CvPlayerAI::getPlayer(PlayerTypes)
- Defined in
- CvPlayerAI.h, line 26
- Class
- CvPlayerAI
- Not a hook point
- written in a header
Code
25 // inlined for performance reasons26 static CvPlayerAI& getPlayer(PlayerTypes ePlayer)27 {28 CvAssertMsg(ePlayer != NO_PLAYER, "Player is not assigned a valid value");29 CvAssertMsg(ePlayer < MAX_PLAYERS, "Player is not assigned a valid value");30 return m_aPlayers[ePlayer];31 }
Called by
1375 functions in 70 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvAdvisorRecommender::FindUnassignedAdvisorForTech(PlayerTypes, TechTypes)
- CvAdvisorRecommender::UpdateTechRecommendations(PlayerTypes)
- CvAIEnemyTerritoryOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIEnemyTerritoryOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIEscortedOperation::FindBestCivilian()
- CvAIEscortedOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAINavalEscortedOperation::ArmyInPosition(CvArmyAI *)
- CvAINavalEscortedOperation::FindBestCivilian()
- CvAINavalEscortedOperation::FindBestTarget(CvUnit *)
- CvAINavalEscortedOperation::GetOperationStartCity() const
- CvAINavalEscortedOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAINavalOperation::FindInitialUnit()
- CvAINavalOperation::GetOperationStartCity() const
- CvAIOperation::BuildListOfUnitsWeStillNeedToBuild()
- CvAIOperation::BuyFinalUnit()
- CvAIOperation::CheckOnTarget()
- CvAIOperation::CommitToBuildNextUnit(int, int, CvCity *)
- CvAIOperation::ComputeCenterOfMassForTurn(CvArmyAI *, CvPlot **) const
- CvAIOperation::CreateOperation(AIOperationTypes, PlayerTypes)
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperation::FinishedBuilding(OperationSlot)
- CvAIOperation::GetOperationStartCity() const
- CvAIOperation::GrabUnitsFromTheReserves(CvPlot *, CvPlot *)
- CvAIOperation::Kill(AIOperationAbortReason)
- CvAIOperation::LogOperationEnd()
- CvAIOperation::LogOperationSpecialMessage(const CvString &)
- CvAIOperation::LogOperationStart()
- CvAIOperation::LogOperationStatus()
- CvAIOperation::PercentFromMusterPointToTarget()
- CvAIOperation::ShouldAbort()
- CvAIOperation::Uninit()
- CvAIOperation::UnitWasRemoved(int, int)
- CvAIOperationBasicCityAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationBasicCityAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationCityCloseDefense::FindBestTarget()
- CvAIOperationCityCloseDefense::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationConcertTour::ArmyInPosition(CvArmyAI *)
- CvAIOperationConcertTour::FindBestTarget(CvUnit *, bool)
- CvAIOperationDestroyBarbarianCamp::ArmyInPosition(CvArmyAI *)
- CvAIOperationDestroyBarbarianCamp::FindBestTarget()
- CvAIOperationDestroyBarbarianCamp::ShouldAbort()
- CvAIOperationFoundCity::ArmyInPosition(CvArmyAI *)
- CvAIOperationFoundCity::FindBestTarget(CvUnit *, bool)
- CvAIOperationFoundCity::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationFoundCity::ShouldAbort()
- CvAIOperationMerchantDelegation::ArmyInPosition(CvArmyAI *)
- CvAIOperationMerchantDelegation::FindBestTarget(CvUnit *, bool)
- CvAIOperationNavalAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationNavalAttack::GetOperationStartCity() const
- CvAIOperationNavalAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNavalBombardment::ArmyInPosition(CvArmyAI *)
- CvAIOperationNavalBombardment::FindBestTarget()
- CvAIOperationNavalBombardment::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvAIOperationNavalSuperiority::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNukeAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationNukeAttack::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperationNukeAttack::FindBestTarget()
- CvAIOperationNukeAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationPillageEnemy::FindBestTarget()
- CvAIOperationPureNavalCityAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationPureNavalCityAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationQuickColonize::FindBestCivilian()
- CvAIOperationQuickColonize::FindBestTarget(CvUnit *, bool)
- CvAIOperationQuickColonize::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationRapidResponse::FindBestTarget()
- CvAIOperationRapidResponse::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvArea::changeYieldRateModifier(PlayerTypes, YieldTypes, int)
- CvArea::getEnemyUnits(PlayerTypes) const
- CvArmyAI::AddUnit(int, int)
- CvArmyAI::CanTacticalAIInterruptUnit(int) const
- CvArmyAI::GetFirstUnit()
- CvArmyAI::GetNextUnit()
- CvArmyAI::GetTeam() const
- CvArmyAI::GetTotalPower()
- CvArmyAI::GetUnitsOfType(MultiunitPositionTypes) const
- CvArmyAI::Kill()
- CvArmyAI::RemoveUnit(int)
- CvArmyAI::UpdateCheckpointTurns()
- BuildRouteCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- BuildRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- LogPathGeneration(const CvUnit *, CvString &)
- PathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathDestValid(int, int, const void *, CvAStar *)
- PathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- RouteGetExtraChild(CvAStarNode *, int, int &, int &, CvAStar *)
- RouteGetNumExtraChildren(CvAStarNode *, CvAStar *)
- RouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepValidAnyArea(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TacticalAnalysisMapPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradePathInitialize(const void *, CvAStar *)
- WaterRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBarbarians::DoCamps()
- CvBarbarians::DoSpawnBarbarianUnit(CvPlot *, bool, bool)
- CvBarbarians::GetRandomBarbarianUnitType(CvPlot *, UnitAITypes)
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvBuilderTaskingAI::AddChopDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingPlotsDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddRouteDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::FindTurnsAway(CvUnit *, CvPlot *, bool)
- CvBuilderTaskingAI::LogDirective(BuilderDirective, CvUnit *, int, bool)
- CvBuilderTaskingAI::ShouldBuilderConsiderPlot(CvUnit *, CvPlot *)
- CvCityBuildings::DoSellBuilding(BuildingTypes)
- CvCityBuildings::GetCityStateTradeRouteProductionModifier() const
- CvCityBuildings::GetSellBuildingRefund(BuildingTypes) const
- CvCityBuildings::GetYieldFromGreatWorks(YieldTypes) const
- CvCityBuildings::IsBuildingSellable(const CvBuildingEntry &) const
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvBuildingProductionAI::LogPossibleBuilds()
- CvCity::BuyPlot(int, int)
- CvCity::CanAirlift() const
- CvCity::CanBuyPlot(int, int, bool)
- CvCity::ChangeNumResourceLocal(ResourceTypes, int)
- CvCity::CommitToBuildingUnitForOperation()
- CvCity::CreateBuilding(BuildingTypes)
- CvCity::CreateProject(ProjectTypes)
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvCity::DoAcquirePlot(int, int)
- CvCity::DoAnnex()
- CvCity::DoCreatePuppet()
- CvCity::DoJONSCultureLevelIncrease()
- CvCity::DoNearbyEnemy()
- CvCity::DoPickResourceDemanded(bool)
- CvCity::DoRazingTurn()
- CvCity::DoTestResourceDemanded()
- CvCity::DoUpdateIndustrialRouteToCapital()
- CvCity::GetBaseJONSCulturePerTurn() const
- CvCity::GetBuyPlotCost(int, int) const
- CvCity::GetCultureFromSpecialist(SpecialistTypes) const
- CvCity::GetFaithPerTurn() const
- CvCity::GetFaithPurchaseCost(BuildingTypes)
- CvCity::GetFaithPurchaseCost(UnitTypes, bool)
- CvCity::GetIndividualPlotScore(const CvPlot *) const
- CvCity::GetJONSCulturePerTurnFromTraits() const
- CvCity::GetJONSCultureThreshold() const
- CvCity::GetLocalHappiness() const
- CvCity::GetPlayer()
- CvCity::GetPurchaseCost(BuildingTypes)
- CvCity::GetPurchaseCost(UnitTypes)
- CvCity::GetPurchaseCostFromProduction(int)
- CvCity::GetTradeYieldModifier(YieldTypes, CvString *) const
- CvCity::GetUnitForOperation()
- CvCity::GetYieldPerTurnFromUnimprovedFeatures(YieldTypes) const
- CvCity::IsCanPurchase(bool, bool, UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::IsCivilization(CivilizationTypes) const
- CvCity::IsConnectedTo(CvCity *) const
- CvCity::IsConnectedToCapital() const
- CvCity::IsOriginalCapital() const
- CvCity::IsOriginalMajorCapital() const
- CvCity::PostKill(bool, CvPlot *, PlayerTypes)
- CvCity::PreKill(bool)
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::UpdateReligion(ReligionTypes)
- CvCity::canConscript() const
- CvCity::canConstruct(BuildingTypes, bool, bool, bool, bool, CvString *) const
- CvCity::canCreate(ProjectTypes, bool, bool) const
- CvCity::canHurry(HurryTypes, bool) const
- CvCity::canHurryBuilding(HurryTypes, BuildingTypes, bool) const
- CvCity::canHurryUnit(HurryTypes, UnitTypes, bool) const
- CvCity::canMaintain(ProcessTypes, bool) const
- CvCity::canPrepare(SpecialistTypes, bool) const
- CvCity::canRangeStrike() const
- CvCity::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvCity::changeNumWorldWonders(int)
