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[freeciv.git] / common / city.h
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1 /**********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
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.
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 #ifndef FC__CITY_H
14 #define FC__CITY_H
16 #ifdef __cplusplus
17 extern "C" {
18 #endif /* __cplusplus */
20 /* utility */
21 #include "bitvector.h"
22 #include "log.h"
24 /* common */
25 #include "ai.h" /* FC_AI_LAST */
26 #include "fc_types.h"
27 #include "name_translation.h"
28 #include "improvement.h"
29 #include "unitlist.h"
30 #include "vision.h"
31 #include "workertask.h"
32 #include "worklist.h"
34 enum production_class_type {
35 PCT_UNIT,
36 PCT_NORMAL_IMPROVEMENT,
37 PCT_WONDER,
38 PCT_LAST
41 /* Various city options. These are stored by the server and can be
42 * toggled by the user. Each one defaults to off. Adding new ones
43 * will break network compatibility. Reordering them will break savegame
44 * compatibility. If you want to remove one you should replace it with
45 * a CITYO_UNUSED entry; new options can just be added at the end.
47 * Used in the network protocol.
49 enum city_options {
50 CITYO_DISBAND, /* If building a settler at size 1 disbands the city */
51 CITYO_NEW_EINSTEIN, /* If new citizens are science specialists */
52 CITYO_NEW_TAXMAN, /* If new citizens are gold specialists */
53 CITYO_LAST
55 BV_DEFINE(bv_city_options, CITYO_LAST); /* Used in the network protocol. */
57 /* Changing the max radius requires updating network capabilities and results
58 * in incompatible savefiles. */
59 #define CITY_MAP_MIN_RADIUS 0
60 #define CITY_MAP_DEFAULT_RADIUS 2
61 #define CITY_MAP_MAX_RADIUS 5
63 /* The city includes all tiles dx^2 + dy^2 <= CITY_MAP_*_RADIUS_SQ */
64 #define CITY_MAP_DEFAULT_RADIUS_SQ \
65 (CITY_MAP_DEFAULT_RADIUS * CITY_MAP_DEFAULT_RADIUS + 1)
66 #define CITY_MAP_MIN_RADIUS_SQ \
67 (CITY_MAP_MIN_RADIUS * CITY_MAP_MIN_RADIUS + 1)
68 #define CITY_MAP_MAX_RADIUS_SQ \
69 (CITY_MAP_MAX_RADIUS * CITY_MAP_MAX_RADIUS + 1)
70 /* the id for the city center */
71 #define CITY_MAP_CENTER_RADIUS_SQ -1
72 /* the tile index of the city center */
73 #define CITY_MAP_CENTER_TILE_INDEX 0
75 /* Maximum diameter of the workable city area. */
76 #define CITY_MAP_MAX_SIZE (CITY_MAP_MAX_RADIUS * 2 + 1)
78 #define INCITE_IMPOSSIBLE_COST (1000 * 1000 * 1000)
81 * Size of the biggest possible city.
83 * The constant may be changed since it isn't externally visible.
85 * The city size is saved as unsigned char. Therefore, MAX_CITY_SIZE should
86 * be below 255!
