CvPlayer::GetID() const
- Defined in
- CvPlayer.h, line 1187
- Class
- CvPlayer
- Not a hook point
- written in a header
Code
1187 PlayerTypes GetID() const1188 {1189 return m_eID;1190 }
Calls
FAutoVariable::operator const PlayerTypes &
Called by
612 functions in 44 files
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvBuilderTaskingAI::AddChopDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingPlotsDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingResourcesDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::ConnectCitiesForScenario(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::ConnectCitiesToCapital(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::EvaluateBuilder(CvUnit *, BuilderDirective *, UINT, bool, bool, bool)
- CvBuilderTaskingAI::GetBuildTimeWeight(CvUnit *, CvPlot *, BuildTypes, bool, int)
- CvBuilderTaskingAI::IsImprovementBeneficial(CvPlot *, const CvBuildInfo &, YieldTypes, bool)
- CvBuilderTaskingAI::ShouldBuilderConsiderPlot(CvUnit *, CvPlot *)
- CvBuilderTaskingAI::UpdateProjectedPlotYields(CvPlot *, BuildTypes)
- CvBuilderTaskingAI::UpdateRoutePlots()
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvCity::GetLocalHappiness() const
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCityConnections::BroadcastPlotRouteStateChanges()
- CvCityConnections::ShouldConnectToOtherPlayer(PlayerTypes)
- CvCityConnections::UpdateRouteInfo()
- CvCitySpecializationAI::FindBestSites()
- CvCitySpecializationAI::PlotValueForScience(CvPlot *)
- CvCitySpecializationAI::PlotValueForSpecificYield(CvPlot *, YieldTypes)
- CvCityStrategyAI::ChooseProduction(bool, BuildingTypes, UnitTypes)
- CultureHelpers::SendArtSwapNotification(GreatWorkSlotType, bool, PlayerTypes, PlayerTypes, int, int)
- CvPlayerCulture::AddTourismAllKnownCivs(int)
- CvPlayerCulture::ComputeHypotheticalPublicOpinionUnhappiness(PolicyBranchTypes)
- CvPlayerCulture::DoArchaeologyChoice(ArchaeologyChoiceType)
- CvPlayerCulture::DoPublicOpinion()
- CvPlayerCulture::DoTurn()
- CvPlayerCulture::GetArchaeologyChoice(CvPlot *)
- CvPlayerCulture::GetCivLowestInfluence(bool) const
- CvPlayerCulture::GetInfluencePerTurn(PlayerTypes) const
- CvPlayerCulture::GetMaxPropagandaDiplomatsWanted() const
- CvPlayerCulture::GetNumCivsInfluentialOn() const
- CvPlayerCulture::GetNumCivsToBeInfluentialOn() const
- CvPlayerCulture::GetTourismModifierWith(PlayerTypes) const
- CvPlayerCulture::GetTourismModifierWithTooltip(PlayerTypes) const
- CvPlayerCulture::ThemeBuilding(vector<CvGreatWorkBuildingInMyEmpire>::const_iterator, vector<CvGreatWorkInMyEmpire> &, vector<CvGreatWorkInMyEmpire> &, bool)
- CvPlayerCulture::ThemeEqualArtArtifact(CvGreatWorkBuildingInMyEmpire, int, int, vector<CvGreatWorkInMyEmpire> &, vector<CvGreatWorkInMyEmpire> &, bool)
- CvPlayerCulture::WantsDiplomatDoingPropaganda(PlayerTypes) const
- CvDangerPlots::ShouldIgnorePlayer(PlayerTypes)
- CvDealAI::DoAcceptedDeal(PlayerTypes, const CvDeal &, int, int, int)
- CvDealAI::DoAcceptedDemand(PlayerTypes, const CvDeal &)
- CvDealAI::DoAddCitiesToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddEmbassyToThem(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddEmbassyToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddGPTToThem(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddGPTToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddGoldToThem(CvDeal *, PlayerTypes, bool, int &, int &, int &, bool)
- CvDealAI::DoAddGoldToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, bool)
- CvDealAI::DoAddItemsToDealForPeaceTreaty(PlayerTypes, CvDeal *, PeaceTreatyTypes, bool)
- CvDealAI::DoAddOpenBordersToThem(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, int, bool)
- CvDealAI::DoAddOpenBordersToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, int, bool)
- CvDealAI::DoAddPlayersAlliesToTreaty(PlayerTypes, CvDeal *)
- CvDealAI::DoAddResourceToThem(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, int, bool)
- CvDealAI::DoAddResourceToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, int, bool)
