LUA Events

Lol, there was a Lua API included in Modbuddy all along. I found it in "C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v sdk\ModBuddy\Help"

Really!? Is it a pdf that you can post (for those of us at work) or it accessible only from ModBuddy help menu?
 
IDK... the last time I posted a Civ5 file I got a 1 week ban here.
 
Really!? Is it a pdf that you can post (for those of us at work) or it accessible only from ModBuddy help menu?
It's an HTML file in the location relative to the SDK represented by the absolute path the poster posted.
 
Nice find, now we just need to discover any parameters those calls might require - and add them to that list.
 
API - Application Programming Interface - is the part of the CIV 5 core DLL that actually communicates with the LUA scripts. What we are talking about is the documentation of the API...

Well, let's not insult proper documentations by calling the joke they gave us a documentation.. It is merely a list of functions / constants exposed by the LUA API. Not even a complete list at that, as i have found at least one function not in the list that i actively used in my mod.

Would be nice to get an actual reference manual to the API.. that is.. something other than a list, or at the very least a list that also has the signatures of the functions it is listing..

Right now, the only API help we got is the actual lua code of the game.. based on that, we can figure out quite a lot of the API functionality for ourselves, but thats not really effective. For example i spent two days doing something i could have done in four hours, have i had the proper documentation. Instead i had to go through dozens of lua files, trying to find functions that 'might' do what i need them to do, only to realize they dont.

Sorry for my little outburst here.. I guess im still a little frustrated about that.

Good catch on that html page, but its usefulness ends at the point where it has no signatures for the functions it lists.
 
API - Application Programming Interface - is the part of the CIV 5 core DLL that actually communicates with the LUA scripts. What we are talking about is the documentation of the API...

Well, let's not insult proper documentations by calling the joke they gave us a documentation.. It is merely a list of functions / constants exposed by the LUA API. Not even a complete list at that, as i have found at least one function not in the list that i actively used in my mod.

Would be nice to get an actual reference manual to the API.. that is.. something other than a list, or at the very least a list that also has the signatures of the functions it is listing..

Right now, the only API help we got is the actual lua code of the game.. based on that, we can figure out quite a lot of the API functionality for ourselves, but thats not really effective. For example i spent two days doing something i could have done in four hours, have i had the proper documentation. Instead i had to go through dozens of lua files, trying to find functions that 'might' do what i need them to do, only to realize they dont.

Sorry for my little outburst here.. I guess im still a little frustrated about that.

Good catch on that html page, but its usefulness ends at the point where it has no signatures for the functions it lists.

Guess you guys never modded Civ4 then, eh? I don't honestly expect any more API then we've already got. Documentation isn't exactly going to add to sales.
 
Guess you guys never modded Civ4 then, eh? I don't honestly expect any more API then we've already got. Documentation isn't exactly going to add to sales.

You got that right.. all of it, except that you still keep misusing API, even after i clearly described what API is and what it isnt :p Nevermind tho, its no biggie.. i just thought i chime in to clear things up a little.

As for the actual issue of when / if we get a documentation.. We might be able to get one by looking at stuff exposed by the civ DLLs.. Just having a list of functions WITH signatures is a big help and I'm fairly sure we can extract that information from the DLL ourselves. A list of functions without signatures - like the one firaxis gave us - is not such a big help, but in turn takes only half an hour to compile and at least they can claim that they gave us 'something'. :)
 
