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a_side Struct Reference

Side. More...

#include <side.h>

Collaboration diagram for a_side:

Collaboration graph
[legend]
List of all members.

Public Attributes

int id
Objsymbol
char * name
char * longname
char * shortname
char * noun
char * pluralnoun
char * adjective
char * colorscheme
char * default_color
char * emblemname
char ** unitnamers
Objfeaturenamers
short nameslocked
char * sideclass
a_unitself_unit
short self_unit_id
a_sidecontrolled_by
short controlled_by_id
SideMask knows_about
short * trusts
short * trades
short * startwith
short * counts
short * tech
short * inittech
short * action_priorities
short * already_seen
short * already_seen_indep
Doctrinedefault_doctrine
Doctrine ** udoctrine
short doctrines_locked
StandingOrderorders
StandingOrderlast_order
char * uorders
Objpossible_units
short ai_may_resign
short * advance
short research_topic
short autoresearch
short research_goal
long * treasury
short * c_rates
char * terrview
char ** auxterrview
short * terrviewdate
short ** auxterrviewdate
a_unit_view ** unit_views
short ** materialview
short ** materialviewdate
short * tempview
short * tempviewdate
short * cloudview
short * cloudbottomview
short * cloudheightview
short * cloudviewdate
short * windview
short * windviewdate
short ingame
short everingame
short priority
short status
short * scores
Objrawscores
short willingtodraw
short autofinish
short finishedturn
short turntimeused
short totaltimeused
short timeouts
short timeoutsused
short curactor_pos
a_unitcuractor
short curactor_id
short advantage
short minadvantage
short maxadvantage
short init_center_x
short init_center_y
Objinstructions
short last_notice_date
short realtimeout
long startbeeptime
short * gaincounts
short * losscounts
long ** atkstats
long ** hitstats
a_playerplayer
short playerid
a_uiui
Objuidata
short aitype
a_aiai
Objaidata
a_ruirui
a_rairai
AI_Sidemaster_ai
 Pointer to side's master AI struct.

short startx
short starty
short busy
short finalradius
short willingtosave
short see_all
short show_all
short may_set_show_all
short unit_view_restored
short * uavail
short * canbuild
short * candevelop
short * cancarry
short * canresearch
short * research_precluded
short * could_act_with
 List of utypes that side can act with.

short * could_construct
 List of utypes that side is restricted to constructing.

short * could_develop
 List of utypes that side is restricted to developing.

short * could_research
 List of atypes that side is restricted to researching.

a_unitunithead
a_unitvectoractionvector
short numwaiting
short * coverage
short * alt_coverage
short * numunits
short numacting
short numfinished
long turnstarttime
long lasttime
long turnfinishtime
long laststarttime
int point_value_cache
int point_value_valid
int prefixarg
a_sidenext

Detailed Description

Side.

Each Xconq player is a "side" - more or less one country. A side may or may not be played by a person, and may or may not have a display attached to it. Each side has a different view of the world. Side 0 is for independant units.


Member Data Documentation

short* a_side::action_priorities
 

action priority for each unit type relationship

struct a_unitvector* a_side::actionvector
 

vector of acting units

char* a_side::adjective
 

This is an adjective that can be used of individuals on the side, as in "Spanish". Defaults to "", which suppresses use of the adjective. As a complete example, a side named "Poland" would have a long name "Kingdom of Poland", short name "Po", noun "Pole", plural noun "Poles", and adjective "Polish".

short* a_side::advance
 

State of research (accum pts) for each Advance. Set to -1 when completed. relationship