88 #define MAX_CITY_SIZE 0xFF
90 /* Iterate a city map, from the center (the city) outwards */
91 struct iter_index {
92 int dx, dy, dist;
95 /* City map coordinates are positive integers shifted by the maximum
96 * radius the game engine allows (not the current ruleset) */
97 #define CITY_REL2ABS(_coor) (_coor + CITY_MAP_MAX_RADIUS)
98 #define CITY_ABS2REL(_coor) (_coor - CITY_MAP_MAX_RADIUS)
100 bool city_tile_index_to_xy(int *city_map_x, int *city_map_y,
101 int city_tile_index, int city_radius_sq);
102 int city_tile_xy_to_index(int city_map_x, int city_map_y,
103 int city_radius_sq);
105 int rs_max_city_radius_sq(void);
106 int city_map_radius_sq_get(const struct city *pcity);
107 void city_map_radius_sq_set(struct city *pcity, int radius_sq);
108 int city_map_tiles(int city_radius_sq);
109 #define city_map_tiles_from_city(_pcity) \
110 city_map_tiles(city_map_radius_sq_get(_pcity))
112 void citylog_map_data(enum log_level level, int radius_sq, int *map_data);
113 void citylog_map_workers(enum log_level level, struct city *pcity);
115 /* Iterate over the tiles of a city map. Starting at a given city radius
116 * (the city center is _radius_sq_min = 0) outward to the tiles of
117 * _radius_sq_max. (_x, _y) will be the valid elements of
118 * [0, CITY_MAP_MAX_SIZE] taking into account the city radius. */
119 #define city_map_iterate_outwards_radius_sq_index(_radius_sq_min, \
120 _radius_sq_max, \
121 _index, _x, _y) \
123 fc_assert(_radius_sq_min <= _radius_sq_max); \
124 int _x = 0, _y = 0, _index; \
125 int _x##_y##_index = city_map_tiles(_radius_sq_min); \
126 while (city_tile_index_to_xy(&_x, &_y, _x##_y##_index, \
127 _radius_sq_max)) { \
128 _index = _x##_y##_index; \
129 _x##_y##_index++;
131 #define city_map_iterate_outwards_radius_sq_index_end \
135 /* Same as above, but don't set index */
136 #define city_map_iterate_outwards_radius_sq(_radius_sq_min, \
137 _radius_sq_max, \
138 _x, _y) \
140 fc_assert(_radius_sq_min <= _radius_sq_max); \
141 int _x = 0, _y = 0; \
142 int _x##_y##_index = city_map_tiles(_radius_sq_min); \
143 while (city_tile_index_to_xy(&_x, &_y, _x##_y##_index, \
144 _radius_sq_max)) { \
145 _x##_y##_index++;
147 #define city_map_iterate_outwards_radius_sq_end \
151 /* Iterate a city map. This iterates over all city positions in the city
152 * map starting at the city center (i.e., positions that are workable by
153 * the city) using the index (_index) and the coordinates (_x, _y). It
154 * is an abbreviation for city_map_iterate_outwards_radius_sq(_end). */
155 #define city_map_iterate(_radius_sq, _index, _x, _y) \
156 city_map_iterate_outwards_radius_sq_index(CITY_MAP_CENTER_RADIUS_SQ, \
157 _radius_sq, _index, _x, _y)
159 #define city_map_iterate_end \
160 city_map_iterate_outwards_radius_sq_index_end
162 #define city_map_iterate_without_index(_radius_sq, _x, _y) \
163 city_map_iterate_outwards_radius_sq(CITY_MAP_CENTER_RADIUS_SQ, \
164 _radius_sq, _x, _y)
166 #define city_map_iterate_without_index_end \
167 city_map_iterate_outwards_radius_sq_end
169 /* Iterate the tiles between two radii of a city map. */
170 #define city_map_iterate_radius_sq(_radius_sq_min, _radius_sq_max, \
171 _x, _y) \
172 city_map_iterate_outwards_radius_sq(_radius_sq_min, _radius_sq_max, \
173 _x, _y)
175 #define city_map_iterate_radius_sq_end \
176 city_map_iterate_outwards_radius_sq_end
178 /* Iterate a city map in checked real map coordinates.
179 * _radius_sq is the squared city radius.
180 * _city_tile is the center of the (possible) city.
