94 log_deprecation(
"Deprecated: lua construct \"game:turn\", deprecated since \"3.0\", used. "
95 "Use \"game:current_turn\" instead.");
491 if (!
pconn->observer) {
1386 3,
"index out of bounds",
NULL);
const char * achievement_rule_name(struct achievement *pach)
const char * achievement_name_translation(struct achievement *pach)
const char * action_id_name_translation(action_id act_id)
const char * action_id_rule_name(action_id act_id)
enum action_target_kind action_get_target_kind(const struct action *paction)
static struct action * action_by_number(action_id act_id)
int api_methods_tile_nat_x(lua_State *L, Tile *ptile)
int api_methods_tile_num_units(lua_State *L, Tile *ptile)
bool api_methods_is_city_unhappy(lua_State *L, City *pcity)
bool api_methods_is_gov_center(lua_State *L, City *pcity)
const char * api_methods_game_rulesetdir(lua_State *L)
int api_methods_player_future(lua_State *L, Player *pplayer)
bool api_methods_unit_type_can_exist_at_tile(lua_State *L, Unit_Type *punit_type, Tile *ptile)
int api_methods_player_num_cities(lua_State *L, Player *pplayer)
bool api_methods_unit_can_upgrade(lua_State *L, Unit *punit, bool is_free)
bool api_methods_player_has_wonder(lua_State *L, Player *pplayer, Building_Type *building)
Unit_List_Link * api_methods_unit_list_next_link(lua_State *L, Unit_List_Link *ul_link)
const char * api_methods_nation_type_plural_translation(lua_State *L, Nation_Type *pnation)
const char * api_methods_disaster_name_translation(lua_State *L, Disaster *pdis)
Unit * api_methods_unit_list_link_data(lua_State *L, Unit_List_Link *ul_link)
const char * api_methods_get_diplstate(lua_State *L, Player *pplayer1, Player *pplayer2)
int api_methods_tile_nat_y(lua_State *L, Tile *ptile)
Unit_List_Link * api_methods_private_tile_unit_list_head(lua_State *L, Tile *ptile)
int api_methods_player_tech_cost(lua_State *L, Player *pplayer, Tech_Type *ptech)
lua_Object api_methods_player_researching(lua_State *L, Player *pplayer)
int api_methods_game_year_fragment(lua_State *L)
const char * api_methods_counter_name_translation(lua_State *L, Counter *c)
int api_methods_city_culture_get(lua_State *L, City *pcity)
const char * api_methods_unit_type_name_translation(lua_State *L, Unit_Type *punit_type)
const char * api_methods_game_ruleset_name(lua_State *L)
const char * api_methods_building_type_rule_name(lua_State *L, Building_Type *pbuilding)
bool api_methods_unit_seen(lua_State *L, Unit *self, Player *watcher)
City * api_methods_city_list_link_data(lua_State *L, City_List_Link *cl_link)
const char * api_methods_unit_tile_link(lua_State *L, Unit *punit)
const char * api_methods_counter_rule_name(lua_State *L, Counter *c)
bool api_methods_player_can_build_impr_direct(lua_State *L, Player *pplayer, Building_Type *itype)
int api_methods_player_num_units(lua_State *L, Player *pplayer)
const char * api_methods_tech_type_rule_name(lua_State *L, Tech_Type *ptech)
int api_methods_tile_map_x(lua_State *L, Tile *ptile)
bool api_methods_is_city_happy(lua_State *L, City *pcity)
const char * api_methods_achievement_rule_name(lua_State *L, Achievement *pach)
Unit_Type * api_methods_player_can_upgrade(lua_State *L, Player *pplayer, Unit_Type *utype)
const char * api_methods_city_link(lua_State *L, City *pcity)
const char * api_methods_nation_type_name_translation(lua_State *L, Nation_Type *pnation)
const char * api_methods_government_rule_name(lua_State *L, Government *pgovernment)
const char * api_methods_terrain_rule_name(lua_State *L, Terrain *pterrain)
int api_methods_player_number(lua_State *L, Player *pplayer)
int api_methods_player_infrapoints(lua_State *L, Player *pplayer)
Unit_List_Link * api_methods_private_unit_cargo_list_head(lua_State *L, Unit *punit)
const char * api_methods_player_controlling_gui(lua_State *L, Player *pplayer)
const char * api_methods_action_name_translation(lua_State *L, Action *pact)
const char * api_methods_terrain_class_name(lua_State *L, Terrain *pterrain)
