CvPlayer::getCivilizationInfo() const
- Defined in
- CvPlayer.cpp, line 18471
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_getCivilizationInfo
Hooks
static bool BeforeCvPlayer_getCivilizationInfo(const CvPlayer* self, CvCivilizationInfo*& result);static void AfterCvPlayer_getCivilizationInfo(const CvPlayer* self, CvCivilizationInfo*& result);static CvCivilizationInfo& ReplaceCvPlayer_getCivilizationInfo(CvCivilizationInfo& (*original)(const CvPlayer*), const CvPlayer* self);CivRegisterBefore<CivHooks::CvPlayer_getCivilizationInfo>(host, &BeforeCvPlayer_getCivilizationInfo);CivRegisterAfter<CivHooks::CvPlayer_getCivilizationInfo>(host, &AfterCvPlayer_getCivilizationInfo);CivRegisterReplace<CivHooks::CvPlayer_getCivilizationInfo>(host, &ReplaceCvPlayer_getCivilizationInfo);
Code
18471CvCivilizationInfo& CvPlayer::getCivilizationInfo() const18472{18473 CvCivilizationInfo* pkCivilizationInfo = GC.getCivilizationInfo(getCivilizationType());18474 if(pkCivilizationInfo == NULL)18475 {18476 const char* szError = "ERROR: Player does not contain valid civilization type!!";18477 GC.LogMessage(szError);18478 CvAssertMsg(false, szError);18479 }1848018481#pragma warning ( push )18482#pragma warning ( disable : 6011 ) // Dereferencing NULL pointer18483 return *pkCivilizationInfo;18484#pragma warning ( pop )18485}
Calls
Called by
96 functions in 21 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvBarbarians::GetRandomBarbarianUnitType(CvPlot *, UnitAITypes)
- CvCity::CanAirlift() const
- CvCity::GetFaithPurchaseCost(UnitTypes, bool)
- CvCity::GetLocalHappiness() const
- CvCity::doCheckProduction()
- CvCity::getCivilizationInfo() const
- CvCityCulture::ClearGreatWorks()
- CvCityCulture::GetBaseTourism()
- CvCityCulture::GetBaseTourismBeforeModifiers()
- CvCityCulture::GetSlotTypeFirstAvailableCultureBuilding() const
- CvCityCulture::GetThemingBonus(BuildingClassTypes) const
- CvCityCulture::GetThemingTooltip(BuildingClassTypes) const
- CvCityCulture::GetTourismTooltip()
- CvCityCulture::IsThemingBonusPossible(BuildingClassTypes) const
- 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::GetGreatWorkLocation(int, int &, BuildingTypes &, int &)
- CvPlayerCulture::GetInfluencePerTurn(PlayerTypes) const
- EconomicAIHelpers::IsTestStrategy_NeedGuilds(CvPlayer *)
- CvEspionageSpy::GetSpyName(CvPlayer *)
- CvPlayerEspionage::GetNextSpyName(CvEspionageSpy *)
- CvPlayerEspionage::Init(CvPlayer *)
- CvPlayerEspionage::ProcessSpy(uint)
- CvPlayerEspionage::ProcessSpyMessages()
- CvGame::GetCompetitiveSpawnUnitType(PlayerTypes, bool, bool, bool)
- CvGame::GetRandomUniqueUnitType(bool, bool, bool, bool)
- CvGame::initFreeState(CvGameInitialItemsOverrides &)
- MilitaryAIHelpers::ComputeRecommendedNavySize(CvPlayer *)
- CvPlayer::GetFirstCityWithBuildingClass(BuildingClassTypes)
- CvPlayer::GetHappinessFromBuildings() const
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::addFreeUnitAI(UnitAITypes, int)
- CvPlayer::canConstruct(BuildingTypes, bool, bool, bool, CvString *) const
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvPlayer::changeBuildingClassMaking(BuildingClassTypes, int)
- CvPlayer::changeUnitClassMaking(UnitClassTypes, int)
- CvPlayer::findNewCapital()
- CvPlayer::found(int, int, ReligionTypes)
- CvPlayer::getAdvancedStartBuildingCost(BuildingTypes, bool, CvCity *)
- CvPlayer::getArtStyleType() const
- CvPlayer::getBuildingClassPrereqBuilding(BuildingTypes, BuildingClassTypes, int) const
- CvPlayer::getCivilizationAdjective() const
- CvPlayer::getCivilizationAdjectiveKey() const
- CvPlayer::getCivilizationDescription() const
- CvPlayer::getCivilizationDescriptionKey() const
- CvPlayer::getCivilizationShortDescription() const
- CvPlayer::getCivilizationShortDescriptionKey() const
- CvPlayer::getCivilizationTypeKey() const
- CvPlayer::getNewCityProductionValue() const
- CvPlayer::init(PlayerTypes)
- CvPlayer::initFreeUnits(CvGameInitialItemsOverrides &)
- 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 *)
- CvPlayerAI::AI_chooseFreeGreatPerson()
- CvPolicyAI::GetBranchBuildingHappiness(CvPlayer *, PolicyBranchTypes)
- CvPolicyAI::GetNumHappinessPolicies(CvPlayer *, PolicyBranchTypes)
- CvGameReligions::GetReligionToFound(PlayerTypes)
- CvGameReligions::IsPreferredByCivInGame(ReligionTypes)
- CvReligionAI::AreAllOurCitiesHaveFaithBuilding(ReligionTypes, bool) const
- CvReligionAI::BuyAnyAvailableFaithBuilding()
- CvReligionAI::BuyAnyAvailableNonFaithBuilding()
- CvReligionAI::BuyFaithBuilding(ReligionTypes, BuildingClassTypes)
- CvReligionAI::CanBuyNonFaithBuilding() const
- CvReligionAI::FaithBuildingAvailable(ReligionTypes) const
- CvReligionAI::ScoreBeliefAtCity(CvBeliefEntry *, CvCity *)
- CvReligionAI::ScoreBeliefForPlayer(CvBeliefEntry *)
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvTeam::processTech(TechTypes, int)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvPlayerTechs::CanEverResearch(TechTypes) const
- CvGameTrade::CanCreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, bool, bool)
- CvPlayerTrade::GetNumTradeRoutesPossible()
- CvPlayerTrade::GetTradeConnectionYourBuildingValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeRouteRange(DomainTypes, CvCity *)
- CvPlayerTraits::IsFreeMayaGreatPersonChoice() const
- CvUnit::GetUpgradeUnitType() const
- CvUnit::getCivilizationInfo() const
- CvUnit::getVisualCivAdjective(TeamTypes) const
- CvLeague::DoProjectReward(PlayerTypes, LeagueProjectTypes, ContributionTier)
- CvLeagueAI::ScoreVoteChoiceYesNo(CvProposal *, int, bool)
- CvLuaCity::lGetNumBuildingClass(lua_State *)
- CvLuaCity::lIsHasBuildingClass(lua_State *)
- CvLuaPlayer::lGetGreatWorks(lua_State *)
- CvLuaPlayer::lGetPlayerBuildingClassHappiness(lua_State *)