- CvDealAI::DoAddVoteCommitmentToThem(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddVoteCommitmentToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoEqualizeDealWithAI(CvDeal *, PlayerTypes)
- CvDealAI::DoEqualizeDealWithHuman(CvDeal *, PlayerTypes, bool, bool, bool &, bool &)
- CvDealAI::DoHumanDemand(CvDeal *)
- CvDealAI::DoHumanOfferDealToThisAI(CvDeal *)
- CvDealAI::DoRemoveGPTFromUs(CvDeal *, PlayerTypes, int &, int &, int &, int, bool)
- CvDealAI::DoRemoveGoldFromUs(CvDeal *, PlayerTypes, int &, int &, int &, bool)
- CvDealAI::DoTradeScreenOpened()
- CvDealAI::GetCityValue(int, int, bool, PlayerTypes, bool)
- CvDealAI::GetDealValue(CvDeal *, int &, int &, bool)
- CvDealAI::GetDefensivePactValue(bool, PlayerTypes, bool)
- CvDealAI::GetEmbassyValue(bool, PlayerTypes, bool)
- CvDealAI::GetGPTforForValueExchange(int, bool, int, bool, PlayerTypes, bool, bool)
- CvDealAI::GetGoldForForValueExchange(int, bool, bool, PlayerTypes, bool, bool)
- CvDealAI::GetOpenBordersValue(bool, PlayerTypes, bool)
- CvDealAI::GetResearchAgreementValue(bool, PlayerTypes, bool)
- CvDealAI::GetResourceValue(ResourceTypes, int, int, bool, PlayerTypes)
- CvDealAI::GetThirdPartyPeaceValue(bool, PlayerTypes, TeamTypes)
- CvDealAI::GetTradeAgreementValue(bool, PlayerTypes, bool)
- CvDealAI::GetVoteCommitmentValue(bool, PlayerTypes, int, int, int, bool, bool)
- CvDealAI::IsDealWithHumanAcceptable(CvDeal *, PlayerTypes, int &, int &, int &, int &, int &, bool &)
- CvDealAI::IsMakeDemand(PlayerTypes, CvDeal *)
- CvDealAI::IsMakeOfferForLuxuryResource(PlayerTypes, CvDeal *)
- CvDealAI::IsMakeOfferForOpenBorders(PlayerTypes, CvDeal *)
- CvDealAI::IsMakeOfferForResearchAgreement(PlayerTypes, CvDeal *)
- CvDealAI::IsOfferPeace(PlayerTypes, CvDeal *, bool)
- CvDealAI::MakeOfferForEmbassy(PlayerTypes, CvDeal *)
- CvDeal::IsPossibleToTradeItem(PlayerTypes, PlayerTypes, TradeableItems, int, int, int, bool, bool, bool)
- CvDiplomacyAI::ChangeNumCiviliansReturnedToMe(PlayerTypes, int)
- CvDiplomacyAI::ChangeWarValueLost(PlayerTypes, int)
- CvDiplomacyAI::ClearDealToRenew()
- CvDiplomacyAI::DeclareWar(PlayerTypes)
- CvDiplomacyAI::DisplayAILeaderMessage(PlayerTypes, DiploUIStateTypes, DiploMessageTypes, PlayerTypes, const Localization::String &, LeaderheadAnimationTypes, int)
- CvDiplomacyAI::DoAddWantsResearchAgreementWithPlayer(PlayerTypes)
- CvDiplomacyAI::DoAngryBefriendedEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoAngryDenouncedFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoBeginDiploWithHuman()
- CvDiplomacyAI::DoBeginDiploWithHumanEspionageResult()
- CvDiplomacyAI::DoBeginDiploWithHumanInDiscuss()
- CvDiplomacyAI::DoContactMajorCivs()
- CvDiplomacyAI::DoContactMinorCivs()
- CvDiplomacyAI::DoContactPlayer(PlayerTypes)
- CvDiplomacyAI::DoCounters()
- CvDiplomacyAI::DoDenouncePlayer(PlayerTypes)
- CvDiplomacyAI::DoEmbassyExchange(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoFYIBefriendedHumanEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIBefriendedHumanFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIDenouncedHumanEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIDenouncedHumanFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFirstContact(PlayerTypes)
- CvDiplomacyAI::DoFromUIDiploEvent(PlayerTypes, FromUIDiploEventTypes, int, int)
- CvDiplomacyAI::DoGift(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoHappyBefriendedFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoHappyDenouncedEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoIdeologicalStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoKilledByPlayer(PlayerTypes)
- CvDiplomacyAI::DoMakePeaceWithMinors()
- CvDiplomacyAI::DoMakeWarOnPlayer(PlayerTypes)
- CvDiplomacyAI::DoMinorCivCompetitionStatement(PlayerTypes, DiploStatementTypes &, int &, bool)
- CvDiplomacyAI::DoOpenBordersExchange(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoPlayerBulliedSomeone(PlayerTypes, PlayerTypes)
- CvDiplomacyAI::DoPlayerDeclaredWarOnSomeone(PlayerTypes, TeamTypes)
- CvDiplomacyAI::DoPlayerKilledSomeone(PlayerTypes, PlayerTypes)