short a_side::advantage
 

actual advantage setup

struct a_ai* a_side::ai
 

pointer to the AI making decisions

short a_side::ai_may_resign
 

true if AI may draw or resign on its own relationship

Obj* a_side::aidata
 

readable/writable form of AI state

short a_side::aitype
 

type of AI making decisions

short* a_side::already_seen
 

chance that other units already seen relationship

short* a_side::already_seen_indep
 

chance that independent units already seen relationship

short* a_side::alt_coverage
 

indicates minimum altitude visible

long** a_side::atkstats
 

array of counts of attacks by units

short a_side::autofinish
 

turn done when all units acted status

short a_side::autoresearch
 

TRUE if next research topic autoselected relationship

char** a_side::auxterrview
 

ptr to view of aux terrain view

short** a_side::auxterrviewdate
 

ptr to dates of view of aux terrain view

short a_side::busy
 

true when side state not saveable

short* a_side::c_rates
 

material conversion rates relationship

short* a_side::canbuild
 

vector of unit types that side has advances to build

short* a_side::cancarry
 

vector of unit types that side has transports to carry

short* a_side::candevelop
 

vector of unit types that side has advances to develop

short* a_side::canresearch
 

vector of advances that side has advances to research

short* a_side::cloudbottomview
 

ptr to view of cloud bottoms view

short* a_side::cloudheightview
 

ptr to view of cloud heights view

short* a_side::cloudview
 

ptr to view of clouds view

short* a_side::cloudviewdate
 

ptr to dates of view of clouds view

char* a_side::colorscheme
 

This is a comma-separated list of colors that represents the side. Defaults to "black".

struct a_side* a_side::controlled_by
 

side controlling this one relationship

short a_side::controlled_by_id
 

id of controlling side relationship

short* a_side::could_act_with
 

List of utypes that side can act with.

short* a_side::could_construct
 

List of utypes that side is restricted to constructing.

short* a_side::could_develop
 

List of utypes that side is restricted to developing.

short* a_side::could_research
 

List of atypes that side is restricted to researching.

short* a_side::counts
 

array of numbers for identifying units relationship

short* a_side::coverage
 

indicates how many looking at this cell

struct a_unit* a_side::curactor
 

pointer to current unit acting. status

short a_side::curactor_id
 

Id of current unit acting. status

short a_side::curactor_pos
 

index in actionvector to current unit status

char* a_side::default_color
 

default color used in the absence of emblems and at low magnifications name

Doctrine* a_side::default_doctrine
 

fallback Doctrine relationship

short a_side::doctrines_locked
 

true if all doctrines locked relationship

char* a_side::emblemname
 

This property is the name of a graphical icon that represents the side. An emblem name of "none" suppresses any emblem display for the side. Defaults to "", which gives the side a randomly-selected emblem.

short a_side::everingame
 

true if side ever participated in a turn status

Obj* a_side::featurenamers
 

This specifies which namers to use with which geographical features in the side's initial country (if if has one).

short a_side::finalradius
 

???

short a_side::finishedturn
 

true when side wants to go to next turn status

short* a_side::gaincounts
 

array of counts of unit gains by the side

long** a_side::hitstats
 

array of damage done by unit attacks

int a_side::id
 

a unique id

short a_side::ingame
 

true if side participating in game status

short a_side::init_center_x
 

center of preferred initial view, xsetup

short a_side::init_center_y
 

center of preferred initial view, ysetup

short* a_side::inittech
 

tech level at beginning of turn relationship

Obj* a_side::instructions
 

notes to player about the game setup

SideMask a_side::knows_about
 

true if side knows about another side relationship

short a_side::last_notice_date
 

last turn during which notice was posted

StandingOrder* a_side::last_order
 

Pointer to last a_standing_order "Standing Order" in list relationship

long a_side::laststarttime
 

???

long a_side::lasttime
 

when clock started counting down again

char* a_side::longname
 

This is the long form of a side's name, as in "People's Republic of Hyperborea". Defaults to be the same as the side's name.

short* a_side::losscounts
 

array of counts of losses by the side

AI_Side* a_side::master_ai
 

Pointer to side's master AI struct.

short** a_side::materialview
 

ptr to view of cell materials view

short** a_side::materialviewdate
 

ptr to dates of view of cell materials view

short a_side::maxadvantage
 

max of same setup

short a_side::may_set_show_all
 

True if the value of show_all can be changed by the player. This is normally off, but can be toggled while designing or after the game is over.

short a_side::minadvantage
 

min advantage requestable during init setup

char* a_side::name
 

This is the proper name of a side, as a country or alliance name. Examples include "Axis" and "Hyperborea".

short a_side::nameslocked
 

True if names may not be changed by player.

struct a_side* a_side::next
 

pointer to next in list

char* a_side::noun
 

This is the name of an individual unit or person belonging to the side. Defaults to "", which suppresses any mention of the side when (textually) describing the individual.

short a_side::numacting
 

number of units that can do things

short a_side::numfinished
 

number of units that have finished acting

short* a_side::numunits
 

number of units the side has

short a_side::numwaiting
 

number of units waiting to get orders

StandingOrder* a_side::orders
 

list of a_standing_order "Standing Orders" for the side relationship

struct a_player* a_side::player
 

pointer to data about the player

short a_side::playerid
 

numeric id of the player

char* a_side::pluralnoun
 

This is what you would call a group of individuals. Defaults to the most common plural form of the noun (in English, the default pluralizer adds an "s"), so any alternative plural noun, such as "Chinese", will need an explicit plural-noun value.

int a_side::point_value_cache
 

current score. ???

int a_side::point_value_valid
 

true if point_value_cache is valid. ???

