Freeciv-3.2
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Enumerations | |
enum | plr_info_level { INFO_MINIMUM , INFO_MEETING , INFO_EMBASSY , INFO_FULL } |
#define alive_phase_players_iterate | ( | pplayer | ) |
#define allowed_nations_iterate | ( | pnation | ) |
#define allowed_nations_iterate_end |
#define phase_players_iterate | ( | pplayer | ) |
#define shuffled_players_iterate | ( | NAME_pplayer | ) |
#define shuffled_players_iterate_end |
Permanently assign colors to any players that don't already have them. First assign preferred colors, then assign the rest randomly, trying to avoid clashes.
Definition at line 1733 of file plrhand.c.
Referenced by create_animals(), create_barbarian_player(), create_command_newcomer(), handle_edit_player_create(), sg_load_players(), sg_load_players(), split_player(), and srv_ready().
The following checks that government rates are acceptable for the present form of government. Has to be called when switching governments or when toggling from AI to human.
Definition at line 776 of file plrhand.c.
Referenced by adv_best_government(), dai_gov_value(), government_change(), handle_player_change_government(), and player_set_under_human_control().
Capturing a nation's primary capital is a devastating blow. This function creates a new AI player, and randomly splits the original players city list into two. Of course this results in a real mix up of territory - but since when have civil wars ever been tidy, or civil.
Embassies: All embassies with other players are lost. Other players retain their embassies with pplayer. Units: Units inside cities are assigned to the new owner of the city. Units outside are transferred along with the ownership of their supporting city. If the units are in a unit stack with non rebel units, then whichever units are nearest an allied city are teleported to that city. If the stack is a transport at sea, then all rebel units on the transport are teleported to their nearest allied city.
Cities: Are split randomly into 2. This results in a real mix up of teritory - but since when have civil wars ever been tidy, or for any matter civil?
One caveat, since the spliting of cities is random, you can conceive that this could result in either the original player or the rebel getting 0 cities. To prevent this, the hack below ensures that each side gets roughly half, which ones is still determined randomly.
Definition at line 3005 of file plrhand.c.
Referenced by api_edit_civil_war(), kill_player(), unit_conquer_city(), and unit_do_destroy_city().
bool civil_war_possible | ( | struct player * | pplayer, |
bool | conquering_city, | ||
bool | honour_server_option | ||
) |
Check if civil war is possible for a player. If conquering_city is TRUE, one of the cities currently in the empire will shortly not be and shouldn't be considered. honour_server_option controls whether we honour the 'civilwarsize' server option. (If we don't, we still enforce a minimum empire size, to avoid the risk of creating a new player with no cities.)
Definition at line 2908 of file plrhand.c.
Referenced by api_edit_civil_war(), unit_conquer_city(), and unit_do_destroy_city().
civil_war_triggered: The capture of a primary capital is not a sure fire way to throw and empire into civil war. Some governments are more susceptible than others, here are the base probabilities: Anarchy 90% Despotism 80% Monarchy 70% Fundamentalism 60% (Only in civ2 ruleset) Communism 50% Republic 40% Democracy 30% In addition each city in disorder adds and each celebrating city subtracts from the probability of a civil war. If you have at least 1 turns notice of the impending loss of your capital, you can hike luxuries up to the highest value, and by this reduce the chance of a civil war. In fact by hiking the luxuries to 100% under Democracy, it is easy to get massively negative numbers - guaranteeing imunity from civil war. Likewise, 3 cities in disorder under despotism guarantees a civil war. This routine calculates these probabilities and returns true if a civil war is triggered.
Definition at line 2955 of file plrhand.c.
Referenced by api_edit_civil_war(), unit_conquer_city(), and unit_do_destroy_city().
bool client_can_pick_nation | ( | const struct nation_type * | pnation | ) |
Return whether a nation is "pickable" – whether players can select it at game start. (is_nation_pickable() is the equivalent function on the client.)
Definition at line 2613 of file plrhand.c.
Referenced by generate_players(), handle_nation_select_req(), playernation_command(), and send_nation_availability_real().
Update the server's cached number of playable nations. Call when the nationset changes.
