Freeciv-3.3
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api_game_methods.c
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1/*****************************************************************************
2 Freeciv - Copyright (C) 2005 - The Freeciv Project
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12*****************************************************************************/
13
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18/* utility */
19#include "deprecations.h"
20
21/* common */
22#include "achievements.h"
23#include "actions.h"
24#include "calendar.h"
25#include "citizens.h"
26#include "culture.h"
27#include "featured_text.h"
28#include "game.h"
29#include "government.h"
30#include "improvement.h"
31#include "map.h"
32#include "movement.h"
33#include "nation.h"
34#include "research.h"
35#include "tech.h"
36#include "terrain.h"
37#include "tile.h"
38#include "unitlist.h"
39#include "unittype.h"
40
41/* common/scriptcore */
42#include "luascript.h"
43
44#include "api_game_methods.h"
45
46
47/**********************************************************************/
56
57/**********************************************************************/
66
67/**********************************************************************/
76
77/**********************************************************************/
86
87/**********************************************************************/
91{
93
94 log_deprecation("Deprecated: lua construct \"game:turn\", deprecated since \"3.0\", used. "
95 "Use \"game:current_turn\" instead.");
96
97 if (game.info.turn > 0) {
98 return game.info.turn - 1;
99 }
100
101 return game.info.turn;
102}
103
104/**********************************************************************/
108{
109 return game.server.rulesetdir;
110}
111
112/**********************************************************************/
116{
117 return game.control.name;
118}
119
120/**********************************************************************/
127
128/**********************************************************************/
135
136/**********************************************************************/
147
148/**********************************************************************/
159
160/**********************************************************************/
171
172/**********************************************************************/
183
184/**********************************************************************/
195
196/**********************************************************************/
199const char
208
209/**********************************************************************/
221
222/**********************************************************************/
232
233/**********************************************************************/
243
244/**********************************************************************/
254
255/**********************************************************************/
260{
261 bool inspired = FALSE;
262
264 if (self->original == inspirer) {
265 inspired = TRUE;
266 }
267 } else {
269 if (is_server()) {
271 citizens total = city_size_get(self);
272
273 if (total > 0 && (own * 100 / total) >= game.info.citizen_partisans_pct) {
274 inspired = TRUE;
275 }
276 }
277 /* else is_client() -> don't consider inspired by default. */
278 } else if (self->original == inspirer) {
279 inspired = TRUE;
280 }
281 }
282
283 if (inspired) {
284 /* Cannot use get_city_bonus() as it would use city's current owner
285 * instead of inspirer. */
287 &(const struct req_context) {
288 .player = inspirer,
289 .city = self,
290 .tile = city_tile(self),
291 },
293 }
294
295 return 0;
296}
297
298/**********************************************************************/
308
309/**********************************************************************/
313{
315
316 return counter_rule_name(c);
317}
318
319/**********************************************************************/
328
329/**********************************************************************/
338
339/**********************************************************************/
343{
346
347 /* Note: if clients ever have virtual cities or sth, needs amending */
348 return is_server() ? city_happy(pcity) : pcity->client.happy;
349}
350
351/**********************************************************************/
355{
358
359 /* Note: if clients ever have virtual cities or sth, needs amending */
360 return is_server() ? city_unhappy(pcity) : pcity->client.unhappy;
361}
362
363/**********************************************************************/
373
374/**********************************************************************/
384
