CvPlayer::isAlive() const
- Defined in
- CvPlayer.h, line 1113
- Class
- CvPlayer
- Not a hook point
- written in a header
Code
1113 bool isAlive() const1114 {1115 return m_bAlive;1116 }
Calls
FAutoVariable::operator const bool &
Called by
313 functions in 41 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvAIOperationPillageEnemy::FindBestTarget()
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvCity::GetIndividualPlotScore(const CvPlot *) const
- CvCity::PostKill(bool, CvPlot *, PlayerTypes)
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- FSerialization::SyncCities()
- CvCityConnections::ShouldConnectToOtherPlayer(PlayerTypes)
- CvCityStrategyAI::ChooseProduction(bool, BuildingTypes, UnitTypes)
- CvCityCulture::GetTourismTooltip()
- CvGameCulture::DoTurn()
- CvGameCulture::GetNumCivsInfluentialForWin() const
- CvGameCulture::MoveGreatWorks(PlayerTypes, int, int, int, int, int, int)
- CvGameCulture::SwapGreatWorks(PlayerTypes, int, PlayerTypes, int)
- CvPlayerCulture::ComputeHypotheticalPublicOpinionUnhappiness(PolicyBranchTypes)
- CvPlayerCulture::DoPublicOpinion()
- CvPlayerCulture::DoTurn()
- CvPlayerCulture::GetCivLowestInfluence(bool) const
- CvPlayerCulture::GetInfluencePerTurn(PlayerTypes) const
- CvPlayerCulture::GetNumCivsInfluentialOn() const
- CvPlayerCulture::GetNumCivsToBeInfluentialOn() 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::UpdateDanger(bool, bool)
- CvDealAI::DoAddPlayersAlliesToTreaty(PlayerTypes, CvDeal *)
- CvDealAI::GetThirdPartyPeaceValue(bool, PlayerTypes, TeamTypes)
- CvGameDeals::DoEndTradedItem(CvTradedItem *, PlayerTypes, bool)
- CvGameDeals::FinalizeDealNotify(PlayerTypes, PlayerTypes, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvDiplomacyAI::DoAngryBefriendedEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoAngryDenouncedFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoAttackedCityStateStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoBulliedCityStateStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoContactMinorCivs()
- CvDiplomacyAI::DoCoopWarTimeStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIBefriendedHumanEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIBefriendedHumanFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIDenouncedHumanEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIDenouncedHumanFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFirstContact(PlayerTypes)
- CvDiplomacyAI::DoHappyBefriendedFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoHappyDenouncedEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoUpdateEstimateOtherPlayerLandDisputeLevels()
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoWeAttackedYourMinorStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoWeBulliedYourMinorStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::GetGreetHumanMessage(LeaderheadAnimationTypes &)
- CvDiplomacyAI::GetRequestFriendToDenounce(PlayerTypes, bool &)
- CvDiplomacyAI::GetTeamNumTurnsAtWar(TeamTypes) const
