CvGlobals::getMap()
- Defined in
- CvGlobals.h, line 187
- Class
- CvGlobals
- Not a hook point
- written in a header
Code
187 CvMap& getMap()188 {189 return *m_map; // inlined for perf reasons, do not use outside of dll190 }
Called by
522 functions in 56 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvAIEnemyTerritoryOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAINavalOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIOperation::ComputeCenterOfMassForTurn(CvArmyAI *, CvPlot **) const
- CvAIOperation::GetGatherTolerance(CvArmyAI *, CvPlot *) const
- CvAIOperation::GetMusterPlot() const
- CvAIOperation::GetOperationStartCity() const
- CvAIOperation::GetStartCityPlot() const
- CvAIOperation::GetTargetPlot() const
- CvAIOperationBasicCityAttack::GetFormation() const
- CvAIOperationCityCloseDefense::FindBestTarget()
- CvAIOperationCityStateAttack::GetFormation() const
- CvAIOperationDestroyBarbarianCamp::FindBestTarget()
- CvAIOperationNavalBombardment::FindBestTarget()
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvAIOperationNukeAttack::GetOperationStartCity() const
- CvAIOperationNukeAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationRapidResponse::FindBestTarget()
- CvAIOperationSneakCityAttack::GetFormation() const
- CvArea::GetTopAndBottomLatitudes(int &, int &)
- CvArea::calculateTotalBestNatureYield() const
- CvArea::countCoastalLand() const
- CvArmyAI::AddUnit(int, int)
- CvArmyAI::GetArea() const
- CvArmyAI::GetCenterOfMass(DomainTypes)
- CvArmyAI::GetGoalPlot() const
- CvArmyAI::Plot() const
- CvArmyAI::UpdateCheckpointTurns()
- AreaValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- AttackPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- AttackPathDestEval(int, int, const void *, CvAStar *, bool, bool)
- BuildRouteCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- BuildRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvIgnoreUnitsPathFinder::GetLastOwnedPlot(CvPlot *, CvPlot *, PlayerTypes) const
- CvIgnoreUnitsPathFinder::GetLastPlot()
- CvIgnoreUnitsPathFinder::GetPathEndTurnPlot() const
- CvIgnoreUnitsPathFinder::GetPathFirstPlot() const
- CvIgnoreUnitsPathFinder::GetPreviousPlot()
- CvStepPathFinder::GetLastOwnedPlot(PlayerTypes, PlayerTypes, CvPlot *, CvPlot *) const
- CvStepPathFinder::GetXPlotsFromEnd(PlayerTypes, PlayerTypes, CvPlot *, CvPlot *, int, bool) const
- CvTwoLayerPathFinder::GetPathEndTurnPlot() const
- FindValidDestinationDest(int, int, const void *, CvAStar *)
- FindValidDestinationPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- IgnoreUnitsCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- IgnoreUnitsDestValid(int, int, const void *, CvAStar *)
- IgnoreUnitsPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- IgnoreUnitsValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- InfluenceCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- InfluenceDestValid(int, int, const void *, CvAStar *)
- InfluenceValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- JoinArea(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- JoinLandmass(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- LandmassValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathDestValid(int, int, const void *, CvAStar *)
- PathNodeAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- RouteGetExtraChild(CvAStarNode *, int, int &, int &, CvAStar *)
- RouteGetNumExtraChildren(CvAStarNode *, CvAStar *)
- RouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepDestValid(int, int, const void *, CvAStar *)
- StepValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepValidAnyArea(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TacticalAnalysisMapPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteLandPathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteLandValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteWaterPathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteWaterValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UIPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UIPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- WaterRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBarbarians::BeginTurn()
- CvBarbarians::DoCamps()
- CvBarbarians::DoUnits()
- CvBarbarians::GetRandomBarbarianUnitType(CvPlot *, UnitAITypes)
- CvBarbarians::IsPlotValidForBarbCamp(CvPlot *)
- CvBarbarians::Read(FDataStream &, uint)
- CvBarbarians::Write(FDataStream &)
- CvBuilderTaskingAI::ConnectCitiesForScenario(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::ConnectCitiesToCapital(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::EvaluateBuilder(CvUnit *, BuilderDirective *, UINT, bool, bool, bool)
- CvBuilderTaskingAI::LogDirective(BuilderDirective, CvUnit *, int, bool)
- CvCity::BuyPlot(int, int)
- CvCity::CanBuyAnyPlot()
- CvCity::CanBuyPlot(int, int, bool)
- CvCity::DoAcquirePlot(int, int)
- CvCity::DoPickResourceDemanded(bool)
- CvCity::DoUpdateCheapestPlotInfluence()
- CvCity::GetBuyPlotCost(int, int) const
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::GetIndividualPlotScore(const CvPlot *) const
- CvCity::GetNextBuyablePlot()
- CvCity::HasAnyDomesticTradeRoute() const
- CvCity::HasAnyInternationalTradeRoute() const
- CvCity::HasTradeRouteFrom(CvCity *) const
- CvCity::HasTradeRouteFromAnyCity() const
- CvCity::HasTradeRouteTo(CvCity *) const
- CvCity::HasTradeRouteToAnyCity() const
- CvCity::PostKill(bool, CvPlot *, PlayerTypes)
- CvCity::PreKill(bool)
- CvCity::canRangeStrikeAt(int, int) const
- CvCity::doTask(TaskTypes, int, int, bool, bool, bool, bool)
- CvCity::getRallyPlot() const
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::plot() const
- CvCity::rangeStrike(int, int)
- CvCityConnections::BroadcastPlotRouteStateChanges()
- CvCityConnections::GetCityFromIndex(int)
- CvCityConnections::GetIndexFromCity(CvCity *)
- CvCityConnections::UpdateRouteInfo()
- CvCitySpecializationAI::FindBestSites()
- CvCitySpecializationAI::WeightSpecializations()
- CvCityStrategyAI::GetYieldAverage(YieldTypes)
- operator>>(FDataStream &, CvPlayerCulture &)
- CvDangerPlots::AddDanger(int, int, int, bool)
- CvDangerPlots::GetDanger(const CvPlot &) const
- CvDangerPlots::Init(PlayerTypes, bool)
- CvDangerPlots::UpdateDanger(bool, bool)
- CvDangerPlots::Write(FDataStream &) const
- CvDealAI::GetCityValue(int, int, bool, PlayerTypes, bool)
- CvDeal::IsPossibleToTradeItem(PlayerTypes, PlayerTypes, TradeableItems, int, int, int, bool, bool, bool)
