Feature #2376 ยป 0087-Qt-Add-simple_tile_request-action-selection-callback.patch
| client/gui-qt/dialogs.cpp | ||
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static void bombard_lethal(QVariant data1, QVariant data2, action_id act);
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static void bombard_lethal2(QVariant data1, QVariant data2, action_id act);
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static void found_city(QVariant data1, QVariant data2, action_id act);
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static void transform_terrain(QVariant data1, QVariant data2, action_id act);
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static void transform_terrain2(QVariant data1, QVariant data2, action_id act);
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static void cultivate(QVariant data1, QVariant data2, action_id act);
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static void cultivate2(QVariant data1, QVariant data2, action_id act);
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static void plant(QVariant data1, QVariant data2, action_id act);
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static void plant2(QVariant data1, QVariant data2, action_id act);
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static void pillage(QVariant data1, QVariant data2, action_id act);
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static void pillage2(QVariant data1, QVariant data2, action_id act);
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static void clean(QVariant data1, QVariant data2, action_id act);
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| ... | ... | |
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static void mine2(QVariant data1, QVariant data2, action_id act);
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static void irrigate(QVariant data1, QVariant data2, action_id act);
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static void irrigate2(QVariant data1, QVariant data2, action_id act);
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static void nuke(QVariant data1, QVariant data2, action_id act);
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static void attack(QVariant data1, QVariant data2, action_id act);
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static void attack2(QVariant data1, QVariant data2, action_id act);
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static void suicide_attack(QVariant data1, QVariant data2, action_id act);
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static void suicide_attack2(QVariant data1, QVariant data2, action_id act);
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static void paradrop(QVariant data1, QVariant data2, action_id act);
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static void paradrop_conquer(QVariant data1, QVariant data2, action_id act);
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static void paradrop_frighten(QVariant data1, QVariant data2, action_id act);
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static void paradrop_frighten_conquer(QVariant data1, QVariant data2,
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action_id act);
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static void paradrop_enter(QVariant data1, QVariant data2, action_id act);
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static void paradrop_enter_conquer(QVariant data1, QVariant data2,
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action_id act);
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static void teleport(QVariant data1, QVariant data2, action_id act);
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static void teleport2(QVariant data1, QVariant data2, action_id act);
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static void teleport3(QVariant data1, QVariant data2, action_id act);
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static void teleport_conquer(QVariant data1, QVariant data2, action_id act);
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static void teleport_frighten(QVariant data1, QVariant data2, action_id act);
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static void teleport_frighten_conquer(QVariant data1, QVariant data2,
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action_id act);
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static void teleport_enter(QVariant data1, QVariant data2, action_id act);
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static void teleport_enter_conquer(QVariant data1, QVariant data2,
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action_id act);
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static void disembark1(QVariant data1, QVariant data2, action_id act);
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static void disembark2(QVariant data1, QVariant data2, action_id act);
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static void disembark3(QVariant data1, QVariant data2, action_id act);
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static void disembark4(QVariant data1, QVariant data2, action_id act);
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static void enter_hut(QVariant data1, QVariant data2, action_id act);
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static void enter_hut2(QVariant data1, QVariant data2, action_id act);
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static void enter_hut3(QVariant data1, QVariant data2, action_id act);
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static void enter_hut4(QVariant data1, QVariant data2, action_id act);
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static void frighten_hut(QVariant data1, QVariant data2, action_id act);
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static void frighten_hut2(QVariant data1, QVariant data2, action_id act);
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static void frighten_hut3(QVariant data1, QVariant data2, action_id act);
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static void frighten_hut4(QVariant data1, QVariant data2, action_id act);
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static void regular_move(QVariant data1, QVariant data2, action_id act);
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static void regular_move2(QVariant data1, QVariant data2, action_id act);
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static void regular_move3(QVariant data1, QVariant data2, action_id act);
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static void scout(QVariant data1, QVariant data2, action_id act);
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static void simple_tile_request(QVariant data1, QVariant data2, action_id act);
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static void convert_unit(QVariant data1, QVariant data2, action_id act);
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static void fortify(QVariant data1, QVariant data2, action_id act);
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static void fortify2(QVariant data1, QVariant data2, action_id act);
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static void disband_unit(QVariant data1, QVariant data2, action_id act);
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static void homeless(QVariant data1, QVariant data2, action_id act);
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static void join_city(QVariant data1, QVariant data2, action_id act);
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static void unit_home_city(QVariant data1, QVariant data2, action_id act);
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static void unit_upgrade(QVariant data1, QVariant data2, action_id act);
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static void airlift(QVariant data1, QVariant data2, action_id act);
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| ... | ... | |
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action_function[ACTION_TRADE_ROUTE] = caravan_establish_trade;
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action_function[ACTION_MARKETPLACE] = caravan_marketplace;
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action_function[ACTION_HELP_WONDER] = caravan_help_build;
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action_function[ACTION_JOIN_CITY] = join_city;
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action_function[ACTION_JOIN_CITY] = simple_tile_request;
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action_function[ACTION_STEAL_MAPS] = spy_steal_maps;
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action_function[ACTION_STEAL_MAPS_ESC] = spy_steal_maps_esc;
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action_function[ACTION_SPY_NUKE] = spy_nuke_city;
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| ... | ... | |
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// Unit acting against a tile.
