Freeciv-3.3
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plrhand.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
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#include <stdarg.h>
19
20/* utility */
21#include "bitvector.h"
22#include "fcintl.h"
23#include "log.h"
24#include "mem.h"
25#include "rand.h"
26#include "shared.h"
27#include "support.h"
28
29/* common */
30#include "citizens.h"
31#include "culture.h"
32#include "diptreaty.h"
33#include "government.h"
34#include "map.h"
35#include "movement.h"
36#include "multipliers.h"
37#include "nation.h"
38#include "packets.h"
39#include "player.h"
40#include "research.h"
41#include "rgbcolor.h"
42#include "specialist.h"
43#include "tech.h"
44#include "unitlist.h"
45
46/* common/scriptcore */
47#include "luascript_types.h"
48
49/* server */
50#include "aiiface.h"
51#include "barbarian.h"
52#include "citytools.h"
53#include "cityturn.h"
54#include "connecthand.h"
55#include "diplhand.h"
56#include "gamehand.h"
57#include "maphand.h"
58#include "mood.h"
59#include "notify.h"
60#include "plrhand.h"
61#include "sernet.h"
62#include "srv_main.h"
63#include "stdinhand.h"
64#include "spaceship.h"
65#include "spacerace.h"
66#include "techtools.h"
67#include "unittools.h"
68#include "voting.h"
69
70/* server/advisors */
71#include "advdata.h"
72
73/* server/scripting */
74#include "script_server.h"
75
76/* ai */
77#include "aitraits.h"
78#include "difficulty.h"
79#include "handicaps.h"
80
81
82struct rgbcolor;
83
84static void package_player_common(struct player *plr,
85 struct packet_player_info *packet,
88
89static void package_player_diplstate(struct player *plr1,
90 struct player *plr2,
92 struct player *receiver,
94static void package_player_info(struct player *plr,
95 struct packet_player_info *packet,
98 struct player *receiver,
100static enum plr_info_level player_info_level(struct player *plr,
101 struct player *receiver);
102
103static void send_player_remove_info_c(const struct player_slot *pslot,
104 struct conn_list *dest);
105static void send_player_info_c_real(struct player *src,
106 struct conn_list *dest);
107static void send_player_diplstate_c_real(struct player *src,
108 struct conn_list *dest);
109
110static void send_nation_availability_real(struct conn_list *dest,
111 bool nationset_change);
112
113/* Used by shuffle_players() and shuffled_player(). */
115
116/* Used by player_info_freeze() and player_info_thaw(). */
118
119/**********************************************************************/
125void kill_player(struct player *pplayer)
126{
127 bool save_palace;
128 struct player *barbarians = nullptr;
129
130 pplayer->is_alive = FALSE;
131
132 /* Reset player status */
133 player_status_reset(pplayer);
134
135 /* Remove shared vision from dead player to friends. */
137 if (gives_shared_vision(pplayer, aplayer)) {
139 }
141
142 cancel_all_meetings(pplayer);
143
144 /* Show entire map for players who are *not* in a team if revealmap is set
145 * to REVEAL_MAP_DEAD. */
147 bool someone_alive = FALSE;
148
150 if (pteam_member->is_alive) {
152 break;
153 }
155
156 if (!someone_alive) {
160 }
161 }
162
163 if (!is_barbarian(pplayer)) {
164 notify_player(nullptr, nullptr, E_DESTROYED, ftc_server,
165 _("The %s are no more!"),
166 nation_plural_for_player(pplayer));
167 }
168
169 /* Transfer back all cities not originally owned by player to their
170 rightful owners, if they are still around */
172 game.server.savepalace = FALSE; /* Moving it around is dumb */
173 city_list_iterate_safe(pplayer->cities, pcity) {
174 if (pcity->original != pplayer && pcity->original != nullptr
175 && pcity->original->is_alive) {
176 /* Transfer city to original owner, kill all its units outside of
177 a radius of 3, give verbose messages of every unit transferred,
178 and raze buildings according to raze chance (also removes palace) */
179 if (transfer_city(pcity->original, pcity, 3, TRUE, TRUE, TRUE,
180 TRUE)) {
181 script_server_signal_emit("city_transferred", pcity, pplayer,
182 pcity->original, "death-back_to_original");
183 }
184 }
187
188 /* Let there be civil war */
190 if (city_list_size(pplayer->cities) >= 2 + MIN(GAME_MIN_CIVILWARSIZE, 2)) {
191 log_verbose("Civil war strikes the remaining empire of %s",
192 pplayer->name);
193 /* Out of sheer cruelty we reanimate the player
194 * so they can behold what happens to their empire */
195 pplayer->is_alive = TRUE;
196 (void) civil_war(pplayer);
197 } else {
198 log_verbose("The empire of %s is too small for civil war.",
199 pplayer->name);
200 }
201 }
202 pplayer->is_alive = FALSE;
203
205 /* If parameter, create a barbarian, if possible */
207 }
208
209 /* if there are barbarians around, they will take the remaining cities */
210 /* vae victis! */
211 if (barbarians) {
212 /* Moving victim's palace around is a waste of time, as they're dead */
214
216
217 log_verbose("Barbarians take the empire of %s", pplayer->name);
219
220 /* Transfer any remaining cities */
221 city_list_iterate_safe(pplayer->cities, pcity) {
222 if (transfer_city(barbarians, pcity, -1, FALSE, FALSE, FALSE,
223 FALSE)) {
224 script_server_signal_emit("city_transferred", pcity, pplayer,
225 barbarians, "death-barbarians_get");
226 }
228
230
232
233 /* Barbarians don't get free buildings like Palaces, so we don't
234 * call city_build_free_buildings().
235 * FIXME: maybe this should be a ruleset option? */
236 } else {
237 /* Destroy any remaining cities */
238 city_list_iterate(pplayer->cities, pcity) {
239 remove_city(pcity);
241 }
242
243 /* Remove all units that are still ours */
247
248 /* Remove ownership of tiles */
249 whole_map_iterate(&(wld.map), ptile) {
250 if (tile_owner(ptile) == pplayer) {
251 map_claim_ownership(ptile, nullptr, nullptr, FALSE);
252 }
253 if (extra_owner(ptile) == pplayer) {
254 ptile->extras_owner = nullptr;
255 }
257
258 /* Ensure this dead player doesn't win with a spaceship.
259 * Now that would be truly unbelievably dumb - Per */
260 spaceship_init(&pplayer->spaceship);
261 send_spaceship_info(pplayer, nullptr);
262
264}
265
266/**********************************************************************/
269static int get_player_maxrate(struct player *pplayer)
270{
271 int maxrate = get_player_bonus(pplayer, EFT_MAX_RATES);
272
273 if (maxrate == 0) {
274 return 100; /* effects not initialized yet */
275 }
276
277 /* 34 + 33 + 33 = 100 */
278 return CLIP(34, maxrate, 100);
279}
280
281/**********************************************************************/
285void handle_player_rates(struct player *pplayer,
286 int tax, int luxury, int science)
287{
288 int maxrate;
289
290 if (S_S_RUNNING != server_state()) {
291 log_error("received player_rates packet from %s before start",
292 player_name(pplayer));
293 notify_player(pplayer, nullptr, E_BAD_COMMAND, ftc_server,
294 _("Cannot change rates before game start."));
295 return;
296 }
297
298 if (tax + luxury + science != 100) {
299 return;
300 }
301 if (tax < 0 || tax > 100 || luxury < 0 || luxury > 100 || science < 0
302 || science > 100) {
303 return;
304 }
305 maxrate = get_player_maxrate(pplayer);
306 if (tax > maxrate || luxury > maxrate || science > maxrate) {
307 const char *rtype;
308
309 if (tax > maxrate) {
310 rtype = _("Tax");
311 } else if (luxury > maxrate) {
312 rtype = _("Luxury");
313 } else {
314 rtype = _("Science");
315 }
316
317 notify_player(pplayer, nullptr, E_BAD_COMMAND, ftc_server,
318 _("%s rate exceeds the max rate for %s."),
319 rtype,
321 } else {
322 pplayer->economic.tax = tax;
323 pplayer->economic.luxury = luxury;
324 pplayer->economic.science = science;
325
327 send_player_info_c(pplayer, pplayer->connections);
328 }
329}
330
331/**********************************************************************/
336void government_change(struct player *pplayer, struct government *gov,
338{
339 struct research *presearch;
340
344 && nullptr != pplayer->target_government);
346
347 gov->changed_to_times++;
348 }
349
350 pplayer->government = gov;
351 pplayer->target_government = nullptr;
352
354 log_debug("Revolution finished for %s. Government is %s. "
355 "Revofin %d (%d).", player_name(pplayer),
358 }
359
360 notify_player(pplayer, nullptr, E_REVOLT_DONE, ftc_server,
361 _("%s now governs the %s as a %s."),
362 player_name(pplayer),
365
366 if (is_human(pplayer)) {
367 /* Keep luxuries if we have any. Try to max out science. -GJW */
368 int max = get_player_maxrate(pplayer);
369
370 /* Only change rates if one exceeds the maximal rate */
371 if (pplayer->economic.science > max || pplayer->economic.tax > max
372 || pplayer->economic.luxury > max) {
373 int save_science = pplayer->economic.science;
374 int save_tax = pplayer->economic.tax;
375 int save_luxury = pplayer->economic.luxury;
376
377 pplayer->economic.science = MIN(100 - pplayer->economic.luxury, max);
378 pplayer->economic.tax = MIN(100 - pplayer->economic.luxury
379 - pplayer->economic.science, max);
380 pplayer->economic.luxury = 100 - pplayer->economic.science
381 - pplayer->economic.tax;
382
383 notify_player(pplayer, nullptr, E_REVOLT_DONE, ftc_server,
384 _("The tax rates for the %s are changed from "
385 "%3d%%/%3d%%/%3d%% (tax/luxury/science) to "
386 "%3d%%/%3d%%/%3d%%."),
389 pplayer->economic.tax, pplayer->economic.luxury,
390 pplayer->economic.science);
391 }
392 }
393
394 check_player_max_rates(pplayer);
396 send_player_info_c(pplayer, pplayer->connections);
397
398 presearch = research_get(pplayer);
401}
402
403/**********************************************************************/
411{
412 int ransom = fc_rand(1 + pvictim->economic.gold);
413 int n = 1 + fc_rand(3);
414
415 /* Give map */
419 _("You looted parts of %s map!"),
421 }
422
423 log_debug("victim has money: %d", pvictim->economic.gold);
424
425 if (ransom > 0) {
428 PL_("You loot %d gold!", "You loot %d gold!", ransom),
429 ransom);
430 }
431 pvictor->economic.gold += ransom;
432 pvictim->economic.gold -= ransom;
433
434 while (n > 0) {
436
437 /* steal_a_tech() handles also notifying of the player */
439
440 if (ttid == A_NONE) {
441 log_debug("Worthless enemy doesn't have more techs to steal.");
442 break;
443 } else {
444 log_debug("Pressed tech %s from captured enemy",
446 if (!fc_rand(3)) {
447 break; /* Out of luck */
448 }
449 n--;
450 }
451 }
452
453 {
454 /* Try to submit some cities */
455 int vcsize = city_list_size(pvictim->cities);
456 int evcsize = vcsize;
457 int conqsize;
458
459 if (evcsize < 3) {
460 evcsize = 0;
461 } else {
462 evcsize -=3;
463 }
464
465 /* About a quarter on average with high numbers less probable */
467
468 log_debug("conqsize=%d", conqsize);
469
470 if (conqsize > 0) {
472 bool submit = FALSE;
473
474 game.server.savepalace = FALSE; /* Moving it around is dumb */
475
476 city_list_iterate_safe(pvictim->cities, pcity) {
477 /* Kindly ask the citizens to submit */
478 if (fc_rand(vcsize) < conqsize) {
479 submit = TRUE;
480 }
481 vcsize--;
482 if (submit) {
483 conqsize--;
484 /* Transfer city to the victorious player
485 * kill all its units outside of a radius of 7,
486 * give verbose messages of every unit transferred,
487 * and raze buildings according to raze chance
488 * (also removes palace) */
491 /* TRANS: Getting a city as loot */
492 _("You conquer %s as loot!"),
493 city_link(pcity));
494
495 (void) transfer_city(pvictor, pcity, 7, TRUE, TRUE, TRUE,
497 submit = FALSE;
498 }
499 if (conqsize <= 0) {
500 break;
501 }
504 }
505 }
506}
507
508/**********************************************************************/
516 struct government *gov)
517{
518 int max_turns;
519 int change_speed;
520
521 switch (rltype) {
522 case REVOLEN_FIXED:
524 case REVOLEN_RANDOM:
528 /* If everyone changes to this government once, the last 50% of players doing so
529 * will get the minimum time (1 turn) */
531 /* It never takes zero players to make revlen shorter */
534 max_turns = MAX(1, max_turns);
536 return fc_rand(max_turns) + 1;
537 }
538 return max_turns;
539 }
540
542
544}
545
546/**********************************************************************/
549int revolution_length(struct government *gov, struct player *plr)
550{
553 /* Targetless revolution not acceptable */
555 _("You can't revolt without selecting target government."));
556 return -1;
557 }
558
560}
561
562/**********************************************************************/
567{
568 int turns;
570 bool anarchy;
571
572 if (!gov || !can_change_to_government(pplayer, gov)) {
573 return;
574 }
575
576 log_debug("Government changed for %s. Target government is %s; "
577 "old %s. Revofin %d, Turn %d.", player_name(pplayer),
581
582 anarchy = get_player_bonus(pplayer, EFT_NO_ANARCHY) <= 0;
583
584 /* Set revolution_finishes value. */
585 if (pplayer->revolution_finishes > 0) {
586 /* Player already has an active revolution. Note that the finish time
587 * may be in the future (we're waiting for it to finish), the current
588 * turn (it just finished - but isn't reset until the end of the turn)
589 * or even in the past (if the player is in anarchy and hasn't chosen
590 * a government). */
591 turns = pplayer->revolution_finishes - game.info.turn;
592 } else if ((is_ai(pplayer) && !has_handicap(pplayer, H_REVOLUTION))
593 || !anarchy) {
594 /* AI players without the H_REVOLUTION handicap can skip anarchy */
595 anarchy = FALSE;
596 turns = 0;
597 } else {
598 turns = revolution_length(gov, pplayer);
599 if (turns < 0) {
600 return;
601 }
602 }
603
604 if (anarchy && turns <= 0
606 /* Multiple changes attempted after single anarchy period */
609 notify_player(pplayer, nullptr, E_REVOLT_DONE, ftc_server,
610 _("You can't revolt the same turn you finished previous revolution."));
611 return;
612 }
613 }
614
616 pplayer->target_government = gov;
617 pplayer->revolution_finishes = game.info.turn + turns;
618
619 log_debug("Revolution started for %s. Target government is %s. "
620 "Revofin %d (%d).", player_name(pplayer),
623
624 CALL_PLR_AI_FUNC(revolution_start, pplayer, pplayer);
625
626 /* Now see if the revolution is instantaneous. */
627 if (turns <= 0
629 notify_player(pplayer, nullptr, E_REVOLT_START, ftc_server,
630 /* TRANS: Switching to a new form of government */
631 _("The %s will switch to %s in the end of "
632 "the player phase."),
635 return;
636 } else if (turns > 0) {
637 notify_player(pplayer, nullptr, E_REVOLT_START, ftc_server,
638 /* TRANS: This is a message event so don't make it
639 * too long. */
640 PL_("The %s have incited a revolt! "
641 "%d turn of anarchy will ensue! "
642 "Target government is %s.",
643 "The %s have incited a revolt! "
644 "%d turns of anarchy will ensue! "
645 "Target government is %s.",
646 turns),
648 turns,
650 } else {
652
653 notify_player(pplayer, nullptr, E_REVOLT_START, ftc_server,
654 _("Revolution: returning to anarchy."));
655 }
656
657 check_player_max_rates(pplayer);
659 send_player_info_c(pplayer, pplayer->connections);
660
661 log_debug("Government change complete for %s. Target government is %s; "
662 "now %s. Turn %d; revofin %d.", player_name(pplayer),
666}
667
668/**********************************************************************/
672void update_revolution(struct player *pplayer)
673{
674 struct government *current_gov;
675
676 /* The player's revolution counter is stored in the revolution_finishes
677 * field. This value has the following meanings:
678 * - If negative (-1), then the player is not in a revolution. In this
679 * case the player should never be in anarchy.