- CvCity::changeResourceYieldRateModifier(YieldTypes, int)
- CvCity::changeYieldRateModifier(YieldTypes, int)
- CvCity::chooseProduction(UnitTypes, BuildingTypes, ProjectTypes, bool, bool)
- CvCity::conscript()
- CvCity::createGreatAdmiral(UnitTypes, bool)
- CvCity::createGreatGeneral(UnitTypes, bool)
- CvCity::doCheckProduction()
- CvCity::doGrowth()
- CvCity::doTask(TaskTypes, int, int, bool, bool, bool, bool)
- CvCity::doTurn()
- CvCity::findBaseYieldRateRank(YieldTypes)
- CvCity::findPopulationRank()
- CvCity::findYieldRateRank(YieldTypes)
- CvCity::foodConsumption(bool, int) const
- CvCity::foodDifferenceTimes100(bool, CvString *) const
- CvCity::getArtStyleType() const
- CvCity::getBaseYieldRate(YieldTypes) const
- CvCity::getBaseYieldRateModifier(YieldTypes, int, CvString *) const
- CvCity::getBasicYieldRateTimes100(YieldTypes, bool) const
- CvCity::getBuyPlotDistance() const
- CvCity::getCivilizationInfo() const
- CvCity::getCivilizationType() const
- CvCity::getExtraSpecialistYield(YieldTypes, SpecialistTypes) const
- CvCity::getHandicapInfo() const
- CvCity::getHandicapType() const
- CvCity::getHappinessModifier(YieldTypes) const
- CvCity::getHurryCostModifier(HurryTypes, int, int, bool) const
- CvCity::getJONSCulturePerTurn() const
- CvCity::getPersonalityType() const
- CvCity::getProductionDifference(int, int, int, bool, bool) const
- CvCity::getProductionDifferenceTimes100(int, int, int, bool, bool) const
- CvCity::getProductionExperience(UnitTypes)
- CvCity::getProductionModifier(BuildingTypes, CvString *) const
- CvCity::getProductionModifier(ProcessTypes, CvString *) const
- CvCity::getProductionModifier(ProjectTypes, CvString *) const
- CvCity::getProductionModifier(SpecialistTypes, CvString *) const
- CvCity::getProductionModifier(UnitTypes, CvString *) const
- CvCity::getProductionNeeded(BuildingTypes) const
- CvCity::getProductionNeeded(ProcessTypes) const
- CvCity::getProductionNeeded(ProjectTypes) const
- CvCity::getProductionNeeded(SpecialistTypes) const
- CvCity::getProductionNeeded(UnitTypes) const
- CvCity::getProductionTurnsLeft(ProcessTypes, int) const
- CvCity::getStrengthValue(bool) const
- CvCity::getTeam() const
- CvCity::getTotalGreatPeopleRateModifier() const
- CvCity::getWorkPlotDistance(int) const
- CvCity::growthThreshold() const
- CvCity::hurry(HurryTypes)
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::initConscriptedUnit()
- CvCity::isBarbarian() const
- CvCity::isCapital() const
- CvCity::isFoodProduction(UnitTypes) const
- CvCity::isHuman() const
- CvCity::kill(bool)
- CvCity::popOrder(int, bool, bool)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCity::pushOrder(OrderTypes, int, int, bool, bool, bool, bool)
- CvCity::read(FDataStream &)
- CvCity::reset(int, PlayerTypes, int, int, bool)
- CvCity::setName(const char *, bool)
- CvCity::setPopulation(int, bool)
- CvCity::setupGraphical()
- CvCity::updateStrengthValue()
- FSerialization::SyncCities()
- CvCityAI::AI_chooseProduction(bool)
- CvCityCitizens::DoAddBestCitizenFromUnassigned()
- CvCityCitizens::DoSpawnGreatPerson(UnitTypes, bool, bool, bool)
- CvCityCitizens::DoSpecialists()
- CvCityCitizens::DoTurn()
- CvCityCitizens::GetPlayer()
- CvCityCitizens::GetSpecialistUpgradeThreshold(UnitClassTypes)
- CvCityConnections::ShouldConnectToOtherPlayer(PlayerTypes)
- CvCityConnections::UpdateCityPlotIDs()
- CvCityConnections::UpdateRouteInfo()
- CityStrategyAIHelpers::GetWeightThresholdModifier(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_CapitalNeedSettler(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_CapitalUnderThreat(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_EnoughTileImprovers(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_FirstFaithBuilding(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_GoodAirliftCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_KeyScienceCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_ManyTechsStolen(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedCultureBuilding(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedInternationalTradeRoute(CvCity *, DomainTypes)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalTileImprovement(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedTileImprovers(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NoNeedInternationalTradeRoute(CvCity *, DomainTypes)
- CityStrategyAIHelpers::IsTestCityStrategy_WantTileImprovers(AICityStrategyTypes, CvCity *)
- CvCityStrategyAI::ChooseProduction(bool, BuildingTypes, UnitTypes)
- CvCityStrategyAI::DoTurn()
- CvCityStrategyAI::GetYieldAverage(YieldTypes)
- CvCityStrategyAI::LogCityProduction(CvCityBuildable, bool)
- CvCityStrategyAI::LogFlavors(FlavorTypes)
- CvCityStrategyAI::LogHurry(HurryTypes, int, int, int)
- CvCityStrategyAI::LogPossibleBuilds()
- CvCityStrategyAI::LogSpecializationChange(CitySpecializationTypes)
- CvCityStrategyAI::LogStrategy(AICityStrategyTypes, bool)
- CvCityStrategyAI::UpdateFlavorsForNewCity()
- CultureHelpers::SendArtSwapNotification(GreatWorkSlotType, bool, PlayerTypes, PlayerTypes, int, int)
- CvCityCulture::ClearGreatWorks()
- CvCityCulture::GetBaseTourism()
- CvCityCulture::GetBaseTourismBeforeModifiers()
- CvCityCulture::GetCultureFromWonders() const
- CvCityCulture::GetSlotTypeFirstAvailableCultureBuilding() const
- CvCityCulture::GetThemingBonus(BuildingClassTypes) const
- CvCityCulture::GetThemingTooltip(BuildingClassTypes) const
- CvCityCulture::GetTourismMultiplier(PlayerTypes, bool, bool, bool, bool, bool) const
- CvCityCulture::GetTourismTooltip()
- CvCityCulture::IsThemingBonusPossible(BuildingClassTypes) const
- CvGameCulture::DoTurn()
- CvGameCulture::GetGreatWorkCity(int) const
- CvGameCulture::GetGreatWorkController(int) const
- CvGameCulture::GetGreatWorkCurrentThemingBonus(int) const
- CvGameCulture::GetGreatWorkTooltip(int, PlayerTypes) const
- CvGameCulture::GetNumCivsInfluentialForWin() const
- CvGameCulture::MoveGreatWorks(PlayerTypes, int, int, int, int, int, int)
- CvGameCulture::SwapGreatWorks(PlayerTypes, int, PlayerTypes, int)
- CvPlayerCulture::ComputeHypotheticalPublicOpinionUnhappiness(PolicyBranchTypes)
- CvPlayerCulture::DoArchaeologyChoice(ArchaeologyChoiceType)
- CvPlayerCulture::DoPublicOpinion()
- CvPlayerCulture::DoTurn()
- CvPlayerCulture::GetArchaeologyChoice(CvPlot *)
- CvPlayerCulture::GetCivLowestInfluence(bool) const
- CvPlayerCulture::GetInfluenceCityStateSpyRankBonus(PlayerTypes) const
- CvPlayerCulture::GetInfluenceLevel(PlayerTypes) const
- CvPlayerCulture::GetInfluencePerTurn(PlayerTypes) const
- CvPlayerCulture::GetInfluenceSpyRankTooltip(CvString, CvString, PlayerTypes)
- CvPlayerCulture::GetInfluenceSurveillanceTime(PlayerTypes) const
- CvPlayerCulture::GetInfluenceTrend(PlayerTypes) const
- CvPlayerCulture::GetNumCivsInfluentialOn() const
- CvPlayerCulture::GetNumCivsToBeInfluentialOn() const
- CvPlayerCulture::GetTourismModifierWith(PlayerTypes) const
- CvPlayerCulture::GetTourismModifierWithTooltip(PlayerTypes) const
- CvPlayerCulture::GetTurnsToInfluential(PlayerTypes) 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::GetDangerValueOfCitadel() const
- CvDangerPlots::IsDangerByRelationshipZero(PlayerTypes, CvPlot *)
- CvDangerPlots::ModifyDangerByRelationship(PlayerTypes, CvPlot *, int)
- CvDangerPlots::ShouldIgnoreCitadel(CvPlot *, bool)
- CvDangerPlots::ShouldIgnoreCity(CvCity *, bool)
- CvDangerPlots::ShouldIgnorePlayer(PlayerTypes)
- CvDangerPlots::ShouldIgnoreUnit(CvUnit *, bool)
- CvDangerPlots::UpdateDanger(bool, bool)
- CvDealAI::DoAcceptedDeal(PlayerTypes, const CvDeal &, int, int, int)
- CvDealAI::DoAddCitiesToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddGPTToThem(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddGPTToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddItemsToDealForPeaceTreaty(PlayerTypes, CvDeal *, PeaceTreatyTypes, bool)
- CvDealAI::DoAddPlayersAlliesToTreaty(PlayerTypes, CvDeal *)
- CvDealAI::DoAddResourceToThem(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, int, bool)
- CvDealAI::DoAddResourceToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, int, bool)
- CvDealAI::DoAddVoteCommitmentToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoEqualizeDealWithAI(CvDeal *, PlayerTypes)
- CvDealAI::DoHumanDemand(CvDeal *)
- CvDealAI::DoHumanOfferDealToThisAI(CvDeal *)
- CvDealAI::GetCityValue(int, int, bool, PlayerTypes, bool)
- CvDealAI::GetDefensivePactValue(bool, PlayerTypes, bool)
- CvDealAI::GetEmbassyValue(bool, PlayerTypes, bool)
- CvDealAI::GetGPTforForValueExchange(int, bool, int, bool, PlayerTypes, bool, bool)
- CvDealAI::GetGoldForForValueExchange(int, bool, bool, PlayerTypes, bool, bool)
- CvDealAI::GetOpenBordersValue(bool, PlayerTypes, bool)
- CvDealAI::GetResearchAgreementValue(bool, PlayerTypes, bool)
- CvDealAI::GetThirdPartyPeaceValue(bool, PlayerTypes, TeamTypes)