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action_function[ACTION_FOUND_CITY] = found_city;
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action_function[ACTION_NUKE] = nuke;
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action_function[ACTION_PARADROP] = paradrop;
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action_function[ACTION_PARADROP_CONQUER] = paradrop_conquer;
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action_function[ACTION_PARADROP_ENTER] = paradrop_enter;
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action_function[ACTION_PARADROP_ENTER_CONQUER] = paradrop_enter_conquer;
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action_function[ACTION_PARADROP_FRIGHTEN] = paradrop_frighten;
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action_function[ACTION_NUKE] = simple_tile_request;
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action_function[ACTION_PARADROP] = simple_tile_request;
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action_function[ACTION_PARADROP_CONQUER] = simple_tile_request;
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action_function[ACTION_PARADROP_ENTER] = simple_tile_request;
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action_function[ACTION_PARADROP_ENTER_CONQUER] = simple_tile_request;
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action_function[ACTION_PARADROP_FRIGHTEN] = simple_tile_request;
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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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action_function[ACTION_TELEPORT_FRIGHTEN] = teleport_frighten;
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= simple_tile_request;
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action_function[ACTION_TELEPORT] = simple_tile_request;
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action_function[ACTION_TELEPORT2] = simple_tile_request;
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action_function[ACTION_TELEPORT3] = simple_tile_request;
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action_function[ACTION_TELEPORT_CONQUER] = simple_tile_request;
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action_function[ACTION_TELEPORT_ENTER] = simple_tile_request;
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action_function[ACTION_TELEPORT_ENTER_CONQUER] = simple_tile_request;
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action_function[ACTION_TELEPORT_FRIGHTEN] = simple_tile_request;
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action_function[ACTION_TELEPORT_FRIGHTEN_CONQUER]
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= teleport_frighten_conquer;
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action_function[ACTION_ATTACK] = attack;
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action_function[ACTION_ATTACK2] = attack2;
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action_function[ACTION_SUICIDE_ATTACK] = suicide_attack;
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action_function[ACTION_SUICIDE_ATTACK2] = suicide_attack2;
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= simple_tile_request;
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action_function[ACTION_ATTACK] = simple_tile_request;
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action_function[ACTION_ATTACK2] = simple_tile_request;
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action_function[ACTION_SUICIDE_ATTACK] = simple_tile_request;
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action_function[ACTION_SUICIDE_ATTACK2] = simple_tile_request;
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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_TRANSFORM_TERRAIN] = simple_tile_request;
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action_function[ACTION_TRANSFORM_TERRAIN2] = simple_tile_request;
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action_function[ACTION_CULTIVATE] = simple_tile_request;
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action_function[ACTION_CULTIVATE2] = simple_tile_request;
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action_function[ACTION_PLANT] = simple_tile_request;
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action_function[ACTION_PLANT2] = simple_tile_request;
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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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| ... | ... | |
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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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action_function[ACTION_TRANSPORT_DISEMBARK4] = disembark4;
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action_function[ACTION_HUT_ENTER] = enter_hut;
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action_function[ACTION_HUT_ENTER2] = enter_hut2;
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action_function[ACTION_HUT_ENTER3] = enter_hut3;
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action_function[ACTION_HUT_ENTER4] = enter_hut4;
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action_function[ACTION_HUT_FRIGHTEN] = frighten_hut;
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action_function[ACTION_HUT_FRIGHTEN2] = frighten_hut2;
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action_function[ACTION_HUT_FRIGHTEN3] = frighten_hut3;
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action_function[ACTION_HUT_FRIGHTEN4] = frighten_hut4;
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action_function[ACTION_UNIT_MOVE] = regular_move;
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action_function[ACTION_UNIT_MOVE2] = regular_move2;
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action_function[ACTION_UNIT_MOVE3] = regular_move3;
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action_function[ACTION_SCOUT] = scout;
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action_function[ACTION_TRANSPORT_DISEMBARK1] = simple_tile_request;
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action_function[ACTION_TRANSPORT_DISEMBARK2] = simple_tile_request;
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action_function[ACTION_TRANSPORT_DISEMBARK3] = simple_tile_request;
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action_function[ACTION_TRANSPORT_DISEMBARK4] = simple_tile_request;
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action_function[ACTION_HUT_ENTER] = simple_tile_request;
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action_function[ACTION_HUT_ENTER2] = simple_tile_request;
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action_function[ACTION_HUT_ENTER3] = simple_tile_request;
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action_function[ACTION_HUT_ENTER4] = simple_tile_request;
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action_function[ACTION_HUT_FRIGHTEN] = simple_tile_request;
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action_function[ACTION_HUT_FRIGHTEN2] = simple_tile_request;
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action_function[ACTION_HUT_FRIGHTEN3] = simple_tile_request;
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action_function[ACTION_HUT_FRIGHTEN4] = simple_tile_request;
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action_function[ACTION_UNIT_MOVE] = simple_tile_request;
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action_function[ACTION_UNIT_MOVE2] = simple_tile_request;
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action_function[ACTION_UNIT_MOVE3] = simple_tile_request;
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action_function[ACTION_SCOUT] = simple_tile_request;
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// Unit acting against all tile extras.