- CvDiplomacyAI::IsPlayerRecklessExpander(PlayerTypes)
- CvDiplomacyAI::IsPlayerValid(PlayerTypes, bool)
- CvDiplomacyAIHelpers::ApplyWarmongerPenalties(PlayerTypes, PlayerTypes, bool)
- CvDiplomacyRequests::DoAIDiplomacy(PlayerTypes)
- CvDiplomacyRequests::DoAIDiplomacyWithHumans()
- CvDiplomacyRequests::HasActiveDiploRequestWithHuman(PlayerTypes)
- CvDiplomacyRequests::Update()
- CvDllNetMessageHandler::ResponseChangeIdeology(PlayerTypes)
- CvDllNetMessageHandler::ResponseSetSwappableGreatWork(PlayerTypes, int, int)
- CvDllPlayer::IsAlive() const
- EconomicAIHelpers::IsTestStrategy_TechLeader(CvPlayer *)
- CvEspionageAI::BuildDiplomatCityList(EspionageCityList &)
- CvEspionageAI::BuildMinorCityList(EspionageCityList &)
- CvEspionageAI::FindTargetSpyNumbers(int *, int *, int *, int *)
- CvEspionageAI::GetCityStatePlan(PlayerTypes *)
- CvPlayerEspionage::AttemptCoup(uint)
- CvPlayerEspionage::BuildStealableTechList(PlayerTypes)
- CvPlayerEspionage::UncoverIntrigue(uint)
- CvGame::AnyoneHasAnyNaturalWonder() const
- CvGame::AnyoneHasAnyReligion() const
- CvGame::AnyoneHasAnyWonder() const
- CvGame::AnyoneHasBelief(BeliefTypes) const
- CvGame::AnyoneHasBuilding(BuildingTypes) const
- CvGame::AnyoneHasBuildingClass(BuildingClassTypes) const
- CvGame::AnyoneHasNaturalWonder(FeatureTypes) const
- CvGame::AnyoneHasPantheon() const
- CvGame::AnyoneHasPolicy(PolicyTypes) const
- CvGame::AnyoneHasPolicyBranch(PolicyBranchTypes) const
- CvGame::AnyoneHasProject(ProjectTypes) const
- CvGame::AnyoneHasReachedEra(EraTypes) const
- CvGame::AnyoneHasReligion(ReligionTypes) const
- CvGame::AnyoneHasTech(TechTypes) const
- CvGame::AnyoneHasUnit(UnitTypes) const
- CvGame::AnyoneHasUnitClass(UnitClassTypes) const
- CvGame::AnyoneHasWonder(BuildingTypes) const
- CvGame::AnyoneIsInEra(EraTypes) const
- CvGame::CheckPlayerTurnDeactivate()
- CvGame::DoTestConquestVictory()
- CvGame::DoUpdateDiploVictory()
- CvGame::GetCivilizationPlayer(CivilizationTypes) const
- CvGame::GetCompetitiveSpawnUnitType(PlayerTypes, bool, bool, bool)
- CvGame::GetRandomUniqueUnitType(bool, bool, bool, bool)
- CvGame::GetWorldMilitaryStrengthAverage(PlayerTypes, bool, bool)
- CvGame::LogGameState(bool)
- CvGame::ReviveActivePlayer()
- CvGame::UpdatePlayers()
- CvGame::canDoControl(ControlTypes)
- CvGame::canTrainNukes() const
- CvGame::countCivPlayersAlive() const
- CvGame::countHumanPlayersAlive() const
- CvGame::countMajorCivsAlive() const
- CvGame::countSeqHumanTurnsUntilPlayerTurn(PlayerTypes) const
- CvGame::countTotalCivPower()
- CvGame::countTotalNukeUnits()
- CvGame::doTurn()
- CvGame::getMaxTurnLen()
- CvGame::getNumGameTurnActive()
- CvGame::getNumHumansInHumanWars(PlayerTypes)
- CvGame::getNumSequentialHumans(PlayerTypes)
- CvGame::initFreeState(CvGameInitialItemsOverrides &)
- CvGame::initFreeUnits(CvGameInitialItemsOverrides &)
- CvGame::setInitialItems(CvGameInitialItemsOverrides &)
- CvGame::testExtendedGame()
- CvGame::testVictory(VictoryTypes, TeamTypes, bool *) const
- CvGame::update()
- CvGame::updateCitySight(bool)
