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/* Definitions for sides in Xconq.
Copyright (C) 1987-1989, 1991-1997 Stanley T. Shebs.
Xconq is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version. See the file COPYING. */
/* A side mask is a bit vector, where the bit position corresponds to the
side number. */
#if MAXSIDES < 31
typedef int SideMask;
#define NOSIDES (0)
#define ALLSIDES (-1)
#define add_side_to_set(side,mask) ((mask) | (1 << ((side) ? (side)->id : 0)))
#define remove_side_from_set(side,mask) ((mask) & ~(1 << ((side) ? (side)->id : 0)))
#define side_in_set(side,mask) ((mask) & (1 << ((side) ? (side)->id : 0)))
#else
not implemented yet
#endif /* MAXSIDES */
/* Doctrine is policy info that units and players use to help decide
behavior. */
typedef struct a_doctrine {
short id; /* a unique id */
char *name; /* a distinguishing name for the doctrine */
short resupply_percent; /* do resupply task if below this */
short rearm_percent; /* do resupply of ammo if below this */
short repair_percent; /* do repairs if hp at or below this */
short *construction_run; /* number of each type to build usually */
short locked; /* true if values can't be changed */
struct a_doctrine *next; /* pointer to next doctrine defined */
} Doctrine;
/* A standing order is a conditional order that applies to any matching
unit not already doing a task. */
enum sordercond {
sorder_always,
sorder_at,
sorder_in,
sorder_near
};
typedef struct a_standing_order {
char *types; /* unit types to which order applies */
enum sordercond condtype; /* type of condition to trigger on */
int a1, a2, a3; /* parameters to test (x, y, etc) */
struct a_task *task; /* task to perform */
struct a_standing_order *next; /* link to next standing order for side */
} StandingOrder;
/* 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. */
typedef struct a_side {
int id; /* a unique id */
Obj *symbol; /* a symbol bound to side's id */
/* Name-related slots. */
char *name; /* proper name of this side */
char *longname; /* the long name of this side */
char *shortname; /* the long name of this side */
char *noun; /* the noun describing a member of this side */
char *pluralnoun; /* the noun describing several members */
char *adjective; /* adjective for members of this side */
char *colorscheme; /* names of the side's characteristic colors */
char *emblemname; /* name of the side's emblem */
char **unitnamers; /* array of unit naming method names */
Obj *featurenamers; /* list of feature naming methods */
short nameslocked; /* true if names may not be changed by player */
char *sideclass; /* general type or class description */
/* Relationships with other sides, types, etc. */
struct a_unit *self_unit; /* unit that embodies side */
short self_unit_id; /* id of unit that embodies side */
struct a_side *controlled_by; /* side controlling this one */
short controlled_by_id; /* id of controlling side */
SideMask knows_about; /* true if side knows about another side */
short *trusts; /* true if side trusts another side */
short *trades;
short *startwith; /* how many units of each type at start of game */
short *counts; /* array of numbers for identifying units */
short *tech; /* tech level for each unit type */
short *inittech; /* tech level at beginning of turn */
short *action_priorities; /* action priority for each unit type */
short *already_seen; /* chance that other units already seen */
short *already_seen_indep; /* chance that independent units already seen */
Doctrine *default_doctrine; /* fallback doctrine */
Doctrine **udoctrine; /* array of per-unit-type doctrines */
short doctrines_locked; /* true if all doctrines locked */
StandingOrder *orders; /* list of standing orders for the side */
StandingOrder *last_order;
char *uorders; /* bit vector of types that have orders */
