Freeciv21
Develop your civilization from humble roots to a global empire
unittools.cpp File Reference
#include <QDateTime>
#include <cstdlib>
#include <cstring>
#include "bitvector.h"
#include "effects.h"
#include "extras.h"
#include "fcintl.h"
#include "hand_gen.h"
#include "log.h"
#include "path_finder.h"
#include "rand.h"
#include "shared.h"
#include "support.h"
#include "base.h"
#include "city.h"
#include "combat.h"
#include "events.h"
#include "game.h"
#include "government.h"
#include "idex.h"
#include "map.h"
#include "movement.h"
#include "packets.h"
#include "player.h"
#include "research.h"
#include "terrain.h"
#include "unit.h"
#include "unit_utils.h"
#include "unitlist.h"
#include "unittype.h"
#include "path_finding.h"
#include "pf_tools.h"
#include "script_server.h"
#include "actiontools.h"
#include "aiiface.h"
#include "citytools.h"
#include "cityturn.h"
#include "gamehand.h"
#include "maphand.h"
#include "notify.h"
#include "plrhand.h"
#include "sernet.h"
#include "srv_main.h"
#include "techtools.h"
#include "unithand.h"
#include "advgoto.h"
#include "autoexplorer.h"
#include "autosettlers.h"
#include "handicaps.h"
#include "unittools.h"
#include "speclist.h"

Go to the source code of this file.

Classes

struct  unit_move_data
 
struct  autoattack_prob
 

Macros

#define SPECLIST_TAG   unit_move_data
 
#define unit_move_data_list_iterate(_plist, _pdata)    TYPED_LIST_ITERATE(struct unit_move_data, _plist, _pdata)
 
#define unit_move_data_list_iterate_end   LIST_ITERATE_END
 
#define unit_move_data_list_iterate_rev(_plist, _pdata)    TYPED_LIST_ITERATE_REV(struct unit_move_data, _plist, _pdata)
 
#define unit_move_data_list_iterate_rev_end   LIST_ITERATE_REV_END
 
#define SPECLIST_TAG   autoattack_prob
 
#define SPECLIST_TYPE   struct autoattack_prob
 
#define autoattack_prob_list_iterate_safe(autoattack_prob_list, _aap_, _unit_)
 
#define autoattack_prob_list_iterate_safe_end   LIST_ITERATE_END
 

Functions

static void unit_restore_movepoints (struct player *pplayer, struct unit *punit)
 Move points are trivial, only modifiers to the base value is if it's sea units and the player has certain wonders/techs. More...
 
static void update_unit_activity (struct unit *punit, time_t now)
 Progress settlers in their current tasks, and units that are pillaging. More...
 
static bool try_to_save_unit (struct unit *punit, const struct unit_type *pttype, bool helpless, bool teleporting, const struct city *pexclcity)
 Determine if it is possible to save a given unit, and if so, save them. More...
 
static void wakeup_neighbor_sentries (struct unit *punit)
 Will wake up any neighboring enemy sentry units or patrolling units. More...
 
static void do_upgrade_effects (struct player *pplayer)
 Do unit auto-upgrades to players with the EFT_UNIT_UPGRADE effect (traditionally from Leonardo's Workshop). More...
 
static bool maybe_cancel_patrol_due_to_enemy (struct unit *punit)
 Maybe cancel the patrol as there is an enemy near. More...
 
static bool maybe_become_veteran_real (struct unit *punit, bool settler)
 After a battle, after diplomatic aggression and after surviving trireme loss chance, this routine is called to decide whether or not the unit should become more experienced. More...
 
static void unit_transport_load_tp_status (struct unit *punit, struct unit *ptrans, bool force)
 Load unit to transport, send transport's loaded status to everyone. More...
 
static void wipe_unit_full (struct unit *punit, bool transported, enum unit_loss_reason reason, struct player *killer)
 Remove the unit, and passengers if it is a carrying any. More...
 
struct unit_typefind_a_unit_type (enum unit_role_id role, enum unit_role_id role_tech)
 Returns a unit type that matches the role_tech or role roles. More...
 
bool maybe_make_veteran (struct unit *punit)
 Unit has a chance to become veteran. More...
 
void unit_versus_unit (struct unit *attacker, struct unit *defender, int *att_hp, int *def_hp)
 This is the basic unit versus unit combat routine. More...
 
void unit_bombs_unit (struct unit *attacker, struct unit *defender, int *att_hp, int *def_hp)
 This is the basic unit versus unit classic bombardment routine. More...
 
void combat_veterans (struct unit *attacker, struct unit *defender)
 Maybe make either side of combat veteran. More...
 
static bool converting_fuel_rescue (struct unit *punit)
 Return true if unit is about to finish converting to a unittype with more/no fuel, rescuing it from imminent death. More...
 
void player_restore_units (struct player *pplayer)
 
void update_unit_activities (struct player *pplayer)
 Iterate through all units and update them. More...
 
void execute_unit_orders (struct player *pplayer)
 Iterate through all units and execute their orders. More...
 
void finalize_unit_phase_beginning (struct player *pplayer)
 Iterate through all units and remember their current activities. More...
 
static int total_activity (struct tile *ptile, enum unit_activity act, struct extra_type *tgt)
 Calculate the total amount of activity performed by all units on a tile for a given task and target. More...
 
static bool total_activity_done (struct tile *ptile, enum unit_activity act, struct extra_type *tgt)
 Check the total amount of activity performed by all units on a tile for a given task. More...
 
void notify_unit_experience (struct unit *punit)
 Common notification for all experience levels. More...
 
static void unit_convert (struct unit *punit)
 Convert a single unit to another type. More...
 
void unit_activities_cancel_all_illegal (const struct tile *ptile)
 Cancel all illegal activities done by units at the specified tile. More...
 
void unit_activities_cancel_all_illegal_area (const struct tile *ptile)
 Cancel all illegal activities done by units at the specified tile, and surrounding tiles. More...
 
static void unit_activity_complete (struct unit *punit)
 Progress settlers in their current tasks, and units that is pillaging. More...
 
void finish_unit_wait (struct unit *punit, int activity_count)
 Finish activity of a unit that was deferred by unitwaittime. More...
 
void unit_forget_last_activity (struct unit *punit)
 Forget the unit's last activity so that it can't be resumed. More...
 
bool unit_activity_needs_target_from_client (enum unit_activity activity)
 Return TRUE iff activity requires some sort of target to be specified by the client. More...
 
