Freeciv-3.2
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player.h
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13#ifndef FC__PLAYER_H
14#define FC__PLAYER_H
15
16#ifdef __cplusplus
17extern "C" {
18#endif /* __cplusplus */
19
20/* utility */
21#include "bitvector.h"
22
23/* common */
24#include "connection.h"
25#include "effects.h"
26#include "fc_types.h"
27#include "multipliers.h"
28#include "shared.h"
29#include "spaceship.h"
30#include "style.h"
31#include "tech.h"
32#include "unitlist.h"
33#include "vision.h"
34
35struct ai_trait;
36struct city;
37struct nation_type;
38
39#define PLAYER_DEFAULT_TAX_RATE 0
40#define PLAYER_DEFAULT_SCIENCE_RATE 100
41#define PLAYER_DEFAULT_LUXURY_RATE 0
42
43#define ANON_PLAYER_NAME "noname"
44
45/* If changing this, be sure to adjust loading of pre-2.6 savegames
46 * which depend on saved username to tell if user (or ranked_user) is
47 * anonymous. */
48#define ANON_USER_NAME N_("Unassigned")
49
57
58struct player_slot;
59
61 int gold;
62 int tax;
64 int luxury;
66};
67
68#define SPECENUM_NAME player_status
69/* 'normal' status */
70#define SPECENUM_VALUE0 PSTATUS_NORMAL
71/* set once the player is in the process of dying */
72#define SPECENUM_VALUE1 PSTATUS_DYING
73/* this player is winner in scenario game */
74#define SPECENUM_VALUE2 PSTATUS_WINNER
75/* has indicated willingness to surrender */
76#define SPECENUM_VALUE3 PSTATUS_SURRENDER
77/* keep this last */
78#define SPECENUM_COUNT PSTATUS_COUNT
79#include "specenum_gen.h"
80
82
84 int happy;
87 int angry;
90 int techs;
94 int population; /* in thousand of citizen */
95 int cities;
96 int units;
99 int bnp;
100 int mfg;
102 int units_built; /* Number of units this player produced. */
103 int units_killed; /* Number of enemy units killed. */
104 int units_lost; /* Number of own units that died,
105 * by combat or otherwise. */
106 int units_used; /* Number of own units that disappeared upon use */
108 int game; /* Total score you get in player dialog. */
109};
110
111struct player_ai {
114 enum ai_level skill_level; /* 0-10 value for save/load/display */
115 int fuzzy; /* chance in 1000 to mis-decide */
116 int expand; /* percentage factor to value new cities */
117 int science_cost; /* Cost in bulbs to get new tech, relative
118 to non-AI players (100: Equal cost) */
119 int warmth, frost; /* threat of global warming / nuclear winter */
121
123
125};
126
127/* Diplomatic states (how one player views another).
128 * (Some diplomatic states are "pacts" (mutual agreements), others aren't.)
129 *
130 * Adding to or reordering this array will break many things.
131 *
132 * Used in the network protocol.
133 */
134#define SPECENUM_NAME diplstate_type
135#define SPECENUM_VALUE0 DS_ARMISTICE
136#define SPECENUM_VALUE0NAME N_("?diplomatic_state:Armistice")
137#define SPECENUM_VALUE1 DS_WAR
138#define SPECENUM_VALUE1NAME N_("?diplomatic_state:War")
139#define SPECENUM_VALUE2 DS_CEASEFIRE
140#define SPECENUM_VALUE2NAME N_("?diplomatic_state:Cease-fire")
141#define SPECENUM_VALUE3 DS_PEACE
142#define SPECENUM_VALUE3NAME N_("?diplomatic_state:Peace")
143#define SPECENUM_VALUE4 DS_ALLIANCE
144#define SPECENUM_VALUE4NAME N_("?diplomatic_state:Alliance")
145#define SPECENUM_VALUE5 DS_NO_CONTACT
146#define SPECENUM_VALUE5NAME N_("?diplomatic_state:Never met")
147#define SPECENUM_VALUE6 DS_TEAM
148#define SPECENUM_VALUE6NAME N_("?diplomatic_state:Team")
149 /* When adding or removing entries, note that first value
150 * of diplrel_other should be next to last diplstate_type */
151#define SPECENUM_COUNT DS_LAST /* leave this last */
152#include "specenum_gen.h"
153
154/* Other diplomatic relation properties.
