Freeciv-3.3
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api_game_methods.c
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1/*****************************************************************************
2 Freeciv - Copyright (C) 2005 - The Freeciv Project
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
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18/* utility */
19#include "deprecations.h"
20
21/* common */
22#include "achievements.h"
23#include "actions.h"
24#include "calendar.h"
25#include "citizens.h"
26#include "culture.h"
27#include "featured_text.h"
28#include "game.h"
29#include "government.h"
30#include "improvement.h"
31#include "map.h"
32#include "movement.h"
33#include "nation.h"
34#include "research.h"
35#include "tech.h"
36#include "terrain.h"
37#include "tile.h"
38#include "unitlist.h"
39#include "unittype.h"
40
41/* common/scriptcore */
42#include "luascript.h"
43
44#include "api_game_methods.h"
45
46
47/**********************************************************************/
56
57/**********************************************************************/
66
67/**********************************************************************/
76
77/**********************************************************************/
86
87/**********************************************************************/
91{
93
94 log_deprecation("Deprecated: lua construct \"game:turn\", deprecated since \"3.0\", used. "
95 "Use \"game:current_turn\" instead.");
96
97 if (game.info.turn > 0) {
98 return game.info.turn - 1;
99 }
100
101 return game.info.turn;
102}
103
104/**********************************************************************/
108{
109 return game.server.rulesetdir;
110}
111
112/**********************************************************************/
116{
117 return game.control.name;
118}
119
120/**********************************************************************/
127
128/**********************************************************************/
135
136/**********************************************************************/
147
148/**********************************************************************/
159
160/**********************************************************************/
171
172/**********************************************************************/
183
184/**********************************************************************/
195
196/**********************************************************************/
199const char
208
209/**********************************************************************/
221
222/**********************************************************************/
232
233/**********************************************************************/
243
244/**********************************************************************/
254
255/**********************************************************************/
260{
261 bool inspired = FALSE;
262
264 if (self->original == inspirer) {
265 inspired = TRUE;
266 }
267 } else {
269 if (is_server()) {
271 citizens total = city_size_get(self);
272
273 if (total > 0 && (own * 100 / total) >= game.info.citizen_partisans_pct) {
274 inspired = TRUE;
275 }
276 }
277 /* else is_client() -> don't consider inspired by default. */
278 } else if (self->original == inspirer) {
279 inspired = TRUE;
280 }
281 }
282
283 if (inspired) {
284 /* Cannot use get_city_bonus() as it would use city's current owner
285 * instead of inspirer. */
287 &(const struct req_context) {
288 .player = inspirer,
289 .city = self,
290 .tile = city_tile(self),
291 },
293 }
294
295 return 0;
296}
297
298/**********************************************************************/
308
309/**********************************************************************/
313{
315
316 return counter_rule_name(c);
317}
318
319/**********************************************************************/
328
329/**********************************************************************/
338
339/**********************************************************************/
343{
346
347 /* Note: if clients ever have virtual cities or sth, needs amending */
348 return is_server() ? city_happy(pcity) : pcity->client.happy;
349}
350
351/**********************************************************************/
355{
358
359 /* Note: if clients ever have virtual cities or sth, needs amending */
360 return is_server() ? city_unhappy(pcity) : pcity->client.unhappy;
361}
362
363/**********************************************************************/
373
374/**********************************************************************/
384
385/**********************************************************************/
395
396/**********************************************************************/
406
407/**********************************************************************/
411 Player *nationality)
412{
415
416 return citizens_nation_get(pcity, nationality->slot);
417}
418
419/**********************************************************************/
424 Specialist *s)
425{
428
429 if (nullptr != s) {
430 return pcity->specialists[specialist_index(s)];
431 } else {
432 return city_specialists(pcity);
433 }
434}
435
436/**********************************************************************/
447
448/**********************************************************************/
459
460/**********************************************************************/
471
472/**********************************************************************/
476 Nation_Type *pnation)
477{
479 LUASCRIPT_CHECK_SELF(L, pnation, NULL);
480
481 return nation_rule_name(pnation);
482}
483
484/**********************************************************************/
