Freeciv-3.2
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Macros | Functions
unittools.h File Reference
#include "fc_types.h"
#include "packets.h"
#include "unitlist.h"
#include "specenum_gen.h"

Go to the source code of this file.

Macros

#define SPECENUM_NAME   unit_loss_reason
 
#define SPECENUM_VALUE0   ULR_KILLED
 
#define SPECENUM_VALUE0NAME   "killed"
 
#define SPECENUM_VALUE1   ULR_RETIRED
 
#define SPECENUM_VALUE1NAME   "retired"
 
#define SPECENUM_VALUE2   ULR_DISBANDED
 
#define SPECENUM_VALUE2NAME   "disbanded"
 
#define SPECENUM_VALUE3   ULR_BARB_UNLEASH
 
#define SPECENUM_VALUE3NAME   "barb_unleash"
 
#define SPECENUM_VALUE4   ULR_CITY_LOST
 
#define SPECENUM_VALUE4NAME   "city_lost"
 
#define SPECENUM_VALUE5   ULR_STARVED
 
#define SPECENUM_VALUE5NAME   "starved"
 
#define SPECENUM_VALUE6   ULR_SOLD
 
#define SPECENUM_VALUE6NAME   "sold"
 
#define SPECENUM_VALUE7   ULR_UPKEEP
 
#define SPECENUM_VALUE7NAME   "upkeep"
 
#define SPECENUM_VALUE8   ULR_USED
 
#define SPECENUM_VALUE8NAME   "used"
 
#define SPECENUM_VALUE9   ULR_EXECUTED
 
#define SPECENUM_VALUE9NAME   "executed"
 
#define SPECENUM_VALUE10   ULR_ELIMINATED
 
#define SPECENUM_VALUE10NAME   "eliminated"
 
#define SPECENUM_VALUE11   ULR_EDITOR
 
#define SPECENUM_VALUE11NAME   "editor"
 
#define SPECENUM_VALUE12   ULR_NONNATIVE_TERR
 
#define SPECENUM_VALUE12NAME   "nonnative_terr"
 
#define SPECENUM_VALUE13   ULR_PLAYER_DIED
 
#define SPECENUM_VALUE13NAME   "player_died"
 
#define SPECENUM_VALUE14   ULR_ARMISTICE
 
#define SPECENUM_VALUE14NAME   "armistice"
 
#define SPECENUM_VALUE15   ULR_SDI
 
#define SPECENUM_VALUE15NAME   "sdi"
 
#define SPECENUM_VALUE16   ULR_DETONATED
 
#define SPECENUM_VALUE16NAME   "detonated"
 
#define SPECENUM_VALUE17   ULR_MISSILE
 
#define SPECENUM_VALUE17NAME   "missile"
 
#define SPECENUM_VALUE18   ULR_NUKE
 
#define SPECENUM_VALUE18NAME   "nuke"
 
#define SPECENUM_VALUE19   ULR_HP_LOSS
 
#define SPECENUM_VALUE19NAME   "hp_loss"
 
#define SPECENUM_VALUE20   ULR_FUEL
 
#define SPECENUM_VALUE20NAME   "fuel"
 
#define SPECENUM_VALUE21   ULR_STACK_CONFLICT
 
#define SPECENUM_VALUE21NAME   "stack_conflict"
 
#define SPECENUM_VALUE22   ULR_BRIBED
 
#define SPECENUM_VALUE22NAME   "bribed"
 
#define SPECENUM_VALUE23   ULR_CAPTURED
 
#define SPECENUM_VALUE23NAME   "captured"
 
#define SPECENUM_VALUE24   ULR_CAUGHT
 
#define SPECENUM_VALUE24NAME   "caught"
 
#define SPECENUM_VALUE25   ULR_TRANSPORT_LOST
 
#define SPECENUM_VALUE25NAME   "transport_lost"
 

Functions

struct unit_typefind_a_unit_type (enum unit_role_id role, enum unit_role_id role_tech)
 
bool maybe_make_veteran (struct unit *punit, int base_chance)
 
void notify_unit_experience (struct unit *punit)
 
bool unit_versus_unit (struct unit *attacker, struct unit *defender, int *att_hp, int *def_hp, int *att_vet, int *def_vet, const struct action *paction)
 
void unit_bombs_unit (struct unit *attacker, struct unit *defender, int *att_hp, int *def_hp, const struct action *paction)
 
void combat_veterans (struct unit *attacker, struct unit *defender, bool powerless, int att_vet, int def_vet)
 
bool is_unit_being_refueled (const struct unit *punit)
 
bool is_refuel_point (const struct tile *ptile, const struct player *pplayer, const struct unit *punit)
 
void player_restore_units (struct player *pplayer)
 
void update_unit_activities (struct player *pplayer)
 
void random_movements (struct player *pplayer)
 
void execute_unit_orders (struct player *pplayer)
 
void unit_tc_effect_refresh (struct player *pplayer)
 
void finalize_unit_phase_beginning (struct player *pplayer)
 
void place_partisans (struct tile *pcenter, struct player *powner, int count, int sq_radius)
 
bool teleport_unit_to_city (struct unit *punit, struct city *pcity, int move_cost, bool verbose)
 