- CvGameDeals::FinalizeDealValidAndAccepted(PlayerTypes, PlayerTypes, CvDeal &, bool, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvGameDeals::LogDealComplete(CvDeal *)
- CvGameDeals::LogDealFailed(CvDeal *, bool, bool, bool)
- CvDiplomacyAI::DoContactMinorCivs()
- CvDiplomacyAI::DoSendStatementToPlayer(PlayerTypes, DiploStatementTypes, int, CvDeal *)
- CvDiplomacyAI::SetPlayerNoSettleRequestAccepted(PlayerTypes, bool)
- CvDiplomacyAIHelpers::GetWarmongerOffset(PlayerTypes, bool)
- CvDllNetMessageHandler::ResponseCityBuyPlot(PlayerTypes, int, int, int)
- CvDllNetMessageHandler::ResponseEnhanceReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, int, int)
- CvDllNetMessageHandler::ResponseFoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, int, int)
- CvDllNetMessageHandler::ResponseGoodyChoice(PlayerTypes, int, int, GoodyTypes, int)
- CvDllNetMessageHandler::ResponseSwapUnits(PlayerTypes, int, MissionTypes, int, int, int, bool)
- CvEconomicAI::AssignExplorersToHuts()
- CvEconomicAI::AssignHutsToExplorers()
- CvEconomicAI::DisbandExtraWorkers()
- CvEconomicAI::DoAntiquitySites()
- CvEconomicAI::DoReconState()
- CvEconomicAI::GetImprovedToImprovablePlotsRatio()
- CvEconomicAI::GetUnitTargetGoodyPlot(CvUnit *, CvPlot **)
- CvEconomicAI::LogCityMonitor()
- CvEconomicAI::LogMonitor()
- CvEconomicAI::UpdatePlots()
- EconomicAIHelpers::IsAreaSafeForQuickColony(int, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_EarlyExpansion(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_EnoughExpansion(EconomicAIStrategyTypes, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_ExpandLikeCrazy(EconomicAIStrategyTypes, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_ExpandToOtherContinents(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_IslandStart(EconomicAIStrategyTypes, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_NavalMap(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_NeedImprovement(CvPlayer *, YieldTypes)
- EconomicAIHelpers::IsTestStrategy_OffshoreExpansionMap(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_ReallyExpandToOtherContinents(CvPlayer *)
- CvEspionageAI::StealTechnology()
- CvPlayerEspionage::ExtractSpyFromCity(uint)
- CvPlayerEspionage::GetCityWithSpy(uint)
- CvPlayerEspionage::GetIntrigueMessage(uint)
- CvPlayerEspionage::IsAnySchmoozing(CvCity *)
- CvPlayerEspionage::IsAnySurveillanceEstablished(PlayerTypes)
- CvPlayerEspionage::ProcessSpy(uint)
- CvPlayerEspionage::ProcessSpyMessages()
- CvPlayerEspionage::SetOutcome(uint, uint, bool)
- CvPlayerEspionage::UncoverIntrigue(uint)
- CvEventLog::GetPlot(int) const
- CvFlavorManager::AdjustWeightsForMap()
- CalculateDigSiteWeight(int, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &)
- CvGame::DoCacheMapScoreMod()
- CvGame::GetCompetitiveSpawnUnitType(PlayerTypes, bool, bool, bool)
- CvGame::GetNumArchaeologySites() const
- CvGame::GetNumHiddenArchaeologySites() const
- CvGame::InitMap(CvGameInitialItemsOverrides &)
- CvGame::PopulateDigSite(CvPlot &, EraTypes, GreatWorkArtifactClass)
- CvGame::SpawnArchaeologySitesHistorically()
- CvGame::calculateSyncChecksum()
- CvGame::circumnavigationAvailable() const
- CvGame::cycleUnits(bool, bool, bool)
- CvGame::doTurn()
- CvGame::initFreeState(CvGameInitialItemsOverrides &)