- CvDealAI::GetThirdPartyWarValue(bool, PlayerTypes, TeamTypes)
- CvDealAI::GetTradeAgreementValue(bool, PlayerTypes, bool)
- CvDealAI::GetVoteCommitmentValue(bool, PlayerTypes, int, int, int, bool, bool)
- CvDealAI::IsMakeDemand(PlayerTypes, CvDeal *)
- CvDealAI::IsMakeOfferForLuxuryResource(PlayerTypes, CvDeal *)
- CvDealAI::IsMakeOfferForOpenBorders(PlayerTypes, CvDeal *)
- CvDealAI::IsMakeOfferForResearchAgreement(PlayerTypes, CvDeal *)
- CvDealAI::IsOfferPeace(PlayerTypes, CvDeal *, bool)
- CvDealAI::MakeOfferForEmbassy(PlayerTypes, CvDeal *)
- CvDeal::AddCityTrade(PlayerTypes, int)
- CvDeal::GetGoldAvailable(PlayerTypes, TradeableItems)
- CvDeal::GetNumResource(PlayerTypes, ResourceTypes)
- CvDeal::IsPossibleToTradeItem(PlayerTypes, PlayerTypes, TradeableItems, int, int, int, bool, bool, bool)
- CvDeal::RemoveCityTrade(PlayerTypes, int)
- CvGameDeals::DoCancelAllDealsWithPlayer(PlayerTypes)
- CvGameDeals::DoCancelAllProposedDealsWithPlayer(PlayerTypes, DiplomacyPlayerType)
- CvGameDeals::DoCancelDealsBetweenTeams(TeamTypes, TeamTypes)
- CvGameDeals::DoEndTradedItem(CvTradedItem *, PlayerTypes, bool)
- CvGameDeals::DoTurn()
- CvGameDeals::FinalizeDealNotify(PlayerTypes, PlayerTypes, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvGameDeals::FinalizeDealValidAndAccepted(PlayerTypes, PlayerTypes, CvDeal &, bool, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvGameDeals::LogDealComplete(CvDeal *)
- CvGameDeals::LogDealFailed(CvDeal *, bool, bool, bool)
- CvGameDeals::PrepareRenewDeal(CvDeal *, const CvDeal *)
- CvDiplomacyAI::ChangeNumCiviliansReturnedToMe(PlayerTypes, int)
- CvDiplomacyAI::ChangeOtherPlayerNumMajorsAttacked(PlayerTypes, int, TeamTypes)
- CvDiplomacyAI::ChangeWarValueLost(PlayerTypes, int)
- CvDiplomacyAI::DeclareWar(PlayerTypes)
- CvDiplomacyAI::DisplayAILeaderMessage(PlayerTypes, DiploUIStateTypes, DiploMessageTypes, PlayerTypes, const Localization::String &, LeaderheadAnimationTypes, int)
- CvDiplomacyAI::DoAggressiveMilitaryStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoAngryBefriendedEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoAngryDenouncedFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoAttackedCityStateStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoBeginDiploWithHuman()
- CvDiplomacyAI::DoBeginDiploWithHumanInDiscuss()
- CvDiplomacyAI::DoBulliedCityStateStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoContactMajorCivs()
- CvDiplomacyAI::DoContactMinorCivs()
- CvDiplomacyAI::DoContactPlayer(PlayerTypes)
- CvDiplomacyAI::DoCoopWarTimeStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoCounters()
- CvDiplomacyAI::DoDenouncePlayer(PlayerTypes)
- CvDiplomacyAI::DoEmbassyExchange(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoEstimateOtherPlayerOpinions()
- CvDiplomacyAI::DoExpansionWarningStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoFYIBefriendedHumanEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIBefriendedHumanFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIDenouncedHumanEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFYIDenouncedHumanFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoFirstContact(PlayerTypes)
- CvDiplomacyAI::DoFirstContactInitRelationship(PlayerTypes)
- CvDiplomacyAI::DoFromUIDiploEvent(PlayerTypes, FromUIDiploEventTypes, int, int)
- CvDiplomacyAI::DoHappyBefriendedFriend(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoHappyDenouncedEnemy(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoHappySamePolicyTree(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoHostileStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoIdeologicalStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoMakePeaceWithMinors()
- CvDiplomacyAI::DoMakePublicDeclaration(PublicDeclarationTypes, int, int, PlayerTypes, PlayerTypes)
- CvDiplomacyAI::DoMakeWarOnPlayer(PlayerTypes)
- CvDiplomacyAI::DoMinorCivCompetitionStatement(PlayerTypes, DiploStatementTypes &, int &, bool)
- CvDiplomacyAI::DoOpenBordersExchange(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoPeaceOffer(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoPlayerBulliedSomeone(PlayerTypes, PlayerTypes)
- CvDiplomacyAI::DoPlayerDeclaredWarOnSomeone(PlayerTypes, TeamTypes)
- CvDiplomacyAI::DoPlayerKilledSomeone(PlayerTypes, PlayerTypes)
- CvDiplomacyAI::DoPlayerMetSomeone(PlayerTypes, PlayerTypes)
- CvDiplomacyAI::DoRenewExpiredDeal(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoSendStatementToPlayer(PlayerTypes, DiploStatementTypes, int, CvDeal *)
- CvDiplomacyAI::DoShareIntrigueStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoSomeoneDeclaredWarOnMe(TeamTypes)
- CvDiplomacyAI::DoStartDemandProcess(PlayerTypes)
- CvDiplomacyAI::DoTestPromises()
- CvDiplomacyAI::DoUpdateEstimateOtherPlayerLandDisputeLevels()
- CvDiplomacyAI::DoUpdateEstimateOtherPlayerMilitaryThreats()
- CvDiplomacyAI::DoUpdateEstimateOtherPlayerVictoryDisputeLevels()
- CvDiplomacyAI::DoUpdateMilitaryThreats()
- CvDiplomacyAI::DoUpdateMinorCivApproaches()
- CvDiplomacyAI::DoUpdateMinorCivDisputeLevels()
- CvDiplomacyAI::DoUpdateMinorCivProtection(PlayerTypes, MinorCivApproachTypes)
- CvDiplomacyAI::DoUpdateOnePlayerEconomicStrength(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerExpansionAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryStrength(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerOpinion(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerTargetValue(PlayerTypes)
- CvDiplomacyAI::DoUpdateOtherPlayerWarDamageLevel()
- CvDiplomacyAI::DoUpdatePeaceTreatyWillingness()
- CvDiplomacyAI::DoUpdatePlanningExchanges()
- CvDiplomacyAI::DoUpdateVictoryDisputeLevels()
- CvDiplomacyAI::DoUpdateWarGoals()
- CvDiplomacyAI::DoUpdateWarStates()
- CvDiplomacyAI::DoWarDamageDecay()
- CvDiplomacyAI::DoWeAttackedYourMinorStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoWeBulliedYourMinorStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoWeMadePeaceWithSomeone(TeamTypes)
- CvDiplomacyAI::GetApproachTowardsUsGuess(PlayerTypes)
- CvDiplomacyAI::GetBestApproachTowardsMajorCiv(PlayerTypes, int &, bool, bool, WarFaceTypes &)
- CvDiplomacyAI::GetBestApproachTowardsMinorCiv(PlayerTypes, int &, bool, bool)
- CvDiplomacyAI::GetBrokenAttackCityStatePromiseWithAnybodyScore(PlayerTypes)
- CvDiplomacyAI::GetBrokenMilitaryPromiseWithAnybodyScore(PlayerTypes)
- CvDiplomacyAI::GetCoopWarScore(PlayerTypes, PlayerTypes, bool)
- CvDiplomacyAI::GetDenounceWeight(PlayerTypes, bool)
- CvDiplomacyAI::GetDenouncedUsScore(PlayerTypes)
- CvDiplomacyAI::GetDifferentLatePoliciesScore(PlayerTypes)
- CvDiplomacyAI::GetDiploModifiers(PlayerTypes, std::vector<Opinion> &)
- CvDiplomacyAI::GetEmbassyScore(PlayerTypes)
- CvDiplomacyAI::GetFriendDenouncementScore(PlayerTypes)
- CvDiplomacyAI::GetGreetHumanMessage(LeaderheadAnimationTypes &)
- CvDiplomacyAI::GetHasAdoptedMyReligionScore(PlayerTypes)
- CvDiplomacyAI::GetIgnoredAttackCityStatePromiseScore(PlayerTypes)
- CvDiplomacyAI::GetIgnoredMilitaryPromiseScore(PlayerTypes)
- CvDiplomacyAI::GetInsultHumanMessage()
- CvDiplomacyAI::GetNumFriendsDenouncedBy()
- CvDiplomacyAI::GetNumOurEnemiesPlayerAtWarWith(PlayerTypes)
- CvDiplomacyAI::GetOtherPlayerProtectedMinorBullied(PlayerTypes)
- CvDiplomacyAI::GetRequestFriendToDenounce(PlayerTypes, bool &)
- CvDiplomacyAI::GetSameLatePoliciesScore(PlayerTypes)
- CvDiplomacyAI::GetTeamNumTurnsAtWar(TeamTypes) const
- CvDiplomacyAI::GetTurnsSincePlayerBulliedProtectedMinor(PlayerTypes)
- CvDiplomacyAI::GetWarScore(PlayerTypes)
- CvDiplomacyAI::GetWeDeclaredWarOnFriendCount()
- CvDiplomacyAI::GetWeDeclaredWarOnFriendScore(PlayerTypes)
- CvDiplomacyAI::GetWeDenouncedFriendCount()
- CvDiplomacyAI::GetWeDenouncedFriendScore(PlayerTypes)
- CvDiplomacyAI::IsAtWar(PlayerTypes)
- CvDiplomacyAI::IsCanMakeResearchAgreementRightNow(PlayerTypes)
- CvDiplomacyAI::IsDenounceAcceptable(PlayerTypes, bool)
- CvDiplomacyAI::IsDoFAcceptable(PlayerTypes)
- CvDiplomacyAI::IsGoldRequest(PlayerTypes, CvDeal *, int &)
- CvDiplomacyAI::IsHasActiveGoldQuest()
- CvDiplomacyAI::IsLuxuryRequest(PlayerTypes, CvDeal *, int &)
- CvDiplomacyAI::IsPlayerDemandAttractive(PlayerTypes)
- CvDiplomacyAI::IsPlayerDenouncedEnemy(PlayerTypes) const
- CvDiplomacyAI::IsPlayerDenouncedFriend(PlayerTypes) const
- CvDiplomacyAI::IsPlayerDoFwithAnyEnemy(PlayerTypes) const
- CvDiplomacyAI::IsPlayerDoFwithAnyFriend(PlayerTypes) const
- CvDiplomacyAI::IsPlayerRecklessExpander(PlayerTypes)
- CvDiplomacyAI::IsPlayerValid(PlayerTypes, bool)
- CvDiplomacyAI::IsTooEarlyForDoF(PlayerTypes)
- CvDiplomacyAI::IsValidUIDiplomacyTarget(PlayerTypes)
- CvDiplomacyAI::IsWantsPeaceWithPlayer(PlayerTypes) const
- CvDiplomacyAI::IsWillingToMakePeaceWithHuman(PlayerTypes)
- CvDiplomacyAI::LogCloseEmbassy(PlayerTypes)
- CvDiplomacyAI::LogCoopWar(PlayerTypes, PlayerTypes, CoopWarStates)