void unit_assign_specific_activity_target (struct unit *punit, enum unit_activity *activity, struct extra_type **target)
 For some activities (currently only pillaging), the precise target can be assigned by the server rather than explicitly requested by the client. More...
 
static bool find_a_good_partisan_spot (struct tile *pcenter, struct player *powner, struct unit_type *u_type, int sq_radius, struct tile **dst_tile)
 Find place to place partisans. More...
 
void place_partisans (struct tile *pcenter, struct player *powner, int count, int sq_radius)
 Place partisans for powner around pcenter (normally around a city). More...
 
bool teleport_unit_to_city (struct unit *punit, struct city *pcity, int move_cost, bool verbose)
 Teleport punit to city at cost specified. More...
 
void bounce_unit (struct unit *punit, bool verbose, bounce_reason reason, int max_distance)
 Move or remove a unit due to stack conflicts. More...
 
static void throw_units_from_illegal_cities (struct player *pplayer, bool verbose)
 Throw pplayer's units from non allied cities. More...
 
static void resolve_stack_conflicts (struct player *pplayer, struct player *aplayer, bool verbose)
 For each pplayer's unit, check if we stack illegally, if so, bounce both players' units. More...
 
void resolve_unit_stacks (struct player *pplayer, struct player *aplayer, bool verbose)
 When in civil war or an alliance breaks there will potentially be units from both sides coexisting on the same squares. More...
 
struct unit_list * get_units_seen_via_ally (const struct player *pplayer, const struct player *aplayer)
 Returns the list of the units seen by 'pplayer' potentially seen only thanks to an alliance with 'aplayer'. More...
 
void remove_allied_visibility (struct player *pplayer, struct player *aplayer, const struct unit_list *seen_units)
 When two players cancel an alliance, a lot of units that were visible may no longer be visible (this includes units in transporters and cities). More...
 
void give_allied_visibility (struct player *pplayer, struct player *aplayer)
 Refresh units visibility of 'aplayer' for 'pplayer' after alliance have been contracted. More...
 
bool is_airunit_refuel_point (const struct tile *ptile, const struct player *pplayer, const struct unit *punit)
 Can unit refuel on tile. More...
 
void transform_unit (struct unit *punit, const struct unit_type *to_unit, bool is_free)
 Really transforms a single unit to another type. More...
 
struct unitcreate_unit (struct player *pplayer, struct tile *ptile, const struct unit_type *type, int veteran_level, int homecity_id, int moves_left)
 Wrapper of the below. More...
 
void unit_get_goods (struct unit *punit)
 Set carried goods for unit. More...
 
struct unitcreate_unit_full (struct player *pplayer, struct tile *ptile, const struct unit_type *type, int veteran_level, int homecity_id, int moves_left, int hp_left, struct unit *ptrans)
 Creates a unit, and set it's initial values, and put it into the right lists. More...
 
void unit_set_removal_callback (struct unit *punit, void(*callback)(struct unit *punit))
 Set the call back to run when the server removes the unit. More...
 
void unit_unset_removal_callback (struct unit *punit)
 Remove the call back so nothing runs when the server removes the unit. More...
 
static void server_remove_unit_full (struct unit *punit, bool transported, enum unit_loss_reason reason)
 We remove the unit and see if it's disappearance has affected the homecity and the city it was in. More...
 
static void server_remove_unit (struct unit *punit, enum unit_loss_reason reason)
 We remove the unit and see if it's disappearance has affected the homecity and the city it was in. More...
 
static void unit_lost_with_transport (const struct player *pplayer, struct unit *pcargo, const struct unit_type *ptransport, struct player *killer)
 Handle units destroyed when their transport is destroyed. More...
 
void wipe_unit (struct unit *punit, enum unit_loss_reason reason, struct player *killer)
 Remove the unit, and passengers if it is a carrying any. More...
 
struct unitunit_change_owner (struct unit *punit, struct player *pplayer, int homecity, enum unit_loss_reason reason)
 We don't really change owner of the unit, but create completely new unit as its copy. More...
 
void kill_unit (struct unit *pkiller, struct unit *punit, bool vet)
 Called when one unit kills another in combat (this function is only called in one place). More...
 
void package_unit (struct unit *punit, struct packet_unit_info *packet)
 Package a unit_info packet. More...
 
void package_short_unit (struct unit *punit, struct packet_unit_short_info *packet, enum unit_info_use packet_use, int info_city_id)
 Package a short_unit_info packet. More...
 
void unit_goes_out_of_sight (struct player *pplayer, const unit *punit)
 Handle situation where unit goes out of player sight. More...
 
void send_unit_info (struct conn_list *dest, struct unit *punit)
 Send the unit to the players who need the info. More...
 
void send_all_known_units (struct conn_list *dest)
 For each specified connections, send information about all the units known to that player/conn. More...
 
static void do_nuke_tile (struct player *pplayer, struct tile *ptile)
 Nuke a square: 1) remove all units on the square, and 2) halve the size of the city on the square. More...
 
void do_nuclear_explosion (struct player *pplayer, struct tile *ptile)
 Nuke all the squares in a 3x3 square around the center of the explosion pplayer is the player that caused the explosion. More...
 
bool do_airline (struct unit *punit, struct city *pdest_city, const struct action *paction)
 Go by airline, if both cities have an airport and neither has been used this turn the unit will be transported by it and have its moves set to 0. More...
 
void do_explore (struct unit *punit)
 Autoexplore with unit. More...
 
bool do_paradrop (struct unit *punit, struct tile *ptile, const struct action *paction)
 Returns whether the drop was made or not. More...
 
static bool hut_get_limited (struct unit *punit)
 Give 25 Gold or kill the unit. More...
 
static void unit_enter_hut (struct unit *punit)
 Due to the effects in the scripted hut behavior can not be predicted, unit_enter_hut returns nothing. More...
 
void unit_transport_load_send (struct unit *punit, struct unit *ptrans)
 Put the unit onto the transporter, and tell everyone. More...
 
void unit_transport_unload_send (struct unit *punit)
 Pull the unit off of the transporter, and tell everyone. More...
 
static void autoattack_prob_free (struct autoattack_prob *prob)
 Used when unit_survive_autoattack()'s autoattack_prob_list autoattack frees its items. More...
 
