CvPlot::getFeatureType() const
- Defined in
- CvPlot.h, line 488
- Class
- CvPlot
- Not a hook point
- written in a header
Code
488 FeatureTypes getFeatureType() const489 {490 char f = m_eFeatureType;491 return (FeatureTypes)f;492 }
Calls
FAutoVariable::operator const char &
Called by
76 functions in 23 files
- BuildRouteCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- IgnoreUnitsCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- InfluenceCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- RouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteLandPathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UIPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBarbarians::DoCamps()
- CvBuilderTaskingAI::AddChopDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingPlotsDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddRouteDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddScrubFalloutDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::GetBuildTimeWeight(CvUnit *, CvPlot *, BuildTypes, bool, int)
- CvBuilderTaskingAI::IsImprovementBeneficial(CvPlot *, const CvBuildInfo &, YieldTypes, bool)
- CvCity::DoUpdateFeatureSurrounded()
- CvCity::GetYieldPerTurnFromUnimprovedFeatures(YieldTypes) const
- CvCity::countNumForestPlots() const
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::rangedStrikeTarget(CvPlot *)
- CvCitySpecializationAI::PlotValueForScience(CvPlot *)
- CityStrategyAIHelpers::IsTestCityStrategy_ForestCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_JungleCity(CvCity *)
- CvCityCulture::GetCultureFromNaturalWonders() const
- CvDllPlot::GetFeatureType() const
- CvEconomicAI::ScoreExplorePlot(CvPlot *, TeamTypes, int, DomainTypes)
- CalculateDigSiteWeight(int, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &)
- CvGame::handleAction(int)
- CvPlayer::GetHappinessFromNaturalWonders() const
- CvPlayer::canBuild(const CvPlot *, BuildTypes, bool, bool, bool, bool) const
- CvPlayer::countCityFeatures(FeatureTypes) const
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::getAdvancedStartImprovementCost(ImprovementTypes, bool, CvPlot *)
- CvPlayer::getBuildCost(const CvPlot *, BuildTypes) const
- CvPlayerAI::FindBestArtistTargetPlot(CvUnit *, int &)
- CvPlot::HasFeature(FeatureTypes) const
- CvPlot::IsNaturalWonder() const
- CvPlot::calculateNatureYield(YieldTypes, TeamTypes, bool) const
- CvPlot::calculateYield(YieldTypes, bool)
- CvPlot::canBuild(BuildTypes, PlayerTypes, bool, bool) const
- CvPlot::canHaveFeature(FeatureTypes) const
- CvPlot::canHaveImprovement(ImprovementTypes, TeamTypes, bool) const
- CvPlot::canHaveResource(ResourceTypes, bool, bool) const
- CvPlot::changeBuildProgress(BuildTypes, int, PlayerTypes)
- CvPlot::defenseModifier(TeamTypes, bool, bool) const
- CvPlot::getBuildTime(BuildTypes, PlayerTypes) const
- CvPlot::getFeatureProduction(BuildTypes, PlayerTypes, CvCity **) const
- CvPlot::getTurnDamage(bool, bool, bool, bool) const
- CvPlot::getYieldWithBuild(BuildTypes, YieldTypes, bool, PlayerTypes) const
- CvPlot::isFreshWater() const
- CvPlot::seeThroughLevel(bool) const
- CvPlot::setFeatureType(FeatureTypes, int)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::updateImpassable()
- CvPlot::isIce() const
- CvPlot::isTerraFirma(const CvUnit *) const
- CvReligionAI::ScoreBeliefAtPlot(CvBeliefEntry *, CvPlot *)
- CvReplayInfo::createInfo()
- CvCitySiteEvaluator::CanFound(CvPlot *, const CvPlayer *, bool) const
- CvCitySiteEvaluator::ComputeStrategicValue(CvPlot *, CvPlayer *, int)
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvSiteEvaluatorForStart::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvUnit::GetBaseRangedCombatStrength() const
- CvUnit::GetMaxAttackStrength(const CvPlot *, const CvPlot *, const CvUnit *) const
- CvUnit::GetMaxDefenseStrength(const CvPlot *, const CvUnit *, bool) const
- CvUnit::GetRange() const
- CvUnit::canEnterTerrain(const CvPlot &, byte) const
- CvUnit::canRangeStrikeAt(int, int, bool, bool) const
- CvUnit::doTurn()
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- CvUnitMovement::GetCostsForMove(const CvUnit *, const CvPlot *, const CvPlot *, int, int &, int &, int &)
- CvWorldBuilderMapLoader::Save(const wchar_t *, const char *)
- CvLuaPlot::lGetFeatureType(lua_State *)
- CvLuaPlot::lIsBuildRemovesFeature(lua_State *)