- CvDiplomacyAI::DoRenewExpiredDeal(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoRequest(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoSendStatementToPlayer(PlayerTypes, DiploStatementTypes, int, CvDeal *)
- CvDiplomacyAI::DoStartDemandProcess(PlayerTypes)
- CvDiplomacyAI::DoTestPromises()
- CvDiplomacyAI::DoTurn(PlayerTypes, DiplomacyPlayerType)
- CvDiplomacyAI::DoUpdateDemands()
- CvDiplomacyAI::DoUpdateMinorCivDisputeLevels()
- CvDiplomacyAI::DoUpdateMinorCivProtection(PlayerTypes, MinorCivApproachTypes)
- CvDiplomacyAI::DoUpdateOnePlayerExpansionAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoUpdatePeaceTreatyWillingness()
- CvDiplomacyAI::DoUpdateWarStates()
- CvDiplomacyAI::DoWeAttackedYourMinorStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoWeBulliedYourMinorStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::GetApproachTowardsUsGuess(PlayerTypes)
- CvDiplomacyAI::GetBestApproachTowardsMajorCiv(PlayerTypes, int &, bool, bool, WarFaceTypes &)
- CvDiplomacyAI::GetBestApproachTowardsMinorCiv(PlayerTypes, int &, bool, bool)
- CvDiplomacyAI::GetDealToRenew(int *)
- CvDiplomacyAI::GetDenouncedUsScore(PlayerTypes)
- CvDiplomacyAI::GetDiploModifiers(PlayerTypes, std::vector<Opinion> &)
- CvDiplomacyAI::GetEmbassyScore(PlayerTypes)
- CvDiplomacyAI::GetFriendDenouncementScore(PlayerTypes)
- CvDiplomacyAI::GetHasAdoptedMyReligionScore(PlayerTypes)
- CvDiplomacyAI::GetOtherPlayerProtectedMinorBullied(PlayerTypes)
- CvDiplomacyAI::GetRequestFriendToDenounce(PlayerTypes, bool &)
- CvDiplomacyAI::GetScenarioModifier1(PlayerTypes)
- CvDiplomacyAI::GetScenarioModifier2(PlayerTypes)
- CvDiplomacyAI::GetScenarioModifier3(PlayerTypes)
- CvDiplomacyAI::GetWarScore(PlayerTypes)
- CvDiplomacyAI::GetWeDeclaredWarOnFriendCount()
- CvDiplomacyAI::GetWeDenouncedFriendCount()
- CvDiplomacyAI::IsCanMakeResearchAgreementRightNow(PlayerTypes)
- CvDiplomacyAI::IsDoFAcceptable(PlayerTypes)
- CvDiplomacyAI::IsHasActiveGoldQuest()
- CvDiplomacyAI::IsLuxuryRequest(PlayerTypes, CvDeal *, int &)
- CvDiplomacyAI::IsMakeRequest(PlayerTypes, CvDeal *, bool &)
- CvDiplomacyAI::LogMinorCivGiftGold(PlayerTypes, int, int, bool, bool, PlayerTypes)
- CvDiplomacyAI::SetDoFAccepted(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerNoSettleRequestAccepted(PlayerTypes, bool)
- CvDiplomacyAI::update()
- CvDllPlayer::GetID() const
- CvEconomicAI::DoTurn()
- CvEconomicAI::UpdatePlots()
- EconomicAIHelpers::IsAreaSafeForQuickColony(int, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_DevelopingReligion(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_TechLeader(CvPlayer *)
- CvEspionageAI::AttemptCoups()
- CvEspionageAI::BuildDefenseCityList(EspionageCityList &)
- CvEspionageAI::BuildDiplomatCityList(EspionageCityList &)
- CvEspionageAI::BuildMinorCityList(EspionageCityList &)
- CvEspionageAI::BuildOffenseCityList(EspionageCityList &)
- CvEspionageAI::EvaluateDefensiveSpies()
- CvEspionageAI::FindTargetSpyNumbers(int *, int *, int *, int *)
- CvEspionageAI::GetCityStatePlan(PlayerTypes *)
- CvEspionageAI::StealTechnology()
- CvEspionageAI::UpdateCivOutOfTechTurn()
- CvPlayerEspionage::AddIntrigueMessage(PlayerTypes, PlayerTypes, PlayerTypes, BuildingTypes, ProjectTypes, CvIntrigueType, uint, CvCity *, bool)
- CvPlayerEspionage::AttemptCoup(uint)
- CvPlayerEspionage::CanEverMoveSpyTo(CvCity *)
- CvPlayerEspionage::CanMoveSpyTo(CvCity *, uint, bool)
- CvPlayerEspionage::CanStageCoup(uint)
- CvPlayerEspionage::ExtractSpyFromCity(uint)
- CvPlayerEspionage::GetCoupChanceOfSuccess(uint)
- CvPlayerEspionage::GetIntrigueMessage(uint)
- CvPlayerEspionage::GetPercentOfStateComplete(uint)
- CvPlayerEspionage::GetSpyIndexInCity(CvCity *)
- CvPlayerEspionage::GetTurnsUntilStateComplete(uint)
- CvPlayerEspionage::HasEstablishedSurveillance(uint)
- CvPlayerEspionage::HasSharedIntrigue(PlayerTypes, PlayerTypes)
- CvPlayerEspionage::HasSharedIntrigue(PlayerTypes, PlayerTypes, CvIntrigueType)
- CvPlayerEspionage::IsOtherDiplomatVisitingMe(PlayerTypes)
- CvPlayerEspionage::MarkRecentIntrigueAsShared(PlayerTypes, PlayerTypes, CvIntrigueType)
- CvPlayerEspionage::MoveSpyTo(CvCity *, uint, bool)
- CvPlayerEspionage::ProcessSpy(uint)