static int compare_units (const struct autoattack_prob *const *p1, const struct autoattack_prob *const *q1)
 This function is passed to autoattack_prob_list_sort() to sort a list of units and action probabilities according to their win chance against the autoattack target, modified by transportation relationships. More...
 
static bool unit_survive_autoattack (struct unit *punit)
 Check if unit survives enemy autoattacks. More...
 
static void cancel_orders (struct unit *punit, const char *dbg_msg)
 Cancel orders for the unit. More...
 
static bool unit_move_consequences (struct unit *punit, struct tile *src_tile, struct tile *dst_tile, bool passenger, bool conquer_city_allowed)
 Does: 1) updates the unit's homecity and the city it enters/leaves (the city's happiness varies). More...
 
static void check_unit_activity (struct unit *punit)
 Check if the units activity is legal for a move , and reset it if it isn't. More...
 
static struct unit_move_dataunit_move_data (struct unit *punit, struct tile *psrctile, struct tile *pdesttile)
 Create a new unit move data, or use previous one if available. More...
 
static void unit_move_data_unref (struct unit_move_data *pdata)
 Decrease the reference counter and destroy if needed. More...
 
bool unit_move (struct unit *punit, struct tile *pdesttile, int move_cost, struct unit *embark_to, bool find_embark_target, bool conquer_city_allowed)
 Moves a unit. More...
 
static bool maybe_cancel_goto_due_to_enemy (struct unit *punit, struct tile *ptile)
 Maybe cancel the goto if there is an enemy in the way. More...
 
static bool player_is_watching (struct unit *punit, const bool fresh)
 Returns TRUE iff it is reasonable to assume that the player is wathing the unit. More...
 
bool execute_orders (struct unit *punit, const bool fresh)
 Executes a unit's orders stored in punit->orders. More...
 
int get_unit_vision_at (struct unit *punit, const struct tile *ptile, enum vision_layer vlayer)
 Return the vision the unit will have at the given tile. More...
 
void unit_refresh_vision (struct unit *punit)
 Refresh the unit's vision. More...
 
void unit_list_refresh_vision (struct unit_list *punitlist)
 Refresh the vision of all units in the list - see unit_refresh_vision. More...
 
bool unit_can_do_action_now (const struct unit *punit)
 Used to implement the game rule controlled by the unitwaittime setting. More...
 
void unit_did_action (struct unit *punit)
 Mark a unit as having done something at the current time. More...
 
bool unit_can_be_retired (struct unit *punit)
 Units (usually barbarian units) may disband spontaneously if they are far from any enemy units or cities. More...
 
bool unit_order_list_is_sane (int length, const struct unit_order *orders)
 Returns TRUE iff the unit order array is sane. More...
 
struct unit_ordercreate_unit_orders (int length, const struct unit_order *orders)
 Sanity-check unit order arrays from a packet and create a unit_order array from their contents if valid. More...
 

Macro Definition Documentation

◆ autoattack_prob_list_iterate_safe

#define autoattack_prob_list_iterate_safe (   autoattack_prob_list,
  _aap_,
  _unit_ 
)
Value:
TYPED_LIST_ITERATE(struct autoattack_prob, autoattack_prob_list, _aap_) \
struct unit *_unit_ = game_unit_by_number(_aap_->unit_id); \
\
if (_unit_ == nullptr) { \
continue; \
}
struct unit * game_unit_by_number(int id)
Find unit out of all units in game: now uses fast idex method, instead of looking through all units o...
Definition: game.cpp:112
#define TYPED_LIST_ITERATE(TYPE_data, ARG_list, NAME_data)
Definition: speclist.h:568
Definition: unit.h:134

Definition at line 115 of file unittools.cpp.

◆ autoattack_prob_list_iterate_safe_end

#define autoattack_prob_list_iterate_safe_end   LIST_ITERATE_END

Definition at line 124 of file unittools.cpp.

◆ SPECLIST_TAG [1/2]

#define SPECLIST_TAG   unit_move_data

Definition at line 111 of file unittools.cpp.

◆ SPECLIST_TAG [2/2]

#define SPECLIST_TAG   autoattack_prob

Definition at line 111 of file unittools.cpp.

◆ SPECLIST_TYPE

#define SPECLIST_TYPE   struct autoattack_prob

Definition at line 112 of file unittools.cpp.

◆ unit_move_data_list_iterate

#define unit_move_data_list_iterate (   _plist,
  _pdata 
)     TYPED_LIST_ITERATE(struct unit_move_data, _plist, _pdata)

Definition at line 95 of file unittools.cpp.

◆ unit_move_data_list_iterate_end

#define unit_move_data_list_iterate_end   LIST_ITERATE_END

Definition at line 97 of file unittools.cpp.

◆ unit_move_data_list_iterate_rev

#define unit_move_data_list_iterate_rev (   _plist,
  _pdata 
)     TYPED_LIST_ITERATE_REV(struct unit_move_data, _plist, _pdata)

Definition at line 98 of file unittools.cpp.

◆ unit_move_data_list_iterate_rev_end

#define unit_move_data_list_iterate_rev_end   LIST_ITERATE_REV_END

Definition at line 100 of file unittools.cpp.

Function Documentation

◆ autoattack_prob_free()

static void autoattack_prob_free ( struct autoattack_prob prob)
static

Used when unit_survive_autoattack()'s autoattack_prob_list autoattack frees its items.

Definition at line 3336 of file unittools.cpp.

Referenced by unit_survive_autoattack().

◆ bounce_unit()

void bounce_unit ( struct unit punit,
bool  verbose,
bounce_reason  reason,
int  max_distance 
)

Move or remove a unit due to stack conflicts.

This function will try to find a random safe tile within a given distance of the unit's current tile and move the unit there. If no tiles are found, the unit is disbanded. If 'verbose' is true, a message is sent to the unit owner regarding what happened (the exact message depends on 'reason'). The maximum distance it 2 by default for backward compatibility.

Definition at line 1327 of file unittools.cpp.

Referenced by check_units_single_tile(), diplomat_bribe(), do_capture_units(), resolve_stack_conflicts(), sg_load_sanitycheck(), throw_units_from_illegal_cities(), transfer_city_units(), and transfer_unit().

◆ cancel_orders()

static void cancel_orders ( struct unit punit,
const char *  dbg_msg 
)
static

Cancel orders for the unit.

Definition at line 3525 of file unittools.cpp.

Referenced by execute_orders(), and wakeup_neighbor_sentries().