Definition at line 2598 of file plrhand.c.
Referenced by fit_nationset_to_players(), load_ruleset_nations(), and nationset_action().
Two players enter war.
Definition at line 848 of file plrhand.c.
Referenced by handle_diplomacy_cancel_pact(), and update_diplomatics().
Try to select a nation set that fits the current players' nations, or failing that, unset the nations of some of the players.
Does not update clients, as is assumed to be called during game setup, and to be followed by sending full game info to clients.
Definition at line 2658 of file plrhand.c.
Referenced by sg_load_players(), and sg_load_players().
Gives units that every player should have. Usually called for players created midgame.
Definition at line 1869 of file plrhand.c.
Referenced by civil_war().
void government_change | ( | struct player * | pplayer, |
struct government * | gov, | ||
bool | revolution_finished | ||
) |
Finish the revolution and set the player's government. Call this as soon as the player has set a target_government and the revolution_finishes turn has arrived.
Definition at line 337 of file plrhand.c.
Referenced by end_phase(), handle_edit_player(), and update_revolution().
Murder a player in cold blood.
Called from srv_main kill_dying_players() and edit packet handler handle_edit_player_remove().
Definition at line 126 of file plrhand.c.
Referenced by handle_edit_player_remove(), and kill_dying_players().
Update contact info.
Definition at line 2302 of file plrhand.c.
Referenced by do_have_contacts_effect(), and maybe_make_contact().
Check if we make contact with anyone.
Definition at line 2361 of file plrhand.c.
Referenced by create_city(), do_paradrop(), illegal_action_pay_price(), place_unit(), transfer_city(), transfer_unit(), and unit_move().
bool nation_is_in_current_set | ( | const struct nation_type * | pnation | ) |
Is the nation in the currently selected nationset? If not, it's not allowed to appear in the game.
Definition at line 2589 of file plrhand.c.
Referenced by client_can_pick_nation(), create_command_newcomer(), dai_can_requirement_be_met_in_city(), fit_nationset_to_players(), handle_edit_player(), handle_nation_select_req(), nationset_action(), and pick_a_nation().
Return the number of non-barbarian players.
Definition at line 3204 of file plrhand.c.
Referenced by adjust_improvement_wants_by_effects(), civil_war(), connection_attach_real(), create_command_newcomer(), create_command_pregame(), dai_gov_value(), dai_tech_effect_values(), is_allowed_to_take(), nationset_action(), send_lanserver_response(), sg_load_sanitycheck(), sg_load_sanitycheck(), srv_ready(), start_command(), take_command(), unit_conquer_city(), and unit_do_destroy_city().
struct nation_type * pick_a_nation | ( | const struct nation_list * | choices, |
bool | ignore_conflicts, | ||
bool | needs_startpos, | ||
enum barbarian_type | barb_type | ||
) |
This function returns a random-ish nation that is suitable for 'barb_type' and is usable (not already in use by an existing player, and if needs_startpos is set, would not be prohibited from starting on the map by the current scenario – NB this doesn't check that any start position is actually free).
Unless 'ignore_conflicts' is set, this function tries hard to avoid a nation marked as "conflicting with" one already in the game. A conflicting nation will be returned only if the alternative is to return NO_NATION_SELECTED. Such a return indicates that there are no remaining nations which match the above criteria.
If 'choices' is non-NULL, nations from the supplied list are preferred; but if there are no (non-conflicting) nations on the list that match the criteria, one will be chosen from outside the list (as if the list had not been supplied).
All other things being equal, prefers to pick a nation which returns a high score from nations_match() relative to any nations already in the game.
Definition at line 2452 of file plrhand.c.
Referenced by create_animals(), create_barbarian_player(), create_command_newcomer(), generate_players(), handle_edit_player_create(), sg_load_players(), sg_load_players(), and split_player().
For a given user, if there is some player that the user originally controlled but is currently delegated to another user, return that player. See also player_by_user().
Definition at line 3317 of file plrhand.c.
Referenced by establish_new_connection().
Return whether a player's color can currently be set with the '/playercolor' command. If not, give a reason why not, if 'reason' is not NULL (need not be freed).