181 * (_index) will be the city tile index in the intervall
182 * [0, city_map_tiles(_radius_sq)] */
183 #define city_tile_iterate_index(_radius_sq, _city_tile, _tile, \
184 _index) { \
185 city_map_iterate_outwards_radius_sq_index(CITY_MAP_CENTER_RADIUS_SQ, \
186 _radius_sq, _index, _x, _y) \
187 struct tile *_tile = city_map_to_tile(_city_tile, _radius_sq, \
188 _x, _y); \
189 if (NULL != _tile) {
191 #define city_tile_iterate_index_end \
193 } city_map_iterate_outwards_radius_sq_index_end;
195 /* simple extension to skip is_free_worked() tiles. */
196 #define city_tile_iterate_skip_free_worked(_radius_sq, _city_tile, \
197 _tile, _index, _x, _y) { \
198 city_map_iterate(_radius_sq, _index, _x, _y) { \
199 if (!is_free_worked_index(_index)) { \
200 struct tile *_tile = city_map_to_tile(_city_tile, _radius_sq, \
201 _x, _y); \
202 if (NULL != _tile) {
204 #define city_tile_iterate_skip_free_worked_end \
207 } city_map_iterate_end; \
210 /* Does the same thing as city_tile_iterate_index, but keeps the city
211 * coordinates hidden. */
212 #define city_tile_iterate(_radius_sq, _city_tile, _tile) { \
213 city_map_iterate_outwards_radius_sq(CITY_MAP_CENTER_RADIUS_SQ, \
214 _radius_sq, _x, _y) \
215 struct tile *_tile = city_map_to_tile(_city_tile, _radius_sq, \
216 _x, _y); \
217 if (NULL != _tile) {
219 #define city_tile_iterate_end \
221 } city_map_iterate_outwards_radius_sq_end;
223 /* Improvement status (for cities' lists of improvements)
224 * (replaced Impr_Status) */
226 struct built_status {
227 int turn; /* turn built, negative for old state */
228 #define I_NEVER (-1) /* Improvement never built */
229 #define I_DESTROYED (-2) /* Improvement built and destroyed */
232 /* How much this output type is penalized for unhappy cities: not at all,
233 * surplus knocked down to 0, or all production removed. */
234 enum output_unhappy_penalty {
235 UNHAPPY_PENALTY_NONE,
236 UNHAPPY_PENALTY_SURPLUS,
237 UNHAPPY_PENALTY_ALL_PRODUCTION
240 struct output_type {
241 int index;
242 const char *name; /* Untranslated name */
243 const char *id; /* Identifier string (for rulesets, etc.) */
244 bool harvested; /* Is this output type gathered by city workers? */
245 enum output_unhappy_penalty unhappy_penalty;
248 enum citizen_category {
249 CITIZEN_HAPPY,
250 CITIZEN_CONTENT,
251 CITIZEN_UNHAPPY,
252 CITIZEN_ANGRY,
253 CITIZEN_LAST,
254 CITIZEN_SPECIALIST = CITIZEN_LAST,
257 /* changing this order will break network compatibility,
258 * and clients that don't use the symbols. */
259 enum citizen_feeling {
260 FEELING_BASE, /* before any of the modifiers below */
261 FEELING_LUXURY, /* after luxury */
262 FEELING_EFFECT, /* after building effects */
263 FEELING_NATIONALITY, /* after citizen nationality effects */
264 FEELING_MARTIAL, /* after units enforce martial order */
265 FEELING_FINAL, /* after wonders (final result) */
266 FEELING_LAST
269 /* Ways city output can be lost. Not currently part of network protocol. */
270 enum output_loss {
271 OLOSS_WASTE, /* regular corruption or waste */
272 OLOSS_SIZE, /* notradesize/fulltradesize */
273 OLOSS_LAST
276 /* This enumerators are used at client side only (so changing it doesn't
277 * break the compability) to mark that the city need specific gui updates
278 * (e.g. city dialog, or city report). */
279 enum city_updates {
280 CU_NO_UPDATE = 0,
281 CU_UPDATE_REPORT = 1 << 0,
282 CU_UPDATE_DIALOG = 1 << 1,
283 CU_POPUP_DIALOG = 1 << 2
286 /* See city_build_here_test(). */
287 enum city_build_result {
288 CB_OK,
289 CB_BAD_CITY_TERRAIN,
290 CB_BAD_UNIT_TERRAIN,
291 CB_BAD_BORDERS,
292 CB_NO_MIN_DIST
295 struct tile_cache; /* defined and only used within city.c */
297 struct adv_city; /* defined in ./server/advisors/infracache.h */
299 struct city {
300 char name[MAX_LEN_NAME];
301 struct tile *tile; /* May be NULL, should check! */
302 struct player *owner; /* Cannot be NULL. */
303 struct player *original; /* Cannot be NULL. */
304 int id;
306 /* the people */
307 citizens size;
308 citizens feel[CITIZEN_LAST][FEELING_LAST];
310 /* Specialists */
311 citizens specialists[SP_MAX];
313 citizens martial_law; /* Citizens pacified by martial law. */
314 citizens unit_happy_upkeep; /* Citizens angered by military action. */
316 citizens *nationality; /* Nationality of the citizens. */
318 /* trade routes */
319 int trade[MAX_TRADE_ROUTES], trade_value[MAX_TRADE_ROUTES];
321 /* Tile output, regardless of if the tile is actually worked. It is used
322 * as cache for the output of the tiles within the city map.
