Bug #2201 ยป 0068-Qt-Fix-activation-of-S3_3-fake-generalized-actions.patch
| client/gui-qt/dialogs.cpp | ||
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static void bombard_lethal2(QVariant data1, QVariant data2);
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static void found_city(QVariant data1, QVariant data2);
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static void transform_terrain(QVariant data1, QVariant data2);
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static void transform_terrain2(QVariant data1, QVariant data2);
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static void cultivate(QVariant data1, QVariant data2);
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static void cultivate2(QVariant data1, QVariant data2);
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static void plant(QVariant data1, QVariant data2);
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static void plant2(QVariant data1, QVariant data2);
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static void pillage(QVariant data1, QVariant data2);
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static void pillage2(QVariant data1, QVariant data2);
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static void clean(QVariant data1, QVariant data2);
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static void clean2(QVariant data1, QVariant data2);
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static void road(QVariant data1, QVariant data2);
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static void road2(QVariant data1, QVariant data2);
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static void base(QVariant data1, QVariant data2);
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static void base2(QVariant data1, QVariant data2);
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static void mine(QVariant data1, QVariant data2);
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static void mine2(QVariant data1, QVariant data2);
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static void irrigate(QVariant data1, QVariant data2);
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static void irrigate2(QVariant data1, QVariant data2);
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static void nuke(QVariant data1, QVariant data2);
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static void attack(QVariant data1, QVariant data2);
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static void attack2(QVariant data1, QVariant data2);
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| ... | ... | |
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static void paradrop_enter(QVariant data1, QVariant data2);
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static void paradrop_enter_conquer(QVariant data1, QVariant data2);
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static void teleport(QVariant data1, QVariant data2);
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static void teleport2(QVariant data1, QVariant data2);
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static void teleport3(QVariant data1, QVariant data2);
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static void teleport_conquer(QVariant data1, QVariant data2);
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static void teleport_frighten(QVariant data1, QVariant data2);
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static void teleport_frighten_conquer(QVariant data1, QVariant data2);
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| ... | ... | |
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static void regular_move3(QVariant data1, QVariant data2);
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static void convert_unit(QVariant data1, QVariant data2);
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static void fortify(QVariant data1, QVariant data2);
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static void fortify2(QVariant data1, QVariant data2);
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static void disband_unit(QVariant data1, QVariant data2);
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static void homeless(QVariant data1, QVariant data2);
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static void join_city(QVariant data1, QVariant data2);
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| ... | ... | |
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action_function[ACTION_PARADROP_FRIGHTEN_CONQUER]
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= paradrop_frighten_conquer;
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action_function[ACTION_TELEPORT] = teleport;
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action_function[ACTION_TELEPORT2] = teleport2;
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action_function[ACTION_TELEPORT3] = teleport3;
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action_function[ACTION_TELEPORT_CONQUER] = teleport_conquer;
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action_function[ACTION_TELEPORT_ENTER] = teleport_enter;
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action_function[ACTION_TELEPORT_ENTER_CONQUER] = teleport_enter_conquer;
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| ... | ... | |
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action_function[ACTION_SUICIDE_ATTACK2] = suicide_attack2;
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action_function[ACTION_WIPE_UNITS] = wipe_units;
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action_function[ACTION_TRANSFORM_TERRAIN] = transform_terrain;
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action_function[ACTION_TRANSFORM_TERRAIN2] = transform_terrain2;
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action_function[ACTION_CULTIVATE] = cultivate;
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action_function[ACTION_CULTIVATE2] = cultivate2;
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action_function[ACTION_PLANT] = plant;
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action_function[ACTION_PLANT2] = plant2;
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action_function[ACTION_PILLAGE] = pillage;
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action_function[ACTION_PILLAGE2] = pillage2;
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action_function[ACTION_CLEAN] = clean;
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action_function[ACTION_CLEAN2] = clean2;
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action_function[ACTION_ROAD] = road;
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action_function[ACTION_ROAD2] = road2;
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action_function[ACTION_BASE] = base;
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action_function[ACTION_BASE2] = base2;
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action_function[ACTION_MINE] = mine;
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action_function[ACTION_MINE2] = mine2;
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action_function[ACTION_IRRIGATE] = irrigate;
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action_function[ACTION_IRRIGATE2] = irrigate2;
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action_function[ACTION_TRANSPORT_DISEMBARK1] = disembark1;
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action_function[ACTION_TRANSPORT_DISEMBARK2] = disembark2;
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action_function[ACTION_TRANSPORT_DISEMBARK3] = disembark3;
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| ... | ... | |
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// Unit acting with no target except itself.
