127 worth +=
pcity->prod[
o] * 10;
static struct action * action_by_number(action_id act_id)
#define action_id_get_role(act_id)
int player_distance_to_player(struct player *pplayer, struct player *target)
int city_gold_worth(struct city *pcity)
struct player * player_leading_spacerace(void)
int city_granary_size(int city_size)
bool city_unhappy(const struct city *pcity)
bool can_city_build_unit_direct(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype)
#define city_list_iterate(citylist, pcity)
static citizens city_size_get(const struct city *pcity)
#define output_type_iterate(output)
#define city_owner(_pcity_)
#define city_list_iterate_end
#define city_built_iterate(_pcity, _p)
#define city_built_iterate_end
#define output_type_iterate_end
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
struct 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
int impr_sell_gold(const struct impr_type *pimprove)
int impr_build_shield_cost(const struct city *pcity, const struct impr_type *pimprove)
bool is_wonder(const struct impr_type *pimprove)
bool improvement_obsolete(const struct player *pplayer, const struct impr_type *pimprove, const struct city *pcity)
bool same_pos(const struct tile *tile1, const struct tile *tile2)
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
struct city_list * cities
static bool is_barbarian(const struct player *pplayer)
#define players_iterate_alive_end
#define players_iterate_alive(_pplayer)
struct packet_scenario_info scenario
struct city_list * cities
const struct unit_type * obsoleted_by
int unit_shield_value(const struct unit *punit, const struct unit_type *punittype, const struct action *paction)
#define unit_list_iterate(unitlist, punit)
#define unit_list_iterate_end
int utype_buy_gold_cost(const struct city *pcity, const struct unit_type *punittype, int shields_in_stock)
const struct unit_type * unit_type_get(const struct unit *punit)
int unit_build_shield_cost(const struct city *pcity, const struct unit *punit)
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
bool victory_enabled(enum victory_condition_type victory)