CvPlayer::firstCity(int *, bool)
- Defined in
- CvPlayer.cpp, line 21752
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_firstCity
Hooks
static bool BeforeCvPlayer_firstCity(CvPlayer* self, int* pIterIdx, bool bRev, CvCity*& result);static void AfterCvPlayer_firstCity(CvPlayer* self, int* pIterIdx, bool bRev, CvCity*& result);static CvCity* ReplaceCvPlayer_firstCity(CvCity* (*original)(CvPlayer*, int*, bool), CvPlayer* self, int* pIterIdx, bool bRev);CivRegisterBefore<CivHooks::CvPlayer_firstCity>(host, &BeforeCvPlayer_firstCity);CivRegisterAfter<CivHooks::CvPlayer_firstCity>(host, &AfterCvPlayer_firstCity);CivRegisterReplace<CivHooks::CvPlayer_firstCity>(host, &ReplaceCvPlayer_firstCity);
Code
21752CvCity* CvPlayer::firstCity(int* pIterIdx, bool bRev)21753{21754 return !bRev ? m_cities.BeginIter(pIterIdx) : m_cities.EndIter(pIterIdx);21755}
Calls
FFreeListArrayBase::BeginIterFFreeListArrayBase::EndIter
Called by
237 functions in 36 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvAINavalEscortedOperation::GetOperationStartCity() const
- CvAINavalOperation::GetOperationStartCity() const
- CvAIOperation::GetOperationStartCity() const
- CvAIOperationCityCloseDefense::FindBestTarget()
- CvAIOperationNukeAttack::FindBestTarget()
- CvAIOperationPillageEnemy::FindBestTarget()
- CvAIOperationRapidResponse::FindBestTarget()
- CvBuilderTaskingAI::GetWorkingCity(CvPlot *)
- CvBuilderTaskingAI::Update()
- CvCity::findBaseYieldRateRank(YieldTypes)
- CvCity::findPopulationRank()
- CvCity::findYieldRateRank(YieldTypes)
- CvCityAI::AI_chooseProduction(bool)
- CvCityConnections::UpdateCityPlotIDs()
- CvCityConnections::UpdateRouteInfo()
- CvCitySpecializationAI::AssignSpecializations()
- CvCitySpecializationAI::CanBuildSpaceshipParts()
- CvCitySpecializationAI::DoTurn()
- CvCitySpecializationAI::FindBestWonderCity() const
- CityStrategyAIHelpers::IsTestCityStrategy_KeyScienceCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedTileImprovers(AICityStrategyTypes, CvCity *)
- CvCityStrategyAI::ChooseProduction(bool, BuildingTypes, UnitTypes)
- CvGameCulture::GetGreatWorkCity(int) const
- CvGameCulture::GetGreatWorkController(int) const
- CvGameCulture::GetGreatWorkCurrentThemingBonus(int) const
- CvGameCulture::SwapGreatWorks(PlayerTypes, int, PlayerTypes, int)
- CvPlayerCulture::ControlsGreatWork(int)
- CvPlayerCulture::DoSwapGreatWorks(YieldTypes)
- CvPlayerCulture::DoTurn()
- CvPlayerCulture::GetClosestAvailableGreatWorkSlot(int, int, GreatWorkSlotType, BuildingClassTypes *, int *) const
- CvPlayerCulture::GetGreatWorkLocation(int, int &, BuildingTypes &, int &)
- CvPlayerCulture::GetInfluencePerTurn(PlayerTypes) const
- CvPlayerCulture::GetNumAvailableGreatWorkSlots(GreatWorkSlotType) const
- CvPlayerCulture::GetNumGreatWorkSlots() const
- CvPlayerCulture::GetNumGreatWorkSlots(GreatWorkSlotType) const
- CvPlayerCulture::GetNumGreatWorks() const
- CvPlayerCulture::GetTotalThemingBonuses() const
- CvPlayerCulture::GetTourism()
- CvPlayerCulture::HasAvailableGreatWorkSlot(GreatWorkSlotType)
- CvPlayerCulture::LogCultureData()
- CvDangerPlots::UpdateDanger(bool, bool)
- CvDealAI::DoAddCitiesToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddItemsToDealForPeaceTreaty(PlayerTypes, CvDeal *, PeaceTreatyTypes, bool)