Obj *possible_units; /* list of units to give to side */
/* View layers. */
char *terrview; /* ptr to view of terrain */
char **auxterrview; /* ptr to view of aux terrain */
short *terrviewdate; /* ptr to dates of view of terrain */
short **auxterrviewdate; /* ptr to dates of view of aux terrain */
short *unitview; /* ptr to view of units */
short *unitviewdate; /* ptr to dates of view of units */
short **materialview; /* ptr to view of cell materials */
short **materialviewdate; /* ptr to dates of view of cell materials */
short *tempview; /* ptr to view of temperature */
short *tempviewdate; /* ptr to dates of view of temperature */
short *cloudview; /* ptr to view of clouds */
short *cloudbottomview; /* ptr to view of cloud bottoms */
short *cloudheightview; /* ptr to view of cloud heights */
short *cloudviewdate; /* ptr to dates of view of clouds */
short *windview; /* ptr to view of winds */
short *windviewdate; /* ptr to dates of view of winds */
/* Progress and status within game. */
short ingame; /* true if side participating in game */
short everingame; /* true if side ever participated in a turn */
short priority; /* overall action priority of this side */
short status; /* -1/0/1 for lost/draw/won */
short *scores; /* an array of scores managed by scorekeepers */
Obj *rawscores; /* score data as read from file */
short willingtodraw; /* will this side go along with quitters? */
short autofinish; /* turn done when all units acted */
short finishedturn; /* true when side wants to go to next turn */
short turntimeused; /* seconds used this turn */
short totaltimeused; /* total seconds used */
short timeouts; /* total timeouts used */
short timeoutsused; /* total timeouts used */
short curactor_pos; /* index in actionvector to current unit */
struct a_unit *curactor;
short curactor_id;
/* Setup. */
short advantage; /* actual advantage */
short minadvantage; /* min advantage requestable during init */
short maxadvantage; /* max of same */
short init_center_x, init_center_y; /* center of preferred initial view */
Obj *instructions; /* notes to player about the game */
/* Other. */
short last_notice_date; /* last turn during which notice was posted */
short realtimeout; /* how long to wait before just going ahead */
long startbeeptime; /* after this time, beep to signal next turn */
short *gaincounts; /* array of counts of unit gains by the side */
short *losscounts; /* array of counts of unit losses by the side */
long **atkstats; /* array of counts of attacks by units */
long **hitstats; /* array of damage done by unit attacks */
/* Pointers to the other major structures of a side. */
struct a_player *player; /* pointer to data about the player */
short playerid; /* numeric id of the player */
struct a_ui *ui; /* pointer to all the user interface data */
Obj *uidata; /* readable/writable form of user interface state */
short aitype; /* type of AI making decisions */
struct a_ai *ai; /* pointer to the AI making decisions */
Obj *aidata; /* readable/writable form of AI state */
int rid; /* id of remote program that side is using */
struct a_rui *rui;
/* Misc working slots, never saved. */
short startx, starty; /* approx center of side's "country" */
short busy; /* true when side state not saveable */
short finalradius;
short willingtosave; /* will this side go along with saving the game? */
short see_all; /* true if this side sees everything */
short may_set_see_all; /* true if player can ask to see everything */
#ifdef DESIGNERS
short designer; /* true if side is doing scenario design */
#endif /* DESIGNERS */
/* Various caches, should be possible to recalc as needed. */
short *uavail; /* vector of which types allowed on this side */
struct a_unit *unithead; /* points to list of all units on this side */
struct a_unitvector *actionvector; /* vector of acting units */
