CvGame::getElapsedGameTurns() const
- Defined in
- CvGame.cpp, line 4494
- Class
- CvGame
- Hook name
CivHooks::CvGame_getElapsedGameTurns
Hooks
static bool BeforeCvGame_getElapsedGameTurns(const CvGame* self, int& result);static void AfterCvGame_getElapsedGameTurns(const CvGame* self, int& result);static int ReplaceCvGame_getElapsedGameTurns(int (*original)(const CvGame*), const CvGame* self);CivRegisterBefore<CivHooks::CvGame_getElapsedGameTurns>(host, &BeforeCvGame_getElapsedGameTurns);CivRegisterAfter<CivHooks::CvGame_getElapsedGameTurns>(host, &AfterCvGame_getElapsedGameTurns);CivRegisterReplace<CivHooks::CvGame_getElapsedGameTurns>(host, &ReplaceCvGame_getElapsedGameTurns);
Code
4494int CvGame::getElapsedGameTurns() const4495{4496 return m_iElapsedGameTurns;4497}
Called by
126 functions in 34 files
- CvAIOperation::LogOperationEnd()
- CvAIOperation::LogOperationSpecialMessage(const CvString &)
- CvAIOperation::LogOperationStart()
- CvAIOperation::LogOperationStatus()
- LogPathGeneration(const CvUnit *, CvString &)
- CvBarbarians::CanBarbariansSpawn()
- CvBarbarians::DoCamps()
- CvBarbarians::DoSpawnBarbarianUnit(CvPlot *, bool, bool)
- CvBuildingProductionAI::LogPossibleBuilds()
- CvCity::BuyPlot(int, int)
- CvCity::DoJONSCultureLevelIncrease()
- CvCity::popOrder(int, bool, bool)
- CvCityAI::AI_chooseProduction(bool)
- CvCitySpecializationAI::LogBestSites()
- CvCitySpecializationAI::LogCity(CvCity *, CitySpecializationData)
- CvCitySpecializationAI::LogNextSpecialization(CitySpecializationTypes)
- CvCitySpecializationAI::LogSpecializationAssignment(CvCity *, CitySpecializationTypes, bool)
- CvCitySpecializationAI::LogSpecializationUpdate(CitySpecializationUpdateType)
- CvCitySpecializationAI::LogSpecializationWeights()
- CityStrategyAIHelpers::IsTestCityStrategy_NeedTileImprovers(AICityStrategyTypes, CvCity *)
- CvCityStrategyAI::LogCityProduction(CvCityBuildable, bool)
- CvCityStrategyAI::LogFlavors(FlavorTypes)
- CvCityStrategyAI::LogHurry(HurryTypes, int, int, int)
- CvCityStrategyAI::LogPossibleBuilds()
- CvCityStrategyAI::LogSpecializationChange(CitySpecializationTypes)
- CvCityStrategyAI::LogStrategy(AICityStrategyTypes, bool)
- CvGameDeals::LogDealComplete(CvDeal *)
- CvGameDeals::LogDealFailed(CvDeal *, bool, bool, bool)
- CvDiplomacyAI::DoHostileStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoRenewExpiredDeal(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::GetBestApproachTowardsMajorCiv(PlayerTypes, int &, bool, bool, WarFaceTypes &)
- CvDiplomacyAI::GetBestApproachTowardsMinorCiv(PlayerTypes, int &, bool, bool)
- CvDiplomacyAI::LogCloseEmbassy(PlayerTypes)
- CvDiplomacyAI::LogCoopWar(PlayerTypes, PlayerTypes, CoopWarStates)
- CvDiplomacyAI::LogDenounce(PlayerTypes, bool, bool)
- CvDiplomacyAI::LogDoF(PlayerTypes)
- CvDiplomacyAI::LogFriendRequestDenounce(PlayerTypes, PlayerTypes, bool)
- CvDiplomacyAI::LogMajorCivApproachUpdate(PlayerTypes, const int *, MajorCivApproachTypes, MajorCivApproachTypes, WarFaceTypes)
- CvDiplomacyAI::LogMinorCivApproachUpdate(PlayerTypes, const int *, MinorCivApproachTypes, MinorCivApproachTypes)
- CvDiplomacyAI::LogMinorCivBullyGold(PlayerTypes, int, int, int, bool, int)
- CvDiplomacyAI::LogMinorCivBullyUnit(PlayerTypes, int, int, UnitTypes, bool, int)
- CvDiplomacyAI::LogMinorCivBuyout(PlayerTypes, int, bool)
- CvDiplomacyAI::LogMinorCivGiftGold(PlayerTypes, int, int, bool, bool, PlayerTypes)
- CvDiplomacyAI::LogMinorCivQuestCancelled(PlayerTypes, int, int, MinorCivQuestTypes)
- CvDiplomacyAI::LogMinorCivQuestFinished(PlayerTypes, int, int, MinorCivQuestTypes)
- CvDiplomacyAI::LogMinorCivQuestReceived(PlayerTypes, int, int, MinorCivQuestTypes)
- CvDiplomacyAI::LogOpenEmbassy(PlayerTypes)
- CvDiplomacyAI::LogOpinionUpdate(PlayerTypes, std::vector<int> &)
- CvDiplomacyAI::LogOtherPlayerExpansionGuess(PlayerTypes, int)