void resolve_unit_stacks (struct player *pplayer, struct player *aplayer, bool verbose)
 
struct unit_list * get_units_seen_via_ally (const struct player *pplayer, const struct player *aplayer)
 
void remove_allied_visibility (struct player *pplayer, struct player *aplayer, const struct unit_list *seen_units)
 
void give_allied_visibility (struct player *pplayer, struct player *aplayer)
 
int get_unit_vision_at (const struct unit *punit, const struct tile *ptile, enum vision_layer vlayer)
 
void unit_refresh_vision (struct unit *punit)
 
void unit_list_refresh_vision (struct unit_list *punitlist)
 
void bounce_unit (struct unit *punit, bool verbose)
 
bool unit_activity_needs_target_from_client (enum unit_activity activity)
 
void unit_assign_specific_activity_target (struct unit *punit, enum unit_activity *activity, struct extra_type **target)
 
void unit_forget_last_activity (struct unit *punit)
 
void transform_unit (struct unit *punit, const struct unit_type *to_unit, int vet_loss)
 
struct unitcreate_unit (struct player *pplayer, struct tile *ptile, const struct unit_type *punittype, int veteran_level, int homecity_id, int moves_left)
 
struct unitcreate_unit_full (struct player *pplayer, struct tile *ptile, const struct unit_type *punittype, int veteran_level, int homecity_id, int moves_left, int hp_left, struct unit *ptrans)
 
struct unitunit_virtual_prepare (struct player *pplayer, struct tile *ptile, const struct unit_type *type, int veteran_level, int homecity_id, int moves_left, int hp_left)
 
bool place_unit (struct unit *punit, struct player *pplayer, struct city *pcity, struct unit *ptrans, bool force)
 
void wipe_unit (struct unit *punit, enum unit_loss_reason reason, struct player *killer)
 
void kill_unit (struct unit *pkiller, struct unit *punit, bool vet)
 
void collect_ransom (struct unit *pkiller, struct unit *punit, bool vet)
 
struct unitunit_change_owner (struct unit *punit, struct player *pplayer, int homecity, enum unit_loss_reason reason) fc__warn_unused_result
 
void unit_set_removal_callback (struct unit *punit, void(*callback)(struct unit *punit))
 
void unit_unset_removal_callback (struct unit *punit)
 
void package_unit (struct unit *punit, struct packet_unit_info *packet)
 
void package_short_unit (struct unit *punit, struct packet_unit_short_info *packet, enum unit_info_use packet_use, int info_city_id)
 
void send_unit_info (struct conn_list *dest, struct unit *punit)
 
void send_all_known_units (struct conn_list *dest)
 
void unit_goes_out_of_sight (struct player *pplayer, struct unit *punit)
 
void do_nuclear_explosion (const struct action *paction, const struct unit_type *act_utype, struct player *pplayer, struct tile *ptile)
 
bool do_airline (struct unit *punit, struct city *city2, const struct action *paction)
 
void do_explore (struct unit *punit)
 
bool do_paradrop (struct unit *punit, struct tile *ptile, const struct action *paction)
 
void unit_transport_load_send (struct unit *punit, struct unit *ptrans)
 
void unit_transport_unload_send (struct unit *punit)
 
bool unit_move (struct unit *punit, struct tile *pdesttile, int move_cost, struct unit *embark_to, bool find_embark_target, bool conquer_city_allowed, bool conquer_extras_allowed, bool enter_hut, bool frighten_hut)
 
bool execute_orders (struct unit *punit, const bool fresh)
 
bool unit_can_do_action_now (const struct unit *punit)
 
void unit_did_action (struct unit *punit)
 
bool unit_can_be_retired (struct unit *punit)
 
void unit_activities_cancel (struct unit *punit)
 
void unit_activities_cancel_all_illegal_plr (const struct player *pplayer)
 
void unit_activities_cancel_all_illegal_tile (const struct tile *ptile)
 
void unit_activities_cancel_all_illegal_area (const struct tile *ptile)
 
void unit_get_goods (struct unit *punit)
 

Macro Definition Documentation

◆ SPECENUM_NAME

Definition at line 21 of file unittools.h.

◆ SPECENUM_VALUE0

#define SPECENUM_VALUE0   ULR_KILLED

Definition at line 22 of file unittools.h.

◆ SPECENUM_VALUE0NAME

#define SPECENUM_VALUE0NAME   "killed"

Definition at line 23 of file unittools.h.

◆ SPECENUM_VALUE1

#define SPECENUM_VALUE1   ULR_RETIRED

Definition at line 24 of file unittools.h.

◆ SPECENUM_VALUE10

#define SPECENUM_VALUE10   ULR_ELIMINATED

Definition at line 43 of file unittools.h.

◆ SPECENUM_VALUE10NAME

#define SPECENUM_VALUE10NAME   "eliminated"

Definition at line 44 of file unittools.h.

◆ SPECENUM_VALUE11

#define SPECENUM_VALUE11   ULR_EDITOR

Definition at line 45 of file unittools.h.

◆ SPECENUM_VALUE11NAME

#define SPECENUM_VALUE11NAME   "editor"

Definition at line 46 of file unittools.h.