- CvPlayerEspionage::ProcessSpyMessages()
- CvPlayerEspionage::SetOutcome(uint, uint, bool)
- CvPlayerEspionage::UncoverIntrigue(uint)
- CvPlayerEspionage::UpdateCity(CvCity *)
- CvFlavorManager::Init(CvPlayer *)
- CvGame::CheckPlayerTurnDeactivate()
- CvGame::SetBestWondersPlayer(PlayerTypes, int)
- CvGame::countSeqHumanTurnsUntilPlayerTurn(PlayerTypes) const
- CvGame::getNumHumansInHumanWars(PlayerTypes)
- CvGame::getNumSequentialHumans(PlayerTypes)
- CvGame::updateMoves()
- CvGlobals::GetHexDebugLayerString(CvPlot *, const char *, PlayerTypes, char *, unsigned int)
- CvGrandStrategyAI::DoGuessOtherPlayersActiveGrandStrategy()
- CvGrandStrategyAI::GetConquestPriority()
- CvGrandStrategyAI::GetCulturePriority()
- CvGrandStrategyAI::GetUnitedNationsPriority()
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteWorkerMoves(bool)
- CvHomelandAI::FindHomelandTargets()
- CvHomelandAI::MoveToEmptySpaceNearTarget(CvUnit *, CvPlot *, bool)
- CvHomelandAI::PlotAirliftMoves()
- CvHomelandAI::PlotHealMoves()
- CvMilitaryAI::BuyEmergencyUnit(UnitAITypes, CvCity *)
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetHighestThreat()
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvMilitaryAI::GetNumEnemyAirUnitsInRange(CvPlot *, int, bool, bool) const
- CvMilitaryAI::GetNumberCivsAtWarWith() const
- CvMilitaryAI::LogMilitaryStatus()
- CvMilitaryAI::ScanForBarbarians()
- CvMilitaryAI::ScoreTarget(CvMilitaryTarget &, AIOperationTypes)
- CvMilitaryAI::ShouldAttackBySea(PlayerTypes, CvMilitaryTarget &)
- CvMilitaryAI::UpdateMilitaryStrategies()
- CvMilitaryAI::UpdateOperations()
- CvMilitaryAI::UpdateThreats()
- CvMilitaryAI::UpdateWars()
- MilitaryAIHelpers::IsTestStrategy_EnoughAntiAirUnits(CvPlayer *, int, int)
- MilitaryAIHelpers::IsTestStrategy_EradicateBarbarians(MilitaryAIStrategyTypes, CvPlayer *, int, int)
- MilitaryAIHelpers::IsTestStrategy_NeedAntiAirUnits(CvPlayer *, int, int)
- CvMinorCivAI::AddBuyoutNotification(CvString, CvString, PlayerTypes, int, int)
- CvMinorCivAI::AddNotification(CvString, CvString, PlayerTypes, int, int)
- CvMinorCivAI::AddQuestCopyForPlayer(PlayerTypes, CvMinorCivQuest *)
- CvMinorCivAI::AddQuestForPlayer(PlayerTypes, MinorCivQuestTypes, int)
- CvMinorCivAI::AddQuestNotification(CvString, CvString, PlayerTypes, int, int, bool)
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvMinorCivAI::CanMajorBullyGold(PlayerTypes, int)
- CvMinorCivAI::CanMajorBullyUnit(PlayerTypes, int)
- CvMinorCivAI::CanMajorBuyout(PlayerTypes)
- CvMinorCivAI::CanMajorGiftTileImprovement(PlayerTypes)
- CvMinorCivAI::CanMajorProtect(PlayerTypes)
- CvMinorCivAI::CanMajorWithdrawProtection(PlayerTypes)
- CvMinorCivAI::DoAcquire(PlayerTypes, int &, int &, int &, bool)
- CvMinorCivAI::DoBulliedByMajorReaction(PlayerTypes, int)
- CvMinorCivAI::DoBuyout(PlayerTypes, bool)
- CvMinorCivAI::DoChangeProtectionFromMajor(PlayerTypes, bool, bool)
- CvMinorCivAI::DoCompletedQuestsForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoFriendshipChangeEffects(PlayerTypes, int, int, bool, bool)
- CvMinorCivAI::DoGoldGiftFromMajor(PlayerTypes, int)
- CvMinorCivAI::DoIntrusion()
- CvMinorCivAI::DoMajorBullyGold(PlayerTypes, int)
- CvMinorCivAI::DoMajorBullyUnit(PlayerTypes, UnitTypes)
- CvMinorCivAI::DoObsoleteQuestsForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivAI::DoTeamDeclaredWarOnMe(TeamTypes)
- CvMinorCivAI::DoTestEndSkirmishes(PlayerTypes)
- CvMinorCivAI::DoTestEndWarsVSMinors(PlayerTypes, PlayerTypes)
- CvMinorCivAI::DoTileImprovementGiftFromMajor(PlayerTypes, int, int)
- CvMinorCivAI::DoTurnStatus()
- CvMinorCivAI::DoUnitGiftFromMajor(PlayerTypes, CvUnit *, bool)
- CvMinorCivAI::GetCurrentScienceFriendshipBonusTimes100(PlayerTypes)
- CvMinorCivAI::GetFriendshipChangePerTurnTimes100(PlayerTypes)
- CvMinorCivAI::GetMinorCivType() const
- CvMinorCivAI::GetNumThreateningBarbarians()
- CvMinorCivAI::GetScienceFriendshipBonusTimes100()
- CvMinorCivAI::Init(CvPlayer *)
- CvMinorCivAI::IsLackingGiftableTileImprovementAtPlot(PlayerTypes, int, int)
- CvMinorCivAI::IsValidQuestCopyForPlayer(PlayerTypes, CvMinorCivQuest *)
