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run2.c File Reference

#include "conq.h"
#include "kernel.h"

Include dependency graph for run2.c:

Include dependency graph

Namespaces

namespace  Xconq

Classes

struct  a_key_point

Functions

int check_repair_action (Unit *actor, Unit *repairer, Unit *repairee)
 Check for Repair Unit Action.

int do_repair_action (Unit *actor, Unit *repairer, Unit *repairee)
 Do Repair Unit Action.

void run_turn_start (void)
void run_restored_turn_start (void)
void run_turn_end (void)
void request_additional_side (char *playerspec)
void parse_player_spec (Player *player, char *spec)
int new_acp_for_turn (Unit *unit)
int new_acp_for_turn_if_at (Unit *unit, int x, int y)
int total_acp_for_turn (Unit *unit)
void set_unit_acp_for_turn (Unit *unit)
int damaged_acp (Unit *unit, Obj *effect)
int people_surrender_chance (int u, int x, int y)
void change_people_side_around (int x, int y, int u, Side *side)
void update_cell_display_all_sides (int x, int y, int flags)

Variables

int stop_apply
int gamestatesafe
 Game in safe state flag.

int suppress_update_cell_display = FALSE
int curyearpart = -1
char * curseasonname
char * curdatestr
int want_checkpoints = FALSE
 We want checkpoint files.

int checkpoint_interval = 0
 Checkpoint interval.

int new_sides_requested
char ** players_requested
int daynight = FALSE
 ???

int sunx
 sun directly over x co-ordinate.

int suny
 sun directly over y co-ordinate.

int lastsunx = -1 lastsuny = -1
int area_lighting = -1
 ???

short any_tooling_attrition = -1
short any_cp_attrition = -1
short any_self_builds = -1
short any_environment_effects = -1
short any_appearances = -1
short any_disappearances = -1
short any_people_side_changes = -1
 People side changes?

short * any_people_surrenders = NULL
short any_morale_recovery = -1
short any_tech_leakage = -1
short any_detonation_accidents = -1
short any_lost_vanish = -1
short any_lost_wreck = -1
short any_lost_surrender = -1
short any_lost_revolt = -1
short any_people_max = -1
short any_spying = -1
short any_annual_temp_change = -1
short any_accidents = -1
short any_attrition = -1
short any_revolts = -1
short any_surrenders = -1
short any_auto_change_types = FALSE
a_key_pointkey_points

Function Documentation

void change_people_side_around int  x,
int  y,
int  u,
Side side
 

int check_repair_action Unit actor,
Unit repairer,
Unit repairee
 

Check for Repair Unit Action.

Check to see if the repair action can be done. Validate:

  • All units are in play.
  • The repairng unit can repair the repaired unit.
  • Sufficient materials are on hand to do the repair.
  • the unit has enought ACP to do the repair this turn.
    See also:
    in_play, uu_acp_to_repair, can_have_enough_acp, uu_hp_to_repair, for_all_material_types, um_to_repair, um_consumption_per_repair, has_enough_acp.

int damaged_acp Unit unit,
Obj effect
 

int do_repair_action Unit acpsrc,
Unit repairer,
Unit repairee
 

Do Repair Unit Action.

Use a unit to repair another unit.

  • Calculate amount of hitpoints that can be repaired.
  • Adjust the repaired unit's hitpoints.
  • Use up any materials required.
  • Use up any ACP needed.
    See also:
    uu_repair, add_to_unit_hp, prob_fraction, for_all_material_types, um_comsumption_per_repair, use_up_acp, uu_acp_to_repair.
    Returns:
    A_ANY_DONE always.

int new_acp_for_turn Unit unit  ) 
 

int new_acp_for_turn_if_at Unit unit,
int  x,
int  y
 

void parse_player_spec Player player,
char *  spec
 

int people_surrender_chance int  u,
int  x,
int  y
 

void request_additional_side char *  playerspec  ) 
 

void run_restored_turn_start void   ) 
 

void run_turn_end void   ) 
 

void run_turn_start void   ) 
 

void set_unit_acp_for_turn Unit unit  ) 
 

int total_acp_for_turn Unit unit  ) 
 

void update_cell_display_all_sides int  x,
int  y,
int  flags
 


Variable Documentation

short any_accidents = -1
 

short any_annual_temp_change = -1
 

short any_appearances = -1
 

short any_attrition = -1
 

short any_auto_change_types = FALSE
 

short any_cp_attrition = -1
 

short any_detonation_accidents = -1
 

short any_disappearances = -1
 

short any_environment_effects = -1
 

short any_lost_revolt = -1
 

short any_lost_surrender = -1
 

short any_lost_vanish = -1
 

short any_lost_wreck = -1
 

short any_morale_recovery = -1
 

short any_people_max = -1
 

short any_people_side_changes = -1
 

People side changes?

short* any_people_surrenders = NULL
 

short any_revolts = -1
 

short any_self_builds = -1
 

short any_spying = -1
 

short any_surrenders = -1
 

short any_tech_leakage = -1
 

short any_tooling_attrition = -1
 

int area_lighting = -1
 

???

int checkpoint_interval = 0
 

Checkpoint interval.

char* curdatestr
 

char* curseasonname
 

int curyearpart = -1
 

int daynight = FALSE
 

???

int gamestatesafe
 

Game in safe state flag.

struct a_key_point * key_points
 

int lastsunx = -1 lastsuny = -1
 

int new_sides_requested
 

char** players_requested
 

int stop_apply
 

int sunx
 

sun directly over x co-ordinate.

int suny
 

sun directly over y co-ordinate.

int suppress_update_cell_display = FALSE
 

int want_checkpoints = FALSE
 

We want checkpoint files.


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