AttackPathAdd(CvAStarNode *,CvAStarNode *,int,void const *,CvAStar *)
CvAStar::GeneratePath(int,int,int,int,int,bool)
CvAirMissionDefinition::CvAirMissionDefinition(CvAirMissionDefinition const &)
CvAirMissionDefinition::CvAirMissionDefinition(void)
CvAirMissionDefinition::getDamage(BattleUnitTypes)
CvAirMissionDefinition::isDead(BattleUnitTypes)
CvAirMissionDefinition::operator=(CvAirMissionDefinition const &)
CvAirMissionDefinition::setDamage(BattleUnitTypes,int)
CvArea::GetID(void)
CvArmyAI::GetOperationID(void)
CvArmyAI::plot(void)
CvBaseInfo::GetText(void)
CvBaseInfo::GetTextKey(void)
CvBuildInfo::getImprovement(void)
CvBuildInfo::getRoute(void)
CvBuildingEntry::GetArtDefineTag(void)
CvBuildingEntry::GetArtInfoCulturalVariation(void)
CvBuildingEntry::GetArtInfoEraVariation(void)
CvBuildingEntry::GetArtInfoRandomVariation(void)
CvBuildingEntry::GetPreferredDisplayPosition(void)
CvBuildingEntry::GetWonderSplashAudio(void)
CvBuildingEntry::IsBorderObstacle(void)
CvCity::BuyPlot(int,int)
CvCity::CanBuyPlot(int,int,bool)
CvCity::GetCityBombardEffectTag(void)
CvCity::GetCityBombardEffectTagHash(void)
CvCity::GetCityCitizens(void)
CvCity::GetID(void)
CvCity::GetIDInfo(void)
CvCity::GetMaxHitPoints(void)
CvCity::GetNextBuyablePlot(void)
CvCity::IsPuppet(void)
CvCity::purchase(UnitTypes,BuildingTypes,ProjectTypes)
CvCity::doTask(TaskTypes,int,int,bool,bool,bool,bool)
CvCity::getCitySizeType(void)
CvCity::getName(void)
CvCity::getNameKey(void)
CvCity::getOwner(void)
CvCity::getPopulation(void)
CvCity::getSyncArchive(void)
CvCity::getSyncArchive(void)
CvCity::getTeam(void)
CvCity::getX(void)
CvCity::getY(void)
CvCity::isRevealed(TeamTypes,bool)
CvCity::plot(void)
CvCity::popOrder(int,bool,bool)
CvCity::pushOrder(OrderTypes,int,int,bool,bool,bool,bool)
CvCity::setName(char const *,bool)
CvCity::swapOrder(int)
CvCityCitizens::DoReallocateCitizens(void)
CvCityCitizens::DoVerifyWorkingPlots(void)
CvCityCitizens::GetCityPlotFromIndex(int)
CvCityCitizens::IsCanWork(CvPlot *)
CvCityCitizens::IsWorkingPlot(CvPlot const *)
CvCityCitizens::SetFocusType(CityAIFocusTypes)
CvCityCitizens::SetForcedAvoidGrowth(bool)
CvCivilizationInfo::GetDawnOfManAudio(void)
CvCivilizationInfo::getArtStylePrefix(void)
CvCivilizationInfo::getArtStyleSuffix(void)
CvCivilizationInfo::getArtStyleType(void)
CvCivilizationInfo::getCityNames(int)
CvCivilizationInfo::getCivilizationBuildings(int)
CvCivilizationInfo::getDefaultPlayerColor(void)
CvCivilizationInfo::getNumCityNames(void)
CvCivilizationInfo::isAIPlayable(void)
CvCivilizationInfo::isLeaders(int)
CvCivilizationInfo::isPlayable(void)
CvColorInfo::GetColor(void)
CvCombatInfo::CvCombatInfo(void)
CvCombatInfo::getAttackIsAirSweep(void)
CvCombatInfo::getAttackIsBombingMission(void)
CvCombatInfo::getAttackIsNuclear(void)
CvCombatInfo::getAttackIsRanged(void)
CvCombatInfo::getAttackNuclearLevel(void)
CvCombatInfo::getAttackerAdvancedVisualization(void)
CvCombatInfo::getAttackerAdvances(void)
CvCombatInfo::getCity(BattleUnitTypes)
CvCombatInfo::getDamageInflicted(BattleUnitTypes)
CvCombatInfo::getDamageMemberCount(void)
CvCombatInfo::getDamageMembers(void)
CvCombatInfo::getDamageMembers(void)
CvCombatInfo::getDefenderRetaliates(void)
CvCombatInfo::getExperience(BattleUnitTypes)
CvCombatInfo::getFearDamageInflicted(BattleUnitTypes)
CvCombatInfo::getFinalDamage(BattleUnitTypes)
CvCombatInfo::getInBorders(BattleUnitTypes)
CvCombatInfo::getMaxDamageMemberCount(void)
CvCombatInfo::getMaxExperienceAllowed(BattleUnitTypes)
CvCombatInfo::getPlot(void)
CvCombatInfo::getUnit(BattleUnitTypes)
CvCombatInfo::getUpdateGlobal(BattleUnitTypes)
CvCombatInfo::getVisualizeCombat(void)
CvCombatInfo::operator=(CvCombatInfo const &)
CvCombatInfo::setAttackIsAirSweep(bool)
CvCombatInfo::setAttackIsBombingMission(bool)
CvCombatInfo::setAttackIsRanged(bool)
CvCombatInfo::setAttackNuclearLevel(int)
CvCombatInfo::setAttackerAdvancedVisualization(bool)
CvCombatInfo::setAttackerAdvances(bool)