- CvMinorCivAI::IsValidQuestForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivAI::Read(FDataStream &)
- CvMinorCivAI::SetAlly(PlayerTypes)
- CvPlayer::CanLiberatePlayer(PlayerTypes)
- CvPlayer::ChangeCityWorkingChange(int)
- CvPlayer::ChangeJONSCultureCityModifier(int)
- CvPlayer::ChangeJONSCulturePerTurnForFree(int)
- CvPlayer::CheckForMurder(PlayerTypes)
- CvPlayer::DoAdoptedGreatPersonCityStatePolicy()
- CvPlayer::DoAnnounceReligionAdoption()
- CvPlayer::DoCityRevolt()
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoDeficit()
- CvPlayer::DoGreatPeopleSpawnTurn()
- CvPlayer::DoGreatPersonExpended(UnitTypes, CvUnit *)
- CvPlayer::DoHurry(HurryTypes)
- CvPlayer::DoLiberatePlayer(PlayerTypes, int)
- CvPlayer::DoProcessGoldenAge()
- CvPlayer::DoSeedGreatPeopleSpawnCounter()
- CvPlayer::DoTechFromCityConquer(CvCity *)
- CvPlayer::DoUnitKilledCombat(CvUnit *, PlayerTypes, UnitTypes)
- CvPlayer::DoUnresearchedTechBonusFromKill(CvUnit *, UnitTypes, int, int, int &)
- CvPlayer::DoUpdateCramped()
- CvPlayer::DoUprising()
- CvPlayer::DoYieldBonusFromKill(YieldTypes, CvUnit *, CvUnit *, UnitTypes, int, int, bool, int &)
- CvPlayer::GatherPerTurnReplayStats(int)
- CvPlayer::GetCulturePerTurnFromMinor(PlayerTypes) const
- CvPlayer::GetCulturePerTurnFromReligion() const
- CvPlayer::GetFaithPerTurnFromMinor(PlayerTypes) const
- CvPlayer::GetFaithPerTurnFromReligion() const
- CvPlayer::GetGreatAdmiralSpawnPlot(CvUnit *)
- CvPlayer::GetHappinessFromLuxury(ResourceTypes) const
- CvPlayer::GetHappinessFromMinor(PlayerTypes) const
- CvPlayer::GetHappinessFromReligion()
- CvPlayer::GetMostUnhappyCity()
- CvPlayer::GetMostUnhappyCityRecipient()
- CvPlayer::GetNumCitiesWithStateReligion()
- CvPlayer::GetScoreFromReligion() const
- CvPlayer::GetYieldPerTurnFromReligion(YieldTypes) const
- CvPlayer::HasActiveDiplomacyRequests() const
- CvPlayer::HasAnyDomesticTradeRoute() const
- CvPlayer::HasAnyInternationalTradeRoute() const
- CvPlayer::HasAnyTradeRoute() const
- CvPlayer::HasAnyTradeRouteWith(PlayerTypes) const
- CvPlayer::HasBelief(BeliefTypes) const
- CvPlayer::HasCapturedHolyCity(ReligionTypes)
- CvPlayer::HasEnhancedReligion() const
- CvPlayer::InitDangerPlots()
- CvPlayer::IsAllowedToTradeWith(PlayerTypes)
- CvPlayer::IsGetsScienceFromPlayer(PlayerTypes) const
- CvPlayer::IsPlotConnectedToPlot(CvPlot *, CvPlot *, RouteTypes, bool)
- CvPlayer::Read(FDataStream &)
- CvPlayer::ReportYieldFromKill(YieldTypes, int, int, int, int)
- CvPlayer::SetAnarchyNumTurns(int)
- CvPlayer::SetEndTurnBlocking(EndTurnBlockingTypes, int)
- CvPlayer::SetFaith(int)
- CvPlayer::SetHasLostCapital(bool, PlayerTypes)
- CvPlayer::SetNumFreeTechs(int)
- CvPlayer::UpdateResearchAgreements(int)
- CvPlayer::UpdateUnitProductionMaintenanceMod()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::calculateResearchModifier(TechTypes)
- CvPlayer::canBuild(const CvPlot *, BuildTypes, bool, bool, bool, bool) const
- CvPlayer::canConstruct(BuildingTypes, bool, bool, bool, CvString *) const
- CvPlayer::canCreate(ProjectTypes, bool, bool) const
- CvPlayer::canFound(int, int, bool) const
- CvPlayer::canMaintain(ProcessTypes, bool) const
- CvPlayer::canPrepare(SpecialistTypes, bool) const
- CvPlayer::canRaze(CvCity *, bool) const
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvPlayer::changeBaseFreeUnits(int)
- CvPlayer::changeBuildingClassMaking(BuildingClassTypes, int)
- CvPlayer::changeExtraUnitCost(int)
- CvPlayer::changeGoldPerMilitaryUnit(int)
- CvPlayer::changeGoldPerUnitTimes100(int)
- CvPlayer::changeGoldenAgeTurns(int)
- CvPlayer::changeNumMilitaryUnits(int)
- CvPlayer::changeNumOutsideUnits(int)
- CvPlayer::changeUnitClassMaking(UnitClassTypes, int)
- CvPlayer::checkInitialTurnAIProcessed()
- CvPlayer::disassembleSpaceship(CvPlot *)
- CvPlayer::disbandUnit(bool)
- CvPlayer::disconnected()
- CvPlayer::doAdoptPolicy(PolicyTypes)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doBarbarianRansom(int, int)
- CvPlayer::doGoody(CvPlot *, CvUnit *)
- CvPlayer::doResearch()
- CvPlayer::doTurn()
- CvPlayer::doTurnPostDiplomacy()
- CvPlayer::doTurnUnits()
- CvPlayer::doWarnings()