- CvGame::updateMoves()
- CvGame::updateTimers()
- CvGameQueries::GetLeastAdvancedUnitClassNobodyHas(bool)
- CvGameQueries::GetTeamClosenessScore(int **, int *)
- CvGrandStrategyAI::DoGuessOtherPlayersActiveGrandStrategy()
- CvGrandStrategyAI::DoTurn()
- CvGrandStrategyAI::GetConquestPriority()
- CvGrandStrategyAI::GetCulturePriority()
- CvGrandStrategyAI::GetGuessOtherPlayerUnitedNationsPriority(PlayerTypes)
- CvGrandStrategyAI::GetUnitedNationsPriority()
- CvMap::findCity(int, int, PlayerTypes, TeamTypes, bool, bool, TeamTypes, DirectionTypes, const CvCity *)
- CvMap::findUnit(int, int, PlayerTypes, bool, bool)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvMilitaryAI::GetNumEnemyAirUnitsInRange(CvPlot *, int, bool, bool) const
- CvMilitaryAI::LogPeace(TeamTypes)
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvMinorCivAI::CanMajorBullyGold(PlayerTypes)
- CvMinorCivAI::CanMajorBullyGold(PlayerTypes, int)
- CvMinorCivAI::CanMajorBullyUnit(PlayerTypes)
- CvMinorCivAI::CanMajorBullyUnit(PlayerTypes, int)
- CvMinorCivAI::CanMajorBuyout(PlayerTypes)
- CvMinorCivAI::DoBulliedByMajorReaction(PlayerTypes, int)
- CvMinorCivAI::DoElection()
- CvMinorCivAI::DoFriendship()
- CvMinorCivAI::DoFriendshipChangeEffects(PlayerTypes, int, int, bool, bool)
- CvMinorCivAI::DoLiberationByMajor(PlayerTypes, TeamTypes)
- CvMinorCivAI::DoTeamDeclaredWarOnMe(TeamTypes)
- CvMinorCivAI::DoTestEndSkirmishes(PlayerTypes)
- CvMinorCivAI::DoTestEndWarsVSMinors(PlayerTypes, PlayerTypes)
- CvMinorCivAI::DoTestThreatenedAnnouncementForPlayer(PlayerTypes)
- CvMinorCivAI::GetBestCityStateTarget(PlayerTypes)
- CvMinorCivAI::GetBestPlayerToFind(PlayerTypes)
- CvMinorCivAI::GetMostRecentBullyForQuest() const
- CvMinorCivAI::IsPeaceBlocked(TeamTypes) const
- CvMinorCivAI::IsProxyWarActiveForMajor(PlayerTypes, PlayerTypes)
- CvMinorCivAI::IsThreateningBarbariansEventActiveForPlayer(PlayerTypes)
- CvMinorCivAI::IsUnitSpawningAllowed(PlayerTypes)
- CvMinorCivAI::IsValidQuestCopyForPlayer(PlayerTypes, CvMinorCivQuest *)
- CvMinorCivAI::IsValidQuestForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivAI::IsWantsMinorDead(PlayerTypes)
- CvMinorCivAI::ResetFriendshipWithMajor(PlayerTypes)
- CvMinorCivQuest::IsExpired()
- CvNotifications::Activate(Notification &)
- CvPlayer::CanLiberatePlayer(PlayerTypes)
- CvPlayer::CanLiberatePlayerCity(PlayerTypes)
- CvPlayer::CheckForMurder(PlayerTypes)
- CvPlayer::DoAnnounceReligionAdoption()
- CvPlayer::DoGreatPeopleSpawnTurn()
- CvPlayer::DoLiberatePlayer(PlayerTypes, int)
- CvPlayer::DoSeedGreatPeopleSpawnCounter()
- CvPlayer::GatherPerTurnReplayStats(int)
- CvPlayer::GetCulturePerTurnFromMinor(PlayerTypes) const
- CvPlayer::GetFaithPerTurnFromMinor(PlayerTypes) const
- CvPlayer::GetHappinessFromMinor(PlayerTypes) const
- CvPlayer::GetMostUnhappyCity()
- CvPlayer::GetMostUnhappyCityRecipient()
- CvPlayer::GetScore(bool, bool) const
- CvPlayer::HasActiveDiplomacyRequests() const
- CvPlayer::HasEmbassyWith(PlayerTypes) const
- CvPlayer::IsAITeammateOfHuman() const