323 * (see city_tile_cache_update() and city_tile_cache_get_output()) */
324 struct tile_cache *tile_cache;
325 /* The memory allocated for tile_cache is valid for this squared city
326 * radius. */
327 int tile_cache_radius_sq;
329 /* the productions */
330 int surplus[O_LAST]; /* Final surplus in each category. */
331 int waste[O_LAST]; /* Waste/corruption in each category. */
332 int unhappy_penalty[O_LAST]; /* Penalty from unhappy cities. */
333 int prod[O_LAST]; /* Production is total minus waste and penalty. */
334 int citizen_base[O_LAST]; /* Base production from citizens. */
335 int usage[O_LAST]; /* Amount of each resource being used. */
337 /* Cached values for CPU savings. */
338 int bonus[O_LAST];
340 /* the physics */
341 int food_stock;
342 int shield_stock;
343 int pollution; /* not saved */
344 int illness_trade; /* not saved; illness due to trade; it is
345 calculated within the server and send to
346 the clients as the clients do not have all
347 information about the trade cities */
348 int turn_plague; /* last turn with an illness in the city */
349 int city_radius_sq; /* current squared city radius */
351 /* turn states */
352 int airlift;
353 bool did_buy;
354 bool did_sell;
355 bool was_happy;
357 int anarchy; /* anarchy rounds count */
358 int rapture; /* rapture rounds count */
359 int turn_founded;
360 int turn_last_built;
362 int before_change_shields; /* If changed this turn, shields before penalty */
363 int caravan_shields; /* If caravan has helped city to build wonder. */
364 int disbanded_shields; /* If you disband unit in a city. Count them */
365 int last_turns_shield_surplus; /* The surplus we had last turn. */
367 struct built_status built[B_LAST];
369 struct universal production;
371 /* If changed this turn, what we changed from */
372 struct universal changed_from;
374 struct worklist worklist;
376 bv_city_options city_options;
378 struct unit_list *units_supported;
380 union {
381 struct {
382 /* Only used in the server (./ai/ and ./server/). */
384 float migration_score; /* updated by city_migration_score. */
385 int mgr_score_calc_turn; /* turn the migration score was calculated */
387 int illness;
389 int steal; /* diplomats steal once; for spies, gets harder */
391 /* If > 0, workers will not be rearranged until they are unfrozen. */
392 int workers_frozen;
394 /* If set, workers need to be arranged when the city is unfrozen.
395 * Set inside auto_arrange_workers() and city_freeze_workers_queue(). */
396 bool needs_arrange;
398 /* If set, city needs to be refreshed at a later time.
