CvGame::getActivePlayer() const
- Defined in
- CvGame.cpp, line 5673
- Class
- CvGame
- Hook name
CivHooks::CvGame_getActivePlayer
Hooks
static bool BeforeCvGame_getActivePlayer(const CvGame* self, PlayerTypes& result);static void AfterCvGame_getActivePlayer(const CvGame* self, PlayerTypes& result);static PlayerTypes ReplaceCvGame_getActivePlayer(PlayerTypes (*original)(const CvGame*), const CvGame* self);CivRegisterBefore<CivHooks::CvGame_getActivePlayer>(host, &BeforeCvGame_getActivePlayer);CivRegisterAfter<CivHooks::CvGame_getActivePlayer>(host, &AfterCvGame_getActivePlayer);CivRegisterReplace<CivHooks::CvGame_getActivePlayer>(host, &ReplaceCvGame_getActivePlayer);
Code
5673PlayerTypes CvGame::getActivePlayer() const5674{5675 return CvPreGame::activePlayer();5676}
Calls
Called by
216 functions in 30 files
- CvBarbarians::DoCamps()
- CvCityBuildings::SetBuildingProductionTimes100(BuildingTypes, int)
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvCity::CanRangeStrikeNow() const
- CvCity::DoTestResourceDemanded()
- CvCity::PostKill(bool, CvPlot *, PlayerTypes)
- CvCity::conscript()
- CvCity::doCheckProduction()
- CvCity::doFoundMessage()
- CvCity::doMeltdown()
- CvCity::hurry(HurryTypes)
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::popOrder(int, bool, bool)
- CvCity::setAutomatons(int, bool)
- CvCity::setPopulation(int, bool)
- CvCity::setProductionAutomated(bool, bool)
- CvCity::setProjectProductionTimes100(ProjectTypes, int)
- CvCity::setSpecialistProductionTimes100(SpecialistTypes, int)
- CvCity::setUnitProductionTimes100(UnitTypes, int)
- FSerialization::SyncCities()
- CvCityCitizens::DoSpawnGreatPerson(UnitTypes, bool, bool, bool)
- CvDealAI::DoAcceptedDeal(PlayerTypes, const CvDeal &, int, int, int)
- CvDealAI::DoAcceptedDemand(PlayerTypes, const CvDeal &)
- CvDealAI::DoEqualizeDealWithHuman(CvDeal *, PlayerTypes, bool, bool, bool &, bool &)
- CvDealAI::DoHumanDemand(CvDeal *)
- CvDealAI::DoHumanOfferDealToThisAI(CvDeal *)
- CvDealAI::DoTradeScreenClosed(bool)
- CvDealAI::DoTradeScreenOpened()
- CvGameDeals::AddProposedDeal(CvDeal)
- CvGameDeals::DoCancelDealsBetweenPlayers(PlayerTypes, PlayerTypes)
- CvGameDeals::DoTurn()
- CvGameDeals::FinalizeDealNotify(PlayerTypes, PlayerTypes, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvDiplomacyAI::ChangeNumCiviliansReturnedToMe(PlayerTypes, int)
- CvDiplomacyAI::DeclareWar(PlayerTypes)
- CvDiplomacyAI::DoBeginDiploWithHuman()
- CvDiplomacyAI::DoBeginDiploWithHumanEspionageResult()
- CvDiplomacyAI::DoFromUIDiploEvent(PlayerTypes, FromUIDiploEventTypes, int, int)
- CvDiplomacyAI::DoKilledByPlayer(PlayerTypes)
- CvDiplomacyAI::DoSendStatementToPlayer(PlayerTypes, DiploStatementTypes, int, CvDeal *)
- CvDiplomacyAI::GetAttackedByHumanMessage()
- CvDiplomacyAI::GetGreetHumanMessage(LeaderheadAnimationTypes &)
- CvDiplomacyAI::GetInsultHumanMessage()
- CvDiplomacyAI::GetWarMessage(PlayerTypes)
- CvDiplomacyAI::update()
- CvDiplomacyRequests::SendDealRequest(PlayerTypes, PlayerTypes, CvDeal *, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes)
- CvDiplomacyRequests::SendRequest(PlayerTypes, PlayerTypes, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes, int)
- CvDiplomacyRequests::Update()
- CvDllGame::GetActivePlayer()
- CvDllGameAsynch::GetActivePlayer()
- CvDllNetMessageHandler::ResponseCityBuyPlot(PlayerTypes, int, int, int)
- CvDllNetMessageHandler::ResponsePlayerDealFinalized(PlayerTypes, PlayerTypes, PlayerTypes, bool)