◆ SPECENUM_VALUE12

#define SPECENUM_VALUE12   ULR_NONNATIVE_TERR

Definition at line 47 of file unittools.h.

◆ SPECENUM_VALUE12NAME

#define SPECENUM_VALUE12NAME   "nonnative_terr"

Definition at line 48 of file unittools.h.

◆ SPECENUM_VALUE13

#define SPECENUM_VALUE13   ULR_PLAYER_DIED

Definition at line 49 of file unittools.h.

◆ SPECENUM_VALUE13NAME

#define SPECENUM_VALUE13NAME   "player_died"

Definition at line 50 of file unittools.h.

◆ SPECENUM_VALUE14

#define SPECENUM_VALUE14   ULR_ARMISTICE

Definition at line 51 of file unittools.h.

◆ SPECENUM_VALUE14NAME

#define SPECENUM_VALUE14NAME   "armistice"

Definition at line 52 of file unittools.h.

◆ SPECENUM_VALUE15

#define SPECENUM_VALUE15   ULR_SDI

Definition at line 53 of file unittools.h.

◆ SPECENUM_VALUE15NAME

#define SPECENUM_VALUE15NAME   "sdi"

Definition at line 54 of file unittools.h.

◆ SPECENUM_VALUE16

#define SPECENUM_VALUE16   ULR_DETONATED

Definition at line 55 of file unittools.h.

◆ SPECENUM_VALUE16NAME

#define SPECENUM_VALUE16NAME   "detonated"

Definition at line 56 of file unittools.h.

◆ SPECENUM_VALUE17

#define SPECENUM_VALUE17   ULR_MISSILE

Definition at line 57 of file unittools.h.

◆ SPECENUM_VALUE17NAME

#define SPECENUM_VALUE17NAME   "missile"

Definition at line 58 of file unittools.h.

◆ SPECENUM_VALUE18

#define SPECENUM_VALUE18   ULR_NUKE

Definition at line 59 of file unittools.h.

◆ SPECENUM_VALUE18NAME

#define SPECENUM_VALUE18NAME   "nuke"

Definition at line 60 of file unittools.h.

◆ SPECENUM_VALUE19

#define SPECENUM_VALUE19   ULR_HP_LOSS

Definition at line 61 of file unittools.h.

◆ SPECENUM_VALUE19NAME

#define SPECENUM_VALUE19NAME   "hp_loss"

Definition at line 62 of file unittools.h.

◆ SPECENUM_VALUE1NAME

#define SPECENUM_VALUE1NAME   "retired"

Definition at line 25 of file unittools.h.

◆ SPECENUM_VALUE2

#define SPECENUM_VALUE2   ULR_DISBANDED

Definition at line 26 of file unittools.h.

◆ SPECENUM_VALUE20

#define SPECENUM_VALUE20   ULR_FUEL

Definition at line 63 of file unittools.h.

◆ SPECENUM_VALUE20NAME

#define SPECENUM_VALUE20NAME   "fuel"

Definition at line 64 of file unittools.h.

◆ SPECENUM_VALUE21

#define SPECENUM_VALUE21   ULR_STACK_CONFLICT

Definition at line 65 of file unittools.h.

◆ SPECENUM_VALUE21NAME

#define SPECENUM_VALUE21NAME   "stack_conflict"

Definition at line 66 of file unittools.h.

◆ SPECENUM_VALUE22

#define SPECENUM_VALUE22   ULR_BRIBED

Definition at line 67 of file unittools.h.

◆ SPECENUM_VALUE22NAME

#define SPECENUM_VALUE22NAME   "bribed"

Definition at line 68 of file unittools.h.

◆ SPECENUM_VALUE23

#define SPECENUM_VALUE23   ULR_CAPTURED

Definition at line 69 of file unittools.h.

◆ SPECENUM_VALUE23NAME

#define SPECENUM_VALUE23NAME   "captured"

Definition at line 70 of file unittools.h.

◆ SPECENUM_VALUE24

#define SPECENUM_VALUE24   ULR_CAUGHT

Definition at line 71 of file unittools.h.

◆ SPECENUM_VALUE24NAME

#define SPECENUM_VALUE24NAME   "caught"

Definition at line 72 of file unittools.h.

◆ SPECENUM_VALUE25

#define SPECENUM_VALUE25   ULR_TRANSPORT_LOST

Definition at line 73 of file unittools.h.

◆ SPECENUM_VALUE25NAME

#define SPECENUM_VALUE25NAME   "transport_lost"

Definition at line 74 of file unittools.h.

◆ SPECENUM_VALUE2NAME

#define SPECENUM_VALUE2NAME   "disbanded"

Definition at line 27 of file unittools.h.

◆ SPECENUM_VALUE3

#define SPECENUM_VALUE3   ULR_BARB_UNLEASH

Definition at line 28 of file unittools.h.

◆ SPECENUM_VALUE3NAME

#define SPECENUM_VALUE3NAME   "barb_unleash"

Definition at line 29 of file unittools.h.

◆ SPECENUM_VALUE4

#define SPECENUM_VALUE4   ULR_CITY_LOST

Definition at line 30 of file unittools.h.

