CvPlayer::getCivilizationShortDescription() const
- Defined in
- CvPlayer.cpp, line 4466
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_getCivilizationShortDescription
Hooks
static bool BeforeCvPlayer_getCivilizationShortDescription(const CvPlayer* self, const char*& result);static void AfterCvPlayer_getCivilizationShortDescription(const CvPlayer* self, const char*& result);static const char* ReplaceCvPlayer_getCivilizationShortDescription(const char* (*original)(const CvPlayer*), const CvPlayer* self);CivRegisterBefore<CivHooks::CvPlayer_getCivilizationShortDescription>(host, &BeforeCvPlayer_getCivilizationShortDescription);CivRegisterAfter<CivHooks::CvPlayer_getCivilizationShortDescription>(host, &AfterCvPlayer_getCivilizationShortDescription);CivRegisterReplace<CivHooks::CvPlayer_getCivilizationShortDescription>(host, &ReplaceCvPlayer_getCivilizationShortDescription);
Code
4466const char* CvPlayer::getCivilizationShortDescription() const4467{4468 if(isMinorCiv())4469 {4470 return GC.getMinorCivInfo(GetMinorCivAI()->GetMinorCivType())->getShortDescription();4471 }4472 else if(CvPreGame::civilizationShortDescription(GetID()).GetLength() == 0)4473 {4474 return getCivilizationInfo().getShortDescription();4475 }4476 else4477 {4478 return CvPreGame::civilizationShortDescription(GetID()).c_str();4479 }4480}
Calls
- CvCivilizationBaseInfo::getShortDescription() const
- CvGlobals::getMinorCivInfo(MinorCivTypes)
- CvMinorCivAI::GetMinorCivType() const
- CvMinorCivInfo::getShortDescription() const
- CvPlayer::getCivilizationInfo() const
- CvPlayer::GetID() const
- CvPlayer::GetMinorCivAI() const
- CvPlayer::isMinorCiv() const
- CvPreGame::civilizationShortDescription(PlayerTypes)
CvString::GetLengthstd::basic_string::c_str
Called by
128 functions in 33 files
- CvAIOperation::LogOperationEnd()
- CvAIOperation::LogOperationSpecialMessage(const CvString &)
- CvAIOperation::LogOperationStart()
- CvAIOperation::LogOperationStatus()
- LogPathGeneration(const CvUnit *, CvString &)
- CvBuilderTaskingAI::LogInfo(CvString, CvPlayer *, bool)
- CvBuilderTaskingAI::LogYieldInfo(CvString, CvPlayer *)
- CvBuildingProductionAI::LogPossibleBuilds()
- CvCity::BuyPlot(int, int)
- CvCity::DoJONSCultureLevelIncrease()
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::popOrder(int, bool, bool)
- CvCityAI::AI_chooseProduction(bool)
- CvCitySpecializationAI::LogBestSites()
- CvCitySpecializationAI::LogCity(CvCity *, CitySpecializationData)
- CvCitySpecializationAI::LogNextSpecialization(CitySpecializationTypes)
- CvCitySpecializationAI::LogSpecializationAssignment(CvCity *, CitySpecializationTypes, bool)
- CvCitySpecializationAI::LogSpecializationUpdate(CitySpecializationUpdateType)
- CvCitySpecializationAI::LogSpecializationWeights()
- CvCityStrategyAI::LogCityProduction(CvCityBuildable, bool)
- CvCityStrategyAI::LogFlavors(FlavorTypes)
- CvCityStrategyAI::LogHurry(HurryTypes, int, int, int)
- CvCityStrategyAI::LogPossibleBuilds()