short numwaiting; /* number of units waiting to get orders */
short *coverage; /* indicates how many looking at this cell */
short *alt_coverage; /* indicates minimum altitude visible */
short *numunits; /* number of units the side has */
short *numlive; /* number of live & in-play units the side has */
short numacting; /* number of units that can do things */
short numfinished; /* number of units that have finished acting */
long turnstarttime; /* real time at start of turn */
long lasttime; /* when clock started counting down again */
long turnfinishtime; /* real time when we've finished interacting */
long laststarttime; /* ? */
int point_value_cache;
int point_value_valid;
/* Links. */
struct a_side *next; /* pointer to next in list */
} Side;
/* Some convenient macros. */
#define side_in_play(side) (side == NULL || side->ingame)
/* Iteration over all sides. */
/* The first "side" is just the independent units, don't usually look at it. */
#define for_all_sides(v) for (v = sidelist->next; v != NULL; v = v->next)
/* But sometimes we need to treat independents if they were on a side. */
#define for_all_sides_plus_indep(v) \
for (v = sidelist; v != NULL; v = v->next)
/* Macros for accessing and setting a side's view data. In general, interfaces
should go through these macros instead of accessing the world's state
directly. */
#define terrain_view(s,x,y) \
((s)->terrview ? aref((s)->terrview, x, y) : buildtview(terrain_at(x, y)))
#define set_terrain_view(s,x,y,v) \
((s)->terrview ? aset((s)->terrview, x, y, v) : 0)
#define buildtview(t) ((t) + 1)
#define vterrain(v) ((v) - 1)
#define UNSEEN (0)
#define terrain_view_date(s,x,y) \
((s)->terrviewdate ? aref((s)->terrviewdate, x, y) : 0)
#define set_terrain_view_date(s,x,y,v) \
((s)->terrviewdate ? aset((s)->terrviewdate, x, y, v) : 0)
#define aux_terrain_view(s,x,y,t) \
(((s)->auxterrview && (s)->auxterrview[t]) ? aref((s)->auxterrview[t], x, y) : (aux_terrain_defined(t) ? aux_terrain_at(x, y, t) : 0))
#define set_aux_terrain_view(s,x,y,t,v) \
(((s)->auxterrview && (s)->auxterrview[t]) ? aset((s)->auxterrview[t], x, y, v) : 0)
#define aux_terrain_view_date(s,x,y,t) \
(((s)->auxterrviewdate && (s)->auxterrviewdate[t]) ? aref((s)->auxterrviewdate[t], x, y) : 0)
#define set_aux_terrain_view_date(s,x,y,t,v) \
(((s)->auxterrviewdate && (s)->auxterrviewdate[t]) ? aset((s)->auxterrviewdate[t], x, y, v) : 0)
/* Basic view is encoded as hhhhsssssuuuuuuu + 1, where the u's are the unit
type, s's are the side number, and h's are approx hp/size. 0 == empty. */
#define unit_view(s,x,y) \
((s)->unitview ? aref((s)->unitview, x, y) : EMPTY)
#define set_unit_view(s,x,y,v) \
((s)->unitview ? aset((s)->unitview, x, y, v) : 0)
#define builduview(s,u) (((((s) & 0x1f) << 7) | ((u) & 0x7f)) + 1)
#define vside(v) ((((v) - 1) >> 7) & 0x1f)
#define vtype(v) (((v) - 1) & 0x7f)
#define builduviewhp(s,u,hp) \
(((((hp) & 0x0f) << 12) | (((s) & 0x1f) << 7) | ((u) & 0x7f)) + 1)
#define vhp(v) ((((v) - 1) >> 12) & 0x0f)
#define EMPTY (0)
#define appears_empty(v) ((v) == EMPTY)
#define vside_indep(v) (vside(v) == 0)
#define unit_view_date(s,x,y) \
((s)->unitviewdate ? aref((s)->unitviewdate, x, y) : 0)
#define set_unit_view_date(s,x,y,v) \
((s)->unitviewdate ? aset((s)->unitviewdate, x, y, v) : 0)
/* Manipulation of view of cell materials. */
#define material_view(s,x,y,m) \
(((s)->materialview && (s)->materialview[m]) ? aref((s)->materialview[m], x, y) : (cell_material_defined(m) ? material_at(x, y, m) : 0))
#define set_material_view(s,x,y,m,v) \
(((s)->materialview && (s)->materialview[m]) ? aset((s)->materialview[m], x, y, v) : 0)
#define material_view_date(s,x,y,m) \
(((s)->materialviewdate && (s)->materialviewdate[m]) ? aref((s)->materialviewdate[m], x, y) : 0)
#define set_material_view_date(s,x,y,m,v) \