Obj* a_side::possible_units
 

list of Units to give to side relationship

int a_side::prefixarg
 

cache of UI prefixarg, for generic cmds

short a_side::priority
 

overall action priority of this side status

struct a_rai* a_side::rai
 

pointer to AI data if remote

Obj* a_side::rawscores
 

score data as read from file status

short a_side::realtimeout
 

how long to wait before just going ahead

short a_side::research_goal
 

Research goal for the side.

short* a_side::research_precluded
 

Vector of advances that can no longer be researched by the side because they have been precluded by other researched advances.

short a_side::research_topic
 

Advance that the side is working on relationship

struct a_rui* a_side::rui
 

pointer to interface data if remote

short* a_side::scores
 

array of scores managed by scorekeepers status

short a_side::see_all
 

True if the side sees everything. Right now this is just a cache for g_see_all(). Note in particular that becoming a designer should not change this value.

struct a_unit* a_side::self_unit
 

This identifies a unit that represents the side itself. The value may be a unit id, number, string, or symbol. Defaults to 0, which means that no unit represents the side. See selfUnit for more information.

short a_side::self_unit_id
 

Id of the self_unit.

char* a_side::shortname
 

This is an short name or acronym for the side, often just the letters of the long name, as in "PRH".

short a_side::show_all
 

True if the side's interface should display everything. This is seeded from side->see_all, and also becomes true when designing or when the game is over.

char* a_side::sideclass
 

This is a side's class, which is a keyword that characterizes the side. Any number of sides may be in the same class.

long a_side::startbeeptime
 

after this time, beep to signal next turn

short* a_side::startwith
 

how many units of each type at start of game relationship

short a_side::startx
 

short a_side::starty
 

approx center of side's "country"

short a_side::status
 

-1/0/1 for lost/draw/won status

Obj* a_side::symbol
 

a symbol bound to side's id

short* a_side::tech
 

tech level for each unit type relationship

short* a_side::tempview
 

ptr to view of temperature view

short* a_side::tempviewdate
 

ptr to dates of view of temperature view

char* a_side::terrview
 

ptr to view of terrain view

short* a_side::terrviewdate
 

ptr to dates of view of terrain view

short a_side::timeouts
 

total timeouts used status

short a_side::timeoutsused
 

total timeouts used status

short a_side::totaltimeused
 

total seconds used status

short* a_side::trades
 

true if side trades with another side. relationship

long* a_side::treasury
 

globally available supply of each material type relationship

short* a_side::trusts
 

true if side trusts another side relationship

long a_side::turnfinishtime
 

real time when we've finished interacting

long a_side::turnstarttime
 

real time at start of turn

short a_side::turntimeused
 

seconds used this turn status

short* a_side::uavail
 

vector of types allowed on this side (as determined by u_possible_sides)

Doctrine** a_side::udoctrine
 

array of per-unit-type a_doctrine "Doctrines" relationship

struct a_ui* a_side::ui
 

pointer to all the user interface data

Obj* a_side::uidata
 

read/write form of user interface state

short a_side::unit_view_restored
 

true if unit view was read in

struct a_unit_view** a_side::unit_views
 

ptr to table of views of units view

struct a_unit* a_side::unithead
 

points to list of all units on this side

char** a_side::unitnamers
 

This specifies which namers will be used with which types that the side starts out with or creates new units. These will not be run automatically on captured units or gifts.

char* a_side::uorders
 

bit vector of types that have orders relationship

short a_side::willingtodraw
 

will this side go along with quitters? status

short a_side::willingtosave
 

will this side go along with saving game?

short* a_side::windview
 

ptr to view of winds view

short* a_side::windviewdate
 

ptr to dates of view of winds view


The documentation for this struct was generated from the following file:
Generated on Sat Sep 17 10:30:19 2005 for XconqKernel by doxygen 1.3.6