◆ SPECENUM_VALUE4NAME

#define SPECENUM_VALUE4NAME   "city_lost"

Definition at line 31 of file unittools.h.

◆ SPECENUM_VALUE5

#define SPECENUM_VALUE5   ULR_STARVED

Definition at line 32 of file unittools.h.

◆ SPECENUM_VALUE5NAME

#define SPECENUM_VALUE5NAME   "starved"

Definition at line 33 of file unittools.h.

◆ SPECENUM_VALUE6

#define SPECENUM_VALUE6   ULR_SOLD

Definition at line 34 of file unittools.h.

◆ SPECENUM_VALUE6NAME

#define SPECENUM_VALUE6NAME   "sold"

Definition at line 35 of file unittools.h.

◆ SPECENUM_VALUE7

#define SPECENUM_VALUE7   ULR_UPKEEP

Definition at line 37 of file unittools.h.

◆ SPECENUM_VALUE7NAME

#define SPECENUM_VALUE7NAME   "upkeep"

Definition at line 38 of file unittools.h.

◆ SPECENUM_VALUE8

#define SPECENUM_VALUE8   ULR_USED

Definition at line 39 of file unittools.h.

◆ SPECENUM_VALUE8NAME

#define SPECENUM_VALUE8NAME   "used"

Definition at line 40 of file unittools.h.

◆ SPECENUM_VALUE9

#define SPECENUM_VALUE9   ULR_EXECUTED

Definition at line 41 of file unittools.h.

◆ SPECENUM_VALUE9NAME

#define SPECENUM_VALUE9NAME   "executed"

Definition at line 42 of file unittools.h.

Function Documentation

◆ bounce_unit()

void bounce_unit ( struct unit punit,
bool  verbose 
)

Move or remove a unit due to stack conflicts. This function will try to find a random safe tile within a two tile distance of the unit's current tile and move the unit there. If no tiles are found, the unit is disbanded. If 'verbose' is TRUE, a message is sent to the unit owner regarding what happened.

Definition at line 1221 of file unittools.c.

Referenced by bounce_unit(), diplomat_bribe(), do_capture_units(), resolve_stack_conflicts(), sg_load_sanitycheck(), sg_load_sanitycheck(), throw_units_from_illegal_cities(), transfer_city_units(), and transfer_unit().

◆ collect_ransom()

void collect_ransom ( struct unit pcollector,
struct unit punit,
bool  vet 
)

Called when one unit collects ransom of another.

Definition at line 2494 of file unittools.c.

Referenced by do_attack().

◆ combat_veterans()

void combat_veterans ( struct unit attacker,
struct unit defender,
bool  powerless,
int  att_vet,
int  def_vet 
)

Maybe make either side of combat veteran. Powerless means that either side of the combat was completely powerless.

Definition at line 400 of file unittools.c.

Referenced by do_attack().

◆ create_unit()

struct unit * create_unit ( struct player pplayer,
struct tile ptile,
const struct unit_type type,
int  veteran_level,
int  homecity_id,
int  moves_left 
)

◆ create_unit_full()

struct unit * create_unit_full ( struct player pplayer,
struct tile ptile,
const struct unit_type type,
int  veteran_level,
int  homecity_id,
int  moves_left,
int  hp_left,
struct unit ptrans 
)

Creates a unit, sets its initial values, and puts it into the right lists. The unit must be placed to a valid tile or a loadable transport. See unit_virtual_prepare() for the processing of moves_left and hp_left

Definition at line 1624 of file unittools.c.

Referenced by create_unit(), and try_summon_barbarians().

◆ do_airline()

bool do_airline ( struct unit punit,
struct city pdest_city,
const struct action paction 
)

Go by airline, if both cities have an airport and neither has been used this turn the unit will be transported by it and have its moves set to 0

Definition at line 2911 of file unittools.c.

Referenced by unit_perform_action().

◆ do_explore()

void do_explore ( struct unit punit)

Autoexplore with unit.

Definition at line 2944 of file unittools.c.

Referenced by begin_phase(), and handle_unit_server_side_agent_set().

◆ do_nuclear_explosion()

void do_nuclear_explosion ( const struct action paction,
const struct unit_type act_utype,
struct player pplayer,
struct tile ptile 
)

Nuke all the squares in a the specified radius around the center of the explosion.

Parameters
pactionthe action that caused the explosion
act_utypethe type of the unit that caused to explosionn.
pplayerthe player that caused the explosion.
ptilethe tile at the center of the explosion.

Definition at line 2879 of file unittools.c.

Referenced by spy_nuke_city(), and unit_nuke().

◆ do_paradrop()

bool do_paradrop ( struct unit punit,
struct tile ptile,
const struct action paction 
)

Returns whether the drop was made or not. Note that it also returns 1 in the case where the drop was successful, but the unit was killed by barbarians in a hut.

Definition at line 2980 of file unittools.c.

Referenced by unit_perform_action().

◆ execute_orders()

bool execute_orders ( struct unit punit,
const bool  fresh 
)

Executes a unit's orders stored in punit->orders. The unit is put on idle if an action fails or if "patrol" is set and an enemy unit is encountered.