- CvPlayer::IsCapitalConnectedToPlayer(PlayerTypes, RouteTypes)
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doTurn()
- CvPlayer::doTurnPostDiplomacy()
- CvPlayer::findNewCapital()
- CvPlayer::gameStartInit()
- CvPlayer::getAdvancedStartCityCost(bool, CvPlot *)
- CvPlayer::getName() const
- CvPlayer::getNameKey() const
- CvPlayer::getNewCityName() const
- CvPlayer::init(PlayerTypes)
- CvPlayer::processBuilding(BuildingTypes, int, bool, CvArea *)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::raze(CvCity *)
- CvPlayer::setAlive(bool, bool)
- CvPlayer::setTeam(TeamTypes)
- CvPlayer::setTurnActive(bool, bool)
- CvPlayer::verifyAlive()
- FSerialization::SyncPlayer()
- CvPlayerAI::AI_chooseResearch()
- CvPlayerAI::AI_conquerCity(CvCity *, PlayerTypes)
- CvPlayerAI::ProcessGreatPeople()
- CvPlayerManager::RefreshDangerPlots()
- CvPlot::SetRoutePillaged(bool, bool)
- CvPlot::canBuild(BuildTypes, PlayerTypes, bool, bool) const
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvPlot::isVisibleToWatchingHuman() const
- CvPlot::isWithinTeamCityRadius(TeamTypes, PlayerTypes) const
- CvPlot::removeGoody()
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- PolicyHelpers::GetNumPlayersWithBranchUnlocked(PolicyBranchTypes)
- CvCityReligions::GetPressurePerTurn(ReligionTypes, int &)
- CvGameReligions::GetNumCitiesFollowing(ReligionTypes) const
- CvGameReligions::GetNumFollowers(ReligionTypes) const
- CvGameReligions::IsPreferredByCivInGame(ReligionTypes)
- CvGameReligions::SpreadReligion()
- CvGameReligions::SpreadReligionToOneCity(CvCity *)
- CvGameReligions::UpdateAllCitiesThisReligion(ReligionTypes)
- CvPlayerReligions::GetNumForeignCitiesFollowing() const
- CvPlayerReligions::GetNumForeignFollowers(bool) const
- CvReligionAI::ChooseMissionaryTargetCity(UnitHandle)
- CvReligionAI::ChooseProphetConversionCity(bool) const
- CvReligionAI::HaveNearbyConversionTarget(ReligionTypes, bool) const
- CvStartPositioner::RankPlayerStartOrder()
- CvStartPositioner::TooCloseToAnotherCiv(CvPlot *)
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAnalysisMap::BuildEnemyUnitList()
- CvTeam::AddNotification(NotificationTypes, const char *, const char *, int, int, int, int)
- CvTeam::DoDeclareWar(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::DoMakePeace(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::DoNowAtWarOrPeace(TeamTypes, bool)
- CvTeam::GetTeamVotingForInDiplo() const
- CvTeam::HasCommonEnemy(TeamTypes) const
- CvTeam::HavePolicyInTeam(PolicyTypes)
- CvTeam::SetCurrentEra(EraTypes)
- CvTeam::SetHasEmbassyAtTeam(TeamTypes, bool)
- CvTeam::UpdateEmbarkGraphics()
- CvTeam::addTeam(TeamTypes)
- CvTeam::announceTechToPlayers(TechTypes, bool)
- CvTeam::changeCanEmbarkCount(int)
- CvTeam::changeCityAutomatonWorkersChange(int)
- CvTeam::changeCityWorkingChange(int)
- CvTeam::changeDefensiveEmbarkCount(int)
- CvTeam::changeObsoleteBuildingCount(BuildingTypes, int)
- CvTeam::changeProjectCount(ProjectTypes, int)
- CvTeam::countNumCitiesByArea(CvArea *) const