155 *
156 * The first element here is numbered DS_LAST
157 *
158 * Used in the network protocol.
159 */
160#define SPECENUM_NAME diplrel_other
161#define SPECENUM_VALUE7 DRO_GIVES_SHARED_VISION
162#define SPECENUM_VALUE7NAME N_("Gives shared vision")
163#define SPECENUM_VALUE8 DRO_RECEIVES_SHARED_VISION
164#define SPECENUM_VALUE8NAME N_("Receives shared vision")
165#define SPECENUM_VALUE9 DRO_HOSTS_EMBASSY
166#define SPECENUM_VALUE9NAME N_("Hosts embassy")
167#define SPECENUM_VALUE10 DRO_HAS_EMBASSY
168#define SPECENUM_VALUE10NAME N_("Has embassy")
169#define SPECENUM_VALUE11 DRO_HOSTS_REAL_EMBASSY
170#define SPECENUM_VALUE11NAME N_("Hosts real embassy")
171#define SPECENUM_VALUE12 DRO_HAS_REAL_EMBASSY
172#define SPECENUM_VALUE12NAME N_("Has real embassy")
173#define SPECENUM_VALUE13 DRO_HAS_CASUS_BELLI
174#define SPECENUM_VALUE13NAME N_("Has Casus Belli")
175#define SPECENUM_VALUE14 DRO_PROVIDED_CASUS_BELLI
176#define SPECENUM_VALUE14NAME N_("Provided Casus Belli")
177#define SPECENUM_VALUE15 DRO_FOREIGN
178#define SPECENUM_VALUE15NAME N_("Foreign")
179#define SPECENUM_VALUE16 DRO_HAS_TEAM_EMBASSY
180#define SPECENUM_VALUE16NAME N_("Has team embassy")
181#define SPECENUM_VALUE17 DRO_HOSTS_TEAM_EMBASSY
182#define SPECENUM_VALUE17NAME N_("Hosts team embassy")
183#define SPECENUM_COUNT DRO_LAST
184#include "specenum_gen.h"
185
187 /* Reserve a location for each possible DiplRel requirement. */
188 ((DRO_LAST - 1) * 2) * REQ_RANGE_COUNT);
189
194
195/* The following are for "pacts" */
197 enum diplstate_type type; /* This player's disposition towards other */
198 enum diplstate_type max_state; /* Maximum treaty level ever had */
199 int first_contact_turn; /* Turn we had first contact with this player */
200 char turns_left; /* Until pact (e.g., cease-fire) ends */
201 char has_reason_to_cancel; /* 0: no, 1: this turn, 2: this or next turn */
202 char contact_turns_left; /* Until contact ends */
203
204 int auto_cancel_turn; /* Used to avoid asymmetric turns_left */
205};
206
207/***************************************************************************
208 On the distinction between nations(formerly races), players, and users,
209 see doc/HACKING
210***************************************************************************/
211
215
217
219 void *data;
221#define MAX_ATTRIBUTE_BLOCK (256*1024) /* largest attribute block */
222};
223
224struct ai_type;
225struct ai_data;
226
227bool player_has_flag(const struct player *pplayer, enum plr_flag_id flag);
228
229#define is_human(plr) !player_has_flag((plr), PLRF_AI)
230#define is_ai(plr) player_has_flag((plr), PLRF_AI)
231#define set_as_human(plr) BV_CLR((plr)->flags, PLRF_AI)
232#define set_as_ai(plr) BV_SET((plr)->flags, PLRF_AI)
233
234bool player_has_state(const struct player *pplayer, enum plrstate_type state);
235
237{
238 /* Value currently in force. */
239 int value;
240 /* Value to be used next turn. */
242 /* Turn that value was last changed. */
244};
245
246struct player
247{
252 char ranked_username[MAX_LEN_NAME]; /* the user who will be ranked */
254 int user_turns; /* number of turns this user has played */
256 struct government *government; /* may be NULL in pregame */
257 struct government *target_government; /* may be NULL */
259 struct team *team;
260 bool is_ready; /* Did the player click "start" yet? */
261 bool phase_done; /* Has human player finished */
262 bool ai_phase_done; /* Has AI type finished */
264 int turns_alive; /* Number of turns this player has spent alive;
265 * 0 when created, increment at the end of each turn */
269
270 /* Turn in which the player's revolution is over; see update_revolution. */
272
274
279 struct city_list *cities;
280 struct unit_list *units;
283
285
287 const struct ai_type *ai;
289
291
292 bool was_created; /* if the player was /created */
295 struct connection *current_conn; /* non-null while handling packet */
296 struct conn_list *connections; /* will replace conn */