- CvDiplomacyAI::LogDenounce(PlayerTypes, bool, bool)
- CvDiplomacyAI::LogDoF(PlayerTypes)
- CvDiplomacyAI::LogFriendRequestDenounce(PlayerTypes, PlayerTypes, bool)
- CvDiplomacyAI::LogLandDispute(CvString &, PlayerTypes)
- CvDiplomacyAI::LogMajorCivApproachUpdate(PlayerTypes, const int *, MajorCivApproachTypes, MajorCivApproachTypes, WarFaceTypes)
- CvDiplomacyAI::LogMilitaryThreat(CvString &, PlayerTypes)
- 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::LogMinorCivDispute(CvString &, PlayerTypes)
- 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::LogPublicDeclaration(PublicDeclarationTypes, int, PlayerTypes)
- CvDiplomacyAI::LogStatementToPlayer(PlayerTypes, DiploStatementTypes)
- CvDiplomacyAI::LogStatements()
- CvDiplomacyAI::LogStatus()
- CvDiplomacyAI::LogVictoryDispute(CvString &, PlayerTypes)
- CvDiplomacyAI::LogWantRA(PlayerTypes)
- CvDiplomacyAI::LogWarDeclaration(PlayerTypes, int)
- CvDiplomacyAI::LogWarPeaceWillingToAccept(CvString &, PlayerTypes)
- CvDiplomacyAI::LogWarPeaceWillingToOffer(CvString &, PlayerTypes)
- CvDiplomacyAI::LogWarStatus()
- CvDiplomacyAI::LogWarmongerThreat(CvString &, PlayerTypes)
- CvDiplomacyAI::LogWonderDispute(CvString &, PlayerTypes)
- CvDiplomacyAI::MakeWar()
- CvDiplomacyAI::SetDoFAccepted(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerBrokenAttackCityStatePromise(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerBrokenBorderPromise(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerBrokenExpansionPromise(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerBrokenMilitaryPromise(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerNoSettleRequestAccepted(PlayerTypes, bool)
- CvDiplomacyAIHelpers::ApplyWarmongerPenalties(PlayerTypes, PlayerTypes, bool)
- CvDiplomacyAIHelpers::GetWarmongerOffset(PlayerTypes, bool)
- CvDiplomacyRequests::ActivateNext()
- CvDiplomacyRequests::Add(PlayerTypes, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes, int)
- CvDiplomacyRequests::BeginTurn()
- CvDiplomacyRequests::DoAIDiplomacy(PlayerTypes)
- CvDiplomacyRequests::DoAIDiplomacyWithHumans()
- CvDiplomacyRequests::EndTurn()
- CvDiplomacyRequests::HasActiveDiploRequestWithHuman(PlayerTypes)
- CvDiplomacyRequests::Send(PlayerTypes, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes, int)
- CvDiplomacyRequests::SendDealRequest(PlayerTypes, PlayerTypes, CvDeal *, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes)
- CvDiplomacyRequests::SendRequest(PlayerTypes, PlayerTypes, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes, int)
- CvDiplomacyRequests::Update()
- CvDllGame::GetPlayer(const PlayerTypes)
- CvDllNetMessageHandler::ResponseAdvancedStartAction(PlayerTypes, AdvancedStartActionTypes, int, int, int, bool)
- CvDllNetMessageHandler::ResponseArchaeologyChoice(PlayerTypes, ArchaeologyChoiceType)
- CvDllNetMessageHandler::ResponseAutoMission(PlayerTypes, int)
- CvDllNetMessageHandler::ResponseBarbarianRansom(PlayerTypes, int, int)
- CvDllNetMessageHandler::ResponseChangeIdeology(PlayerTypes)
- CvDllNetMessageHandler::ResponseChangeWar(PlayerTypes, TeamTypes, bool)
- CvDllNetMessageHandler::ResponseCityBuyPlot(PlayerTypes, int, int, int)
- CvDllNetMessageHandler::ResponseCityDoTask(PlayerTypes, int, TaskTypes, int, int, bool, bool, bool, bool)
- CvDllNetMessageHandler::ResponseCityPopOrder(PlayerTypes, int, int)
- CvDllNetMessageHandler::ResponseCityPurchase(PlayerTypes, int, UnitTypes, BuildingTypes, ProjectTypes, int)
- CvDllNetMessageHandler::ResponseCityPushOrder(PlayerTypes, int, OrderTypes, int, bool, bool, bool)
- CvDllNetMessageHandler::ResponseCitySwapOrder(PlayerTypes, int, int)
- CvDllNetMessageHandler::ResponseDestroyUnit(PlayerTypes, int)
- CvDllNetMessageHandler::ResponseDiploVote(PlayerTypes, PlayerTypes)
- CvDllNetMessageHandler::ResponseDiplomacyFromUI(PlayerTypes, PlayerTypes, FromUIDiploEventTypes, int, int)
- CvDllNetMessageHandler::ResponseDoCommand(PlayerTypes, int, CommandTypes, int, int, bool)
- CvDllNetMessageHandler::ResponseEnhanceReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, int, int)
- CvDllNetMessageHandler::ResponseExtendedGame(PlayerTypes)
- CvDllNetMessageHandler::ResponseFaithGreatPersonChoice(PlayerTypes, UnitTypes)
- CvDllNetMessageHandler::ResponseFaithPurchase(PlayerTypes, FaithPurchaseTypes, int)
- CvDllNetMessageHandler::ResponseFoundPantheon(PlayerTypes, BeliefTypes)
- CvDllNetMessageHandler::ResponseFoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, int, int)
- CvDllNetMessageHandler::ResponseGiftUnit(PlayerTypes, PlayerTypes, int)
- CvDllNetMessageHandler::ResponseGoodyChoice(PlayerTypes, int, int, GoodyTypes, int)
- CvDllNetMessageHandler::ResponseGreatPersonChoice(PlayerTypes, UnitTypes)
- CvDllNetMessageHandler::ResponseIdeologyChoice(PlayerTypes, PolicyBranchTypes)
- CvDllNetMessageHandler::ResponseIgnoreWarning(PlayerTypes, TeamTypes)
- CvDllNetMessageHandler::ResponseLaunchSpaceship(PlayerTypes, VictoryTypes)
- CvDllNetMessageHandler::ResponseLiberatePlayer(PlayerTypes, PlayerTypes, int)
- CvDllNetMessageHandler::ResponseMayaBonusChoice(PlayerTypes, UnitTypes)
- CvDllNetMessageHandler::ResponseMinorCivBullyGold(PlayerTypes, PlayerTypes, int)
- CvDllNetMessageHandler::ResponseMinorCivBullyUnit(PlayerTypes, PlayerTypes, UnitTypes)
- CvDllNetMessageHandler::ResponseMinorCivBuyout(PlayerTypes, PlayerTypes)
- CvDllNetMessageHandler::ResponseMinorCivGiftGold(PlayerTypes, PlayerTypes, int)
- CvDllNetMessageHandler::ResponseMinorCivGiftTileImprovement(PlayerTypes, PlayerTypes, int, int)
- CvDllNetMessageHandler::ResponseMinorNoUnitSpawning(PlayerTypes, PlayerTypes, bool)
- CvDllNetMessageHandler::ResponseMoveSpy(PlayerTypes, int, int, int, bool)
- CvDllNetMessageHandler::ResponsePlayerDealFinalized(PlayerTypes, PlayerTypes, PlayerTypes, bool)
- CvDllNetMessageHandler::ResponsePlayerOption(PlayerTypes, PlayerOptionTypes, bool)
- CvDllNetMessageHandler::ResponsePledgeMinorProtection(PlayerTypes, PlayerTypes, bool, bool)
- CvDllNetMessageHandler::ResponsePushMission(PlayerTypes, int, MissionTypes, int, int, int, bool)
- CvDllNetMessageHandler::ResponseRenameCity(PlayerTypes, int, const char *)
- CvDllNetMessageHandler::ResponseRenameUnit(PlayerTypes, int, const char *)
- CvDllNetMessageHandler::ResponseResearch(PlayerTypes, TechTypes, int, PlayerTypes, bool)
- CvDllNetMessageHandler::ResponseReturnCivilian(PlayerTypes, PlayerTypes, int, bool)
- CvDllNetMessageHandler::ResponseSellBuilding(PlayerTypes, int, BuildingTypes)
- CvDllNetMessageHandler::ResponseSetCityAIFocus(PlayerTypes, int, CityAIFocusTypes)
- CvDllNetMessageHandler::ResponseSetCityAvoidGrowth(PlayerTypes, int, bool)
- CvDllNetMessageHandler::ResponseSetSwappableGreatWork(PlayerTypes, int, int)
- CvDllNetMessageHandler::ResponseStageCoup(PlayerTypes, int)
- CvDllNetMessageHandler::ResponseSwapUnits(PlayerTypes, int, MissionTypes, int, int, int, bool)
- CvDllNetMessageHandler::ResponseUpdateCityCitizens(PlayerTypes, int)
- CvDllNetMessageHandler::ResponseUpdatePolicies(PlayerTypes, bool, int, bool)
- EconomicAIHelpers::IsTestStrategy_TechLeader(CvPlayer *)
- CvEspionageAI::AttemptCoups()
- CvEspionageAI::BuildDefenseCityList(EspionageCityList &)
- CvEspionageAI::BuildDiplomatCityList(EspionageCityList &)
- CvEspionageAI::BuildMinorCityList(EspionageCityList &)
- CvEspionageAI::BuildOffenseCityList(EspionageCityList &)
- CvEspionageAI::FindTargetSpyNumbers(int *, int *, int *, int *)
- CvEspionageAI::GetCityStatePlan(PlayerTypes *)
- CvEspionageAI::StealTechnology()
- CvEspionageAI::UpdateCivOutOfTechTurn()
- CvPlayerEspionage::AddIntrigueMessage(PlayerTypes, PlayerTypes, PlayerTypes, BuildingTypes, ProjectTypes, CvIntrigueType, uint, CvCity *, bool)
- CvPlayerEspionage::AttemptCoup(uint)
- CvPlayerEspionage::BuildStealableTechList(PlayerTypes)
- CvPlayerEspionage::CalcPerTurn(int, CvCity *, int)
- CvPlayerEspionage::CalcRequired(int, CvCity *, int)
- CvPlayerEspionage::CanStageCoup(uint)
- CvPlayerEspionage::GetCoupChanceOfSuccess(uint)
- CvPlayerEspionage::GetIntrigueMessage(uint)
- CvPlayerEspionage::GetNextSpyName(CvEspionageSpy *)
- CvPlayerEspionage::IsMyDiplomatVisitingThem(PlayerTypes, bool)
- CvPlayerEspionage::IsOtherDiplomatVisitingMe(PlayerTypes)
- CvPlayerEspionage::MoveSpyTo(CvCity *, uint, bool)
- CvPlayerEspionage::ProcessSpy(uint)
- CvPlayerEspionage::ProcessSpyMessages()
- CvPlayerEspionage::SetOutcome(uint, uint, bool)
- CvPlayerEspionage::UncoverIntrigue(uint)
- isCivInPlay(const CivilizationTypes)
- isSpyNameInUse(const char *)
- CvEventLog::Add(const char *, PlayerTypes, int, int, int, int, int, int)
- 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::CanOpenCityScreen(PlayerTypes, CvCity *)
- CvGame::CheckPlayerTurnDeactivate()
- CvGame::DoGameStarted()
- CvGame::DoMinorBullyGold(PlayerTypes, PlayerTypes)