- CvTeam::countNumUnitsByArea(CvArea *) const
- CvTeam::countTotalPopulationByArea(CvArea *) const
- CvTeam::enhanceBuilding(BuildingTypes, int)
- CvTeam::getBuildingClassMaking(BuildingClassTypes) const
- CvTeam::getHandicapType() const
- CvTeam::getLeaderID() const
- CvTeam::getName() const
- CvTeam::getNameKey() const
- CvTeam::getNumNukeUnits() const
- CvTeam::getPower() const
- CvTeam::getSecretaryID() const
- CvTeam::getUnitClassMaking(UnitClassTypes) const
- CvTeam::isHuman() const
- CvTeam::isMinorCiv() const
- CvTeam::isSimultaneousTurns() const
- CvTeam::isTurnActive() const
- CvTeam::makeHasMet(TeamTypes, bool)
- CvTeam::processBuilding(BuildingTypes, int, bool)
- CvTeam::resetVictoryProgress()
- CvTeam::setDynamicTurnsSimultMode(bool)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvTeam::setTurnActive(bool, bool)
- CvTeam::shareItems(TeamTypes)
- CvTeam::testCircumnavigated()
- CvTeam::updateYield()
- CvTechAI::GetTechRatio()
- CvPlayerTechs::GetResearchTurnsLeftTimes100(TechTypes, bool) const
- CvGameTrade::BuildTechDifference()
- CvGameTrade::ClearAllCityStateTradeRoutes()
- CvGameTrade::ClearAllCityTradeRoutes(CvPlot *, bool)
- CvGameTrade::ClearAllCivTradeRoutes(PlayerTypes)
- CvPlayerTrade::GetNumPotentialConnections(CvCity *, DomainTypes)
- CvTradeAI::GetAvailableTR(TradeConnectionList &)
- CvUnit::DoTestBarbarianThreatToMinorsWithThisUnitsDeath(PlayerTypes)
- CvUnit::EnemyScoreAtRange(const CvPlot *, bool) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::IsUnderEnemyRangedAttack() const
- CvUnit::ShowMoves() const
- CvUnit::canBlastTourism(const CvPlot *, bool) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- FSerialization::SyncUnits()
- CvActiveResolution::DoEffects(PlayerTypes)
- CvGameLeagues::DoPlayerAliveStatusChanged(PlayerTypes)
- CvGameLeagues::DoTurn()
- CvGameLeagues::FoundLeague(PlayerTypes)
- CvLeague::AddMember(PlayerTypes)
- CvLeague::CalculateStartingVotesForMember(PlayerTypes, bool)
- CvLeague::CheckProjectAchievements()
- CvLeague::DoProjectReward(PlayerTypes, LeagueProjectTypes, ContributionTier)
- CvLeague::DoProjectRewards(LeagueProjectTypes)
- CvLeague::GetChoicesForDecision(ResolutionDecisionTypes, PlayerTypes)
- CvLeague::GetContributionTierThreshold(ContributionTier, LeagueProjectTypes)
- CvLeague::IsResolutionEffectsValid(ResolutionTypes, int, CvString *)
- CvLeagueAI::EvaluateAlignment(PlayerTypes)
- CvLeagueAI::ScoreVoteChoiceYesNo(CvProposal *, int, bool)
- LeagueHelpers::GetGameEraForTrigger()
- CvWonderProductionAI::ChooseWonder(bool, bool, int &)
- CvWonderProductionAI::ChooseWonderForGreatEngineer(bool, int &, CvCity *&)
- CvWorldBuilderMapLoader::InitMap()
- CvLuaPlayer::GetPotentialInternationalTradeRouteDestinationsHelper(lua_State *, CvPlayerAI *, CvUnit *, CvPlot *)
- CvLuaPlayer::lGetAvailableSpyRelocationCities(lua_State *)
- CvLuaPlayer::lGetEspionageCityStatus(lua_State *)
- CvLuaPlayer::lGetOthersGreatWorks(lua_State *)
- CvLuaPlayer::lGetTradeRoutesAvailable(lua_State *)
- CvLuaPlayer::lIsAlive(lua_State *)