The return value will be TRUE if the unit lives, FALSE otherwise. (This function used to return a goto_result enumeration, declared in gotohand.h. But this enumeration was never checked by the caller and just lead to confusion. All the caller really needs to know is if the unit lived or died; everything else is handled internally within execute_orders.)

If the orders are repeating the loop starts over at the beginning once it completes. To avoid infinite loops on railroad we stop for this turn when the unit is back where it started, even if it have moves left.

A unit will attack under orders only on its final action.

The fresh parameter is true if the order execution happens because the orders just were received.

Definition at line 4354 of file unittools.c.

Referenced by execute_unit_orders(), and handle_unit_orders().

◆ execute_unit_orders()

void execute_unit_orders ( struct player pplayer)

Iterate through all units and execute their orders.

Definition at line 676 of file unittools.c.

Referenced by begin_phase().

◆ finalize_unit_phase_beginning()

void finalize_unit_phase_beginning ( struct player pplayer)

Iterate through all units and remember their current activities.

Definition at line 698 of file unittools.c.

Referenced by begin_phase().

◆ find_a_unit_type()

struct unit_type * find_a_unit_type ( enum unit_role_id  role,
enum unit_role_id  role_tech 
)

Returns a unit type that matches the role_tech or role roles.

If role_tech is given, then we look at all units with this role whose requirements are met by any player, and return a random one. This can be used to give a unit to barbarians taken from the set of most advanced units researched by the 'real' players.

If role_tech is not give (-1) or if there are no matching unit types, then we look at 'role' value and return a random matching unit type.

It is an error if there are no available units. This function will always return a valid unit.

Definition at line 175 of file unittools.c.

Referenced by try_summon_barbarians(), and unleash_barbarians().

◆ get_unit_vision_at()

int get_unit_vision_at ( const struct unit punit,
const struct tile ptile,
enum vision_layer  vlayer 
)

Return the vision the unit will have at the given tile. The base vision range may be modified by effects.

Note that vision MUST be independent of transported_by for this to work properly.

Definition at line 4827 of file unittools.c.

Referenced by maybe_cancel_patrol_due_to_enemy(), and wakeup_neighbor_sentries().

◆ get_units_seen_via_ally()

struct unit_list * get_units_seen_via_ally ( const struct player pplayer,
const struct player aplayer 
)

Returns the list of the units seen by 'pplayer' potentially seen only thanks to an alliance with 'aplayer'. The returned pointer is newly allocated and should be freed by the caller, using unit_list_destroy().

Definition at line 1409 of file unittools.c.

Referenced by handle_diplomacy_accept_treaty_req(), and handle_diplomacy_cancel_pact().

◆ give_allied_visibility()

void give_allied_visibility ( struct player pplayer,
struct player aplayer 
)

Refresh units visibility of 'aplayer' for 'pplayer' after alliance have been contracted.

Definition at line 1468 of file unittools.c.

Referenced by handle_diplomacy_accept_treaty_req().

◆ is_refuel_point()

bool is_refuel_point ( const struct tile ptile,
const struct player pplayer,
const struct unit punit 
)

Can unit refuel on tile. Considers also carrier capacity on tile.

Definition at line 1523 of file unittools.c.

Referenced by dai_find_strategic_airbase(), dai_manage_airunit(), find_nearest_airbase(), and player_restore_units().

◆ is_unit_being_refueled()

bool is_unit_being_refueled ( const struct unit punit)

Is unit being refueled in its current position?

Definition at line 1514 of file unittools.c.

Referenced by dai_find_strategic_airbase(), dai_manage_airunit(), and player_restore_units().

◆ kill_unit()

void kill_unit ( struct unit pkiller,
struct unit punit,
bool  vet 
)

Called when one unit kills another in combat (this function is only called in one place). It handles all side effects including notifications and killstack.

Definition at line 2258 of file unittools.c.

Referenced by do_attack().

◆ maybe_make_veteran()

bool maybe_make_veteran ( struct unit punit,
int  base_chance 
)

Unit has a chance to become veteran. This should not be used for settlers for the work they do.

Definition at line 219 of file unittools.c.

Referenced by combat_veterans(), diplomat_bribe(), diplomat_escape_full(), and diplomat_infiltrate_tile().

◆ notify_unit_experience()

void notify_unit_experience ( struct unit punit)

Common notification for all experience levels.

Definition at line 743 of file unittools.c.

Referenced by collect_ransom(), diplomat_bribe(), diplomat_escape_full(), diplomat_infiltrate_tile(), do_attack(), kill_unit(), and update_unit_activity().

◆ package_short_unit()

void package_short_unit ( struct unit punit,
struct packet_unit_short_info packet,
enum unit_info_use  packet_use,
int  info_city_id 
)

Package a short_unit_info packet. This contains a limited amount of information about the unit, and is sent to players who shouldn't know everything (like the unit's owner's enemies).

Definition at line 2665 of file unittools.c.

Referenced by diplomat_investigate(), see_combat(), send_unit_info(), and unit_move().

◆ package_unit()

void package_unit ( struct unit punit,
struct packet_unit_info packet 
)

Package a unit_info packet. This packet contains basically all information about a unit.

Definition at line 2584 of file unittools.c.

Referenced by see_combat(), send_unit_info(), and unit_move().