- CvGame::initScoreCalculation()
- CvGame::regenerateMap()
- CvGame::removePlotExtraYield(int, int)
- CvGame::selectUnit(CvUnit *, bool, bool, bool)
- CvGame::selectionListGameNetMessage(int, int, int, int, int, bool, bool)
- CvGame::setActivePlayer(PlayerTypes, bool, bool)
- CvGame::setPlotExtraYield(int, int, YieldTypes, int)
- CvGame::testVictory(VictoryTypes, TeamTypes, bool *) const
- CvGame::toggleDebugMode()
- CvGame::updateSelectionList()
- plotCity(int, int, int)
- dxWrap(int)
- dyWrap(int)
- plotDirection(int, int, DirectionTypes)
- plotXY(int, int, int, int)
- CvGlobals::GetHexDebugLayerString(CvPlot *, const char *, PlayerTypes, char *, unsigned int)
- CvGrandStrategyAI::GetConquestPriority()
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteTradeUnitMoves()
- CvHomelandAI::ExecuteWorkerMove(CvUnit *, bool)
- CvHomelandAI::FindArchaeologistTarget(CvUnit *)
- CvHomelandAI::FindHomelandTargets()
- CvHomelandAI::IsAnyValidExploreMoves(const CvUnit *) const
- CvHomelandAI::PlotAncientRuinMoves()
- CvHomelandAI::PlotGarrisonMoves(bool)
- CvHomelandAI::PlotMobileReserveMoves()
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotSentryMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvHomelandAI::PlotWorkerSeaMoves()
- getWorldSizeMaxConscript(const CvPolicyEntry &)
- CvLandmass::changeNumTiles(int)
- CvMap::getNumLandAreas()
- CvMap::getNumLandLandmasses()
- CvMilitaryAI::GetUnitForArmy(CvCity *) const
- CvMilitaryAI::RequestSneakAttack(PlayerTypes)
- CvMilitaryAI::RequestSpecificAttack(CvMilitaryTarget, int)
- CvMilitaryAI::ScanForBarbarians()
- CvMilitaryAI::UpdateOperations()
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvMinorCivAI::CanMajorGiftTileImprovement(PlayerTypes)
- CvMinorCivAI::DoIntrusion()
- CvMinorCivAI::DoTileImprovementGiftFromMajor(PlayerTypes, int, int)
- CvMinorCivAI::GetBestNearbyCampToKill()
- CvMinorCivAI::GetNearbyResourceForQuest(PlayerTypes)
- CvMinorCivAI::IsGoodTimeForNaturalWonderQuest(PlayerTypes)
- CvMinorCivAI::IsLackingGiftableTileImprovementAtPlot(PlayerTypes, int, int)
- CvMinorCivAI::IsValidQuestCopyForPlayer(PlayerTypes, CvMinorCivQuest *)
- CvMinorCivAI::Reset()
- CvMinorCivAI::SetAlly(PlayerTypes)
- CvMinorCivQuest::DoStartQuestUsingExistingData(CvMinorCivQuest *)
- CvMinorCivQuest::IsComplete()
- CvMinorCivQuest::IsExpired()
- CvNotifications::Activate(Notification &)
- CvNotifications::Add(NotificationTypes, const char *, const char *, int, int, int, int)
- CvNotifications::IsNotificationExpired(int)
- CvPlayer::AddAPlot(CvPlot *)
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoUpdateProximityToPlayer(PlayerTypes)
- CvPlayer::GatherPerTurnReplayStats(int)
- CvPlayer::GetAnyUnitHasOrderToGoody()
- CvPlayer::GetBestSettleAreas(int, int &, int &)
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlayer::GetClosestGoodyPlot(bool)
- CvPlayer::GetGreatAdmiralSpawnPlot(CvUnit *)
- CvPlayer::GetHappinessFromNaturalWonders() const
- CvPlayer::GetNumNaturalWondersInOwnedPlots()
- CvPlayer::GetNumPlots() const
- CvPlayer::GetUnhappinessFromCapturedCityCount(CvCity *, CvCity *) const
- CvPlayer::GetUnhappinessFromCityCount(CvCity *, CvCity *) const
- CvPlayer::GetUnhappinessFromCityForUI(CvCity *) const