488 Nation_Type *pnation)
489{
491 LUASCRIPT_CHECK_SELF(L, pnation, NULL);
492
493 return nation_adjective_translation(pnation);
494}
495
496/**********************************************************************/
500 Nation_Type *pnation)
501{
503 LUASCRIPT_CHECK_SELF(L, pnation, NULL);
504
505 return nation_plural_translation(pnation);
506}
507
508/**********************************************************************/
512 Player *pplayer)
513{
514 struct connection *conn = NULL;
515
517 LUASCRIPT_CHECK_SELF(L, pplayer, NULL);
518
520 if (!pconn->observer) {
521 conn = pconn;
522 break;
523 }
525
526 if (conn == NULL) {
527 return "None";
528 }
529
530 return gui_type_name(conn->client_gui);
531}
532
533/**********************************************************************/
537 Building_Type *building)
538{
540 LUASCRIPT_CHECK_SELF(L, pplayer, FALSE);
542
543 return wonder_is_built(pplayer, building);
544}
545
546/**********************************************************************/
550{
552 LUASCRIPT_CHECK_SELF(L, pplayer, -1);
553
554 return player_number(pplayer);
555}
556
557/**********************************************************************/
561{
563 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
564
565 return city_list_size(pplayer->cities);
566}
567
568/**********************************************************************/
572{
574 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
575
576 return unit_list_size(pplayer->units);
577}
578
579/**********************************************************************/
583{
585 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
586
587 return pplayer->economic.gold;
588}
589
590/**********************************************************************/
594{
596 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
597
598 return pplayer->economic.infra_points;
599}
600
601/**********************************************************************/
614
615/**********************************************************************/
630
631/**********************************************************************/
645{
648
649 if (!pplayer && TECH_COST_CIV1CIV2 == game.info.tech_cost_style) {
650 /* Avoid getting error messages and return at least something */
651 return ptech->cost * (double) game.info.sciencebox / 100.0;
652 }
653 return
656}
657
658/**********************************************************************/
668{
669 const struct research *presearch;
670 int rr;
671
673 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
674 presearch = research_get(pplayer);
675 LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
676
677 rr = presearch->researching;
678
679 switch (rr) {
680 case A_FUTURE:
682 break;
683 case A_UNSET:
684 case A_UNKNOWN:
685 lua_pushnil(L);
686 break;
687 default:
688 /* A regular tech */
689 fc_assert(rr >= A_FIRST && rr <= A_LAST);
691 }
692
693 return lua_gettop(L);
694}
695
696/**********************************************************************/
702{
703 const struct research *presearch;
704
706 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
707 presearch = research_get(pplayer);
708 LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
709
710 return presearch->bulbs_researched;
711}
712
713/**********************************************************************/
719{
720 const struct research *presearch;
721
723 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
724 presearch = research_get(pplayer);
725 LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
726
727 return is_server()
729 : presearch->client.researching_cost;
730}
731
732/**********************************************************************/
738{
739 const struct research *presearch;
740
742 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
743 presearch = research_get(pplayer);
744 LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
745
746 return presearch->future_tech;
747}
748
749/**********************************************************************/
753{
755 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
756
757 return player_culture(pplayer);
758}
759
760/**********************************************************************/
764 const char *flag)
765{
767
769 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
770
772
774 return player_has_flag(pplayer, flag_val);
775 }
776
777 return FALSE;
778}
779
780/**********************************************************************/
785 Unit_Type *utype)
786{
788 LUASCRIPT_CHECK_SELF(L, pplayer, NULL);
790
791 return (Unit_Type *)can_upgrade_unittype(pplayer, utype);
792}
793
794/**********************************************************************/
799 Unit_Type *utype)
800{
802 LUASCRIPT_CHECK_SELF(L, pplayer, FALSE);
804
805 return can_player_build_unit_direct(pplayer, utype, TRUE);
806}
807
808/**********************************************************************/
820
821/**********************************************************************/
825 Specialist *s)
826{
828 LUASCRIPT_CHECK_SELF(L, pplayer, FALSE);
830
831 return
833 &(const struct req_context) {
834 .player = pplayer,
835 }, nullptr, &s->reqs, RPT_POSSIBLE);
836}
837
838/**********************************************************************/
848
849/**********************************************************************/
865
866/**********************************************************************/
870 Player *target)
871{
873 LUASCRIPT_CHECK_SELF(L, pplayer, FALSE);
875
876 return player_has_embassy(pplayer, target);
877}
878
879/**********************************************************************/
883 Player *target)
884{
886 LUASCRIPT_CHECK_SELF(L, pplayer, FALSE);
888