◆ check_unit_activity()

static void check_unit_activity ( struct unit punit)
static

Check if the units activity is legal for a move , and reset it if it isn't.

Definition at line 3740 of file unittools.cpp.

Referenced by unit_move_data().

◆ combat_veterans()

void combat_veterans ( struct unit attacker,
struct unit defender 
)

Maybe make either side of combat veteran.

Definition at line 371 of file unittools.cpp.

Referenced by do_attack().

◆ compare_units()

static int compare_units ( const struct autoattack_prob *const *  p1,
const struct autoattack_prob *const *  q1 
)
static

This function is passed to autoattack_prob_list_sort() to sort a list of units and action probabilities according to their win chance against the autoattack target, modified by transportation relationships.

The reason for making sure that a cargo unit is ahead of its transporter(s) is to leave transports out of combat if at all possible. (The transport could be destroyed during combat.)

Definition at line 3350 of file unittools.cpp.

Referenced by unit_survive_autoattack().

◆ converting_fuel_rescue()

static bool converting_fuel_rescue ( struct unit punit)
static

Return true if unit is about to finish converting to a unittype with more/no fuel, rescuing it from imminent death.

Definition at line 442 of file unittools.cpp.

Referenced by player_restore_units().

◆ create_unit()

struct unit* create_unit ( struct player pplayer,
struct tile ptile,
const struct unit_type type,
int  veteran_level,
int  homecity_id,
int  moves_left 
)

◆ create_unit_full()

struct unit* create_unit_full ( struct player pplayer,
struct tile ptile,
const struct unit_type type,
int  veteran_level,
int  homecity_id,
int  moves_left,
int  hp_left,
struct unit ptrans 
)

Creates a unit, and set it's initial values, and put it into the right lists.

If moves_left is less than zero, unit will get max moves.

Definition at line 1789 of file unittools.cpp.

Referenced by api_edit_create_unit_full(), create_unit(), try_summon_barbarians(), and unit_change_owner().

◆ create_unit_orders()

struct unit_order* create_unit_orders ( int  length,
const struct unit_order orders 
)

Sanity-check unit order arrays from a packet and create a unit_order array from their contents if valid.

Definition at line 5119 of file unittools.cpp.

Referenced by handle_city_rally_point(), and handle_unit_orders().

◆ do_airline()

bool do_airline ( struct unit punit,
struct city pdest_city,
const struct action paction 
)

Go by airline, if both cities have an airport and neither has been used this turn the unit will be transported by it and have its moves set to 0.

Definition at line 3018 of file unittools.cpp.

Referenced by unit_perform_action().

◆ do_explore()

void do_explore ( struct unit punit)

Autoexplore with unit.

Definition at line 3047 of file unittools.cpp.

Referenced by handle_unit_server_side_agent_set(), and unit_activity_complete().

◆ do_nuclear_explosion()

void do_nuclear_explosion ( struct player pplayer,
struct tile ptile 
)

Nuke all the squares in a 3x3 square around the center of the explosion pplayer is the player that caused the explosion.

Definition at line 2999 of file unittools.cpp.

Referenced by spy_nuke_city(), and unit_nuke().

◆ do_nuke_tile()

static void do_nuke_tile ( struct player pplayer,
struct tile ptile 
)
static

Nuke a square: 1) remove all units on the square, and 2) halve the size of the city on the square.

If it isn't a city square or an ocean square then with 50% chance add some fallout, then notify the client about the changes.

Definition at line 2892 of file unittools.cpp.

Referenced by do_nuclear_explosion().

◆ do_paradrop()

bool do_paradrop ( struct unit punit,
struct tile ptile,
const struct action paction 
)

Returns whether the drop was made or not.

Note that it also returns 1 in the case where the drop was succesful, but the unit was killed by barbarians in a hut.

Definition at line 3082 of file unittools.cpp.

Referenced by unit_perform_action().

◆ do_upgrade_effects()

static void do_upgrade_effects ( struct player pplayer)
static

Do unit auto-upgrades to players with the EFT_UNIT_UPGRADE effect (traditionally from Leonardo's Workshop).

Definition at line 388 of file unittools.cpp.

Referenced by player_restore_units().

◆ execute_orders()

bool execute_orders ( struct unit punit,
const bool  fresh 
)

Executes a unit's orders stored in punit->orders.

The unit is put on idle if an action fails or if "patrol" is set and an enemy unit is encountered.

The return value will be TRUE if the unit lives, FALSE otherwise. (This function used to return a goto_result enumeration, declared in gotohand.h. But this enumeration was never checked by the caller and just lead to confusion. All the caller really needs to know is if the unit lived or died; everything else is handled internally within execute_orders.)

If the orders are repeating the loop starts over at the beginning once it completes. To avoid infinite loops on railroad we stop for this turn when the unit is back where it started, even if it have moves left.

A unit will attack under orders only on its final action.

The fresh parameter is true if the order execution happens because the orders just were received.

Definition at line 4384 of file unittools.cpp.

Referenced by execute_unit_orders(), and handle_unit_orders().

◆ execute_unit_orders()

void execute_unit_orders ( struct player pplayer)

Iterate through all units and execute their orders.

Definition at line 659 of file unittools.cpp.

Referenced by begin_phase().

◆ finalize_unit_phase_beginning()

void finalize_unit_phase_beginning ( struct player pplayer)

Iterate through all units and remember their current activities.

Definition at line 673 of file unittools.cpp.

Referenced by begin_phase().

◆ find_a_good_partisan_spot()

static bool find_a_good_partisan_spot ( struct tile pcenter,
struct player powner,
struct unit_type u_type,
int  sq_radius,
struct tile **  dst_tile 
)
static

Find place to place partisans.

Returns whether such spot was found, and if it has been found, dst_tile contains that tile.

Definition at line 1132 of file unittools.cpp.

Referenced by place_partisans().

◆ find_a_unit_type()

struct unit_type* find_a_unit_type ( enum unit_role_id  role,
enum unit_role_id  role_tech 
)

Returns a unit type that matches the role_tech or role roles.

If role_tech is given, then we look at all units with this role whose requirements are met by any player, and return a random one. This can be used to give a unit to barbarians taken from the set of most advanced units researched by the 'real' players.

If role_tech is not give (-1) or if there are no matching unit types, then we look at 'role' value and return a random matching unit type.

It is an error if there are no available units. This function will always return a valid unit.