385/**********************************************************************/
395
396/**********************************************************************/
406
407/**********************************************************************/
411 Player *nationality)
412{
415
416 return citizens_nation_get(pcity, nationality->slot);
417}
418
419/**********************************************************************/
430
431/**********************************************************************/
442
443/**********************************************************************/
447 Nation_Type *pnation)
448{
450 LUASCRIPT_CHECK_SELF(L, pnation, NULL);
451
452 return nation_rule_name(pnation);
453}
454
455/**********************************************************************/
459 Nation_Type *pnation)
460{
462 LUASCRIPT_CHECK_SELF(L, pnation, NULL);
463
464 return nation_adjective_translation(pnation);
465}
466
467/**********************************************************************/
471 Nation_Type *pnation)
472{
474 LUASCRIPT_CHECK_SELF(L, pnation, NULL);
475
476 return nation_plural_translation(pnation);
477}
478
479/**********************************************************************/
483 Player *pplayer)
484{
485 struct connection *conn = NULL;
486
488 LUASCRIPT_CHECK_SELF(L, pplayer, NULL);
489
491 if (!pconn->observer) {
492 conn = pconn;
493 break;
494 }
496
497 if (conn == NULL) {
498 return "None";
499 }
500
501 return gui_type_name(conn->client_gui);
502}
503
504/**********************************************************************/
508 Building_Type *building)
509{
511 LUASCRIPT_CHECK_SELF(L, pplayer, FALSE);
513
514 return wonder_is_built(pplayer, building);
515}
516
517/**********************************************************************/
521{
523 LUASCRIPT_CHECK_SELF(L, pplayer, -1);
524
525 return player_number(pplayer);
526}
527
528/**********************************************************************/
532{
534 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
535
536 return city_list_size(pplayer->cities);
537}
538
539/**********************************************************************/
543{
545 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
546
547 return unit_list_size(pplayer->units);
548}
549
550/**********************************************************************/
554{
556 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
557
558 return pplayer->economic.gold;
559}
560
561/**********************************************************************/
565{
567 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
568
569 return pplayer->economic.infra_points;
570}
571
572/**********************************************************************/
585
586/**********************************************************************/
601
602/**********************************************************************/
616{
619
620 if (!pplayer && TECH_COST_CIV1CIV2 == game.info.tech_cost_style) {
621 /* Avoid getting error messages and return at least something */
622 return ptech->cost * (double) game.info.sciencebox / 100.0;
623 }
624 return
627}
628
629/**********************************************************************/
639{
640 const struct research *presearch;
641 int rr;
642
644 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
645 presearch = research_get(pplayer);
646 LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
647
648 rr = presearch->researching;
649
650 switch (rr) {
651 case A_FUTURE:
653 break;
654 case A_UNSET:
655 case A_UNKNOWN:
656 lua_pushnil(L);
657 break;
658 default:
659 /* A regular tech */
660 fc_assert(rr >= A_FIRST && rr <= A_LAST);
662 }
663
664 return lua_gettop(L);
665}
666
667/**********************************************************************/
673{
674 const struct research *presearch;
675
677 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
678 presearch = research_get(pplayer);
679 LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
680
681 return presearch->bulbs_researched;
682}
683
684/**********************************************************************/
690{
691 const struct research *presearch;
692
694 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
695 presearch = research_get(pplayer);
696 LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
697
698 return is_server()
700 : presearch->client.researching_cost;
701}
702
703/**********************************************************************/
709{
710 const struct research *presearch;
711
713 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
714 presearch = research_get(pplayer);
715 LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
716
717 return presearch->future_tech;
718}
719