889 return team_has_embassy(pplayer->team, target);
890}
891
892/**********************************************************************/
901
902/**********************************************************************/
908{
910
914
916 switch (uu) {
917 case UU_OK:
918 return NULL;
920 return "cargo";
922 return "transport";
923 case UU_NOT_TERRAIN:
924 return "terrain";
925 case UU_NOT_ACTIVITY:
926 return "activity";
927 case UU_NO_UNITTYPE:
928 case UU_NO_MONEY:
929 case UU_NOT_IN_CITY:
931 /* should not get here */
932 break;
933 }
934
935 fc_assert_msg(FALSE, "Unexpected unit transform result %i", uu);
936
937 return "\?";
938}
939
940/**********************************************************************/
951
952/**********************************************************************/
964
965/**********************************************************************/
969{
971 LUASCRIPT_CHECK_SELF(L, pplayer, NULL);
972
973 return research_rule_name(research_get(pplayer));
974}
975
976/**********************************************************************/
980 Player *pplayer)
981{
982 static char buf[MAX_LEN_MSG];
983
985 LUASCRIPT_CHECK_SELF(L, pplayer, NULL);
986
988
989 return buf;
990}
991
992/**********************************************************************/
997{
998 lua_Object result = 0;
999 int i = 0;
1000
1003 result = lua_gettop(L);
1004 players_iterate(pplayer) {
1005 tolua_pushfieldusertype(L, result, ++i, pplayer, "Player");
1007 return result;
1008}
1009
1010/**********************************************************************/
1020
1021/**********************************************************************/
1032
1033/**********************************************************************/
1043
1044/**********************************************************************/
1055
1056/**********************************************************************/
1060{
1062 LUASCRIPT_CHECK_SELF(L, pterrain, NULL);
1063
1064 return terrain_rule_name(pterrain);
1065}
1066
1067/**********************************************************************/
1071 Terrain *pterrain)
1072{
1074 LUASCRIPT_CHECK_SELF(L, pterrain, NULL);
1075
1076 return terrain_name_translation(pterrain);
1077}
1078
1079/**********************************************************************/
1083{
1085 LUASCRIPT_CHECK_SELF(L, pterrain, NULL);
1086
1088}
1089
1090/**********************************************************************/
1100
1101/**********************************************************************/
1112
1113/**********************************************************************/
1124
1125/**********************************************************************/
1136
1137/**********************************************************************/
1147
1148/**********************************************************************/
1158
1159/**********************************************************************/
1163{
1164 struct action *paction;
1165
1168
1170 fc_assert_ret_val(paction, "error: no action");
1171
1173}
1174
1175/**********************************************************************/
1179{
1180 LUASCRIPT_CHECK_STATE(L, nullptr);
1181 LUASCRIPT_CHECK_SELF(L, s, nullptr);
1182
1183 return specialist_rule_name(s);
1184}
1185
1186/**********************************************************************/
1190 Specialist *s)
1191{
1192 LUASCRIPT_CHECK_STATE(L, nullptr);
1193 LUASCRIPT_CHECK_SELF(L, s, nullptr);
1194
1196}
1197
1198/**********************************************************************/
1202{
1204 LUASCRIPT_CHECK_SELF(L, ptile, -1);
1205
1206 return index_to_native_pos_x(tile_index(ptile));
1207}
1208
1209/**********************************************************************/
1213{
1215 LUASCRIPT_CHECK_SELF(L, ptile, -1);
1216
1217 return index_to_native_pos_y(tile_index(ptile));
1218}
1219
1220/**********************************************************************/
1224{
1226 LUASCRIPT_CHECK_SELF(L, ptile, -1);
1227
1228 return index_to_map_pos_x(tile_index(ptile));
1229}
1230
1231/**********************************************************************/
1235{
1237 LUASCRIPT_CHECK_SELF(L, ptile, -1);
1238
1239 return index_to_map_pos_y(tile_index(ptile));
1240}
1241
1242/**********************************************************************/
1246{
1248 LUASCRIPT_CHECK_SELF(L, ptile, NULL);
1249
1250 return tile_city(ptile);
1251}
1252
1253/**********************************************************************/
1265
1266/**********************************************************************/
1271 const char *name)
1272{
1274 LUASCRIPT_CHECK_SELF(L, ptile, FALSE);
1275
1276 if (!name) {
1277 extra_type_iterate(pextra) {
1278 if (tile_has_extra(ptile, pextra)) {
1279 return TRUE;
1280 }
1282
1283 return FALSE;
1284 } else {
1285 struct extra_type *pextra;
1286
1287 pextra = extra_type_by_rule_name(name);
1288
1289 return (NULL != pextra && tile_has_extra(ptile, pextra));
1290 }
1291}
1292
1293/**********************************************************************/
1297bool api_methods_tile_has_base(lua_State *L, Tile *ptile, const char *name)
1298{
1300 LUASCRIPT_CHECK_SELF(L, ptile, FALSE);
1301
1302 if (!name) {
1304 if (tile_has_extra(ptile, pextra)) {
1305 return TRUE;
1306 }
1308
1309 return FALSE;
1310 } else {
1311 struct extra_type *pextra;
1312
1313 pextra = extra_type_by_rule_name(name);
1314
1315 return (NULL != pextra && is_extra_caused_by(pextra, EC_BASE)
1316 && tile_has_extra(ptile, pextra));
1317 }
1318}
1319
1320/**********************************************************************/
1324bool api_methods_tile_has_road(lua_State *L, Tile *ptile, const char *name)
1325{