(((s)->materialviewdate && (s)->materialviewdate[m]) ? aset((s)->materialviewdate[m], x, y, v) : 0)
/* Manipulation of view of weather. */
#define temperature_view(s,x,y) \
((s)->tempview ? aref((s)->tempview, x, y) : (temperatures_defined() ? temperature_at(x, y) : 0))
#define set_temperature_view(s,x,y,v) \
((s)->tempview ? aset((s)->tempview, x, y, v) : 0)
#define temperature_view_date(s,x,y) \
((s)->tempviewdate ? aref((s)->tempviewdate, x, y) : 0)
#define set_temperature_view_date(s,x,y,v) \
((s)->tempviewdate ? aset((s)->tempviewdate, x, y, v) : 0)
#define cloud_view(s,x,y) \
((s)->cloudview ? aref((s)->cloudview, x, y) : (clouds_defined() ? raw_cloud_at(x, y) : 0))
#define set_cloud_view(s,x,y,v) \
((s)->cloudview ? aset((s)->cloudview, x, y, v) : 0)
#define cloud_view_date(s,x,y) \
((s)->cloudviewdate ? aref((s)->cloudviewdate, x, y) : 0)
#define set_cloud_view_date(s,x,y,v) \
((s)->cloudviewdate ? aset((s)->cloudviewdate, x, y, v) : 0)
#define cloud_bottom_view(s,x,y) \
((s)->cloudbottomview ? aref((s)->cloudbottomview, x, y) : (cloud_bottoms_defined() ? raw_cloud_bottom_at(x, y) : 0))
#define set_cloud_bottom_view(s,x,y,v) \
((s)->cloudbottomview ? aset((s)->cloudbottomview, x, y, v) : 0)
#define cloud_bottom_view_date(s,x,y) \
((s)->cloudbottomviewdate ? aref((s)->cloudbottomviewdate, x, y) : 0)
#define set_cloud_bottom_view_date(s,x,y,v) \
((s)->cloudbottomviewdate ? aset((s)->cloudbottomviewdate, x, y, v) : 0)
#define cloud_height_view(s,x,y) \
((s)->cloudheightview ? aref((s)->cloudheightview, x, y) : (cloud_heights_defined() ? raw_cloud_height_at(x, y) : 0))
#define set_cloud_height_view(s,x,y,v) \
((s)->cloudheightview ? aset((s)->cloudheightview, x, y, v) : 0)
#define cloud_height_view_date(s,x,y) \
((s)->cloudheightviewdate ? aref((s)->cloudheightviewdate, x, y) : 0)
#define set_cloud_height_view_date(s,x,y,v) \
((s)->cloudheightviewdate ? aset((s)->cloudheightviewdate, x, y, v) : 0)
#define wind_view(s,x,y) \
((s)->windview ? aref((s)->windview, x, y) : (winds_defined() ? raw_wind_at(x, y) : CALM))
#define set_wind_view(s,x,y,v) \
((s)->windview ? aset((s)->windview, x, y, v) : 0)
#define wind_view_date(s,x,y) \
((s)->windviewdate ? aref((s)->windviewdate, x, y) : 0)
#define set_wind_view_date(s,x,y,v) \
((s)->windviewdate ? aset((s)->windviewdate, x, y, v) : 0)
/* Basic manipulation of vision coverage cache layer. */
#define cover(s,x,y) \
((s)->coverage ? aref((s)->coverage, x, y) : 0)
#define set_cover(s,x,y,v) \
((s)->coverage ? aset((s)->coverage, x, y, v) : 0)
#define add_cover(s,x,y,v) \
((s)->coverage ? (aref((s)->coverage, x, y) += (v)) : 0)
#define alt_cover(s,x,y) \
((s)->alt_coverage ? aref((s)->alt_coverage, x, y) : 0)
#define set_alt_cover(s,x,y,v) \
((s)->alt_coverage ? aset((s)->alt_coverage, x, y, v) : 0)
/* Tests of who/what runs the side. */
#define side_wants_display(s) ((s)->player && (s)->player->displayname)
#define side_wants_ai(s) ((s)->player && (s)->player->aitypename)
#define side_has_display(s) (((s)->ui) != NULL || ((s)->rui) != NULL)
#define side_has_ai(s) (((s)->ai) != NULL)
#define side_lost(s) ((s) != NULL && !(s)->ingame && (s)->status < 0)
#define side_drew(s) ((s) != NULL && !(s)->ingame && (s)->status == 0)
#define side_won(s) ((s) != NULL && !(s)->ingame && (s)->status > 0)
#define side_gain_count(s,u,r) (((s)->gaincounts)[num_gain_reasons*(u)+(r)])
#define side_loss_count(s,u,r) (((s)->losscounts)[num_loss_reasons*(u)+(r)])
#define side_atkstats(s,a,d) ((s)->atkstats[a] ? ((s)->atkstats[a])[d] : 0)
#define side_hitstats(s,a,d) ((s)->hitstats[a] ? ((s)->hitstats[a])[d] : 0)
#define terrain_visible(side, x, y) \
(all_see_all || (side)->see_all || (terrain_view((side), wrapx(x), (y)) != UNSEEN))
#define borders_visible(side, x, y, d) \
(all_see_all || (side)->see_all || seen_border((side), (x), (y), (d)))