- CvPlayer::findNewCapital()
- CvPlayer::found(int, int, ReligionTypes)
- CvPlayer::getAdvancedStartBuildingCost(BuildingTypes, bool, CvCity *)
- CvPlayer::getAdvancedStartCityCost(bool, CvPlot *)
- CvPlayer::getAdvancedStartImprovementCost(ImprovementTypes, bool, CvPlot *)
- CvPlayer::getAdvancedStartPopCost(bool, CvCity *)
- CvPlayer::getAdvancedStartRouteCost(RouteTypes, bool, CvPlot *)
- CvPlayer::getAdvancedStartUnitCost(UnitTypes, bool, CvPlot *)
- CvPlayer::getArtStyleType() const
- CvPlayer::getCivilizationAdjective() const
- CvPlayer::getCivilizationAdjectiveKey() const
- CvPlayer::getCivilizationDescription() const
- CvPlayer::getCivilizationDescriptionKey() const
- CvPlayer::getCivilizationShortDescription() const
- CvPlayer::getCivilizationShortDescriptionKey() const
- CvPlayer::getCivilizationType() const
- CvPlayer::getHandicapType() const
- CvPlayer::getLeaderType() const
- CvPlayer::getName() const
- CvPlayer::getNameKey() const
- CvPlayer::getNetID() const
- CvPlayer::getNewCityName() const
- CvPlayer::getNickName() const
- CvPlayer::getPbemEmailAddress() const
- CvPlayer::getPlayerColor() const
- CvPlayer::hasTurnTimerExpired()
- CvPlayer::init(PlayerTypes)
- CvPlayer::initCity(int, int, bool, bool, ReligionTypes, const char *)
- CvPlayer::initFreeState(CvGameInitialItemsOverrides &)
- CvPlayer::initUnit(UnitTypes, int, int, UnitAITypes, DirectionTypes, bool, bool, int, int)
- CvPlayer::initUnitWithNameOffset(UnitTypes, int, int, int, UnitAITypes, DirectionTypes, bool, bool, int, int)
- CvPlayer::isBarbarian() const
- CvPlayer::isConnected() const
- CvPlayer::isHuman() const
- CvPlayer::isLocalPlayer() const
- CvPlayer::isObserver() const
- CvPlayer::isPlayable() const
- CvPlayer::isWhiteFlag() const
- CvPlayer::pickConqueredCityOwner(const CvCity &) const
- CvPlayer::processBuilding(BuildingTypes, int, bool, CvArea *)
- CvPlayer::raze(CvCity *)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::recomputeGreatPeopleModifiers()
- CvPlayer::reconnected()
- CvPlayer::reset(PlayerTypes, bool)
- CvPlayer::sendTurnReminder()
- CvPlayer::setAdvancedStartPoints(int)
- CvPlayer::setAlive(bool, bool)
- CvPlayer::setConversionTimer(int)
- CvPlayer::setEndTurn(bool)
- CvPlayer::setFoundedFirstCity(bool)
- CvPlayer::setJONSCulture(int)
- CvPlayer::setLeaderType(LeaderHeadTypes)
- CvPlayer::setNetID(int)
- CvPlayer::setPbemEmailAddress(const char *)
- CvPlayer::setPlayable(bool)
- CvPlayer::setResearchingTech(TechTypes, bool)
- CvPlayer::setStrike(bool)
- CvPlayer::setTeam(TeamTypes)
- CvPlayer::setTurnActive(bool, bool)
- CvPlayer::unraze(CvCity *)
- CvPlayer::updateYield()
- CvPlayerAI::AI_captureUnit(UnitTypes, CvPlot *)
- CvPlayerAI::AI_chooseFreeTech()
- CvPlayerAI::AI_chooseResearch()
- CvPlayerAI::AI_conquerCity(CvCity *, PlayerTypes)
- CvPlayerAI::AI_unitUpdate()
- CvPlayerAI::AI_updateFoundValues(bool)
- CvPlayerAI::CanFoundOrEnhanceReligion()
- CvPlayerAI::FindBestMerchantTargetPlot(CvUnit *, bool)
- CvPlayerAI::GetDirectiveProphet(CvUnit *)
- CvPlot::changeBuildProgress(BuildTypes, int, PlayerTypes)
- CvPolicyAI::DoChooseIdeology(CvPlayer *)
- CvPlayerPolicies::CanAdoptIdeology(PolicyBranchTypes) const
- CvPlayerPolicies::CanAdoptPolicy(PolicyTypes, bool) const
- CvPlayerPolicies::CanUnlockPolicyBranch(PolicyBranchTypes)
- CvPlayerPolicies::DoSwitchIdeologies(PolicyBranchTypes)
- CvPlayerPolicies::DoSwitchToPolicyBranch(PolicyBranchTypes)
- CvPlayerPolicies::DoUnlockPolicyBranch(PolicyBranchTypes)
- CvPlayerPolicies::SetPolicy(PolicyTypes, bool, bool)
- CvPlayerPolicies::SetPolicyBranchUnlocked(PolicyBranchTypes, bool, bool)
- CvGameReligions::CanFoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvGameReligions::CheckSpawnGreatProphet(CvPlayer &)
- CvGameReligions::DoPlayerTurn(CvPlayer &)
- CvGameReligions::FoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvPlayerReligions::GetCityStateMinimumInfluence(ReligionTypes) const
- CvPlayerReligions::GetCostNextProphet(bool, bool, bool) const
- CvPlayerReligions::GetNumForeignCitiesFollowing() const
- CvPlayerReligions::GetNumForeignFollowers(bool) const