1327 LUASCRIPT_CHECK_SELF(L, ptile, FALSE);
1328
1329 if (!name) {
1331 if (tile_has_extra(ptile, pextra)) {
1332 return TRUE;
1333 }
1335
1336 return FALSE;
1337 } else {
1338 struct extra_type *pextra;
1339
1340 pextra = extra_type_by_rule_name(name);
1341
1342 return (NULL != pextra && is_extra_caused_by(pextra, EC_ROAD)
1343 && tile_has_extra(ptile, pextra));
1344 }
1345}
1346
1347/**********************************************************************/
1354 Tile *ptile, const char *extra_name)
1355{
1357 LUASCRIPT_CHECK_SELF(L, ptile, NULL);
1358
1359 if (extra_name) {
1360 struct extra_type *pextra;
1361
1363 LUASCRIPT_CHECK_ARG(L, pextra != NULL, 3, "unknown extra type", NULL);
1364
1365 if (tile_has_extra(ptile, pextra)) {
1366 /* All extras have the same owner. */
1367 return extra_owner(ptile);
1368 } else {
1369 /* The extra isn't there. */
1370 return NULL;
1371 }
1372 } else {
1373 extra_type_iterate(pextra) {
1374 if (tile_has_extra(ptile, pextra)) {
1375 /* All extras have the same owner. */
1376 return extra_owner(ptile);
1377 }
1379 return NULL;
1380 }
1381}
1382
1383/**********************************************************************/
1387{
1388 struct city *pcity;
1389
1391 LUASCRIPT_CHECK_SELF(L, ptile, FALSE);
1392
1393 if (is_non_allied_unit_tile(ptile, against, FALSE)) {
1394 return TRUE;
1395 }
1396
1397 pcity = tile_city(ptile);
1399 return TRUE;
1400 }
1401
1402 return FALSE;
1403}
1404
1405/**********************************************************************/
1409{
1411 LUASCRIPT_CHECK_SELF(L, ptile, 0);
1412
1413 return unit_list_size(ptile->units);
1414}
1415
1416/**********************************************************************/
1427
1428/**********************************************************************/
1433 int tindex, int max_dist)
1434{
1435 int dx, dy;
1436 int newx, newy;
1437 int startx, starty;
1438
1441
1442 if (tindex < 0) {
1443 return 0;
1444 }
1445
1447
1448 tindex++;
1449 while (tindex < MAP_NUM_ITERATE_OUTWARDS_INDICES) {
1450 if (MAP_ITERATE_OUTWARDS_INDICES[tindex].dist > max_dist) {
1451 return -1;
1452 }
1453 dx = MAP_ITERATE_OUTWARDS_INDICES[tindex].dx;
1454 dy = MAP_ITERATE_OUTWARDS_INDICES[tindex].dy;
1455 newx = dx + startx;
1456 newy = dy + starty;
1457
1458 if (!normalize_map_pos(&(wld.map), &newx, &newy)) {
1459 tindex++;
1460 continue;
1461 }
1462
1463 return tindex;
1464 }
1465
1466 return -1;
1467}
1468
1469/**********************************************************************/
1473 Tile *pstart, int tindex)
1474{
1475 int newx, newy;
1476
1480 tindex >= 0 && tindex < MAP_NUM_ITERATE_OUTWARDS_INDICES,
1481 3, "index out of bounds", NULL);
1482
1484 newx += MAP_ITERATE_OUTWARDS_INDICES[tindex].dx;
1485 newy += MAP_ITERATE_OUTWARDS_INDICES[tindex].dy;
1486
1487 if (!normalize_map_pos(&(wld.map), &newx, &newy)) {
1488 return NULL;
1489 }
1490
1491 return map_pos_to_tile(&(wld.map), newx, newy);
1492}
1493
1494/**********************************************************************/
1505
1506/**********************************************************************/
1522
1523/**********************************************************************/
1533
1534/**********************************************************************/
1545
1546/**********************************************************************/
1557
1558/**********************************************************************/
1569
1570/**********************************************************************/
1580
1581/**********************************************************************/
1592
1593/**********************************************************************/
1597 const char *flag)
1598{
1599 enum unit_type_flag_id id;
1600
1603 LUASCRIPT_CHECK_ARG_NIL(L, flag, 3, string, FALSE);
1604
1607 return utype_has_flag(punit_type, id);
1608 } else {
1609 luascript_error(L, "Unit type flag \"%s\" does not exist", flag);
1610 return FALSE;
1611 }
1612}
1613
1614/**********************************************************************/
1618 const char *role)
1619{
1620 enum unit_role_id id;
1621
1624 LUASCRIPT_CHECK_ARG_NIL(L, role, 3, string, FALSE);
1625
1627 if (unit_role_id_is_valid(id)) {
1628 return utype_has_role(punit_type, id);
1629 } else {
1630 luascript_error(L, "Unit role \"%s\" does not exist", role);
1631 return FALSE;
1632 }
1633}
1634
1635/**********************************************************************/
1648
1649/**********************************************************************/
1660
1661/**********************************************************************/
1672
1673
1674/**********************************************************************/
1684
1685/**********************************************************************/
1695
1696/**********************************************************************/
1706
1707/**********************************************************************/
1717
1718/**********************************************************************/
1722{
1724 LUASCRIPT_CHECK_SELF(L, ptile, NULL);
1725
1726 return tile_link(ptile);
1727}
1728
1729/**********************************************************************/
1739
1740/**********************************************************************/
1750
1751/**********************************************************************/
1755{
1758
1759 return unit_link(punit);
1760}
1761
1762/**********************************************************************/
1766{
1769
1770 return city_link(pcity);
1771}
const char * achievement_rule_name(struct achievement *pach)
const char * achievement_name_translation(struct achievement *pach)
const char * action_id_name_translation(action_id act_id)