Definition at line 159 of file unittools.cpp.

Referenced by try_summon_barbarians(), and unleash_barbarians().

◆ finish_unit_wait()

void finish_unit_wait ( struct unit punit,
int  activity_count 
)

Finish activity of a unit that was deferred by unitwaittime.

Definition at line 1063 of file unittools.cpp.

Referenced by finish_unit_waits().

◆ get_unit_vision_at()

int get_unit_vision_at ( struct unit punit,
const struct tile ptile,
enum vision_layer  vlayer 
)

Return the vision the unit will have at the given tile.

The base vision range may be modified by effects.

Note that vision MUST be independent of transported_by for this to work properly.

Definition at line 4791 of file unittools.cpp.

Referenced by maybe_cancel_patrol_due_to_enemy(), unit_move_data(), unit_refresh_vision(), and wakeup_neighbor_sentries().

◆ get_units_seen_via_ally()

struct unit_list* get_units_seen_via_ally ( const struct player pplayer,
const struct player aplayer 
)

Returns the list of the units seen by 'pplayer' potentially seen only thanks to an alliance with 'aplayer'.

The returned pointer is newly allocated and should be freed by the caller, using unit_list_destroy().

Definition at line 1552 of file unittools.cpp.

Referenced by handle_diplomacy_accept_treaty_req(), and handle_diplomacy_cancel_pact_explicit().

◆ give_allied_visibility()

void give_allied_visibility ( struct player pplayer,
struct player aplayer 
)

Refresh units visibility of 'aplayer' for 'pplayer' after alliance have been contracted.

Definition at line 1621 of file unittools.cpp.

Referenced by handle_diplomacy_accept_treaty_req().

◆ hut_get_limited()

static bool hut_get_limited ( struct unit punit)
static

Give 25 Gold or kill the unit.

For H_LIMITEDHUTS Return TRUE if unit is alive, and FALSE if it was killed

Definition at line 3177 of file unittools.cpp.

Referenced by unit_enter_hut().

◆ is_airunit_refuel_point()

bool is_airunit_refuel_point ( const struct tile ptile,
const struct player pplayer,
const struct unit punit 
)

Can unit refuel on tile.

Considers also carrier capacity on tile.

Definition at line 1635 of file unittools.cpp.

Referenced by dai_find_strategic_airbase(), dai_manage_airunit(), find_nearest_airbase(), and player_restore_units().

◆ kill_unit()

void kill_unit ( struct unit pkiller,
struct unit punit,
bool  vet 
)

Called when one unit kills another in combat (this function is only called in one place).

It handles all side effects including notifications and killstack.

Note
WARNING: This function iterates through all possible players, not just the players present in the server. That means that, in the loops, you must account for situations where the loop is going to go through players that do not exist, and the consequences that such iterations could have. E.g. notify_player, when pointed to nullptr, will send messages to everyone.

Definition at line 2358 of file unittools.cpp.

Referenced by do_attack().

◆ maybe_become_veteran_real()

static bool maybe_become_veteran_real ( struct unit punit,
bool  settler 
)
static

After a battle, after diplomatic aggression and after surviving trireme loss chance, this routine is called to decide whether or not the unit should become more experienced.

There is a specified chance for it to happen, (+50% if player got SUNTZU) the chances are specified in the units.ruleset file.

If 'settler' is TRUE the veteran level is increased due to work done by the unit.

Definition at line 220 of file unittools.cpp.

Referenced by maybe_make_veteran(), and update_unit_activity().

◆ maybe_cancel_goto_due_to_enemy()

static bool maybe_cancel_goto_due_to_enemy ( struct unit punit,
struct tile ptile 
)
static

Maybe cancel the goto if there is an enemy in the way.

Definition at line 4312 of file unittools.cpp.

Referenced by execute_orders().

◆ maybe_cancel_patrol_due_to_enemy()

static bool maybe_cancel_patrol_due_to_enemy ( struct unit punit)
static

Maybe cancel the patrol as there is an enemy near.

If you modify the wakeup range you should change it in wakeup_neighbor_sentries() too.

Definition at line 4325 of file unittools.cpp.

Referenced by execute_orders(), and wakeup_neighbor_sentries().

◆ maybe_make_veteran()

bool maybe_make_veteran ( struct unit punit)

Unit has a chance to become veteran.

This should not be used for settlers for the work they do.

Definition at line 204 of file unittools.cpp.

Referenced by combat_veterans(), diplomat_bribe(), diplomat_escape_full(), and diplomat_infiltrate_tile().

◆ notify_unit_experience()

void notify_unit_experience ( struct unit punit)

Common notification for all experience levels.

Definition at line 723 of file unittools.cpp.

Referenced by diplomat_bribe(), diplomat_escape_full(), diplomat_infiltrate_tile(), do_attack(), and update_unit_activity().

◆ package_short_unit()

void package_short_unit ( struct unit punit,
struct packet_unit_short_info *  packet,
enum unit_info_use  packet_use,
int  info_city_id 
)

Package a short_unit_info packet.

This contains a limited amount of information about the unit, and is sent to players who shouldn't know everything (like the unit's owner's enemies).

Definition at line 2750 of file unittools.cpp.

Referenced by diplomat_investigate(), see_combat_unit(), send_unit_info(), and unit_move().

◆ package_unit()

void package_unit ( struct unit punit,
struct packet_unit_info *  packet 
)

Package a unit_info packet.

This packet contains basically all information about a unit.

Definition at line 2662 of file unittools.cpp.

Referenced by see_combat_unit(), send_unit_info(), and unit_move().

◆ place_partisans()

void place_partisans ( struct tile pcenter,
struct player powner,
int  count,
int  sq_radius 
)

Place partisans for powner around pcenter (normally around a city).

Definition at line 1180 of file unittools.cpp.

Referenced by api_edit_place_partisans().

◆ player_is_watching()

static bool player_is_watching ( struct unit punit,
const bool  fresh 
)
inlinestatic

Returns TRUE iff it is reasonable to assume that the player is wathing the unit.

Since the player is watching the unit there is no need to inform him about things he could see happening. Remember that it still may be necessary to explain why something happened.

Definition at line 4357 of file unittools.cpp.

Referenced by execute_orders().