CvCombatInfo::setCity(BattleUnitTypes,CvCity *)
CvCombatInfo::setDamageInflicted(BattleUnitTypes,int)
CvCombatInfo::setDamageMemberCount(int)
CvCombatInfo::setDefenderRetaliates(bool)
CvCombatInfo::setExperience(BattleUnitTypes,int)
CvCombatInfo::setFearDamageInflicted(BattleUnitTypes,int)
CvCombatInfo::setFinalDamage(BattleUnitTypes,int)
CvCombatInfo::setInBorders(BattleUnitTypes,bool)
CvCombatInfo::setMaxExperienceAllowed(BattleUnitTypes,int)
CvCombatInfo::setPlot(CvPlot *)
CvCombatInfo::setUnit(BattleUnitTypes,CvUnit *)
CvCombatInfo::setUpdateGlobal(BattleUnitTypes,bool)
CvCombatInfo::setVisualizeCombat(bool)
CvCombatMemberEntry::CvCombatMemberEntry(void)
CvCombatMemberEntry::GetCityID(void)
CvCombatMemberEntry::GetDamage(void)
CvCombatMemberEntry::GetFinalDamage(void)
CvCombatMemberEntry::GetID(void)
CvCombatMemberEntry::GetMaxHitPoints(void)
CvCombatMemberEntry::GetPlayer(void)
CvCombatMemberEntry::GetUnitID(void)
CvCombatMemberEntry::IsCity(void)
CvCombatMemberEntry::IsType(CvCombatMemberEntry::MEMBER_TYPE)
CvCombatMemberEntry::IsUnit(void)
CvCombatMemberEntry::IsValid(void)
CvCombatMemberEntry::SetCityID(int)
CvCombatMemberEntry::SetDamage(int)
CvCombatMemberEntry::SetFinalDamage(int)
CvCombatMemberEntry::SetID(int,CvCombatMemberEntry::MEMBER_TYPE)
CvCombatMemberEntry::SetMaxHitPoints(int)
CvCombatMemberEntry::SetPlayer(PlayerTypes)
CvCombatMemberEntry::SetUnitID(int)
CvCombatMemberEntry::operator=(CvCombatMemberEntry const &)
CvCommandInfo::getAll(void)
CvDeal::CvDeal(CvDeal const &)
CvDeal::CvDeal(PlayerTypes,PlayerTypes)
CvDeal::CvDeal(void)
CvDeal::GetDuration(void)
CvDeal::GetEndTurn(void)
CvDeal::GetFromPlayer(void)
CvDeal::GetOtherPlayer(PlayerTypes)
CvDeal::GetStartTurn(void)
CvDeal::GetToPlayer(void)
CvDeal::operator=(CvDeal const &)
CvDeal::~CvDeal(void)
CvDealAI::DoAcceptedDeal(PlayerTypes,CvDeal const &,int,int,int)
CvDealAI::DoAcceptedDemand(PlayerTypes,CvDeal const &)
CvDealAI::DoEqualizeDealWithHuman(CvDeal *,PlayerTypes,bool,bool,bool &)
CvDealAI::DoHumanDemand(CvDeal *)
CvDealAI::DoHumanOfferDealToThisAI(CvDeal *)
CvDealAI::GetPlayer(void)
CvDiplomacyAI::DoBeginDiploWithHuman(void)
CvDiplomacyAI::DoFromUIDiploEvent(PlayerTypes,FromUIDiploEventTypes,int,int)
CvDiplomacyAI::GetDiploStringForMessage(DiploMessageTypes,PlayerTypes,char const *)
CvDiplomacyAI::SetMinorCivApproach(PlayerTypes,MinorCivApproachTypes)
CvEraInfo::GetEraVO(int)
CvEraInfo::GetNumEraVOs(void)
CvEraInfo::getArtPrefix(void)
CvFeatureInfo::IsNaturalWonder(void)
CvFeatureInfo::getArtDefineTag(void)
CvFeatureInfo::getEffectTypeTag(void)
CvFeatureInfo::getWorldSoundscapeScriptId(void)
CvFeatureInfo::isNoAdjacent(void)
CvFeatureInfo::isNoCoast(void)
CvFeatureInfo::isNoRiver(void)
CvFeatureInfo::isRequiresFlatlands(void)
CvFeatureInfo::isRequiresRiver(void)
CvFeatureInfo::isTerrain(int)
CvGame::DoGameStarted(void)
CvGame::GetAction(int,bool,bool,bool)
CvGame::GetBarbarianCampImprovementType(void)
CvGame::GetCombatPrediction(CvUnit const *,CvUnit const *)
CvGame::GetGameDeals(void)
CvGame::GetSettlerSiteEvaluator(void)
CvGame::GetStartPositioner(void)
CvGame::GetStartSiteEvaluator(void)
CvGame::GetTacticalAnalysisMap(void)
CvGame::GetVariableCitySizeFromPopulation(uint)
CvGame::GetWinningTurn(void)
CvGame::IsCityScreenBlocked(void)
CvGame::LogGameState(bool)
CvGame::SelectSettler(void)
CvGame::SetVoteCast(TeamTypes,TeamTypes)
CvGame::TunerEverConnected(void)
CvGame::allPlayersReceivedTurnComplete(void)
CvGame::allUnitAIProcessed(void)
CvGame::changeNumGameTurnActive(int,std::basic_string<char,std::char_traits<char>,std::allocator<char>> const &)
CvGame::countHumanPlayersAlive(void)
CvGame::countNumHumanGameTurnActive(void)
CvGame::cyclePlotUnits(CvPlot *,bool,bool,int)
CvGame::cycleUnits(bool,bool,bool)
CvGame::endTurnTimerReset(void)
CvGame::endTurnTimerSemaphoreDecrement(void)
CvGame::endTurnTimerSemaphoreIncrement(void)
CvGame::getActivePlayer(void)
CvGame::getActiveTeam(void)
