const char * city_name_get(const struct city *pcity)
#define city_tile(_pcity_)
static citizens city_size_get(const struct city *pcity)
#define city_owner(_pcity_)
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
#define fc_assert_ret(condition)
#define fc_assert(condition)
#define fc_assert_ret_val(condition, val)
#define fc_calloc(n, esz)
struct vision_site * vision_site_new_from_city(const struct city *pcity, const struct player *watcher)
void vision_site_size_set(struct vision_site *psite, citizens size)
citizens vision_site_size_get(const struct vision_site *psite)
struct vision * vision_new(struct player *pplayer, struct tile *ptile)
bool vision_reveal_tiles(struct vision *vision, bool reveal_tiles)
void vision_site_update_from_city(struct vision_site *psite, const struct city *pcity, const struct player *watcher)
void vision_free(struct vision *vision)
struct vision_site * vision_site_copy(const struct vision_site *psite)
struct vision_site * vision_site_new(int identity, struct tile *location, struct player *owner)
void vision_site_destroy(struct vision_site *psite)