)

Get the UI name ready to show the action in the UI. It is possible to add a client specific mnemonic; it is assumed that if the mnemonic appears in the action name it can be escaped by doubling. Success probability information is interpreted and added to the text. A custom text can be inserted before the probability information.

The returned string is in statically allocated astring, and thus this function is not thread-safe.

Definition at line 2073 of file actions.c.

Referenced by action_entry(), action_entry(), action_entry(), action_entry_update(), action_entry_update(), action_get_ui_name_mnemonic(), and action_id_name_translation().

◆ action_prob_and()

struct act_prob action_prob_and ( const struct act_prob ap1,
const struct act_prob ap2 
)

Returns ap1 and ap2 - as in both ap1 and ap2 happening. Said in math that is: P(A) * P(B)

Definition at line 5959 of file actions.c.

Referenced by action_prob_battle_then_dice_roll().

◆ action_prob_certain()

bool action_prob_certain ( const struct act_prob  probability)

Returns TRUE iff the given action probability is certain that its action is possible.

Definition at line 5831 of file actions.c.

◆ action_prob_cmp_pessimist()

int action_prob_cmp_pessimist ( const struct act_prob  ap1,
const struct act_prob  ap2 
)

Compare action probabilities. Prioritize the lowest possible value.

Definition at line 5881 of file actions.c.

Referenced by compare_units().

◆ action_prob_explain()

const char * action_prob_explain ( const struct act_prob  prob)

Explain an action probability in a way suitable for a tool tip for the button that starts it.

Returns
an explanation of what an action probability means

The returned string is in statically allocated astring, and thus this function is not thread-safe.

Definition at line 2184 of file actions.c.

Referenced by act_sel_action_tool_tip().

◆ action_prob_fall_back()

struct act_prob action_prob_fall_back ( const struct act_prob ap1,
const struct act_prob ap2 
)

Returns ap1 with ap2 as fall back in cases where ap1 doesn't happen. Said in math that is: P(A) + P(A') * P(B)

This is useful to calculate the probability of doing action A or, when A is impossible, falling back to doing action B.

Definition at line 6029 of file actions.c.

Referenced by action_auto_perf_unit_prob().

◆ action_prob_new_certain()

struct act_prob action_prob_new_certain ( void  )

Returns the certain action probability.

Definition at line 5780 of file actions.c.

◆ action_prob_new_impossible()

struct act_prob action_prob_new_impossible ( void  )

Returns the impossible action probability.

Definition at line 5770 of file actions.c.

◆ action_prob_new_not_impl()

struct act_prob action_prob_new_not_impl ( void  )

Returns the "not implemented" action probability.

Definition at line 5800 of file actions.c.

◆ action_prob_new_not_relevant()

struct act_prob action_prob_new_not_relevant ( void  )

Returns the n/a action probability.

Definition at line 5790 of file actions.c.

◆ action_prob_new_unknown()

struct act_prob action_prob_new_unknown ( void  )

Returns the "user don't know" action probability.

Definition at line 5810 of file actions.c.

◆ action_prob_possible()

bool action_prob_possible ( const struct act_prob  probability)

◆ action_prob_self()

struct act_prob action_prob_self ( const struct civ_map nmap,
const struct unit actor_unit,
const action_id  act_id 
)

Get the actor unit's probability of successfully performing the chosen action on itself.

Definition at line 5495 of file actions.c.

Referenced by action_auto_perf_unit_prob(), action_prob_unit_vs_tgt(), do_disband_alternative(), execute_orders(), and handle_unit_get_actions().

◆ action_prob_to_0_to_1_pessimist()

double action_prob_to_0_to_1_pessimist ( const struct act_prob  ap)

Returns double in the range [0-1] representing the minimum of the given action probability.

Definition at line 5932 of file actions.c.

Referenced by unit_survive_autoattack().

◆ action_prob_unit_vs_tgt()

struct act_prob action_prob_unit_vs_tgt ( const struct civ_map nmap,
const struct action paction,
const struct unit act_unit,
const struct city tgt_city,
const struct unit tgt_unit,
const struct tile tgt_tile,
const struct extra_type extra_tgt 
)

Returns the actor unit's probability of successfully performing the specified action against the action specific target.

Parameters
nmapMap to consult
pactionThe action to perform
act_unitThe actor unit
tgt_cityThe target for city targeted actions
tgt_unitThe target for unit targeted actions
tgt_tileThe target for tile and unit stack targeted actions
extra_tgtThe target for extra sub targeted actions
Returns
The action probability of performing the action

Definition at line 5517 of file actions.c.