- CvGame::DoMinorBullyUnit(PlayerTypes, PlayerTypes)
- CvGame::DoPlaceTeamInVictoryCompetition(VictoryTypes, TeamTypes)
- CvGame::DoResearchAgreementNotification(TeamTypes, TeamTypes)
- CvGame::DoTestConquestVictory()
- CvGame::DoUpdateDiploVictory()
- CvGame::GetCivilizationPlayer(CivilizationTypes) const
- CvGame::GetCompetitiveSpawnUnitType(PlayerTypes, bool, bool, bool)
- CvGame::GetCsGiftSpawnUnitType(PlayerTypes, bool)
- CvGame::GetNumMinorCivsEver()
- CvGame::GetRandomSpawnUnitType(PlayerTypes, bool, bool)
- CvGame::GetRandomUniqueUnitType(bool, bool, bool, bool)
- CvGame::GetResearchAgreementCost(PlayerTypes, PlayerTypes)
- CvGame::GetWorldMilitaryStrengthAverage(PlayerTypes, bool, bool)
- CvGame::InitMap(CvGameInitialItemsOverrides &)
- CvGame::InitPlayers()
- CvGame::LogGameState(bool)
- CvGame::Read(FDataStream &)
- CvGame::ReviveActivePlayer()
- CvGame::SelectSettler()
- CvGame::SetBestGreatPeoplePlayer(PlayerTypes, int)
- CvGame::SetBestPoliciesPlayer(PlayerTypes, int)
- CvGame::SetBestWondersPlayer(PlayerTypes, int)
- CvGame::SpawnArchaeologySitesHistorically()
- CvGame::UpdatePlayers()
- CvGame::addPlayer(PlayerTypes, LeaderHeadTypes, CivilizationTypes)
- CvGame::allUnitAIProcessed() const
- CvGame::calculateOptionsChecksum()
- CvGame::calculateSyncChecksum()
- CvGame::canDoControl(ControlTypes)
- CvGame::canHandleAction(int, CvPlot *, bool)
- CvGame::canTrainNukes() const
- CvGame::countCivPlayersAlive() const
- CvGame::countCivPlayersEverAlive() const
- CvGame::countHumanPlayersAlive() const
- CvGame::countHumanPlayersEverAlive() const
- CvGame::countMajorCivsAlive() const
- CvGame::countMajorCivsEverAlive() const
- CvGame::countNumHumanGameTurnActive()
- CvGame::countSeqHumanTurnsUntilPlayerTurn(PlayerTypes) const
- CvGame::countTotalCivPower()
- CvGame::countTotalNukeUnits()
- CvGame::cycleCities(bool, bool)
- CvGame::cycleUnits(bool, bool, bool)
- CvGame::doControl(ControlTypes)
- CvGame::doTurn()
- CvGame::getActiveCivilizationType()
- CvGame::getActiveTeam()
- CvGame::getMaxTurnLen()
- CvGame::getNumCivCities() const
- CvGame::getNumGameTurnActive()
- CvGame::getNumHumansInHumanWars(PlayerTypes)
- CvGame::getNumSequentialHumans(PlayerTypes)
- CvGame::hasTurnTimerExpired(PlayerTypes)
- CvGame::initFreeState(CvGameInitialItemsOverrides &)
- CvGame::initFreeUnits(CvGameInitialItemsOverrides &)
- CvGame::isCivEverActive(CivilizationTypes) const
- CvGame::isInAdvancedStart() const
- CvGame::isLeaderEverActive(LeaderHeadTypes) const
- CvGame::regenerateMap()
- CvGame::saveReplay()
- CvGame::selectGroup(CvUnit *, bool, bool, bool)
- CvGame::setAIAutoPlay(int, PlayerTypes)
- CvGame::setActivePlayer(PlayerTypes, bool, bool)
- CvGame::setGameState(GameStateTypes)
- CvGame::setInitialItems(CvGameInitialItemsOverrides &)
- CvGame::setWinner(TeamTypes, VictoryTypes)
- CvGame::testAlive()
- CvGame::testExtendedGame()
- CvGame::testVictory(VictoryTypes, TeamTypes, bool *) const
- CvGame::update()
- CvGame::updateCitySight(bool)
- CvGame::updateMoves()
- CvGame::updateScore(bool)
- CvGame::updateTestEndTurn()
- CvGame::updateTimers()
- GetRandomMajorPlayer()
- GetRandomPlayer()
- PUF_canDeclareWar(const CvUnit *, int, int)
- PUF_canSiege(const CvUnit *, int, int)
- PUF_isCombatTeam(const CvUnit *, int, int)
- PUF_isEnemy(const CvUnit *, int, int)
- PUF_isOtherTeam(const CvUnit *, int, int)
- PUF_isPotentialEnemy(const CvUnit *, int, int)
- PUF_isVisible(const CvUnit *, int, int)
- PUF_isVisibleDebug(const CvUnit *, int, int)
- getCity(IDInfo)
- getDiscoveryTech(UnitTypes, PlayerTypes)
- getUnit(const IDInfo &)
- GetPlayerUnit(IDInfo &)
- GetPlayerUnit(const IDInfo &)
- CvGameQueries::GetLeastAdvancedUnitClassNobodyHas(bool)
- CvGameQueries::GetTeamClosenessScore(int **, int *)
- CvGlobals::GetHexDebugLayerString(CvPlot *, const char *, PlayerTypes, char *, unsigned int)
- CvGrandStrategyAI::DoGuessOtherPlayersActiveGrandStrategy()
- CvGrandStrategyAI::DoTurn()
- CvGrandStrategyAI::GetConquestPriority()
- CvGrandStrategyAI::GetCulturePriority()
- CvGrandStrategyAI::GetGuessOtherPlayerConquestPriority(PlayerTypes, int)
- CvGrandStrategyAI::GetGuessOtherPlayerCulturePriority(PlayerTypes, int, int)
- CvGrandStrategyAI::GetGuessOtherPlayerSpaceshipPriority(PlayerTypes, int)
- CvGrandStrategyAI::GetGuessOtherPlayerUnitedNationsPriority(PlayerTypes)
- CvGrandStrategyAI::GetUnitedNationsPriority()
- CvGrandStrategyAI::LogGuessOtherPlayerGrandStrategy(const FStaticVector<int, 5, true, c_eCiv5GameplayDLL> &, PlayerTypes)
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvMap::findCity(int, int, PlayerTypes, TeamTypes, bool, bool, TeamTypes, DirectionTypes, const CvCity *)
- CvMap::findNearestStartPlot(int, int, PlayerTypes &)
- CvMap::findUnit(int, int, PlayerTypes, bool, bool)
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvMilitaryAI::GetNearestCoastalCity(PlayerTypes) const
- CvMilitaryAI::GetNumEnemyAirUnitsInRange(CvPlot *, int, bool, bool) const
- CvMilitaryAI::LogAttackTargets(AIOperationTypes, PlayerTypes, CvWeightedVector<CvMilitaryTarget, 64 * 10, true> &)
- CvMilitaryAI::LogChosenTarget(AIOperationTypes, PlayerTypes, CvMilitaryTarget &)
- CvMilitaryAI::LogCityCaptured(CvCity *, PlayerTypes)
- CvMilitaryAI::LogCityRazed(CvCity *, PlayerTypes)
- CvMilitaryAI::LogDeclarationOfWar(PlayerTypes)
- CvMilitaryAI::LogPeace(PlayerTypes)
- CvMilitaryAI::LogPeace(TeamTypes)
- CvMilitaryAI::LogWarStateChange(PlayerTypes, WarStateTypes, WarStateTypes)
- CvMilitaryAI::UpdateOperations()
- MilitaryAIHelpers::IsTestStrategy_EnoughAntiAirUnits(CvPlayer *, int, int)
- MilitaryAIHelpers::IsTestStrategy_EradicateBarbarians(MilitaryAIStrategyTypes, CvPlayer *, int, int)
- MilitaryAIHelpers::IsTestStrategy_NeedAntiAirUnits(CvPlayer *, int, int)
- CvMinorCivAI::AddBuyoutNotification(CvString, CvString, PlayerTypes, int, int)
- CvMinorCivAI::AddNotification(CvString, CvString, PlayerTypes, int, int)
- CvMinorCivAI::AddQuestCopyForPlayer(PlayerTypes, CvMinorCivQuest *)
- CvMinorCivAI::AddQuestForPlayer(PlayerTypes, MinorCivQuestTypes, int)
- CvMinorCivAI::AddQuestNotification(CvString, CvString, PlayerTypes, int, int, bool)
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvMinorCivAI::CanMajorBuyout(PlayerTypes)
- CvMinorCivAI::CanMajorGiftTileImprovement(PlayerTypes)
- CvMinorCivAI::CanMajorProtect(PlayerTypes)
- CvMinorCivAI::ChangeFriendshipWithMajorTimes100(PlayerTypes, int, bool)
- CvMinorCivAI::DoAcquire(PlayerTypes, int &, int &, int &, bool)
- CvMinorCivAI::DoBulliedByMajorReaction(PlayerTypes, int)
- CvMinorCivAI::DoBuyout(PlayerTypes, bool)
- CvMinorCivAI::DoCompletedQuestsForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivAI::DoElection()
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoFriendship()
- CvMinorCivAI::DoGoldGiftFromMajor(PlayerTypes, int)
- CvMinorCivAI::DoIntrusion()
- CvMinorCivAI::DoLiberationByMajor(PlayerTypes, TeamTypes)
- CvMinorCivAI::DoMajorBullyGold(PlayerTypes, int)
- CvMinorCivAI::DoMajorBullyUnit(PlayerTypes, UnitTypes)
- CvMinorCivAI::DoMajorCivEraChange(PlayerTypes, EraTypes)
- CvMinorCivAI::DoNowAtWarWithTeam(TeamTypes)
- CvMinorCivAI::DoNowPeaceWithTeam(TeamTypes)
- CvMinorCivAI::DoObsoleteQuestsForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivAI::DoSetBonus(PlayerTypes, bool, bool, bool, bool, bool, PlayerTypes)
- CvMinorCivAI::DoSpawnUnit(PlayerTypes, bool, bool)
- CvMinorCivAI::DoTeamDeclaredWarOnMe(TeamTypes)
- CvMinorCivAI::DoTestEndSkirmishes(PlayerTypes)
- CvMinorCivAI::DoTestEndWarsVSMinors(PlayerTypes, PlayerTypes)
- CvMinorCivAI::DoTestProxyWarAnnouncement()
- CvMinorCivAI::DoTestProxyWarAnnouncementOnFirstContact(PlayerTypes)
- CvMinorCivAI::DoTileImprovementGiftFromMajor(PlayerTypes, int, int)
- CvMinorCivAI::DoTurnStatus()
- CvMinorCivAI::DoUpdateAlliesResourceBonus(PlayerTypes, PlayerTypes)
- CvMinorCivAI::GetAlliesCapitalFoodBonus(PlayerTypes)
- CvMinorCivAI::GetAlliesOtherCityFoodBonus(PlayerTypes)
- CvMinorCivAI::GetBestCityStateTarget(PlayerTypes)
- CvMinorCivAI::GetBestGreatPersonForQuest(PlayerTypes)
- CvMinorCivAI::GetBestPlayerToFind(PlayerTypes)
- CvMinorCivAI::GetBestWonderForQuest(PlayerTypes)
- CvMinorCivAI::GetCultureFlatAlliesBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetCultureFlatFriendshipBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetCurrentCultureFlatBonus(PlayerTypes)
- CvMinorCivAI::GetCurrentCulturePerBuildingBonus(PlayerTypes)
- CvMinorCivAI::GetCurrentFaithFlatBonus(PlayerTypes)
- CvMinorCivAI::GetCurrentScienceFriendshipBonusTimes100(PlayerTypes)
- CvMinorCivAI::GetFaithFlatAlliesBonus(PlayerTypes, EraTypes) const
- CvMinorCivAI::GetFaithFlatFriendshipBonus(PlayerTypes, EraTypes) const
- CvMinorCivAI::GetFriendsCapitalFoodBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetFriendsOtherCityFoodBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetFriendshipAnchorWithMajor(PlayerTypes)