Definition actions.c:1250
const char * action_id_rule_name(action_id act_id)
Definition actions.c:1239
enum action_target_kind action_get_target_kind(const struct action *paction)
Definition actions.c:1108
static struct action * action_by_number(action_id act_id)
Definition actions.h:400
int api_methods_tile_nat_x(lua_State *L, Tile *ptile)
int api_methods_tile_num_units(lua_State *L, Tile *ptile)
bool api_methods_is_city_unhappy(lua_State *L, City *pcity)
bool api_methods_is_gov_center(lua_State *L, City *pcity)
const char * api_methods_game_rulesetdir(lua_State *L)
int api_methods_player_future(lua_State *L, Player *pplayer)
bool api_methods_unit_type_can_exist_at_tile(lua_State *L, Unit_Type *punit_type, Tile *ptile)
int api_methods_player_num_cities(lua_State *L, Player *pplayer)
bool api_methods_unit_can_upgrade(lua_State *L, Unit *punit, bool is_free)
bool api_methods_player_can_employ(lua_State *L, Player *pplayer, Specialist *s)
bool api_methods_player_has_wonder(lua_State *L, Player *pplayer, Building_Type *building)
Unit_List_Link * api_methods_unit_list_next_link(lua_State *L, Unit_List_Link *ul_link)
const char * api_methods_nation_type_plural_translation(lua_State *L, Nation_Type *pnation)
const char * api_methods_disaster_name_translation(lua_State *L, Disaster *pdis)
bool api_methods_player_team_has_embassy(lua_State *L, Player *pplayer, Player *target)
Unit * api_methods_unit_list_link_data(lua_State *L, Unit_List_Link *ul_link)
const char * api_methods_get_diplstate(lua_State *L, Player *pplayer1, Player *pplayer2)
int api_methods_tile_nat_y(lua_State *L, Tile *ptile)
Unit_List_Link * api_methods_private_tile_unit_list_head(lua_State *L, Tile *ptile)
bool api_methods_player_has_embassy(lua_State *L, Player *pplayer, Player *target)
int api_methods_player_tech_cost(lua_State *L, Player *pplayer, Tech_Type *ptech)
lua_Object api_methods_player_researching(lua_State *L, Player *pplayer)
int api_methods_game_year_fragment(lua_State *L)
const char * api_methods_counter_name_translation(lua_State *L, Counter *c)
int api_methods_city_culture_get(lua_State *L, City *pcity)
const char * api_methods_unit_type_name_translation(lua_State *L, Unit_Type *punit_type)
const char * api_methods_game_ruleset_name(lua_State *L)
const char * api_methods_building_type_rule_name(lua_State *L, Building_Type *pbuilding)
bool api_methods_unit_seen(lua_State *L, Unit *self, Player *watcher)
City * api_methods_city_list_link_data(lua_State *L, City_List_Link *cl_link)
const char * api_methods_unit_tile_link(lua_State *L, Unit *punit)
const char * api_methods_counter_rule_name(lua_State *L, Counter *c)
bool api_methods_player_can_build_impr_direct(lua_State *L, Player *pplayer, Building_Type *itype)
int api_methods_player_num_units(lua_State *L, Player *pplayer)
const char * api_methods_tech_type_rule_name(lua_State *L, Tech_Type *ptech)
int api_methods_tile_map_x(lua_State *L, Tile *ptile)
bool api_methods_is_city_happy(lua_State *L, City *pcity)
const char * api_methods_achievement_rule_name(lua_State *L, Achievement *pach)
Unit_Type * api_methods_player_can_upgrade(lua_State *L, Player *pplayer, Unit_Type *utype)
const char * api_methods_city_link(lua_State *L, City *pcity)
const char * api_methods_nation_type_name_translation(lua_State *L, Nation_Type *pnation)
const char * api_methods_government_rule_name(lua_State *L, Government *pgovernment)
const char * api_methods_terrain_rule_name(lua_State *L, Terrain *pterrain)
int api_methods_player_number(lua_State *L, Player *pplayer)
int api_methods_player_infrapoints(lua_State *L, Player *pplayer)
Unit_List_Link * api_methods_private_unit_cargo_list_head(lua_State *L, Unit *punit)
const char * api_methods_specialist_rule_name(lua_State *L, Specialist *s)
const char * api_methods_player_controlling_gui(lua_State *L, Player *pplayer)
const char * api_methods_action_name_translation(lua_State *L, Action *pact)
const char * api_methods_terrain_class_name(lua_State *L, Terrain *pterrain)
bool api_methods_player_shares_research(lua_State *L, Player *pplayer, Player *aplayer)
const char * api_methods_tech_type_name_translation(lua_State *L, Tech_Type *ptech)
bool api_methods_city_can_employ(lua_State *L, City *pcity, Specialist *s)
Player * api_methods_tile_extra_owner(lua_State *L, Tile *ptile, const char *extra_name)
int api_methods_city_size_get(lua_State *L, City *pcity)
const char * api_methods_tech_cost_style(lua_State *L)
City * api_methods_tile_city(lua_State *L, Tile *ptile)
const char * api_methods_tech_leakage_style(lua_State *L)
const char * api_methods_government_name_translation(lua_State *L, Government *pgovernment)
bool api_method_player_can_research(lua_State *L, Player *pplayer, Tech_Type *ptech)
bool api_methods_tile_has_extra(lua_State *L, Tile *ptile, const char *name)
int api_methods_tile_sq_distance(lua_State *L, Tile *ptile1, Tile *ptile2)
bool api_methods_unit_type_has_role(lua_State *L, Unit_Type *punit_type, const char *role)
const char * api_methods_specialist_name_translation(lua_State *L, Specialist *s)
const char * api_methods_tile_link(lua_State *L, Tile *ptile)
int api_methods_player_culture_get(lua_State *L, Player *pplayer)
int api_methods_game_turn_deprecated(lua_State *L)
int api_methods_player_bulbs(lua_State *L, Player *pplayer)
const char * api_methods_achievement_name_translation(lua_State *L, Achievement *pach)
int api_methods_city_nationality_citizens(lua_State *L, City *pcity, Player *nationality)
int api_methods_city_num_specialists(lua_State *L, City *pcity, Specialist *s)
bool api_methods_building_type_is_great_wonder(lua_State *L, Building_Type *pbuilding)
bool api_methods_tile_seen(lua_State *L, Tile *self, Player *watcher)