- CvCityStrategyAI::LogSpecializationChange(CitySpecializationTypes)
- CvCityStrategyAI::LogStrategy(AICityStrategyTypes, bool)
- CvCityCulture::GetTourismTooltip()
- CvGameCulture::GetGreatWorkTooltip(int, PlayerTypes) const
- CvPlayerCulture::DoPublicOpinion()
- CvPlayerCulture::LogCultureData()
- CvPlayerCulture::LogSwapWorks(PlayerTypes, int, int)
- CvPlayerCulture::LogThemedBuilding(int, BuildingTypes, int)
- CvGameDeals::FinalizeDealValidAndAccepted(PlayerTypes, PlayerTypes, CvDeal &, bool, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvGameDeals::LogDealComplete(CvDeal *)
- CvGameDeals::LogDealFailed(CvDeal *, bool, bool, bool)
- CvDiplomacyAI::LogCloseEmbassy(PlayerTypes)
- CvDiplomacyAI::LogCoopWar(PlayerTypes, PlayerTypes, CoopWarStates)
- CvDiplomacyAI::LogDenounce(PlayerTypes, bool, bool)
- CvDiplomacyAI::LogDoF(PlayerTypes)
- CvDiplomacyAI::LogFriendRequestDenounce(PlayerTypes, PlayerTypes, bool)
- CvDiplomacyAI::LogMajorCivApproachUpdate(PlayerTypes, const int *, MajorCivApproachTypes, MajorCivApproachTypes, WarFaceTypes)
- CvDiplomacyAI::LogMinorCivApproachUpdate(PlayerTypes, const int *, MinorCivApproachTypes, MinorCivApproachTypes)
- CvDiplomacyAI::LogMinorCivBullyGold(PlayerTypes, int, int, int, bool, int)
- CvDiplomacyAI::LogMinorCivBullyUnit(PlayerTypes, int, int, UnitTypes, bool, int)
- CvDiplomacyAI::LogMinorCivBuyout(PlayerTypes, int, bool)
- CvDiplomacyAI::LogMinorCivGiftGold(PlayerTypes, int, int, bool, bool, PlayerTypes)
- CvDiplomacyAI::LogMinorCivQuestCancelled(PlayerTypes, int, int, MinorCivQuestTypes)
- CvDiplomacyAI::LogMinorCivQuestFinished(PlayerTypes, int, int, MinorCivQuestTypes)
- CvDiplomacyAI::LogMinorCivQuestReceived(PlayerTypes, int, int, MinorCivQuestTypes)
- CvDiplomacyAI::LogOpenEmbassy(PlayerTypes)
- CvDiplomacyAI::LogOpinionUpdate(PlayerTypes, std::vector<int> &)
- CvDiplomacyAI::LogOtherPlayerExpansionGuess(PlayerTypes, int)
- CvDiplomacyAI::LogOtherPlayerGuessStatus()
- CvDiplomacyAI::LogPeaceMade(PlayerTypes)
- CvDiplomacyAI::LogPersonality()
- CvDiplomacyAI::LogPublicDeclaration(PublicDeclarationTypes, int, PlayerTypes)
- CvDiplomacyAI::LogStatementToPlayer(PlayerTypes, DiploStatementTypes)
- CvDiplomacyAI::LogStatements()
- CvDiplomacyAI::LogStatus()
- CvDiplomacyAI::LogWantRA(PlayerTypes)
- CvDiplomacyAI::LogWarDeclaration(PlayerTypes, int)
- CvDiplomacyAI::LogWarStatus()
- CvEconomicAI::LogCityMonitor()
- CvEconomicAI::LogMonitor()
- CvEconomicAI::LogStrategy(EconomicAIStrategyTypes, bool)
- CvEspionageAI::UpdateCivOutOfTechTurn()
- CvPlayerEspionage::LogEspionageMsg(CvString &)
- CvPlayerEspionage::MoveSpyTo(CvCity *, uint, bool)
- CvPlayerEspionage::ProcessSpy(uint)
- CvFlavorManager::LogFlavors(FlavorTypes)
- CvGrandStrategyAI::LogGrandStrategies(const FStaticVector<int, 5, true, c_eCiv5GameplayDLL> &)
- CvGrandStrategyAI::LogGuessOtherPlayerGrandStrategy(const FStaticVector<int, 5, true, c_eCiv5GameplayDLL> &, PlayerTypes)
- CvHomelandAI::ExecuteWorkerMove(CvUnit *, bool)
- CvHomelandAI::ExecuteWorkerMoves(bool)