399 * Set inside city_refresh() and city_refresh_queue_add(). */
400 bool needs_refresh;
402 /* the city map is synced with the client. */
403 bool synced;
405 bool debug; /* not saved */
407 struct adv_city *adv;
408 void *ais[FC_AI_LAST];
410 struct vision *vision;
412 struct worker_task task_req;
413 } server;
415 struct {
416 /* Only used at the client (the server is omniscient; ./client/). */
417 bool occupied;
418 bool walls;
419 bool happy;
420 bool unhappy;
421 int city_image;
423 /* The color is an index into the city_colors array in mapview_common */
424 bool colored;
425 int color_index;
427 /* info for dipl/spy investigation */
428 struct unit_list *info_units_supported;
429 struct unit_list *info_units_present;
430 /* Before popup the city dialog, units go there. In normal process,
431 * these pointers are set to NULL. */
432 struct unit_list *collecting_info_units_supported;
433 struct unit_list *collecting_info_units_present;
435 /* Updates needed for the city. */
436 enum city_updates need_updates;
437 } client;
441 struct citystyle {
442 struct name_translation name;
443 char graphic[MAX_LEN_NAME];
444 char graphic_alt[MAX_LEN_NAME];
445 char oceanic_graphic[MAX_LEN_NAME];
446 char oceanic_graphic_alt[MAX_LEN_NAME];
447 char citizens_graphic[MAX_LEN_NAME];
448 char citizens_graphic_alt[MAX_LEN_NAME];
449 struct requirement_vector reqs;
450 int replaced_by; /* index to replacing style */
451 }; /* not incl. wall and occupied tiles */
453 extern struct citystyle *city_styles;
454 extern const Output_type_id num_output_types;
455 extern struct output_type output_types[];
457 /* get 'struct city_list' and related functions: */
458 #define SPECLIST_TAG city
459 #define SPECLIST_TYPE struct city
460 #include "speclist.h"
462 #define city_list_iterate(citylist, pcity) \
463 TYPED_LIST_ITERATE(struct city, citylist, pcity)
464 #define city_list_iterate_end LIST_ITERATE_END
466 #define cities_iterate(pcity) \
468 players_iterate(pcity##_player) { \
469 city_list_iterate(pcity##_player->cities, pcity) {
471 #define cities_iterate_end \
472 } city_list_iterate_end; \
473 } players_iterate_end; \
476 #define city_list_iterate_safe(citylist, _city) \
478 int _city##_size = city_list_size(citylist); \
480 if (_city##_size > 0) { \
481 int _city##_numbers[_city##_size]; \
482 int _city##_index = 0; \
484 city_list_iterate(citylist, _city) { \
485 _city##_numbers[_city##_index++] = _city->id; \
486 } city_list_iterate_end; \
488 for (_city##_index = 0; \
489 _city##_index < _city##_size; \
490 _city##_index++) { \
491 struct city *_city = \
492 game_city_by_number(_city##_numbers[_city##_index]); \
494 if (NULL != _city) {
496 #define city_list_iterate_safe_end \
502 /* output type functions */
504 const char *get_output_identifier(Output_type_id output);
505 const char *get_output_name(Output_type_id output);
506 struct output_type *get_output_type(Output_type_id output);
507 Output_type_id output_type_by_identifier(const char *id);
508 void add_specialist_output(const struct city *pcity, int *output);
509 void set_city_production(struct city *pcity);
511 /* properties */
513 const char *city_name(const struct city *pcity);
514 struct player *city_owner(const struct city *pcity);
515 struct tile *city_tile(const struct city *pcity);
517 citizens city_size_get(const struct city *pcity);
518 void city_size_add(struct city *pcity, int add);
519 void city_size_set(struct city *pcity, citizens size);
521 citizens city_specialists(const struct city *pcity);
523 citizens player_content_citizens(const struct player *pplayer);
525 int city_population(const struct city *pcity);
526 int city_total_impr_gold_upkeep(const struct city *pcity);
527 int city_total_unit_gold_upkeep(const struct city *pcity);
528 int city_unit_unhappiness(struct unit *punit, int *free_unhappy);
529 bool city_happy(const struct city *pcity); /* generally use celebrating instead */
530 bool city_unhappy(const struct city *pcity); /* anarchy??? */
531 bool base_city_celebrating(const struct city *pcity);
532 bool city_celebrating(const struct city *pcity); /* love the king ??? */