680 * - If positive, the player is in the middle of a revolution. In this
681 * case the value indicates the turn in which the revolution finishes.
682 * * If this value is > than the current turn, then the revolution is
683 * in progress. In this case the player should always be in anarchy.
684 * * If the value is == to the current turn, then the revolution is
685 * finished. The player may now choose a government. However the
686 * value isn't reset until the end of the turn. If the player has
687 * chosen a government by the end of the turn, then the revolution is
688 * over and the value is reset to -1.
689 * * If the player doesn't pick a government then the revolution
690 * continues. At this point the value is <= to the current turn,
691 * and the player can leave the revolution at any time. The value
692 * is reset at the end of any turn when a non-anarchy government is
693 * chosen.
694 */
695 log_debug("Update revolution for %s. Current government %s, "
696 "target %s, revofin %d, turn %d.", player_name(pplayer),
698 pplayer->target_government
699 ? government_rule_name(pplayer->target_government) : "(none)",
701
703
705 && pplayer->revolution_finishes <= game.info.turn) {
707 /* If the revolution is over and a target government is set, go into
708 * the new government. */
709 log_debug("Update: finishing revolution for %s.", player_name(pplayer));
710 government_change(pplayer, pplayer->target_government, TRUE);
711 } else {
712 /* If the revolution is over but there's no target government set,
713 * alert the player. */
714 notify_player(pplayer, nullptr, E_REVOLT_DONE, ftc_any,
715 _("You should choose a new government from the "
716 "government menu."));
717 }
719 && pplayer->revolution_finishes < game.info.turn) {
720 /* Reset the revolution counter. If the player has another revolution
721 * they'll have to re-enter anarchy. */
722 log_debug("Update: resetting revofin for %s.", player_name(pplayer));
723 pplayer->revolution_finishes = -1;
724 send_player_info_c(pplayer, pplayer->connections);
725 }
726}
727
728/**********************************************************************/
731void update_capital(struct player *pplayer)
732{
733 int max_value = 0;
734 struct city *primary_capital = nullptr;
735 int same_value_count = 0;
736
737 city_list_iterate(pplayer->cities, pcity) {
738 int value = get_city_bonus(pcity, EFT_CAPITAL_CITY);
739
740 if (value > max_value) {
741 max_value = value;
742 primary_capital = pcity;
744 /* Mark it at least some kind of capital, might turn to named capital
745 * after all have been processed. */
746 pcity->capital = CAPITAL_SECONDARY;
747 } else if (value > 0) {
748 /* Mark it at least some kind of capital. */
749 pcity->capital = CAPITAL_SECONDARY;
750 if (value == max_value) {
753 if (fc_rand(same_value_count) == 1) {
754 primary_capital = pcity;
755 }
756 }
757 } else {
758 /* Not capital at all */
759 pcity->capital = CAPITAL_NOT;
760 }
762
763 if (primary_capital != nullptr) {
765 pplayer->primary_capital_id = primary_capital->id;
766 } else {
767 pplayer->primary_capital_id = 0;
768 }
769}
770
771/**********************************************************************/
776void check_player_max_rates(struct player *pplayer)
777{
778 struct player_economic old_econ = pplayer->economic;
779
781 if (old_econ.tax > pplayer->economic.tax) {
782 notify_player(pplayer, nullptr, E_NEW_GOVERNMENT, ftc_server,
783 _("Tax rate exceeded the max rate; adjusted."));
784 }
785 if (old_econ.science > pplayer->economic.science) {
786 notify_player(pplayer, nullptr, E_NEW_GOVERNMENT, ftc_server,
787 _("Science rate exceeded the max rate; adjusted."));
788 }
789 if (old_econ.luxury > pplayer->economic.luxury) {
790 notify_player(pplayer, nullptr, E_NEW_GOVERNMENT, ftc_server,
791 _("Luxury rate exceeded the max rate; adjusted."));
792 }
793}
794
795/**********************************************************************/
805 struct player *pplayer2,
806 const struct unit_list
808 const struct unit_list
810{
811 /* The client needs updated diplomatic state, because it is used
812 * during calculation of new states of occupied flags in cities */
813 send_player_all_c(pplayer, nullptr);
814 send_player_all_c(pplayer2, nullptr);
818}
819
820/**********************************************************************/
823static void maybe_claim_base(struct tile *ptile, struct player *new_owner,
824 struct player *old_owner)
825{
826 bool claim = FALSE;
827
828 unit_list_iterate(ptile->units, punit) {
831 claim = TRUE;
832 break;
833 }
835
836 if (claim) {
838 map_claim_base(ptile, pextra, new_owner, old_owner);
840
841 ptile->extras_owner = new_owner;
842 }
843}
844
845/**********************************************************************/
848void enter_war(struct player *pplayer, struct player *pplayer2)
849{
850 /* Claim bases where units are already standing */
851 whole_map_iterate(&(wld.map), ptile) {
852 struct player *old_owner = extra_owner(ptile);
853
854 if (old_owner == pplayer2) {
855 maybe_claim_base(ptile, pplayer, old_owner);
856 } else if (old_owner == pplayer) {
858 }
860}
861
862/**********************************************************************/
866{
867 pplayer->last_war_action = game.info.turn;
868 send_player_info_c(pplayer, nullptr);
869}
870
871/**********************************************************************/
881 int other_player_id,
882 enum clause_type clause)
883{
887 bool repeat = FALSE;
888 struct player *pplayer2 = player_by_number(other_player_id);
890 struct unit_list *pplayer_seen_units, *pplayer2_seen_units;
891
892 if (nullptr == pplayer2 || players_on_same_team(pplayer, pplayer2)) {
893 return;
894 }
895
897
898 if (clause == CLAUSE_VISION) {
899 if (!gives_shared_vision(pplayer, pplayer2)) {
900 return;
901 }
904 _("%s no longer gives us shared vision!"),
905 player_name(pplayer));
906 return;
907 }
908
909 if (clause == CLAUSE_SHARED_TILES) {
910 if (!gives_shared_tiles(pplayer, pplayer2)) {
911 return;
912 }
914 whole_map_iterate(&(wld.map), ptile) {
915 if (tile_owner(ptile) == pplayer && ptile->worked != nullptr
916 && city_owner(ptile->worked) == pplayer2) {
917 struct city *pcity = ptile->worked;
918
919 city_map_update_empty(pcity, ptile);
921 }
924 _("%s no longer shares tiles with us!"),
925 player_name(pplayer));
926 return;
927 }
928
930
931 /* The senate may not allow you to break the treaty. In this case you
932 * must first dissolve the senate then you can break it. */
934 notify_player(pplayer, nullptr, E_TREATY_BROKEN, ftc_server,
935 _("The senate will not allow you to break treaty "
936 "with the %s. You must either dissolve the senate "
937 "or wait until a more timely moment."),
939 return;
940 }
941
942 if (diplcheck != DIPL_OK) {
943 return;
944 }
945
946 reject_all_treaties(pplayer);
948 /* Else, breaking a treaty */
949
950 /* Check what the new status will be */
952
953 if (new_type == old_type) {
954 /* No change */
955 return;
956 }
957
960
961 if (old_type == DS_ALLIANCE) {
964 } else {
965 pplayer_seen_units = nullptr;
966 pplayer2_seen_units = nullptr;
967 }
968
969 /* Do the change */
970 ds_plrplr2->type = ds_plr2plr->type = new_type;
971 ds_plrplr2->turns_left = ds_plr2plr->turns_left = 16;
972
973 if (new_type == DS_WAR) {
976 }
977
978 /* If the old state was alliance, the players' units can share tiles
979 illegally, and we need to call resolve_unit_stacks() */
980 if (old_type == DS_ALLIANCE) {
981
982 fc_assert(pplayer_seen_units != nullptr);
983 fc_assert(pplayer2_seen_units != nullptr);
984
990 }
991
992 /* If there's a reason to cancel the pact, do it without penalty */
993 /* FIXME: in the current implementation if you break more than one
994 * treaty simultaneously it may success partially: the first treaty-breaking
995 * will happen but the second one will fail. */
996 if (get_player_bonus(pplayer, EFT_HAS_SENATE) > 0 && !repeat) {
997 if (ds_plrplr2->has_reason_to_cancel > 0) {
998 notify_player(pplayer, nullptr, E_TREATY_BROKEN, ftc_server,
999 _("The senate passes your bill because of the "
1000 "constant provocations of the %s."),
1002 } else if (new_type == DS_WAR) {
1003 notify_player(pplayer, nullptr, E_TREATY_BROKEN, ftc_server,
1004 _("The senate refuses to break treaty with the %s, "
1005 "but you have no trouble finding a new senate."),
1007 }
1008 }
1009 if (new_type == DS_WAR) {
1011
1012 enter_war(pplayer, pplayer2);
1013 }
1014 ds_plrplr2->has_reason_to_cancel = 0;
1015
1016 send_player_all_c(pplayer, nullptr);
1017 send_player_all_c(pplayer2, nullptr);
1018
1019 /*
1020 * Refresh all cities which have a unit of the other side within
1021 * city range.
1022 */
1025 sync_cities();
1026
1027 notify_player(pplayer, nullptr, E_TREATY_BROKEN, ftc_server,
1028 _("The diplomatic state between the %s "
1029 "and the %s is now %s."),
1030 nation_plural_for_player(pplayer),
1034 _(" %s canceled the diplomatic agreement! "
1035 "The diplomatic state between the %s and the %s "
1036 "is now %s."),
1037 player_name(pplayer),
1039 nation_plural_for_player(pplayer),
1041
1042 /* Check fall-out of a war declaration. */
1044 if (other != pplayer && other != pplayer2
1046 && pplayers_allied(pplayer, other)) {
1047 if (!players_on_same_team(pplayer, other)) {
1048 /* If an ally declares war on another ally, break off your alliance
1049 * to the aggressor. This prevents in-alliance wars, which are not
1050 * permitted. */
1052 _("%s has attacked your ally %s! "
1053 "You cancel your alliance to the aggressor."),
1054 player_name(pplayer),
1060 } else {
1061 /* We are in the same team as the agressor; we cannot break
1062 * alliance with them. We trust our team mate and break alliance
1063 * with the attacked player */
1065 _("Your team mate %s declared war on %s. "
1066 "You are obligated to cancel alliance with %s."),
1067 player_name(pplayer),
1071 }
1072 }
1074}
1075
1076/**********************************************************************/
1079static void send_player_remove_info_c(const struct player_slot *pslot,
1080 struct conn_list *dest)
1081{
1082 if (!dest) {
1083 dest = game.est_connections;
1084 }
1085
1087
1088 conn_list_iterate(dest, pconn) {
1091}
1092
1093/**********************************************************************/
1100{
1102}
1103
1104/**********************************************************************/
1109{
1110 if (0 == --player_info_frozen_level) {
1112 send_player_info_c(nullptr, nullptr);
1113 }
1114
1116}
1117
1118/**********************************************************************/
1129void send_player_all_c(struct player *src, struct conn_list *dest)
1130{
1131 send_player_info_c(src, dest);
1132 send_player_diplstate_c(src, dest);
1133}
1134
1135/**********************************************************************/
1146void send_player_info_c(struct player *src, struct conn_list *dest)
1147{
1148 if (0 < player_info_frozen_level) {
1149 return; /* Discard, see comment for player_info_freeze(). */
1150 }
1151
1152 if (src != nullptr) {
1153 send_player_info_c_real(src, dest);
1154 return;
1155 }
1156
1157 players_iterate(pplayer) {
1158 send_player_info_c_real(pplayer, dest);
1160}
1161
1162/**********************************************************************/
1166static void send_player_info_c_real(struct player *src,
1167 struct conn_list *dest)
1168{
1169 struct packet_player_info info;
1172
1173 fc_assert_ret(src != nullptr);
1174
1175 if (!dest) {
1176 dest = game.est_connections;
1177 }
1178
1179 if (any_web_conns()) {
1180 webp_ptr = &web_info;
1181 } else {
1182 webp_ptr = nullptr;
1183 }
1184
1185 package_player_common(src, &info, webp_ptr);
1186
1187 conn_list_iterate(dest, pconn) {
1188 if (nullptr == pconn->playing && pconn->observer) {
1189 /* Global observer. */
1190 package_player_info(src, &info, webp_ptr, pconn->playing, INFO_FULL);
1191 } else if (nullptr != pconn->playing) {
1192 /* Players (including regular observers) */
1193 package_player_info(src, &info, webp_ptr,
1194 pconn->playing, INFO_MINIMUM);
1195 } else {
1196 package_player_info(src, &info, webp_ptr, nullptr, INFO_MINIMUM);
1197 }
1201}
1202
1203/**********************************************************************/
1212void send_player_diplstate_c(struct player *src, struct conn_list *dest)
1213{
1214 if (src != nullptr) {
1216 return;
1217 }
1218
1219 players_iterate(pplayer) {
1220 send_player_diplstate_c_real(pplayer, dest);
1222}
1223
1224/**********************************************************************/
1228static void send_player_diplstate_c_real(struct player *plr1,
1229 struct conn_list *dest)
1230{
1231 fc_assert_ret(plr1 != nullptr);
1232
1233 if (!dest) {
1234 dest = game.est_connections;
1235 }
1236
1237 conn_list_iterate(dest, pconn) {
1238 players_iterate(plr2) {
1240
1241 if (nullptr == pconn->playing && pconn->observer) {
1242 /* Global observer. */
1244 INFO_FULL);
1245 } else if (nullptr != pconn->playing) {
1246 /* Players (including regular observers) */
1248 INFO_MINIMUM);
1249 } else {
1251 INFO_MINIMUM);
1252 }
1256}
1257
1258/**********************************************************************/
1261static void package_player_common(struct player *plr,
1262 struct packet_player_info *packet,
1264 web_packet)
1265{
1266 int i;
1267 struct music_style *music;
1268
1269 packet->playerno = player_number(plr);
1270 sz_strlcpy(packet->name, player_name(plr));
1271 sz_strlcpy(packet->username, plr->username);
1272 packet->unassigned_user = plr->unassigned_user;
1273 packet->nation = plr->nation ? nation_number(plr->nation) : NATION_NONE;
1274 packet->is_male = plr->is_male;
1275 packet->team = plr->team ? team_number(plr->team) : team_count();
1276 packet->is_ready = plr->is_ready;
1277 packet->was_created = plr->was_created;
1278 packet->style = plr->style ? style_number(plr->style) : 0;
1279
1280 /* I think we could safely move the music style selection to
1281 * client side to not have it burden server side. Client could
1282 * actually avoid it completely when music disabled from the client options.