Referenced by dai_manage_paratrooper(), do_unit_paradrop_to(), do_unit_teleport_to(), and illegal_action().

◆ action_prob_vs_city()

struct act_prob action_prob_vs_city ( const struct civ_map nmap,
const struct unit actor_unit,
const action_id  act_id,
const struct city target_city 
)

◆ action_prob_vs_extras()

struct act_prob action_prob_vs_extras ( const struct civ_map nmap,
const struct unit actor_unit,
const action_id  act_id,
const struct tile target_tile,
const struct extra_type target_extra 
)

Get the actor unit's probability of successfully performing the chosen action on the extras at the target tile.

Definition at line 5425 of file actions.c.

Referenced by action_auto_perf_unit_prob(), action_prob_unit_vs_tgt(), action_tgt_tile(), do_disband_alternative(), execute_orders(), handle_unit_get_actions(), and may_unit_act_vs_tile_extra().

◆ action_prob_vs_stack()

struct act_prob action_prob_vs_stack ( const struct civ_map nmap,
const struct unit actor_unit,
const action_id  act_id,
const struct tile target_tile 
)

Get the actor unit's probability of successfully performing the chosen action on all units at the target tile.

Definition at line 5259 of file actions.c.

Referenced by action_auto_perf_unit_prob(), action_prob_unit_vs_tgt(), action_tgt_tile(), do_disband_alternative(), execute_orders(), handle_unit_get_actions(), and random_movements().

◆ action_prob_vs_tile()

struct act_prob action_prob_vs_tile ( const struct civ_map nmap,
const struct unit actor_unit,
const action_id  act_id,
const struct tile target_tile,
const struct extra_type target_extra 
)

◆ action_prob_vs_unit()

struct act_prob action_prob_vs_unit ( const struct civ_map nmap,
const struct unit actor_unit,
const action_id  act_id,
const struct unit target_unit 
)

Get the actor unit's probability of successfully performing the chosen action on the target unit.

Definition at line 5067 of file actions.c.

Referenced by action_auto_perf_unit_prob(), action_prob_unit_vs_tgt(), can_unit_deboard_or_be_unloaded(), dai_diplomat_bribe_nearby(), do_disband_alternative(), execute_orders(), handle_unit_get_actions(), may_unit_act_vs_unit(), and request_unit_load().

◆ action_requires_details()

bool action_requires_details ( const struct action paction)

Returns TRUE iff the specified action REQUIRES the player to provide details in addition to actor and target. Returns FALSE if the action doesn't support any additional details or if they can be set by Freeciv it self.

Definition at line 1906 of file actions.c.

◆ action_rule_name()

const char * action_rule_name ( const struct action action)

◆ action_speculate_unit_on_city()

struct act_prob action_speculate_unit_on_city ( const struct civ_map nmap,
const action_id  act_id,
const struct unit actor,
const struct city actor_home,
const struct tile actor_tile,
const bool  omniscient_cheat,
const struct city target 
)

Returns a speculation about the actor unit's probability of successfully performing the chosen action on the target city given the specified game state changes.

Definition at line 5574 of file actions.c.

Referenced by auto_settlers_speculate_can_act_at(), and get_discounted_reward().

◆ action_speculate_unit_on_extras()

struct act_prob action_speculate_unit_on_extras ( const struct civ_map nmap,
action_id  act_id,
const struct unit actor,
const struct city actor_home,
const struct tile actor_tile,
bool  omniscient_cheat,
const struct tile target_tile,
const struct extra_type target_extra 
)

Returns a speculation about the actor unit's probability of successfully performing the chosen action to the extras at the target tile (and, if specified, specific extra) given the specified game state changes.

Definition at line 5709 of file actions.c.

Referenced by auto_settlers_speculate_can_act_at().

◆ action_speculate_unit_on_self()

struct act_prob action_speculate_unit_on_self ( const struct civ_map nmap,
action_id  act_id,
const struct unit actor,
const struct city actor_home,
const struct tile actor_tile,
bool  omniscient_cheat 
)

Returns a speculation about the actor unit's probability of successfully performing the chosen action on itself given the specified game state changes.

Definition at line 5743 of file actions.c.

Referenced by auto_settlers_speculate_can_act_at().

◆ action_speculate_unit_on_stack()

struct act_prob action_speculate_unit_on_stack ( const struct civ_map nmap,
action_id  act_id,
const struct unit actor,
const struct city actor_home,
const struct tile actor_tile,
bool  omniscient_cheat,
const struct tile target 
)

Returns a speculation about the actor unit's probability of successfully performing the chosen action on the target unit stack given the specified game state changes.