CvGame::getCurrentEra(void)
CvGame::getElapsedGameTurns(void)
CvGame::getFOW(void)
CvGame::getGameSpeedType(void)
CvGame::getGameState(void)
CvGame::getGameTurn(void)
CvGame::getHandicapType(void)
CvGame::getJonRand(void)
CvGame::getJonRandNum(int,char const *)
CvGame::getNumGameTurnActive(void)
CvGame::getPausePlayer(void)
CvGame::getPbemTurnSent(void)
CvGame::getPlotUnit(CvPlot *,int)
CvGame::getVictory(void)
CvGame::getWinner(void)
CvGame::handleAction(int)
CvGame::init(HandicapTypes)
CvGame::initDiplomacy(void)
CvGame::initScoreCalculation(void)
CvGame::isDebugMode(void)
CvGame::isFinalInitialized(void)
CvGame::isGameMultiPlayer(void)
CvGame::isHotSeat(void)
CvGame::isMPOption(MultiplayerOptionTypes)
CvGame::isNetworkMultiPlayer(void)
CvGame::isOption(GameOptionTypes)
CvGame::isPaused(void)
CvGame::isPbem(void)
CvGame::isTeamGame(void)
CvGame::lastMPBarrierReached(void)
CvGame::reset(HandicapTypes,bool)
CvGame::resetTurnTimer(void)
CvGame::selectAll(CvPlot *)
CvGame::selectGroup(CvUnit *,bool,bool,bool)
CvGame::selectUnit(CvUnit *,bool,bool,bool)
CvGame::selectionListIgnoreBuildingDefense(void)
CvGame::selectionListMove(CvPlot *,bool)
CvGame::sendPlayerOptions(bool)
CvGame::sentEndTurn(void)
CvGame::setDebugMode(bool)
CvGame::setFinalInitialized(bool)
CvGame::setInitialItems(void)
CvGame::setInitialTime(uint)
CvGame::setMPOption(MultiplayerOptionTypes,bool)
CvGame::setPausePlayer(PlayerTypes)
CvGame::setVoteChosen(int,int)
CvGame::uninit(void)
CvGame::unitIsMoving(void)
CvGame::update(void)
CvGame::updateSelectionList(void)
CvGame::updateTestEndTurn(void)
CvGame::updateTurnTimer(void)
CvGameDeals::AddProposedDeal(CvDeal)
CvGameDeals::FinalizeDeal(PlayerTypes,PlayerTypes,bool)
CvGameDeals::GetCurrentDeal(PlayerTypes,uint)
CvGameDeals::GetHistoricDeal(PlayerTypes,uint)
CvGameDeals::GetNumCurrentDeals(PlayerTypes)
CvGameDeals::GetNumHistoricDeals(PlayerTypes)
CvGameDeals::GetProposedDeal(PlayerTypes,PlayerTypes)
CvGameDeals::GetTempDeal(void)
CvGameDeals::HasMadeProposal(PlayerTypes)
CvGameDeals::proposedDealExists(PlayerTypes,PlayerTypes)
CvGameDeals::SetTempDeal(CvDeal *)
CvGameOptionInfo::getDefault(void)
CvGameSpeedInfo::getBarbPercent(void)
CvGameTextMgr::setTimeStr(CvString &,int,bool)
CvGlobals::GetAllowRClickMovementWhileScrolling(void)
CvGlobals::GetBuilderAILogging(void)
CvGlobals::GetColorInfo(ColorTypes)
CvGlobals::GetNotificationEntry(NotificationTypes)
CvGlobals::GetNumColorInfos(void)
CvGlobals::GetNumPlayerColorInfos(void)
CvGlobals::GetPlayerColorInfo(PlayerColorTypes)
CvGlobals::GetTurnsBetweenAdvisorCounsel(void)
CvGlobals::GetTutorialDebugging(void)
CvGlobals::GetTutorialLogging(void)
CvGlobals::IsGraphicsInitialized(void)
CvGlobals::RegisterScriptData(lua_State *)
CvGlobals::SetGameDatabase(Database::Connection *)
CvGlobals::SetGraphicsInitialized(bool)
CvGlobals::getAILogging(void)
CvGlobals::getBARBARIAN_CAMP_IMPROVEMENT_exp(void)
CvGlobals::getBARBARIAN_CIVILIZATION_exp(void)
CvGlobals::getBARBARIAN_HANDICAP_exp(void)
CvGlobals::getBARBARIAN_LEADER_exp(void)
CvGlobals::getBARBARIAN_UNIT_GOLD_RANSOM_exp(void)
CvGlobals::getBuildInfo(BuildTypes)
CvGlobals::getBuildingInfo(BuildingTypes)
CvGlobals::getCITY_ZOOM_LEVEL_1_exp(void)
CvGlobals::getCITY_ZOOM_LEVEL_2_exp(void)
CvGlobals::getCITY_ZOOM_LEVEL_3_exp(void)
CvGlobals::getCITY_ZOOM_OFFSET_exp(void)
CvGlobals::getCivilizationInfo(CivilizationTypes)
CvGlobals::getCommandInfo(CommandTypes)
CvGlobals::getDEFICIT_UNIT_DISBANDING_THRESHOLD_exp(void)
CvGlobals::getDLLIFaceNonInl(void)
CvGlobals::getDefineSTRING(char const *)
CvGlobals::getEraInfo(EraTypes)
CvGlobals::getFRIENDSHIP_THRESHOLD_FRIENDS_exp(void)
CvGlobals::getFeatureInfo(FeatureTypes)
CvGlobals::getGREAT_PERSON_VICTORY_POINTS_exp(void)
CvGlobals::getGame(void)
CvGlobals::getGameOptionInfo(GameOptionTypes)
CvGlobals::getGameSpeedInfo(GameSpeedTypes)
CvGlobals::getHEAVY_RESOURCE_THRESHOLD_exp(void)
CvGlobals::getHandicapInfo(HandicapTypes)