720/**********************************************************************/
724{
726 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
727
728 return player_culture(pplayer);
729}
730
731/**********************************************************************/
735 const char *flag)
736{
738
740 LUASCRIPT_CHECK_SELF(L, pplayer, 0);
741
743
745 return player_has_flag(pplayer, flag_val);
746 }
747
748 return FALSE;
749}
750
751/**********************************************************************/
756 Unit_Type *utype)
757{
759 LUASCRIPT_CHECK_SELF(L, pplayer, NULL);
761
762 return (Unit_Type *)can_upgrade_unittype(pplayer, utype);
763}
764
765/**********************************************************************/
770 Unit_Type *utype)
771{
773 LUASCRIPT_CHECK_SELF(L, pplayer, FALSE);
775
776 return can_player_build_unit_direct(pplayer, utype, TRUE);
777}
778
779/**********************************************************************/
791
792/**********************************************************************/
802
803/**********************************************************************/
819
820/**********************************************************************/
829
830/**********************************************************************/
836{
838
842
844 switch (uu) {
845 case UU_OK:
846 return NULL;
848 return "cargo";
850 return "transport";
851 case UU_NOT_TERRAIN:
852 return "terrain";
853 case UU_NOT_ACTIVITY:
854 return "activity";
855 case UU_NO_UNITTYPE:
856 case UU_NO_MONEY:
857 case UU_NOT_IN_CITY:
859 /* should not get here */
860 break;
861 }
862
863 fc_assert_msg(FALSE, "Unexpected unit transform result %i", uu);
864
865 return "\?";
866}
867
868/**********************************************************************/
879
880/**********************************************************************/
892
893/**********************************************************************/
897{
899 LUASCRIPT_CHECK_SELF(L, pplayer, NULL);
900
901 return research_rule_name(research_get(pplayer));
902}
903
904/**********************************************************************/
908 Player *pplayer)
909{
910 static char buf[MAX_LEN_MSG];
911
913 LUASCRIPT_CHECK_SELF(L, pplayer, NULL);
914
916
917 return buf;
918}
919
920/**********************************************************************/
925{
926 lua_Object result = 0;
927 int i = 0;
928
931 result = lua_gettop(L);
932 players_iterate(pplayer) {
933 tolua_pushfieldusertype(L, result, ++i, pplayer, "Player");
935 return result;
936}
937
938/**********************************************************************/
948
949/**********************************************************************/
960
961/**********************************************************************/
971
972/**********************************************************************/
983
984/**********************************************************************/
988{
990 LUASCRIPT_CHECK_SELF(L, pterrain, NULL);
991
992 return terrain_rule_name(pterrain);
993}
994
995/**********************************************************************/
999 Terrain *pterrain)
1000{
1002 LUASCRIPT_CHECK_SELF(L, pterrain, NULL);
1003
1004 return terrain_name_translation(pterrain);
1005}
1006
1007/**********************************************************************/
1011{
1013 LUASCRIPT_CHECK_SELF(L, pterrain, NULL);
1014
1016}
1017
1018/**********************************************************************/
1028
1029/**********************************************************************/
1040
1041/**********************************************************************/
1052
1053/**********************************************************************/
1064
1065/**********************************************************************/
1075
1076/**********************************************************************/
1086
1087/**********************************************************************/
1091{
1092 struct action *paction;
1093
1096
1098 fc_assert_ret_val(paction, "error: no action");
1099
1101}
1102
1103/**********************************************************************/
1107{
1109 LUASCRIPT_CHECK_SELF(L, ptile, -1);
1110
1111 return index_to_native_pos_x(tile_index(ptile));
1112}
1113
1114/**********************************************************************/
1118{
1120 LUASCRIPT_CHECK_SELF(L, ptile, -1);
1121
1122 return index_to_native_pos_y(tile_index(ptile));
1123}
1124
1125/**********************************************************************/
1129{
1131 LUASCRIPT_CHECK_SELF(L, ptile, -1);
1132
1133 return index_to_map_pos_x(tile_index(ptile));
1134}
1135
1136/**********************************************************************/