- CvDealAI::GetCityValue(int, int, bool, PlayerTypes, bool)
- CvDiplomacyAI::DoUpdateEstimateOtherPlayerMilitaryThreats()
- CvDiplomacyAI::DoUpdateMilitaryThreats()
- CvDiplomacyAI::DoUpdateOnePlayerExpansionAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerTargetValue(PlayerTypes)
- CvDiplomacyAI::DoUpdateOtherPlayerWarDamageLevel()
- CvDiplomacyAI::DoUpdatePlotBuyingAggressivePosture()
- CvDiplomacyAI::DoUpdateWarDamageLevel()
- CvDiplomacyAI::DoUpdateWarStates()
- CvDiplomacyAI::SetPlayerNoSettleRequestAccepted(PlayerTypes, bool)
- CvDllPlayer::FirstCity(int *, bool)
- CvEconomicAI::DisbandExtraWorkers()
- CvEconomicAI::DoHurry()
- CvEconomicAI::DoPlotPurchases()
- CvEconomicAI::DoReconState()
- CvEconomicAI::GetBestGreatWorkCity(CvPlot *, GreatWorkType) const
- CvEconomicAI::LogCityMonitor()
- CvEconomicAI::LogMonitor()
- CvEconomicAI::LogStrategy(EconomicAIStrategyTypes, bool)
- CvEconomicAI::UpdatePlots()
- EconomicAIHelpers::IsTestStrategy_CitiesNeedNavalGrowth(EconomicAIStrategyTypes, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_CitiesNeedNavalTileImprovement(EconomicAIStrategyTypes, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_MostlyOnTheCoast(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_NeedImprovement(CvPlayer *, YieldTypes)
- EconomicAIHelpers::IsTestStrategy_OneOrFewerCoastalCities(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_ReallyNeedReconSea(CvPlayer *)
- CvEspionageAI::BuildDefenseCityList(EspionageCityList &)
- CvEspionageAI::BuildMinorCityList(EspionageCityList &)
- CvEspionageAI::BuildOffenseCityList(EspionageCityList &)
- CvEspionageAI::FindTargetSpyNumbers(int *, int *, int *, int *)
- CvGame::DoTestConquestVictory()
- CvGame::cycleCities(bool, bool)
- CvGame::testVictory(VictoryTypes, TeamTypes, bool *) const
- CvHomelandAI::ChooseBestFreeWonderCity(BuildingTypes, UnitHandle)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteTreasureMoves()
- CvHomelandAI::PlotAirliftMoves()
- CvMap::findCity(int, int, PlayerTypes, TeamTypes, bool, bool, TeamTypes, DirectionTypes, const CvCity *)
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetMostThreatenedCity(int)
- CvMilitaryAI::GetNearestCoastalCity(PlayerTypes) const
- CvMilitaryAI::LogStrategy(MilitaryAIStrategyTypes, bool)
- CvMilitaryAI::MakeOffensivePurchases()
- CvMilitaryAI::ScanForBarbarians()
- CvMilitaryAI::UpdateOperations()
- CvMilitaryAI::WillAirUnitRebase(CvUnit *) const
- MilitaryAIHelpers::ComputeRecommendedNavySize(CvPlayer *)
- CvMinorCivAI::DoAcquire(PlayerTypes, int &, int &, int &, bool)
- CvMinorCivAI::DoElection()
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::GetBestWonderForQuest(PlayerTypes)
- CvMinorCivAI::IsValidQuestForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvPlayer::ChangeCityAutomatonWorkersChange(int)
- CvPlayer::ChangeCityWorkingChange(int)
- CvPlayer::ChangeCulturePerWonder(int)
- CvPlayer::ChangeSpecialistCultureChange(int)
- CvPlayer::CountAllFeature(FeatureTypes)
- CvPlayer::CountAllImprovement(ImprovementTypes)
- CvPlayer::CountAllPlotType(PlotTypes)
- CvPlayer::CountAllResource(ResourceTypes)