1283 * Client has no use for music styles of other players, and there should
1284 * be no such information about the player themself needed to determine
1285 * the music style that client does not know. */
1287 if (music != nullptr) {
1289 } else {
1290 packet->music_style = -1; /* No music style available */
1291 }
1292
1293 packet->is_alive = plr->is_alive;
1294 packet->turns_alive = plr->turns_alive;
1295 packet->is_connected = plr->is_connected;
1296 packet->flags = plr->flags;
1297 packet->ai_skill_level = is_ai(plr)
1298 ? plr->ai_common.skill_level : 0;
1299 for (i = 0; i < player_slot_count(); i++) {
1300 packet->love[i] = plr->ai_common.love[i];
1301 }
1303
1304 packet->phase_done = plr->phase_done;
1305 packet->nturns_idle = plr->nturns_idle;
1306 packet->science_cost = plr->ai_common.science_cost;
1307
1308#ifdef FREECIV_WEB
1309 if (web_packet != nullptr) {
1310 web_packet->playerno = player_number(plr);
1311 }
1312#endif /* FREECIV_WEB */
1313}
1314
1315/**********************************************************************/
1324static void package_player_info(struct player *plr,
1325 struct packet_player_info *packet,
1327 web_packet,
1328 struct player *receiver,
1330{
1333 struct government *pgov = nullptr;
1335
1336 if (receiver) {
1337 info_level = player_info_level(plr, receiver);
1339 } else {
1341 }
1342
1343 /* Multipliers */
1344 packet->multip_count = multiplier_count();
1345 if (info_level >= INFO_FULL) {
1346 multipliers_iterate(pmul) {
1347 int idx = multiplier_index(pmul);
1348
1349 packet->multiplier[idx] = plr->multipliers[idx].value;
1350 packet->multiplier_target[idx] = plr->multipliers[idx].target;
1351 packet->multiplier_changed[idx] = plr->multipliers[idx].changed;
1353 } else {
1354 multipliers_iterate(pmul) {
1355 int idx = multiplier_index(pmul);
1356
1357 packet->multiplier[idx] = 0;
1358 packet->multiplier_target[idx] = 0;
1359 packet->multiplier_changed[idx] = 0;
1361 }
1362
1363 /* We need to send all tech info for all players on the same
1364 * team, even if they are not in contact yet; otherwise we will
1365 * overwrite team research or confuse the client. */
1368 if (players_on_same_team(plr, aplayer) && receiver) {
1370 player_info_level(aplayer, receiver));
1371 }
1373
1374 if (plr->rgb != nullptr) {
1375 packet->color_valid = TRUE;
1376 packet->color_red = plr->rgb->r;
1377 packet->color_green = plr->rgb->g;
1378 packet->color_blue = plr->rgb->b;
1379 } else {
1380 /* In pregame, send the color we expect to use, for consistency with
1381 * '/list colors' etc. */
1382 const struct rgbcolor *preferred = player_preferred_color(plr);
1383
1384 if (preferred != nullptr) {
1385 packet->color_valid = TRUE;
1386 packet->color_red = preferred->r;
1387 packet->color_green = preferred->g;
1388 packet->color_blue = preferred->b;
1389 } else {
1390 fc_assert(game.info.turn < 1); /* Game has not yet started */
1391 packet->color_valid = FALSE;
1392 /* Client shouldn't use these dummy values */
1393 packet->color_red = 0;
1394 packet->color_green = 0;
1395 packet->color_blue = 0;
1396 }
1397 }
1398 packet->color_changeable = player_color_changeable(plr, nullptr);
1399
1400 /* Only send score if we have contact */
1401 if (info_level >= INFO_MEETING) {
1402 packet->score = plr->score.game;
1403 } else {
1404 packet->score = -1;
1405 }
1406
1407 packet->autoselect_weight = plr->autoselect_weight;
1408
1409 if (info_level >= INFO_MEETING) {
1410 packet->gold = plr->economic.gold;
1412 } else {
1413 packet->gold = 0;
1415 }
1417
1418 /* Send diplomatic status of the player to everyone they are in
1419 * contact with. */
1421 || (receiver
1422 && player_diplstate_get(receiver, plr)->contact_turns_left > 0)) {
1425 : government_count();
1426 packet->real_embassy = plr->real_embassy;
1429 } else {
1430 packet->target_government = packet->government;
1431 BV_CLR_ALL(packet->real_embassy);
1434
1435 if (receiver != nullptr) {
1436 int ridx = player_index(receiver);
1437
1438 if (player_has_real_embassy(plr, receiver)) {
1439 BV_SET(packet->real_embassy, ridx);
1440 }
1441
1442 if (gives_shared_vision(plr, receiver)) {
1444 }
1445
1446 if (gives_shared_tiles(plr, receiver)) {
1447 BV_SET(packet->gives_shared_tiles, ridx);
1448 }
1449 }
1450 }
1451
1452 /* Make absolutely sure - in case you lose your embassy! */
1454 || (receiver
1455 && player_diplstate_get(plr, receiver)->type == DS_TEAM)) {
1456 packet->tech_upkeep = player_tech_upkeep(plr);
1457 } else {
1458 packet->tech_upkeep = 0;
1459 }
1460
1461 /* Send most civ info about the player only to players who have an
1462 * embassy. */
1464 packet->tax = plr->economic.tax;
1465 packet->science = plr->economic.science;
1466 packet->luxury = plr->economic.luxury;
1468 packet->culture = player_culture(plr);
1469 } else {
1470 packet->tax = 0;
1471 packet->science = 0;
1472 packet->luxury = 0;
1473 packet->revolution_finishes = -1;
1474 packet->culture = 0;
1475 }
1476
1477 if (info_level >= INFO_FULL
1478 || (receiver
1479 && player_diplstate_get(plr, receiver)->type == DS_TEAM)) {
1480 packet->mood = player_mood(plr);
1481 } else {
1482 packet->mood = MOOD_COUNT;
1483 }
1484
1485 if (info_level >= INFO_FULL) {
1486 packet->history = plr->history;
1487 packet->infrapoints = plr->economic.infra_points;
1488 } else {
1489 packet->history = 0;
1490 packet->infrapoints = 0;
1491 }
1492
1493 for (imp = 0; imp < B_LAST; imp++) {
1494 if (plr->wonders[imp] != WONDER_NOT_BUILT) {
1496 receiver, plr,
1498 packet->wonders[imp] = plr->wonders[imp];
1499 } else {
1500 packet->wonders[imp] = WONDER_NOT_BUILT;
1501 }
1502 } else {
1503 packet->wonders[imp] = WONDER_NOT_BUILT;
1504 }
1505 }
1506
1507#ifdef FREECIV_WEB
1508 if (web_packet != nullptr) {
1509 if (info_level >= INFO_FULL) {
1510 web_packet->expected_income = player_get_expected_income(plr);
1511 } else {
1512 web_packet->expected_income = 0;
1513 }
1514 }
1515#endif /* FREECIV_WEB */
1516}
1517
1518/**********************************************************************/
1527static void package_player_diplstate(struct player *plr1,
1528 struct player *plr2,
1530 struct player *receiver,
1532{
1534 struct player_diplstate *ds = player_diplstate_get(plr1, plr2);
1535
1536 if (receiver) {
1537 info_level = player_info_level(plr1, receiver);
1539 } else {
1541 }
1542
1543 packet_ds->plr1 = player_index(plr1);
1544 packet_ds->plr2 = player_index(plr2);
1545 /* A unique id for each combination is calculated here. */
1546 packet_ds->diplstate_id = packet_ds->plr1 * MAX_NUM_PLAYER_SLOTS
1547 + packet_ds->plr2;
1548
1549 /* Send diplomatic status of the player to everyone they are in
1550 * contact with (embassy, remaining contact turns, the receiver). */
1552 || (receiver
1553 && player_diplstate_get(receiver, plr1)->contact_turns_left > 0)
1554 || (receiver && receiver == plr2)) {
1555 packet_ds->type = ds->type;
1556 packet_ds->turns_left = ds->turns_left;
1557 packet_ds->has_reason_to_cancel = ds->has_reason_to_cancel;
1558 packet_ds->contact_turns_left = ds->contact_turns_left;
1559 } else {
1560 packet_ds->type = DS_WAR;
1561 packet_ds->turns_left = 0;
1562 packet_ds->has_reason_to_cancel = 0;
1563 packet_ds->contact_turns_left = 0;
1564 }
1565}
1566
1567/**********************************************************************/
1571 struct player *receiver)
1572{
1573 if (S_S_RUNNING > server_state()) {
1574 return INFO_MINIMUM;
1575 }
1576 if (plr == receiver) {
1577 return INFO_FULL;
1578 }
1579 if (receiver && team_has_embassy(receiver->team, plr)) {
1580 return INFO_EMBASSY;
1581 }
1582 if (receiver && could_intel_with_player(receiver, plr)) {
1583 return INFO_MEETING;
1584 }
1585
1586 return INFO_MINIMUM;
1587}
1588
1589/**********************************************************************/
1593struct conn_list *player_reply_dest(struct player *pplayer)
1594{
1595 return (pplayer->current_conn ?
1596 pplayer->current_conn->self :
1597 pplayer->connections);
1598}
1599
1600/**********************************************************************/
1603static void call_first_contact(struct player *pplayer, struct player *aplayer)
1604{
1605 CALL_PLR_AI_FUNC(first_contact, pplayer, pplayer, aplayer);
1606}
1607
1608/**********************************************************************/
1618void server_player_init(struct player *pplayer, bool initmap,
1619 bool needs_team)
1620{
1621 player_status_reset(pplayer);
1622
1623 BV_CLR(pplayer->flags, PLRF_FIRST_CITY);
1625 BV_CLR_ALL(pplayer->server.debug);
1626
1627 pplayer->server.border_vision = FALSE;
1628
1629 player_map_free(pplayer);
1630 pplayer->server.private_map = nullptr;
1631
1632 if (initmap) {
1633 player_map_init(pplayer);
1634 }
1635 if (needs_team) {
1636 team_add_player(pplayer, nullptr);
1637 fc_assert(pplayer->team != nullptr);
1638 }
1639
1640 /* This must be done after team information is initialised
1641 * as it might be needed to determine max rate effects.
1642 * Sometimes this server_player_init() gets called twice
1643 * with only latter one having needs_team set. We don't
1644 * want to call player_limit_to_max_rates() at first time
1645 * when team is not yet set. It's callers responsibility
1646 * to always have one server_player_init() call with
1647 * needs_team TRUE. */
1648 if (needs_team) {
1650 }
1651
1652 adv_data_default(pplayer);
1653
1654 /* We don't push this in calc_civ_score(), or it will be reset
1655 * every turn. */
1656 pplayer->score.units_built = 0;
1657 pplayer->score.units_killed = 0;
1658 pplayer->score.units_lost = 0;
1659 pplayer->score.units_used = 0;
1660
1661 /* No delegation. */
1662 pplayer->server.delegate_to[0] = '\0';
1663 pplayer->server.orig_username[0] = '\0';
1664
1665 handicaps_init(pplayer);
1666}
1667
1668/**********************************************************************/
1673const struct rgbcolor *player_preferred_color(struct player *pplayer)
1674{
1675 if (pplayer->rgb) {
1676 return pplayer->rgb;
1677 } else if (playercolor_count() == 0) {
1678 /* If a ruleset isn't loaded, there are no colors to choose from. */
1679 return nullptr;
1681 if (pplayer->nation != NO_NATION_SELECTED) {
1682 return nation_color(nation_of_player(pplayer)); /* May be nullptr */
1683 } else {
1684 return nullptr; /* Don't know nation, hence don't know color */
1685 }
1686 } else {
1687 /* Modes indexing into game-defined player colors */
1688 int colorid;
1689
1690 switch (game.server.plrcolormode) {
1691 case PLRCOL_PLR_SET: /* Player color (set) */
1692 case PLRCOL_PLR_RANDOM: /* Player color (random) */
1693 /* These depend on other players and will be assigned at game start. */
1694 return nullptr;
1695 default:
1696 log_error("Invalid value for 'game.server.plrcolormode' (%d)!",
1698 fc__fallthrough; /* No break - using 'PLRCOL_PLR_ORDER' as fallback */
1699 case PLRCOL_PLR_ORDER: /* Player color (ordered) */
1701 break;
1702 case PLRCOL_TEAM_ORDER: /* Team color (ordered) */
1703 colorid = team_number(pplayer->team) % playercolor_count();
1704 break;
1705 }
1706
1707 return playercolor_get(colorid);
1708 }
1709}
1710
1711/**********************************************************************/
1716bool player_color_changeable(const struct player *pplayer, const char **reason)
1717{
1719 if (reason) {
1720 *reason = _("Can only set player color prior to game start if "
1721 "'plrcolormode' is PLR_SET.");
1722 }
1723 return FALSE;
1724 }
1725
1726 return TRUE;
1727}
1728
1729/**********************************************************************/
1735{
1738 int needed = player_count();
1739
1740 players_iterate(pplayer) {
1741 const struct rgbcolor *autocolor;
1742 /* Assign the deterministic colors. */
1743 if (!pplayer->rgb
1744 && (autocolor = player_preferred_color(pplayer))) {
1745 player_set_color(pplayer, autocolor);
1746 }
1747 if (pplayer->rgb) {
1748 /* One fewer random color needed. */
1749 needed--;
1750 /* Try to avoid clashes between explicit and random colors. */
1752 if (rgbcolors_are_equal(pplayer->rgb, prgbcolor)) {
1754 }
1756 }
1758
1759 if (needed == 0) {
1760 /* No random colors needed */
1762 return;
1763 }
1764
1766 /* Additionally, try to avoid color clashes with certain nations not
1767 * yet in play (barbarians). */
1768 allowed_nations_iterate(pnation) {
1769 const struct rgbcolor *ncol = nation_color(pnation);
1770 if (ncol && nation_barbarian_type(pnation) != NOT_A_BARBARIAN) {
1771 /* Don't use this color. */
1775 }
1777 }
1779 }
1780
1784
1785 if (needed > rgbcolor_list_size(spare_colors)) {
1786 log_verbose("Not enough unique colors for all players; there will be "
1787 "duplicates");
1788 /* Fallback: start again from full set of ruleset colors.