◆ player_restore_units()

void player_restore_units ( struct player pplayer)
  1. Do Leonardo's Workshop upgrade if applicable.
  2. Restore/decrease unit hitpoints.
  3. Kill dead units.
  4. Rescue airplanes by returning them to base automatically.
  5. Decrease fuel of planes in the air.
  6. Refuel planes that are in bases.
  7. Kill planes that are out of fuel.

Definition at line 481 of file unittools.cpp.

Referenced by end_phase().

◆ remove_allied_visibility()

void remove_allied_visibility ( struct player pplayer,
struct player aplayer,
const struct unit_list *  seen_units 
)

When two players cancel an alliance, a lot of units that were visible may no longer be visible (this includes units in transporters and cities).

Call this function to inform the clients that these units are no longer visible. Pass the list of seen units returned by get_units_seen_via_ally() before alliance was broken up.

Definition at line 1593 of file unittools.cpp.

Referenced by update_players_after_alliance_breakup().

◆ resolve_stack_conflicts()

static void resolve_stack_conflicts ( struct player pplayer,
struct player aplayer,
bool  verbose 
)
static

For each pplayer's unit, check if we stack illegally, if so, bounce both players' units.

If on ocean tile, bounce everyone but ships to avoid drowning. This function assumes that cities are clean.

If verbose is true, the unit owner gets messages about where each units goes.

Definition at line 1505 of file unittools.cpp.

Referenced by resolve_unit_stacks().

◆ resolve_unit_stacks()

void resolve_unit_stacks ( struct player pplayer,
struct player aplayer,
bool  verbose 
)

When in civil war or an alliance breaks there will potentially be units from both sides coexisting on the same squares.

This routine resolves this by first bouncing off non-allied units from their cities, then by bouncing both players' units in now illegal multiowner stacks. To avoid drowning due to removal of transports, we bounce everyone (including third parties' units) from ocean tiles.

If verbose is true, the unit owner gets messages about where each units goes.

Definition at line 1537 of file unittools.cpp.

Referenced by civil_war(), kill_player(), sg_load_sanitycheck(), transfer_city(), and update_players_after_alliance_breakup().

◆ send_all_known_units()

void send_all_known_units ( struct conn_list *  dest)

For each specified connections, send information about all the units known to that player/conn.

Definition at line 2859 of file unittools.cpp.

Referenced by send_all_info().

◆ send_unit_info()

void send_unit_info ( struct conn_list *  dest,
struct unit punit 
)

Send the unit to the players who need the info.

dest = nullptr means all connections (game.est_connections)

Definition at line 2808 of file unittools.cpp.

Referenced by action_success_pay_mp(), action_success_target_pay_mp(), adv_follow_path(), api_edit_unit_turn(), auto_settler_findwork(), auto_settler_setup_work(), cancel_orders(), city_units_upkeep(), create_unit_full(), dai_auto_settler_run(), dai_unit_goto_constrained(), destroy_extra(), diplomat_bribe(), diplomat_embassy(), diplomat_escape_full(), diplomat_get_tech(), diplomat_infiltrate_tile(), diplomat_investigate(), diplomat_sabotage(), do_attack(), do_capture_units(), do_expel_unit(), do_explore(), do_heal_unit(), execute_orders(), finalize_unit_phase_beginning(), give_allied_visibility(), handle_edit_unit(), handle_unit_orders(), handle_unit_rename(), handle_unit_sscs_set(), illegal_action_pay_price(), map_change_seen(), map_claim_base(), map_show_tile(), place_animal(), place_partisans(), player_restore_units(), remove_city(), research_tech_lost(), send_all_known_units(), server_remove_unit_full(), spy_sabotage_unit(), transfer_city(), transform_unit(), try_summon_barbarians(), try_to_save_unit(), unit_activities_cancel_all_illegal(), unit_activity_complete(), unit_activity_dependencies(), unit_activity_internal(), unit_activity_targeted_internal(), unit_bombard(), unit_change_homecity_handling(), unit_change_owner(), unit_lost_with_transport(), unit_move(), unit_move_handling(), unit_server_side_agent_set(), unit_survive_autoattack(), unit_transport_load_send(), unit_transport_load_tp_status(), unit_transport_unload_send(), unleash_barbarians(), wakeup_neighbor_sentries(), and wipe_unit_full().

◆ server_remove_unit()

static void server_remove_unit ( struct unit punit,
enum unit_loss_reason  reason 
)
static

We remove the unit and see if it's disappearance has affected the homecity and the city it was in.

Definition at line 2019 of file unittools.cpp.

Referenced by do_paradrop().

◆ server_remove_unit_full()

static void server_remove_unit_full ( struct unit punit,
bool  transported,
enum unit_loss_reason  reason 
)
static

We remove the unit and see if it's disappearance has affected the homecity and the city it was in.

Definition at line 1895 of file unittools.cpp.

Referenced by server_remove_unit(), and wipe_unit_full().

◆ teleport_unit_to_city()

bool teleport_unit_to_city ( struct unit punit,
struct city pcity,
int  move_cost,
bool  verbose 
)

Teleport punit to city at cost specified.

Returns success. Note that unit may die if it succesfully moves, i.e., even when return value is TRUE. (If specified cost is -1, then teleportation costs all movement.)

Definition at line 1212 of file unittools.cpp.

Referenced by diplomat_escape_full(), do_expel_unit(), and try_to_save_unit().

◆ throw_units_from_illegal_cities()

static void throw_units_from_illegal_cities ( struct player pplayer,
bool  verbose 
)
static

Throw pplayer's units from non allied cities.

If verbose is true, pplayer gets messages about where each units goes.

Definition at line 1438 of file unittools.cpp.

Referenced by resolve_unit_stacks().

◆ total_activity()

static int total_activity ( struct tile ptile,
enum unit_activity  act,
struct extra_type tgt 
)
static

Calculate the total amount of activity performed by all units on a tile for a given task and target.

Definition at line 691 of file unittools.cpp.

Referenced by total_activity_done(), and unit_activity_complete().

◆ total_activity_done()

static bool total_activity_done ( struct tile ptile,
enum unit_activity  act,
struct extra_type tgt 
)
static

Check the total amount of activity performed by all units on a tile for a given task.

Definition at line 713 of file unittools.cpp.

Referenced by unit_activity_complete().

◆ transform_unit()

void transform_unit ( struct unit punit,
const struct unit_type to_unit,
bool  is_free 
)

Really transforms a single unit to another type.

This function performs no checks. You should perform the appropriate test first to check that the transformation is legal (test_unit_upgrade() or test_unit_convert()).

is_free: Does unit owner need to pay upgrade price.

