plotXYWithRangeCheck(int, int, int, int, int)
- Defined in
- CvGameCoreUtils.h, line 212
- Not a hook point
- written in a header
Code
212inline CvPlot* plotXYWithRangeCheck(int iX, int iY, int iDX, int iDY, int iRange)213{214 int hexRange;215216 // I'm assuming iDX and iDY are in hex-space217 if((iDX >= 0) == (iDY >= 0)) // the signs match218 {219 int iAbsDX = iDX >= 0 ? iDX : -iDX;220 int iAbsDY = iDY >= 0 ? iDY : -iDY;221 hexRange = iAbsDX + iAbsDY;222 }223 else224 {225 int iAbsDX = iDX >= 0 ? iDX : -iDX;226 int iAbsDY = iDY >= 0 ? iDY : -iDY;227 hexRange = iAbsDX >= iAbsDY ? iAbsDX : iAbsDY;228 }229230 if(hexRange > iRange)231 {232 return NULL;233 }234235 return plotXY(iX, iY, iDX, iDY);236}
Calls
Called by
61 functions in 19 files
- CvAIOperationNukeAttack::FindBestTarget()
- CvArmyAI::GetCenterOfMass(DomainTypes)
- CvBarbarians::DoSpawnBarbarianUnit(CvPlot *, bool, bool)
- CvCity::CanBuyAnyPlot()
- CvCity::DoCreatePuppet()
- CvCity::DoNearbyEnemy()
- CvCity::DoUpdateCheapestPlotInfluence()
- CvCity::DoUpdateFeatureSurrounded()
- CvCity::GetBuyPlotScore(int &, int &)
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::IsBlockaded() const
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::isValidBuildingLocation(BuildingTypes) const
- CityStrategyAIHelpers::IsTestCityStrategy_ForestCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_HillCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_JungleCity(CvCity *)
- CvDangerPlots::GetCityDanger(CvCity *)
- CvDangerPlots::UpdateDanger(bool, bool)
- CvEconomicAI::ScoreExplorePlot(CvPlot *, TeamTypes, int, DomainTypes)
- CalculateDigSiteWeight(int, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &)
- CvGame::SpawnArchaeologySitesHistorically()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvMap::DoPlaceNaturalWonders()
- CvMap::findWater(CvPlot *, int, bool)
- CvMap::syncRandPlot(int, int, int, int)
- CvMap::updateWorkingCity(CvPlot *, int)
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvPlayer::DoUpdateCramped()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlot::IsWithinDistanceOfFeature(FeatureTypes, int) const
- CvPlot::IsWithinDistanceOfImprovement(ImprovementTypes, int) const
- CvPlot::IsWithinDistanceOfPlotType(PlotTypes, int) const
- CvPlot::IsWithinDistanceOfResource(ResourceTypes, int) const
- CvPlot::IsWithinDistanceOfTerrain(TerrainTypes, int) const
- CvPlot::changeAdjacentSight(TeamTypes, int, bool, InvisibleTypes, DirectionTypes, CvUnit *)
- CvPlot::isFreshWater() const
- CvPlot::updateSeeFromSight(bool)
- CvCitySiteEvaluator::CanFound(CvPlot *, const CvPlayer *, bool) const
- CvTacticalAI::FindBarbarianExploreTarget(UnitHandle)
- CvTacticalAI::FindBarbarianGankTradeRouteTarget(UnitHandle)
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::MoveGreatGeneral(CvArmyAI *)
- CvTeam::SetHasEmbassyAtTeam(TeamTypes, bool)
- CvUnit::GetNearbyImprovementModifier(ImprovementTypes, int, int) const
- CvUnit::GetReverseGreatGeneralModifier() const
- CvUnit::IsNearEnemyCitadel(int &)
- CvUnit::IsNearGreatGeneral(int &) const
- CvUnit::IsNearSapper(const CvCity *) const
- CvUnit::PerformCultureBomb(int)
- CvUnit::SentryAlert(bool) const
- CvUnit::canDisembark(const CvPlot *) const
- CvUnit::canEmbark(const CvPlot *) const
- CvUnit::isNukeVictim(const CvPlot *, TeamTypes) const
- CvUnit::jumpToNearestValidPlotWithinRange(int)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::willRevealByMove(const CvPlot &) const
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitCombat::GenerateNuclearExplosionDamage(CvPlot *, int, CvUnit *, CvCombatMemberEntry *, int *, int)
- CvLuaMap::lPlotXYWithRangeCheck(lua_State *)