struct achievement * achievement_by_number(int id)
struct achievement * achievement_by_rule_name(const char *name)
struct action * action_by_rule_name(const char *name)
static struct action * action_by_number(action_id act_id)
Nation_Type * api_find_nation_type(lua_State *L, int nation_type_id)
Tile * api_find_tile(lua_State *L, int nat_x, int nat_y)
Unit_Type * api_find_unit_type(lua_State *L, int unit_type_id)
Government * api_find_government_by_name(lua_State *L, const char *name_orig)
Player * api_find_player(lua_State *L, int player_id)
Achievement * api_find_achievement_by_name(lua_State *L, const char *name_orig)
Achievement * api_find_achievement(lua_State *L, int achievement_id)
Unit_Type * api_find_role_unit_type(lua_State *L, const char *role_name, Player *pplayer)
const Direction * api_find_direction(lua_State *L, int id)
Action * api_find_action_type_by_name(lua_State *L, const char *name)
Tile * api_find_tile_by_index(lua_State *L, int tindex)
Building_Type * api_find_building_type_by_name(lua_State *L, const char *name_orig)
Nation_Type * api_find_nation_type_by_name(lua_State *L, const char *name_orig)
Disaster * api_find_disaster(lua_State *L, int disaster_id)
Tech_Type * api_find_tech_type_by_name(lua_State *L, const char *name_orig)
Government * api_find_government(lua_State *L, int government_id)
Disaster * api_find_disaster_by_name(lua_State *L, const char *name_orig)
Counter * api_find_counter(lua_State *L, int counter_id)
Building_Type * api_find_building_type(lua_State *L, int building_type_id)
Action * api_find_action_type_by_id(lua_State *L, int id)
Action * api_find_action_by_name(lua_State *L, const char *name_orig)
Nonexistent * api_find_nonexistent(lua_State *L)
Player * api_find_player_by_name(lua_State *L, const char *name)
Unit * api_find_transport_unit(lua_State *L, Player *pplayer, Unit_Type *ptype, Tile *ptile)
Tech_Type * api_find_tech_type(lua_State *L, int tech_type_id)
City * api_find_city(lua_State *L, Player *pplayer, int city_id)
Unit * api_find_unit(lua_State *L, Player *pplayer, int unit_id)
Action * api_find_action(lua_State *L, action_id act_id)
Terrain * api_find_terrain(lua_State *L, int terrain_id)
Terrain * api_find_terrain_by_name(lua_State *L, const char *name_orig)
Counter * api_find_counter_by_name(lua_State *L, const char *name)
Unit_Type * api_find_unit_type_by_name(lua_State *L, const char *name_orig)
struct counter * counter_by_rule_name(const char *name)
struct counter * counter_by_id(int id)
int counter_id(struct counter *pcount)
struct disaster_type * disaster_by_rule_name(const char *name)
struct disaster_type * disaster_by_number(Disaster_type_id id)
struct government * government_by_number(const Government_type_id gov)
struct government * government_by_rule_name(const char *name)
struct city * idex_lookup_city(struct world *iworld, int id)
struct unit * idex_lookup_unit(struct world *iworld, int id)
struct impr_type * improvement_by_number(const Impr_type_id id)
struct impr_type * improvement_by_rule_name(const char *name)
const Direction * luascript_dir(enum direction8 dir)
#define LUASCRIPT_CHECK_STATE(L,...)
#define LUASCRIPT_CHECK_ARG_NIL(L, value, narg, type,...)
enum direction8 Direction
struct tile * index_to_tile(const struct civ_map *imap, int mindex)
struct tile * native_pos_to_tile(const struct civ_map *nmap, int nat_x, int nat_y)
struct nation_type * nation_by_number(const Nation_type_id nation)
struct nation_type * nation_by_rule_name(const char *name)
struct unit * player_unit_by_number(const struct player *pplayer, int unit_id)
struct player * player_by_number(const int player_id)
struct player * player_by_name(const char *name)
struct city * player_city_by_number(const struct player *pplayer, int city_id)
int fc_strcasecmp(const char *str0, const char *str1)
struct advance * advance_by_number(const Tech_type_id atype)
struct advance * advance_by_rule_name(const char *name)
struct terrain * terrain_by_rule_name(const char *name)
struct terrain * terrain_by_number(const Terrain_type_id type)
struct unit * unit_virtual_create(struct player *pplayer, struct city *pcity, const struct unit_type *punittype, int veteran_level)
void unit_virtual_destroy(struct unit *punit)
void unit_tile_set(struct unit *punit, struct tile *ptile)
struct unit * transporter_for_unit(const struct unit *pcargo)
struct unit_type * unit_type_by_rule_name(const char *name)
struct unit_type * get_role_unit(int role, int role_index)
int num_role_units(int role)
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
struct unit_type * utype_by_number(const Unit_type_id id)