plotDirection(int, int, DirectionTypes)
- Defined in
- CvGameCoreUtils.h, line 172
- Not a hook point
- written in a header
Code
168//// Returns the distance between plots according to the pattern above...169//170//// not anymore - we are using hexes now171//172inline CvPlot* plotDirection(int iX, int iY, DirectionTypes eDirection)173{174 if(eDirection == NO_DIRECTION)175 {176 return GC.getMap().plot(iX, iY);177 }178 else179 {180 // convert to hex-space coordinates - the coordinate system axes are E and NE (not orthogonal)181 iX = xToHexspaceX(iX , iY);182 iX += GC.getPlotDirectionX()[eDirection];183 iY += GC.getPlotDirectionY()[eDirection];184185 // convert from hex-space coordinates to the storage array186 iX = hexspaceXToX(iX, iY);187188 return GC.getMap().plot(iX, iY);189 }190}
Calls
Called by
122 functions in 25 files
- CvAINavalOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIOperationNavalBombardment::FindBestTarget()
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvArmyAI::GetCenterOfMass(DomainTypes)
- CvBarbarians::DoSpawnBarbarianUnit(CvPlot *, bool, bool)
- CvCity::CanBuyPlot(int, int, bool)
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::GetYieldPerTurnFromUnimprovedFeatures(YieldTypes) const
- CvCity::IsBlockaded() const
- CvCity::isValidBuildingLocation(BuildingTypes) const
- CvCityCitizens::IsPlotBlockaded(CvPlot *) const
- CityStrategyAIHelpers::IsTestCityStrategy_MountainCity(CvCity *)
- CvDangerPlots::UpdateDanger(bool, bool)
- CvEconomicAI::DoReconState()
- CvEconomicAI::ScoreExplorePlot(CvPlot *, TeamTypes, int, DomainTypes)
- OnSameBodyOfWater(CvCity *, CvCity *)
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::FindPatrolTarget(CvUnit *)
- CvHomelandAI::MoveToEmptySpaceNearTarget(CvUnit *, CvPlot *, bool)
- CvHomelandAI::PlotAirliftMoves()
- CvMap::DoPlaceNaturalWonders()
- CvMilitaryAI::EvaluateMilitaryApproaches(CvCity *, bool, bool)
- CvMilitaryAI::GetCoastalPlotAdjacentToTarget(CvPlot *, CvArmyAI *) const
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayerAI::FindBestArtistTargetPlot(CvUnit *, int &)
- CvPlayerAI::FindBestMerchantTargetPlot(CvUnit *, bool)
- CvPlayerAI::FindBestMusicianTargetPlot(CvUnit *, bool)
- CvPlot::ComputeYieldFromAdjacentImprovement(CvImprovementEntry &, ImprovementTypes, YieldTypes) const
- CvPlot::GetAdjacentCity(bool) const
- CvPlot::GetAdjacentFriendlyCity(TeamTypes, bool) const
- CvPlot::GetNumAdjacentDifferentTeam(TeamTypes, bool) const
- CvPlot::GetNumAdjacentMountains() const
- CvPlot::GetSizeLargestAdjacentWater() const
- CvPlot::IsAdjacentOwnedByOtherTeam(TeamTypes) const
- CvPlot::IsAdjacentToFeature(FeatureTypes) const
- CvPlot::IsAdjacentToImprovement(ImprovementTypes) const
- CvPlot::IsAdjacentToPlotType(PlotTypes) const
- CvPlot::IsAdjacentToResource(ResourceTypes) const
- CvPlot::IsAdjacentToTerrain(TerrainTypes) const
- CvPlot::calculateImprovementYieldChange(ImprovementTypes, YieldTypes, PlayerTypes, bool, RouteTypes) const
- CvPlot::canBuild(BuildTypes, PlayerTypes, bool, bool) const
- CvPlot::canHaveFeature(FeatureTypes) const
- CvPlot::canHaveImprovement(ImprovementTypes, TeamTypes, bool) const
- CvPlot::canTrain(UnitTypes, bool, bool) const
- CvPlot::changeAdjacentSight(TeamTypes, int, bool, InvisibleTypes, DirectionTypes, CvUnit *)
- CvPlot::changeSeeFromSight(TeamTypes, DirectionTypes, int, bool, InvisibleTypes, CvUnit *)