297 int autoselect_weight; /* How likely scenario player is to get picked
298 * for an user to use. */
299
300 bv_player gives_shared_vision; /* bitvector those that give you
301 * shared vision */
303 int wonders[B_LAST]; /* contains city id's, WONDER_NOT_BUILT,
304 * or WONDER_LOST */
307
309
310 struct rgbcolor *rgb;
311
313
314 int history; /* National level culture - does not include culture of individual
315 * cities. */
316
317 union {
318 struct {
319 /* Only used in the server (./ai/ and ./server/). */
321
323
324 /* Player can see inside their borders. */
326
327 bv_player really_gives_vision; /* takes into account that p3 may see
328 * what p1 has via p2 */
329
331
332 struct adv_data *adv;
333
335
336 /* This user is allowed to take over the player. */
337 char delegate_to[MAX_LEN_NAME];
338 /* This is set when a player is 'involved' in a delegation.
339 * There are two cases:
340 * - if delegate_to[] is set, it records the original owner, with
341 * 'username' temporarily holding the delegate's name;
342 * - otherwise, it's set when a delegate's original player is 'put
343 * aside' while the delegate user controls a delegated player.
344 * (In this case orig_username == username.) */
345 char orig_username[MAX_LEN_NAME];
346
347 int huts; /* How many huts this player has found */
348
349 int bulbs_last_turn; /* Number of bulbs researched last turn only. */
351
352 struct {
353 /* Only used at the client (the server is omniscient; ./client/). */
354
355 /* Corresponds to the result of
356 (player:server:private_map[tile_index]:seen_count[vlayer] != 0). */
357 struct dbv tile_vision[V_COUNT];
358
360
362
364
367 };
368};
369
370/* Initialization and iteration */
371void player_slots_init(void);
372bool player_slots_initialised(void);
373void player_slots_free(void);
374
375struct player_slot *player_slot_first(void);
376struct player_slot *player_slot_next(struct player_slot *pslot);
377
378/* A player slot contains a possibly uninitialized player. */
379int player_slot_count(void);
380int player_slot_index(const struct player_slot *pslot);
381struct player *player_slot_get_player(const struct player_slot *pslot);
382bool player_slot_is_used(const struct player_slot *pslot);
383struct player_slot *player_slot_by_number(int player_id);
385
386/* General player accessor functions. */
387struct player *player_new(struct player_slot *pslot);
388void player_set_color(struct player *pplayer,
389 const struct rgbcolor *prgbcolor);
390void player_clear(struct player *pplayer, bool full);
391void player_ruleset_close(struct player *pplayer);
392void player_destroy(struct player *pplayer);
393
394int player_count(void);
395int player_index(const struct player *pplayer);
396int player_number(const struct player *pplayer);
397struct player *player_by_number(const int player_id);
398
399const char *player_name(const struct player *pplayer);
400struct player *player_by_name(const char *name);
401struct player *player_by_name_prefix(const char *name,
402 enum m_pre_result *result);
403struct player *player_by_user(const char *name);
404
405bool player_set_nation(struct player *pplayer, struct nation_type *pnation);
406#define player_nation(_plr_) (_plr_)->nation
407
408bool player_has_embassy(const struct player *pplayer,
409 const struct player *pplayer2);
410bool player_has_real_embassy(const struct player *pplayer,
411 const struct player *pplayer2);
412bool player_has_embassy_from_effect(const struct player *pplayer,
413 const struct player *pplayer2);
414bool team_has_embassy(const struct team *pteam, const struct player *tgt_player);
415
416int player_age(const struct player *pplayer);
417
418bool player_can_trust_tile_has_no_units(const struct player *pplayer,
419 const struct tile *ptile);
420bool can_player_see_hypotetic_units_at(const struct player *pplayer,
421 const struct tile *ptile);
422bool can_player_see_unit(const struct player *pplayer,