533 bool city_rapture_grow(const struct city *pcity);
535 /* city related improvement and unit functions */
537 int city_improvement_upkeep(const struct city *pcity,
538 const struct impr_type *pimprove);
540 bool can_city_build_improvement_direct(const struct city *pcity,
541 struct impr_type *pimprove);
542 bool can_city_build_improvement_later(const struct city *pcity,
543 struct impr_type *pimprove);
544 bool can_city_build_improvement_now(const struct city *pcity,
545 struct impr_type *pimprove);
547 bool can_city_build_unit_direct(const struct city *pcity,
548 const struct unit_type *punittype);
549 bool can_city_build_unit_later(const struct city *pcity,
550 const struct unit_type *punittype);
551 bool can_city_build_unit_now(const struct city *pcity,
552 const struct unit_type *punittype);
554 bool can_city_build_direct(const struct city *pcity,
555 struct universal target);
556 bool can_city_build_later(const struct city *pcity,
557 struct universal target);
558 bool can_city_build_now(const struct city *pcity,
559 struct universal target);
561 bool city_can_use_specialist(const struct city *pcity,
562 Specialist_type_id type);
563 bool city_has_building(const struct city *pcity,
564 const struct impr_type *pimprove);
565 bool is_capital(const struct city *pcity);
566 bool is_gov_center(const struct city *pcity);
567 bool city_got_citywalls(const struct city *pcity);
568 bool city_got_defense_effect(const struct city *pcity,
569 const struct unit_type *attacker);
571 int city_production_build_shield_cost(const struct city *pcity);
572 bool city_production_build_units(const struct city *pcity,
573 bool add_production, int *num_units);
574 int city_production_buy_gold_cost(const struct city *pcity);
576 bool city_production_has_flag(const struct city *pcity,
577 enum impr_flag_id flag);
578 int city_production_turns_to_build(const struct city *pcity,
579 bool include_shield_stock);
581 int city_change_production_penalty(const struct city *pcity,
582 struct universal target);
583 int city_turns_to_build(const struct city *pcity,
584 struct universal target,
585 bool include_shield_stock);
586 int city_turns_to_grow(const struct city *pcity);
587 bool city_can_grow_to(const struct city *pcity, int pop_size);
588 bool city_can_change_build(const struct city *pcity);
590 void city_choose_build_default(struct city *pcity);
592 /* textual representation of buildings */
594 const char *city_improvement_name_translation(const struct city *pcity,
595 struct impr_type *pimprove);
596 const char *city_production_name_translation(const struct city *pcity);
598 /* city map functions */
599 bool is_valid_city_coords(const int city_radius_sq, const int city_map_x,
600 const int city_map_y);
601 bool city_base_to_city_map(int *city_map_x, int *city_map_y,
602 const struct city *const pcity,
603 const struct tile *map_tile);
604 bool city_tile_to_city_map(int *city_map_x, int *city_map_y,
605 const int city_radius_sq,
606 const struct tile *city_center,
607 const struct tile *map_tile);
609 struct tile *city_map_to_tile(const struct tile *city_center,
610 int city_radius_sq, int city_map_x,
611 int city_map_y);
613 /* Initialization functions */
614 int compare_iter_index(const void *a, const void *b);
615 void generate_city_map_indices(void);
616 void free_city_map_index(void);
618 /* output on spot */
619 int city_tile_output(const struct city *pcity, const struct tile *ptile,
620 bool is_celebrating, Output_type_id otype);
621 int city_tile_output_now(const struct city *pcity, const struct tile *ptile,
622 Output_type_id otype);
624 bool base_city_can_work_tile(const struct player *restriction,
625 const struct city *pcity,
626 const struct tile *ptile);
627 bool city_can_work_tile(const struct city *pcity, const struct tile *ptile);
629 bool city_can_be_built_here(const struct tile *ptile,
630 const struct unit *punit);
631 enum city_build_result city_build_here_test(const struct tile *ptile,
632 const struct unit *punit);
634 /* list functions */
635 struct city *city_list_find_number(struct city_list *This, int id);