1789 * No longer attempt to avoid clashes with explicitly assigned colors. */
1792 }
1793 /* We may still not have enough, if there are more players than
1794 * ruleset-defined colors. If so, top up with duplicates. */
1795 if (needed > rgbcolor_list_size(spare_colors)) {
1797 /* Shuffle so that duplicates aren't biased to start of list */
1799 /* Duplication process avoids one color being hit lots of times */
1800 for (i = origsize; i < needed; i++) {
1803 }
1804 }
1805 /* Shuffle (including mixing any duplicates up) */
1807
1808 /* Finally, assign shuffled colors to players. */
1809 players_iterate(pplayer) {
1810 if (!pplayer->rgb) {
1813 }
1815
1817}
1818
1819/**********************************************************************/
1823void server_player_set_color(struct player *pplayer,
1824 const struct rgbcolor *prgbcolor)
1825{
1826 if (prgbcolor != nullptr) {
1827 player_set_color(pplayer, prgbcolor);
1828 } else {
1829 /* This can legitimately be nullptr in pregame. */
1831 rgbcolor_destroy(pplayer->rgb);
1832 pplayer->rgb = nullptr;
1833 }
1834 /* Update clients */
1835 send_player_info_c(pplayer, nullptr);
1836}
1837
1838/**********************************************************************/
1843const char *player_color_ftstr(struct player *pplayer)
1844{
1845 static char buf[64];
1846 char hex[16];
1847 const struct rgbcolor *prgbcolor;
1848
1849 fc_assert_ret_val(pplayer != nullptr, nullptr);
1850
1851 buf[0] = '\0';
1853 if (prgbcolor != nullptr
1854 && rgbcolor_to_hex(prgbcolor, hex, sizeof(hex))) {
1855 struct ft_color plrcolor = FT_COLOR("#000000", hex);
1856
1859 } else {
1860 cat_snprintf(buf, sizeof(buf), _("no color"));
1861 }
1862
1863 return buf;
1864}
1865
1866/**********************************************************************/
1870void give_midgame_initial_units(struct player *pplayer, struct tile *ptile)
1871{
1873 int i;
1874
1875 for (i = 0; i < sucount; i++) {
1876 if (game.server.start_units[i] == 'k') {
1877 /* Every player should have king */
1878 struct unit_type *utype = crole_to_unit_type('k', pplayer);
1879
1880 if (utype != nullptr) {
1881 create_unit(pplayer, ptile, utype, 0, 0, -1);
1882 }
1883 }
1884 }
1885}
1886
1887/**********************************************************************/
1894struct player *server_create_player(int player_id, const char *ai_tname,
1895 struct rgbcolor *prgbcolor,
1897{
1898 struct player_slot *pslot;
1899 struct player *pplayer;
1900
1901 pslot = player_slot_by_number(player_id);
1902 fc_assert(nullptr == pslot || !player_slot_is_used(pslot));
1903
1904 pplayer = player_new(pslot);
1905 if (nullptr == pplayer) {
1906 return nullptr;
1907 }
1908
1912 }
1913
1914 pplayer->ai = ai_type_by_name(ai_tname);
1915
1916 if (pplayer->ai == nullptr) {
1917 player_destroy(pplayer);
1918 return nullptr;
1919 }
1920
1921 adv_data_init(pplayer);
1922
1923 CALL_FUNC_EACH_AI(player_alloc, pplayer);
1924
1925 /* TODO: Do we really need this server_player_init() here? All our callers
1926 * will later make another server_player_init() call anyway, with boolean
1927 * parameters set to what they really need. */
1928 server_player_init(pplayer, FALSE, FALSE);
1929
1930 if (prgbcolor) {
1931 player_set_color(pplayer, prgbcolor);
1932 } /* Else caller must ensure a color is assigned if game has started */
1933
1934 return pplayer;
1935}
1936
1937/**********************************************************************/
1943void server_remove_player(struct player *pplayer)
1944{
1945 const struct player_slot *pslot;
1946
1947 fc_assert_ret(nullptr != pplayer);
1948
1949 /* Save player slot */
1950 pslot = pplayer->slot;
1951
1952 log_normal(_("Removing player %s."), player_name(pplayer));
1953
1954 notify_conn(pplayer->connections, nullptr, E_CONNECTION, ftc_server,
1955 _("You've been removed from the game!"));
1956
1958 _("%s has been removed from the game."),
1959 player_name(pplayer));
1960
1961 if (is_barbarian(pplayer)) {
1962 server.nbarbarians--;
1963 }
1964
1965 /* Don't use conn_list_iterate here because connection_detach() can be
1966 * recursive and free the next connection pointer. */
1967 while (conn_list_size(pplayer->connections) > 0) {
1969 }
1970
1972 /* Clear data saved in the other player structs. */
1974 BV_CLR(aplayer->real_embassy, player_index(pplayer));
1975 if (gives_shared_vision(aplayer, pplayer)) {
1976 remove_shared_vision(aplayer, pplayer);
1977 }
1978 /* Also remove vision provided for the other players */
1979 if (gives_shared_vision(pplayer, aplayer)) {
1980 remove_shared_vision(pplayer, aplayer);
1981 }
1983
1984 /* Remove citizens of this player from the cities of all other players. */
1985 /* FIXME: add a special case if the server quits - no need to run this for
1986 * each player in that case. */
1988 cities_iterate(pcity) {
1989 if (city_owner(pcity) != pplayer) {
1990 citizens nationality = citizens_nation_get(pcity, pplayer->slot);
1991
1992 if (nationality != 0) {
1993 /* Change nationality of the citizens to the nationality of the
1994 * city owner. */
1995 citizens_nation_move(pcity, pplayer->slot, city_owner(pcity)->slot,
1996 nationality);
1998 }
1999 }
2001
2003 }
2004
2005 /* AI type lost control of this player */
2006 if (is_ai(pplayer)) {
2007 CALL_PLR_AI_FUNC(lost_control, pplayer, pplayer);
2008 }
2009
2010 /* Clear all trade routes. This is needed for the other end not
2011 * to point to a city removed by player_clear() */
2012 city_list_iterate(pplayer->cities, pcity) {
2014 struct trade_route *pback = remove_trade_route(pcity, proute,
2015 TRUE, TRUE);
2016
2017 FC_FREE(proute);
2018 FC_FREE(pback);
2021
2022 /* We have to clear all player data before the ai memory is freed because
2023 * some function may depend on it. */
2024 player_clear(pplayer, TRUE);
2025
2026 if (!map_is_empty()) {
2027 remove_player_from_maps(pplayer);
2028 }
2029 player_map_free(pplayer);
2030
2031 /* Destroy advisor and ai data. */
2032 CALL_FUNC_EACH_AI(player_free, pplayer);
2033
2034 handicaps_close(pplayer);
2035 ai_traits_close(pplayer);
2036 adv_data_close(pplayer);
2037 player_destroy(pplayer);
2038
2039 send_updated_vote_totals(nullptr);
2040 /* Must be called after the player was destroyed */
2041 send_player_remove_info_c(pslot, nullptr);
2042
2043 /* Recalculate borders. */
2045}
2046
2047/**********************************************************************/
2058{
2059 int maxrate, surplus;
2060 struct player_economic *economic;
2061
2062 /* AI players allowed to cheat */
2063 if (is_ai(pplayer) && !has_handicap(pplayer, H_RATES)) {
2064 return;
2065 }
2066
2067 economic = &(pplayer->economic);
2068
2069 maxrate = get_player_maxrate(pplayer);
2070
2071 surplus = 0;
2072 if (economic->luxury > maxrate) {
2073 surplus += economic->luxury - maxrate;
2074 economic->luxury = maxrate;
2075 }
2076 if (economic->tax > maxrate) {
2077 surplus += economic->tax - maxrate;
2078 economic->tax = maxrate;
2079 }
2080 if (economic->science > maxrate) {
2081 surplus += economic->science - maxrate;
2082 economic->science = maxrate;
2083 }
2084
2085 fc_assert(surplus % 10 == 0);
2086
2087 while (surplus > 0) {
2088 if (economic->science < maxrate) {
2089 economic->science += 10;
2090 } else if (economic->tax < maxrate) {
2091 economic->tax += 10;
2092 } else if (economic->luxury < maxrate) {
2093 economic->luxury += 10;
2094 } else {
2095 fc_assert_msg(FALSE, "Failed to distribute the surplus. "
2096 "maxrate = %d.", maxrate);
2097 }
2098 surplus -= 10;
2099 }
2100}
2101
2102/**********************************************************************/
2106static bool server_player_name_is_allowed(const struct connection *caller,
2107 const struct player *pplayer,
2108 const struct nation_type *pnation,
2109 const char *name, char *error_buf,
2110 size_t error_buf_len)
2111{
2112 /* An empty name is surely not allowed. */
2113 if (0 == strlen(name)) {
2114 fc_strlcpy(error_buf, _("Please choose a non-blank name."),
2116 return FALSE;
2117 }
2118
2119 /* Any name already taken is not allowed. */
2120 players_iterate(other_player) {
2121 if (other_player == pplayer) {
2122 /* We don't care if we're the one using the name/nation. */
2123 continue;
2124 } else if (nullptr != pnation && other_player->nation == pnation) {
2125 /* FIXME: currently cannot use nation_of_player(other_player) as the
2126 * nation debug code is buggy and doesn't test nation for nullptr. */
2127 fc_strlcpy(error_buf, _("That nation is already in use."),
2129 return FALSE;
2130 } else if (0 == fc_strcasecmp(player_name(other_player), name)) {
2132 _("Another player already has the name '%s'. Please "
2133 "choose another name."), name);
2134 return FALSE;
2135 }
2137
2138 if (nullptr == pnation) {
2139 /* FIXME: currently cannot use nation_of_player(other_player) as the
2140 * nation debug code is buggy and doesn't test nation for nullptr. */
2141 pnation = pplayer->nation;
2142 }
2143
2144 /* Any name from the default list is always allowed. */
2145 if (nullptr != pnation && nullptr != nation_leader_by_name(pnation, name)) {
2146 return TRUE;
2147 }
2148
2149 /* To prevent abuse, only players with HACK access (usually local
2150 * connections) can use non-ascii names. Otherwise players could use
2151 * confusing garbage names in multi-player games. */
2152 if (nullptr != caller
2153 && caller->access_level < ALLOW_HACK
2154 && !is_ascii_name(name)) {
2156 _("Please choose a name containing only ASCII characters."),
2158 return FALSE;
2159 }
2160
2161 return TRUE;
2162}
2163
2164/**********************************************************************/
2168bool server_player_set_name_full(const struct connection *caller,
2169 struct player *pplayer,
2170 const struct nation_type *pnation,
2171 const char *name,
2172 char *error_buf, size_t error_buf_len)
2173{
2174 char real_name[MAX_LEN_NAME];
2175 char buf[256];
2176 int i;
2177
2178 /* Always provide an error buffer. */
2179 if (nullptr == error_buf) {
2180 error_buf = buf;
2181 error_buf_len = sizeof(buf);
2182 }
2183 error_buf[0] = '\0';
2184
2185 if (nullptr != name) {
2186 /* Ensure this is a correct name. */
2190
2191 if (server_player_name_is_allowed(caller, pplayer, pnation, real_name,
2193 log_debug("Name of player nb %d set to \"%s\".",
2194 player_number(pplayer), real_name);
2195 fc_strlcpy(pplayer->name, real_name, sizeof(pplayer->name));
2196 return TRUE; /* Success! */
2197 } else {
2198 log_verbose("Failed to set the name of the player nb %d to \"%s\": %s",
2199 player_number(pplayer), real_name, error_buf);
2200 /* Fallthrough. */
2201 }
2202 }
2203
2204 if (nullptr != caller) {
2205 /* If we want to test, let's fail here. */
2206 fc_assert(nullptr != name);
2207 return FALSE;
2208 }
2209
2210 if (nullptr != name) {
2211 /* Try to append a number to 'real_name'. */
2212 char test[MAX_LEN_NAME];
2213
2214 for (i = 2; i <= player_slot_count(); i++) {
2215 fc_snprintf(test, sizeof(test), "%s%d", real_name, i);
2216 if (server_player_name_is_allowed(caller, pplayer, pnation,
2218 log_verbose("Name of player nb %d set to \"%s\" instead.",
2219 player_number(pplayer), test);
2220 fc_strlcpy(pplayer->name, test, sizeof(pplayer->name));
2221 return TRUE;
2222 } else {
2223 log_debug("Failed to set the name of the player nb %d to \"%s\": %s",
2224 player_number(pplayer), test, error_buf);
2225 }
2226 }
2227 }
2228
2229 /* Try a default name. */
2231 _("Player no. %d"), player_number(pplayer));
2232 if (server_player_name_is_allowed(caller, pplayer, pnation,
2234 log_verbose("Name of player nb %d set to \"%s\".",
2235 player_number(pplayer), real_name);
2236 fc_strlcpy(pplayer->name, real_name, sizeof(pplayer->name));
2237 return TRUE;
2238 } else {
2239 log_debug("Failed to set the name of the player nb %d to \"%s\": %s",
2240 player_number(pplayer), real_name, error_buf);
2241 }
2242
2243 /* Try a very default name... */
2244 for (i = 0; i < player_slot_count(); i++) {
2245 fc_snprintf(real_name, sizeof(real_name), _("Player no. %d"), i);
2246 if (server_player_name_is_allowed(caller, pplayer, pnation,
2248 log_verbose("Name of player nb %d to \"%s\".",
2249 player_number(pplayer), real_name);
2250 fc_strlcpy(pplayer->name, real_name, sizeof(pplayer->name));
2251 return TRUE;
2252 } else {
2253 log_debug("Failed to set the name of the player nb %d to \"%s\": %s",
2254 player_number(pplayer), real_name, error_buf);
2255 }
2256 }
2257
2258 /* This is really not normal... Maybe the size of 'real_name'
2259 * is not enough big, or a bug in server_player_name_is_allowed(). */
2260 fc_strlcpy(pplayer->name, _("A poorly-named player"),
2261 sizeof(pplayer->name));
2262 return FALSE; /* Let's say it's a failure. */
2263}
2264
2265/**********************************************************************/
2268void server_player_set_name(struct player *pplayer, const char *name)
2269{
2270#ifndef FREECIV_NDEBUG
2271 bool ret =
2272#endif
2273 server_player_set_name_full(nullptr, pplayer, nullptr, name, nullptr, 0);
2274
2275 fc_assert(ret);
2276}
2277
2278/**********************************************************************/
2284static enum diplstate_type
2286 const struct player *pplayer2)
2287{
2289 if (pplayer3 != pplayer1
2290 && pplayer3 != pplayer2
2293 return DS_PEACE;
2294 }
2296
2297 return DS_WAR;
2298}
2299
2300/**********************************************************************/
2304 struct tile *ptile)
2305{
2307
2308 if (pplayer1 == pplayer2
2309 || !pplayer1->is_alive
2310 || !pplayer2->is_alive) {
2311 return;
2312 }
2313
2316
2319 ds_plr1plr2->contact_turns_left = game.server.contactturns;
2320 ds_plr2plr1->contact_turns_left = game.server.contactturns;
2321 }
2322 if (ds_plr1plr2->type == DS_NO_CONTACT) {
2324 pplayer2);
2325
2327 ds_plr1plr2->first_contact_turn = game.info.turn;
2328 ds_plr2plr1->first_contact_turn = game.info.turn;
2330 _("You have made contact with the %s, ruled by %s."),
2334 _("You have made contact with the %s, ruled by %s."),
2337 send_player_all_c(pplayer1, pplayer2->connections);
2338 send_player_all_c(pplayer2, pplayer1->connections);
2339 send_player_all_c(pplayer1, pplayer1->connections);
2340 send_player_all_c(pplayer2, pplayer2->connections);
2341 if (is_ai(pplayer1)) {
2343 }
2344 if (is_ai(pplayer2)) {
2346 }
2347 return;
2348 } else {
2350 }
2352 || team_has_embassy(pplayer2->team, pplayer1)) {
2353 return; /* Avoid sending too much info over the network */
2354 }
2355 send_player_all_c(pplayer1, pplayer1->connections);
2356 send_player_all_c(pplayer2, pplayer2->connections);
2357}
2358
2359/**********************************************************************/
2362void maybe_make_contact(struct tile *ptile, struct player *pplayer)
2363{
2364 square_iterate(&(wld.map), ptile, 1, tile1) {
2365 struct city *pcity = tile_city(tile1);
2366 if (pcity) {
2367 make_contact(pplayer, city_owner(pcity), ptile);
2368 }
2371 continue; /* Flagless unit can't make contact */
2372 }
2373 make_contact(pplayer, unit_owner(punit), ptile);
2376}
2377
2378/**********************************************************************/
2382{
2383 /* shuffled_order is defined global */
2384 int n = player_slot_count();
2385 int i;
2386
2387 log_debug("shuffle_players: creating shuffled order");
2388
2389 for (i = 0; i < n; i++) {
2390 shuffled_order[i] = i;
2391 }
2392
2393 /* Randomize it */
2395
2396#ifdef FREECIV_DEBUG
2397 for (i = 0; i < n; i++) {
2398 log_debug("shuffled_order[%d] = %d", i, shuffled_order[i]);
2399 }
2400#endif /* FREECIV_DEBUG */
2401}
2402
2403/**********************************************************************/
2407{
2408 int i;
2409
2410 log_debug("set_shuffled_players: loading shuffled array %p",
2412
2413 for (i = 0; i < player_slot_count(); i++) {
2415 log_debug("shuffled_order[%d] = %d", i, shuffled_order[i]);
2416 }
2417}
2418
2419/**********************************************************************/
2425{
2426 struct player *pplayer;
2427
2428 pplayer = player_by_number(shuffled_order[i]);
2429 log_debug("shuffled_player(%d) = %d (%s)",
2430 i, shuffled_order[i], player_name(pplayer));
2431 return pplayer;
2432}
2433
2434/**********************************************************************/
2457 bool ignore_conflicts,
2458 bool needs_startpos,
2459 enum barbarian_type barb_type)
2460{
2461 enum {
2464 int match[nation_count()], pick, idx;
2466
2467 /* Values of nations_used:
2468 * UNAVAILABLE - nation is already used or is a special nation.
