CvPlayer::GetTreasury() const
- Defined in
- CvPlayer.cpp, line 24686
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_GetTreasury
Hooks
static bool BeforeCvPlayer_GetTreasury(const CvPlayer* self, CvTreasury*& result);static void AfterCvPlayer_GetTreasury(const CvPlayer* self, CvTreasury*& result);static CvTreasury* ReplaceCvPlayer_GetTreasury(CvTreasury* (*original)(const CvPlayer*), const CvPlayer* self);CivRegisterBefore<CivHooks::CvPlayer_GetTreasury>(host, &BeforeCvPlayer_GetTreasury);CivRegisterAfter<CivHooks::CvPlayer_GetTreasury>(host, &AfterCvPlayer_GetTreasury);CivRegisterReplace<CivHooks::CvPlayer_GetTreasury>(host, &ReplaceCvPlayer_GetTreasury);
Code
24686CvTreasury* CvPlayer::GetTreasury() const24687{24688 return m_pTreasury;24689}
Called by
124 functions in 30 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvBuilderTaskingAI::ConnectCitiesToCapital(CvCity *, CvCity *, RouteTypes)
- CvCityBuildings::DoSellBuilding(BuildingTypes)
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvCity::BuyPlot(int, int)
- CvCity::CanBuyPlot(int, int, bool)
- CvCity::IsCanPurchase(bool, bool, UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::canHurry(HurryTypes, bool) const
- CvCity::canHurryBuilding(HurryTypes, BuildingTypes, bool) const
- CvCity::canHurryUnit(HurryTypes, UnitTypes, bool) const
- CvCity::doCheckProduction()
- CvCity::hurry(HurryTypes)
- CvCity::popOrder(int, bool, bool)
- CvCityStrategyAI::ChooseProduction(bool, BuildingTypes, UnitTypes)
- CvDealAI::DoHumanDemand(CvDeal *)
- CvDeal::GetGoldAvailable(PlayerTypes, TradeableItems)
- CvGameDeals::DoEndTradedItem(CvTradedItem *, PlayerTypes, bool)
- CvGameDeals::FinalizeDealValidAndAccepted(PlayerTypes, PlayerTypes, CvDeal &, bool, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvGameDeals::PrepareRenewDeal(CvDeal *, const CvDeal *)
- CvDiplomacyAI::DoContactMinorCivs()
- CvDiplomacyAI::IsCanMakeResearchAgreementRightNow(PlayerTypes)
- CvDiplomacyAI::IsGoldRequest(PlayerTypes, CvDeal *, int &)
- CvDllNetMessageHandler::ResponseBarbarianRansom(PlayerTypes, int, int)
- CvDllNetMessageHandler::ResponseMinorCivGiftGold(PlayerTypes, PlayerTypes, int)
- CvDllPlayer::CalculateBaseNetGold()
- CvDllPlayer::GetGold() const
- CvEconomicAI::AmountAvailableForPurchase(PurchaseType)
- CvEconomicAI::CanWithdrawMoneyForPurchase(PurchaseType, int, int)
- CvEconomicAI::DisbandExtraWorkers()
- CvEconomicAI::DoHurry()
- CvEconomicAI::DoPlotPurchases()
- CvEconomicAI::LogMonitor()
- EconomicAIHelpers::IsTestStrategy_LosingMoney(EconomicAIStrategyTypes, CvPlayer *)
- CvGame::calculateSyncChecksum()
- CvHomelandAI::PlotUpgradeMoves()
- CvMilitaryAI::BuyEmergencyBuilding(CvCity *)
- CvMilitaryAI::BuyEmergencyUnit(UnitAITypes, CvCity *)
- CvMilitaryAI::DisbandObsoleteUnits()
- CvMinorCivAI::CanMajorBuyout(PlayerTypes)
- CvMinorCivAI::CanMajorGiftTileImprovement(PlayerTypes)
- CvMinorCivAI::DoBuyout(PlayerTypes, bool)
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoGoldGiftFromMajor(PlayerTypes, int)
- CvMinorCivAI::DoMajorBullyGold(PlayerTypes, int)
- CvMinorCivAI::DoTileImprovementGiftFromMajor(PlayerTypes, int, int)
- CvNotifications::IsNotificationExpired(int)
- CvPlayer::DoGreatPersonExpended(UnitTypes, CvUnit *)
- CvPlayer::DoHurry(HurryTypes)
- CvPlayer::DoUpdateCityConnectionHappiness()
- CvPlayer::DoYieldBonusFromKill(YieldTypes, CvUnit *, CvUnit *, UnitTypes, int, int, bool, int &)
- CvPlayer::GatherPerTurnReplayStats(int)
- CvPlayer::GetScienceFromBudgetDeficitTimes100() const