bool api_methods_player_shares_research(lua_State *L, Player *pplayer, Player *aplayer)
const char * api_methods_tech_type_name_translation(lua_State *L, Tech_Type *ptech)
Player * api_methods_tile_extra_owner(lua_State *L, Tile *ptile, const char *extra_name)
int api_methods_city_size_get(lua_State *L, City *pcity)
const char * api_methods_tech_cost_style(lua_State *L)
City * api_methods_tile_city(lua_State *L, Tile *ptile)
const char * api_methods_tech_leakage_style(lua_State *L)
const char * api_methods_government_name_translation(lua_State *L, Government *pgovernment)
bool api_method_player_can_research(lua_State *L, Player *pplayer, Tech_Type *ptech)
bool api_methods_tile_has_extra(lua_State *L, Tile *ptile, const char *name)
int api_methods_tile_sq_distance(lua_State *L, Tile *ptile1, Tile *ptile2)
bool api_methods_unit_type_has_role(lua_State *L, Unit_Type *punit_type, const char *role)
const char * api_methods_tile_link(lua_State *L, Tile *ptile)
int api_methods_player_culture_get(lua_State *L, Player *pplayer)
int api_methods_game_turn_deprecated(lua_State *L)
int api_methods_player_bulbs(lua_State *L, Player *pplayer)
const char * api_methods_achievement_name_translation(lua_State *L, Achievement *pach)
int api_methods_city_nationality_citizens(lua_State *L, City *pcity, Player *nationality)
bool api_methods_building_type_is_great_wonder(lua_State *L, Building_Type *pbuilding)
bool api_methods_tile_seen(lua_State *L, Tile *self, Player *watcher)
const char * api_methods_city_tile_link(lua_State *L, City *pcity)
int api_methods_private_tile_next_outward_index(lua_State *L, Tile *pstart, int tindex, int max_dist)
Tile * api_methods_unit_tile_get(lua_State *L, Unit *punit)
bool api_methods_tile_has_road(lua_State *L, Tile *ptile, const char *name)
const char * api_methods_nation_type_rule_name(lua_State *L, Nation_Type *pnation)
const Direction * api_methods_unit_orientation_get(lua_State *L, Unit *punit)
int api_methods_game_turn(lua_State *L)
bool api_methods_player_knows_tech(lua_State *L, Player *pplayer, Tech_Type *ptech)
bool api_methods_enemy_tile(lua_State *L, Tile *ptile, Player *against)
bool api_methods_building_type_is_small_wonder(lua_State *L, Building_Type *pbuilding)
int api_methods_game_year(lua_State *L)
Tile * api_methods_private_tile_for_outward_index(lua_State *L, Tile *pstart, int tindex)
const char * api_methods_game_year_text(lua_State *L)
const char * api_methods_action_rule_name(lua_State *L, Action *pact)
const char * api_methods_disaster_rule_name(lua_State *L, Disaster *pdis)
const char * api_methods_building_type_name_translation(lua_State *L, Building_Type *pbuilding)
bool api_methods_building_type_is_wonder(lua_State *L, Building_Type *pbuilding)
const char * api_methods_research_name_translation(lua_State *L, Player *pplayer)
int api_methods_city_inspire_partisans(lua_State *L, City *self, Player *inspirer)
int api_methods_city_map_sq_radius(lua_State *L, City *pcity)
bool api_methods_city_has_building(lua_State *L, City *pcity, Building_Type *building)
const char * api_methods_unit_transform_problem(lua_State *L, Unit *punit, Unit_Type *ptype)
City_List_Link * api_methods_city_list_next_link(lua_State *L, City_List_Link *cl_link)
bool api_methods_unit_type_has_flag(lua_State *L, Unit_Type *punit_type, const char *flag)
const char * api_methods_unit_type_rule_name(lua_State *L, Unit_Type *punit_type)
bool api_methods_building_type_is_improvement(lua_State *L, Building_Type *pbuilding)
bool api_methods_tile_city_exists_within_max_city_map(lua_State *L, Tile *ptile, bool may_be_on_center)
bool api_methods_player_has_flag(lua_State *L, Player *pplayer, const char *flag)
lua_Object api_methods_private_list_players(lua_State *L)
bool api_methods_unit_city_can_be_built_here(lua_State *L, Unit *punit)
bool api_methods_tile_has_base(lua_State *L, Tile *ptile, const char *name)
int api_methods_player_gold(lua_State *L, Player *pplayer)
bool api_methods_tile_known(lua_State *L, Tile *self, Player *watcher)