2469 * AVAILABLE - we can use this nation.
2470 * PREFERRED - we can use this nation and it is on the choices list.
2471 * UNWANTED - we can use this nation, but we really don't want to. */
2472 nations_iterate(pnation) {
2473 idx = nation_index(pnation);
2474
2475 if (!nation_is_in_current_set(pnation)
2476 || pnation->player
2478 && pnation->server.no_startpos)
2479 || (barb_type != nation_barbarian_type(pnation))
2480 || (barb_type == NOT_A_BARBARIAN && !is_nation_playable(pnation))) {
2481 /* Nation is unplayable or already used: don't consider it.
2482 * (If nations aren't currently restricted to those with start
2483 * positions, we do nothing special here, but generate_players() will
2484 * tend to prefer them.) */
2486 match[idx] = 0;
2487 continue;
2488 }
2489
2490 nations_used[idx] = AVAILABLE;
2491
2492 /* Determine which nations look good with nations already in the game,
2493 * or conflict with them. */
2494 match[idx] = 1;
2495 players_iterate(pplayer) {
2496 if (pplayer->nation != NO_NATION_SELECTED) {
2497 int x = nations_match(pnation, nation_of_player(pplayer),
2499 if (x < 0) {
2500 log_debug("Nations '%s' (nb %d) and '%s' (nb %d) are in conflict.",
2501 nation_rule_name(pnation), nation_number(pnation),
2504 nations_used[idx] = UNWANTED;
2505 match[idx] -= x * 100;
2506 break;
2507 } else {
2508 match[idx] += x * 100;
2509 }
2510 }
2512
2513 if (AVAILABLE == nations_used[idx]) {
2514 num_avail_nations += match[idx];
2515 }
2517
2518 /* Mark as preferred those nations which are on the choices list and
2519 * which are AVAILABLE, but no UNWANTED */
2520 if (nullptr != choices) {
2521 nation_list_iterate(choices, pnation) {
2522 idx = nation_index(pnation);
2523 if (nations_used[idx] == AVAILABLE) {
2524 num_pref_nations += match[idx];
2525 nations_used[idx] = PREFERRED;
2526 }
2528 }
2529
2530 if (0 < num_pref_nations || 0 < num_avail_nations) {
2531 if (0 < num_pref_nations) {
2532 /* Use a preferred nation only. */
2535 log_debug("Picking a preferred nation.");
2536 } else {
2537 /* Use any available nation. */
2541 log_debug("Picking an available nation.");
2542 }
2543
2544 nations_iterate(pnation) {
2545 idx = nation_index(pnation);
2546 if (nations_used[idx] == looking_for) {
2547 pick -= match[idx];
2548
2549 if (0 > pick) {
2550 return pnation;
2551 }
2552 }
2554 } else {
2555 /* No available nation: use unwanted nation... */
2558
2559 log_debug("Picking an unwanted nation.");
2560 nations_iterate(pnation) {
2561 idx = nation_index(pnation);
2562 if (UNWANTED == nations_used[idx]) {
2563 pick = -fc_rand(match[idx]);
2564 if (pick > less_worst_score) {
2565 less_worst_nation = pnation;
2567 }
2568 }
2570
2572 return less_worst_nation;
2573 }
2574 }
2575
2576 log_verbose("No nation found!");
2577
2578 return NO_NATION_SELECTED;
2579}
2580
2581/**********************************************************************/
2584static struct nation_set *current_nationset(void)
2585{
2587}
2588
2589/**********************************************************************/
2593bool nation_is_in_current_set(const struct nation_type *pnation)
2594{
2595 return nation_is_in_set(pnation, current_nationset());
2596}
2597
2598/**********************************************************************/
2603{
2604 server.playable_nations = 0;
2605 allowed_nations_iterate(pnation) {
2606 if (is_nation_playable(pnation)) {
2607 server.playable_nations++;
2608 }
2610}
2611
2612/**********************************************************************/
2617bool client_can_pick_nation(const struct nation_type *pnation)
2618{
2619 fc_assert_ret_val(pnation != nullptr, FALSE);
2620 return nation_is_in_current_set(pnation)
2621 && is_nation_playable(pnation)
2623 || !pnation->server.no_startpos);
2624}
2625
2626/**********************************************************************/
2630 bool nationset_change)
2631{
2632 struct packet_nation_availability packet;
2633
2634 packet.ncount = nation_count();
2636 nations_iterate(pnation) {
2637 packet.is_pickable[nation_index(pnation)] = client_can_pick_nation(pnation);
2639 lsend_packet_nation_availability(dest, &packet);
2640}
2641
2642/**********************************************************************/
2646 bool nationset_change)
2647{
2648 if (0 < player_info_frozen_level) {
2649 return; /* Discard, see comment for player_info_freeze(). */
2650 } else {
2652 }
2653}
2654
2655/**********************************************************************/
2663{
2664 int ncount = nation_set_count();
2665 int misfits[ncount];
2666
2667 memset(misfits, 0, sizeof(misfits));
2668
2670 players_iterate(pplayer) {
2671 if (pplayer->nation != NO_NATION_SELECTED
2672 && !nation_is_in_set(pplayer->nation, pset)) {
2674 }
2677
2679 /* Current set is OK. */
2680 return;
2681 }
2682
2683 /* Otherwise, pick the least bad set (requires unsetting fewest
2684 * players, possibly none). */
2685 {
2686 int i, least_misfits;
2687 const struct nation_set *best;
2688
2689 fc_assert(ncount > 0);
2690
2691 best = nation_set_by_number(0);
2693 for (i = 1; i < ncount && least_misfits != 0; i++) {
2694 if (best == nullptr || misfits[i] < least_misfits) {
2695 best = nation_set_by_number(i);
2697 }
2698 }
2699
2700 log_verbose("Current nationset \"%s\" doesn't fit all existing players.",
2702 log_verbose("Selected nationset \"%s\".", nation_set_rule_name(best));
2704 sizeof(game.server.nationset));
2706 /* No need to refresh clients, as we're assumed to be in the middle of
2707 * loading a savegame and will send new setting/availability later
2708 * along with everything else */
2709 }
2710
2711 /* The set we chose may not fit all the players; as a last resort,
2712 * unset nations (caller must then arrange new assignments). */
2713 players_iterate(pplayer) {
2714 if (pplayer->nation != NO_NATION_SELECTED
2715 && !nation_is_in_current_set(pplayer->nation)) {
2716 log_verbose("Nation %s of player %s not in nationset \"%s\", unsetting.",
2717 nation_plural_for_player(pplayer), player_name(pplayer),
2720 }
2722}
2723
2724/**********************************************************************/
2728{
2729 if (S_S_INITIAL != server_state()) {
2730 return;
2731 }
2732 players_iterate(pplayer) {
2733 if (pplayer->is_ready) {
2734 bool persistent = FALSE;
2735
2736 if (plrchange) {
2737 switch (game.info.persistent_ready)
2738 {
2740 persistent = FALSE;
2741 break;
2743 persistent = pplayer->is_connected;
2744 break;
2745 }
2746 }
2747
2748 if (!persistent) {
2749 pplayer->is_ready = FALSE;
2751 }
2752 }
2754}
2755
2756/**********************************************************************/
2762static struct player *split_player(struct player *pplayer)
2763{
2765 struct player *cplayer;
2766 struct nation_type *rebel_nation;
2767
2768 /* Make a new player, or not */
2769 cplayer = server_create_player(-1, ai_name(pplayer->ai),
2770 nullptr, FALSE);
2771 if (!cplayer) {
2772 return nullptr;
2773 }
2774
2775 /* While this sets player->economic according to max rates as known
2776 * at this point, we redo that later, so that MaxRates effect
2777 * requirements will be evaluated with more completely set up player
2778 * (e.g. correct government) */
2780
2781 /* Rebel will always be an AI player */
2782 rebel_nation = pick_a_nation(nation_of_player(pplayer)->server.civilwar_nations,
2785
2787 /* Find a color for the new player. */
2789
2790 /* Send information about the used player slot to all connections. */
2791 send_player_info_c(cplayer, nullptr);
2792
2793 sz_strlcpy(cplayer->username, _(ANON_USER_NAME));
2794 cplayer->unassigned_user = TRUE;
2795 cplayer->is_connected = FALSE;
2797 fc_assert(cplayer->revolution_finishes < 0);
2798 /* No capital for the splitted player. */
2800
2801 players_iterate(other_player) {
2802 struct player_diplstate *ds_co
2803 = player_diplstate_get(cplayer, other_player);
2804 struct player_diplstate *ds_oc
2805 = player_diplstate_get(other_player, cplayer);
2806
2807 if (get_player_bonus(other_player, EFT_NO_DIPLOMACY) > 0) {
2808 /* FIXME: What about No-contact war? */
2810 } else {
2812 }
2813
2814 ds_co->has_reason_to_cancel = 0;
2815 ds_co->turns_left = 0;
2816 ds_co->contact_turns_left = 0;
2817 ds_oc->has_reason_to_cancel = 0;
2818 ds_oc->turns_left = 0;
2819 ds_oc->contact_turns_left = 0;
2820
2821 /* Send so that other_player sees updated diplomatic info;
2822 * pplayer will be sent later anyway
2823 */
2824 if (other_player != pplayer) {
2825 send_player_all_c(other_player, other_player->connections);
2826 }
2828
2829 /* Split the resources */
2830 cplayer->economic.gold = pplayer->economic.gold;
2831 cplayer->economic.gold /= 2;
2832 pplayer->economic.gold -= cplayer->economic.gold;
2833
2834 /* Copy the research */
2836 old_research = research_get(pplayer);
2837
2838 new_research->bulbs_researched = 0;
2839 new_research->techs_researched = old_research->techs_researched;
2840 new_research->researching = old_research->researching;
2841 new_research->future_tech = old_research->future_tech;
2842 new_research->tech_goal = old_research->tech_goal;
2843
2847 new_research->inventions[i].bulbs_researched_saved
2848 = old_research->inventions[i].bulbs_researched_saved;
2849 }
2851 cplayer->phase_done = TRUE; /* Have other things to think
2852 about - paralysis */
2853 BV_CLR_ALL(cplayer->real_embassy); /* All embassies destroyed */
2855
2856 /* Do the ai */
2858 cplayer->ai_common.maxbuycost = pplayer->ai_common.maxbuycost;
2859 cplayer->ai_common.warmth = pplayer->ai_common.warmth;
2860 cplayer->ai_common.frost = pplayer->ai_common.frost;
2862
2863 /* Change the original player */
2865 pplayer->target_government = pplayer->government;
2867 pplayer->revolution_finishes = game.info.turn + 1;
2868 }
2869 old_research->bulbs_researched = 0;
2870 old_research->researching_saved = A_UNKNOWN;
2871 BV_CLR_ALL(pplayer->real_embassy); /* All embassies destroyed */
2872
2873 /* Give splitted player the embassies to their team mates back, if any */
2874 if (pplayer->team) {
2876 if (pplayer->team == pdest->team
2877 && pplayer != pdest) {
2878 establish_embassy(pplayer, pdest);
2879 }
2881 }
2883
2885
2886 /* Copy the maps */
2887
2889
2890 pplayer->server.border_vision = cplayer->server.border_vision;
2891
2892 /* Not sure if this is necessary, but might be a good idea
2893 * to avoid doing some ai calculations with bogus data. */
2895 CALL_PLR_AI_FUNC(phase_begin, cplayer, cplayer, TRUE);
2896 CALL_PLR_AI_FUNC(gained_control, cplayer, cplayer);
2897 CALL_PLR_AI_FUNC(split_by_civil_war, pplayer, pplayer, cplayer);
2898 CALL_PLR_AI_FUNC(created_by_civil_war, cplayer, pplayer, cplayer);
2899
2901
2902 return cplayer;
2903}
2904
2905/**********************************************************************/
2913bool civil_war_possible(struct player *pplayer, bool conquering_city,
2915{
2916 int n;
2917
2919 return FALSE;
2920 }
2921
2922 n = city_list_size(pplayer->cities);
2923
2924 if (n - (conquering_city?1:0) < GAME_MIN_CIVILWARSIZE) {
2925 return FALSE;
2926 }
2929 && n >= game.server.civilwarsize;
2930 } else {
2931 return TRUE;
2932 }
2933}
2934
2935/**********************************************************************/
2960bool civil_war_triggered(struct player *pplayer)
2961{
2962 /* Get base probabilities */
2963 int dice = fc_rand(100); /* Throw the dice */
2964 int prob = get_player_bonus(pplayer, EFT_CIVIL_WAR_CHANCE);
2965
2966 /* Now compute the contribution of the cities. */
2967 city_list_iterate(pplayer->cities, pcity) {
2968 if (city_unhappy(pcity)) {
2970 }
2971 if (city_celebrating(pcity)) {
2973 }
2975
2976 log_verbose("Civil war chance for %s: prob %d, dice %d",
2977 player_name(pplayer), prob, dice);
2978
2979 return (dice < prob);
2980}
2981
2982/**********************************************************************/
3010struct player *civil_war(struct player *pplayer)
3011{
3012 int i, j;
3013 struct player *cplayer;
3014 struct city *capital;
3015 struct city_list *defector_candidates;
3016 size_t plr_count;
3017
3018 /* It is possible that this function gets called after pplayer
3019 * died. Player pointers are safe even after death. */
3020 if (!pplayer->is_alive) {
3021 return nullptr;
3022 }
3023
3025 if (plr_count >= MAX_NUM_PLAYERS) {
3026 /* No space to make additional player */
3027 log_normal(_("Could not throw %s into civil war - too many players"),
3028 nation_plural_for_player(pplayer));
3029 return nullptr;
3030 }
3031
3033 /* No space to make additional player */
3034 log_normal(_("Could not throw %s into civil war - maxplayers (%d) reached"),
3036 return nullptr;
3037 }
3038
3039 if (plr_count >= server.playable_nations) {
3040 /* No nation for additional player */
3041 log_normal(_("Could not throw %s into civil war - no available nations"),
3042 nation_plural_for_player(pplayer));
3043 return nullptr;
3044 }
3045
3046 /* It doesn't make sense to try to split an empire of 1 city.
3047 * This should have been enforced by civil_war_possible(). */
3048 fc_assert_ret_val(city_list_size(pplayer->cities) > 1, nullptr);
3049
3051 city_list_iterate(pplayer->cities, pcity) {
3052 bool gameloss_present = FALSE;
3053
3054 /* Capital (probably new capital) won't defect */
3055 if (is_capital(pcity)) {
3056 continue;
3057 }
3058
3059 /* City hosting victim's GameLoss unit won't defect */
3060 unit_list_iterate(city_tile(pcity)->units, punit) {
3061 if (unit_owner(punit) == pplayer
3064 break;
3065 }
3067
3068 if (gameloss_present) {
3069 continue;
3070 }
3071
3074
3076 log_verbose(_("Could not throw %s into civil war - no available cities"),
3077 nation_plural_for_player(pplayer));
3079
3080 return nullptr;
3081 }
3082
3083 /* We're definitely going to create a new rebel player. */
3084
3085 cplayer = split_player(pplayer);
3086
3087 /* Before units, cities, so clients know name of new nation
3088 * (for debugging etc).