- CvDllNetMessageHandler::ResponseResearch(PlayerTypes, TechTypes, int, PlayerTypes, bool)
- CvCityEmphases::SetEmphasize(EmphasizeTypes, bool)
- CvGame::DoGameStarted()
- CvGame::Read(FDataStream &)
- CvGame::ReviveActivePlayer()
- CvGame::SelectSettler()
- CvGame::canDoControl(ControlTypes)
- CvGame::canHandleAction(int, CvPlot *, bool)
- CvGame::cycleCities(bool, bool)
- CvGame::cyclePlotUnits(CvPlot *, bool, bool, int)
- CvGame::cycleUnits(bool, bool, bool)
- CvGame::doControl(ControlTypes)
- CvGame::doTurn()
- CvGame::getActiveCivilizationType()
- CvGame::getActiveTeam()
- CvGame::getPlotUnit(CvPlot *, int)
- CvGame::getPlotUnits(CvPlot *, std::vector<CvUnit *> &)
- CvGame::hasTurnTimerExpired(PlayerTypes)
- CvGame::saveReplay()
- CvGame::selectAll(CvPlot *)
- CvGame::selectGroup(CvUnit *, bool, bool, bool)
- CvGame::selectUnit(CvUnit *, bool, bool, bool)
- CvGame::selectedCitiesGameNetMessage(int, int, int, int, bool, bool, bool, bool)
- CvGame::selectionListGameNetMessage(int, int, int, int, int, bool, bool)
- CvGame::selectionListMove(CvPlot *, bool)
- CvGame::sendPlayerOptions(bool)
- CvGame::setAIAutoPlay(int, PlayerTypes)
- CvGame::setActivePlayer(PlayerTypes, bool, bool)
- CvGame::update()
- CvGame::updateMoves()
- CvGame::updateTestEndTurn()
- CvGame::updateTimers()
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoMajorBullyGold(PlayerTypes, int)
- CvMinorCivAI::DoSetBonus(PlayerTypes, bool, bool, bool, bool, bool, PlayerTypes)
- CvMinorCivAI::SetAlly(PlayerTypes)
- CvMinorCivAI::SetFriendshipWithMajorTimes100(PlayerTypes, int, bool)
- CvMinorCivQuest::DoFinishQuest()
- CvNotifications::Add(NotificationTypes, const char *, const char *, int, int, int, int)
- CvNotifications::Dismiss(int, bool)
- CvNotifications::IsNotificationExpired(int)
- CvNotifications::Update()
- CancelActivePlayerEndTurn()
- CvPlayer::ChangeJONSCultureCityModifier(int)
- CvPlayer::ChangeJONSCulturePerTurnForFree(int)
- CvPlayer::DoAnnounceReligionAdoption()
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoProcessGoldenAge()
- CvPlayer::ReportYieldFromKill(YieldTypes, int, int, int, int)
- CvPlayer::SetAnarchyNumTurns(int)
- CvPlayer::SetEndTurnBlocking(EndTurnBlockingTypes, int)
- CvPlayer::SetFaith(int)
- CvPlayer::SetNumFreeTechs(int)
- CvPlayer::UpdateUnitProductionMaintenanceMod()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::changeBaseFreeUnits(int)
- CvPlayer::changeBuildingClassMaking(BuildingClassTypes, int)
- CvPlayer::changeExtraUnitCost(int)
- CvPlayer::changeGoldPerMilitaryUnit(int)
- CvPlayer::changeGoldPerUnitTimes100(int)
- CvPlayer::changeGoldenAgeTurns(int)
- CvPlayer::changeNumMilitaryUnits(int)
- CvPlayer::changeNumOutsideUnits(int)
- CvPlayer::changeUnitClassMaking(UnitClassTypes, int)
- CvPlayer::checkInitialTurnAIProcessed()
- CvPlayer::disbandUnit(bool)
- CvPlayer::disconnected()
- CvPlayer::doAdoptPolicy(PolicyTypes)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doBarbarianRansom(int, int)
- CvPlayer::doGoody(CvPlot *, CvUnit *)
- CvPlayer::doResearch()
- CvPlayer::doTurnUnits()
- CvPlayer::doWarnings()
- CvPlayer::found(int, int, ReligionTypes)
- CvPlayer::isLocalPlayer() const
- CvPlayer::raze(CvCity *)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::reconnected()
- CvPlayer::setAdvancedStartPoints(int)
- CvPlayer::setAlive(bool, bool)
- CvPlayer::setConversionTimer(int)
- CvPlayer::setEndTurn(bool)