◆ place_partisans()

void place_partisans ( struct tile pcenter,
struct player powner,
int  count,
int  sq_radius 
)

Place partisans for powner around pcenter (normally around a city).

Definition at line 1157 of file unittools.c.

Referenced by api_edit_place_partisans().

◆ place_unit()

bool place_unit ( struct unit punit,
struct player pplayer,
struct city pcity,
struct unit ptrans,
bool  force 
)

Places a virtual unit into the game, assigning it an index, putting it on the right lists and dispatching the information around. The unit must have a tile, pcity and pplayer must be valid and accord to the unit's fields (basically, set by unit_virtual_prepare()). ptrans if not NULL must be a transporter on the same tile the unit can freely load into (or just that can transport it if force) Returns if the unit is placed (must be TRUE if input data are valid)

Definition at line 1705 of file unittools.c.

Referenced by api_edit_create_unit_full(), city_create_unit(), create_unit_full(), place_partisans(), and unit_change_owner().

◆ player_restore_units()

void player_restore_units ( struct player pplayer)
  1. Do Leonardo's Workshop upgrade if applicable.
  2. Restore/decrease unit hitpoints.
  3. Kill dead units.
  4. Rescue airplanes by returning them to base automatically.
  5. Decrease fuel of planes in the air.
  6. Refuel planes that are in bases.
  7. Kill planes that are out of fuel.

Definition at line 477 of file unittools.c.

Referenced by end_phase().

◆ random_movements()

void random_movements ( struct player pplayer)

Make random movements of the units that move that way.

Definition at line 4933 of file unittools.c.

Referenced by begin_phase().

◆ remove_allied_visibility()

void remove_allied_visibility ( struct player pplayer,
struct player aplayer,
const struct unit_list *  seen_units 
)

When two players cancel an alliance, a lot of units that were visible may no longer be visible (this includes units in transporters and cities). Call this function to inform the clients that these units are no longer visible. Pass the list of seen units returned by get_units_seen_via_ally() before alliance was broken up.

Definition at line 1444 of file unittools.c.

Referenced by update_players_after_alliance_breakup().

◆ resolve_unit_stacks()

void resolve_unit_stacks ( struct player pplayer,
struct player aplayer,
bool  verbose 
)

When in civil war or an alliance breaks there will potentially be units from both sides coexisting on the same squares. This routine resolves this by first bouncing off non-allied units from their cities, then by bouncing both players' units in now illegal multiowner stacks. To avoid drowning due to removal of transports, we bounce everyone (including third parties' units) from ocean tiles.

If verbose is true, the unit owner gets messages about where each units goes.

Definition at line 1394 of file unittools.c.

Referenced by civil_war(), kill_player(), sg_load_sanitycheck(), sg_load_sanitycheck(), transfer_city(), and update_players_after_alliance_breakup().

◆ send_all_known_units()

void send_all_known_units ( struct conn_list dest)

For each specified connections, send information about all the units known to that player/conn.

Definition at line 2766 of file unittools.c.

Referenced by send_all_info().

◆ send_unit_info()

void send_unit_info ( struct conn_list dest,
struct unit punit 
)

Send the unit to the players who need the info. dest = NULL means all connections (game.est_connections)

Definition at line 2722 of file unittools.c.

Referenced by action_success_pay_mp(), action_success_target_pay_mp(), adv_follow_path(), api_edit_unit_hitpoints(), api_edit_unit_movepoints(), api_edit_unit_turn(), auto_settler_findwork(), auto_settler_setup_work(), cancel_orders(), dai_auto_settler_run(), dai_unit_goto_constrained(), destroy_extra(), diplomat_bribe(), diplomat_embassy(), diplomat_escape_full(), diplomat_get_tech(), diplomat_infiltrate_tile(), diplomat_investigate(), diplomat_sabotage(), do_attack(), do_capture_units(), do_expel_unit(), do_explore(), do_heal_unit(), do_wipe_units(), execute_orders(), finalize_unit_phase_beginning(), give_allied_visibility(), handle_edit_unit(), handle_unit_orders(), handle_unit_sscs_set(), illegal_action_pay_price(), map_change_seen(), map_claim_base(), map_show_tile(), place_animal(), place_unit(), player_restore_units(), remove_city(), send_all_known_units(), server_remove_unit_full(), spy_sabotage_unit(), transfer_city(), transform_unit(), try_summon_barbarians(), try_to_save_unit(), unit_activities_cancel(), unit_activity_dependencies(), unit_activity_internal(), unit_activity_targeted_internal(), unit_bombard(), unit_change_homecity_handling(), unit_lost_with_transport(), unit_move(), unit_move_handling(), unit_server_side_agent_set(), unit_survive_autoattack(), unit_transport_load_send(), unit_transport_load_tp_status(), unit_transport_unload_send(), unleash_barbarians(), update_unit_upkeep(), wakeup_neighbor_sentries(), and wipe_unit_full().

◆ teleport_unit_to_city()

bool teleport_unit_to_city ( struct unit punit,
struct city pcity,
int  move_cost,
bool  verbose 
)

Teleport punit to city at cost specified. Returns success. Note that unit may die if it successfully moves, i.e., even when return value is TRUE. (If specified cost is -1, then teleportation costs all movement.)