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action_function[ACTION_DISBAND_UNIT] = disband_unit;
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action_function[ACTION_FORTIFY] = fortify;
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action_function[ACTION_FORTIFY2] = fortify2;
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action_function[ACTION_CONVERT] = convert_unit;
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action_function[ACTION_HOMELESS] = homeless;
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Fortify 2" for choice dialog
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***************************************************************************/
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static void fortify2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr) {
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request_do_action(ACTION_FORTIFY2, actor_id,
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target_id, 0, "");
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}
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}
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/***********************************************************************//**
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Action Convert Unit for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Transform Terrain 2" for choice dialog
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***************************************************************************/
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static void transform_terrain2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr) {
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request_do_action(ACTION_TRANSFORM_TERRAIN2,
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actor_id, target_id, 0, "");
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}
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}
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/***********************************************************************//**
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Action "Cultivate" for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Cultivate 2" for choice dialog
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***************************************************************************/
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static void cultivate2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr) {
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request_do_action(ACTION_CULTIVATE2,
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actor_id, target_id, 0, "");
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}
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}
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/***********************************************************************//**
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Action "Plant" for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Plant 2" for choice dialog
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***************************************************************************/
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static void plant2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr) {
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request_do_action(ACTION_PLANT2,
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actor_id, target_id, 0, "");
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}
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}
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/***********************************************************************//**
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Action "Pillage" for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Pillage 2" for choice dialog
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***************************************************************************/
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static void pillage2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr) {
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request_do_action(ACTION_PILLAGE2,
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actor_id, target_id,
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/* FIXME: will cause problems if more than
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* one action selection dialog at a time
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* becomes supported. */
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action_selection_target_extra(),
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"");
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}
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}
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/***********************************************************************//**
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Action "Clean" for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Clean 2" for choice dialog
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***************************************************************************/
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static void clean2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr) {
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request_do_action(ACTION_CLEAN2,
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actor_id, target_id,
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/* FIXME: will cause problems if more than
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* one action selection dialog at a time
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* becomes supported. */
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action_selection_target_extra(),
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"");
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}
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}
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/***********************************************************************//**
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Action "Build Road" for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Build Road 2" for choice dialog
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***************************************************************************/
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static void road2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr
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&& extra_by_number(action_selection_target_extra()) != nullptr) {
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request_do_action(ACTION_ROAD2,
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actor_id, target_id,
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/* FIXME: will cause problems if more than
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* one action selection dialog at a time
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* becomes supported. */
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action_selection_target_extra(),
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"");
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}
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}
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/***********************************************************************//**
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Action "Build Base" for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Build Base 2" for choice dialog
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***************************************************************************/
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static void base2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr
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&& extra_by_number(action_selection_target_extra()) != nullptr) {
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request_do_action(ACTION_BASE2,
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actor_id, target_id,
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/* FIXME: will cause problems if more than
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* one action selection dialog at a time
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* becomes supported. */
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action_selection_target_extra(),
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"");
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}
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}
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/***********************************************************************//**
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Action "Build Mine" for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Build Mine 2" for choice dialog
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***************************************************************************/
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static void mine2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr
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&& extra_by_number(action_selection_target_extra()) != nullptr) {
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request_do_action(ACTION_MINE2,
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actor_id, target_id,
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/* FIXME: will cause problems if more than
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* one action selection dialog at a time
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* becomes supported. */
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action_selection_target_extra(),
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"");
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}
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}
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/***********************************************************************//**
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Action "Build Irrigation" for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Build Irrigation 2" for choice dialog
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***************************************************************************/
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static void irrigate2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr
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&& extra_by_number(action_selection_target_extra()) != nullptr) {
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request_do_action(ACTION_IRRIGATE2,
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actor_id, target_id,
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/* FIXME: will cause problems if more than
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* one action selection dialog at a time
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* becomes supported. */
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action_selection_target_extra(),
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"");
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}
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}
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/***********************************************************************//**
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Action "Explode Nuclear" for choice dialog
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***************************************************************************/
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| ... | ... | |
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}
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}
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/***********************************************************************//**
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Action "Teleport Unit 2" for choice dialog
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***************************************************************************/
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static void teleport2(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr) {
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request_do_action(ACTION_TELEPORT2,
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actor_id, target_id, 0, "");
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}
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}
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/***********************************************************************//**
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Action "Teleport Unit 3" for choice dialog
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***************************************************************************/
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static void teleport3(QVariant data1, QVariant data2)
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{
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int actor_id = data1.toInt();
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int target_id = data2.toInt();
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if (game_unit_by_number(actor_id) != nullptr
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&& index_to_tile(&(wld.map), target_id) != nullptr) {
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request_do_action(ACTION_TELEPORT3,
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actor_id, target_id, 0, "");
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}
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}
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/***********************************************************************//**
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Action "Paradrop Unit Conquer" for choice dialog
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***************************************************************************/
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