1140{
1142 LUASCRIPT_CHECK_SELF(L, ptile, -1);
1143
1144 return index_to_map_pos_y(tile_index(ptile));
1145}
1146
1147/**********************************************************************/
1151{
1153 LUASCRIPT_CHECK_SELF(L, ptile, NULL);
1154
1155 return tile_city(ptile);
1156}
1157
1158/**********************************************************************/
1170
1171/**********************************************************************/
1176 const char *name)
1177{
1179 LUASCRIPT_CHECK_SELF(L, ptile, FALSE);
1180
1181 if (!name) {
1182 extra_type_iterate(pextra) {
1183 if (tile_has_extra(ptile, pextra)) {
1184 return TRUE;
1185 }
1187
1188 return FALSE;
1189 } else {
1190 struct extra_type *pextra;
1191
1192 pextra = extra_type_by_rule_name(name);
1193
1194 return (NULL != pextra && tile_has_extra(ptile, pextra));
1195 }
1196}
1197
1198/**********************************************************************/
1202bool api_methods_tile_has_base(lua_State *L, Tile *ptile, const char *name)
1203{
1205 LUASCRIPT_CHECK_SELF(L, ptile, FALSE);
1206
1207 if (!name) {
1209 if (tile_has_extra(ptile, pextra)) {
1210 return TRUE;
1211 }
1213
1214 return FALSE;
1215 } else {
1216 struct extra_type *pextra;
1217
1218 pextra = extra_type_by_rule_name(name);
1219
1220 return (NULL != pextra && is_extra_caused_by(pextra, EC_BASE)
1221 && tile_has_extra(ptile, pextra));
1222 }
1223}
1224
1225/**********************************************************************/
1229bool api_methods_tile_has_road(lua_State *L, Tile *ptile, const char *name)
1230{
1232 LUASCRIPT_CHECK_SELF(L, ptile, FALSE);
1233
1234 if (!name) {
1236 if (tile_has_extra(ptile, pextra)) {
1237 return TRUE;
1238 }
1240
1241 return FALSE;
1242 } else {
1243 struct extra_type *pextra;
1244
1245 pextra = extra_type_by_rule_name(name);
1246
1247 return (NULL != pextra && is_extra_caused_by(pextra, EC_ROAD)
1248 && tile_has_extra(ptile, pextra));
1249 }
1250}
1251
1252/**********************************************************************/
1259 Tile *ptile, const char *extra_name)
1260{
1262 LUASCRIPT_CHECK_SELF(L, ptile, NULL);
1263
1264 if (extra_name) {
1265 struct extra_type *pextra;
1266
1268 LUASCRIPT_CHECK_ARG(L, pextra != NULL, 3, "unknown extra type", NULL);
1269
1270 if (tile_has_extra(ptile, pextra)) {
1271 /* All extras have the same owner. */
1272 return extra_owner(ptile);
1273 } else {
1274 /* The extra isn't there. */
1275 return NULL;
1276 }
1277 } else {
1278 extra_type_iterate(pextra) {
1279 if (tile_has_extra(ptile, pextra)) {
1280 /* All extras have the same owner. */
1281 return extra_owner(ptile);
1282 }
1284 return NULL;
1285 }
1286}
1287
1288/**********************************************************************/
1292{
1293 struct city *pcity;
1294
1296 LUASCRIPT_CHECK_SELF(L, ptile, FALSE);
1297
1298 if (is_non_allied_unit_tile(ptile, against, FALSE)) {
1299 return TRUE;
1300 }
1301
1302 pcity = tile_city(ptile);
1304 return TRUE;
1305 }
1306
1307 return FALSE;
1308}
1309
1310/**********************************************************************/
1314{
1316 LUASCRIPT_CHECK_SELF(L, ptile, 0);
1317
1318 return unit_list_size(ptile->units);
1319}
1320
1321/**********************************************************************/
1332
1333/**********************************************************************/
1338 int tindex, int max_dist)
1339{
1340 int dx, dy;
1341 int newx, newy;
1342 int startx, starty;
1343
1346
1347 if (tindex < 0) {
1348 return 0;
1349 }
1350
1352
1353 tindex++;
1354 while (tindex < MAP_NUM_ITERATE_OUTWARDS_INDICES) {
1355 if (MAP_ITERATE_OUTWARDS_INDICES[tindex].dist > max_dist) {
1356 return -1;
1357 }
1358 dx = MAP_ITERATE_OUTWARDS_INDICES[tindex].dx;
1359 dy = MAP_ITERATE_OUTWARDS_INDICES[tindex].dy;
1360 newx = dx + startx;
1361 newy = dy + starty;
1362
1363 if (!normalize_map_pos(&(wld.map), &newx, &newy)) {
1364 tindex++;
1365 continue;
1366 }
1367
1368 return tindex;
1369 }
1370
1371 return -1;
1372}
1373
1374/**********************************************************************/
1378 Tile *pstart, int tindex)
1379{
1380 int newx, newy;
1381
1385 tindex >= 0 && tindex < MAP_NUM_ITERATE_OUTWARDS_INDICES,
1386 3, "index out of bounds", NULL);
1387
1389 newx += MAP_ITERATE_OUTWARDS_INDICES[tindex].dx;
1390 newy += MAP_ITERATE_OUTWARDS_INDICES[tindex].dy;
1391
1392 if (!normalize_map_pos(&(wld.map), &newx, &newy)) {
1393 return NULL;
1394 }
1395
1396 return map_pos_to_tile(&(wld.map), newx, newy);
1397}
1398
1399/**********************************************************************/
1410
1411/**********************************************************************/
1427
1428/**********************************************************************/