Definition at line 1183 of file unittools.c.

Referenced by diplomat_escape_full(), do_expel_unit(), and try_to_save_unit().

◆ transform_unit()

void transform_unit ( struct unit punit,
const struct unit_type to_unit,
int  vet_loss 
)

Really transforms a single unit to another type.

This function performs no checks. You should perform the appropriate test first to check that the transformation is legal (unit_upgrade_test() or unit_can_convert()).

vet_loss: Number of veteran levels lost in process.

Note that this function is strongly tied to unit.c:unit_upgrade_test().

Definition at line 1545 of file unittools.c.

Referenced by do_unit_upgrade(), do_upgrade_effects(), unit_convert(), and ur_transform_unit().

◆ unit_activities_cancel()

void unit_activities_cancel ( struct unit punit)

Cancel activities, and orders that it might be part of.

Definition at line 796 of file unittools.c.

Referenced by climate_change(), create_city(), transform_unit(), unit_activities_cancel_all_illegal_plr(), unit_activities_cancel_all_illegal_tile(), and unit_change_homecity_handling().

◆ unit_activities_cancel_all_illegal_area()

void unit_activities_cancel_all_illegal_area ( const struct tile ptile)

Cancel all illegal activities done by units at the specified tile, and surrounding tiles. For most rulesets this is for cancelling irrigation on surrounding tiles when the central tile was the only source of water, but does not provide water any more.

Definition at line 841 of file unittools.c.

Referenced by tile_change_side_effects().

◆ unit_activities_cancel_all_illegal_plr()

void unit_activities_cancel_all_illegal_plr ( const struct player pplayer)

Cancel all illegal activities done by units of the specified owner.

Definition at line 814 of file unittools.c.

Referenced by research_tech_lost().

◆ unit_activities_cancel_all_illegal_tile()

void unit_activities_cancel_all_illegal_tile ( const struct tile ptile)

Cancel all illegal activities done by units at the specified tile.

Definition at line 826 of file unittools.c.

Referenced by unit_activities_cancel_all_illegal_area().

◆ unit_activity_needs_target_from_client()

bool unit_activity_needs_target_from_client ( enum unit_activity  activity)

Return TRUE iff activity requires some sort of target to be specified by the client.

Definition at line 1058 of file unittools.c.

Referenced by sg_load_player_unit(), and unit_perform_action().

◆ unit_assign_specific_activity_target()

void unit_assign_specific_activity_target ( struct unit punit,
enum unit_activity activity,
struct extra_type **  target 
)

For some activities (currently only pillaging), the precise target can be assigned by the server rather than explicitly requested by the client. This function assigns a specific activity+target if the current settings are open-ended (otherwise leaves them unchanged).

Please update unit_activity_needs_target_from_client() if you add server side unit activity target setting to more activities.

Definition at line 1078 of file unittools.c.

Referenced by action_sub_target_id_for_action(), compat_post_load_030100(), and unit_activity_targeted_internal().

◆ unit_bombs_unit()

void unit_bombs_unit ( struct unit attacker,
struct unit defender,
int att_hp,
int def_hp,
const struct action paction 
)

This is the basic unit versus unit classic bombardment routine. 1) ALOT of modifiers bonuses etc is added to the 2 units rates. 2) Do rate attacks and don't kill the defender, then return.

Definition at line 355 of file unittools.c.

Referenced by unit_bombard().

◆ unit_can_be_retired()

bool unit_can_be_retired ( struct unit punit)

Units (usually barbarian units) may disband spontaneously if they are far from any enemy units or cities. It is to remove barbarians that do not engage into any activity for a long time.

Definition at line 4916 of file unittools.c.

Referenced by begin_turn().

◆ unit_can_do_action_now()

bool unit_can_do_action_now ( const struct unit punit)

Used to implement the game rule controlled by the unitwaittime setting. Notifies the unit owner if the unit is unable to act.

Definition at line 4868 of file unittools.c.

Referenced by unit_perform_action().

◆ unit_change_owner()

struct unit * unit_change_owner ( struct unit punit,
struct player pplayer,
int  homecity,
enum unit_loss_reason  reason 
)

We don't really change owner of the unit, but create completely new unit as its copy. The new pointer to 'punit' is returned. Always wipes the source unit but sometimes returns NULL or a unit of a player other than pplayer.

Definition at line 2191 of file unittools.c.

Referenced by diplomat_bribe(), and do_capture_units().

◆ unit_did_action()

void unit_did_action ( struct unit punit)

Mark a unit as having done something at the current time. This is used in conjunction with unit_can_do_action_now() and the unitwaittime setting.

Definition at line 4901 of file unittools.c.

Referenced by do_attack(), do_capture_units(), do_wipe_units(), unit_bombard(), and unit_move_by_data().

◆ unit_forget_last_activity()

void unit_forget_last_activity ( struct unit punit)

Forget the unit's last activity so that it can't be resumed. This is used for example when the unit moves or attacks.

Definition at line 1049 of file unittools.c.

Referenced by do_attack(), do_capture_units(), do_wipe_units(), transform_unit(), unit_bombard(), and unit_move_by_data().