CvGlobals::getImprovementInfo(ImprovementTypes)
CvGlobals::getInfoTypeForString(char const *,bool)
CvGlobals::getInstance(void)
CvGlobals::getInterfaceModeInfo(InterfaceModeTypes)
CvGlobals::getInterfacePathFinder(void)
CvGlobals::getLAST_BRIDGE_ART_ERA_exp(void)
CvGlobals::getLAST_EMBARK_ART_ERA_exp(void)
CvGlobals::getLAST_UNIT_ART_ERA_exp(void)
CvGlobals::getLeaderHeadInfo(LeaderHeadTypes)
CvGlobals::getLogging(void)
CvGlobals::getMAX_CITY_HIT_POINTS_exp(void)
CvGlobals::getMAX_CIV_PLAYERS(void)
CvGlobals::getMAX_SUPPORTED_MAP_X_exp(void)
CvGlobals::getMAX_SUPPORTED_MAP_Y_exp(void)
CvGlobals::getMINOR_CIVILIZATION_exp(void)
CvGlobals::getMINOR_CIV_HANDICAP_exp(void)
CvGlobals::getMOVE_DENOMINATOR_exp(void)
CvGlobals::getMPDiplomacyScreen(void)
CvGlobals::getMap(void)
CvGlobals::getMaxCivPlayers(void)
CvGlobals::getMaxMajorCivs(void)
CvGlobals::getMaxMinorCivs(void)
CvGlobals::getMinorCivInfo(MinorCivTypes)
CvGlobals::getMissionInfo(MissionTypes)
CvGlobals::getNUM_INTERFACE_DIRTY_BITS(void)
CvGlobals::getNumAIPlayableCivilizationInfos(void)
CvGlobals::getNumBuildInfos(void)
CvGlobals::getNumBuildingInfos(void)
CvGlobals::getNumCivilizationInfos(void)
CvGlobals::getNumClimateInfos(void)
CvGlobals::getNumEraInfos(void)
CvGlobals::getNumFeatureInfos(void)
CvGlobals::getNumGameOptionInfos(void)
CvGlobals::getNumGameSpeedInfos(void)
CvGlobals::getNumHandicapInfos(void)
CvGlobals::getNumImprovementInfos(void)
CvGlobals::getNumLeaderHeadInfos(void)
CvGlobals::getNumMinorCivInfos(void)
CvGlobals::getNumPlayableCivilizationInfos(void)
CvGlobals::getNumPolicyInfos(void)
CvGlobals::getNumPromotionInfos(void)
CvGlobals::getNumResourceInfos(void)
CvGlobals::getNumSeaLevelInfos(void)
CvGlobals::getNumTechInfos(void)
CvGlobals::getNumTerrainInfos(void)
CvGlobals::getNumUnitCombatClassInfos(void)
CvGlobals::getNumUnitInfos(void)
CvGlobals::getNumVictoryInfos(void)
CvGlobals::getNumWorldInfos(void)
CvGlobals::getPlayerAndCityAILogSplit(void)
CvGlobals::getPlayerOptionInfo(PlayerOptionTypes)
CvGlobals::getPlotDirectionX(void)
CvGlobals::getPlotDirectionY(void)
CvGlobals::getPolicyInfo(PolicyTypes)
CvGlobals::getPromotionInfo(PromotionTypes)
CvGlobals::getRUINS_IMPROVEMENT_exp(void)
CvGlobals::getRandLogging(void)
CvGlobals::getResourceInfo(ResourceTypes)
CvGlobals::getSHALLOW_WATER_TERRAIN_exp(void)
CvGlobals::getSTANDARD_GAMESPEED_exp(void)
CvGlobals::getSTANDARD_HANDICAP_exp(void)
CvGlobals::getSerializationLogging(void)
CvGlobals::getSynchLogging(void)
CvGlobals::getTechInfo(TechTypes)
CvGlobals::getTerrainInfo(TerrainTypes)
CvGlobals::getUnitCombatClassInfo(UnitCombatTypes)
CvGlobals::getUnitInfo(UnitTypes)
CvGlobals::getVictoryInfo(VictoryTypes)
CvGlobals::getWALLS_BUILDINGCLASS_exp(void)
CvGlobals::getXmlLoadUtil(void)
CvGlobals::init(void)
CvGlobals::overwriteLogs(void)
CvGlobals::setDLLIFace(CvDLLUtilityIFaceBase *)
CvGlobals::setOutOfSyncDebuggingEnabled(bool)
CvGlobals::uninit(void)
CvHandicapInfo::getBarbSpawnMod(void)
CvImprovementEntry::GetArtDefineTag(void)
CvImprovementEntry::GetImprovementUsage(void)
CvImprovementEntry::GetTerrainMakesValid(int)
CvImprovementEntry::GetWorldSoundscapeScriptId(void)
CvImprovementEntry::IsDestroyedWhenPillaged(void)
CvImprovementEntry::IsGoody(void)
CvImprovementEntry::IsImprovementResourceMakesValid(int)
CvImprovementEntry::IsWater(void)
CvInterfaceModeInfo::getMissionType(void)
CvLandmass::GetContinentType(void)
CvLandmass::GetID(void)
CvLeaderHeadInfo::getArtDefineTag(void)
CvLuaCity::GetTypeName(void)
CvLuaCity::HandleMissingInstance(lua_State *)
CvLuaCity::pushMethods(lua_State *,int)
CvLuaDeal::GetTypeName(void)
CvLuaDeal::HandleMissingInstance(lua_State *)
CvLuaDeal::pushMethods(lua_State *,int)
CvLuaPlot::GetTypeName(void)
CvLuaPlot::HandleMissingInstance(lua_State *)
CvLuaPlot::pushMethods(lua_State *,int)
CvLuaUnit::GetTypeName(void)
CvLuaUnit::HandleMissingInstance(lua_State *)
CvLuaUnit::pushMethods(lua_State *,int)