1438
1439/**********************************************************************/
1450
1451/**********************************************************************/
1462
1463/**********************************************************************/
1474
1475/**********************************************************************/
1485
1486/**********************************************************************/
1497
1498/**********************************************************************/
1502 const char *flag)
1503{
1504 enum unit_type_flag_id id;
1505
1508 LUASCRIPT_CHECK_ARG_NIL(L, flag, 3, string, FALSE);
1509
1512 return utype_has_flag(punit_type, id);
1513 } else {
1514 luascript_error(L, "Unit type flag \"%s\" does not exist", flag);
1515 return FALSE;
1516 }
1517}
1518
1519/**********************************************************************/
1523 const char *role)
1524{
1525 enum unit_role_id id;
1526
1529 LUASCRIPT_CHECK_ARG_NIL(L, role, 3, string, FALSE);
1530
1532 if (unit_role_id_is_valid(id)) {
1533 return utype_has_role(punit_type, id);
1534 } else {
1535 luascript_error(L, "Unit role \"%s\" does not exist", role);
1536 return FALSE;
1537 }
1538}
1539
1540/**********************************************************************/
1553
1554/**********************************************************************/
1565
1566/**********************************************************************/
1577
1578
1579/**********************************************************************/
1589
1590/**********************************************************************/
1600
1601/**********************************************************************/
1611
1612/**********************************************************************/
1622
1623/**********************************************************************/
1627{
1629 LUASCRIPT_CHECK_SELF(L, ptile, NULL);
1630
1631 return tile_link(ptile);
1632}
1633
1634/**********************************************************************/
1644
1645/**********************************************************************/
1655
1656/**********************************************************************/
1660{
1663
1664 return unit_link(punit);
1665}
1666
1667/**********************************************************************/
1671{
1674
1675 return city_link(pcity);
1676}
const char * achievement_rule_name(struct achievement *pach)
const char * achievement_name_translation(struct achievement *pach)
const char * action_id_name_translation(action_id act_id)
Definition actions.c:1250
const char * action_id_rule_name(action_id act_id)
Definition actions.c:1239
enum action_target_kind action_get_target_kind(const struct action *paction)
Definition actions.c:1108
static struct action * action_by_number(action_id act_id)
Definition actions.h:396
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)
Definition calendar.c:142
citizens citizens_nation_get(const struct city *pcity, const struct player_slot *pslot)
Definition citizens.c:74
bool city_has_building(const struct city *pcity, const struct impr_type *pimprove)
Definition city.c:1240
bool is_capital(const struct city *pcity)
Definition city.c:1579
bool city_unhappy(const struct city *pcity)
Definition city.c:1626
bool city_celebrating(const struct city *pcity)
Definition city.c:1645
bool city_can_be_built_here(const struct civ_map *nmap, const struct tile *ptile, const struct unit *punit, bool hut_test)
Definition city.c:1487
bool city_happy(const struct city *pcity)
Definition city.c:1614
int city_map_radius_sq_get(const struct city *pcity)
Definition city.c:137
bool is_gov_center(const struct city *pcity)
Definition city.c:1587
bool city_exists_within_max_city_map(const struct civ_map *nmap, const struct tile *ptile, bool may_be_on_center)
Definition city.c:2112
#define city_tile(_pcity_)
Definition city.h:561
static citizens city_size_get(const struct city *pcity)
Definition city.h:566
#define city_owner(_pcity_)
Definition city.h:560
static struct ai_type * self
Definition classicai.c:46
char * incite_cost
Definition comments.c:76
#define MAX_LEN_MSG
Definition conn_types.h:37
#define conn_list_iterate(connlist, pconn)
Definition connection.h:108
#define conn_list_iterate_end
Definition connection.h:110
int counter_index(const struct counter *pcount)
Definition counters.c:174
const char * counter_name_translation(const struct counter *counter)
Definition counters.c:157
const char * counter_rule_name(struct counter *pcount)
Definition counters.c:165
int city_culture(const struct city *pcity)
Definition culture.c:29
int player_culture(const struct player *plr)
Definition culture.c:49
#define log_deprecation(message,...)