- CvPlayer::CountAllTerrain(TerrainTypes)
- CvPlayer::CountAllWorkedFeature(FeatureTypes)
- CvPlayer::CountAllWorkedImprovement(ImprovementTypes)
- CvPlayer::CountAllWorkedPlotType(PlotTypes)
- CvPlayer::CountAllWorkedResource(ResourceTypes)
- CvPlayer::CountAllWorkedTerrain(TerrainTypes)
- CvPlayer::DoProcessGoldenAge()
- CvPlayer::DoUpdateCityConnectionHappiness()
- CvPlayer::DoUpdateCramped()
- CvPlayer::DoUpdateProximityToPlayer(PlayerTypes)
- CvPlayer::DoUprising()
- CvPlayer::GetClosestFriendlyCity(CvPlot &, int)
- CvPlayer::GetFirstCityWithBuildingClass(BuildingClassTypes)
- CvPlayer::GetGreatAdmiralSpawnPlot(CvUnit *)
- CvPlayer::GetGreatPersonSpawnCity(UnitTypes)
- CvPlayer::GetMaxEffectiveCities(bool)
- CvPlayer::GetMostUnhappyCity()
- CvPlayer::GetNumCitiesWithStateReligion()
- CvPlayer::GetNumUnitsWithUnitAI(UnitAITypes, bool, bool)
- CvPlayer::HasAnyHolyCity()
- CvPlayer::HasAnyNaturalWonder()
- CvPlayer::HasAnyWonder()
- CvPlayer::HasBuilding(BuildingTypes)
- CvPlayer::HasBuildingClass(BuildingClassTypes)
- CvPlayer::HasCapturedHolyCity(ReligionTypes)
- CvPlayer::HasHolyCity(ReligionTypes)
- CvPlayer::HasNaturalWonder(FeatureTypes)
- CvPlayer::HasSpecialist(SpecialistTypes)
- CvPlayer::HasSpecialistSlot(SpecialistTypes)
- CvPlayer::HasWonder(BuildingTypes)
- CvPlayer::IsCanPurchaseAnyCity(bool, bool, UnitTypes, BuildingTypes, YieldTypes)
- CvPlayer::SetCityStrengthMod(int)
- CvPlayer::changeFreeBuildingCount(BuildingTypes, int)
- CvPlayer::changeSpecialistExtraYield(YieldTypes, int)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doTurnPostDiplomacy()
- CvPlayer::findNewCapital()
- CvPlayer::getAdvancedStartBuildingCost(BuildingTypes, bool, CvCity *)
- CvPlayer::getAdvancedStartTechCost(TechTypes, bool)
- CvPlayer::getAdvancedStartUnitCost(UnitTypes, bool, CvPlot *)
- CvPlayer::invalidatePopulationRankCache()
- CvPlayer::invalidateYieldRankCache(YieldTypes)
- CvPlayer::isCityNameValid(CvString &, bool) const
- CvPlayer::killCities()
- CvPlayer::processBuilding(BuildingTypes, int, bool, CvArea *)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::removeBuildingClass(BuildingClassTypes)
- CvPlayer::setCombatExperienceTimes100(int, CvUnit *)
- CvPlayer::setNavalCombatExperienceTimes100(int, CvUnit *)
- CvPlayer::setupGraphical()
- CvPlayer::updateCityPlotYield()
- CvPlayer::updateCitySight(bool)
- CvPlayer::updateExtraSpecialistYield()
- CvPlayerAI::AI_considerAnnex()
- CvPlayerAI::FindBestMusicianTargetPlot(CvUnit *, bool)
- CvPlot::IsHomeFrontForPlayer(PlayerTypes) const
- CvPolicyAI::GetBranchBuildingHappiness(CvPlayer *, PolicyBranchTypes)
- CvCityReligions::GetPressurePerTurn(ReligionTypes, int &)
- CvGameReligions::FoundPantheon(PlayerTypes, BeliefTypes)
- CvGameReligions::GetBeliefYieldForKill(YieldTypes, int, int, PlayerTypes)
- CvGameReligions::GetNumCitiesFollowing(ReligionTypes) const
- CvGameReligions::GetNumFollowers(ReligionTypes) const
- CvGameReligions::SpreadReligion()
- CvGameReligions::SpreadReligionToOneCity(CvCity *)
- CvGameReligions::UpdateAllCitiesThisReligion(ReligionTypes)
- CvPlayerReligions::GetNumForeignCitiesFollowing() const
- CvPlayerReligions::GetNumForeignFollowers(bool) const