const char * api_methods_city_tile_link(lua_State *L, City *pcity)
int api_methods_private_tile_next_outward_index(lua_State *L, Tile *pstart, int tindex, int max_dist)
Tile * api_methods_unit_tile_get(lua_State *L, Unit *punit)
bool api_methods_tile_has_road(lua_State *L, Tile *ptile, const char *name)
const char * api_methods_nation_type_rule_name(lua_State *L, Nation_Type *pnation)
const Direction * api_methods_unit_orientation_get(lua_State *L, Unit *punit)
int api_methods_game_turn(lua_State *L)
bool api_methods_player_knows_tech(lua_State *L, Player *pplayer, Tech_Type *ptech)
bool api_methods_enemy_tile(lua_State *L, Tile *ptile, Player *against)
bool api_methods_building_type_is_small_wonder(lua_State *L, Building_Type *pbuilding)
int api_methods_game_year(lua_State *L)
Tile * api_methods_private_tile_for_outward_index(lua_State *L, Tile *pstart, int tindex)
const char * api_methods_game_year_text(lua_State *L)
const char * api_methods_action_rule_name(lua_State *L, Action *pact)
const char * api_methods_disaster_rule_name(lua_State *L, Disaster *pdis)
const char * api_methods_building_type_name_translation(lua_State *L, Building_Type *pbuilding)
bool api_methods_building_type_is_wonder(lua_State *L, Building_Type *pbuilding)
const char * api_methods_research_name_translation(lua_State *L, Player *pplayer)
int api_methods_city_inspire_partisans(lua_State *L, City *self, Player *inspirer)
int api_methods_city_map_sq_radius(lua_State *L, City *pcity)
bool api_methods_city_has_building(lua_State *L, City *pcity, Building_Type *building)
const char * api_methods_unit_transform_problem(lua_State *L, Unit *punit, Unit_Type *ptype)
City_List_Link * api_methods_city_list_next_link(lua_State *L, City_List_Link *cl_link)
bool api_methods_unit_type_has_flag(lua_State *L, Unit_Type *punit_type, const char *flag)
const char * api_methods_unit_type_rule_name(lua_State *L, Unit_Type *punit_type)
bool api_methods_building_type_is_improvement(lua_State *L, Building_Type *pbuilding)
bool api_methods_tile_city_exists_within_max_city_map(lua_State *L, Tile *ptile, bool may_be_on_center)
bool api_methods_player_has_flag(lua_State *L, Player *pplayer, const char *flag)
lua_Object api_methods_private_list_players(lua_State *L)
bool api_methods_unit_city_can_be_built_here(lua_State *L, Unit *punit)
bool api_methods_tile_has_base(lua_State *L, Tile *ptile, const char *name)
int api_methods_player_gold(lua_State *L, Player *pplayer)
bool api_methods_tile_known(lua_State *L, Tile *self, Player *watcher)
const char * api_methods_research_rule_name(lua_State *L, Player *pplayer)
bool api_methods_is_primary_capital(lua_State *L, City *pcity)
City * api_methods_player_primary_capital(lua_State *L, Player *pplayer)
int api_methods_player_research_cost(lua_State *L, Player *pplayer)
int api_methods_tile_map_y(lua_State *L, Tile *ptile)
Unit_List_Link * api_methods_private_player_unit_list_head(lua_State *L, Player *pplayer)
const char * api_methods_action_target_kind(lua_State *L, Action *pact)
City_List_Link * api_methods_private_player_city_list_head(lua_State *L, Player *pplayer)
const char * api_methods_terrain_name_translation(lua_State *L, Terrain *pterrain)
Tile * api_methods_city_tile_get(lua_State *L, City *pcity)
const char * api_methods_unit_link(lua_State *L, Unit *punit)
bool api_methods_is_city_celebrating(lua_State *L, City *pcity)
int api_methods_counter_city_get(lua_State *L, Counter *c, City *city)
bool api_methods_is_capital(lua_State *L, City *pcity)
bool api_methods_player_can_build_unit_direct(lua_State *L, Player *pplayer, Unit_Type *utype)
Unit * api_methods_unit_transporter(lua_State *L, Unit *punit)
const char * calendar_text(void)
Definition calendar.c:142
citizens citizens_nation_get(const struct city *pcity, const struct player_slot *pslot)
Definition citizens.c:74
bool city_has_building(const struct city *pcity, const struct impr_type *pimprove)
Definition city.c:1240
bool is_capital(const struct city *pcity)
Definition city.c:1579
bool city_can_use_specialist(const struct city *pcity, Specialist_type_id type)
Definition city.c:1065
bool city_unhappy(const struct city *pcity)
Definition city.c:1626
bool city_celebrating(const struct city *pcity)
Definition city.c:1645
bool city_can_be_built_here(const struct civ_map *nmap, const struct tile *ptile, const struct unit *punit, bool hut_test)
Definition city.c:1487
bool city_happy(const struct city *pcity)
Definition city.c:1614
int city_map_radius_sq_get(const struct city *pcity)
Definition city.c:137
citizens city_specialists(const struct city *pcity)
Definition city.c:3342
bool is_gov_center(const struct city *pcity)
Definition city.c:1587
bool city_exists_within_max_city_map(const struct civ_map *nmap, const struct tile *ptile, bool may_be_on_center)
Definition city.c:2112
#define city_tile(_pcity_)
Definition city.h:561
static citizens city_size_get(const struct city *pcity)
Definition city.h:566
#define city_owner(_pcity_)
Definition city.h:560
static struct ai_type * self
Definition classicai.c:46
char * incite_cost
Definition comments.c:76
#define MAX_LEN_MSG
Definition conn_types.h:37
#define conn_list_iterate(connlist, pconn)
Definition connection.h:108
#define conn_list_iterate_end
Definition connection.h:110
int counter_index(const struct counter *pcount)
Definition counters.c:174
const char * counter_name_translation(const struct counter *counter)
Definition counters.c:157
const char * counter_rule_name(struct counter *pcount)
Definition counters.c:165
int city_culture(const struct city *pcity)
Definition culture.c:29
int player_culture(const struct player *plr)
Definition culture.c:49
#define log_deprecation(message,...)