423 const struct unit *punit);
424bool can_player_see_unit_at(const struct player *pplayer,
425 const struct unit *punit,
426 const struct tile *ptile,
427 bool is_transported);
428bool can_player_see_tile(const struct player *plr,
429 const struct tile *ptile);
430
431bool can_player_see_units_in_city(const struct player *pplayer,
432 const struct city *pcity);
433bool can_player_see_city_internals(const struct player *pplayer,
434 const struct city *pcity);
436 const struct city *target_city);
437
438bool player_owns_city(const struct player *pplayer,
439 const struct city *pcity);
440bool player_can_invade_tile(const struct player *pplayer,
441 const struct tile *ptile);
442
443struct city *player_city_by_number(const struct player *pplayer,
444 int city_id);
445struct unit *player_unit_by_number(const struct player *pplayer,
446 int unit_id);
447
448bool player_in_city_map(const struct player *pplayer,
449 const struct tile *ptile);
450bool player_knows_techs_with_flag(const struct player *pplayer,
451 enum tech_flag_id flag);
452int num_known_tech_with_flag(const struct player *pplayer,
453 enum tech_flag_id flag);
454int player_get_expected_income(const struct player *pplayer);
455
456struct city *player_primary_capital(const struct player *pplayer);
457
458const char *love_text(const int love);
459
461
462struct player_diplstate *player_diplstate_get(const struct player *plr1,
463 const struct player *plr2);
465 const struct player_diplstate *pds2);
467 const struct player *p2,
468 enum diplstate_type treaty);
470 const struct player *p2);
471bool pplayers_at_war(const struct player *pplayer,
472 const struct player *pplayer2);
473bool pplayers_allied(const struct player *pplayer,
474 const struct player *pplayer2);
475bool pplayers_in_peace(const struct player *pplayer,
476 const struct player *pplayer2);
477bool players_non_invade(const struct player *pplayer1,
478 const struct player *pplayer2);
479bool pplayers_non_attack(const struct player *pplayer,
480 const struct player *pplayer2);
481bool players_on_same_team(const struct player *pplayer1,
482 const struct player *pplayer2);
483int player_in_territory(const struct player *pplayer,
484 const struct player *pplayer2);
485
486/**************************************************************************
487 Return TRUE iff player is any kind of barbarian
488**************************************************************************/
489static inline bool is_barbarian(const struct player *pplayer)
490{
491 return pplayer->ai_common.barbarian_type != NOT_A_BARBARIAN;
492}
493
494bool gives_shared_vision(const struct player *me, const struct player *them);
495bool gives_shared_tiles(const struct player *me, const struct player *them);
496
497void diplrel_mess_close(void);
498bool is_diplrel_between(const struct player *player1,
499 const struct player *player2,
500 int diplrel);
501bool is_diplrel_to_other(const struct player *pplayer, int diplrel);
502int diplrel_by_rule_name(const char *value);
503const char *diplrel_rule_name(int value);
504const char *diplrel_name_translation(int value);
505
507 const struct unit_type *off_ut,
508 const struct player *tgt_plr,
509 const enum effect_type outcome,
510 const struct action *paction,
511 const struct tile *tgt_tile);
512
514
515int player_multiplier_value(const struct player *pplayer,
516 const struct multiplier *pmul);
517int player_multiplier_effect_value(const struct player *pplayer,
518 const struct multiplier *pmul);
519int player_multiplier_target_value(const struct player *pplayer,
520 const struct multiplier *pmul);
521
522/* iterate over all player slots */
523#define player_slots_iterate(_pslot) \
524 if (player_slots_initialised()) { \
525 struct player_slot *_pslot = player_slot_first(); \
526 for (; NULL != _pslot; _pslot = player_slot_next(_pslot)) {
527#define player_slots_iterate_end \
528 } \
529 }
530
531/* iterate over all players, which are used at the moment */