3089 */
3090 send_player_all_c(cplayer, nullptr);
3091 send_player_all_c(pplayer, nullptr);
3092
3093 /* Now split the empire */
3094
3095 log_verbose("%s civil war; created AI %s",
3098 notify_player(pplayer, nullptr, E_CIVIL_WAR, ftc_server,
3099 _("Your nation is thrust into civil war."));
3100
3101 notify_player(pplayer, nullptr, E_FIRST_CONTACT, ftc_server,
3102 /* TRANS: <leader> ... the Poles. */
3103 _("%s is the rebellious leader of the %s."),
3106
3107 j = city_list_size(defector_candidates); /* number left to process */
3108 /* Number to try to flip; ensure that at least one eligible city is
3109 * flipped */
3110 i = MAX(j/2, 1);
3112 fc_assert_action(!is_capital(pcity), continue);
3113 if (i >= j || (i > 0 && fc_rand(2) == 1)) {
3114 /* Transfer city and units supported by this city to the new owner.
3115 * We do NOT resolve stack conflicts here, but rather later.
3116 * Reason: if we have a transporter from one city which is carrying
3117 * a unit from another city, and both cities join the rebellion. If we
3118 * resolved stack conflicts for each city we would teleport the first
3119 * of the units we met since the other would have another owner. */
3120 if (transfer_city(cplayer, pcity, -1, FALSE, FALSE, FALSE, FALSE)) {
3121 log_verbose("%s declares allegiance to the %s.", city_name_get(pcity),
3123 notify_player(pplayer, pcity->tile, E_CITY_LOST, ftc_server,
3124 /* TRANS: <city> ... the Poles. */
3125 _("%s declares allegiance to the %s."),
3126 city_link(pcity),
3128 script_server_signal_emit("city_transferred", pcity, pplayer,
3129 cplayer, "civil_war");
3130 }
3131 i--;
3132 }
3133 j--;
3135
3137
3139
3140 i = city_list_size(cplayer->cities);
3141 fc_assert(i > 0); /* Rebels should have got at least one city */
3142
3143 /* Choose a capital (random). */
3144 capital = city_list_get(cplayer->cities, fc_rand(i));
3147
3148 notify_player(nullptr, nullptr, E_CIVIL_WAR, ftc_server,
3149 /* TRANS: ... Danes ... Poles ... <7> cities. */
3150 PL_("Civil war partitions the %s;"
3151 " the %s now hold %d city.",
3152 "Civil war partitions the %s;"
3153 " the %s now hold %d cities.",
3154 i),
3155 nation_plural_for_player(pplayer),
3157 i);
3158
3159 return cplayer;
3160}
3161
3162/**********************************************************************/
3167 *chunk)
3168{
3170}
3171
3172/**********************************************************************/
3176{
3177 send_attribute_block(pplayer, pplayer->current_conn);
3178}
3179
3180/**********************************************************************/
3184 int turn)
3185{
3186 if (turn != game.info.turn) {
3187 /* If this happens then the player actually pressed turn-done on a
3188 * previous turn but we didn't receive it until now. The player
3189 * probably didn't actually mean to end their turn! */
3190 return;
3191 }
3192
3193 pplayer->phase_done = TRUE;
3194
3196
3197 send_player_all_c(pplayer, nullptr);
3198}
3199
3200/**********************************************************************/
3204{
3205 return server.nbarbarians;
3206}
3207
3208/**********************************************************************/
3212{
3213 return player_count() - server.nbarbarians;
3214}
3215
3216/**********************************************************************/
3220{
3221 BV_SET(plr->server.status, pstatus);
3222}
3223
3224/**********************************************************************/
3228{
3229 return BV_ISSET(plr->server.status, pstatus);
3230}
3231
3232/**********************************************************************/
3236{
3237 BV_CLR_ALL(plr->server.status);
3239}
3240
3241/**********************************************************************/
3244const char *player_delegation_get(const struct player *pplayer)
3245{
3246 if (pplayer == nullptr || strlen(pplayer->server.delegate_to) == 0) {
3247 /* No delegation if there is no player. */
3248 return nullptr;
3249 } else {
3250 return pplayer->server.delegate_to;
3251 }
3252}
3253
3254/**********************************************************************/
3257void player_delegation_set(struct player *pplayer, const char *username)
3258{
3259 fc_assert_ret(pplayer != nullptr);
3260
3261 if (username == nullptr || strlen(username) == 0) {
3262 pplayer->server.delegate_to[0] = '\0';
3263 } else {
3264 sz_strlcpy(pplayer->server.delegate_to, username);
3265 }
3266}
3267
3268/**********************************************************************/
3273bool player_delegation_active(const struct player *pplayer)
3274{
3275 return (pplayer && strlen(pplayer->server.orig_username) != 0);
3276}
3277
3278/**********************************************************************/
3282{
3283 if (game.info.is_new_game) {
3284 return;
3285 }
3286
3287 if (!pconn->observer
3288 && pconn->playing && player_delegation_get(pconn->playing) != nullptr) {
3289 notify_conn(pconn->self, nullptr, E_CONNECTION, ftc_server,
3290 /* TRANS: '/delegate cancel' is a server command and must not
3291 * be translated */
3292 _("User '%s' is currently allowed to take control of your "
3293 "player while you are away. Use '/delegate cancel' to "
3294 "revoke this access."),
3295 player_delegation_get(pconn->playing));
3296 }
3297
3298 {
3299 bool any_delegations = FALSE;
3300
3302 if (player_delegation_get(aplayer) != nullptr
3303 && strcmp(player_delegation_get(aplayer), pconn->username) == 0) {
3304 notify_conn(pconn->self, nullptr, E_CONNECTION, ftc_server,
3305 _("Control of player '%s' is delegated to you."),
3308 }
3310 if (any_delegations) {
3311 notify_conn(pconn->self, nullptr, E_CONNECTION, ftc_server,
3312 /* TRANS: '/delegate take' is a server command and must not
3313 * be translated; but <player> should be translated. */
3314 _("Use '/delegate take <player>' to take control of a "
3315 "delegated player."));
3316 }
3317 }
3318}
3319
3320/**********************************************************************/
3326{
3327 players_iterate(pplayer) {
3328 if (player_delegation_get(pplayer)
3329 && fc_strcasecmp(name, pplayer->server.orig_username) == 0) {
3330 return pplayer;
3331 }
3333
3334 return nullptr;
3335}
3336
3337/**********************************************************************/
3341{
3342 fc_assert_ret(game.server.plr_colors == nullptr);
3343
3345}
3346
3347/**********************************************************************/
3365
3366/**********************************************************************/
3375
3376/**********************************************************************/
3380{
3381 fc_assert_ret_val(game.server.plr_colors != nullptr, nullptr);
3382
3384}
3385
3386/**********************************************************************/
3390{
3391 fc_assert_ret_val(game.server.plr_colors != nullptr, -1);
3392
3394}
3395
3396/**********************************************************************/
3399void handle_player_multiplier(struct player *pplayer, int count,
3400 const int *multipliers)
3401{
3402 int rval;
3403 int i;
3404
3405 if (count != multiplier_count()) {
3406 log_error("Bad number of multipliers %d from client for %s",
3407 count, player_name(pplayer));
3408 return;
3409 }
3410
3411 for (i = 0; i < count; i++) {
3412 struct multiplier *pmul = multiplier_by_number(i);
3413
3414 if (multiplier_can_be_changed(pmul, pplayer)) {
3415 if (multipliers[i] < pmul->start || multipliers[i] > pmul->stop) {
3416 log_error("Multiplier value %d for %s out of range for %s",
3418 player_name(pplayer));
3419 } else {
3420 rval = (multipliers[i] - pmul->start) / pmul->step * pmul->step + pmul->start;
3421 if (rval != multipliers[i]) {
3422 log_error("Multiplier value %d between valid values for %s for %s",
3424 player_name(pplayer));
3425 } else {
3426 pplayer->multipliers[i].target = multipliers[i];
3427 }
3428 }
3429 }
3430 }
3431
3432 send_player_info_c(pplayer, nullptr);
3433}
3434
3435/**********************************************************************/
3438void player_set_to_ai_mode(struct player *pplayer, enum ai_level skill_level)
3439{
3440 set_as_ai(pplayer);
3441
3442 set_ai_level_directer(pplayer, skill_level);
3443 cancel_all_meetings(pplayer);
3444 CALL_PLR_AI_FUNC(gained_control, pplayer, pplayer);
3445 if (is_player_phase(pplayer, game.info.phase)) {
3446 CALL_PLR_AI_FUNC(restart_phase, pplayer, pplayer);
3447 }
3448
3449 if (S_S_RUNNING == server_state()) {
3450 /* In case this was last player who has not pressed turn done. */
3452 }
3453
3454 fc_assert(pplayer->ai_common.skill_level == skill_level);
3455}
3456
3457/**********************************************************************/
3461{
3462 set_as_human(pplayer);
3463
3464 if (pplayer->ai_common.skill_level == AI_LEVEL_AWAY) {
3466 }
3467
3468 CALL_PLR_AI_FUNC(lost_control, pplayer, pplayer);
3469
3470 /* Because AI "cheats" with government rates but humans shouldn't. */
3471 if (!game.info.is_new_game) {
3472 check_player_max_rates(pplayer);
3473 }
3474 cancel_all_meetings(pplayer);
3475}
3476
3477/**********************************************************************/
3481{
3482 char buf[200 + MAX_LEN_NAME];
3483
3484 /* gold_upkeep_style check currently redundant, but something we need
3485 * once homeless_gold_upkeep retired. */
3488 int free_uk[O_LAST];
3489
3490 memset(free_uk, 0, sizeof(free_uk));
3491 unit_list_iterate(pplayer->units, punit) {
3492 if (is_unit_homeless(punit)) {
3493 int gold = utype_upkeep_cost(unit_type_get(punit), pplayer, O_GOLD);
3494
3495 punit->upkeep[O_GOLD] = gold;
3496 punit->server.upkeep_paid[O_GOLD] = gold;
3497
3498 pplayer->economic.gold -= gold;
3499 }
3501 }
3502
3503 if (pplayer->economic.gold < 0) {
3504 switch (game.info.gold_upkeep_style) {
3505 case GOLD_UPKEEP_CITY:
3506 break;
3507 case GOLD_UPKEEP_MIXED:
3508 /* Nation pays for units. */
3510 break;
3511 case GOLD_UPKEEP_NATION:
3512 /* Nation pays for units and buildings. */
3514 break;
3515 }
3516 }
3517
3518 /* This test includes the cost of the units because
3519 * units are paid for in update_city_activity() or
3520 * player_balance_treasury_units(). */
3521 if (old_gold - (old_gold - pplayer->economic.gold) * 3 < 0) {
3522 notify_player(pplayer, nullptr, E_LOW_ON_FUNDS, ftc_server,
3523 _("WARNING, we're LOW on FUNDS %s."),
3524 ruler_title_for_player(pplayer, buf, sizeof(buf)));
3525 }
3526
3527#if 0
3528 /* Uncomment to unbalance the game, like in civ1 (CLG). */
3529 if (pplayer->got_tech && pplayer->research->researched > 0) {
3530 pplayer->research->researched = 0;
3531 }
3532#endif
3533
3534 if (pplayer->economic.infra_points < 0) {
3535 pplayer->economic.infra_points = 0;
3536 }
3537
3538 pplayer->history += nation_history_gain(pplayer);
3539
3541 /* Reduce the number of bulbs by the amount needed for tech upkeep and
3542 * check for finished research */
3543 update_bulbs(pplayer, -player_tech_upkeep(pplayer), TRUE, FALSE);
3544}
void adv_data_close(struct player *pplayer)
Definition advdata.c:752
void adv_data_init(struct player *pplayer)
Definition advdata.c:697
bool adv_data_phase_init(struct player *pplayer, bool is_new_phase)
Definition advdata.c:262
void adv_data_default(struct player *pplayer)
Definition advdata.c:729
const char * ai_name(const struct ai_type *ai)
Definition ai.c:335
const char * ai_type_name_or_fallback(const char *orig_name)
Definition ai.c:346
struct ai_type * ai_type_by_name(const char *search)
Definition ai.c:290
#define CALL_FUNC_EACH_AI(_func,...)
Definition ai.h:387
@ INCIDENT_WAR
Definition ai.h:46
#define CALL_PLR_AI_FUNC(_func, _player,...)
Definition ai.h:377
void call_incident(enum incident_type type, enum casus_belli_range scope, const struct action *paction, struct player *violator, struct player *victim)
Definition aiiface.c:235
void ai_traits_close(struct player *pplayer)
Definition aitraits.c:59
#define n
Definition astring.c:77
struct player * create_barbarian_player(enum barbarian_type type)
Definition barbarian.c:97
#define BV_CLR_ALL(bv)
Definition bitvector.h:95
#define BV_SET(bv, bit)
Definition bitvector.h:81
#define BV_ISSET(bv, bit)
Definition bitvector.h:78
#define BV_CLR(bv, bit)
Definition bitvector.h:86
void citizens_nation_move(struct city *pcity, const struct player_slot *pslot_from, const struct player_slot *pslot_to, int move)
Definition citizens.c:130
citizens citizens_nation_get(const struct city *pcity, const struct player_slot *pslot)
Definition citizens.c:74
bool is_capital(const struct city *pcity)
Definition city.c:1575
const char * city_name_get(const struct city *pcity)
Definition city.c:1133
bool city_unhappy(const struct city *pcity)
Definition city.c:1622
bool city_celebrating(const struct city *pcity)
Definition city.c:1641
#define cities_iterate_end
Definition city.h:517
#define city_list_iterate_safe(citylist, _city)
Definition city.h:522
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_tile(_pcity_)
Definition city.h:564
#define cities_iterate(pcity)
Definition city.h:512
#define city_owner(_pcity_)
Definition city.h:563
#define city_list_iterate_end
Definition city.h:510
#define city_list_iterate_safe_end
Definition city.h:544
void city_map_update_empty(struct city *pcity, struct tile *ptile)
Definition citytools.c:3252
void city_build_free_buildings(struct city *pcity)
Definition citytools.c:1429
void sync_cities(void)
Definition citytools.c:3326
void city_map_update_all_cities_for_player(struct player *pplayer)
Definition citytools.c:3360
void remove_city(struct city *pcity)
Definition citytools.c:1702
struct trade_route * remove_trade_route(struct city *pc1, struct trade_route *proute, bool announce, bool source_gone)
Definition citytools.c:2918
bool transfer_city(struct player *ptaker, struct city *pcity, int kill_outside, bool transfer_unit_verbose, bool resolve_stack, bool raze, bool build_free)
Definition citytools.c:1072
void city_refresh_queue_add(struct city *pcity)
Definition cityturn.c:196
bool player_balance_treasury_units_and_buildings(struct player *pplayer)
Definition cityturn.c:3203
bool player_balance_treasury_units(struct player *pplayer)
Definition cityturn.c:3266
void city_refresh_for_player(struct player *pplayer)
Definition cityturn.c:181
void city_refresh_queue_processing(void)
Definition cityturn.c:212
char * incite_cost
Definition comments.c:74
void connection_detach(struct connection *pconn, bool remove_unused_player)
#define conn_list_iterate(connlist, pconn)
Definition connection.h:108
#define conn_list_iterate_end
Definition connection.h:110
int player_culture(const struct player *plr)
Definition culture.c:49
int nation_history_gain(const struct player *pplayer)
Definition culture.c:66
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
void set_ai_level_directer(struct player *pplayer, enum ai_level level)
Definition difficulty.c:39
void establish_embassy(struct player *pplayer, struct player *aplayer)
Definition diplhand.c:698
void reject_all_treaties(struct player *pplayer)
Definition diplhand.c:935
void set_diplstate_type(struct player_diplstate *state1, struct player_diplstate *state2, enum diplstate_type type)
Definition diplhand.c:122
void cancel_all_meetings(struct player *pplayer)
Definition diplhand.c:923
bool could_intel_with_player(const struct player *pplayer, const struct player *aplayer)
Definition diptreaty.c:84
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:842
int get_player_bonus(const struct player *pplayer, enum effect_type effect_type)
Definition effects.c:824
struct player * extra_owner(const struct tile *ptile)
Definition extras.c:1128
#define extra_type_by_cause_iterate_end
Definition extras.h:339
#define extra_type_by_cause_iterate(_cause, _extra)
Definition extras.h:333
int Tech_type_id
Definition fc_types.h:381
unsigned char citizens
Definition fc_types.h:392
int Impr_type_id
Definition fc_types.h:380
#define MAX_NUM_PLAYERS
Definition fc_types.h:36
revolen_type
Definition fc_types.h:1263
@ REVOLEN_RANDOM
Definition fc_types.h:1265
@ REVOLEN_RANDQUICK
Definition fc_types.h:1267
@ REVOLEN_FIXED
Definition fc_types.h:1264
@ REVOLEN_QUICKENING
Definition fc_types.h:1266
int Government_type_id
Definition fc_types.h:385
#define MAX_NUM_PLAYER_SLOTS
Definition fc_types.h:32
#define MAX_LEN_NAME
Definition fc_types.h:66
@ O_GOLD
Definition fc_types.h:101
@ O_LAST
Definition fc_types.h:101
#define PL_(String1, String2, n)
Definition fcintl.h:71
#define _(String)
Definition fcintl.h:67
size_t featured_text_apply_tag(const char *text_source, char *featured_text, size_t featured_text_len, enum text_tag_type tag_type, ft_offset_t start_offset, ft_offset_t stop_offset,...)