- CvMinorCivAI::GetFriendshipChangePerTurnTimes100(PlayerTypes)
- CvMinorCivAI::GetFriendshipFromGoldGift(PlayerTypes, int)
- CvMinorCivAI::GetFriendshipFromUnitGift(PlayerTypes, bool, bool)
- CvMinorCivAI::GetGoodTechPlayerDoesntHave(PlayerTypes, int) const
- CvMinorCivAI::GetHappinessFlatAlliesBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetHappinessFlatFriendshipBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetHappinessPerLuxuryAlliesBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetHappinessPerLuxuryFriendshipBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetMajorBullyUnitDetails(PlayerTypes)
- CvMinorCivAI::GetMostRecentBullyForQuest() const
- CvMinorCivAI::GetNamesListAsString(CivsList)
- CvMinorCivAI::GetNearbyResourceForQuest(PlayerTypes)
- CvMinorCivAI::GetNumResourcesMajorLacks(PlayerTypes)
- CvMinorCivAI::GetNumThreateningBarbarians()
- CvMinorCivAI::GetScienceFriendshipBonusTimes100()
- CvMinorCivAI::GetSpawnBaseTurns(PlayerTypes)
- CvMinorCivAI::GetStatusChangeNotificationStrings(PlayerTypes, bool, bool, bool, PlayerTypes, PlayerTypes)
- CvMinorCivAI::IsAtWarWithPlayersTeam(PlayerTypes)
- CvMinorCivAI::IsGoodTimeForNaturalWonderQuest(PlayerTypes)
- CvMinorCivAI::IsHasMetPlayer(PlayerTypes)
- CvMinorCivAI::IsPeaceBlocked(TeamTypes) const
- CvMinorCivAI::IsPlayerCloseEnoughForThreatenedAnnouncement(PlayerTypes)
- CvMinorCivAI::IsPlayerHasOpenBordersAutomatically(PlayerTypes)
- CvMinorCivAI::IsProxyWarActiveForMajor(PlayerTypes, PlayerTypes)
- CvMinorCivAI::IsUnitSpawningAllowed(PlayerTypes)
- CvMinorCivAI::IsValidQuestCopyForPlayer(PlayerTypes, CvMinorCivQuest *)
- CvMinorCivAI::IsValidQuestForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivAI::IsWantsMinorDead(PlayerTypes)
- CvMinorCivAI::SetAlly(PlayerTypes)
- CvMinorCivQuest::DoCancelQuest()
- CvMinorCivQuest::DoFinishQuest()
- CvMinorCivQuest::DoStartQuest(int)
- CvMinorCivQuest::DoStartQuestUsingExistingData(CvMinorCivQuest *)
- CvMinorCivQuest::GetContestValueForPlayer(PlayerTypes)
- CvMinorCivQuest::IsComplete()
- CvMinorCivQuest::IsContestLeader(PlayerTypes)
- CvMinorCivQuest::IsExpired()
- CvMinorCivQuest::IsRevoked()
- CvNotifications::Activate(Notification &)
- CvNotifications::Add(NotificationTypes, const char *, const char *, int, int, int, int)
- CvNotifications::AddToPlayer(PlayerTypes, NotificationTypes, const char *, const char *, int, int, int, int)
- CvNotifications::IsNotificationExpired(int)
- CvNotifications::Update()
- CancelActivePlayerEndTurn()
- CvPlayer::AddIncomingUnit(PlayerTypes, CvUnit *)
- CvPlayer::CanLiberatePlayer(PlayerTypes)
- CvPlayer::CanLiberatePlayerCity(PlayerTypes)
- CvPlayer::CheckForMurder(PlayerTypes)
- CvPlayer::DoAdoptedGreatPersonCityStatePolicy()
- CvPlayer::DoAnnounceReligionAdoption()
- CvPlayer::DoCityRevolt()
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoForceDefPact(PlayerTypes)
- CvPlayer::DoGreatPeopleSpawnTurn()
- CvPlayer::DoIncomingUnits()
- CvPlayer::DoLiberatePlayer(PlayerTypes, int)
- CvPlayer::DoResetCityRevoltCounter()
- CvPlayer::DoSeedGreatPeopleSpawnCounter()
- CvPlayer::DoSpawnGreatPerson(PlayerTypes, bool)
- CvPlayer::DoTechFromCityConquer(CvCity *)
- CvPlayer::DoUnitReset()
- CvPlayer::DoUpdateProximityToPlayer(PlayerTypes)
- CvPlayer::DoUprising()
- CvPlayer::GetCulturePerTurnFromMinor(PlayerTypes) const
- CvPlayer::GetFaithPerTurnFromMinor(PlayerTypes) const
- CvPlayer::GetGreatPeopleRateModFromFriendships() const
- CvPlayer::GetHappinessFromMinor(PlayerTypes) const
- CvPlayer::GetMostUnhappyCity()
- CvPlayer::GetMostUnhappyCityRecipient()
- CvPlayer::GetScienceFromOtherPlayersTimes100() const
- CvPlayer::HasActiveDiplomacyRequests() const
- CvPlayer::HasEmbassyWith(PlayerTypes) const
- CvPlayer::IsAITeammateOfHuman() const
- CvPlayer::IsAtWarWith(PlayerTypes) const
- CvPlayer::IsCapitalConnectedToPlayer(PlayerTypes, RouteTypes)
- CvPlayer::IsGetsScienceFromPlayer(PlayerTypes) const
- CvPlayer::SetHasLostCapital(bool, PlayerTypes)
- CvPlayer::SetProximityToPlayer(PlayerTypes, PlayerProximityTypes)
- CvPlayer::UpdateResearchAgreements(int)
- CvPlayer::UpdateResourcesSiphoned()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canRaze(CvCity *, bool) const
- CvPlayer::canSpyDestroyProject(PlayerTypes, ProjectTypes) const
- CvPlayer::canStealTech(PlayerTypes, TechTypes) const
- CvPlayer::changeNumResourceTotal(ResourceTypes, int, bool)
- CvPlayer::checkRunAutoMovesForEveryone()
- CvPlayer::createGreatAdmiral(UnitTypes, int, int, bool)
- CvPlayer::createGreatGeneral(UnitTypes, int, int, bool)
- CvPlayer::disconnected()
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::getAdvancedStartCityCost(bool, CvPlot *)
- CvPlayer::getNewCityName() const
- CvPlayer::init(PlayerTypes)
- CvPlayer::isCityNameValid(CvString &, bool) const
- CvPlayer::pickConqueredCityOwner(const CvCity &) const
- CvPlayer::processBuilding(BuildingTypes, int, bool, CvArea *)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::raze(CvCity *)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::reconnected()
- CvPlayer::setAlive(bool, bool)
- FSerialization::ClearPlayerDeltas()
- FSerialization::SyncPlayer()
- CvPlayerAI::AI_chooseResearch()
- CvPlayerAI::AI_conquerCity(CvCity *, PlayerTypes)
- CvPlayerAI::FindBestArtistTargetPlot(CvUnit *, int &)
- CvPlayerAI::FindBestMerchantTargetPlot(CvUnit *, bool)
- CvPlayerAI::FindBestMusicianTargetPlot(CvUnit *, bool)
- CvPlayerManager::RefreshDangerPlots()
- CvPlot::AddArchaeologicalRecord(GreatWorkArtifactClass, PlayerTypes, PlayerTypes)
- CvPlot::HasSpecialImprovement() const
- CvPlot::IsActualAlliedUnit(PlayerTypes, bool) const
- CvPlot::IsActualEnemyUnit(PlayerTypes, bool, bool) const
- CvPlot::IsCivilization(CivilizationTypes) const
- CvPlot::IsFriendlyTerritory(PlayerTypes) const
- CvPlot::IsHomeFrontForPlayer(PlayerTypes) const
- CvPlot::MustPayMaintenanceHere(PlayerTypes) const
- CvPlot::SetArchaeologicalRecord(GreatWorkArtifactClass, PlayerTypes, PlayerTypes)
- CvPlot::SetImprovementPillaged(bool, bool)
- CvPlot::SetRoutePillaged(bool, bool)
- CvPlot::calculateImprovementYieldChange(ImprovementTypes, YieldTypes, PlayerTypes, bool, RouteTypes) const
- CvPlot::calculateNatureYield(YieldTypes, TeamTypes, bool) const
- CvPlot::calculateYield(YieldTypes, bool)
- CvPlot::canBuild(BuildTypes, PlayerTypes, bool, bool) const
- CvPlot::changeBuildProgress(BuildTypes, int, PlayerTypes)
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvPlot::doImprovementUpgrade()
- CvPlot::getBestDefender(PlayerTypes, PlayerTypes, const CvUnit *, bool, bool, bool, bool) const
- CvPlot::getBuildTime(BuildTypes, PlayerTypes) const
- CvPlot::getFeatureProduction(BuildTypes, PlayerTypes, CvCity **) const
- CvPlot::getFoundValue(PlayerTypes)
- CvPlot::getImprovementTypeNeededToImproveResource(PlayerTypes, bool)
- CvPlot::getNumResourceForPlayer(PlayerTypes) const
- CvPlot::getNumVisibleEnemyDefenders(const CvUnit *) const
- CvPlot::getNumVisiblePotentialEnemyDefenders(const CvUnit *) const
- CvPlot::getRevealedTeam(TeamTypes) const
- CvPlot::getRevealedTeam(TeamTypes, bool) const
- CvPlot::getUpgradeTimeLeft(ImprovementTypes, PlayerTypes) const
- CvPlot::getVisibleEnemyDefender(PlayerTypes)
- CvPlot::getYieldWithBuild(BuildTypes, YieldTypes, bool, PlayerTypes) const
- CvPlot::isBestAdjacentFound(PlayerTypes)
- CvPlot::isFriendlyCity(const CvUnit &, bool) const
- CvPlot::isFriendlyCityOrPassableImprovement(PlayerTypes, bool, const CvUnit *) const
- CvPlot::isVisibleEnemyDefender(const CvUnit *) const
- CvPlot::isVisibleEnemyUnit(PlayerTypes) const
- CvPlot::isVisibleEnemyUnit(const CvUnit *) const
- CvPlot::isVisibleOtherUnit(PlayerTypes) const
- CvPlot::isVisibleToWatchingHuman() const
- CvPlot::isWithinTeamCityRadius(TeamTypes, PlayerTypes) const
- CvPlot::processArea(CvArea *, int)
- CvPlot::removeGoody()
- CvPlot::setImprovementType(ImprovementTypes, PlayerTypes)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setOwnershipDuration(int)
- CvPlot::setPlotCity(CvCity *)
- CvPlot::setPlotType(PlotTypes, bool, bool, bool)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::setRouteType(RouteTypes)
- CvPlot::showPopupText(PlayerTypes, const char *)
- CvPlot::updateCityRoute()
- CvPlot::updateSight(bool)
- isEnemy(const CvUnit *, TeamTypes, bool)
- isPotentialEnemy(const CvUnit *, TeamTypes, bool)
- CvPlot::getPlotCity() const
- CvPlot::isCity() const
- CvPolicyAI::DoChooseIdeology(CvPlayer *)
- CvPlayerPolicies::SetPolicyBranchUnlocked(PolicyBranchTypes, bool, bool)
- PolicyHelpers::GetNumPlayersWithBranchUnlocked(PolicyBranchTypes)
- CvProcessProductionAI::LogPossibleBuilds()
- CvProjectProductionAI::LogPossibleBuilds()
- CvUnitPromotions::IsInUseByPlayer(PromotionTypes, PlayerTypes)
- CvCityReligions::CityConvertsReligion(ReligionTypes, ReligionTypes, PlayerTypes)
