static struct ai_plr * def_ai_player_data(const struct player *pplayer, struct ai_type *deftype)
void dai_player_alloc(struct ai_type *ait, struct player *pplayer)
Initialize player for use with default AI.
static struct ai_city * def_ai_city_data(const struct city *pcity, struct ai_type *deftype)
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
void dai_player_copy(struct ai_type *ait, struct player *original, struct player *created)
Copy default ai data from player to player.
void dai_player_save_relations(struct ai_type *ait, const char *aitstr, struct player *pplayer, struct player *other, struct section_file *file, int plrno)
Store player specific data to savegame.
void dai_player_free(struct ai_type *ait, struct player *pplayer)
Free player from use with default AI.
void dai_gained_control(struct ai_type *ait, struct player *pplayer)
Ai got control of the player.
void dai_player_load_relations(struct ai_type *ait, const char *aitstr, struct player *pplayer, struct player *other, const struct section_file *file, int plrno)
Load player vs player specific data from savegame.
void * city_ai_data(const struct city *pcity, const struct ai_type *ai)
Return pointer to ai data of given city and ai type.
void * player_ai_data(const struct player *pplayer, const struct ai_type *ai)
Return pointer to ai data of given player and ai type.
void * unit_ai_data(const struct unit *punit, const struct ai_type *ai)
Return pointer to ai data of given unit and ai type.