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
const char * disaster_rule_name(struct disaster_type *pdis)
Definition disaster.c:105
const char * disaster_name_translation(struct disaster_type *pdis)
Definition disaster.c:97
int int id
Definition editgui_g.h:28
int get_target_bonus_effects(struct effect_list *plist, const struct req_context *context, const struct req_context *other_context, enum effect_type effect_type)
Definition effects.c:744
struct extra_type * extra_type_by_rule_name(const char *name)
Definition extras.c:212
struct player * extra_owner(const struct tile *ptile)
Definition extras.c:1128
#define extra_type_iterate(_p)
Definition extras.h:315
#define extra_type_iterate_end
Definition extras.h:321
#define is_extra_caused_by(e, c)
Definition extras.h:203
#define extra_type_by_cause_iterate_end
Definition extras.h:339
#define extra_type_by_cause_iterate(_cause, _extra)
Definition extras.h:333
static bool is_server(void)
unsigned char citizens
Definition fc_types.h:247
#define Qn_(String)
Definition fcintl.h:89
const char * city_tile_link(const struct city *pcity)
const char * tile_link(const struct tile *ptile)
const char * city_link(const struct city *pcity)
const char * unit_link(const struct unit *punit)
const char * unit_tile_link(const struct unit *punit)
struct civ_game game
Definition game.c:61
struct world wld
Definition game.c:62
const char * government_name_translation(const struct government *pgovern)
Definition government.c:143
const char * government_rule_name(const struct government *pgovern)
Definition government.c:133
GType type
Definition repodlgs.c:1313
bool can_player_build_improvement_direct(const struct player *p, const struct impr_type *pimprove)
bool is_improvement(const struct impr_type *pimprove)
bool wonder_is_built(const struct player *pplayer, const struct impr_type *pimprove)
const char * improvement_rule_name(const struct impr_type *pimprove)
bool is_wonder(const struct impr_type *pimprove)
bool is_great_wonder(const struct impr_type *pimprove)
const char * improvement_name_translation(const struct impr_type *pimprove)
bool is_small_wonder(const struct impr_type *pimprove)
const char * name
Definition inputfile.c:127
#define fc_assert_msg(condition, message,...)
Definition log.h:182
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
int luascript_error(lua_State *L, const char *format,...)
Definition luascript.c:291
const Direction * luascript_dir(enum direction8 dir)
Definition luascript.c:789
#define LUASCRIPT_CHECK_STATE(L,...)
Definition luascript.h:117
#define LUASCRIPT_CHECK_SELF(L, value,...)
Definition luascript.h:146
#define LUASCRIPT_CHECK_ARG_NIL(L, value, narg, type,...)
Definition luascript.h:138
#define LUASCRIPT_CHECK_ARG(L, check, narg, msg,...)
Definition luascript.h:131
#define LUASCRIPT_CHECK(L, check, msg,...)
Definition luascript.h:124
const struct city_list_link City_List_Link
enum direction8 Direction
const struct unit_list_link Unit_List_Link
int sq_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:686
struct tile * map_pos_to_tile(const struct civ_map *nmap, int map_x, int map_y)
Definition map.c:434
bool normalize_map_pos(const struct civ_map *nmap, int *x, int *y)
Definition map.c:1117
#define index_to_native_pos_y(mindex)
Definition map.h:166
static int index_to_map_pos_y(int mindex)
Definition map.h:752
static int index_to_map_pos_x(int mindex)
Definition map.h:743
#define index_to_native_pos_x(mindex)
Definition map.h:164
#define index_to_map_pos(pmap_x, pmap_y, mindex)
Definition map.h:229
bool can_exist_at_tile(const struct civ_map *nmap, const struct unit_type *utype, const struct tile *ptile)
Definition movement.c:289
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
const char * nation_adjective_translation(const struct nation_type *pnation)
Definition nation.c:149
const char * nation_plural_translation(const struct nation_type *pnation)
Definition nation.c:159
int player_count(void)
Definition player.c:817
int player_number(const struct player *pplayer)
Definition player.c:837
bool can_player_see_unit(const struct player *pplayer, const struct unit *punit)
Definition player.c:1104
bool player_has_flag(const struct player *pplayer, enum plr_flag_id flag)
Definition player.c:1996
struct city * player_primary_capital(const struct player *pplayer)
Definition player.c:1337
struct player_diplstate * player_diplstate_get(const struct player *plr1, const struct player *plr2)
Definition player.c:324
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1409
#define players_iterate_end
Definition player.h:542