Note that this function is strongly tied to unit.c:test_unit_upgrade().

Definition at line 1676 of file unittools.cpp.

Referenced by do_unit_upgrade(), do_upgrade_effects(), and unit_convert().

◆ try_to_save_unit()

static bool try_to_save_unit ( struct unit punit,
const struct unit_type pttype,
bool  helpless,
bool  teleporting,
const struct city pexclcity 
)
static

Determine if it is possible to save a given unit, and if so, save them.

'pexclcity' is a city to avoid teleporting to, if 'teleporting' is set. Note that despite being saved from drowning, teleporting the units to "safety" may have killed them in the end.

Definition at line 2260 of file unittools.cpp.

Referenced by wipe_unit_full().

◆ unit_activities_cancel_all_illegal()

void unit_activities_cancel_all_illegal ( const struct tile ptile)

Cancel all illegal activities done by units at the specified tile.

Definition at line 774 of file unittools.cpp.

Referenced by unit_activities_cancel_all_illegal_area().

◆ unit_activities_cancel_all_illegal_area()

void unit_activities_cancel_all_illegal_area ( const struct tile ptile)

Cancel all illegal activities done by units at the specified tile, and surrounding tiles.

For most rulesets this is for cancelling irrigation on surrounding tiles when the central tile was the only source of water, but does not provide water any more.

Definition at line 801 of file unittools.cpp.

Referenced by climate_change(), end_turn(), and unit_activity_complete().

◆ unit_activity_complete()

static void unit_activity_complete ( struct unit punit)
static

Progress settlers in their current tasks, and units that is pillaging.

also move units that is on a goto. Restore unit move points (information needed for settler tasks)

Definition at line 817 of file unittools.cpp.

Referenced by finish_unit_wait(), and update_unit_activity().

◆ unit_activity_needs_target_from_client()

bool unit_activity_needs_target_from_client ( enum unit_activity  activity)

Return TRUE iff activity requires some sort of target to be specified by the client.

Definition at line 1085 of file unittools.cpp.

Referenced by sg_load_player_unit(), and unit_perform_action().

◆ unit_assign_specific_activity_target()

void unit_assign_specific_activity_target ( struct unit punit,
enum unit_activity *  activity,
struct extra_type **  target 
)

For some activities (currently only pillaging), the precise target can be assigned by the server rather than explicitly requested by the client.

This function assigns a specific activity+target if the current settings are open-ended (otherwise leaves them unchanged).

Please update unit_activity_needs_target_from_client() if you add server side unit activity target setting to more activities.

Definition at line 1105 of file unittools.cpp.

Referenced by action_sub_target_id_for_action(), ai_level_convert(), and unit_activity_targeted_internal().

◆ unit_bombs_unit()

void unit_bombs_unit ( struct unit attacker,
struct unit defender,
int *  att_hp,
int *  def_hp 
)

This is the basic unit versus unit classic bombardment routine.

1) ALOT of modifiers bonuses etc is added to the 2 units rates. 2) Do rate attacks and don't kill the defender, then return.

Definition at line 321 of file unittools.cpp.

Referenced by unit_bombard().

◆ unit_can_be_retired()

bool unit_can_be_retired ( struct unit punit)

Units (usually barbarian units) may disband spontaneously if they are far from any enemy units or cities.

It is to remove barbarians that do not engage into any activity for a long time.

Definition at line 4906 of file unittools.cpp.

Referenced by begin_turn().

◆ unit_can_do_action_now()

bool unit_can_do_action_now ( const struct unit punit)

Used to implement the game rule controlled by the unitwaittime setting.

Notifies the unit owner if the unit is unable to act.

Definition at line 4844 of file unittools.cpp.

Referenced by unit_move_handling(), and unit_perform_action().

◆ unit_change_owner()

struct unit* unit_change_owner ( struct unit punit,
struct player pplayer,
int  homecity,
enum unit_loss_reason  reason 
)

We don't really change owner of the unit, but create completely new unit as its copy.

The new pointer to 'punit' is returned.

Definition at line 2302 of file unittools.cpp.

Referenced by diplomat_bribe(), and do_capture_units().

◆ unit_convert()

static void unit_convert ( struct unit punit)
static

Convert a single unit to another type.

Definition at line 750 of file unittools.cpp.

Referenced by unit_activity_complete().

◆ unit_did_action()

void unit_did_action ( struct unit punit)

Mark a unit as having done something at the current time.

This is used in conjunction with unit_can_do_action_now() and the unitwaittime setting.

Definition at line 4879 of file unittools.cpp.

Referenced by diplomat_bribe(), do_attack(), do_capture_units(), unit_bombard(), unit_change_owner(), and unit_move_data().

◆ unit_enter_hut()

static void unit_enter_hut ( struct unit punit)
static

Due to the effects in the scripted hut behavior can not be predicted, unit_enter_hut returns nothing.

Definition at line 3207 of file unittools.cpp.

Referenced by unit_move().

◆ unit_forget_last_activity()

void unit_forget_last_activity ( struct unit punit)

Forget the unit's last activity so that it can't be resumed.

This is used for example when the unit moves or attacks.

Definition at line 1073 of file unittools.cpp.

Referenced by do_attack(), do_capture_units(), transform_unit(), unit_bombard(), and unit_move_data().

◆ unit_get_goods()

void unit_get_goods ( struct unit punit)

Set carried goods for unit.

Definition at line 1773 of file unittools.cpp.

Referenced by create_unit_full(), and unit_change_homecity_handling().

◆ unit_goes_out_of_sight()

void unit_goes_out_of_sight ( struct player pplayer,
const unit punit 
)

◆ unit_list_refresh_vision()

void unit_list_refresh_vision ( struct unit_list *  punitlist)

Refresh the vision of all units in the list - see unit_refresh_vision.

Definition at line 4834 of file unittools.cpp.

Referenced by create_city(), create_extra(), found_new_tech(), and unit_activity_complete().

◆ unit_lost_with_transport()

static void unit_lost_with_transport ( const struct player pplayer,
struct unit pcargo,
const struct unit_type ptransport,
struct player killer 
)
static

Handle units destroyed when their transport is destroyed.

Definition at line 2028 of file unittools.cpp.

Referenced by wipe_unit_full().