- CvPlayer::IsCanHurry(HurryTypes) const
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::calculateGoldRateTimes100() const
- CvPlayer::calculateMilitaryMight() const
- CvPlayer::calculateUnitCost() const
- CvPlayer::calculateUnitSupply() const
- CvPlayer::canBuild(const CvPlot *, BuildTypes, bool, bool, bool, bool) const
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doBarbarianRansom(int, int)
- CvPlayer::doTurnPostDiplomacy()
- CvPlayer::init(PlayerTypes)
- CvPlayer::initFreeState(CvGameInitialItemsOverrides &)
- CvPlayer::processBuilding(BuildingTypes, int, bool, CvArea *)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::setTurnActive(bool, bool)
- CvPlot::changeBuildProgress(BuildTypes, int, PlayerTypes)
- CvPlot::setImprovementType(ImprovementTypes, PlayerTypes)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setPlotCity(CvCity *)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::setRouteType(RouteTypes)
- CvCityReligions::CityConvertsReligion(ReligionTypes, ReligionTypes, PlayerTypes)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvPlayerTraits::ConvertBarbarianCamp(CvUnit *, CvPlot *)
- CvPlayerTraits::ConvertBarbarianNavalUnit(CvUnit *, UnitHandle)
- CvTreasury::LogExpenditure(CvString, int, int)
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::DoSpreadReligion()
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::LogWorkerEvent(BuildTypes, bool)
- CvUnit::pillage()
- CvUnit::scrap()
- CvUnit::sellExoticGoods()
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::trade()
- CvUnitCombat::ApplyPostCityCombatEffects(CvUnit *, CvCity *, int)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitMission::StartMission(UnitHandle)
- CvActiveResolution::DoEffects(PlayerTypes)
- CvActiveResolution::RemoveEffects(PlayerTypes)
- CvLeagueAI::ScoreVoteChoiceYesNo(CvProposal *, int, bool)
- CvWonderProductionAI::ChooseWonder(bool, bool, int &)
- CvWonderProductionAI::ChooseWonderForGreatEngineer(bool, int &, CvCity *&)
- CvWorldBuilderMapLoader::InitMap()
- CvWorldBuilderMapLoader::SetInitialItems(bool)
- SetPlayerInitialItems(CvPlayer &, const CvWorldBuilderMap::Player &)
- CvLuaCity::lGetPurchaseBuildingTooltip(lua_State *)
- CvLuaCity::lGetPurchaseUnitTooltip(lua_State *)
- CvLuaPlayer::lCalculateGrossGold(lua_State *)
- CvLuaPlayer::lCalculateGrossGoldTimes100(lua_State *)
- CvLuaPlayer::lCalculateInflatedCosts(lua_State *)
- CvLuaPlayer::lChangeBaseBuildingGoldMaintenance(lua_State *)
- CvLuaPlayer::lChangeGold(lua_State *)
- CvLuaPlayer::lGetBuildingGoldMaintenance(lua_State *)
- CvLuaPlayer::lGetCityConnectionGold(lua_State *)
- CvLuaPlayer::lGetCityConnectionGoldTimes100(lua_State *)
- CvLuaPlayer::lGetCityConnectionRouteGoldTimes100(lua_State *)
- CvLuaPlayer::lGetCityConnectionTradeRouteGoldModifier(lua_State *)
- CvLuaPlayer::lGetGold(lua_State *)
- CvLuaPlayer::lGetGoldFromCitiesMinusTradeRoutesTimes100(lua_State *)
- CvLuaPlayer::lGetGoldFromCitiesTimes100(lua_State *)
- CvLuaPlayer::lGetGoldPerTurnFromDiplomacy(lua_State *)
- CvLuaPlayer::lGetGoldPerTurnFromReligion(lua_State *)
- CvLuaPlayer::lGetGoldPerTurnFromTradeRoutes(lua_State *)
- CvLuaPlayer::lGetGoldPerTurnFromTradeRoutesTimes100(lua_State *)
- CvLuaPlayer::lGetGoldPerTurnFromTraits(lua_State *)
- CvLuaPlayer::lGetImprovementGoldMaintenance(lua_State *)
- CvLuaPlayer::lGetLifetimeGrossGold(lua_State *)
- CvLuaPlayer::lSetBaseBuildingGoldMaintenance(lua_State *)
- CvLuaPlayer::lSetGold(lua_State *)