- CvPlayer::InitPlots()
- CvPlayer::Read(FDataStream &)
- CvPlayer::ReportYieldFromKill(YieldTypes, int, int, int, int)
- CvPlayer::SetHasLostCapital(bool, PlayerTypes)
- CvPlayer::UpdatePlots()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canFound(int, int, bool) const
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::changeGoldenAgeTurns(int)
- CvPlayer::createGreatAdmiral(UnitTypes, int, int, bool)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doUpdateBarbarianCampVisibility()
- CvPlayer::doWarnings()
- CvPlayer::getAdvancedStartVisibilityCost(bool, CvPlot *)
- CvPlayer::getBuildingClassPrereqBuilding(BuildingTypes, BuildingClassTypes, int) const
- CvPlayer::getResourceInOwnedPlots(ResourceTypes)
- CvPlayer::getStartingPlot() const
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::setTurnActive(bool, bool)
- CvPlayer::updateYield()
- CvPlayerAI::AI_captureUnit(UnitTypes, CvPlot *)
- CvPlayerAI::AI_conquerCity(CvCity *, PlayerTypes)
- CvPlayerAI::AI_foundValue(int, int, int, bool)
- CvPlayerAI::AI_updateFoundValues(bool)
- CvPlayerAI::FindBestArtistTargetPlot(CvUnit *, int &)
- CvPlot::GetPlotIndex() const
- CvPlot::GetSizeLargestAdjacentWater() const
- CvPlot::area() const
- CvPlot::doImprovement()
- CvPlot::getFeatureProduction(BuildTypes, PlayerTypes, CvCity **) const
- CvPlot::getInlandCorner() const
- CvPlot::getLatitude() const
- CvPlot::getLayerUnit(int, int) const
- CvPlot::getNearestLandPlotInternal(int) const
- CvPlot::getNumLayerUnits(int) const
- CvPlot::isCoastalLand(int) const
- CvPlot::isLake() const
- CvPlot::removeUnit(CvUnit *, bool)
- CvPlot::setFeatureType(FeatureTypes, int)
- CvPlot::setLandmass(int)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setPlotType(PlotTypes, bool, bool, bool)
- CvPlot::setResourceType(ResourceTypes, int, bool)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::updateFog(bool)
- CvPlot::updateVisibility()
- CvPlayerPolicies::GetNextPolicyCost()
- CvGameReligions::CanCreatePantheon(PlayerTypes, bool)
- CvGameReligions::CheckSpawnGreatProphet(CvPlayer &)
- CvGameReligions::GetNumReligionsStillToFound(bool) const
- CvGameReligions::IsEligibleForFounderBenefits(ReligionTypes, PlayerTypes) const
- CvReligionAI::ChooseProphetConversionCity(bool) const
- CvReligionAI::GetDesiredFaithGreatPerson() const
- CvReligionAI::ScoreBelief(CvBeliefEntry *)
- CvReligionAI::ScoreBeliefForPlayer(CvBeliefEntry *)
- CvReligionAIHelpers::GetBestCityFaithBuildingPurchase(CvPlayer &, BuildingTypes, ReligionTypes)
- CvReligionAIHelpers::GetBestCityFaithUnitPurchase(CvPlayer &, UnitTypes, ReligionTypes)
- CvReplayInfo::createInfo()
- CvStartPositioner::AddCivToRegion(int, CvStartRegion, bool)
- CvStartPositioner::AssignStartingLocations()
- CvStartPositioner::ComputeFoundValues()
- CvStartPositioner::ComputeRowFertility(int, int, int, int, int)
- CvStartPositioner::ComputeTileFertilityValues()
- CvStartPositioner::DivideContinentIntoRegions(CvContinent)
- CvStartPositioner::DivideMapIntoRegions(int)
- CvStartPositioner::StartingPlotRange() const
- CvTacticalAI::CanCoverFromEnemy(CvPlot *, int &, int)
- CvTacticalAI::ClearEnemiesNearArmy(CvArmyAI *)
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteCloseOnTarget(CvTacticalTarget &, CvTacticalDominanceZone *)