const struct ft_color ftc_server
const char * city_link(const struct city *pcity)
const struct ft_color ftc_any
#define FT_OFFSET_UNSET
@ TTT_COLOR
#define FT_COLOR(fg, bg)
struct civ_game game
Definition game.c:61
bool is_player_phase(const struct player *pplayer, int phase)
Definition game.c:710
struct world wld
Definition game.c:62
#define GAME_DEFAULT_REVOLUTION_LENGTH
Definition game.h:736
#define GAME_MIN_CIVILWARSIZE
Definition game.h:489
#define any_web_conns()
Definition game.h:316
#define GAME_MAX_CIVILWARSIZE
Definition game.h:490
struct unit_type * crole_to_unit_type(char crole, struct player *pplayer)
Definition gamehand.c:120
const char * government_name_translation(const struct government *pgovern)
Definition government.c:143
bool untargeted_revolution_allowed(void)
Definition government.c:565
const char * ruler_title_for_player(const struct player *pplayer, char *buf, size_t buf_len)
Definition government.c:391
Government_type_id government_count(void)
Definition government.c:71
struct government * government_by_number(const Government_type_id gov)
Definition government.c:103
struct government * government_of_player(const struct player *pplayer)
Definition government.c:114
const char * government_name_for_player(const struct player *pplayer)
Definition government.c:154
bool can_change_to_government(struct player *pplayer, const struct government *gov)
Definition government.c:166
Government_type_id government_number(const struct government *pgovern)
Definition government.c:91
const char * government_rule_name(const struct government *pgovern)
Definition government.c:133
static GtkWidget * persistent
GType type
Definition repodlgs.c:1313
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
void handicaps_init(struct player *pplayer)
Definition handicaps.c:29
void handicaps_close(struct player *pplayer)
Definition handicaps.c:42
@ H_REVOLUTION
Definition handicaps.h:30
@ H_RATES
Definition handicaps.h:23
struct impr_type * improvement_by_number(const Impr_type_id id)
bool wonder_visible_to_player(const struct impr_type *wonder, const struct player *pplayer, const struct player *owner, enum fc_tristate embassy)
#define WONDER_NOT_BUILT
#define B_LAST
Definition improvement.h:42
const char * name
Definition inputfile.c:127
#define fc_assert_msg(condition, message,...)
Definition log.h:181
#define fc_assert_ret(condition)
Definition log.h:191
#define log_verbose(message,...)
Definition log.h:109
#define fc_assert(condition)
Definition log.h:176
#define fc_assert_ret_val(condition, val)
Definition log.h:194
#define fc_assert_action(condition, action)
Definition log.h:187
#define log_debug(message,...)
Definition log.h:115
#define log_normal(message,...)
Definition log.h:107
#define log_error(message,...)
Definition log.h:103
bool map_is_empty(void)
Definition map.c:148
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:377
#define square_iterate_end
Definition map.h:380
#define whole_map_iterate(_map, _tile)
Definition map.h:531
#define whole_map_iterate_end
Definition map.h:540
void player_map_init(struct player *pplayer)
Definition maphand.c:1228
void map_claim_base(struct tile *ptile, struct extra_type *pextra, struct player *powner, struct player *ploser)
Definition maphand.c:2405
void map_claim_ownership(struct tile *ptile, struct player *powner, struct tile *psource, bool claim_bases)
Definition maphand.c:2212
void map_know_and_see_all(struct player *pplayer)
Definition maphand.c:1203
void give_map_from_player_to_player(struct player *pfrom, struct player *pdest)
Definition maphand.c:384
void remove_shared_vision(struct player *pfrom, struct player *pto)
Definition maphand.c:1700
void player_map_free(struct player *pplayer)
Definition maphand.c:1244
void map_calculate_borders(void)
Definition maphand.c:2378
void remove_player_from_maps(struct player *pplayer)
Definition maphand.c:1265
bool give_distorted_map(struct player *pfrom, struct player *pto, int prob, bool reveal_cities)
Definition maphand.c:2701
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_strdup(str)
Definition mem.h:43
enum mood_type player_mood(struct player *pplayer)
Definition mood.c:28
const char * multiplier_rule_name(const struct multiplier *pmul)
Multiplier_type_id multiplier_count(void)
Definition multipliers.c:88
bool multiplier_can_be_changed(struct multiplier *pmul, struct player *pplayer)
static struct multiplier multipliers[MAX_NUM_MULTIPLIERS]
Definition multipliers.c:23
struct multiplier * multiplier_by_number(Multiplier_type_id id)
Definition multipliers.c:57
Multiplier_type_id multiplier_index(const struct multiplier *pmul)
Definition multipliers.c:80
#define multipliers_iterate(_mul_)
Definition multipliers.h:61
#define multipliers_iterate_end
Definition multipliers.h:67
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
Nation_type_id nation_count(void)
Definition nation.c:507
Nation_type_id nation_number(const struct nation_type *pnation)
Definition nation.c:486
struct nation_leader * nation_leader_by_name(const struct nation_type *pnation, const char *name)
Definition nation.c:267
int nations_match(const struct nation_type *pnation1, const struct nation_type *pnation2, bool ignore_conflicts)
Definition nation.c:1206
const char * nation_adjective_for_player(const struct player *pplayer)
Definition nation.c:169
int nation_set_index(const struct nation_set *pset)
Definition nation.c:699
struct nation_type * nation_of_player(const struct player *pplayer)
Definition nation.c:444
bool is_nation_playable(const struct nation_type *nation)
Definition nation.c:200
const struct rgbcolor * nation_color(const struct nation_type *pnation)
Definition nation.c:682
bool nation_is_in_set(const struct nation_type *pnation, const struct nation_set *pset)
Definition nation.c:837
int nation_set_count(void)
Definition nation.c:691
struct nation_set * nation_set_by_number(int id)
Definition nation.c:762
struct nation_set * nation_set_by_setting_value(const char *setting)
Definition nation.c:859
Nation_type_id nation_index(const struct nation_type *pnation)
Definition nation.c:498
const char * nation_set_rule_name(const struct nation_set *pset)
Definition nation.c:807
enum barbarian_type nation_barbarian_type(const struct nation_type *nation)
Definition nation.c:211
const char * nation_plural_for_player(const struct player *pplayer)
Definition nation.c:178
struct government * init_government_of_nation(const struct nation_type *pnation)
Definition nation.c:659
#define nation_list_iterate(nationlist, pnation)
Definition nation.h:84
#define nation_sets_iterate_end
Definition nation.h:305
#define nation_sets_iterate(NAME_pset)
Definition nation.h:301
#define nations_iterate_end
Definition nation.h:336
#define nation_list_iterate_end
Definition nation.h:86
#define nations_iterate(NAME_pnation)
Definition nation.h:333
#define NATION_NONE
Definition nation.h:33
#define NO_NATION_SELECTED
Definition nation.h:30
void notify_player(const struct player *pplayer, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:292
void notify_conn(struct conn_list *dest, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:239
void generic_handle_player_attribute_chunk(struct player *pplayer, const struct packet_player_attribute_chunk *chunk)
Definition packets.c:690
void send_attribute_block(const struct player *pplayer, struct connection *pconn)
Definition packets.c:746
#define web_send_packet(packetname, pconn,...)
Definition packets.h:56
int dsend_packet_player_remove(struct connection *pc, int playerno)
int send_packet_player_diplstate(struct connection *pc, const struct packet_player_diplstate *packet)
int send_packet_player_info(struct connection *pc, const struct packet_player_info *packet)
void lsend_packet_nation_availability(struct conn_list *dest, const struct packet_nation_availability *packet)
bool player_slot_is_used(const struct player_slot *pslot)
Definition player.c:448
struct player * player_new(struct player_slot *pslot)
Definition player.c:493
struct player * player_by_number(const int player_id)
Definition player.c:849
bool players_on_same_team(const struct player *pplayer1, const struct player *pplayer2)
Definition player.c:1480
int player_count(void)
Definition player.c:817
enum diplstate_type cancel_pact_result(enum diplstate_type oldstate)
Definition player.c:68
int player_slot_count(void)
Definition player.c:418
struct player_slot * player_slot_by_number(int player_id)
Definition player.c:463
int player_get_expected_income(const struct player *pplayer)
Definition player.c:1286
int player_number(const struct player *pplayer)
Definition player.c:837
const char * player_name(const struct player *pplayer)
Definition player.c:895
void player_clear(struct player *pplayer, bool full)
Definition player.c:669
int player_slot_index(const struct player_slot *pslot)
Definition player.c:426
bool player_has_real_embassy(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:240
bool team_has_embassy(const struct team *pteam, const struct player *tgt_player)
Definition player.c:220
void player_set_color(struct player *pplayer, const struct rgbcolor *prgbcolor)
Definition player.c:648
int player_index(const struct player *pplayer)
Definition player.c:829
bool player_set_nation(struct player *pplayer, struct nation_type *pnation)
Definition player.c:861
enum dipl_reason pplayer_can_cancel_treaty(const struct player *p1, const struct player *p2)
Definition player.c:98
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 gives_shared_tiles(const struct player *me, const struct player *them)
Definition player.c:1497
bool gives_shared_vision(const struct player *me, const struct player *them)
Definition player.c:1489
void player_destroy(struct player *pplayer)
Definition player.c:756
#define players_iterate_end
Definition player.h:539
dipl_reason
Definition player.h:192
@ DIPL_SENATE_BLOCKING
Definition player.h:193
@ DIPL_OK
Definition player.h:193
#define players_iterate(_pplayer)
Definition player.h:534
#define player_list_iterate(playerlist, pplayer)
Definition player.h:557
#define ANON_USER_NAME
Definition player.h:48
static bool is_barbarian(const struct player *pplayer)
Definition player.h:491
#define is_ai(plr)
Definition player.h:232
#define player_list_iterate_end
Definition player.h:559
#define set_as_human(plr)
Definition player.h:233
#define players_iterate_alive_end
Definition player.h:549
@ PLRCOL_PLR_RANDOM
Definition player.h:54
@ PLRCOL_PLR_SET
Definition player.h:55
@ PLRCOL_NATION_ORDER
Definition player.h:57
@ PLRCOL_TEAM_ORDER
Definition player.h:56
@ PLRCOL_PLR_ORDER
Definition player.h:53
#define set_as_ai(plr)
Definition player.h:234
#define is_human(plr)
Definition player.h:231
#define players_iterate_alive(_pplayer)
Definition player.h:544
void handle_player_phase_done(struct player *pplayer, int turn)
Definition plrhand.c:3183
void send_nation_availability(struct conn_list *dest, bool nationset_change)
Definition plrhand.c:2645
void handle_player_multiplier(struct player *pplayer, int count, const int *multipliers)
Definition plrhand.c:3399
void server_player_set_name(struct player *pplayer, const char *name)
Definition plrhand.c:2268
int barbarian_count(void)
Definition plrhand.c:3203
void send_player_all_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1129
static void send_player_remove_info_c(const struct player_slot *pslot, struct conn_list *dest)
Definition plrhand.c:1079
struct player * server_create_player(int player_id, const char *ai_tname, struct rgbcolor *prgbcolor, bool allow_ai_type_fallbacking)
Definition plrhand.c:1894
const struct rgbcolor * player_preferred_color(struct player *pplayer)
Definition plrhand.c:1673
void player_update_last_war_action(struct player *pplayer)
Definition plrhand.c:865
void handle_player_attribute_chunk(struct player *pplayer, const struct packet_player_attribute_chunk *chunk)
Definition plrhand.c:3165
void player_status_add(struct player *plr, enum player_status pstatus)
Definition plrhand.c:3219
int normal_player_count(void)
Definition plrhand.c:3211
static void send_player_info_c_real(struct player *src, struct conn_list *dest)
Definition plrhand.c:1166
static enum plr_info_level player_info_level(struct player *plr, struct player *receiver)
Definition plrhand.c:1570
static void package_player_diplstate(struct player *plr1, struct player *plr2, struct packet_player_diplstate *packet_ds, struct player *receiver, enum plr_info_level min_info_level)
Definition plrhand.c:1527
void player_set_under_human_control(struct player *pplayer)
Definition plrhand.c:3460
static void maybe_claim_base(struct tile *ptile, struct player *new_owner, struct player *old_owner)
Definition plrhand.c:823
void playercolor_free(void)
Definition plrhand.c:3350
static struct nation_set * current_nationset(void)
Definition plrhand.c:2584
void give_midgame_initial_units(struct player *pplayer, struct tile *ptile)
Definition plrhand.c:1870
static int get_player_maxrate(struct player *pplayer)
Definition plrhand.c:269
static void call_first_contact(struct player *pplayer, struct player *aplayer)
Definition plrhand.c:1603
void player_limit_to_max_rates(struct player *pplayer)
Definition plrhand.c:2057
bool civil_war_triggered(struct player *pplayer)
Definition plrhand.c:2960
void server_player_set_color(struct player *pplayer, const struct rgbcolor *prgbcolor)
Definition plrhand.c:1823
void player_set_to_ai_mode(struct player *pplayer, enum ai_level skill_level)
Definition plrhand.c:3438
bool server_player_set_name_full(const struct connection *caller, struct player *pplayer, const struct nation_type *pnation, const char *name, char *error_buf, size_t error_buf_len)
Definition plrhand.c:2168
bool player_delegation_active(const struct player *pplayer)
Definition plrhand.c:3273
void player_info_thaw(void)
Definition plrhand.c:1108
void player_info_freeze(void)
Definition plrhand.c:1099
struct player * player_by_user_delegated(const char *name)
Definition plrhand.c:3325
void maybe_make_contact(struct tile *ptile, struct player *pplayer)
Definition plrhand.c:2362
void handle_player_attribute_block(struct player *pplayer)
Definition plrhand.c:3175
static void send_nation_availability_real(struct conn_list *dest, bool nationset_change)
Definition plrhand.c:2629
struct nation_type * pick_a_nation(const struct nation_list *choices, bool ignore_conflicts, bool needs_startpos, enum barbarian_type barb_type)
Definition plrhand.c:2456
static enum diplstate_type get_default_diplstate(const struct player *pplayer1, const struct player *pplayer2)
Definition plrhand.c:2285
void playercolor_init(void)
Definition plrhand.c:3340
void check_player_max_rates(struct player *pplayer)
Definition plrhand.c:776
void kill_player(struct player *pplayer)
Definition plrhand.c:125
const char * player_color_ftstr(struct player *pplayer)
Definition plrhand.c:1843
void send_player_info_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1146
void set_shuffled_players(int *shuffled_players)
Definition plrhand.c:2406
struct player * civil_war(struct player *pplayer)
