CvCity::GetCityBuildings() const
- Defined in
- CvCity.cpp, line 11517
- Class
- CvCity
- Hook name
CivHooks::CvCity_GetCityBuildings
Hooks
static bool BeforeCvCity_GetCityBuildings(const CvCity* self, CvCityBuildings*& result);static void AfterCvCity_GetCityBuildings(const CvCity* self, CvCityBuildings*& result);static CvCityBuildings* ReplaceCvCity_GetCityBuildings(CvCityBuildings* (*original)(const CvCity*), const CvCity* self);CivRegisterBefore<CivHooks::CvCity_GetCityBuildings>(host, &BeforeCvCity_GetCityBuildings);CivRegisterAfter<CivHooks::CvCity_GetCityBuildings>(host, &AfterCvCity_GetCityBuildings);CivRegisterReplace<CivHooks::CvCity_GetCityBuildings>(host, &ReplaceCvCity_GetCityBuildings);
Code
11517CvCityBuildings* CvCity::GetCityBuildings() const11518{11519 VALIDATE_OBJECT11520 return m_pCityBuildings;11521}
Called by
125 functions in 19 files
- CvCity::CanAirlift() const
- CvCity::ChangeNumResourceLocal(ResourceTypes, int)
- CvCity::DoCreatePuppet()
- CvCity::GetBaseYieldRateFromGreatWorks(YieldTypes) const
- CvCity::GetJONSCulturePerTurnFromGreatWorks() const
- CvCity::GetLocalHappiness() const
- CvCity::HasBuilding(BuildingTypes) const
- CvCity::IsBlockaded() const
- CvCity::IsCanPurchase(bool, bool, UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::IsHasBuildingThatAllowsRangeStrike() const
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::UpdateReligion(ReligionTypes)
- CvCity::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvCity::changeTourismRateModifier(int)
- CvCity::doTurn()
- CvCity::getBaseYieldRateModifier(YieldTypes, int, CvString *) const
- CvCity::getDomainFreeExperienceFromGreatWorks(DomainTypes) const
- CvCity::getProductionModifier(UnitTypes, CvString *) const
- CvCity::getTourismRateModifier() const
- CvCityCitizens::DoClearForcedSpecialists()
- CvCityCitizens::DoReallocateCitizens()
- CvCityCitizens::GetAIBestSpecialistBuilding(int &)
- CvCityCitizens::IsAIWantSpecialistRightNow()
- CvCityConnections::UpdateRouteInfo()
- CvCityStrategyAI::Init(CvAICityStrategies *, CvCity *, bool)
- CvCityStrategyAI::UpdateBestYields()
- CvCityCulture::ClearGreatWorks()
- CvCityCulture::GetBaseTourism()
- CvCityCulture::GetBaseTourismBeforeModifiers()
- CvCityCulture::GetCultureFromWonders() const
- CvCityCulture::GetFilledSlotsTooltip()
- CvCityCulture::GetNumAvailableGreatWorkSlots(GreatWorkSlotType) const
- CvCityCulture::GetNumGreatWorkSlots() const
- CvCityCulture::GetNumGreatWorks(bool) const
- CvCityCulture::GetSlotTypeFirstAvailableCultureBuilding() const
- CvCityCulture::GetThemingBonusIndex(BuildingClassTypes) const
- CvCityCulture::GetThemingTooltip(BuildingClassTypes) const
- CvCityCulture::GetTotalSlotsTooltip()
- CvCityCulture::GetTourismTooltip()
- CvCityCulture::LogGreatWorks(FILogFile *)
- CvGameCulture::GetGreatWorkCity(int) const
- CvGameCulture::GetGreatWorkController(int) const
- CvGameCulture::GetGreatWorkCurrentThemingBonus(int) const
- CvGameCulture::MoveGreatWorks(PlayerTypes, int, int, int, int, int, int)
- CvGameCulture::SwapGreatWorks(PlayerTypes, int, PlayerTypes, int)
- CvPlayerCulture::ControlsGreatWork(int)
- CvPlayerCulture::DoArchaeologyChoice(ArchaeologyChoiceType)
- CvPlayerCulture::DoSwapGreatWorks(YieldTypes)
- CvPlayerCulture::DoTurn()
- CvPlayerCulture::GetClosestAvailableGreatWorkSlot(int, int, GreatWorkSlotType, BuildingClassTypes *, int *) const
- CvPlayerCulture::GetGreatWorkLocation(int, int &, BuildingTypes &, int &)
- CvPlayerCulture::GetInfluencePerTurn(PlayerTypes) const
- CvPlayerCulture::GetNumAvailableGreatWorkSlots(GreatWorkSlotType) const
- CvPlayerCulture::GetTotalThemingBonuses() const
- CvPlayerCulture::HasAvailableGreatWorkSlot(GreatWorkSlotType)