- CvHomelandAI::LogHomelandMessage(CvString &)
- CvHomelandAI::LogPatrolMessage(CvString &, CvUnit *)
- CvMilitaryAI::LogAttackTargets(AIOperationTypes, PlayerTypes, CvWeightedVector<CvMilitaryTarget, 64 * 10, true> &)
- CvMilitaryAI::LogAvailableForces()
- CvMilitaryAI::LogChosenTarget(AIOperationTypes, PlayerTypes, CvMilitaryTarget &)
- CvMilitaryAI::LogCityCaptured(CvCity *, PlayerTypes)
- CvMilitaryAI::LogCityRazed(CvCity *, PlayerTypes)
- CvMilitaryAI::LogCivilizationDestroyed()
- CvMilitaryAI::LogDeclarationOfWar(PlayerTypes)
- CvMilitaryAI::LogDeficitScrapUnit(UnitHandle)
- CvMilitaryAI::LogMilitaryStatus()
- CvMilitaryAI::LogMilitarySummaryMessage(const CvString &)
- CvMilitaryAI::LogPeace(PlayerTypes)
- CvMilitaryAI::LogPeace(TeamTypes)
- CvMilitaryAI::LogScrapUnit(UnitHandle, bool, bool)
- CvMilitaryAI::LogStrategy(MilitaryAIStrategyTypes, bool)
- CvMilitaryAI::LogWarStateChange(PlayerTypes, WarStateTypes, WarStateTypes)
- CvPlayer::DoCityRevolt()
- CvPlayer::DoResetCityRevoltCounter()
- CvPlayer::SetProximityToPlayer(PlayerTypes, PlayerProximityTypes)
- CvPolicyAI::LogBranchChoice(PolicyBranchTypes)
- CvPolicyAI::LogIdeologyChoice(CvString &, int, int, int)
- CvPolicyAI::LogPolicyChoice(PolicyTypes)
- CvPolicyAI::LogPossiblePolicies()
- CvProcessProductionAI::LogPossibleBuilds()
- CvProjectProductionAI::LogPossibleBuilds()
- CvGameReligions::AddReformationBelief(PlayerTypes, ReligionTypes, BeliefTypes)
- CvGameReligions::CheckSpawnGreatProphet(CvPlayer &)
- CvGameReligions::EnhanceReligion(PlayerTypes, ReligionTypes, BeliefTypes, BeliefTypes, bool)
- CvGameReligions::FoundPantheon(PlayerTypes, BeliefTypes)
- CvGameReligions::FoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvReligionAI::DoFaithPurchases()
- CvReligionAI::LogBeliefChoices(CvWeightedVector<BeliefTypes, 100, true> &, int)
- CvReplayInfo::createInfo()
- CvTacticalAI::LogTacticalMessage(CvString &, bool)
- CvTacticalAI::PlotCaptureCityMoves()
- CvTacticalAI::PlotDamageCityMoves()
- CvTacticalAI::PlotDestroyUnitMoves(AITacticalTargetType, bool, bool)
- CvTechAI::LogPossibleResearch()
- CvTechAI::LogResearchChoice(TechTypes)
- CvPlayerTechs::LogFlavors(FlavorTypes)
- CvGameTrade::CreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, int &)
- CvTreasury::LogExpenditure(CvString, int, int)
- CvUnit::LogWorkerEvent(BuildTypes, bool)
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnitProductionAI::LogPossibleBuilds(UnitAITypes)
- CvGameLeagues::LogLeagueFounded(PlayerTypes)
- CvLeagueAI::LogVoteChoiceCommitted(CvEnactProposal *, int, int)
- CvLeagueAI::LogVoteChoiceCommitted(CvRepealProposal *, int, int)
- CvLeagueAI::LogVoteChoiceConsidered(CvEnactProposal *, int, int)
- CvLeagueAI::LogVoteChoiceConsidered(CvRepealProposal *, int, int)
- CvWonderProductionAI::LogPossibleWonders()
- CvLuaPlayer::lGetCivilizationShortDescription(lua_State *)
- CvLuaPlayer::lGetTradeToYouRoutesTTString(lua_State *)
- CvLuaPlayer::lGetTradeYourRoutesTTString(lua_State *)