CvMap::plot(int, int) const
- Defined in
- CvMap.h, line 221
- Class
- CvMap
- Not a hook point
- written in a header
Code
221 __forceinline CvPlot* plot(int iX, int iY) const222 {223 if((iX == INVALID_PLOT_COORD) || (iY == INVALID_PLOT_COORD))224 {225 return NULL;226 }227 int iMapX = coordRange(iX, getGridWidth(), isWrapX());228 int iMapY = coordRange(iY, getGridHeight(), isWrapY());229 return ((isPlot(iMapX, iMapY)) ? &(m_pMapPlots[plotNum(iMapX, iMapY)]) : NULL);230 }
Calls
Called by
206 functions in 40 files
- CvAIOperation::ComputeCenterOfMassForTurn(CvArmyAI *, CvPlot **) const
- CvAIOperation::GetMusterPlot() const
- CvAIOperation::GetStartCityPlot() const
- CvAIOperation::GetTargetPlot() const
- CvArmyAI::AddUnit(int, int)
- CvArmyAI::GetCenterOfMass(DomainTypes)
- CvArmyAI::UpdateCheckpointTurns()
- AttackPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- AttackPathDestEval(int, int, const void *, CvAStar *, bool, bool)
- CvIgnoreUnitsPathFinder::GetLastPlot()
- CvIgnoreUnitsPathFinder::GetPreviousPlot()
- UIPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBarbarians::IsPlotValidForBarbCamp(CvPlot *)
- CvBuilderTaskingAI::EvaluateBuilder(CvUnit *, BuilderDirective *, UINT, bool, bool, bool)
- CvBuilderTaskingAI::LogDirective(BuilderDirective, CvUnit *, int, bool)
- CvCity::BuyPlot(int, int)
- CvCity::CanBuyPlot(int, int, bool)
- CvCity::DoAcquirePlot(int, int)
- CvCity::GetBuyPlotCost(int, int) const
- CvCity::HasAnyDomesticTradeRoute() const
- CvCity::HasAnyInternationalTradeRoute() const
- CvCity::HasTradeRouteFrom(CvCity *) const
- CvCity::HasTradeRouteFromAnyCity() const
- CvCity::HasTradeRouteTo(CvCity *) const
- CvCity::HasTradeRouteToAnyCity() const
- CvCity::canRangeStrikeAt(int, int) const
- CvCity::doTask(TaskTypes, int, int, bool, bool, bool, bool)
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::rangeStrike(int, int)
- CvCityConnections::UpdateRouteInfo()
- operator>>(FDataStream &, CvPlayerCulture &)
- 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::DoSendStatementToPlayer(PlayerTypes, DiploStatementTypes, int, CvDeal *)
- CvDllMap::GetPlot(int, int) const
- 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)
- 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
- CvGame::removePlotExtraYield(int, int)
- CvGame::selectionListGameNetMessage(int, int, int, int, int, bool, bool)
- CvGame::setPlotExtraYield(int, int, YieldTypes, int)
- plotCity(int, int, int)
- PlotFromHex(CvMap &, int, int)
- plotDirection(int, int, DirectionTypes)
- plotXY(int, int, int, int)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteWorkerMove(CvUnit *, bool)
- CvHomelandAI::FindArchaeologistTarget(CvUnit *)
- CvHomelandAI::PlotAncientRuinMoves()
- CvHomelandAI::PlotGarrisonMoves(bool)
- CvHomelandAI::PlotMobileReserveMoves()
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotSentryMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvHomelandAI::PlotWorkerSeaMoves()
- CvMap::Validate()
- CvMap::findCity(int, int, PlayerTypes, TeamTypes, bool, bool, TeamTypes, DirectionTypes, const CvCity *)
- CvMinorCivAI::DoTileImprovementGiftFromMajor(PlayerTypes, int, int)
- CvMinorCivAI::IsLackingGiftableTileImprovementAtPlot(PlayerTypes, int, int)
- CvMinorCivAI::IsValidQuestCopyForPlayer(PlayerTypes, CvMinorCivQuest *)
- 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::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::ReportYieldFromKill(YieldTypes, int, int, int, int)
- CvPlayer::SetHasLostCapital(bool, PlayerTypes)
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canFound(int, int, bool) const
- CvPlayer::createGreatAdmiral(UnitTypes, int, int, bool)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayerAI::AI_foundValue(int, int, int, bool)
- CvPlot::Validate(CvMap &)
- CvGameReligions::CheckSpawnGreatProphet(CvPlayer &)
- CvGameReligions::IsEligibleForFounderBenefits(ReligionTypes, PlayerTypes) const
- CvReligionAI::ChooseProphetConversionCity(bool) const
- CvReligionAIHelpers::GetBestCityFaithBuildingPurchase(CvPlayer &, BuildingTypes, ReligionTypes)
- CvReligionAIHelpers::GetBestCityFaithUnitPurchase(CvPlayer &, UnitTypes, ReligionTypes)
- CvStartPositioner::AddCivToRegion(int, CvStartRegion, bool)
- CvStartPositioner::ComputeRowFertility(int, int, int, int, int)
- CvTacticalAI::ClearEnemiesNearArmy(CvArmyAI *)
- 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::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::FindNearbyTarget(UnitHandle, int, AITacticalTargetType, CvUnit *)
- CvTacticalAI::FindPassiveBarbarianLandMove(UnitHandle)
- CvTacticalAI::IdentifyPriorityBarbarianTargets()
- CvTacticalAI::IdentifyPriorityTargets()
- 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::QueueAttack(void *, CvTacticalTarget *, bool, bool)
- CvTacticalTarget::IsTargetStillAlive(PlayerTypes)
- CvTacticalAnalysisMap::AddTemporaryZones()
- 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::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::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::buyCityState()
- 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::makeTradeRoute(int, int, TradeConnectionType)
- CvUnit::paradrop(int, int)
- CvUnit::rebase(int, int)
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setExperienceTimes100(int, int)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- 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)
- CvLeagueAI::ScoreVoteChoiceYesNo(CvProposal *, int, bool)
- CvWorldBuilderMapLoader::InitMap()
- CvWorldBuilderMapLoader::ValidateCoast()
- FindClosestCity(const PlayerTypes, const CvPlot &)
- CvLuaGame::lGetHolyCityForReligion(lua_State *)
- CvLuaGame::lGetTradeRoute(lua_State *)
- CvLuaMap::lGetPlot(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 *)
- CvLuaUnit::lEmbark(lua_State *)