- CvPlayerCulture::MoveWorkIntoSlot(CvGreatWorkInMyEmpire, int, BuildingTypes, int)
- CvDllNetMessageHandler::ResponseSellBuilding(PlayerTypes, int, BuildingTypes)
- CvMinorCivAI::GetBestWonderForQuest(PlayerTypes)
- CvPlayer::AwardFreeBuildings(CvCity *)
- CvPlayer::GetFirstCityWithBuildingClass(BuildingClassTypes)
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canConstruct(BuildingTypes, bool, bool, bool, CvString *) const
- CvPlayer::changeFreeBuildingCount(BuildingTypes, int)
- CvPlayer::countNumBuildings(BuildingTypes) const
- CvPlayer::disband(CvCity *)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::findNewCapital()
- CvPlayer::found(int, int, ReligionTypes)
- CvPlayer::getAdvancedStartBuildingCost(BuildingTypes, bool, CvCity *)
- CvPlayer::getAdvancedStartTechCost(TechTypes, bool)
- CvPlayer::getBuildingClassPrereqBuilding(BuildingTypes, BuildingClassTypes, int) const
- CvPlayer::processBuilding(BuildingTypes, int, bool, CvArea *)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::removeBuildingClass(BuildingClassTypes)
- CvPlot::processArea(CvArea *, int)
- CvPolicyAI::GetBranchBuildingHappiness(CvPlayer *, PolicyBranchTypes)
- CvReligionAI::AreAllOurCitiesHaveFaithBuilding(ReligionTypes, bool) const
- CvReligionAI::ScoreBeliefAtCity(CvBeliefEntry *, CvCity *)
- CvReligionAIHelpers::GetBestCityFaithUnitPurchase(CvPlayer &, UnitTypes, ReligionTypes)
- CvTeam::changeObsoleteBuildingCount(BuildingTypes, int)
- CvTeam::enhanceBuilding(BuildingTypes, int)
- CvTeam::processBuilding(BuildingTypes, int, bool)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvTeam::shareItems(TeamTypes)
- CvGameTrade::CanCreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, bool, bool)
- CvPlayerTrade::GetNumTradeRoutesPossible()
- CvPlayerTrade::GetTradeConnectionYourBuildingValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeRouteRange(DomainTypes, CvCity *)
- CvPlayerTraits::GetCapitalBuildingDiscount(BuildingTypes)
- CvUnit::canConstruct(const CvPlot *, BuildingTypes) const
- CvUnit::construct(BuildingTypes)
- CvUnit::createGreatWork()
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvWonderProductionAI::ChooseWonder(bool, bool, int &)
- SetupCity(const CvWorldBuilderMap::City &, int, int)
- CvLuaCity::lChangeBuildingProduction(lua_State *)
- CvLuaCity::lChangeBuildingProductionTime(lua_State *)
- CvLuaCity::lGetBuildingDefense(lua_State *)
- CvLuaCity::lGetBuildingGreatWork(lua_State *)
- CvLuaCity::lGetBuildingOriginalOwner(lua_State *)
- CvLuaCity::lGetBuildingOriginalTime(lua_State *)
- CvLuaCity::lGetBuildingProduction(lua_State *)
- CvLuaCity::lGetBuildingProductionTime(lua_State *)
- CvLuaCity::lGetBuildingYieldChange(lua_State *)
- CvLuaCity::lGetHappiness(lua_State *)
- CvLuaCity::lGetNumActiveBuilding(lua_State *)
- CvLuaCity::lGetNumBuilding(lua_State *)
- CvLuaCity::lGetNumBuildingClass(lua_State *)
- CvLuaCity::lGetNumBuildings(lua_State *)
- CvLuaCity::lGetNumFreeBuilding(lua_State *)
- CvLuaCity::lGetNumGreatWorksInBuilding(lua_State *)
- CvLuaCity::lGetNumRealBuilding(lua_State *)
- CvLuaCity::lGetSellBuildingRefund(lua_State *)
- CvLuaCity::lGetTotalBaseBuildingMaintenance(lua_State *)
- CvLuaCity::lIsBuildingSellable(lua_State *)
- CvLuaCity::lIsHasBuilding(lua_State *)
- CvLuaCity::lIsHasBuildingClass(lua_State *)
- CvLuaCity::lIsHoldingGreatWork(lua_State *)
- CvLuaCity::lSetBuildingGreatWork(lua_State *)
- CvLuaCity::lSetBuildingProduction(lua_State *)
- CvLuaCity::lSetBuildingProductionTime(lua_State *)
- CvLuaCity::lSetBuildingYieldChange(lua_State *)
- CvLuaCity::lSetNumFreeBuilding(lua_State *)
- CvLuaCity::lSetNumRealBuilding(lua_State *)
- CvLuaPlayer::lGetGreatWorks(lua_State *)