Definition plrhand.c:3010
static int shuffled_order[MAX_NUM_PLAYER_SLOTS]
Definition plrhand.c:114
void player_status_reset(struct player *plr)
Definition plrhand.c:3235
void send_delegation_info(const struct connection *pconn)
Definition plrhand.c:3281
void handle_player_change_government(struct player *pplayer, Government_type_id government)
Definition plrhand.c:565
void update_national_activities(struct player *pplayer, int old_gold)
Definition plrhand.c:3480
struct conn_list * player_reply_dest(struct player *pplayer)
Definition plrhand.c:1593
void update_players_after_alliance_breakup(struct player *pplayer, struct player *pplayer2, const struct unit_list *pplayer_seen_units, const struct unit_list *pplayer2_seen_units)
Definition plrhand.c:804
static int revolentype_length(enum revolen_type rltype, struct government *gov)
Definition plrhand.c:515
bool player_status_check(struct player *plr, enum player_status pstatus)
Definition plrhand.c:3227
bool civil_war_possible(struct player *pplayer, bool conquering_city, bool honour_server_option)
Definition plrhand.c:2913
struct rgbcolor * playercolor_get(int id)
Definition plrhand.c:3379
void player_delegation_set(struct player *pplayer, const char *username)
Definition plrhand.c:3257
static bool server_player_name_is_allowed(const struct connection *caller, const struct player *pplayer, const struct nation_type *pnation, const char *name, char *error_buf, size_t error_buf_len)
Definition plrhand.c:2106
int playercolor_count(void)
Definition plrhand.c:3389
void shuffle_players(void)
Definition plrhand.c:2381
static void package_player_info(struct player *plr, struct packet_player_info *packet, struct packet_web_player_info_addition *web_packet, struct player *receiver, enum plr_info_level min_info_level)
Definition plrhand.c:1324
void server_remove_player(struct player *pplayer)
Definition plrhand.c:1943
void government_change(struct player *pplayer, struct government *gov, bool revolution_finished)
Definition plrhand.c:336
void server_player_init(struct player *pplayer, bool initmap, bool needs_team)
Definition plrhand.c:1618
static void send_player_diplstate_c_real(struct player *src, struct conn_list *dest)
Definition plrhand.c:1228
void handle_diplomacy_cancel_pact(struct player *pplayer, int other_player_id, enum clause_type clause)
Definition plrhand.c:880
void make_contact(struct player *pplayer1, struct player *pplayer2, struct tile *ptile)
Definition plrhand.c:2303
void playercolor_add(struct rgbcolor *prgbcolor)
Definition plrhand.c:3369
void update_capital(struct player *pplayer)
Definition plrhand.c:731
void count_playable_nations(void)
Definition plrhand.c:2602
void handle_player_rates(struct player *pplayer, int tax, int luxury, int science)
Definition plrhand.c:285
bool player_color_changeable(const struct player *pplayer, const char **reason)
Definition plrhand.c:1716
void assign_player_colors(void)
Definition plrhand.c:1734
static void package_player_common(struct player *plr, struct packet_player_info *packet, struct packet_web_player_info_addition *web_packet)
Definition plrhand.c:1261
bool client_can_pick_nation(const struct nation_type *pnation)
Definition plrhand.c:2617
void send_player_diplstate_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1212
static struct player * split_player(struct player *pplayer)
Definition plrhand.c:2762
struct player * shuffled_player(int i)
Definition plrhand.c:2424
void player_loot_player(struct player *pvictor, struct player *pvictim)
Definition plrhand.c:410
const char * player_delegation_get(const struct player *pplayer)
Definition plrhand.c:3244
bool nation_is_in_current_set(const struct nation_type *pnation)
Definition plrhand.c:2593
void enter_war(struct player *pplayer, struct player *pplayer2)
Definition plrhand.c:848
static int player_info_frozen_level
Definition plrhand.c:117
int revolution_length(struct government *gov, struct player *plr)
Definition plrhand.c:549
void fit_nationset_to_players(void)
Definition plrhand.c:2662
void reset_all_start_commands(bool plrchange)
Definition plrhand.c:2727
void update_revolution(struct player *pplayer)
Definition plrhand.c:672
plr_info_level
Definition plrhand.h:25
@ INFO_MEETING
Definition plrhand.h:25
@ INFO_MINIMUM
Definition plrhand.h:25
@ INFO_EMBASSY
Definition plrhand.h:25
@ INFO_FULL
Definition plrhand.h:25
#define allowed_nations_iterate(pnation)
Definition plrhand.h:69
#define allowed_nations_iterate_end
Definition plrhand.h:73
#define fc_rand(_size)
Definition rand.h:56
enum tech_state research_invention_set(struct research *presearch, Tech_type_id tech, enum tech_state value)
Definition research.c:637
const char * research_advance_rule_name(const struct research *presearch, Tech_type_id tech)
Definition research.c:240
int player_tech_upkeep(const struct player *pplayer)
Definition research.c:1058
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
void research_update(struct research *presearch)
Definition research.c:501
void rgbcolor_destroy(struct rgbcolor *prgbcolor)
Definition rgbcolor.c:74
bool rgbcolors_are_equal(const struct rgbcolor *c1, const struct rgbcolor *c2)
Definition rgbcolor.c:62
bool rgbcolor_to_hex(const struct rgbcolor *prgbcolor, char *hex, size_t hex_len)
Definition rgbcolor.c:142
#define rgbcolor_list_iterate_end
Definition rgbcolor.h:45
#define rgbcolor_list_iterate(rgbcolorlist, prgbcolor)
Definition rgbcolor.h:43
void script_server_signal_emit(const char *signal_name,...)
void script_server_remove_exported_object(void *object)
void array_shuffle(int *array, int n)
Definition shared.c:2008
bool is_ascii_name(const char *name)
Definition shared.c:286
void remove_leading_trailing_spaces(char *s)
Definition shared.c:444
@ TRI_YES
Definition shared.h:46
@ TRI_NO
Definition shared.h:46
#define CLIP(lower, current, upper)
Definition shared.h:57
#define MIN(x, y)
Definition shared.h:55
#define FC_INFINITY
Definition shared.h:36
#define MAX(x, y)
Definition shared.h:54
void send_spaceship_info(struct player *src, struct conn_list *dest)
Definition spacerace.c:129
void spaceship_init(struct player_spaceship *ship)
Definition spaceship.c:96
#define DEFAULT_SPECIALIST
Definition specialist.h:43
struct sprite int x
Definition sprite_g.h:31
void player_nation_defaults(struct player *pplayer, struct nation_type *pnation, bool set_name)
Definition srv_main.c:2620
bool game_was_started(void)
Definition srv_main.c:354
void check_for_full_turn_done(void)
Definition srv_main.c:2255
enum server_states server_state(void)
Definition srv_main.c:338
void set_ai_level_direct(struct player *pplayer, enum ai_level level)
Definition stdinhand.c:2004
Definition city.h:320
enum capital_type capital
Definition city.h:328
citizens specialists[SP_MAX]
Definition city.h:336
int contactturns
Definition game.h:137
struct rgbcolor_list * plr_colors
Definition game.h:245
char start_units[MAX_LEN_STARTUNIT]
Definition game.h:189
enum plrcolor_mode plrcolormode
Definition game.h:128
struct conn_list * est_connections
Definition game.h:97
struct packet_game_info info
Definition game.h:89
struct packet_scenario_info scenario
Definition game.h:87
unsigned revealmap
Definition game.h:177
int civilwarsize
Definition game.h:135
bool savepalace
Definition game.h:187
char nationset[MAX_LEN_NAME]
Definition game.h:157
struct civ_game::@31::@35 server
int max_players
Definition game.h:156
int revolution_length
Definition game.h:178
struct government * government_during_revolution
Definition game.h:94
enum cmdlevel access_level
Definition connection.h:177
struct conn_list * self
Definition connection.h:163
int changed_to_times
Definition government.h:62
enum barbarian_type barb_type
Definition nation.h:110
bool no_startpos
Definition nation.h:148
struct nation_type::@51::@53 server
enum gameloss_style gameloss_style
enum gold_upkeep_style gold_upkeep_style
enum ai_level skill_level
enum revolen_type revolentype
enum persistent_ready persistent_ready
int civil_war_bonus_celebrating
bool is_pickable[MAX_NUM_NATIONS]
enum ai_level ai_skill_level
int multiplier[MAX_NUM_MULTIPLIERS]
char username[MAX_LEN_NAME]
bv_plr_flags flags
enum mood_type mood
bv_player gives_shared_vision
int love[MAX_NUM_PLAYER_SLOTS]
Government_type_id target_government
int multiplier_target[MAX_NUM_MULTIPLIERS]
int multiplier_changed[MAX_NUM_MULTIPLIERS]
bv_player gives_shared_tiles
Nation_type_id nation
enum barbarian_type barbarian_type
char name[MAX_LEN_NAME]
Government_type_id government
bv_player real_embassy
int wonders[B_LAST]
enum ai_level skill_level
Definition player.h:116
enum barbarian_type barbarian_type
Definition player.h:122
int warmth
Definition player.h:121
int science_cost
Definition player.h:119
int love[MAX_NUM_PLAYER_SLOTS]
Definition player.h:124
int maxbuycost
Definition player.h:114
int frost
Definition player.h:121
char contact_turns_left
Definition player.h:204
enum diplstate_type type
Definition player.h:199
char has_reason_to_cancel
Definition player.h:203
int infra_points
Definition player.h:67
int units_killed
Definition player.h:105
int units_used
Definition player.h:108
int units_lost
Definition player.h:106
int units_built
Definition player.h:104
struct city_list * cities
Definition player.h:281
struct player_ai ai_common
Definition player.h:288
bv_plr_flags flags
Definition player.h:292
bv_pstatus status
Definition player.h:322
int primary_capital_id
Definition player.h:275
bool is_male
Definition player.h:257
int wonders[B_LAST]
Definition player.h:305
struct government * target_government
Definition player.h:259
int autoselect_weight
Definition player.h:299
char username[MAX_LEN_NAME]
Definition player.h:252
bool is_connected
Definition player.h:296
int revolution_finishes
Definition player.h:273
int nturns_idle
Definition player.h:265
struct government * government
Definition player.h:258
struct connection * current_conn
Definition player.h:297
struct team * team
Definition player.h:261
char * savegame_ai_type_name
Definition player.h:290
int turns_alive
Definition player.h:266
bool was_created
Definition player.h:294
const struct ai_type * ai
Definition player.h:289
struct unit_list * units
Definition player.h:282
struct conn_list * connections
Definition player.h:298
bool is_alive
Definition player.h:268
bv_player real_embassy
Definition player.h:277
struct player_economic economic
Definition player.h:284
char delegate_to[MAX_LEN_NAME]
Definition player.h:339
struct player_spaceship spaceship
Definition player.h:286
char name[MAX_LEN_NAME]
Definition player.h:251
bv_player gives_shared_vision
Definition player.h:302
struct player_score score
Definition player.h:283
struct player_tile * private_map
Definition player.h:324
struct multiplier_value multipliers[MAX_NUM_MULTIPLIERS]
Definition player.h:314
bv_player really_gives_vision
Definition player.h:329
struct nation_type * nation
Definition player.h:260
struct nation_style * style
Definition player.h:279
bool border_vision
Definition player.h:327
bool phase_done
Definition player.h:263
struct player_slot * slot
Definition player.h:250
bv_player gives_shared_tiles
Definition player.h:304
bool is_ready
Definition player.h:262
struct player::@70::@72 server
int history
Definition player.h:316
bv_debug debug
Definition player.h:332
char orig_username[MAX_LEN_NAME]
Definition player.h:347
int last_war_action
Definition player.h:270
struct rgbcolor * rgb
Definition player.h:312
bool unassigned_user
Definition player.h:253
Tech_type_id researching_saved
Definition research.h:62
int g
Definition rgbcolor.h:34
int b
Definition rgbcolor.h:34
int r
Definition rgbcolor.h:34
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
struct player * extras_owner
Definition tile.h:63
int upkeep[O_LAST]
Definition unit.h:150
struct unit::@81::@84 server
int upkeep_paid[O_LAST]
Definition unit.h:259
struct civ_map map
struct music_style * player_music_style(struct player *plr)
Definition style.c:185
int music_style_number(const struct music_style *pms)
Definition style.c:161
int style_number(const struct nation_style *pstyle)
Definition style.c:68
int fc_snprintf(char *str, size_t n, const char *format,...)
Definition support.c:960
size_t fc_strlcpy(char *dest, const char *src, size_t n)
Definition support.c:777
int fc_strcasecmp(const char *str0, const char *str1)
Definition support.c:186
int cat_snprintf(char *str, size_t n, const char *format,...)
Definition support.c:986
char fc_toupper(char c)
Definition support.c:1262
#define sz_strlcpy(dest, src)
Definition support.h:189
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
#define fc__fallthrough
Definition support.h:119
int team_count(void)
Definition team.c:375
int team_number(const struct team *pteam)
Definition team.c:391
bool team_add_player(struct player *pplayer, struct team *pteam)
Definition team.c:467
const struct player_list * team_members(const struct team *pteam)
Definition team.c:456
#define advance_index_iterate_end
Definition tech.h:249
#define A_NONE
Definition tech.h:43
#define A_UNSET
Definition tech.h:48
#define A_UNKNOWN
Definition tech.h:49
#define advance_index_iterate(_start, _index)
Definition tech.h:245
Tech_type_id steal_a_tech(struct player *pplayer, struct player *victim, Tech_type_id preferred)
Definition techtools.c:1233
void send_research_info(const struct research *presearch, const struct conn_list *dest)
Definition techtools.c:293
void update_bulbs(struct player *pplayer, int bulbs, bool check_tech, bool free_bulbs)
Definition techtools.c:654
bool tile_has_claimable_base(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:215
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_owner(_tile)
Definition tile.h:97
#define trade_routes_iterate_safe_end
#define trade_routes_iterate_safe(c, proute)
#define unit_owner(_pu)
Definition unit.h:396
#define is_unit_homeless(_pu_)
Definition unit.h:395
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_safe(unitlist, _unit)
Definition unitlist.h:39
#define unit_list_iterate_end
Definition unitlist.h:33
#define unit_list_iterate_safe_end
Definition unitlist.h:61
struct unit_list * get_units_seen_via_ally(const struct player *pplayer, const struct player *aplayer)
Definition unittools.c:1417
void remove_allied_visibility(struct player *pplayer, struct player *aplayer, const struct unit_list *seen_units)
Definition unittools.c:1452
void resolve_unit_stacks(struct player *pplayer, struct player *aplayer, bool verbose)
Definition unittools.c:1402
struct unit * create_unit(struct player *pplayer, struct tile *ptile, const struct unit_type *type, int veteran_level, int homecity_id, int moves_left)
Definition unittools.c:1606
void wipe_unit(struct unit *punit, enum unit_loss_reason reason, struct player *killer)
Definition unittools.c:2140
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
int utype_upkeep_cost(const struct unit_type *ut, struct player *pplayer, Output_type_id otype)
Definition unittype.c:132
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:190
void send_updated_vote_totals(struct conn_list *dest)
Definition voting.c:866