- CvPlayer::setFoundedFirstCity(bool)
- CvPlayer::setJONSCulture(int)
- CvPlayer::setResearchingTech(TechTypes, bool)
- CvPlayer::setStrike(bool)
- CvPlayer::setTurnActive(bool, bool)
- CvPlayer::unraze(CvCity *)
- FSerialization::SyncPlayer()
- CvPlot::calculateYield(YieldTypes, bool)
- CvPlot::changeBuildProgress(BuildTypes, int, PlayerTypes)
- CvPlot::doImprovement()
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::updateCenterUnit()
- FSerialization::SyncPlots()
- CvPlayerPolicies::DoSwitchIdeologies(PolicyBranchTypes)
- CvPlayerPolicies::DoSwitchToPolicyBranch(PolicyBranchTypes)
- CvPlayerPolicies::DoUnlockPolicyBranch(PolicyBranchTypes)
- CvPlayerPolicies::SetPolicy(PolicyTypes, bool, bool)
- CvCityReligions::CityConvertsReligion(ReligionTypes, ReligionTypes, PlayerTypes)
- CvReplayInfo::createInfo()
- CvTeam::DoDeclareWar(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::addTeam(TeamTypes)
- CvTeam::announceTechToPlayers(TechTypes, bool)
- CvTeam::changeProjectCount(ProjectTypes, int)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvTeam::testCircumnavigated()
- CvGameTrade::DisplayTemporaryPopupTradeRoute(int, int, TradeConnectionType, DomainTypes)
- CvGameTrade::HideTemporaryPopupTradeRoute(int, int, TradeConnectionType)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvTreasury::SetBaseImprovementGoldMaintenance(int)
- CvTreasury::SetGoldTimes100(int)
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::PerformCultureBomb(int)
- CvUnit::SetMissionTimer(int)
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::buyCityState()
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::createGreatWork()
- CvUnit::doCommand(CommandTypes, int, int)
- CvUnit::found()
- CvUnit::gift(bool)
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::isActionRecommended(int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::pillage()
- CvUnit::setCombatCity(CvCity *)
- CvUnit::setCombatUnit(CvUnit *, bool)
- CvUnit::setExperienceTimes100(int, int)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::trade()
- FSerialization::SyncUnits()
- CvUnitCombat::ApplyPostCityCombatEffects(CvUnit *, CvCity *, int)
- CvUnitCombat::ApplyPostCombatTraitEffects(CvUnit *, CvUnit *)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAirSweep(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::ParadropIntercept(CvUnit &, CvPlot &)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitMission::ClearMissionQueue(UnitHandle, int)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::DeactivateHeadMission(UnitHandle, int)
- CvUnitMission::DeleteMissionQueueNode(UnitHandle, MissionData *)
- CvUnitMission::InsertAtEndMissionQueue(UnitHandle, MissionData, bool)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- CvUnitMission::StartMission(UnitHandle)
- CvUnitMission::UpdateMission(UnitHandle &)
- CvUnitMission::WaitFor(UnitHandle, UnitHandle)
- CvGameLeagues::FoundLeague(PlayerTypes)
- CvLeague::CheckProjectsProgress()
- CvLeague::CheckStartSpecialSession(LeagueSpecialSessionTypes)
- CvLeagueAI::CanCommitVote(PlayerTypes, CvString *)
- CvLuaGame::lGetActivePlayer(lua_State *)
- CvLuaGame::lGetAdvisorCounsel(lua_State *)
- CvLuaGame::lGetAvailablePantheonBeliefs(lua_State *)
- CvLuaPlayer::lChangeInfluenceOnAllPlayers(lua_State *)
- CvLuaPlayer::lDoForceDenounce(lua_State *)
- CvLuaPlot::lAddMessage(lua_State *)
- CvLuaPlot::lAddPopupMessage(lua_State *)