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 struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
const char * disaster_rule_name(struct disaster_type *pdis)
Definition disaster.c:105
const char * disaster_name_translation(struct disaster_type *pdis)
Definition disaster.c:97
int int id
Definition editgui_g.h:28
int get_target_bonus_effects(struct effect_list *plist, const struct req_context *context, const struct req_context *other_context, enum effect_type effect_type)
Definition effects.c:744
struct extra_type * extra_type_by_rule_name(const char *name)
Definition extras.c:212
struct player * extra_owner(const struct tile *ptile)
Definition extras.c:1128
#define extra_type_iterate(_p)
Definition extras.h:315
#define extra_type_iterate_end
Definition extras.h:321
#define is_extra_caused_by(e, c)
Definition extras.h:203
#define extra_type_by_cause_iterate_end
Definition extras.h:339
#define extra_type_by_cause_iterate(_cause, _extra)
Definition extras.h:333
static bool is_server(void)
unsigned char citizens
Definition fc_types.h:247
@ RPT_POSSIBLE
Definition fc_types.h:532
#define Qn_(String)
Definition fcintl.h:89
const char * city_tile_link(const struct city *pcity)
const char * tile_link(const struct tile *ptile)
const char * city_link(const struct city *pcity)
const char * unit_link(const struct unit *punit)
const char * unit_tile_link(const struct unit *punit)
struct civ_game game
Definition game.c:61
struct world wld
Definition game.c:62
const char * government_name_translation(const struct government *pgovern)
Definition government.c:143
const char * government_rule_name(const struct government *pgovern)
Definition government.c:133
GType type
Definition repodlgs.c:1313
bool can_player_build_improvement_direct(const struct player *p, const struct impr_type *pimprove)
bool is_improvement(const struct impr_type *pimprove)
bool wonder_is_built(const struct player *pplayer, const struct impr_type *pimprove)
const char * improvement_rule_name(const struct impr_type *pimprove)
bool is_wonder(const struct impr_type *pimprove)
bool is_great_wonder(const struct impr_type *pimprove)
const char * improvement_name_translation(const struct impr_type *pimprove)
bool is_small_wonder(const struct impr_type *pimprove)
const char * name
Definition inputfile.c:127
#define fc_assert_msg(condition, message,...)
Definition log.h:182
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
int luascript_error(lua_State *L, const char *format,...)
Definition luascript.c:291
const Direction * luascript_dir(enum direction8 dir)
Definition luascript.c:789
#define LUASCRIPT_CHECK_STATE(L,...)
Definition luascript.h:117
#define LUASCRIPT_CHECK_SELF(L, value,...)
Definition luascript.h:146
#define LUASCRIPT_CHECK_ARG_NIL(L, value, narg, type,...)
Definition luascript.h:138
#define LUASCRIPT_CHECK_ARG(L, check, narg, msg,...)
Definition luascript.h:131
#define LUASCRIPT_CHECK(L, check, msg,...)
Definition luascript.h:124
const struct city_list_link City_List_Link
enum direction8 Direction
const struct unit_list_link Unit_List_Link
int sq_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:686
struct tile * map_pos_to_tile(const struct civ_map *nmap, int map_x, int map_y)
Definition map.c:434
bool normalize_map_pos(const struct civ_map *nmap, int *x, int *y)
Definition map.c:1117
#define index_to_native_pos_y(mindex)
Definition map.h:166
static int index_to_map_pos_y(int mindex)
Definition map.h:763
static int index_to_map_pos_x(int mindex)
Definition map.h:750
#define index_to_native_pos_x(mindex)
Definition map.h:164
#define index_to_map_pos(pmap_x, pmap_y, mindex)
Definition map.h:229
bool can_exist_at_tile(const struct civ_map *nmap, const struct unit_type *utype, const struct tile *ptile)
Definition movement.c:278
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
const char * nation_adjective_translation(const struct nation_type *pnation)
Definition nation.c:149
const char * nation_plural_translation(const struct nation_type *pnation)
Definition nation.c:159
int player_count(void)
Definition player.c:817
int player_number(const struct player *pplayer)
Definition player.c:837
bool can_player_see_unit(const struct player *pplayer, const struct unit *punit)
Definition player.c:1104
bool player_has_flag(const struct player *pplayer, enum plr_flag_id flag)
Definition player.c:1996
bool team_has_embassy(const struct team *pteam, const struct player *tgt_player)
Definition player.c:220
struct city * player_primary_capital(const struct player *pplayer)
Definition player.c:1337
struct player_diplstate * player_diplstate_get(const struct player *plr1, const struct player *plr2)
Definition player.c:324
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1409
bool player_has_embassy(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:208
#define players_iterate_end
Definition player.h:542
#define players_iterate(_pplayer)
Definition player.h:537