532#define players_iterate(_pplayer) \
533 player_slots_iterate(_pslot##_pplayer) { \
534 struct player *_pplayer = player_slot_get_player(_pslot##_pplayer); \
535 if (_pplayer != NULL) {
536
537#define players_iterate_end \
538 } \
539 } player_slots_iterate_end;
540
541/* iterate over all players, which are used at the moment and are alive */
542#define players_iterate_alive(_pplayer) \
543 players_iterate(_pplayer) { \
544 if (!_pplayer->is_alive) { \
545 continue; \
546 }
547#define players_iterate_alive_end \
548 } players_iterate_end;
549
550/* get 'struct player_list' and related functions: */
551#define SPECLIST_TAG player
552#define SPECLIST_TYPE struct player
553#include "speclist.h"
554
555#define player_list_iterate(playerlist, pplayer) \
556 TYPED_LIST_ITERATE(struct player, playerlist, pplayer)
557#define player_list_iterate_end \
558 LIST_ITERATE_END
559
560/* ai love values should be in range [-MAX_AI_LOVE..MAX_AI_LOVE] */
561#define MAX_AI_LOVE 1000
562
563
564/* User functions. */
565bool is_valid_username(const char *name);
566
567#define ai_level_cmd(_level_) ai_level_name(_level_)
568bool is_settable_ai_level(enum ai_level level);
569int number_of_ai_levels(void);
570
571void *player_ai_data(const struct player *pplayer, const struct ai_type *ai);
572void player_set_ai_data(struct player *pplayer, const struct ai_type *ai,
573 void *data);
574
575static inline bool player_is_cpuhog(const struct player *pplayer)
576{
577 /* You have to make code change here to enable cpuhog AI. There is no even
578 * configure option to change this. That's intentional.
579 * Enabling them causes game to proceed differently, and for reproducing
580 * reported bugs we want to know if this has been changed. People are more
581 * likely to report that they have made code changes than remembering some
582 * specific configure option they happened to pass to build this time - or even
583 * knowing what configure options somebody else used when building freeciv for them. */
584 return FALSE;
585}
586
587#ifdef __cplusplus
588}
589#endif /* __cplusplus */
590
591#endif /* FC__PLAYER_H */
#define BV_DEFINE(name, bits)
Definition bitvector.h:132
struct civclient client
char * incite_cost
Definition comments.c:75
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
struct unit struct city * target_city
Definition dialogs_g.h:56
#define SP_MAX
Definition fc_types.h:409
#define MAX_NUM_PLAYER_SLOTS
Definition fc_types.h:32
#define MAX_NUM_MULTIPLIERS
Definition fc_types.h:55
#define MAX_LEN_NAME
Definition fc_types.h:66
#define B_LAST
Definition improvement.h:42
const char * name
Definition inputfile.c:127
bool is_settable_ai_level(enum ai_level level)
Definition player.c:1919
bool are_diplstates_equal(const struct player_diplstate *pds1, const struct player_diplstate *pds2)
Definition player.c:1501
bool player_can_invade_tile(const struct player *pplayer, const struct tile *ptile)
Definition player.c:270
bool player_knows_techs_with_flag(const struct player *pplayer, enum tech_flag_id flag)
Definition player.c:1328
int player_multiplier_effect_value(const struct player *pplayer, const struct multiplier *pmul)
Definition player.c:1969
void * player_ai_data(const struct player *pplayer, const struct ai_type *ai)
Definition player.c:1940
bool player_has_state(const struct player *pplayer, enum plrstate_type state)
Definition player.c:1998
dipl_reason
Definition player.h:190
@ DIPL_SENATE_BLOCKING
Definition player.h:191
@ DIPL_ALLIANCE_PROBLEM_THEM
Definition player.h:192
@ DIPL_ALLIANCE_PROBLEM_US
Definition player.h:192
@ DIPL_OK
Definition player.h:191
@ DIPL_ERROR
Definition player.h:191
bool player_slot_is_used(const struct player_slot *pslot)
Definition player.c:448
bv_diplrel_all_reqs diplrel_req_contradicts(const struct requirement *req)
Definition player.c:1823
int num_known_tech_with_flag(const struct player *pplayer, enum tech_flag_id flag)
Definition player.c:1273