CvMap::findCity(int,int,PlayerTypes,TeamTypes,bool,bool,TeamTypes,DirectionTypes,CvCity const *)
CvMap::getGridHeight(void)
CvMap::getGridWidth(void)
CvMap::init(CvMapInitData *)
CvMap::isWrapX(void)
CvMap::isWrapY(void)
CvMap::numPlots(void)
CvMap::plot(int,int)
CvMap::plotByIndex(int)
CvMap::plotNum(int,int)
CvMap::uninit(void)
CvMap::updateLayout(bool)
CvMap::updateSymbolVisibility(void)
CvMapGenerator::CvMapGenerator(char const *)
CvMapGenerator::GenerateRandomMap(void)
CvMapGenerator::GetMapInitData(CvMapInitData &,CvWorldInfo const &)
CvMapGenerator::pGenerateRandomMap(lua_State *)
CvMapGenerator::pGetMapInitData(lua_State *)
CvMapGenerator::~CvMapGenerator(void)
CvMinorCivAI::DoGoldGiftFromMajor(PlayerTypes,int)
CvMinorCivAI::DoLiberationByMajor(PlayerTypes)
CvMinorCivAI::GetMinorCivType(void)
CvMinorCivAI::SetUnitSpawningDisabled(PlayerTypes,bool)
CvMinorCivInfo::getArtStylePrefix(void)
CvMinorCivInfo::getArtStyleSuffix(void)
CvMinorCivInfo::getArtStyleType(void)
CvMinorCivInfo::getCityNames(int)
CvMinorCivInfo::getDefaultPlayerColor(void)
CvMinorCivInfo::getNumCityNames(void)
CvMissionDefinition::CvMissionDefinition(void)
CvMissionDefinition::getMissionTime(void)
CvMissionDefinition::getMissionType(void)
CvMissionDefinition::getPlot(void)
CvMissionDefinition::getSecondaryPlot(void)
CvMissionDefinition::getUnit(BattleUnitTypes)
CvMissionDefinition::operator=(CvMissionDefinition const &)
CvMissionDefinition::setMissionTime(float)
CvMissionDefinition::setMissionType(MissionTypes)
CvMissionDefinition::setPlot(CvPlot const *)
CvMissionDefinition::setSecondaryPlot(CvPlot const *)
CvMissionDefinition::setUnit(BattleUnitTypes,CvUnit *)
CvMissionInfo::getTime(void)
CvNotificationEntry::GetTypeName(void)
CvNotificationEntry::GetUrgent(void)
CvNotificationEntry::GetWelcomeness(void)
CvNotifications::Activate(int)
CvNotifications::Add(NotificationTypes,char const *,char const *,int,int,int,int)
CvNotifications::Dismiss(int,bool)
CvNotifications::MayUserDismiss(int)
CvNotifications::Rebroadcast(void)
CvPlayer::DoAnnounceReligionAdoption(void)
CvPlayer::DoCivilianReturnLogic(bool,PlayerTypes,int)
CvPlayer::DoDistanceGift(PlayerTypes,CvUnit *)
CvPlayer::DoLiberatePlayer(PlayerTypes,int)
CvPlayer::DoUpdateHappiness(void)
CvPlayer::GetCityDistanceHighwaterMark(void)
CvPlayer::GetCurrentEra(void)
CvPlayer::GetDealAI(void)
CvPlayer::GetDiplomacyAI(void)
CvPlayer::GetFirstReadyUnit(void)
CvPlayer::GetID(void)
CvPlayer::GetMinorCivAI(void)
CvPlayer::GetNotifications(void)
CvPlayer::GetPlayerPolicies(void)
CvPlayer::GetPlayerTechs(void)
CvPlayer::GetPlayerTraits(void)
CvPlayer::GetPlotDanger(CvPlot &)
CvPlayer::GetTreasury(void)
CvPlayer::SetNumFreeTechs(int)
CvPlayer::SetStateReligionKey(char const *)
CvPlayer::canRaze(CvCity *,bool)
CvPlayer::checkInitialTurnAIProcessed(void)
CvPlayer::checkRunAutoMovesForEveryone(void)
CvPlayer::chooseTech(int,char const *,TechTypes)
CvPlayer::clearResearchQueue(void)
CvPlayer::disconnected(void)
CvPlayer::doAdoptPolicy(PolicyTypes)
CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes,int,int,int,bool)
CvPlayer::firstCity(int *,bool)
CvPlayer::firstCity(int *,bool)
CvPlayer::firstUnit(int *,bool)
CvPlayer::getArtStyleType(void)
CvPlayer::getBuildingClassPrereqBuilding(BuildingTypes,BuildingClassTypes,int)
CvPlayer::getBusyCity(void)
CvPlayer::getBusyUnit(void)
CvPlayer::getCapitalCity(void)
CvPlayer::getCapitalCity(void)
CvPlayer::getCity(int)
CvPlayer::getCity(int)
CvPlayer::getCivilizationType(void)
CvPlayer::getCivilizationTypeKey(void)
CvPlayer::getHandicapType(void)
CvPlayer::getLeaderType(void)
CvPlayer::getLeaderTypeKey(void)
CvPlayer::getName(uint)
CvPlayer::getNickName(void)
CvPlayer::getNumCities(void)
CvPlayer::getPlayerColor(void)
CvPlayer::getStartingPlot(void)
CvPlayer::getSyncArchive(void)
CvPlayer::getTeam(void)
CvPlayer::getUnit(int)
CvPlayer::getUnit(int)
CvPlayer::hasBusyCity(void)
CvPlayer::hasBusyMovingUnit(void)
CvPlayer::hasBusyUnit(void)