#define units_visible(side, x, y) \
(all_see_all || (side)->see_all || (cover((side), wrapx(x), (y)) >= 1))
#ifdef DESIGNERS
#define is_designer(side) (side->designer)
#else /* DESIGNERS */
#define is_designer(side) (FALSE)
#endif /* DESIGNERS */
/* Side-related variables. */
extern Side *sidelist;
extern Side *lastside;
extern Side *indepside;
extern Side *curside;
extern Side *tmpside;
extern int numsides;
extern int numplayers;
#ifdef DESIGNERS
extern int numdesigners;
#endif /* DESIGNERS */
extern int all_see_all;
extern int all_see_all_terrain;
/* Definition of an agreement between sides. */
typedef struct a_agreement {
short id; /* a unique id */
char *typename; /* a descriptive general name */
char *name; /* the specific name of this agreement */
int state; /* is this agreement in effect */
SideMask drafters; /* sides drafting the agreement */
SideMask proposers; /* sides ready to propose the draft agreement */
SideMask signers; /* proposed list of signers */
SideMask willing; /* sides that have indicated agreement so far */
SideMask knownto; /* sides that are aware of the signed agreement */
struct a_obj *terms; /* list of specific terms */
short enforcement; /* true if program should attempt to enforce terms */
struct a_agreement *next;
} Agreement;
enum {
draft, /* agreement is circulating among drafters */
proposed, /* agreement is proposed to prospective signers */
in_force, /* agreement is active */
moribund /* agreement has expired */
};
/* Iteration over all agreements in the game. */
#define for_all_agreements(v) for (v = agreementlist; v != NULL; v = v->next)
#define any_agreements() (agreementlist != NULL)
#define side_signed_agreement(side,ag) ((ag)->signers[side_n(side)])
#define side_willing_agreement(side,ag) ((ag)->willing[side_n(side)])
#define side_knows_about_agreement(side,ag) ((ag)->knownto[side_n(side)])
/* Agreement-related variables. */
extern int numagreements;
extern Agreement *agreementlist;
extern Agreement *lastagreement;
/* Note: Can't use the "Unit" typedef below, must use "struct a_unit". */
extern void init_sides PARAMS ((void));
extern Side *create_side PARAMS ((void));
extern void init_side_unithead PARAMS ((Side *side));
extern int side_has_units PARAMS ((Side *side));
extern void init_doctrine PARAMS ((Side *side));
extern void init_self_unit PARAMS ((Side *side));
extern int init_view PARAMS ((Side *side));
extern void calc_start_xy PARAMS ((Side *side));
extern char *side_name PARAMS ((Side *side));
extern char *side_adjective PARAMS ((Side *side));
extern int side_number PARAMS ((Side *side));
extern Side *side_n PARAMS ((int n));
extern Side *find_side_by_name PARAMS ((char *str));
extern int side_controls_side PARAMS ((Side *side, Side *side2));
extern int side_controls_unit PARAMS ((Side *side, struct a_unit *unit));
extern int side_sees_unit PARAMS ((Side *side, struct a_unit *unit));
extern int side_sees_image PARAMS ((Side *side, struct a_unit *unit));
extern int num_units_in_play PARAMS ((Side *side, int u));
extern int num_units_incomplete PARAMS ((Side *side, int u));
extern struct a_unit *find_next_unit PARAMS ((Side *side, struct a_unit *prevunit));
extern struct a_unit *find_prev_unit PARAMS ((Side *side, struct a_unit *nextunit));
extern struct a_unit *find_next_actor PARAMS ((Side *side, struct a_unit *prevunit));
extern struct a_unit *find_prev_actor PARAMS ((Side *side, struct a_unit *nextunit));
extern struct a_unit *find_next_mover PARAMS ((Side *side, struct a_unit *prevunit));
extern struct a_unit *find_prev_mover PARAMS ((Side *side, struct a_unit *nextunit));
extern struct a_unit *find_next_awake_mover PARAMS ((Side *side, struct a_unit *prevunit));
extern struct a_unit *find_prev_awake_mover PARAMS ((Side *side, struct a_unit *nextunit));
extern int side_initacp PARAMS ((Side *side));