Definition at line 5642 of file actions.c.

Referenced by auto_settlers_speculate_can_act_at().

◆ action_speculate_unit_on_tile()

struct act_prob action_speculate_unit_on_tile ( const struct civ_map nmap,
action_id  act_id,
const struct unit actor,
const struct city actor_home,
const struct tile actor_tile,
bool  omniscient_cheat,
const struct tile target_tile,
const struct extra_type target_extra 
)

Returns a speculation about the actor unit's probability of successfully performing the chosen action on the target tile (and, if specified, extra) given the specified game state changes.

Definition at line 5675 of file actions.c.

Referenced by auto_settlers_speculate_can_act_at(), settler_evaluate_improvements(), and texai_tile_worker_task_select().

◆ action_speculate_unit_on_unit()

struct act_prob action_speculate_unit_on_unit ( const struct civ_map nmap,
action_id  act_id,
const struct unit actor,
const struct city actor_home,
const struct tile actor_tile,
bool  omniscient_cheat,
const struct unit target 
)

Returns a speculation about the actor unit's probability of successfully performing the chosen action on the target unit given the specified game state changes.

Definition at line 5609 of file actions.c.

◆ action_target_kind_help()

const char * action_target_kind_help ( enum action_target_kind  kind)

Return description of the action target kind suitable to use in the helptext.

Definition at line 8125 of file actions.c.

Referenced by helptext_government(), and helptext_unit().

◆ action_target_kind_ruleset_var_name()

const char * action_target_kind_ruleset_var_name ( int  act)

Return target kind ruleset variable name for the action or NULL if target kind can't be set in the ruleset.

TODO: make actions generic and put target_kind in a field of the action.

Definition at line 7445 of file actions.c.

Referenced by load_action_kind(), and save_action_kind().

◆ action_ui_name_default()

const char * action_ui_name_default ( int  act)

Return default ui_name for the action

Definition at line 6773 of file actions.c.

Referenced by load_action_ui_name(), and save_action_ui_name().

◆ action_ui_name_ruleset_var_name()

const char * action_ui_name_ruleset_var_name ( int  act)

Return ui_name ruleset variable name for the action.

TODO: make actions generic and put ui_name in a field of the action.

Definition at line 6506 of file actions.c.

Referenced by load_ruleset_actions(), and save_actions_ruleset().

◆ action_univs_not_blocking()

bool action_univs_not_blocking ( const struct action paction,
struct universal actor_uni,
struct universal target_uni 
)

Is there any action enablers of the given type not blocked by universals?

Definition at line 6445 of file actions.c.

◆ action_would_be_blocked_by()

bool action_would_be_blocked_by ( const struct action blocked,
const struct action blocker 
)

Returns TRUE iff blocked will be illegal if blocker is legal.

Definition at line 1957 of file actions.c.

Referenced by action_is_blocked_by(), autoadjust_ruleset_data(), and helptext_unit().

◆ actions_are_ready()

bool actions_are_ready ( void  )

Returns TRUE iff the actions are initialized.

Doesn't care about action enablers.

Definition at line 1717 of file actions.c.

Referenced by action_prepare_ui_name(), and go_act_menu::update().

◆ actions_free()

void actions_free ( void  )

Free the actions and the action enablers.

Definition at line 1664 of file actions.c.

Referenced by game_ruleset_free().

◆ actions_init()

void actions_init ( void  )

Initialize the actions and the action enablers.

Definition at line 1594 of file actions.c.

Referenced by game_ruleset_init().

◆ actions_rs_pre_san_gen()

void actions_rs_pre_san_gen ( void  )

Generate action related data based on the currently loaded ruleset. Done before ruleset sanity checking and ruleset compatibility post processing.

Definition at line 1654 of file actions.c.

Referenced by handle_rulesets_ready(), and load_rulesetdir().

◆ are_action_probabilitys_equal()

bool are_action_probabilitys_equal ( const struct act_prob ap1,
const struct act_prob ap2 
)

Returns TRUE iff ap1 and ap2 are equal.

Definition at line 5872 of file actions.c.

Referenced by action_prob_and(), action_prob_fall_back(), and send_packet_unit_actions_100().

◆ gen_action_name_update_cb()

const char * gen_action_name_update_cb ( const char old_name)

Specenum callback to update old enum names to current ones.