CvPlayer::hasBusyUnitOrCity(void)
CvPlayer::hasBusyUnitUpdatesRemaining(void)
CvPlayer::hasUnitsThatNeedAIUpdate(void)
CvPlayer::init(PlayerTypes)
CvPlayer::initUnit(UnitTypes,int,int,UnitAITypes,DirectionTypes,bool,bool)
CvPlayer::isAlive(void)
CvPlayer::isBarbarian(void)
CvPlayer::isEverAlive(void)
CvPlayer::isHuman(void)
CvPlayer::isMinorCiv(void)
CvPlayer::isOption(PlayerOptionTypes)
CvPlayer::isTurnActive(void)
CvPlayer::lastGameDoTurnProcessed(int)
CvPlayer::lastGameDoTurnProcessed(void)
CvPlayer::laterInit(void)
CvPlayer::launch(VictoryTypes)
CvPlayer::makeExtendedGame(void)
CvPlayer::nextCity(int *,bool)
CvPlayer::nextCity(int *,bool)
CvPlayer::nextUnit(int *,bool)
CvPlayer::pushResearch(TechTypes,bool)
CvPlayer::receivedNetTurnComplete(void)
CvPlayer::reconnected(void)
CvPlayer::sentNetLoopBarrier(bool)
CvPlayer::sentNetLoopBarrier(void)
CvPlayer::sentNetLoopBarrierComplete(bool)
CvPlayer::sentNetLoopBarrierComplete(void)
CvPlayer::sentRandomNumberGeneratorSyncCheck(bool)
CvPlayer::sentRandomNumberGeneratorSyncCheck(void)
CvPlayer::setAutoMoves(bool)
CvPlayer::setEndTurn(bool)
CvPlayer::setHasPolicy(PolicyTypes,bool)
CvPlayer::setOption(PlayerOptionTypes,bool)
CvPlayer::setStartTime(uint)
CvPlayer::setTurnActive(bool,bool)
CvPlayer::setupGraphical(void)
CvPlayer::uninit(void)
CvPlayerAI::getPlayerNonInl(PlayerTypes)
CvPlayerColorInfo::GetColorTypePrimary(void)
CvPlayerColorInfo::GetColorTypeSecondary(void)
CvPlayerOptionInfo::getDefault(void)
CvPlayerPolicies::DoSwitchToPolicyBranch(PolicyBranchTypes)
CvPlayerPolicies::DoUnlockPolicyBranch(PolicyBranchTypes)
CvPlayerPolicies::IsPolicyBranchBlocked(PolicyBranchTypes)
CvPlayerPolicies::IsPolicyBranchFinished(PolicyBranchTypes)
CvPlayerPolicies::IsPolicyBranchUnlocked(PolicyBranchTypes)
CvPlayerTechs::CanEverResearch(TechTypes)
CvPlayerTechs::IsResearchingTech(TechTypes)
CvPlot::GetActiveFogOfWarMode(void)
CvPlot::GetContinentType(void)
CvPlot::GetPlotIndex(void)
CvPlot::GetWorldAnchor(void)
CvPlot::GetWorldAnchorData(void)
CvPlot::IsImprovementPillaged(void)
CvPlot::IsRoutePillaged(void)
CvPlot::IsTradeRoute(PlayerTypes)
CvPlot::addUnit(CvUnit *,bool)
CvPlot::getAnyBuildProgress(void)
CvPlot::getBuildProgress(BuildTypes)
CvPlot::getBuildTime(BuildTypes)
CvPlot::getCenterUnit(void)
CvPlot::getFeatureType(void)
CvPlot::getImprovementType(void)
CvPlot::getNeighboringPlot(DirectionTypes)
CvPlot::getNumResource(void)
CvPlot::getNumUnits(void)
CvPlot::getOwner(void)
CvPlot::getPlotCity(void)
CvPlot::getPlotType(void)
CvPlot::getResourceType(TeamTypes)
CvPlot::getRevealedImprovementType(TeamTypes,bool)
CvPlot::getRiverEFlowDirection(void)
CvPlot::getRiverSEFlowDirection(void)
CvPlot::getRiverSWFlowDirection(void)
CvPlot::getRouteType(void)
CvPlot::getSyncArchive(void)
CvPlot::getSyncArchive(void)
CvPlot::getTeam(void)
CvPlot::getTerrainType(void)
CvPlot::getUnitByIndex(int)
CvPlot::getWorkingCity(void)
CvPlot::getX(void)
CvPlot::getY(void)
CvPlot::headUnitNode(void)
CvPlot::isAdjacent(CvPlot const *)
CvPlot::isCity(void)
CvPlot::isEnemyCity(CvUnit const &)
CvPlot::isFighting(void)
CvPlot::isHills(void)
CvPlot::isImpassable(void)
CvPlot::isMountain(void)
CvPlot::isNEOfRiver(void)
CvPlot::isNWOfRiver(void)
CvPlot::isOpenGround(void)
CvPlot::isRevealed(TeamTypes,bool)
CvPlot::isRiver(void)
CvPlot::isVisible(TeamTypes,bool)
CvPlot::isWOfRiver(void)
CvPlot::isWater(void)
CvPlot::nextUnitNode(IDInfo *)
CvPlot::nextUnitNode(IDInfo const *)
CvPlot::removeUnit(CvUnit *,bool)
CvPlot::updateCenterUnit(void)
CvPlot::updateLayout(bool)
CvPopupInfo::CvPopupInfo(ButtonPopupTypes,int,int,int,int,bool,bool)
CvPopupInfo::GetButtonPopupType(void)
CvPopupInfo::`default constructor closure'(void)
CvPopupInfo::getData1(void)
CvPopupInfo::getData2(void)
CvPopupInfo::getData3(void)
CvPopupInfo::getFlags(void)
CvPopupInfo::getOption1(void)
CvPopupInfo::getOption2(void)
CvPopupInfo::getText(void)
CvPopupInfo::~CvPopupInfo(void)
 