Definition at line 1716 of file plrhand.c.
Referenced by package_player_info(), and playercolor_command().
Return the player color as featured text string. (In pregame, this uses the color the player will take, if known, even if not assigned yet.)
Definition at line 1842 of file plrhand.c.
Referenced by playercolor_command(), show_colors(), and show_players().
Returns TRUE if a delegation is active. This means that either the player is controlled by a delegate, or the player has been temporarily 'put aside' by a delegate.
Definition at line 3266 of file plrhand.c.
Referenced by delegate_command(), show_delegations(), and take_command().
Returns the username that control of the player is delegated to, if any.
Definition at line 3237 of file plrhand.c.
Referenced by delegate_command(), establish_new_connection(), player_by_user_delegated(), send_delegation_info(), sg_save_player_main(), and show_delegations().
Define a delegation. NULL for no delegate.
Definition at line 3250 of file plrhand.c.
Referenced by delegate_command(), sg_load_player_main(), and sg_load_player_main().
Do not compute and send PACKET_PLAYER_INFO or PACKET_NATION_AVAILABILITY until a call to player_info_thaw(). This is used during savegame load or ruleset (re)load cycles, to avoid sending infos to the client that depend on ruleset data it does not yet have.
Definition at line 1101 of file plrhand.c.
Referenced by load_command(), and set_rulesetdir().
If the frozen level is back to 0, send all players' infos, and nation availability, to all connections.
Definition at line 1110 of file plrhand.c.
Referenced by load_command(), and set_rulesetdir().
The following limits a player's rates to those that are presently acceptable. If a rate exceeds current maxrate, it adjusts rates automatically adding the extra to the 2nd highest rate, preferring science to taxes and taxes to luxuries. (It assumes that for maxrate * 3 >= 100 in any situation)
Returns actual max rate used. This function should be called after team information are defined.
Definition at line 2056 of file plrhand.c.
Referenced by check_player_max_rates(), handle_edit_player_create(), server_player_init(), sg_load_sanitycheck(), sg_load_sanitycheck(), split_player(), and srv_ready().
pvictor gets parts of treasury, map and cities of pvictim. Normally happens when pvictim's gameloss unit is killed. FIXME: Any control over types of the loot? TODO: Proper event types (likely needs a new one). For now ones related to Huts (similar loot) used.
Definition at line 411 of file plrhand.c.
Referenced by api_methods_player_lose(), and wipe_unit_full().
If a player's color will be predictable when colors are assigned (or assignment has already happened), return that color. Otherwise (if the player's color is yet to be assigned randomly), return NULL.
Definition at line 1673 of file plrhand.c.
Referenced by assign_player_colors(), package_player_info(), and player_color_ftstr().
Convenience function to return "reply" destination connection list for player: pplayer->current_conn if set, else pplayer->connections.
Definition at line 1593 of file plrhand.c.
Referenced by handle_unit_sscs_set(), unit_move(), and unit_move_handling().
Toggle player to AI mode.
Definition at line 3429 of file plrhand.c.
Referenced by away_command(), and toggle_ai_player_direct().
Toggle player under human control.
Definition at line 3451 of file plrhand.c.
Referenced by away_command(), and toggle_ai_player_direct().
void player_status_add | ( | struct player * | plr, |
enum player_status | pstatus | ||
) |
Add a status flag to a player.
Definition at line 3212 of file plrhand.c.
Referenced by api_edit_player_victory(), api_methods_player_lose(), kill_dying_players(), player_status_reset(), rank_users(), server_remove_unit_full(), and surrender_command().
bool player_status_check | ( | struct player * | plr, |
enum player_status | pstatus | ||
) |
Check player status flag.
Definition at line 3220 of file plrhand.c.
Referenced by check_for_game_over(), kill_dying_players(), rank_users(), and surrender_command().
Reset player status to 'normal'.
Definition at line 3228 of file plrhand.c.
Referenced by create_barbarian_player(), kill_player(), and server_player_init().
Update last war action timestamp (affects player mood).
Definition at line 865 of file plrhand.c.
Referenced by action_give_casus_belli(), handle_diplomacy_cancel_pact(), unit_bombs_unit(), and unit_versus_unit().