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteFormationMoves(CvArmyAI *, CvPlot *)
- CvTacticalAI::ExecuteGatherMoves(CvArmyAI *)
- CvTacticalAI::ExecuteHedgehogDefense(CvTacticalTarget &, CvTacticalDominanceZone *)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteNavalFormationMoves(CvArmyAI *, CvPlot *)
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::ExecutePriorityAttacksOnUnitTarget(CvTacticalTarget &)
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::FindNearbyTarget(UnitHandle, int, AITacticalTargetType, CvUnit *)
- CvTacticalAI::FindPassiveBarbarianLandMove(UnitHandle)
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::IdentifyPriorityBarbarianTargets()
- CvTacticalAI::IdentifyPriorityTargets()
- CvTacticalAI::MoveToUsingSafeEmbark(UnitHandle, CvPlot *, bool &)
- CvTacticalAI::PlotAncientRuinMoves(int)
- CvTacticalAI::PlotAttritFromRangeMoves()
- CvTacticalAI::PlotBarbarianCampMoves()
- CvTacticalAI::PlotBarbarianPlunderTradeUnitMove(DomainTypes)
- CvTacticalAI::PlotBastionMoves(int)
- CvTacticalAI::PlotBlockadeImprovementMoves()
- CvTacticalAI::PlotCampDefenseMoves()
- CvTacticalAI::PlotCaptureCityMoves()
- CvTacticalAI::PlotCivilianAttackMoves(AITacticalTargetType)
- CvTacticalAI::PlotDamageCityMoves()
- CvTacticalAI::PlotDestroyUnitMoves(AITacticalTargetType, bool, bool)
- CvTacticalAI::PlotExploitFlanksMoves()
- CvTacticalAI::PlotGarrisonMoves(int, bool)
- CvTacticalAI::PlotGuardImprovementMoves(int)
- CvTacticalAI::PlotPillageMoves(AITacticalTargetType, bool)
- CvTacticalAI::PlotPlunderTradePlotMoves(DomainTypes)
- CvTacticalAI::PlotPlunderTradeUnitMoves(DomainTypes)
- CvTacticalAI::PlotSafeBombardMoves()
- CvTacticalAI::PlotShoreBombardmentMoves()
- CvTacticalAI::PlotSitAndBombardMoves()
- CvTacticalAI::PlotWithdrawMoves()
- CvTacticalAI::QueueAttack(void *, CvTacticalTarget *, bool, bool)
- CvTacticalAI::ScoreCloseOnPlots(CvPlot *, bool)
- CvTacticalAI::ScoreDeploymentPlots(CvPlot *, CvArmyAI *, int, int, int)
- CvTacticalAI::ScoreFormationPlots(CvArmyAI *, CvPlot *, CvPlot *, int)
- CvTacticalAI::ScoreHedgehogPlots(CvPlot *)
- CvTacticalAI::UnitProcessed(int, bool)
- CvTacticalTarget::IsTargetStillAlive(PlayerTypes)
- CvTacticalAnalysisMap::AddTemporaryZones()
- CvTacticalAnalysisMap::AddToDominanceZones(int, CvTacticalAnalysisCell *)
- CvTacticalAnalysisMap::ClearDynamicFlags()
- CvTacticalAnalysisMap::IsInEnemyDominatedZone(CvPlot *)
- CvTacticalAnalysisMap::MarkCellsNearEnemy()
- CvTacticalAnalysisMap::RefreshDataForNextPlayer(CvPlayer *)
- CvTacticalAnalysisMap::SetTargetBombardCells(CvPlot *, int, bool)
- CvTacticalAnalysisMap::SetTargetFlankBonusCells(CvPlot *)
- CanSeeDisplacementPlot_Loose(int, int, int, int, int)
- CanSeeDisplacementPlot_Strict(int, int, int, int, int)
- CvTargeting::CanSeeDisplacementPlot(int, int, int, int, int)
- CvTeam::DoDeclareWar(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::DoMakePeace(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::SetAllowsOpenBordersToTeam(TeamTypes, bool)
- CvTeam::SetCurrentEra(EraTypes)
- CvTeam::SetHasEmbassyAtTeam(TeamTypes, bool)
- CvTeam::addTeam(TeamTypes)
- CvTeam::changeExtraWaterSeeFromCount(int)
- CvTeam::countEnemyDangerByArea(CvArea *) const