bool is_valid_username(const char *name)
Definition player.c:1908
int player_multiplier_target_value(const struct player *pplayer, const struct multiplier *pmul)
Definition player.c:1981
bool can_player_see_tile(const struct player *plr, const struct tile *ptile)
Definition player.c:1091
struct unit * player_unit_by_number(const struct player *pplayer, int unit_id)
Definition player.c:1229
struct player * player_by_name_prefix(const char *name, enum m_pre_result *result)
Definition player.c:920
int diplrel_by_rule_name(const char *value)
Definition player.c:1581
struct player * player_new(struct player_slot *pslot)
Definition player.c:493
struct player * player_by_number(const int player_id)
Definition player.c:849
bool player_in_city_map(const struct player *pplayer, const struct tile *ptile)
Definition player.c:1249
bool players_on_same_team(const struct player *pplayer1, const struct player *pplayer2)
Definition player.c:1476
bool can_player_see_unit_at(const struct player *pplayer, const struct unit *punit, const struct tile *ptile, bool is_transported)
Definition player.c:1034
int player_count(void)
Definition player.c:817
enum diplstate_type cancel_pact_result(enum diplstate_type oldstate)
Definition player.c:68
int player_slot_count(void)
Definition player.c:418
struct player_slot * player_slot_by_number(int player_id)
Definition player.c:463
int player_multiplier_value(const struct player *pplayer, const struct multiplier *pmul)
Definition player.c:1958
int player_get_expected_income(const struct player *pplayer)
Definition player.c:1286
int player_number(const struct player *pplayer)
Definition player.c:837
enum dipl_reason pplayer_can_make_treaty(const struct player *p1, const struct player *p2, enum diplstate_type treaty)
Definition player.c:159
const char * player_name(const struct player *pplayer)
Definition player.c:895
void player_slots_free(void)
Definition player.c:386
bool is_diplrel_to_other(const struct player *pplayer, int diplrel)
Definition player.c:1562
static bool is_barbarian(const struct player *pplayer)
Definition player.h:489
int player_slot_max_used_number(void)
Definition player.c:476
bool can_player_see_unit(const struct player *pplayer, const struct unit *punit)
Definition player.c:1104
bool pplayers_at_war(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1388
void player_set_ai_data(struct player *pplayer, const struct ai_type *ai, void *data)
Definition player.c:1948
void player_ruleset_close(struct player *pplayer)
Definition player.c:745
void player_clear(struct player *pplayer, bool full)
Definition player.c:669
int player_slot_index(const struct player_slot *pslot)
Definition player.c:426
struct player * player_by_name(const char *name)
Definition player.c:881
void player_slots_init(void)
Definition player.c:360
bool player_has_flag(const struct player *pplayer, enum plr_flag_id flag)
Definition player.c:1990
bool player_has_real_embassy(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:240
bool team_has_embassy(const struct team *pteam, const struct player *tgt_player)
Definition player.c:220
void player_set_color(struct player *pplayer, const struct rgbcolor *prgbcolor)
Definition player.c:648
struct city * player_city_by_number(const struct player *pplayer, int city_id)
Definition player.c:1203
struct city * player_primary_capital(const struct player *pplayer)
Definition player.c:1337
int player_index(const struct player *pplayer)
Definition player.c:829
int player_in_territory(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1878
struct player * player_by_user(const char *name)
Definition player.c:940
const char * diplrel_name_translation(int value)
Definition player.c:1627
bool is_diplrel_between(const struct player *player1, const struct player *player2, int diplrel)
Definition player.c:1512
plrcolor_mode
Definition player.h:50
@ PLRCOL_PLR_RANDOM
Definition player.h:52
@ PLRCOL_PLR_SET
Definition player.h:53