◆ unit_move()

bool unit_move ( struct unit punit,
struct tile pdesttile,
int  move_cost,
struct unit embark_to,
bool  find_embark_target,
bool  conquer_city_allowed 
)

Moves a unit.

No checks whatsoever! This is meant as a practical function for other functions, like do_airline, which do the checking themselves.

If you move a unit you should always use this function, as it also sets the transport status of the unit correctly. Note that the source tile (the current tile of the unit) and pdesttile need not be adjacent.

Returns TRUE iff unit still alive.

Definition at line 3878 of file unittools.cpp.

Referenced by adv_unit_execute_path(), api_edit_unit_move(), api_edit_unit_teleport(), do_airline(), do_disembark(), do_paradrop(), do_unit_conquer_city(), do_unit_embark(), kill_unit(), teleport_unit_to_city(), and unit_move_handling().

◆ unit_move_consequences()

static bool unit_move_consequences ( struct unit punit,
struct tile src_tile,
struct tile dst_tile,
bool  passenger,
bool  conquer_city_allowed 
)
static

Does: 1) updates the unit's homecity and the city it enters/leaves (the city's happiness varies).

This also takes into account when the unit enters/leaves a fortress. 2) updates adjacent cities' unavailable tiles.

FIXME: Sometimes it is not necessary to send cities because the goverment doesn't care whether a unit is away or not.

Definition at line 3625 of file unittools.cpp.

Referenced by unit_move().

◆ unit_move_data()

static struct unit_move_data* unit_move_data ( struct unit punit,
struct tile psrctile,
struct tile pdesttile 
)
static

Create a new unit move data, or use previous one if available.

Definition at line 3776 of file unittools.cpp.

Referenced by unit_move().

◆ unit_move_data_unref()

static void unit_move_data_unref ( struct unit_move_data pdata)
static

Decrease the reference counter and destroy if needed.

Definition at line 3848 of file unittools.cpp.

Referenced by unit_move().

◆ unit_order_list_is_sane()

bool unit_order_list_is_sane ( int  length,
const struct unit_order orders 
)

Returns TRUE iff the unit order array is sane.

Definition at line 4924 of file unittools.cpp.

Referenced by create_unit_orders(), and sg_load_sanitycheck().

◆ unit_refresh_vision()

void unit_refresh_vision ( struct unit punit)

Refresh the unit's vision.

This function has very small overhead and can be called any time effects may have changed the vision range of the city.

Definition at line 4818 of file unittools.cpp.

Referenced by create_unit_full(), sg_load_player_units(), transform_unit(), unit_change_homecity_handling(), and unit_list_refresh_vision().

◆ unit_restore_movepoints()

static void unit_restore_movepoints ( struct player pplayer,
struct unit punit 
)
static

Move points are trivial, only modifiers to the base value is if it's sea units and the player has certain wonders/techs.

Then add veteran bonus, if any.

Definition at line 636 of file unittools.cpp.

Referenced by update_unit_activity().

◆ unit_set_removal_callback()

void unit_set_removal_callback ( struct unit punit,
void(*)(struct unit *punit)  callback 
)

Set the call back to run when the server removes the unit.

Definition at line 1872 of file unittools.cpp.

Referenced by uk_rem_gold_append().

◆ unit_survive_autoattack()

static bool unit_survive_autoattack ( struct unit punit)
static

Check if unit survives enemy autoattacks.

We assume that any unit that is adjacent to us can see us.

Definition at line 3392 of file unittools.cpp.

Referenced by unit_move().

◆ unit_transport_load_send()

void unit_transport_load_send ( struct unit punit,
struct unit ptrans 
)

Put the unit onto the transporter, and tell everyone.

Definition at line 3261 of file unittools.cpp.

Referenced by dai_unit_new_task(), and do_unit_board().

◆ unit_transport_load_tp_status()

static void unit_transport_load_tp_status ( struct unit punit,
struct unit ptrans,
bool  force 
)
static

Load unit to transport, send transport's loaded status to everyone.

Definition at line 3295 of file unittools.cpp.

Referenced by create_unit_full(), player_restore_units(), try_to_save_unit(), and unit_move().

◆ unit_transport_unload_send()

void unit_transport_unload_send ( struct unit punit)

Pull the unit off of the transporter, and tell everyone.

Definition at line 3316 of file unittools.cpp.

Referenced by do_attack(), do_unit_alight(), do_unit_board(), do_unit_embark(), do_unit_unload(), and throw_units_from_illegal_cities().

◆ unit_unset_removal_callback()

void unit_unset_removal_callback ( struct unit punit)

Remove the call back so nothing runs when the server removes the unit.

Definition at line 1886 of file unittools.cpp.

Referenced by unit_list_referred_destroy().

◆ unit_versus_unit()

void unit_versus_unit ( struct unit attacker,
struct unit defender,
int *  att_hp,
int *  def_hp 
)

This is the basic unit versus unit combat routine.

1) ALOT of modifiers bonuses etc is added to the 2 units rates. 2) the combat loop, which continues until one of the units are dead or EFT_COMBAT_ROUNDS rounds have been fought. 3) the aftermath, the loser (and potentially the stack which is below it) is wiped, and the winner gets a chance of gaining veteran status

Definition at line 268 of file unittools.cpp.

Referenced by do_attack().

◆ update_unit_activities()

void update_unit_activities ( struct player pplayer)

Iterate through all units and update them.

Definition at line 646 of file unittools.cpp.

Referenced by begin_phase().

◆ update_unit_activity()

static void update_unit_activity ( struct unit punit,
time_t  now 
)
static

Progress settlers in their current tasks, and units that are pillaging.

Also move units on a goto. Restore unit move points (information needed for settler tasks)

Definition at line 995 of file unittools.cpp.

Referenced by update_unit_activities().

◆ wakeup_neighbor_sentries()

static void wakeup_neighbor_sentries ( struct unit punit)
static

Will wake up any neighboring enemy sentry units or patrolling units.

Definition at line 3536 of file unittools.cpp.

Referenced by create_unit_full(), and unit_move().

◆ wipe_unit()

◆ wipe_unit_full()

static void wipe_unit_full ( struct unit punit,
bool  transported,
enum unit_loss_reason  reason,
struct player killer 
)
static

Remove the unit, and passengers if it is a carrying any.

Remove the minimum number, eg there could be another boat on the square.

Definition at line 2051 of file unittools.cpp.

Referenced by unit_lost_with_transport(), and wipe_unit().