Definition at line 8100 of file actions.c.

◆ is_action_enabled_unit_on_city()

bool is_action_enabled_unit_on_city ( const struct civ_map nmap,
const action_id  wanted_action,
const struct unit actor_unit,
const struct city target_city 
)

◆ is_action_enabled_unit_on_extras()

bool is_action_enabled_unit_on_extras ( const struct civ_map nmap,
const action_id  wanted_action,
const struct unit actor_unit,
const struct tile target_tile,
const struct extra_type target_extra 
)

Returns TRUE if actor_unit can do wanted_action to the extras at target_tile as far as action enablers are concerned.

See note in is_action_enabled() for why the action may still be disabled.

Definition at line 4159 of file actions.c.

Referenced by action_auto_perf_unit_do(), action_auto_perf_unit_prob(), action_is_blocked_by(), api_edit_perform_action_unit_vs_tile(), api_edit_perform_action_unit_vs_tile_extra(), and dai_unit_attack().

◆ is_action_enabled_unit_on_self()

bool is_action_enabled_unit_on_self ( const struct civ_map nmap,
const action_id  wanted_action,
const struct unit actor_unit 
)

Returns TRUE if actor_unit can do wanted_action to itself as far as action enablers are concerned.

See note in is_action_enabled() for why the action still may be disabled.

Definition at line 4231 of file actions.c.

Referenced by action_auto_perf_unit_do(), action_auto_perf_unit_prob(), action_is_blocked_by(), api_edit_perform_action_unit_vs_self(), can_unit_do_activity_targeted_at(), and unit_do_disband_trad().

◆ is_action_enabled_unit_on_stack()

bool is_action_enabled_unit_on_stack ( const struct civ_map nmap,
const action_id  wanted_action,
const struct unit actor_unit,
const struct tile target_tile 
)

Returns TRUE if actor_unit can do wanted_action to all units on the target_tile as far as action enablers are concerned.

See note in is_action_enabled() for why the action may still be disabled.

Definition at line 4006 of file actions.c.

Referenced by action_auto_perf_unit_do(), action_auto_perf_unit_prob(), action_is_blocked_by(), api_edit_perform_action_unit_vs_tile(), api_edit_perform_action_unit_vs_tile_extra(), and dai_unit_attack().

◆ is_action_enabled_unit_on_tile()

bool is_action_enabled_unit_on_tile ( const struct civ_map nmap,
const action_id  wanted_action,
const struct unit actor_unit,
const struct tile target_tile,
const struct extra_type target_extra 
)

Returns TRUE if actor_unit can do wanted_action to the target_tile as far as action enablers are concerned.

See note in is_action_enabled() for why the action may still be disabled.

Definition at line 4082 of file actions.c.

Referenced by action_auto_perf_unit_do(), action_auto_perf_unit_prob(), action_is_blocked_by(), adv_unit_move(), api_edit_perform_action_unit_vs_tile(), api_edit_perform_action_unit_vs_tile_extra(), can_unit_do_activity_targeted_at(), dai_manage_paratrooper(), dai_unit_attack(), dai_unit_move(), random_movements(), and unit_move_handling().

◆ is_action_enabled_unit_on_unit()

bool is_action_enabled_unit_on_unit ( const struct civ_map nmap,
const action_id  wanted_action,
const struct unit actor_unit,
const struct unit target_unit 
)

Returns TRUE if actor_unit can do wanted_action to target_unit as far as action enablers are concerned.

See note in is_action_enabled() for why the action may still be disabled.

Definition at line 3918 of file actions.c.

Referenced by action_auto_perf_unit_do(), action_auto_perf_unit_prob(), action_is_blocked_by(), adv_unit_move(), api_edit_perform_action_unit_vs_unit(), can_unit_deboard_or_be_unloaded(), dai_diplomat_bribe_nearby(), dai_hunter_try_launch(), dai_unit_attack(), dai_unit_move(), handle_unit_action_query(), unit_move_handling(), and unleash_barbarians().

◆ is_action_possible_on_city()

bool is_action_possible_on_city ( action_id  act_id,
const struct player actor_player,
const struct city target_city 
)

Returns TRUE if the wanted action can be done to the target city.

Definition at line 6214 of file actions.c.

Referenced by adjust_improvement_wants_by_effects(), dai_choose_diplomat_offensive(), find_city_to_diplomat(), and impr_protects_vs_actions().

Variable Documentation

◆ _actions

struct action** _actions
extern

Definition at line 98 of file actions.c.

Referenced by action_by_number().