636 struct city *city_list_find_name(struct city_list *This, const char *name);
638 int city_name_compare(const void *p1, const void *p2);
640 /* city style functions */
641 const char *city_style_rule_name(const int style);
642 const char *city_style_name_translation(const int style);
644 int city_style_by_rule_name(const char *s);
645 int city_style_by_translated_name(const char *s);
647 bool city_style_has_requirements(const struct citystyle *style);
648 int city_style_of_player(const struct player *plr);
649 int style_of_city(const struct city *pcity);
651 struct city *is_enemy_city_tile(const struct tile *ptile,
652 const struct player *pplayer);
653 struct city *is_allied_city_tile(const struct tile *ptile,
654 const struct player *pplayer);
655 struct city *is_non_attack_city_tile(const struct tile *ptile,
656 const struct player *pplayer);
657 struct city *is_non_allied_city_tile(const struct tile *ptile,
658 const struct player *pplayer);
660 bool is_unit_near_a_friendly_city(const struct unit *punit);
661 bool is_friendly_city_near(const struct player *owner,
662 const struct tile *ptile);
663 bool city_exists_within_max_city_map(const struct tile *ptile,
664 bool may_be_on_center);
666 /* granary size as a function of city size */
667 int city_granary_size(int city_size);
669 void city_add_improvement(struct city *pcity,
670 const struct impr_type *pimprove);
671 void city_remove_improvement(struct city *pcity,
672 const struct impr_type *pimprove);
674 /* city update functions */
675 void city_refresh_from_main_map(struct city *pcity, bool *workers_map);
677 int city_waste(const struct city *pcity, Output_type_id otype, int total,
678 int *breakdown);
679 Specialist_type_id best_specialist(Output_type_id otype,
680 const struct city *pcity);
681 int get_final_city_output_bonus(const struct city *pcity, Output_type_id otype);
682 bool city_built_last_turn(const struct city *pcity);
684 /* city creation / destruction */
685 struct city *create_city_virtual(struct player *pplayer,
686 struct tile *ptile, const char *name);
687 void destroy_city_virtual(struct city *pcity);
688 bool city_is_virtual(const struct city *pcity);
690 /* misc */
691 bool is_city_option_set(const struct city *pcity, enum city_options option);
692 void city_styles_alloc(int num);
693 void city_styles_free(void);
695 void add_tax_income(const struct player *pplayer, int trade, int *output);
696 int get_city_tithes_bonus(const struct city *pcity);
697 int city_pollution_types(const struct city *pcity, int shield_total,
698 int *pollu_prod, int *pollu_pop, int *pollu_mod);
699 int city_pollution(const struct city *pcity, int shield_total);
700 int city_illness_calc(const struct city *pcity, int *ill_base,
701 int *ill_size, int *ill_trade, int *ill_pollution);
702 bool city_had_recent_plague(const struct city *pcity);
703 int city_build_slots(const struct city *pcity);
704 int city_airlift_max(const struct city *pcity);
706 bool city_exist(int id);
709 * Iterates over all improvements, skipping those not yet built in the
710 * given city.
712 #define city_built_iterate(_pcity, _p) \
713 improvement_iterate(_p) { \
714 if ((_pcity)->built[improvement_index(_p)].turn <= I_NEVER) { \
715 continue; \
718 #define city_built_iterate_end \
719 } improvement_iterate_end;
722 /* Iterates over all output types in the game. */
723 #define output_type_iterate(output) \
725 Output_type_id output; \
727 for (output = 0; output < O_LAST; output++) {
729 #define output_type_iterate_end \
734 /* === */
736 bool is_city_center(const struct city *pcity, const struct tile *ptile);
737 bool is_free_worked(const struct city *pcity, const struct tile *ptile);
739 #define is_free_worked_index(city_tile_index) \
740 (CITY_MAP_CENTER_TILE_INDEX == city_tile_index)
741 #define FREE_WORKED_TILES (1)
743 enum citytile_type citytile_by_rule_name(const char *name);
745 void *city_ai_data(const struct city *pcity, const struct ai_type *ai);
746 void city_set_ai_data(struct city *pcity, const struct ai_type *ai,
747 void *data);
749 #ifdef __cplusplus
751 #endif /* __cplusplus */
753 #endif /* FC__CITY_H */