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action_function[ACTION_CONQUER_EXTRAS] = conquer_extras;
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| ... | ... | |
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request_do_action(ACTION_TRANSPORT_DEBOARD, actor_id, target_id, 0, "");
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}
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/***********************************************************************//**
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Action "Transport Disembark" for choice dialog
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***************************************************************************/
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static void disembark1(QVariant data1, QVariant data2, action_id act)
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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_TRANSPORT_DISEMBARK1,
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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 "Transport Disembark 2" for choice dialog
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***************************************************************************/
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static void disembark2(QVariant data1, QVariant data2, action_id act)
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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_TRANSPORT_DISEMBARK2,
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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 "Transport Disembark 3" for choice dialog
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***************************************************************************/
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static void disembark3(QVariant data1, QVariant data2, action_id act)
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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_TRANSPORT_DISEMBARK3,
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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 "Transport Disembark 4" for choice dialog
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***************************************************************************/
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static void disembark4(QVariant data1, QVariant data2, action_id act)
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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_TRANSPORT_DISEMBARK4,
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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 "Enter Hut" for choice dialog
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***************************************************************************/
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static void enter_hut(QVariant data1, QVariant data2, action_id act)
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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_HUT_ENTER,
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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 "Enter Hut 2" for choice dialog
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***************************************************************************/
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static void enter_hut2(QVariant data1, QVariant data2, action_id act)
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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_HUT_ENTER2,
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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 "Enter Hut 3" for choice dialog
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***************************************************************************/
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static void enter_hut3(QVariant data1, QVariant data2, action_id act)
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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_HUT_ENTER3,
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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 "Enter Hut 4" for choice dialog
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***************************************************************************/
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static void enter_hut4(QVariant data1, QVariant data2, action_id act)
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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_HUT_ENTER4,
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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 "Frighten Hut" for choice dialog
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***************************************************************************/
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static void frighten_hut(QVariant data1, QVariant data2, action_id act)
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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_HUT_FRIGHTEN,
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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 "Frighten Hut 2" for choice dialog
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***************************************************************************/
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static void frighten_hut2(QVariant data1, QVariant data2, action_id act)
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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_HUT_FRIGHTEN2,
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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 "Frighten Hut 3" for choice dialog
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***************************************************************************/
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static void frighten_hut3(QVariant data1, QVariant data2, action_id act)
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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_HUT_FRIGHTEN3,
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actor_id, target_id, 0, "");
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}
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}
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||
|
/***********************************************************************//**
|
||
|
Action "Frighten Hut 4" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void frighten_hut4(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_HUT_FRIGHTEN4,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/**********************************************************************//**
|
||
|
Action "Nuke Units" for choice dialog
|
||
|
***************************************************************************/
|
||
| ... | ... | |
|
actor_id);
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Transform Terrain" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void transform_terrain(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TRANSFORM_TERRAIN,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Transform Terrain 2" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void transform_terrain2(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TRANSFORM_TERRAIN2,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Cultivate" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void cultivate(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_CULTIVATE,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Cultivate 2" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void cultivate2(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_CULTIVATE2,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Plant" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void plant(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_PLANT,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Plant 2" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void plant2(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_PLANT2,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Pillage" for choice dialog
