CvCity::getName() const
- Defined in
- CvCity.cpp, line 11288
- Class
- CvCity
- Hook name
CivHooks::CvCity_getName
Hooks
static bool BeforeCvCity_getName(const CvCity* self, CvString& result);static void AfterCvCity_getName(const CvCity* self, CvString& result);static const CvString ReplaceCvCity_getName(const CvString (*original)(const CvCity*), const CvCity* self);CivRegisterBefore<CivHooks::CvCity_getName>(host, &BeforeCvCity_getName);CivRegisterAfter<CivHooks::CvCity_getName>(host, &AfterCvCity_getName);CivRegisterReplace<CivHooks::CvCity_getName>(host, &ReplaceCvCity_getName);
Code
11288const CvString CvCity::getName() const11289{11290 VALIDATE_OBJECT11291 return GetLocalizedText(m_strName.c_str());11292}
Calls
- GetLocalizedText(const char *)
std::basic_string::c_str
Called by
66 functions in 26 files
- CvAIOperationFoundCity::ArmyInPosition(CvArmyAI *)
- CvBuilderTaskingAI::Update()
- CvBuildingProductionAI::LogPossibleBuilds()
- CvCity::BuyPlot(int, int)
- CvCity::DoJONSCultureLevelIncrease()
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::popOrder(int, bool, bool)
- CvCityAI::AI_chooseProduction(bool)
- CvCitySpecializationAI::LogCity(CvCity *, CitySpecializationData)
- CvCitySpecializationAI::LogSpecializationAssignment(CvCity *, CitySpecializationTypes, bool)
- CvCityStrategyAI::LogCityProduction(CvCityBuildable, bool)
- CvCityStrategyAI::LogFlavors(FlavorTypes)
- CvCityStrategyAI::LogHurry(HurryTypes, int, int, int)
- CvCityStrategyAI::LogPossibleBuilds()
- CvCityStrategyAI::LogSpecializationChange(CitySpecializationTypes)
- CvCityStrategyAI::LogStrategy(AICityStrategyTypes, bool)
- CvCityCulture::LogGreatWorks(FILogFile *)
- CvPlayerCulture::LogCultureData()
- CvPlayerCulture::LogThemedBuilding(int, BuildingTypes, int)
- CvGameDeals::LogDealComplete(CvDeal *)
- CvGameDeals::LogDealFailed(CvDeal *, bool, bool, bool)
- CvEconomicAI::LogCityMonitor()
- CvEconomicAI::LogStrategy(EconomicAIStrategyTypes, bool)
- CvPlayerEspionage::MoveSpyTo(CvCity *, uint, bool)
- CvPlayerEspionage::ProcessSpy(uint)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvMilitaryAI::BuyEmergencyBuilding(CvCity *)
- CvMilitaryAI::BuyEmergencyUnit(UnitAITypes, CvCity *)
- CvMilitaryAI::LogAttackTargets(AIOperationTypes, PlayerTypes, CvWeightedVector<CvMilitaryTarget, 64 * 10, true> &)
- CvMilitaryAI::LogChosenTarget(AIOperationTypes, PlayerTypes, CvMilitaryTarget &)
- CvMilitaryAI::LogCityCaptured(CvCity *, PlayerTypes)
- CvMilitaryAI::LogCityRazed(CvCity *, PlayerTypes)
- CvMilitaryAI::LogMilitaryStatus()
- CvMilitaryAI::LogStrategy(MilitaryAIStrategyTypes, bool)
- CvPlayer::DoCityRevolt()
- CvPlayer::DoResetCityRevoltCounter()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canConstruct(BuildingTypes, bool, bool, bool, CvString *) const
- CvPlayer::findNewCapital()
- CvPlayer::isCityNameValid(CvString &, bool) const
- CvPlayerAI::AI_conquerCity(CvCity *, PlayerTypes)
- CvProcessProductionAI::LogPossibleBuilds()
- CvProjectProductionAI::LogPossibleBuilds()
- CvCityReligions::CityConvertsReligion(ReligionTypes, ReligionTypes, PlayerTypes)
- CvCityReligions::LogFollowersChange(CvReligiousFollowChangeReason)
- CvGameReligions::CheckSpawnGreatProphet(CvPlayer &)
- CvGameReligions::FoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::LaunchAttack(void *, CvTacticalTarget *, bool, bool, bool)
- CvTacticalAI::PlotCaptureCityMoves()
- CvTacticalAI::PlotDamageCityMoves()
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::QueueAttack(void *, CvTacticalTarget *, bool, bool)
- CvTacticalAnalysisMap::LogZones()
- CvGameTrade::CreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, int &)
- CvUnitCombat::GenerateAirCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitProductionAI::LogPossibleBuilds(UnitAITypes)
- CvLuaCity::lGetName(lua_State *)
- CvLuaGame::lGetTradeRoute(lua_State *)
- CvLuaPlayer::lGetAvailableSpyRelocationCities(lua_State *)
- CvLuaPlayer::lGetTradeRoutes(lua_State *)
- CvLuaPlayer::lGetTradeRoutesAvailable(lua_State *)
- CvLuaPlayer::lGetTradeRoutesToYou(lua_State *)