bool are_reqs_active_ranges(const enum req_range min_range, const enum req_range max_range, const struct req_context *context, const struct req_context *other_context, const struct requirement_vector *reqs, const enum req_problem_type prob_type)
const char * research_advance_name_translation(const struct research *presearch, Tech_type_id tech)
Definition research.c:273
int research_total_bulbs_required(const struct research *presearch, Tech_type_id tech, bool loss_value)
Definition research.c:868
const char * research_rule_name(const struct research *presearch)
Definition research.c:143
struct research * research_get(const struct player *pplayer)
Definition research.c:128
enum tech_state research_invention_state(const struct research *presearch, Tech_type_id tech)
Definition research.c:619
int research_pretty_name(const struct research *presearch, char *buf, size_t buf_len)
Definition research.c:169
#define ARRAY_SIZE(x)
Definition shared.h:85
Specialist_type_id specialist_index(const struct specialist *sp)
Definition specialist.c:82
const char * specialist_rule_name(const struct specialist *sp)
Definition specialist.c:146
const char * specialist_plural_translation(const struct specialist *sp)
Definition specialist.c:155
Definition city.h:317
int * counter_values
Definition city.h:405
struct packet_ruleset_control control
Definition game.h:83
struct packet_game_info info
Definition game.h:89
char rulesetdir[MAX_LEN_NAME]
Definition game.h:246
struct civ_game::@32::@36 server
enum gui_type client_gui
Definition connection.h:179
enum tech_leakage_style tech_leakage
enum tech_cost_style tech_cost_style
char name[MAX_LEN_NAME]
int infra_points
Definition player.h:67
struct city_list * cities
Definition player.h:281
struct team * team
Definition player.h:261
struct unit_list * units
Definition player.h:282
struct conn_list * connections
Definition player.h:298
struct player_economic economic
Definition player.h:284
struct player_slot * slot
Definition player.h:250
struct requirement_vector reqs
Definition specialist.h:38
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
Definition unit.h:140
struct unit_list * transporting
Definition unit.h:187
enum direction8 facing
Definition unit.h:144
struct tile * tile
Definition unit.h:142
struct unit::@84::@86 client
struct unit * transporter
Definition unit.h:186
struct civ_map map
int fc_strcasecmp(const char *str0, const char *str1)
Definition support.c:186
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
struct advance * advance_by_number(const Tech_type_id atype)
Definition tech.c:107
const char * advance_name_translation(const struct advance *padvance)
Definition tech.c:300
const char * advance_rule_name(const struct advance *padvance)
Definition tech.c:309
Tech_type_id advance_index(const struct advance *padvance)
Definition tech.c:89
Tech_type_id advance_number(const struct advance *padvance)
Definition tech.c:98
#define A_FUTURE
Definition tech.h:46
#define A_FIRST
Definition tech.h:44
#define A_UNSET
Definition tech.h:48
#define A_UNKNOWN
Definition tech.h:49
#define A_LAST
Definition tech.h:45
const char * terrain_name_translation(const struct terrain *pterrain)
Definition terrain.c:238
const char * terrain_rule_name(const struct terrain *pterrain)
Definition terrain.c:247
enum terrain_class terrain_type_terrain_class(const struct terrain *pterrain)
Definition terrain.c:582
enum known_type tile_get_known(const struct tile *ptile, const struct player *pplayer)
Definition tile.c:392
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_index(_pt_)
Definition tile.h:89
@ TILE_UNKNOWN
Definition tile.h:36
@ TILE_KNOWN_SEEN
Definition tile.h:38
#define tile_has_extra(ptile, pextra)
Definition tile.h:152
enum unit_upgrade_result unit_transform_result(const struct civ_map *nmap, const struct unit *punit, const struct unit_type *to_unittype)
Definition unit.c:2019
enum unit_upgrade_result unit_upgrade_test(const struct civ_map *nmap, const struct unit *punit, bool is_free)
Definition unit.c:2051
#define unit_tile(_pu)
Definition unit.h:407
unit_upgrade_result
Definition unit.h:61
@ UU_NO_MONEY
Definition unit.h:64
@ UU_NOT_IN_CITY
Definition unit.h:65
@ UU_NO_UNITTYPE
Definition unit.h:63
@ UU_NOT_TERRAIN
Definition unit.h:68
@ UU_UNSUITABLE_TRANSPORT
Definition unit.h:69
@ UU_NOT_CITY_OWNER
Definition unit.h:66
@ UU_NOT_ENOUGH_ROOM
Definition unit.h:67
@ UU_OK
Definition unit.h:62
@ UU_NOT_ACTIVITY
Definition unit.h:70
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
Definition unit.h:443
bool can_player_build_unit_direct(const struct player *p, const struct unit_type *punittype, bool consider_reg_impr_req)
Definition unittype.c:1972
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:203
const struct unit_type * can_upgrade_unittype(const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1707
const char * utype_rule_name(const struct unit_type *punittype)
Definition unittype.c:1582
const char * utype_name_translation(const struct unit_type *punittype)
Definition unittype.c:1564
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:622
#define MAP_ITERATE_OUTWARDS_INDICES
#define MAP_NUM_ITERATE_OUTWARDS_INDICES