CvPlayerEspionage::UpdateCity(CvCity *)
- Defined in
- CvEspionageClasses.cpp, line 1710
- Class
- CvPlayerEspionage
- Hook name
CivHooks::CvPlayerEspionage_UpdateCity
Hooks
static bool BeforeCvPlayerEspionage_UpdateCity(CvPlayerEspionage* self, CvCity* pCity);static void AfterCvPlayerEspionage_UpdateCity(CvPlayerEspionage* self, CvCity* pCity);static void ReplaceCvPlayerEspionage_UpdateCity(void (*original)(CvPlayerEspionage*, CvCity*), CvPlayerEspionage* self, CvCity* pCity);CivRegisterBefore<CivHooks::CvPlayerEspionage_UpdateCity>(host, &BeforeCvPlayerEspionage_UpdateCity);CivRegisterAfter<CivHooks::CvPlayerEspionage_UpdateCity>(host, &AfterCvPlayerEspionage_UpdateCity);CivRegisterReplace<CivHooks::CvPlayerEspionage_UpdateCity>(host, &ReplaceCvPlayerEspionage_UpdateCity);
Code
1709/// UpdateCity - This is called when a city builds a defensive building that will effect the rate of espionage generated1710void CvPlayerEspionage::UpdateCity(CvCity* pCity)1711{1712 CvAssertMsg(pCity, "pCity is null");1713 if(pCity == NULL)1714 {1715 return;1716 }17171718 int iSpyIndex = GetSpyIndexInCity(pCity);17191720 // if there isn't a spy in the city, bail out1721 if(iSpyIndex == -1)1722 {1723 return;1724 }17251726 CvCityEspionage* pCityEspionage = pCity->GetCityEspionage();1727 CvAssertMsg(pCityEspionage, "pCityEspionage is null");1728 if(pCityEspionage == NULL)1729 {1730 return;1731 }1732 pCityEspionage->m_aiLastBasePotential[m_pPlayer->GetID()] = CalcPerTurn(m_aSpyList[iSpyIndex].m_eSpyState, pCity, -1);1733 pCityEspionage->m_aiLastPotential[m_pPlayer->GetID()] = CalcPerTurn(m_aSpyList[iSpyIndex].m_eSpyState, pCity, iSpyIndex);1734 pCityEspionage->m_aiRate[m_pPlayer->GetID()] = pCityEspionage->m_aiLastPotential[m_pPlayer->GetID()];1735}
Calls
BaseVector::operator[]- CvCity::GetCityEspionage() const
- CvPlayer::GetID() const
- CvPlayerEspionage::CalcPerTurn(int, CvCity *, int)
- CvPlayerEspionage::GetSpyIndexInCity(CvCity *)
Firaxis::Array::operator[]