#define players_iterate(_pplayer)
Definition player.h:537
const char * research_advance_name_translation(const struct research *presearch, Tech_type_id tech)
Definition research.c:273
int research_total_bulbs_required(const struct research *presearch, Tech_type_id tech, bool loss_value)
Definition research.c:868
const char * research_rule_name(const struct research *presearch)
Definition research.c:143
struct research * research_get(const struct player *pplayer)
Definition research.c:128
enum tech_state research_invention_state(const struct research *presearch, Tech_type_id tech)
Definition research.c:619
int research_pretty_name(const struct research *presearch, char *buf, size_t buf_len)
Definition research.c:169
#define ARRAY_SIZE(x)
Definition shared.h:85
Definition city.h:317
int * counter_values
Definition city.h:405
struct packet_ruleset_control control
Definition game.h:83
struct packet_game_info info
Definition game.h:89
char rulesetdir[MAX_LEN_NAME]
Definition game.h:246
struct civ_game::@32::@36 server
enum gui_type client_gui
Definition connection.h:179
enum tech_leakage_style tech_leakage
enum tech_cost_style tech_cost_style
char name[MAX_LEN_NAME]
int infra_points
Definition player.h:67
struct city_list * cities
Definition player.h:281
struct unit_list * units
Definition player.h:282
struct conn_list * connections
Definition player.h:298
struct player_economic economic
Definition player.h:284
struct player_slot * slot
Definition player.h:250
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
Definition unit.h:140
struct unit_list * transporting
Definition unit.h:187
enum direction8 facing
Definition unit.h:144
struct tile * tile
Definition unit.h:142
struct unit::@84::@86 client
struct unit * transporter
Definition unit.h:186
struct civ_map map
int fc_strcasecmp(const char *str0, const char *str1)
Definition support.c:186
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
struct advance * advance_by_number(const Tech_type_id atype)
Definition tech.c:107
const char * advance_name_translation(const struct advance *padvance)
Definition tech.c:300
const char * advance_rule_name(const struct advance *padvance)
Definition tech.c:309
Tech_type_id advance_index(const struct advance *padvance)
Definition tech.c:89
Tech_type_id advance_number(const struct advance *padvance)
Definition tech.c:98
#define A_FUTURE
Definition tech.h:46
#define A_FIRST
Definition tech.h:44
#define A_UNSET
Definition tech.h:48
#define A_UNKNOWN
Definition tech.h:49
#define A_LAST
Definition tech.h:45
const char * terrain_name_translation(const struct terrain *pterrain)
Definition terrain.c:238
const char * terrain_rule_name(const struct terrain *pterrain)
Definition terrain.c:247
enum terrain_class terrain_type_terrain_class(const struct terrain *pterrain)
Definition terrain.c:582
enum known_type tile_get_known(const struct tile *ptile, const struct player *pplayer)
Definition tile.c:392
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_index(_pt_)
Definition tile.h:89
@ TILE_UNKNOWN
Definition tile.h:36
@ TILE_KNOWN_SEEN
Definition tile.h:38
#define tile_has_extra(ptile, pextra)
Definition tile.h:148
enum unit_upgrade_result unit_transform_result(const struct civ_map *nmap, const struct unit *punit, const struct unit_type *to_unittype)
Definition unit.c:1993
enum unit_upgrade_result unit_upgrade_test(const struct civ_map *nmap, const struct unit *punit, bool is_free)
Definition unit.c:2025
#define unit_tile(_pu)
Definition unit.h:404
unit_upgrade_result
Definition unit.h:61
@ UU_NO_MONEY
Definition unit.h:64
@ UU_NOT_IN_CITY
Definition unit.h:65
@ UU_NO_UNITTYPE
Definition unit.h:63
@ UU_NOT_TERRAIN
Definition unit.h:68
@ UU_UNSUITABLE_TRANSPORT
Definition unit.h:69
@ UU_NOT_CITY_OWNER
Definition unit.h:66
@ UU_NOT_ENOUGH_ROOM
Definition unit.h:67
@ UU_OK
Definition unit.h:62
@ UU_NOT_ACTIVITY
Definition unit.h:70
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
Definition unit.h:440
bool can_player_build_unit_direct(const struct player *p, const struct unit_type *punittype, bool consider_reg_impr_req)
Definition unittype.c:1974
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:205
const struct unit_type * can_upgrade_unittype(const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1709
const char * utype_rule_name(const struct unit_type *punittype)
Definition unittype.c:1584
const char * utype_name_translation(const struct unit_type *punittype)
Definition unittype.c:1566
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:624
#define MAP_ITERATE_OUTWARDS_INDICES
#define MAP_NUM_ITERATE_OUTWARDS_INDICES