- CvTeam::makeHasMet(TeamTypes, bool)
- CvTeam::processTech(TechTypes, int)
- CvTeam::setForceRevealedResource(ResourceTypes, bool)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvTeam::testCircumnavigated()
- CvPlayerTechs::GetResearchCost(TechTypes) const
- CvTeamTechs::GetResearchCost(TechTypes) const
- CvTeamTechs::SetResearchProgressTimes100(TechTypes, int, PlayerTypes, int, int)
- CvGameTrade::CreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, int &)
- CvGameTrade::DoAutoWarPlundering(TeamTypes, TeamTypes)
- CvGameTrade::GetDestCity(const TradeConnection &)
- CvGameTrade::GetOriginCity(const TradeConnection &)
- CvGameTrade::StepUnit(int)
- CvPlayerTrade::GetPlotMouseoverToolTips(CvPlot *)
- CvPlayerTrade::GetPlotToolTips(CvPlot *)
- CvPlayerTrade::GetTradeConnectionGPTValueTimes100(const TradeConnection &, YieldTypes, bool, bool)
- CvPlayerTrade::GetTradeConnectionPolicyValueTimes100(const TradeConnection &, YieldTypes)
- CvPlayerTrade::GetTradeConnectionResourceValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeConnectionTheirBuildingValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeConnectionYourBuildingValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeRouteRange(DomainTypes, CvCity *)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvTradeAI::ChooseTradeUnitTargetPlot(CvUnit *, int &, int &, TradeConnectionType &, bool &, const TradeConnectionList &)
- CvTradeAI::ScoreFoodTR(const TradeConnection &, CvCity *)
- CvTradeAI::ScoreInternationalTR(const TradeConnection &)
- CvTradeAI::ScoreProductionTR(const TradeConnection &, std::vector<CvCity *>)
- CvTradeAI::ScoreWonderTR(const TradeConnection &, std::vector<CvCity *>)
- CvPlayerTraits::AddUniqueLuxuries(CvCity *)
- CvPlayerTraits::WillGetUniqueLuxury(CvArea *) const
- CvUnit::GeneratePath(const CvPlot *, int, bool, int *) const
- CvUnit::GetMissionAIPlot()
- CvUnit::GetMovablePlotListOpt(vector<CvPlot *> &, CvPlot *, bool, bool)
- CvUnit::GetPathEndTurnPlot() const
- CvUnit::GetPathFirstPlot() const
- CvUnit::GetPathLastPlot() const
- CvUnit::GetTacticalAIPlot() const
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::UnitPathTo(int, int, int, int, bool)
- CvUnit::UpdatePathCache(CvPlot *, int)
- CvUnit::airSweep(int, int)
- CvUnit::airlift(int, int)
- CvUnit::area() const
- CvUnit::buyCityState()
- CvUnit::calculateExoticGoodsDistanceFactor(const CvPlot *)
- CvUnit::canAirSweepAt(int, int) const
- CvUnit::canAirliftAt(const CvPlot *, int, int) const
- CvUnit::canChangeAdmiralPortAt(const CvPlot *, int, int) const
- CvUnit::canChangeTradeUnitHomeCityAt(const CvPlot *, int, int) const
- CvUnit::canEverRangeStrikeAt(int, int, const CvPlot *) const
- CvUnit::canMakeTradeRouteAt(const CvPlot *, int, int, TradeConnectionType) const
- CvUnit::canNukeAt(const CvPlot *, int, int) const
- CvUnit::canParadropAt(const CvPlot *, int, int) const
- CvUnit::canRangeStrikeAt(int, int, bool, bool) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::getArea() const
- CvUnit::getAttackPlot() const
- CvUnit::getReconPlot() const
- CvUnit::jumpToNearestValidPlot()
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::makeTradeRoute(int, int, TradeConnectionType)
- CvUnit::paradrop(int, int)