- CvDiplomacyAI::LogOtherPlayerGuessStatus()
- CvDiplomacyAI::LogPeaceMade(PlayerTypes)
- CvDiplomacyAI::LogPersonality()
- CvDiplomacyAI::LogPublicDeclaration(PublicDeclarationTypes, int, PlayerTypes)
- CvDiplomacyAI::LogStatementToPlayer(PlayerTypes, DiploStatementTypes)
- CvDiplomacyAI::LogStatements()
- CvDiplomacyAI::LogStatus()
- CvDiplomacyAI::LogWantRA(PlayerTypes)
- CvDiplomacyAI::LogWarDeclaration(PlayerTypes, int)
- CvDiplomacyAI::LogWarStatus()
- CvDllGame::GetElapsedGameTurns() const
- CvEconomicAI::LogStrategy(EconomicAIStrategyTypes, bool)
- CvPlayerEspionage::LogEspionageMsg(CvString &)
- CvFlavorManager::LogFlavors(FlavorTypes)
- CvGame::LogGameState(bool)
- CvGame::doTurn()
- CvGame::hasTurnTimerExpired(PlayerTypes)
- CvGame::setWinner(TeamTypes, VictoryTypes)
- CvGame::testVictory()
- CvGame::testVictory(VictoryTypes, TeamTypes, bool *) const
- CvGrandStrategyAI::GetConquestPriority()
- CvGrandStrategyAI::LogGrandStrategies(const FStaticVector<int, 5, true, c_eCiv5GameplayDLL> &)
- CvGrandStrategyAI::LogGuessOtherPlayerGrandStrategy(const FStaticVector<int, 5, true, c_eCiv5GameplayDLL> &, PlayerTypes)
- CvHomelandAI::LogHomelandMessage(CvString &)
- CvMilitaryAI::LogAttackTargets(AIOperationTypes, PlayerTypes, CvWeightedVector<CvMilitaryTarget, 64 * 10, true> &)
- CvMilitaryAI::LogAvailableForces()
- CvMilitaryAI::LogChosenTarget(AIOperationTypes, PlayerTypes, CvMilitaryTarget &)
- CvMilitaryAI::LogCityCaptured(CvCity *, PlayerTypes)
- CvMilitaryAI::LogCityRazed(CvCity *, PlayerTypes)
- CvMilitaryAI::LogCivilizationDestroyed()
- CvMilitaryAI::LogDeclarationOfWar(PlayerTypes)
- CvMilitaryAI::LogDeficitScrapUnit(UnitHandle)
- CvMilitaryAI::LogMilitaryStatus()
- CvMilitaryAI::LogMilitarySummaryMessage(const CvString &)
- CvMilitaryAI::LogPeace(PlayerTypes)
- CvMilitaryAI::LogPeace(TeamTypes)
- CvMilitaryAI::LogScrapUnit(UnitHandle, bool, bool)
- CvMilitaryAI::LogStrategy(MilitaryAIStrategyTypes, bool)
- CvMilitaryAI::LogWarStateChange(PlayerTypes, WarStateTypes, WarStateTypes)
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoTestSeedGlobalQuestCountdown(bool)
- CvMinorCivAI::DoTestSeedQuestCountdownForPlayer(PlayerTypes, bool)
- CvMinorCivAI::DoTurnQuests()
- CvMinorCivAI::GetBullyGoldAmount(PlayerTypes)
- CvMinorCivAI::GetFriendshipFromGoldGift(PlayerTypes, int)
- CvPlayer::GetEconomicMight() const
- CvPlayer::GetJONSCulturePerCityPerTurn() const
- CvPlayer::GetMilitaryMight() const
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::doResearch()
- CvPlayer::getPower() const
- CvPlayer::setTurnActive(bool, bool)
- CvPolicyAI::LogBranchChoice(PolicyBranchTypes)
- CvPolicyAI::LogIdeologyChoice(CvString &, int, int, int)
- CvPolicyAI::LogPolicyChoice(PolicyTypes)
- CvPolicyAI::LogPossiblePolicies()
- CvProcessProductionAI::LogPossibleBuilds()
- CvProjectProductionAI::LogPossibleBuilds()
- CvCityReligions::LogFollowersChange(CvReligiousFollowChangeReason)
- CvGameReligions::LogReligionMessage(CvString &)
- CvReligionAI::LogBeliefChoices(CvWeightedVector<BeliefTypes, 100, true> &, int)
- CvTacticalAI::LogTacticalMessage(CvString &, bool)
- CvTeam::DoDeclareWar(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::DoMakePeace(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::testCircumnavigated()
- CvTechAI::LogPossibleResearch()
- CvTechAI::LogResearchChoice(TechTypes)
- CvPlayerTechs::AddFlavorAsStrategies(int)
- CvPlayerTechs::LogFlavors(FlavorTypes)
- CvGameTrade::LogTradeMsg(CvString &)
- CvTreasury::CalculateInflationRate()
- CvTreasury::CalculateUnitCost(int &, int &, int &, int &)
- CvTreasury::CalculateUnitSupply(int &, int &)
- CvUnitProductionAI::LogPossibleBuilds(UnitAITypes)
- CvGameLeagues::LogLeagueMessage(CvString &)
- CvWonderProductionAI::LogPossibleWonders()
- CvLuaGame::lGetElapsedGameTurns(lua_State *)