- CvCityReligions::GetPressurePerTurn(ReligionTypes, int &)
- CvCityReligions::GetSecondaryReligionPantheonBelief()
- CvCityReligions::IsDefendedAgainstSpread(ReligionTypes)
- CvGameReligions::AddReformationBelief(PlayerTypes, ReligionTypes, BeliefTypes)
- CvGameReligions::CanCreatePantheon(PlayerTypes, bool)
- CvGameReligions::CanFoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvGameReligions::EnhanceReligion(PlayerTypes, ReligionTypes, BeliefTypes, BeliefTypes, bool)
- CvGameReligions::FoundPantheon(PlayerTypes, BeliefTypes)
- CvGameReligions::FoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvGameReligions::GetAdjacentCityReligiousPressure(ReligionTypes, CvCity *, CvCity *, int &, bool)
- CvGameReligions::GetBeliefYieldForKill(YieldTypes, int, int, PlayerTypes)
- CvGameReligions::GetNumCitiesFollowing(ReligionTypes) const
- CvGameReligions::GetNumFollowers(ReligionTypes) const
- CvGameReligions::GetReligionToFound(PlayerTypes)
- CvGameReligions::IsCityStateFriendOfReligionFounder(ReligionTypes, PlayerTypes)
- CvGameReligions::IsInSomeReligion(BeliefTypes, PlayerTypes) const
- CvGameReligions::IsPreferredByCivInGame(ReligionTypes)
- CvGameReligions::SpreadReligion()
- CvGameReligions::SpreadReligionToOneCity(CvCity *)
- CvGameReligions::UpdateAllCitiesThisReligion(ReligionTypes)
- CvPlayerReligions::GetNumForeignCitiesFollowing() const
- CvPlayerReligions::GetNumForeignFollowers(bool) const
- CvReligionAI::BuyAnyAvailableFaithBuilding()
- CvReligionAI::BuyAnyAvailableNonFaithBuilding()
- CvReligionAI::BuyFaithBuilding(ReligionTypes, BuildingClassTypes)
- CvReligionAI::BuyGreatPerson(UnitTypes)
- CvReligionAI::BuyInquisitor(ReligionTypes)
- CvReligionAI::BuyMissionary(ReligionTypes)
- CvReligionAI::CanBuyNonFaithBuilding() const
- CvReligionAI::ChooseMissionaryTargetCity(UnitHandle)
- CvReligionAI::ChooseProphetConversionCity(bool) const
- CvReligionAI::HaveNearbyConversionTarget(ReligionTypes, bool) const
- CvReligionAI::ScoreCityForMissionary(CvCity *, UnitHandle)
- CvReplayInfo::createInfo()
- CvStartPositioner::AddCivToRegion(int, CvStartRegion, bool)
- CvStartPositioner::AssignStartingLocations()
- CvStartPositioner::RankPlayerStartOrder()
- CvStartPositioner::TooCloseToAnotherCiv(CvPlot *)
- CvTacticalAI::IsHighPriorityCivilianTarget(CvTacticalTarget *)
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAI::PlotCaptureCityMoves()
- CvTacticalAI::PlotDamageCityMoves()
- CvTacticalAI::PlotDestroyUnitMoves(AITacticalTargetType, bool, bool)
- CvTacticalAnalysisMap::AddToDominanceZones(int, CvTacticalAnalysisCell *)
- CvTacticalAnalysisMap::BuildEnemyUnitList()
- CvTacticalAnalysisMap::CalculateMilitaryStrengths()
- CvTacticalAnalysisMap::MarkCellsNearEnemy()
- CvTacticalDominanceZone::GetClosestCity() const
- 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::DoTestSmallAwards()
- CvTeam::EvacuateDiplomatsAtTeam(TeamTypes)
- CvTeam::GetScore() const
- CvTeam::GetTeamVotingForInDiplo() const
- CvTeam::HasCommonEnemy(TeamTypes) const
- CvTeam::HasSpyAtTeam(TeamTypes) const
- CvTeam::HavePolicyInTeam(PolicyTypes)
- CvTeam::SetCurrentEra(EraTypes)
- CvTeam::SetHasEmbassyAtTeam(TeamTypes, bool)
- CvTeam::SetHasResearchAgreement(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::countNumHumanGameTurnActive() 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::isObserver() const
- CvTeam::isSimultaneousTurns() const
- CvTeam::isTurnActive() const
- CvTeam::makeHasMet(TeamTypes, bool)
- CvTeam::processBuilding(BuildingTypes, int, bool)
- CvTeam::processTech(TechTypes, int)
- 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
- CvTeamTechs::GetMaxResearchOverflow(TechTypes, PlayerTypes) const
- CvTeamTechs::SetResearchProgressTimes100(TechTypes, int, PlayerTypes, int, int)
- CvGameTrade::BuildTechDifference()
- CvGameTrade::CanCreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, bool, bool)
- CvGameTrade::CanCreateTradeRoute(PlayerTypes, PlayerTypes, DomainTypes)
- CvGameTrade::CancelTradeBetweenTeams(TeamTypes, TeamTypes)
- CvGameTrade::ClearAllCityStateTradeRoutes()
- CvGameTrade::ClearAllCityTradeRoutes(CvPlot *, bool)
- CvGameTrade::ClearAllCivTradeRoutes(PlayerTypes)
- CvGameTrade::CreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, int &)
- CvGameTrade::CreateVis(int)
- CvGameTrade::DoAutoWarPlundering(TeamTypes, TeamTypes)
- CvGameTrade::EmptyTradeRoute(int)
- CvGameTrade::GetTechDifference(PlayerTypes, PlayerTypes)
- CvGameTrade::GetVis(int)
- CvGameTrade::IsConnectionInternational(const TradeConnection &)
- CvGameTrade::IsValidTradeRoutePath(CvCity *, CvCity *, DomainTypes)
- CvGameTrade::MoveUnit(int)
- CvGameTrade::StepUnit(int)
- CvPlayerTrade::CanCreateTradeRoute(PlayerTypes, DomainTypes)
- CvPlayerTrade::GetNumPotentialConnections(CvCity *, DomainTypes)
- CvPlayerTrade::GetNumTradeRoutesPossible()
- CvPlayerTrade::GetNumberOfCityStateTradeRoutes()
- CvPlayerTrade::GetPlotMouseoverToolTips(CvPlot *)
- CvPlayerTrade::GetPlotToolTips(CvPlot *)
- CvPlayerTrade::GetTradeConnectionBaseValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeConnectionOtherTraitValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeConnectionPolicyValueTimes100(const TradeConnection &, YieldTypes)
- CvPlayerTrade::GetTradeConnectionResourceValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeConnectionTheirBuildingValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeConnectionValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradeConnectionYourBuildingValueTimes100(const TradeConnection &, YieldTypes, bool)
- CvPlayerTrade::GetTradePlotsAtPlot(const CvPlot *, bool, bool, bool)
- CvPlayerTrade::GetTradeRouteRange(DomainTypes, CvCity *)
- CvPlayerTrade::GetTradeUnitsAtPlot(const CvPlot *, bool, bool, bool)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvTradeAI::GetAvailableTR(TradeConnectionList &)
- CvTradeAI::PrioritizeTradeRoutes(TradeConnectionList &)
- CvTradeAI::ScoreInternationalTR(const TradeConnection &)
- CvTraitEntry::IsEnabledByBelief(PlayerTypes)
- CvTraitEntry::IsEnabledByPolicy(PlayerTypes)
- CvTraitEntry::IsObsoleteByBelief(PlayerTypes)
- CvTraitEntry::IsObsoleteByPolicy(PlayerTypes)
- CvUnit::AI_promote()
- CvUnit::AI_promotionValue(PromotionTypes)
- CvUnit::CanAutomate(AutomateTypes, bool) const
- CvUnit::CanCultureBomb(const CvPlot *, bool) const
- CvUnit::CanDistanceGift(PlayerTypes) const
- CvUnit::CanFoundReligion(const CvPlot *) const
- CvUnit::CanUpgradeInTerritory(bool) const
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::DoAttrition()
- CvUnit::DoCultureBomb()
- CvUnit::DoEnhanceReligion()
- CvUnit::DoFoundReligion()
- CvUnit::DoSpreadReligion()
- CvUnit::DoTestBarbarianThreatToMinorsWithThisUnitsDeath(PlayerTypes)
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::EnemyScoreAtRange(const CvPlot *, bool) const
- CvUnit::GetBaseCombatStrengthConsideringDamage() const
- CvUnit::GetBestBuildRoute(CvPlot *, BuildTypes *) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetBullyMinorMove(const CvPlot *) const
- CvUnit::GetConversionStrength(const CvCity *) const
- CvUnit::GetEmbarkedUnitDefense() const
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetGoldenAgeTurns() const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetMaxAttackStrength(const CvPlot *, const CvPlot *, const CvUnit *) const
- CvUnit::GetMaxRangedCombatStrength(const CvUnit *, const CvCity *, bool, bool) const
- CvUnit::GetMovablePlotListOpt(vector<CvPlot *> &, CvPlot *, bool, bool)
- CvUnit::GetNearbyImprovementModifierFromTraits() const
- CvUnit::GetRangeCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetStrategicResourceCombatPenalty() const
- CvUnit::GetUnhappinessCombatPenalty() const
- CvUnit::GetUpgradeUnitType() const
- CvUnit::IsAngerFreeUnit() const
- CvUnit::IsCivilization(CivilizationTypes) const
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::IsLargerCivThan(const CvUnit *) const
- CvUnit::IsUnderEnemyRangedAttack() const
- CvUnit::LogWorkerEvent(BuildTypes, bool)
- CvUnit::PerformCultureBomb(int)
- CvUnit::SetAutomateType(AutomateTypes)
- CvUnit::ShowMoves() const
- CvUnit::UnitBuild(BuildTypes)
- CvUnit::UnitPathTo(int, int, int, int, bool)
- CvUnit::baseMoves(DomainTypes) const
- CvUnit::blastTourism()
- CvUnit::build(BuildTypes)
- CvUnit::buyCityState()
- CvUnit::calculateExoticGoodsDistanceFactor(const CvPlot *)
- CvUnit::canBlastTourism(const CvPlot *, bool) const
- CvUnit::canBuild(const CvPlot *, BuildTypes, bool, bool) const
- CvUnit::canBuyCityState(const CvPlot *, bool) const
- CvUnit::canCreateGreatWork(const CvPlot *, bool) const
- CvUnit::canCrossIce() const
- CvUnit::canCrossMountains() const
- CvUnit::canDiscover(const CvPlot *, bool) const
- CvUnit::canEnterTerrain(const CvPlot &, byte) const
- CvUnit::canEnterTerritory(TeamTypes, bool, bool, bool) const