Add a color to the list of all available player colors.
Definition at line 3360 of file plrhand.c.
Referenced by load_ruleset_game().
Number of player colors defined.
Definition at line 3380 of file plrhand.c.
Referenced by load_ruleset_game(), mapimg_server_plrcolor_count(), and player_preferred_color().
Free the memory allocated for the player color.
Definition at line 3341 of file plrhand.c.
Referenced by load_rulesetdir(), and server_game_free().
Get the player color with the index 'id'.
Definition at line 3370 of file plrhand.c.
Referenced by mapimg_server_plrcolor_get(), and player_preferred_color().
Initialise the player colors.
Definition at line 3332 of file plrhand.c.
Referenced by load_rulesetdir(), and server_game_init().
Called when something is changed; this resets everyone's readiness.
Definition at line 2723 of file plrhand.c.
Referenced by connection_detach(), create_command_pregame(), establish_new_connection(), and set_command().
int revolution_length | ( | struct government * | gov, |
struct player * | plr | ||
) |
Get length of a revolution.
Definition at line 550 of file plrhand.c.
Referenced by handle_edit_player(), and handle_player_change_government().
void send_delegation_info | ( | const struct connection * | pconn | ) |
Send information about delegations to reconnecting users.
Definition at line 3274 of file plrhand.c.
Referenced by connection_attach_real(), and establish_new_connection().
Tell clients which nations can be picked given current server settings.
Definition at line 2641 of file plrhand.c.
Referenced by nationset_action(), and send_ruleset_nations().
Send all information about a player (player_info and all player_diplstates) to the given connections.
Send all players if src is NULL; send to all connections if dest is NULL.
This function also sends the diplstate of the player. So take care, that all players are defined in the client and in the server. To create a player without sending the diplstate, use send_player_info_c().
Definition at line 1129 of file plrhand.c.
Referenced by action_consequence_common(), begin_phase(), civil_war(), create_animals(), create_barbarian_player(), diplomat_bribe(), diplomat_get_tech(), diplomat_may_lose_gold(), end_turn(), establish_embassy(), found_new_tech(), handle_diplomacy_accept_treaty_req(), handle_diplomacy_cancel_pact(), handle_edit_player(), handle_edit_player_create(), handle_player_phase_done(), make_contact(), send_all_info(), split_player(), and update_players_after_alliance_breakup().
Identical to send_player_info_c(), but sends the diplstate of the player.
This function solves one problem of using an extra packet for the diplstate. It can only be send if the player exists at the destination. Thus, this function should be called after the player(s) exists on both sides of the connection.
Definition at line 1212 of file plrhand.c.
Referenced by create_command_newcomer(), load_command(), and send_player_all_c().
Send information about player slot 'src', or all valid (i.e. used and initialized) players if 'src' is NULL, to specified clients 'dest'. If 'dest' is NULL, it is treated as game.est_connections.
Note: package_player_info contains incomplete info if it has NULL as a dest arg and and info is < INFO_EMBASSY. NB: If 'src' is NULL (meaning send information about all players) this function will only send info for used players, i.e. player slots with a player defined.
Definition at line 1146 of file plrhand.c.
Referenced by aifill(), announce_player(), api_edit_change_gold(), api_edit_change_infrapoints(), api_edit_create_building(), api_edit_remove_building(), autotoggle_action(), away_command(), city_build_free_buildings(), collect_ransom(), connection_attach_real(), connection_delegate_restore(), connection_detach(), create_city_for_player(), create_command_newcomer(), create_command_pregame(), dai_manage_taxes(), detach_command(), diplomat_incite(), do_unit_establish_trade(), do_unit_upgrade(), establish_new_connection(), give_shared_vision(), government_change(), handle_edit_city(), handle_edit_unit_create(), handle_nation_select_req(), handle_player_change_government(), handle_player_multiplier(), handle_player_place_infra(), handle_player_rates(), handle_player_ready(), handle_unit_type_upgrade(), kill_player(), nationset_action(), player_info_thaw(), player_update_last_war_action(), playernation_command(), plrcol_action(), really_handle_city_buy(), really_handle_city_sell(), remove_city(), remove_obsolete_buildings_city(), remove_shared_vision(), research_tech_lost(), reset_all_start_commands(), send_player_all_c(), server_player_set_color(), set_ai_level(), set_ai_level_direct(), split_player(), spy_steal_gold(), team_command(), toggle_ai_command(), transfer_city(), unit_conquer_city(), unit_do_help_build(), unit_enter_hut(), and update_revolution().