- CvPlayerReligions::GetReligionCreatedByPlayer(bool) const
- CvPlayerReligions::HasAddedReformationBelief() const
- CvPlayerReligions::HasCreatedPantheon() const
- CvPlayerReligions::HasCreatedReligion(bool) const
- CvReligionAI::BuyAnyAvailableFaithBuilding()
- CvReligionAI::BuyAnyAvailableNonFaithBuilding()
- CvReligionAI::BuyFaithBuilding(ReligionTypes, BuildingClassTypes)
- CvReligionAI::BuyGreatPerson(UnitTypes)
- CvReligionAI::BuyInquisitor(ReligionTypes)
- CvReligionAI::BuyMissionary(ReligionTypes)
- CvReligionAI::CanBuyNonFaithBuilding() const
- CvReligionAI::ChooseInquisitorTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseMissionaryTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseProphetConversionCity(bool) const
- CvReligionAI::ChooseProphetTargetPlot(UnitHandle, int *)
- CvReligionAI::DoFaithPurchases()
- CvReligionAI::FaithBuildingAvailable(ReligionTypes) const
- CvReligionAI::GetReligionToSpread() const
- CvReligionAI::HaveNearbyConversionTarget(ReligionTypes, bool) const
- CvReligionAI::ScoreBelief(CvBeliefEntry *)
- CvReligionAI::ScoreCityForMissionary(CvCity *, UnitHandle)
- CvReligionAIHelpers::DoesUnitPassFaithPurchaseCheck(CvPlayer &, UnitTypes)
- CvReligionAIHelpers::GetBestCityFaithBuildingPurchase(CvPlayer &, BuildingTypes, ReligionTypes)
- CvReligionAIHelpers::GetBestCityFaithUnitPurchase(CvPlayer &, UnitTypes, ReligionTypes)
- CvCitySiteEvaluator::CanFound(CvPlot *, const CvPlayer *, bool) const
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvSiteEvaluatorForSettler::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvTacticalAI::ClearEnemiesNearArmy(CvArmyAI *)
- CvTacticalAI::ComputeTotalExpectedDamage(CvTacticalTarget *, CvPlot *)
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteMoveOfBlockingUnit(UnitHandle)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecutePriorityAttacksOnUnitTarget(CvTacticalTarget &)
- CvTacticalAI::ExecuteProtectedBombards(CvTacticalTarget &, bool)
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::IdentifyPriorityBarbarianTargets()
- CvTacticalAI::IdentifyPriorityTargets()
- CvTacticalAI::IsExpectedToDamageWithRangedAttack(UnitHandle, CvPlot *)
- CvTacticalAI::MoveToEmptySpaceNearTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::MoveToEmptySpaceTwoFromTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::PlotAttritFromRangeMoves()
- CvTacticalAI::PlotCaptureCityMoves()
- CvTacticalAI::PlotCounterattackMoves()
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::PlotDestroyUnitMoves(AITacticalTargetType, bool, bool)
- CvTacticalAI::PlotEmergencyPurchases()
- CvTacticalAI::PlotHealMoves()
- CvTacticalAI::PlotHedgehogMoves()
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotSafeBombardMoves()
- CvTacticalAI::PlotShoreBombardmentMoves()
- CvTacticalAI::PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- CvTacticalAI::PlotSitAndBombardMoves()
- CvTacticalAI::PlotSteamrollMoves()
- CvTacticalAI::PlotSurgicalCityStrikeMoves()
- CvTacticalAI::ScoreCloseOnPlots(CvPlot *, bool)
- CvTacticalAI::ScoreDeploymentPlots(CvPlot *, CvArmyAI *, int, int, int)
- CvTacticalAI::ScoreFormationPlots(CvArmyAI *, CvPlot *, CvPlot *, int)
- CvTacticalAI::ScoreGreatGeneralPlot(UnitHandle, CvPlot *, CvArmyAI *)
- CvTacticalAI::ScoreHedgehogPlots(CvPlot *)
- CvTacticalAnalysisMap::PopulateCell(int, CvPlot *)
- CvTeam::changeCityWorkingChange(int)
- CvTeam::changeProjectCount(ProjectTypes, int)
- CvTechAI::GetTechRatio()
- CvPlayerTechs::CanEverResearch(TechTypes) const
- CvPlayerTechs::CanResearch(TechTypes, bool) const
- CvPlayerTechs::GetResearchTurnsLeftTimes100(TechTypes, bool) const
- CvPlayerTrade::CreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType)
- CvPlayerTrade::GetAllTradeValueFromPlayerTimes100(YieldTypes, PlayerTypes)
- CvPlayerTrade::GetAllTradeValueTimes100(YieldTypes)
- CvPlayerTrade::GetNumDifferentTradingPartners()
- CvPlayerTrade::GetNumTradeRoutesPossible()
- CvPlayerTrade::GetNumberOfCityStateTradeRoutes()
- CvPlayerTrade::GetPlotMouseoverToolTips(CvPlot *)
- CvPlayerTrade::GetPlotToolTips(CvPlot *)