- CvPlayerReligions::HasOthersReligionInMostCities(PlayerTypes) const
- CvPlayerReligions::HasReligionInMostCities(ReligionTypes) const
- CvPlayerReligions::HasReligiousCity() const
- CvReligionAI::AreAllOurCitiesConverted(ReligionTypes, bool) const
- CvReligionAI::AreAllOurCitiesHaveFaithBuilding(ReligionTypes, bool) const
- CvReligionAI::BuyAnyAvailableFaithBuilding()
- CvReligionAI::BuyAnyAvailableNonFaithBuilding()
- CvReligionAI::CanBuyNonFaithBuilding() const
- CvReligionAI::ChooseInquisitorTargetCity(UnitHandle)
- CvReligionAI::ChooseMissionaryTargetCity(UnitHandle)
- CvReligionAI::ChooseProphetConversionCity(bool) const
- CvReligionAI::HaveEnoughInquisitors(ReligionTypes) const
- CvReligionAI::HaveNearbyConversionTarget(ReligionTypes, bool) const
- CvReligionAI::ScoreBelief(CvBeliefEntry *)
- CvReligionAIHelpers::DoesUnitPassFaithPurchaseCheck(CvPlayer &, UnitTypes)
- CvReligionAIHelpers::GetBestCityFaithBuildingPurchase(CvPlayer &, BuildingTypes, ReligionTypes)
- CvReligionAIHelpers::GetBestCityFaithUnitPurchase(CvPlayer &, UnitTypes, ReligionTypes)
- CvTacticalAI::FindCitiesWithinStrikingDistance(CvPlot *)
- CvTacticalAI::IdentifyPriorityTargets()
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAnalysisMap::AddToDominanceZones(int, CvTacticalAnalysisCell *)
- CvTeam::DoTestSmallAwards()
- CvTeam::changeCityAutomatonWorkersChange(int)
- CvTeam::changeCityWorkingChange(int)
- CvTeam::changeObsoleteBuildingCount(BuildingTypes, int)
- CvTeam::enhanceBuilding(BuildingTypes, int)
- CvTeam::processBuilding(BuildingTypes, int, bool)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvTeam::shareItems(TeamTypes)
- CvPlayerTechs::SetLocalePriorities()
- CvGameTrade::CanCreateTradeRoute(PlayerTypes, PlayerTypes, DomainTypes)
- CvPlayerTrade::CanCreateTradeRoute(DomainTypes)
- CvPlayerTrade::CanCreateTradeRoute(PlayerTypes, DomainTypes)
- CvPlayerTrade::GetNumPotentialConnections(CvCity *, DomainTypes)
- CvPlayerTrade::GetNumTradeRoutesPossible()
- CvPlayerTrade::GetNumTradeRoutesUsed(bool)
- CvTradeAI::GetAvailableTR(TradeConnectionList &)
- CvTradeAI::PrioritizeTradeRoutes(TradeConnectionList &)
- CvTreasury::DoUpdateCityConnectionGold()
- CvTreasury::GetGoldFromCitiesTimes100(bool) const
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::IsUnderEnemyRangedAttack() const
- CvUnit::PerformCultureBomb(int)
- CvWonderProductionAI::ChooseWonder(bool, bool, int &)
- CvWonderProductionAI::ChooseWonderForGreatEngineer(bool, int &, CvCity *&)
- CvWonderProductionAI::HaveCityToBuild(BuildingTypes) const
- CvWorldBuilderMapLoader::SetInitialItems(bool)
- CvLuaGame::lGetLongestCityConnectionPlots(lua_State *)
- CvLuaPlayer::GetPotentialInternationalTradeRouteDestinationsHelper(lua_State *, CvPlayerAI *, CvUnit *, CvPlot *)
- CvLuaPlayer::lCitiesAux(lua_State *)
- CvLuaPlayer::lGetAvailableSpyRelocationCities(lua_State *)
- CvLuaPlayer::lGetEspionageCityStatus(lua_State *)
- CvLuaPlayer::lGetGreatWorks(lua_State *)
- CvLuaPlayer::lGetNextCity(lua_State *)
- CvLuaPlayer::lGetPotentialAdmiralNewPort(lua_State *)
- CvLuaPlayer::lGetPotentialTradeUnitNewHomeCity(lua_State *)
- CvLuaPlayer::lGetPrevCity(lua_State *)
- CvLuaPlayer::lGetTradeRoutesAvailable(lua_State *)