extern int side_acp PARAMS ((Side *side));
extern int side_acp_reserved PARAMS ((Side *side));
extern int using_tech_levels PARAMS ((void));
extern void remove_side_from_game PARAMS ((Side *side));
extern int num_displayed_sides PARAMS ((void));
extern int trusted_side PARAMS ((Side *side1, Side *side2));
extern int enemy_side PARAMS ((Side *s1, Side *s2));
extern int allied_side PARAMS ((Side *s1, Side *s2));
extern int neutral_side PARAMS ((Side *s1, Side *s2));
extern void reveal_side PARAMS ((Side *sender, Side *recipient, int *types));
extern void receive_message PARAMS ((Side *side, Side *sender, char *str));
extern void all_see_occupy PARAMS ((struct a_unit *unit, int x, int y, int inopen));
extern void all_see_leave PARAMS ((struct a_unit *unit, int x, int y, int inopen));
extern void cover_area PARAMS ((Side *side, struct a_unit *unit, struct a_unit *oldtransport, int x0, int y0, int x1, int y1));
extern void reset_coverage PARAMS ((void));
extern void calc_coverage PARAMS ((Side *side));
extern void reset_all_views PARAMS ((void));
extern void reset_view PARAMS ((Side *side));
extern void react_to_seen_unit PARAMS ((Side *side, struct a_unit *unit, int x, int y));
extern void all_see_cell PARAMS ((int x, int y));
extern int see_cell PARAMS ((Side *side, int x, int y));
extern void see_exact PARAMS ((Side *side, int x, int y));
extern int seen_border PARAMS ((Side *side, int x, int y, int dir));
extern void maybe_track PARAMS ((struct a_unit *unit));
extern void maybe_lose_track PARAMS ((struct a_unit *unit, int nx, int ny));
extern char *side_desig PARAMS ((Side *side));
extern Side *parse_side_spec PARAMS ((char *str));
extern Doctrine *new_doctrine PARAMS ((int id));
extern Doctrine *find_doctrine PARAMS ((int id));
extern Doctrine *find_doctrine_by_name PARAMS ((char *name));
extern Doctrine *clone_doctrine PARAMS ((Doctrine *doctrine));
extern void set_doctrine PARAMS ((Side *side, char *spec));
extern StandingOrder *new_standing_order PARAMS ((void));
extern void add_standing_order PARAMS ((Side *side, StandingOrder *sorder, int pos));
extern int parse_standing_order PARAMS ((Side *side, char *cmdstr));
extern char *parse_unit_types PARAMS ((Side *side, char *str, char *utypevec));
extern char *parse_order_cond PARAMS ((Side *side, char *str, StandingOrder *sorder));
extern char *get_next_arg PARAMS ((char *str, char *buf, char **rsltp));
extern char *standing_order_desc PARAMS ((StandingOrder *sorder, char *buf));
extern void init_agreements PARAMS ((void));
extern Agreement *create_agreement PARAMS ((int id));
extern char *agreement_desig PARAMS ((Agreement *ag));
extern void fn_set_terrain_view PARAMS ((int x, int y, int val));
extern void fn_set_aux_terrain_view PARAMS ((int x, int y, int val));
extern void fn_set_terrain_view_date PARAMS ((int x, int y, int val));
extern void fn_set_aux_terrain_view_date PARAMS ((int x, int y, int val));
extern void fn_set_unit_view PARAMS ((int x, int y, int val));
extern void fn_set_unit_view_date PARAMS ((int x, int y, int val));
extern void fn_set_material_view PARAMS ((int x, int y, int val));
extern void fn_set_material_view_date PARAMS ((int x, int y, int val));
extern void fn_set_temp_view PARAMS ((int x, int y, int val));
extern void fn_set_temp_view_date PARAMS ((int x, int y, int val));
extern void fn_set_cloud_view PARAMS ((int x, int y, int val));
extern void fn_set_cloud_bottom_view PARAMS ((int x, int y, int val));
extern void fn_set_cloud_height_view PARAMS ((int x, int y, int val));
extern void fn_set_cloud_view_date PARAMS ((int x, int y, int val));
extern void fn_set_wind_view PARAMS ((int x, int y, int val));
extern void fn_set_wind_view_date PARAMS ((int x, int y, int val));
extern int load_side_config PARAMS ((Side *side));
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