|
||
|
***************************************************************************/
|
||
| ... | ... | |
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Explode Nuclear" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void nuke(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int diplomat_id = data1.toInt();
|
||
|
int diplomat_target_id = data2.toInt();
|
||
|
if (game_unit_by_number(diplomat_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), diplomat_target_id) != nullptr) {
|
||
|
request_do_action(ACTION_NUKE,
|
||
|
diplomat_id, diplomat_target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Attack" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void attack(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int diplomat_id = data1.toInt();
|
||
|
int diplomat_target_id = data2.toInt();
|
||
|
if (game_unit_by_number(diplomat_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), diplomat_target_id) != nullptr) {
|
||
|
request_do_action(ACTION_ATTACK,
|
||
|
diplomat_id, diplomat_target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Attack 2" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void attack2(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int diplomat_id = data1.toInt();
|
||
|
int diplomat_target_id = data2.toInt();
|
||
|
if (game_unit_by_number(diplomat_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), diplomat_target_id) != nullptr) {
|
||
|
request_do_action(ACTION_ATTACK2,
|
||
|
diplomat_id, diplomat_target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Suicide Attack" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void suicide_attack(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int diplomat_id = data1.toInt();
|
||
|
int diplomat_target_id = data2.toInt();
|
||
|
if (game_unit_by_number(diplomat_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), diplomat_target_id) != nullptr) {
|
||
|
request_do_action(ACTION_SUICIDE_ATTACK,
|
||
|
diplomat_id, diplomat_target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Suicide Attack 2" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void suicide_attack2(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int diplomat_id = data1.toInt();
|
||
|
int diplomat_target_id = data2.toInt();
|
||
|
if (game_unit_by_number(diplomat_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), diplomat_target_id) != nullptr) {
|
||
|
request_do_action(ACTION_SUICIDE_ATTACK2,
|
||
|
diplomat_id, diplomat_target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Paradrop Unit" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void paradrop(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_PARADROP,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Teleport Unit" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void teleport(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TELEPORT,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Teleport Unit 2" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void teleport2(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TELEPORT2,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Teleport Unit 3" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void teleport3(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TELEPORT3,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Paradrop Unit Conquer" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void paradrop_conquer(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_PARADROP_CONQUER,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Teleport Unit Conquer" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void teleport_conquer(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TELEPORT_CONQUER,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Paradrop Unit Frighten" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void paradrop_frighten(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_PARADROP_FRIGHTEN,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Teleport Unit Frighten" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void teleport_frighten(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TELEPORT_FRIGHTEN,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Paradrop Unit Frighten Conquer" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void paradrop_frighten_conquer(QVariant data1, QVariant data2,
|
||
|
action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_PARADROP_FRIGHTEN_CONQUER,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Teleport Unit Frighten Conquer" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void teleport_frighten_conquer(QVariant data1, QVariant data2,
|
||
|
action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TELEPORT_FRIGHTEN_CONQUER,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Paradrop Unit Enter" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void paradrop_enter(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_PARADROP_ENTER,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Teleport Unit Enter" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void teleport_enter(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TELEPORT_ENTER,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Paradrop Unit Enter Conquer" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void paradrop_enter_conquer(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_PARADROP_ENTER_CONQUER,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Teleport Unit Enter Conquer" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void teleport_enter_conquer(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_TELEPORT_ENTER_CONQUER,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action join city for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void join_city(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& game_city_by_number(target_id) != nullptr) {
|
||
|
request_do_action(ACTION_JOIN_CITY,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action steal tech with spy for choice dialog
|
||
|
***************************************************************************/
|
||
| ... | ... | |
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Unit Move" for choice dialog
|
||
|
Tile targeted action for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void regular_move(QVariant data1, QVariant data2, action_id act)
|
||
|
static void simple_tile_request(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_UNIT_MOVE,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Unit Move 2" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void regular_move2(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_UNIT_MOVE2,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Unit Move 3" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void regular_move3(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_UNIT_MOVE3,
|
||
|
actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||
|
/***********************************************************************//**
|
||
|
Action "Scout" for choice dialog
|
||
|
***************************************************************************/
|
||
|
static void scout(QVariant data1, QVariant data2, action_id act)
|
||
|
{
|
||
|
int actor_id = data1.toInt();
|
||
|
int target_id = data2.toInt();
|
||
|
if (game_unit_by_number(actor_id) != nullptr
|
||
|
&& index_to_tile(&(wld.map), target_id) != nullptr) {
|
||
|
request_do_action(ACTION_SCOUT,
|
||
|
actor_id, target_id, 0, "");
|
||
|
request_do_action(act, actor_id, target_id, 0, "");
|
||
|
}
|
||
|
}
|
||