@ PLRCOL_NATION_ORDER
Definition player.h:55
@ PLRCOL_TEAM_ORDER
Definition player.h:54
@ PLRCOL_PLR_ORDER
Definition player.h:51
static bool player_is_cpuhog(const struct player *pplayer)
Definition player.h:575
bool player_set_nation(struct player *pplayer, struct nation_type *pnation)
Definition player.c:861
bool player_can_see_city_externals(const struct player *pow_player, const struct city *target_city)
Definition player.c:1164
int player_age(const struct player *pplayer)
Definition player.c:954
enum dipl_reason pplayer_can_cancel_treaty(const struct player *p1, const struct player *p2)
Definition player.c:98
struct player_diplstate * player_diplstate_get(const struct player *plr1, const struct player *plr2)
Definition player.c:324
int number_of_ai_levels(void)
Definition player.c:1932
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1405
bool can_player_see_hypotetic_units_at(const struct player *pplayer, const struct tile *ptile)
Definition player.c:993
bool player_has_embassy_from_effect(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:250
void diplrel_mess_close(void)
Definition player.c:1808
bool players_non_invade(const struct player *pplayer1, const struct player *pplayer2)
Definition player.c:1442
bool pplayers_non_attack(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1459
bool can_player_see_units_in_city(const struct player *pplayer, const struct city *pcity)
Definition player.c:1133
struct player * player_slot_get_player(const struct player_slot *pslot)
Definition player.c:437
bool can_player_see_city_internals(const struct player *pplayer, const struct city *pcity)
Definition player.c:1149
struct player_slot * player_slot_next(struct player_slot *pslot)
Definition player.c:407
bool player_can_trust_tile_has_no_units(const struct player *pplayer, const struct tile *ptile)
Definition player.c:967
bool player_slots_initialised(void)
Definition player.c:378
const char * love_text(const int love)
Definition player.c:1354
player_debug_types
Definition player.h:212
@ PLAYER_DEBUG_LAST
Definition player.h:213
@ PLAYER_DEBUG_DIPLOMACY
Definition player.h:213
@ PLAYER_DEBUG_TECH
Definition player.h:213
bool gives_shared_tiles(const struct player *me, const struct player *them)
Definition player.c:1493
bool player_has_embassy(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:208
enum casus_belli_range casus_belli_range_for(const struct player *offender, const struct unit_type *off_ut, const struct player *tgt_plr, const enum effect_type outcome, const struct action *paction, const struct tile *tgt_tile)
Definition player.c:1640
const char * diplrel_rule_name(int value)
Definition player.c:1615
bool gives_shared_vision(const struct player *me, const struct player *them)
Definition player.c:1485
bool player_owns_city(const struct player *pplayer, const struct city *pcity)
Definition player.c:261
struct player_slot * player_slot_first(void)
Definition player.c:399
void player_destroy(struct player *pplayer)
Definition player.c:756
bool pplayers_in_peace(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1426
struct setting_list * level[OLEVELS_NUM]
Definition settings.c:190
m_pre_result
Definition shared.h:207
Definition ai.h:50
Definition city.h:320
void * handicaps
Definition player.h:113
enum ai_level skill_level
Definition player.h:114
struct ai_trait * traits
Definition player.h:124
enum barbarian_type barbarian_type
Definition player.h:120
int warmth
Definition player.h:119
int science_cost
Definition player.h:117
int love[MAX_NUM_PLAYER_SLOTS]
Definition player.h:122
int expand
Definition player.h:116
int fuzzy
Definition player.h:115
int maxbuycost
Definition player.h:112
int frost
Definition player.h:119
char contact_turns_left
Definition player.h:202
int auto_cancel_turn
Definition player.h:204
int first_contact_turn
Definition player.h:199
enum diplstate_type max_state
Definition player.h:198
enum diplstate_type type
Definition player.h:197