◆ unit_get_goods()

void unit_get_goods ( struct unit punit)

Set carried goods for unit.

Definition at line 1608 of file unittools.c.

Referenced by place_unit(), and unit_change_homecity_handling().

◆ unit_goes_out_of_sight()

void unit_goes_out_of_sight ( struct player pplayer,
struct unit punit 
)

◆ unit_list_refresh_vision()

void unit_list_refresh_vision ( struct unit_list *  punitlist)

Refresh the vision of all units in the list - see unit_refresh_vision().

Definition at line 4857 of file unittools.c.

Referenced by create_city(), create_extra(), found_new_tech(), and update_unit_activity().

◆ unit_move()

bool unit_move ( struct unit punit,
struct tile pdesttile,
int  move_cost,
struct unit embark_to,
bool  find_embark_target,
bool  conquer_city_allowed,
bool  conquer_extras_allowed,
bool  enter_hut,
bool  frighten_hut 
)

Moves a unit. No checks whatsoever! This is meant as a practical function for other functions, like do_airline(), which do the checking themselves.

If you move a unit you should always use this function, as it also sets the transport status of the unit correctly. Note that the source tile (the current tile of the unit) and pdesttile need not be adjacent.

Returns TRUE iff unit still alive.

Definition at line 3918 of file unittools.c.

Referenced by adv_unit_execute_path(), api_edit_unit_move(), api_edit_unit_teleport(), bounce_unit(), do_airline(), do_conquer_extras(), do_disembark(), do_paradrop(), do_unit_conquer_city(), do_unit_embark(), do_unit_hut(), teleport_unit_to_city(), terrain_change_bounce_single_unit(), unit_do_regular_move(), unit_move_pay(), and unit_perform_action().

◆ unit_refresh_vision()

void unit_refresh_vision ( struct unit punit)

Refresh the unit's vision.

This function has very small overhead and can be called any time effects may have changed the vision range of the unit.

Definition at line 4840 of file unittools.c.

Referenced by place_unit(), sg_load_player_units(), sg_load_player_units(), transform_unit(), unit_change_homecity_handling(), unit_list_refresh_vision(), and unit_tc_effect_refresh().

◆ unit_set_removal_callback()

void unit_set_removal_callback ( struct unit punit,
void(*)(struct unit *punit callback 
)

Set the call back to run when the server removes the unit.

Definition at line 1763 of file unittools.c.

Referenced by uk_rem_gold_append().

◆ unit_tc_effect_refresh()

void unit_tc_effect_refresh ( struct player pplayer)

Recalculate some unit related effects on turn change

Definition at line 688 of file unittools.c.

Referenced by begin_phase().

◆ unit_transport_load_send()

void unit_transport_load_send ( struct unit punit,
struct unit ptrans 
)

Put the unit onto the transporter, and tell everyone.

Definition at line 3229 of file unittools.c.

Referenced by dai_unit_new_task(), do_unit_board(), and do_unit_load().

◆ unit_transport_unload_send()

void unit_transport_unload_send ( struct unit punit)

Pull the unit off of the transporter, and tell everyone.

Definition at line 3281 of file unittools.c.

Referenced by do_attack(), do_unit_deboard(), do_unit_unload(), and throw_units_from_illegal_cities().

◆ unit_unset_removal_callback()

void unit_unset_removal_callback ( struct unit punit)

Remove the call back so nothing runs when the server removes the unit.

Definition at line 1777 of file unittools.c.

Referenced by unit_list_referred_destroy().

◆ unit_versus_unit()

bool unit_versus_unit ( struct unit attacker,
struct unit defender,
int att_hp,
int def_hp,
int att_vet,
int def_vet,
const struct action paction 
)

This is the basic unit versus unit combat routine. 1) A LOT of modifiers, bonuses etc are added to the 2 units' rates. 2) The combat loop, which continues until one of the units are dead or EFT_COMBAT_ROUNDS rounds have been fought. 3) The aftermath, the loser (and potentially the stack which is below it) might get wiped, and the winner gets a chance of gaining veteran status

Returns whether either side was completely powerless.

Definition at line 288 of file unittools.c.

Referenced by do_attack().

◆ unit_virtual_prepare()

struct unit * unit_virtual_prepare ( struct player pplayer,
struct tile ptile,
const struct unit_type type,
int  veteran_level,
int  homecity_id,
int  moves_left,
int  hp_left 
)

Creates a virtual unit, and sets its initial values, but does not register the unit in any other data structures or set the vision. If moves_left is less than zero, unit will get max moves; otherwise, it will get the specified number of movement fragments and will be considered moved. If hp_left is zero or less, unit will get full hp. homecity_id won't be set to units with "NoHome" flag. ptile must be a valid tile (its livability for the unit is not checked)

Definition at line 1657 of file unittools.c.

Referenced by api_edit_create_unit_full(), city_create_unit(), create_unit_full(), place_partisans(), and unit_change_owner().

◆ update_unit_activities()

void update_unit_activities ( struct player pplayer)

Iterate through all units and update them.

Definition at line 666 of file unittools.c.

Referenced by begin_phase().

◆ wipe_unit()

void wipe_unit ( struct unit punit,
enum unit_loss_reason  reason,
struct player killer 
)