const char * api_methods_research_rule_name(lua_State *L, Player *pplayer)
bool api_methods_is_primary_capital(lua_State *L, City *pcity)
City * api_methods_player_primary_capital(lua_State *L, Player *pplayer)
int api_methods_player_research_cost(lua_State *L, Player *pplayer)
int api_methods_tile_map_y(lua_State *L, Tile *ptile)
Unit_List_Link * api_methods_private_player_unit_list_head(lua_State *L, Player *pplayer)
const char * api_methods_action_target_kind(lua_State *L, Action *pact)
City_List_Link * api_methods_private_player_city_list_head(lua_State *L, Player *pplayer)
const char * api_methods_terrain_name_translation(lua_State *L, Terrain *pterrain)
Tile * api_methods_city_tile_get(lua_State *L, City *pcity)
const char * api_methods_unit_link(lua_State *L, Unit *punit)
bool api_methods_is_city_celebrating(lua_State *L, City *pcity)
int api_methods_counter_city_get(lua_State *L, Counter *c, City *city)
bool api_methods_is_capital(lua_State *L, City *pcity)
bool api_methods_player_can_build_unit_direct(lua_State *L, Player *pplayer, Unit_Type *utype)
Unit * api_methods_unit_transporter(lua_State *L, Unit *punit)
const char * calendar_text(void)
citizens citizens_nation_get(const struct city *pcity, const struct player_slot *pslot)
bool city_has_building(const struct city *pcity, const struct impr_type *pimprove)
bool is_capital(const struct city *pcity)
bool city_unhappy(const struct city *pcity)
bool city_celebrating(const struct city *pcity)
bool city_can_be_built_here(const struct civ_map *nmap, const struct tile *ptile, const struct unit *punit, bool hut_test)
bool city_happy(const struct city *pcity)
int city_map_radius_sq_get(const struct city *pcity)
bool is_gov_center(const struct city *pcity)
bool city_exists_within_max_city_map(const struct civ_map *nmap, const struct tile *ptile, bool may_be_on_center)
#define city_tile(_pcity_)
static citizens city_size_get(const struct city *pcity)
#define city_owner(_pcity_)
static struct ai_type * self
#define conn_list_iterate(connlist, pconn)
#define conn_list_iterate_end
int counter_index(const struct counter *pcount)
const char * counter_name_translation(const struct counter *counter)
const char * counter_rule_name(struct counter *pcount)
int city_culture(const struct city *pcity)
int player_culture(const struct player *plr)
#define log_deprecation(message,...)
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
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
const char * disaster_rule_name(struct disaster_type *pdis)
const char * disaster_name_translation(struct disaster_type *pdis)
int get_target_bonus_effects(struct effect_list *plist, const struct req_context *context, const struct req_context *other_context, enum effect_type effect_type)
static bool is_server(void)
const char * city_tile_link(const struct city *pcity)
const char * tile_link(const struct tile *ptile)
const char * city_link(const struct city *pcity)
const char * unit_link(const struct unit *punit)
const char * unit_tile_link(const struct unit *punit)
const char * government_name_translation(const struct government *pgovern)
const char * government_rule_name(const struct government *pgovern)
bool can_player_build_improvement_direct(const struct player *p, const struct impr_type *pimprove)
bool is_improvement(const struct impr_type *pimprove)
bool wonder_is_built(const struct player *pplayer, const struct impr_type *pimprove)
const char * improvement_rule_name(const struct impr_type *pimprove)
bool is_wonder(const struct impr_type *pimprove)
bool is_great_wonder(const struct impr_type *pimprove)
const char * improvement_name_translation(const struct impr_type *pimprove)
bool is_small_wonder(const struct impr_type *pimprove)
#define fc_assert_msg(condition, message,...)
#define fc_assert(condition)
#define fc_assert_ret_val(condition, val)
int luascript_error(lua_State *L, const char *format,...)
const Direction * luascript_dir(enum direction8 dir)
#define LUASCRIPT_CHECK_STATE(L,...)