- CvUnit::plot() const
- CvUnit::read(FDataStream &)
- CvUnit::rebase(int, int)
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setExperienceTimes100(int, int)
- CvUnit::setHasPromotion(PromotionTypes, bool)
- CvUnit::setSeeInvisibleType(InvisibleTypes)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::~CvUnit()
- CvUnitCombat::AttackNuclear(CvUnit &, int, int, ATTACK_OPTION)
- CvUnitCombat::AttackRanged(CvUnit &, int, int, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::GetFireSupportUnit(PlayerTypes, int, int, int, int)
- CvUnitMission::CalculateMissionTimer(UnitHandle, int)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::HasCompletedMoveMission(UnitHandle)
- CvUnitMission::LastMissionPlot(UnitHandle)
- CvUnitMission::StartMission(UnitHandle)
- CvLeague::GetChoicesForDecision(ResolutionDecisionTypes, PlayerTypes)
- CvLeagueAI::ScoreVoteChoiceYesNo(CvProposal *, int, bool)
- CvWorldBuilderMapLoader::InitMap()
- CvWorldBuilderMapLoader::Save(const wchar_t *, const char *)
- CvWorldBuilderMapLoader::ValidateCoast()
- CvWorldBuilderMapLoader::ValidateTerrain()
- FindClosestCity(const PlayerTypes, const CvPlot &)
- CvLuaCity::lGetBuyablePlotList(lua_State *)
- CvLuaGame::lGetHolyCityForReligion(lua_State *)
- CvLuaGame::lGetNumCitiesPolicyCostMod(lua_State *)
- CvLuaGame::lGetNumCitiesTechCostMod(lua_State *)
- CvLuaGame::lGetTradeRoute(lua_State *)
- CvLuaGame::lGetWorldNumCitiesUnhappinessPercent(lua_State *)
- CvLuaMap::GetInstance(lua_State *, int)
- CvLuaMap::lAreasAux(lua_State *)
- CvLuaMap::lCalculateAreas(lua_State *)
- CvLuaMap::lChangeAIMapHint(lua_State *)
- CvLuaMap::lDefaultContinentStamper(lua_State *)
- CvLuaMap::lDoPlaceNaturalWonders(lua_State *)
- CvLuaMap::lFindBiggestArea(lua_State *)
- CvLuaMap::lFindWater(lua_State *)
- CvLuaMap::lGetAIMapHint(lua_State *)
- CvLuaMap::lGetArea(lua_State *)
- CvLuaMap::lGetClimate(lua_State *)
- CvLuaMap::lGetFractalFlags(lua_State *)
- CvLuaMap::lGetGridSize(lua_State *)
- CvLuaMap::lGetIndexAfterLastArea(lua_State *)
- CvLuaMap::lGetLandPlots(lua_State *)
- CvLuaMap::lGetNumAreas(lua_State *)
- CvLuaMap::lGetNumLandAreas(lua_State *)
- CvLuaMap::lGetNumPlots(lua_State *)
- CvLuaMap::lGetNumResources(lua_State *)
- CvLuaMap::lGetNumResourcesOnLand(lua_State *)
- CvLuaMap::lGetPlot(lua_State *)
- CvLuaMap::lGetPlotByIndex(lua_State *)
- CvLuaMap::lGetRandomResourceQuantity(lua_State *)
- CvLuaMap::lGetSeaLevel(lua_State *)
- CvLuaMap::lGetWorldSize(lua_State *)
- CvLuaMap::lIsPlot(lua_State *)
- CvLuaMap::lIsWrapX(lua_State *)
- CvLuaMap::lIsWrapY(lua_State *)
- CvLuaMap::lMaxPlotDistance(lua_State *)
- CvLuaMap::lRecalculateAreas(lua_State *)
- CvLuaMap::lUpdateDeferredFog(lua_State *)
- CvLuaPlayer::lGetPlayerVisiblePlot(lua_State *)
- CvLuaPlayer::lGetRecommendedFoundCityPlots(lua_State *)
- CvLuaPlayer::lGetRecommendedWorkerPlots(lua_State *)
- CvLuaPlayer::lGetTradeRoutes(lua_State *)
- CvLuaPlayer::lGetTradeRoutesToYou(lua_State *)
- CvLuaPlayer::lGetTradeToYouRoutesTTString(lua_State *)
- CvLuaPlayer::lGetTradeYourRoutesTTString(lua_State *)
- CvLuaPlayer::lGetUnimprovedAvailableLuxuryResource(lua_State *)
- CvLuaPlayer::lIsAnyPlotImproved(lua_State *)
- CvLuaUnit::lEmbark(lua_State *)
- CvLuaUnit::lGetPlot(lua_State *)