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvPlot::getInlandCorner() const
- CvPlot::getNeighboringPlot(DirectionTypes) const
- CvPlot::getNumAdjacentNonrevealed(TeamTypes) const
- CvPlot::getNumAdjacentNonvisible(TeamTypes) const
- CvPlot::hasCoastAtSECorner() const
- CvPlot::isAdjacent(const CvPlot *) const
- CvPlot::isAdjacentNonrevealed(TeamTypes) const
- CvPlot::isAdjacentNonvisible(TeamTypes) const
- CvPlot::isAdjacentOwned() const
- CvPlot::isAdjacentPlayer(PlayerTypes, bool) const
- CvPlot::isAdjacentRevealed(TeamTypes) const
- CvPlot::isAdjacentTeam(TeamTypes, bool) const
- CvPlot::isAdjacentToArea(int) const
- CvPlot::isAdjacentToIce() const
- CvPlot::isAdjacentToLand() const
- CvPlot::isAdjacentToShallowWater() const
- CvPlot::isAdjacentVisible(TeamTypes) const
- CvPlot::isAdjacentVisible(TeamTypes, bool) const
- CvPlot::isBestAdjacentFound(PlayerTypes)
- CvPlot::isBlockaded(PlayerTypes)
- CvPlot::isCoastalLand(int) const
- CvPlot::isRiverCrossingFlowClockwise(DirectionTypes) const
- CvPlot::isRiverSide() const
- CvPlot::secondWaterArea() const
- CvPlot::setImprovementType(ImprovementTypes, PlayerTypes)
- CvPlot::setNEOfRiver(bool, FlowDirectionTypes)
- CvPlot::setNWOfRiver(bool, FlowDirectionTypes)
- CvPlot::setPlotType(PlotTypes, bool, bool, bool)
- CvPlot::setWOfRiver(bool, FlowDirectionTypes)
- CvPlot::shareAdjacentArea(const CvPlot *) const
- CvPlot::updateRevealedOwner(TeamTypes)
- CvPlot::updateRiverCrossing(DirectionTypes)
- CvPlot::waterArea() const
- CvCityReligions::IsDefendedAgainstSpread(ReligionTypes)
- CvReligionAI::ChooseInquisitorTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseMissionaryTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseProphetTargetPlot(UnitHandle, int *)
- CvStartPositioner::MeetsFoodRequirement(CvPlot *, TeamTypes, int)
- CvTacticalAI::CanCoverFromEnemy(CvPlot *, int &, int)
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteMoveOfBlockingUnit(UnitHandle)
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::MoveToEmptySpaceNearTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::PlotMovesToSafety(bool)
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- CvTacticalAnalysisMap::MarkCellsNearEnemy()
- CvTacticalAnalysisMap::SetTargetFlankBonusCells(CvPlot *)
- CvGameTrade::GetPlotAdjacentToWater(CvPlot *, CvPlot *)
- CvPlayerTraits::CheckForBarbarianConversion(CvUnit *, CvPlot *)
- CvUnit::CanCultureBomb(const CvPlot *, bool) const
- CvUnit::CanFallBackFromMelee(CvUnit &)
- CvUnit::CanWithdrawFromMelee(CvUnit &)
- CvUnit::DoFallBackFromMelee(CvUnit &)
- CvUnit::DoWithdrawFromMelee(CvUnit &)
- CvUnit::GetNumEnemyUnitsAdjacent(const CvUnit *) const
- CvUnit::GetNumSpecificEnemyUnitsAdjacent(const CvUnit *, const CvUnit *) const
- CvUnit::IsBarbarianUnitThreateningMinor(PlayerTypes)
- CvUnit::IsEnemyCityAdjacent() const
- CvUnit::IsEnemyCityAdjacent(const CvCity *) const
- CvUnit::IsFriendlyUnitAdjacent(bool) const
- CvUnit::canAirliftAt(const CvPlot *, int, int) const
- CvUnit::canSellExoticGoods(const CvPlot *, bool) const
- CvUnit::healRate(const CvPlot *) const
- CvUnit::repairFleet()
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::GetFireSupportUnit(PlayerTypes, int, int, int, int)
- CvUnitMovement::IsSlowedByZOC(const CvUnit *, const CvPlot *, const CvPlot *)
- CvLuaMap::lPlotDirection(lua_State *)