- CvPlayerTrade::GetTradeConnection(CvCity *, CvCity *)
- CvPlayerTrade::GetTradeConnectionTheirBuildingValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeConnectionValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeRouteRange(DomainTypes, CvCity *)
- CvPlayerTrade::GetTradeValuesAtCityTimes100(const CvCity *const, YieldTypes)
- CvPlayerTrade::IsConnectedToPlayer(PlayerTypes)
- CvPlayerTrade::MoveUnits()
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvPlayerTrade::UpdateTradeConnectionValues()
- CvTradeAI::ScoreInternationalTR(const TradeConnection &)
- CvPlayerTraits::AddUniqueLuxuries(CvCity *)
- CvPlayerTraits::ChooseMayaBoost()
- CvPlayerTraits::ConvertBarbarianCamp(CvUnit *, CvPlot *)
- CvPlayerTraits::ConvertBarbarianNavalUnit(CvUnit *, UnitHandle)
- CvPlayerTraits::HasTrait(TraitTypes) const
- CvTreasury::SetBaseImprovementGoldMaintenance(int)
- CvTreasury::SetGoldTimes100(int)
- CvUnit::DoEnhanceReligion()
- CvUnit::DoFoundReligion()
- CvUnit::DoSpreadReligion()
- CvUnit::EnemyScoreAtRange(const CvPlot *, bool) const
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetMaxRangedCombatStrength(const CvUnit *, const CvCity *, bool, bool) const
- CvUnit::GetMovablePlotListOpt(vector<CvPlot *> &, CvPlot *, bool, bool)
- CvUnit::PerformCultureBomb(int)
- CvUnit::createGreatWork()
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCycler::Rebuild(CvUnit *)
- CvGameLeagues::DoPlayerTurn(CvPlayer &)
- CvLeagueAI::AllocateProposals(CvLeague *)
- CvLeagueAI::AllocateVotes(CvLeague *)
- CvLeagueAI::CanCommitVote(PlayerTypes, CvString *)
- CvLeagueAI::DoAbstainAllVotes(CvLeague *)
- CvLeagueAI::DoProposals(CvLeague *)
- CvLeagueAI::DoVoteCommitments(CvLeague *)
- CvLeagueAI::DoVotes(CvLeague *)
- CvLeagueAI::EvaluateAlignment(PlayerTypes)
- CvLeagueAI::EvaluateVoteForOtherPlayerKnowledge(CvLeague *, PlayerTypes, CvEnactProposal *, CvString *)
- CvLeagueAI::EvaluateVoteForOtherPlayerKnowledge(CvLeague *, PlayerTypes, CvRepealProposal *, CvString *)
- CvLeagueAI::FindBestVoteChoices(CvEnactProposal *, VoteConsiderationList &)
- CvLeagueAI::FindBestVoteChoices(CvRepealProposal *, VoteConsiderationList &)
- CvLeagueAI::GetDesiredVoteCommitments(PlayerTypes)
- CvLeagueAI::ScoreProposal(CvLeague *, CvActiveResolution *)
- CvLeagueAI::ScoreProposal(CvLeague *, ResolutionTypes, int)
- CvLeagueAI::ScoreVoteChoicePlayer(CvProposal *, int, bool)
- CvLeagueAI::ScoreVoteChoiceYesNo(CvProposal *, int, bool)
- CvWonderProductionAI::ChooseWonder(bool, bool, int &)
- CvWonderProductionAI::ChooseWonderForGreatEngineer(bool, int &, CvCity *&)
- SetPlayerInitialItems(CvPlayer &, const CvWorldBuilderMap::Player &)
- CvLuaGame::lGetTradeRoute(lua_State *)
- CvLuaPlayer::GetPotentialInternationalTradeRouteDestinationsHelper(lua_State *, CvPlayerAI *, CvUnit *, CvPlot *)
- CvLuaPlayer::lAddMessage(lua_State *)
- CvLuaPlayer::lAddQuestNotification(lua_State *)
- CvLuaPlayer::lCanCreatePantheon(lua_State *)
- CvLuaPlayer::lDoForceDenounce(lua_State *)
- CvLuaPlayer::lDoForceDoF(lua_State *)
- CvLuaPlayer::lGetAvailableSpyRelocationCities(lua_State *)
- CvLuaPlayer::lGetBeliefInPantheon(lua_State *)
- CvLuaPlayer::lGetBeliefsInPantheon(lua_State *)
- CvLuaPlayer::lGetEspionageCityStatus(lua_State *)
- CvLuaPlayer::lGetFoundedReligionEnemyCityCombatMod(lua_State *)
- CvLuaPlayer::lGetFoundedReligionFriendlyCityCombatMod(lua_State *)
- CvLuaPlayer::lGetID(lua_State *)
- CvLuaPlayer::lGetNumTechDifference(lua_State *)
- CvLuaPlayer::lGetOpinionTable(lua_State *)
- CvLuaPlayer::lGetOthersGreatWorks(lua_State *)
- CvLuaPlayer::lGetPlayerColor(lua_State *)
- CvLuaPlayer::lGetPlayerColors(lua_State *)
- CvLuaPlayer::lGetRecommendedFoundCityPlots(lua_State *)
- CvLuaPlayer::lGetTradeRoutes(lua_State *)
- CvLuaPlayer::lGetTradeRoutesAvailable(lua_State *)
- CvLuaPlayer::lGetTradeRoutesToYou(lua_State *)
- CvLuaPlayer::lGetTradeToYouRoutesTTString(lua_State *)
- CvLuaPlayer::lGetTradeYourRoutesTTString(lua_State *)
- CvLuaPlayer::lGetUnimprovedAvailableLuxuryResource(lua_State *)
- CvLuaPlayer::lHasReceivedNetTurnComplete(lua_State *)
- CvLuaPlayer::lIsProtectingMinor(lua_State *)