char has_reason_to_cancel
Definition player.h:201
int infra_points
Definition player.h:65
int units_killed
Definition player.h:103
int landarea
Definition player.h:92
int population
Definition player.h:94
int pollution
Definition player.h:97
int wonders
Definition player.h:89
int settledarea
Definition player.h:93
int units_used
Definition player.h:106
int specialists[SP_MAX]
Definition player.h:88
int units_lost
Definition player.h:104
int angry
Definition player.h:87
int techout
Definition player.h:91
int units
Definition player.h:96
int units_built
Definition player.h:102
int content
Definition player.h:85
int happy
Definition player.h:84
int spaceship
Definition player.h:101
int culture
Definition player.h:107
int unhappy
Definition player.h:86
int cities
Definition player.h:95
int literacy
Definition player.h:98
int techs
Definition player.h:90
struct city_list * cities
Definition player.h:279
int bulbs_last_turn
Definition player.h:349
bool random_name
Definition player.h:293
struct player_ai ai_common
Definition player.h:286
bv_plr_flags flags
Definition player.h:290
bv_pstatus status
Definition player.h:320
int primary_capital_id
Definition player.h:273
bool is_male
Definition player.h:255
int wonders[B_LAST]
Definition player.h:303
const struct player_diplstate ** diplstates
Definition player.h:276
bool unassigned_ranked
Definition player.h:253
struct government * target_government
Definition player.h:257
int autoselect_weight
Definition player.h:297
char username[MAX_LEN_NAME]
Definition player.h:250
bool is_winner
Definition player.h:267
bool is_connected
Definition player.h:294
int revolution_finishes
Definition player.h:271
int nturns_idle
Definition player.h:263
struct government * government
Definition player.h:256
struct dbv tile_known
Definition player.h:308
struct connection * current_conn
Definition player.h:295
struct team * team
Definition player.h:259
char * savegame_ai_type_name
Definition player.h:288
int turns_alive
Definition player.h:264
bool was_created
Definition player.h:292
int tech_upkeep
Definition player.h:361
const struct ai_type * ai
Definition player.h:287
struct unit_list * units
Definition player.h:280
char ranked_username[MAX_LEN_NAME]
Definition player.h:252
struct conn_list * connections
Definition player.h:296
int huts
Definition player.h:347
bool is_alive
Definition player.h:266
bv_player real_embassy
Definition player.h:275
struct player_economic economic
Definition player.h:282
int culture
Definition player.h:365
struct player_spaceship spaceship
Definition player.h:284
struct attribute_block_s attribute_block
Definition player.h:305
char name[MAX_LEN_NAME]
Definition player.h:249
bv_player gives_shared_vision
Definition player.h:300
enum mood_type mood
Definition player.h:359
struct player_score score
Definition player.h:281
struct attribute_block_s attribute_block_buffer
Definition player.h:306
struct player_tile * private_map
Definition player.h:322
struct multiplier_value multipliers[MAX_NUM_MULTIPLIERS]
Definition player.h:312
bv_player really_gives_vision
Definition player.h:327
struct nation_type * nation
Definition player.h:258
bool color_changeable
Definition player.h:363
int music_style
Definition player.h:278
struct nation_style * style
Definition player.h:277
bool border_vision
Definition player.h:325
bool phase_done
Definition player.h:261
struct adv_data * adv
Definition player.h:332
struct player_slot * slot
Definition player.h:248
bv_player gives_shared_tiles
Definition player.h:302
bool is_ready
Definition player.h:260
int history
Definition player.h:314
int user_turns
Definition player.h:254
bv_debug debug
Definition player.h:330
int last_war_action
Definition player.h:268
struct rgbcolor * rgb
Definition player.h:310
bool unassigned_user
Definition player.h:251
bool ai_phase_done
Definition player.h:262
Definition team.c:40
Definition tile.h:50
Definition unit.h:138
#define FALSE
Definition support.h:47