#define LUASCRIPT_CHECK_SELF(L, value,...)
#define LUASCRIPT_CHECK_ARG_NIL(L, value, narg, type,...)
#define LUASCRIPT_CHECK_ARG(L, check, narg, msg,...)
#define LUASCRIPT_CHECK(L, check, msg,...)
const struct city_list_link City_List_Link
enum direction8 Direction
const struct unit_list_link Unit_List_Link
int sq_map_distance(const struct tile *tile0, const struct tile *tile1)
struct tile * map_pos_to_tile(const struct civ_map *nmap, int map_x, int map_y)
bool normalize_map_pos(const struct civ_map *nmap, int *x, int *y)
#define index_to_native_pos_y(mindex)
static int index_to_map_pos_y(int mindex)
static int index_to_map_pos_x(int mindex)
#define index_to_native_pos_x(mindex)
#define index_to_map_pos(pmap_x, pmap_y, mindex)
bool can_exist_at_tile(const struct civ_map *nmap, const struct unit_type *utype, const struct tile *ptile)
const char * nation_rule_name(const struct nation_type *pnation)
const char * nation_adjective_translation(const struct nation_type *pnation)
const char * nation_plural_translation(const struct nation_type *pnation)
int player_number(const struct player *pplayer)
bool can_player_see_unit(const struct player *pplayer, const struct unit *punit)
bool player_has_flag(const struct player *pplayer, enum plr_flag_id flag)
struct city * player_primary_capital(const struct player *pplayer)
struct player_diplstate * player_diplstate_get(const struct player *plr1, const struct player *plr2)
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
#define players_iterate_end
#define players_iterate(_pplayer)
const char * research_advance_name_translation(const struct research *presearch, Tech_type_id tech)
int research_total_bulbs_required(const struct research *presearch, Tech_type_id tech, bool loss_value)
const char * research_rule_name(const struct research *presearch)
struct research * research_get(const struct player *pplayer)
enum tech_state research_invention_state(const struct research *presearch, Tech_type_id tech)
int research_pretty_name(const struct research *presearch, char *buf, size_t buf_len)
struct packet_ruleset_control control
struct packet_game_info info
char rulesetdir[MAX_LEN_NAME]
struct civ_game::@32::@36 server
int citizen_partisans_pct
enum tech_leakage_style tech_leakage
enum tech_cost_style tech_cost_style
struct city_list * cities
struct conn_list * connections
struct player_economic economic
struct player_slot * slot
struct unit_list * transporting
struct unit::@84::@86 client
struct unit * transporter
int fc_strcasecmp(const char *str0, const char *str1)
struct advance * advance_by_number(const Tech_type_id atype)
const char * advance_name_translation(const struct advance *padvance)
const char * advance_rule_name(const struct advance *padvance)
Tech_type_id advance_index(const struct advance *padvance)
Tech_type_id advance_number(const struct advance *padvance)
const char * terrain_name_translation(const struct terrain *pterrain)
const char * terrain_rule_name(const struct terrain *pterrain)
enum terrain_class terrain_type_terrain_class(const struct terrain *pterrain)
enum known_type tile_get_known(const struct tile *ptile, const struct player *pplayer)
struct city * tile_city(const struct tile *ptile)
#define tile_has_extra(ptile, pextra)
enum unit_upgrade_result unit_transform_result(const struct civ_map *nmap, const struct unit *punit, const struct unit_type *to_unittype)
enum unit_upgrade_result unit_upgrade_test(const struct civ_map *nmap, const struct unit *punit, bool is_free)
@ UU_UNSUITABLE_TRANSPORT
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
bool can_player_build_unit_direct(const struct player *p, const struct unit_type *punittype, bool consider_reg_impr_req)
bool utype_has_role(const struct unit_type *punittype, int role)
const struct unit_type * can_upgrade_unittype(const struct player *pplayer, const struct unit_type *punittype)
const char * utype_rule_name(const struct unit_type *punittype)
const char * utype_name_translation(const struct unit_type *punittype)
static bool utype_has_flag(const struct unit_type *punittype, int flag)
#define MAP_ITERATE_OUTWARDS_INDICES
#define MAP_NUM_ITERATE_OUTWARDS_INDICES