48 const struct player *plr2);
51 const struct player *plr2);
54 const struct player *plr2);
317#if defined(FREECIV_DEBUG) || defined(IS_DEVEL_VERSION)
335 log_debug(
"%s ai data phase closed when dai_plr_data_get() called",
358 const struct player *plr1,
359 const struct player *plr2)
380 const struct player *plr1,
381 const struct player *plr2)
403 const struct player *plr1,
404 const struct player *plr2)
422 const struct player *plr1,
423 const struct player *plr2)
569 &&
preq->source.value.govern == gov) {
570 present =
preq->present;
605 *val += (*val * bonus) / 100;
adv_want adv_gov_player_bonus_want(struct player *pplayer)
struct adv_data * adv_data_get(struct player *pplayer, bool *caller_closes)
void adv_data_phase_done(struct player *pplayer)
adv_want adv_gov_action_immunity_want(struct government *gov)
bool aia_utype_is_considered_spy_vs_city(const struct unit_type *putype)
void aiferry_init_stats(struct ai_type *ait, struct player *pplayer)
bool is_capital(const struct city *pcity)
#define city_list_iterate(citylist, pcity)
#define city_list_iterate_end
void auto_arrange_workers(struct city *pcity)
adv_want dai_city_want(struct player *pplayer, struct city *acity, struct adv_data *adv, struct impr_type *pimprove)
bool is_ai_data_phase_open(struct ai_type *ait, struct player *pplayer)
void dai_gov_value(struct ai_type *ait, struct player *pplayer, struct government *gov, adv_want *val, bool *override)
struct ai_plr * dai_plr_data_get(struct ai_type *ait, struct player *pplayer, bool *caller_closes)
static void dai_diplomacy_destroy(struct ai_type *ait, const struct player *plr1, const struct player *plr2)
void dai_adjust_policies(struct ai_type *ait, struct player *pplayer)
static void dai_diplomacy_new(struct ai_type *ait, const struct player *plr1, const struct player *plr2)
struct ai_dip_intel * dai_diplomacy_get(struct ai_type *ait, const struct player *plr1, const struct player *plr2)
void dai_data_init(struct ai_type *ait, struct player *pplayer)
void dai_data_phase_begin(struct ai_type *ait, struct player *pplayer, bool is_new_phase)
static void dai_diplomacy_defaults(struct ai_type *ait, const struct player *plr1, const struct player *plr2)
void dai_data_phase_finished(struct ai_type *ait, struct player *pplayer)
void dai_data_close(struct ai_type *ait, struct player *pplayer)
void dai_diplomacy_begin_new_phase(struct ai_type *ait, struct player *pplayer)
adv_want dai_effect_value(struct player *pplayer, const struct adv_data *adv, const struct city *pcity, const bool capital, int turns, const struct effect *peffect, const int c, const int nplayers)
static struct ai_plr * def_ai_player_data(const struct player *pplayer, struct ai_type *deftype)
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
void dai_auto_settler_init(struct ai_plr *ai)
void dai_auto_settler_free(struct ai_plr *ai)
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
struct effect_list * get_req_source_effects(const struct universal *psource)
int get_player_bonus(const struct player *pplayer, enum effect_type effect_type)
#define effect_list_iterate_end
#define effect_list_iterate(effect_list, peffect)
signed short Continent_id
static GtkWidget * source
#define fc_assert_msg(condition, message,...)
#define fc_assert_ret(condition)
#define fc_assert(condition)
#define fc_assert_ret_val(condition, val)
#define log_debug(message,...)
#define fc_calloc(n, esz)
bool multiplier_can_be_changed(struct multiplier *pmul, struct player *pplayer)
Multiplier_type_id multiplier_index(const struct multiplier *pmul)
#define multipliers_iterate(_mul_)
#define multipliers_iterate_end
int player_slot_count(void)
int player_multiplier_value(const struct player *pplayer, const struct multiplier *pmul)
const char * player_name(const struct player *pplayer)
int player_slot_index(const struct player_slot *pslot)
int player_index(const struct player *pplayer)
struct player_diplstate * player_diplstate_get(const struct player *plr1, const struct player *plr2)
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
#define players_iterate_end
#define players_iterate(_pplayer)
static bool is_barbarian(const struct player *pplayer)
#define player_slots_iterate(_pslot)
#define players_iterate_alive_end
#define player_slots_iterate_end
#define players_iterate_alive(_pplayer)
int normal_player_count(void)
void check_player_max_rates(struct player *pplayer)
bool is_req_active(const struct req_context *context, const struct player *other_player, const struct requirement *req, const enum req_problem_type prob_type)
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
int research_goal_unknown_techs(const struct research *presearch, Tech_type_id goal)
struct research * research_get(const struct player *pplayer)
struct ai_plr::@253 stats
struct ai_settler * settler
struct ai_plr::@254 diplomacy
int req_love_for_alliance
bv_id diplomat_reservations
const struct ai_dip_intel ** player_intel_slots
enum winning_strategy strategy
Continent_id num_continents
struct requirement_vector reqs
struct city_list * cities
struct government * government
struct multiplier_value multipliers[MAX_NUM_MULTIPLIERS]
const struct player * player
Tech_type_id advance_number(const struct advance *padvance)
#define is_ocean_tile(ptile)
struct city * tile_city(const struct tile *ptile)
#define tile_continent(_tile)
#define unit_list_iterate(unitlist, punit)
#define unit_list_iterate_end
const struct unit_type * unit_type_get(const struct unit *punit)
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)