- CvUnit::canFound(const CvPlot *, bool) const
- CvUnit::canGift(bool, bool) const
- CvUnit::canHurry(const CvPlot *, bool) const
- CvUnit::canLead(const CvPlot *, int) const
- CvUnit::canMakeTradeRouteAt(const CvPlot *, int, int, TradeConnectionType) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canPlunderTradeRoute(const CvPlot *, bool) const
- CvUnit::canPromote(PromotionTypes, int) const
- CvUnit::canSellExoticGoods(const CvPlot *, bool) const
- CvUnit::canTrade(const CvPlot *, bool) const
- CvUnit::changeExperienceTimes100(int, int, bool, bool, bool)
- CvUnit::convert(CvUnit *, bool)
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::createGreatWork()
- CvUnit::discover()
- CvUnit::experienceNeeded() const
- CvUnit::fortifyModifier() const
- CvUnit::found()
- CvUnit::getBuildType() const
- CvUnit::getCaptureDefinition(CvUnitCaptureDefinition *, PlayerTypes)
- CvUnit::getCivilizationInfo() const
- CvUnit::getCivilizationType() const
- CvUnit::getCombatDamage(int, int, int, bool, bool, bool) const
- CvUnit::getDiscoverAmount()
- CvUnit::getGivePoliciesCulture()
- CvUnit::getHandicapType() const
- CvUnit::getTradeGold(const CvPlot *) const
- CvUnit::getVisualCivAdjective(TeamTypes) const
- CvUnit::gift(bool)
- CvUnit::givePolicies()
- CvUnit::goldenAge()
- CvUnit::healRate(const CvPlot *) const
- CvUnit::hurry()
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::isActionRecommended(int)
- CvUnit::isBarbarian() const
- CvUnit::isEnemy(TeamTypes, const CvPlot *) const
- CvUnit::isGGFromBarbarians() const
- CvUnit::isHuman() const
- CvUnit::isInvisible(TeamTypes, bool, bool) const
- CvUnit::isPotentialEnemy(TeamTypes, const CvPlot *) const
- CvUnit::jumpToNearestValidPlot()
- CvUnit::jumpToNearestValidPlotWithinRange(int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::lead(int)
- CvUnit::makeTradeRoute(int, int, TradeConnectionType)
- CvUnit::pillage()
- CvUnit::plunderTradeRoute()
- CvUnit::promote(PromotionTypes, int)
- CvUnit::repairFleet()
- CvUnit::scrap()
- CvUnit::sellExoticGoods()
- CvUnit::setCombatCity(CvCity *)
- CvUnit::setCombatUnit(CvUnit *, bool)
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setHotKeyNumber(int)
- CvUnit::setLevel(int)
- CvUnit::setPromotionReady(bool)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::trade()
- CvUnit::upgradePrice(UnitTypes) const
- CvUnit::workRate(bool, BuildTypes) const
- FSerialization::SyncUnits()
- AddCombatMember(CvCombatMemberEntry *, int *, int, CvCity *)
- AddCombatMember(CvCombatMemberEntry *, int *, int, CvUnit *)
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitCombat::ApplyPostCityCombatEffects(CvUnit *, CvCity *, int)
- CvUnitCombat::ApplyPostCombatTraitEffects(CvUnit *, CvUnit *)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAirSweep(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::ParadropIntercept(CvUnit &, CvPlot &)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveNuclearCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitMission::AutoMission(UnitHandle)
- CvUnitMission::CalculateMissionTimer(UnitHandle, int)
- CvUnitMission::CanStartMission(UnitHandle, int, int, int, CvPlot *, bool)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::DeactivateHeadMission(UnitHandle, int)
- CvUnitMission::HasCompletedMoveMission(UnitHandle)
- CvUnitMission::LastMissionPlot(UnitHandle)
- CvUnitMission::PopMission(UnitHandle)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- CvUnitMission::StartMission(UnitHandle)
- CvUnitMovement::ConsumesAllMoves(const CvUnit *, const CvPlot *, const CvPlot *)
- CvUnitMovement::CostsOnlyOne(const CvUnit *, const CvPlot *, const CvPlot *)
- CvUnitMovement::GetCostsForMove(const CvUnit *, const CvPlot *, const CvPlot *, int, int &, int &, int &)
- CvUnitMovement::IsSlowedByZOC(const CvUnit *, const CvPlot *, const CvPlot *)
- CvUnitProductionAI::GetTempWeightRevised(UnitTypes, int)
- CvUnitProductionAI::LogPossibleBuilds(UnitAITypes)
- CvActiveResolution::DoEffects(PlayerTypes)
- CvActiveResolution::RemoveEffects(PlayerTypes)
- CvGameLeagues::DoPlayerAliveStatusChanged(PlayerTypes)
- CvGameLeagues::DoTurn()
- CvGameLeagues::FoundLeague(PlayerTypes)
- CvGameLeagues::LogLeagueFounded(PlayerTypes)
- CvLeague::AddMember(PlayerTypes)
- CvLeague::CalculateStartingVotesForMember(PlayerTypes, bool)
- CvLeague::CanEverPropose(PlayerTypes)
- CvLeague::CanEverVote(PlayerTypes)
- CvLeague::CanMemberContribute(PlayerTypes, LeagueProjectTypes) const
- CvLeague::CanProposeEnact(ResolutionTypes, PlayerTypes, int, CvString *)
- CvLeague::CheckProjectAchievements()
- CvLeague::CheckProjectsProgress()
- CvLeague::CheckResolutionsValid()
- CvLeague::CheckStartSpecialSession(LeagueSpecialSessionTypes)
- CvLeague::DoEnactResolution(CvEnactProposal *)
- CvLeague::DoProjectReward(PlayerTypes, LeagueProjectTypes, ContributionTier)
- CvLeague::DoProjectRewards(LeagueProjectTypes)
- CvLeague::DoProposeEnact(ResolutionTypes, PlayerTypes, int)
- CvLeague::DoProposeRepeal(int, PlayerTypes)
- CvLeague::DoRepealResolution(CvRepealProposal *)
- CvLeague::FinishSession()
- CvLeague::GetChoicesForDecision(ResolutionDecisionTypes, PlayerTypes)
- CvLeague::GetContributionTierThreshold(ContributionTier, LeagueProjectTypes)
- CvLeague::GetCurrentEffectsSummary(PlayerTypes)
- CvLeague::GetExtraVotesForFollowingIdeology(PlayerTypes)
- CvLeague::GetExtraVotesForFollowingReligion(PlayerTypes)
- CvLeague::GetLeagueSplashDescription(LeagueSpecialSessionTypes, bool)
- CvLeague::GetMemberDelegationDetails(PlayerTypes, PlayerTypes)
- CvLeague::GetMemberKnowledgeDetails(PlayerTypes, PlayerTypes)
- CvLeague::GetMemberVoteOpinionDetails(PlayerTypes, PlayerTypes)
- CvLeague::GetMembersThatDislikeProposal(ResolutionTypes, PlayerTypes, int)
- CvLeague::GetMembersThatDislikeProposal(int, PlayerTypes)
- CvLeague::GetMembersThatLikeProposal(ResolutionTypes, PlayerTypes, int)
- CvLeague::GetMembersThatLikeProposal(int, PlayerTypes)
- CvLeague::GetName()
- CvLeague::GetResearchMod(TechTypes)
- CvLeague::GetResolutionProposeOpinionDetails(ResolutionTypes, PlayerTypes, int)
- CvLeague::GetResolutionProposeOpinionDetails(int, PlayerTypes)
- CvLeague::GetResolutionVoteOpinionDetails(ResolutionTypes, PlayerTypes, int)
- CvLeague::IsPlayerEmbargoed(PlayerTypes)
- CvLeague::IsResolutionEffectsValid(ResolutionTypes, int, CvString *)
- CvLeague::IsTradeEmbargoed(PlayerTypes, PlayerTypes)
- CvLeague::NotifyProjectComplete(LeagueProjectTypes)
- CvLeague::NotifyProjectProgress(LeagueProjectTypes)
- CvLeague::NotifyProposalResult(CvEnactProposal *)
- CvLeague::NotifyProposalResult(CvRepealProposal *)
- CvLeague::NotifySessionSoon(int)
- CvLeagueAI::EvaluateAlignment(PlayerTypes)
- CvLeagueAI::GetKnowledgeGivenToOtherPlayer(PlayerTypes, CvString *)
- CvLeagueAI::ScoreVoteChoiceYesNo(CvProposal *, int, bool)
- CvVoterDecision::GetVotesAsText(CvLeague *)
- LeagueHelpers::GetGameEraForTrigger()
- LeagueHelpers::GetTextForChoice(ResolutionDecisionTypes, int)
- CvWonderProductionAI::ChooseWonder(bool, bool, int &)
- CvWonderProductionAI::ChooseWonderForGreatEngineer(bool, int &, CvCity *&)
- CvWorldBuilderMapLoader::InitMap()
- CvWorldBuilderMapLoader::SetInitialItems(bool)
- SetupCity(const CvWorldBuilderMap::City &, int, int)
- SetupUnit(const CvWorldBuilderMap::Unit &, int, int)
- CvLuaCity::lGetFaithPurchaseBuildingTooltip(lua_State *)
- CvLuaCity::lGetFaithPurchaseUnitTooltip(lua_State *)
- CvLuaCity::lGetHappiness(lua_State *)
- CvLuaCity::lGetNumBuildingClass(lua_State *)
- CvLuaCity::lGetPurchaseBuildingTooltip(lua_State *)
- CvLuaCity::lGetPurchaseUnitTooltip(lua_State *)
- CvLuaCity::lGetSpecialistYield(lua_State *)
- CvLuaCity::lHasDiplomat(lua_State *)
- CvLuaCity::lHasSpy(lua_State *)
- CvLuaCity::lIsHasBuildingClass(lua_State *)
- CvLuaGame::lAddReformation(lua_State *)
- CvLuaGame::lGetLongestCityConnectionPlots(lua_State *)
- CvLuaGame::lGetNumWorldWonders(lua_State *)
- CvLuaGame::lGetTradeRoute(lua_State *)
- CvLuaPlayer::GetPotentialInternationalTradeRouteDestinationsHelper(lua_State *, CvPlayerAI *, CvUnit *, CvPlot *)
- CvLuaPlayer::lAddQuestNotification(lua_State *)
- CvLuaPlayer::lDoForceDoF(lua_State *)
- CvLuaPlayer::lGetAvailableSpyRelocationCities(lua_State *)
- CvLuaPlayer::lGetEspionageCityStatus(lua_State *)
- CvLuaPlayer::lGetNumMinorCivsMet(lua_State *)
- CvLuaPlayer::lGetOpinionTable(lua_State *)
- CvLuaPlayer::lGetOthersGreatWorks(lua_State *)
- CvLuaPlayer::lGetTradeRoutes(lua_State *)
- CvLuaPlayer::lGetTradeRoutesAvailable(lua_State *)
- CvLuaPlayer::lGetTradeRoutesToYou(lua_State *)
- CvLuaPlayer::lGetTradeToYouRoutesTTString(lua_State *)
- CvLuaPlayer::lGetTradeYourRoutesTTString(lua_State *)
- CvLuaPlayer::lIsProtectingMinor(lua_State *)
- CvLuaPlayer::pRegister(lua_State *)
- CvLuaUnit::lExecuteSpecialExploreMove(lua_State *)
- CvLuaUnit::lGetAuraEffect(lua_State *)