struct player * server_create_player | ( | int | player_id, |
const char * | ai_tname, | ||
struct rgbcolor * | prgbcolor, | ||
bool | allow_ai_type_fallbacking | ||
) |
Creates a new, uninitialized, used player slot. You should probably call server_player_init() to initialize it, and send_player_info_c() later to tell clients about it.
May return NULL if creation was not possible.
Definition at line 1893 of file plrhand.c.
Referenced by aifill(), connection_attach_real(), create_animals(), create_barbarian_player(), create_command_newcomer(), create_command_pregame(), handle_edit_player_create(), sg_load_players_basic(), sg_load_players_basic(), and split_player().
Initialize ANY newly-created player on the server.
The initmap option is used because we don't want to initialize the map before the x and y sizes have been determined. This should generally be FALSE in pregame.
The needs_team options should be set for players who should be assigned a team. They will be put on their own newly-created team.
Definition at line 1618 of file plrhand.c.
Referenced by aifill(), connection_attach_real(), create_animals(), create_barbarian_player(), create_command_newcomer(), create_command_pregame(), handle_edit_player_create(), server_create_player(), sg_load_players_basic(), sg_load_players_basic(), and split_player().
Set the player's color. If 'prgbcolor' is not NULL the caller should free the pointer, as player_set_color() copies the data.
Definition at line 1822 of file plrhand.c.
Referenced by playercolor_command(), and plrcol_action().
Try to set the player name to 'name'. Else, find a default name.
Definition at line 2267 of file plrhand.c.
Referenced by aifill(), connection_attach_real(), create_barbarian_player(), create_command_newcomer(), create_command_pregame(), player_nation_defaults(), playernation_command(), sg_load_player_main(), and sg_load_player_main().
bool server_player_set_name_full | ( | const struct connection * | caller, |
struct player * | pplayer, | ||
const struct nation_type * | pnation, | ||
const char * | name, | ||
char * | error_buf, | ||
size_t | error_buf_len | ||
) |
Try to set the player name to 'name'. Else, find a default name. Returns TRUE on success.
Definition at line 2167 of file plrhand.c.
Referenced by handle_edit_player(), handle_nation_select_req(), playernation_command(), and server_player_set_name().
This function does not close any connections attached to this player. The function cut_connection() is used for that. Be sure to send_player_slot_info_c() afterwards to tell clients that the player slot has become unused.
Definition at line 1942 of file plrhand.c.
Referenced by aifill(), connection_detach(), create_command_newcomer(), handle_edit_player_remove(), remove_player_command(), server_game_free(), sg_load_players_basic(), sg_load_players_basic(), and start_command().
Initialize the shuffled players list (as from a loaded savegame).
Definition at line 2402 of file plrhand.c.
Referenced by sg_load_players_basic(), and sg_load_players_basic().
Shuffle or reshuffle the player order, storing in static variables above.
Definition at line 2377 of file plrhand.c.
Referenced by begin_turn(), sg_load_players_basic(), sg_load_players_basic(), and srv_ready().
Recalculate what city is the named capital
Definition at line 731 of file plrhand.c.
Referenced by begin_phase(), and transfer_city().
National level turn change activities.
Definition at line 3471 of file plrhand.c.
Referenced by end_phase().
void update_players_after_alliance_breakup | ( | struct player * | pplayer, |
struct player * | pplayer2, | ||
const struct unit_list * | pplayer_seen_units, | ||
const struct unit_list * | pplayer2_seen_units | ||
) |
After the alliance is breaken, we need to do two things:
Definition at line 804 of file plrhand.c.
Referenced by handle_diplomacy_accept_treaty_req(), and handle_diplomacy_cancel_pact().