CvPreGame::CustomOption::CustomOption(CustomOption::CustomOption const &)
CvPreGame::CustomOption::CustomOption(char const *,int)
CvPreGame::CustomOption::CustomOption(void)
CvPreGame::CustomOption::GetName(uint &)
CvPreGame::CustomOption::GetValue(void)
CvPreGame::CustomOption::operator=(CvPreGame::CustomOption const &)
CvPreGame::CustomOption::operator==(CvPreGame::CustomOption const &)
CvPreGame::GetGameOption(GameOptionTypes,int &)
CvPreGame::GetGameOption(char const *,int &)
CvPreGame::GetGameOptions(void)
CvPreGame::GetMapOption(char const *,int &)
CvPreGame::GetMapOptions(void)
CvPreGame::GetPersistSettings(void)
CvPreGame::GetSlotStatus(void)
CvPreGame::IsCityScreenBlocked(void)
CvPreGame::ResetGameOptions(void)
CvPreGame::ResetMapOptions(void)
CvPreGame::SetCityScreenBlocked(bool)
CvPreGame::SetGameOption(GameOptionTypes,int)
CvPreGame::SetGameOption(char const *,int)
CvPreGame::SetGameOptions(std::vector<CvPreGame::CustomOption,std::allocator<CvPreGame::CustomOption>> const &)
CvPreGame::SetMapOption(char const *,int)
CvPreGame::SetMapOptions(std::vector<CvPreGame::CustomOption,std::allocator<CvPreGame::CustomOption>> const &)
CvPreGame::activePlayer(void)
CvPreGame::adminPassword(void)
CvPreGame::advancedStartPoints(void)
CvPreGame::alias(void)
CvPreGame::artStyle(PlayerTypes)
CvPreGame::autorun(void)
CvPreGame::autorunTurnDelay(void)
CvPreGame::autorunTurnLimit(void)
CvPreGame::bandwidthDescription(void)
CvPreGame::calendar(void)
CvPreGame::civilization(PlayerTypes)
CvPreGame::civilizationAdjective(PlayerTypes)
CvPreGame::civilizationAdjectiveKey(PlayerTypes)
CvPreGame::civilizationDescription(PlayerTypes)
CvPreGame::civilizationDescriptionKey(PlayerTypes)
CvPreGame::civilizationPassword(PlayerTypes)
CvPreGame::civilizationShortDescription(PlayerTypes)
CvPreGame::civilizationShortDescriptionKey(PlayerTypes)
CvPreGame::climate(void)
CvPreGame::climateInfo(void)
CvPreGame::closeAllSlots(void)
CvPreGame::closeInactiveSlots(void)
CvPreGame::emailAddress(PlayerTypes)
CvPreGame::emailAddress(void)
CvPreGame::endTurnTimerLength(void)
CvPreGame::era(void)
CvPreGame::findPlayerByNickname(char const * const)
CvPreGame::fixSlotsForLaunch(void)
CvPreGame::flagDecal(PlayerTypes)
CvPreGame::gameMode(void)
CvPreGame::gameName(void)
CvPreGame::gameSpeed(void)
CvPreGame::gameStarted(void)
CvPreGame::gameTurn(void)
CvPreGame::gameType(void)
CvPreGame::gameUpdateTime(void)
CvPreGame::getActiveSlotCount(void)
CvPreGame::handicap(PlayerTypes)
CvPreGame::isEarthMap(void)
CvPreGame::isHotSeat(void)
CvPreGame::isHuman(PlayerTypes)
CvPreGame::isInternetGame(void)
CvPreGame::isMinorCiv(PlayerTypes)
CvPreGame::isMultiplayer(void)
CvPreGame::isMultiplayerGame(void)
CvPreGame::isPitBoss(void)
CvPreGame::isPlayByEmail(void)
CvPreGame::isPlayable(PlayerTypes)
CvPreGame::isReady(PlayerTypes)
CvPreGame::isVictory(VictoryTypes)
CvPreGame::isWBMapScript(void)
CvPreGame::isWhiteFlag(PlayerTypes)
CvPreGame::leaderHead(PlayerTypes)
CvPreGame::leaderName(PlayerTypes)
CvPreGame::leaderNameKey(PlayerTypes)
CvPreGame::loadFileName(void)
CvPreGame::loadFromIni(FGameIniParser &)
CvPreGame::loadWBScenario(void)
CvPreGame::mapNoPlayers(void)
CvPreGame::mapRandomSeed(void)
CvPreGame::mapScriptName(void)
CvPreGame::maxCityElimination(void)
CvPreGame::maxTurns(void)
CvPreGame::minorCivType(PlayerTypes)
CvPreGame::multiplayerAIEnabled(void)
CvPreGame::multiplayerOptionEnabled(MultiplayerOptionTypes)
CvPreGame::multiplayerOptions(void)
CvPreGame::netID(PlayerTypes)
CvPreGame::nickname(PlayerTypes)
CvPreGame::nicknameDisplayed(PlayerTypes)
CvPreGame::numDefinedPlayers(void)
CvPreGame::numHumans(void)
CvPreGame::numMinorCivs(void)
CvPreGame::operator<<(FDataStream &,CvPreGame::CustomOption const &)
CvPreGame::operator>>(FDataStream &,CvPreGame::CustomOption &)
CvPreGame::overrideScenarioHandicap(void)
CvPreGame::pitBossTurnTime(void)
CvPreGame::playerColor(PlayerTypes)
CvPreGame::privateGame(void)
CvPreGame::quickCombat(void)
CvPreGame::quickCombatDefault(void)
CvPreGame::quickHandicap(void)
CvPreGame::quickstart(void)
CvPreGame::randomMapScript(void)
CvPreGame::randomWorldSize(void)
CvPreGame::read(FDataStream &)
CvPreGame::readActiveSlotCountFromSaveGame(FDataStream &)
CvPreGame::resetGame(void)
CvPreGame::resetPlayer(PlayerTypes)
CvPreGame::resetPlayers(void)
CvPreGame::resetSlots(void)
CvPreGame::restoreSlots(void)
CvPreGame::saveSlots(void)
CvPreGame::seaLevel(void)
CvPreGame::seaLevelInfo(void)
CvPreGame::setActivePlayer(PlayerTypes)
CvPreGame::setAdminPassword(CvString const &)
CvPreGame::setAdvancedStartPoints(int)
CvPreGame::setAlias(CvString const &)
CvPreGame::setAllSlotStatus(std::vector<SlotStatus,std::allocator<SlotStatus>> const &)
CvPreGame::setArtStyle(PlayerTypes,ArtStyleTypes)
CvPreGame::setAutorun(bool)
CvPreGame::setAutorunTurnDelay(float)
CvPreGame::setAutorunTurnLimit(int)
CvPreGame::setBandwidth(BandwidthType)
CvPreGame::setBandwidth(CvString const &)
CvPreGame::setCalendar(CalendarTypes)
CvPreGame::setCalendar(CvString const &)
CvPreGame::setCivilization(PlayerTypes,CivilizationTypes)
CvPreGame::setCivilizationAdjective(PlayerTypes,CvString const &)
CvPreGame::setCivilizationDescription(PlayerTypes,CvString const &)
CvPreGame::setCivilizationPassword(PlayerTypes,CvString const &)
CvPreGame::setCivilizationShortDescription(PlayerTypes,CvString const &)
CvPreGame::setClimate(ClimateTypes)
CvPreGame::setClimate(CvString const &)
CvPreGame::setCustomWorldSize(int,int,int,int)
CvPreGame::setEarthMap(bool)
CvPreGame::setEmailAddress(CvString const &)
CvPreGame::setEmailAddress(PlayerTypes,CvString const &)
CvPreGame::setEndTurnTimerLength(float)
CvPreGame::setEra(CvString const &)
CvPreGame::setEra(EraTypes)
CvPreGame::setFlagDecal(PlayerTypes,CvString const &)
CvPreGame::setGameMode(GameMode)
CvPreGame::setGameName(CvString const &)
CvPreGame::setGameSpeed(CvString const &)
CvPreGame::setGameSpeed(GameSpeedTypes)
CvPreGame::setGameStarted(bool)
CvPreGame::setGameTurn(int)
CvPreGame::setGameType(CvString const &)
CvPreGame::setGameType(GameType)
CvPreGame::setGameUpdateTime(int)
CvPreGame::setHandicap(PlayerTypes,HandicapTypes)
CvPreGame::setInternetGame(bool)
CvPreGame::setLeaderHead(PlayerTypes,LeaderHeadTypes)
CvPreGame::setLeaderName(PlayerTypes,CvString const &)
CvPreGame::setLoadFileName(CvString const &)
CvPreGame::setLoadFileName(CvString const &,FDataStream &)
CvPreGame::setLoadWBScenario(bool)
CvPreGame::setMapNoPlayers(bool)
CvPreGame::setMapRandomSeed(uint)
CvPreGame::setMapScriptName(CvString const &)
CvPreGame::setMaxCityElimination(int)
CvPreGame::setMaxTurns(int)
CvPreGame::setMinorCiv(PlayerTypes,bool)
CvPreGame::setMinorCivType(PlayerTypes,MinorCivTypes)
CvPreGame::setMultiplayerAIEnabled(bool)
CvPreGame::setMultiplayerGame(bool)
CvPreGame::setMultiplayerOption(MultiplayerOptionTypes,bool)
CvPreGame::setMultiplayerOptions(std::vector<bool,std::allocator<bool>> const &)
CvPreGame::setNetID(PlayerTypes,int)
CvPreGame::setNickname(PlayerTypes,CvString const &)
CvPreGame::setNumMinorCivs(int)
CvPreGame::setOverrideScenarioHandicap(bool)
CvPreGame::setPersistSettings(bool)
CvPreGame::setPitBossTurnTime(int)
CvPreGame::setPlayable(PlayerTypes,bool)
CvPreGame::setPlayerColor(PlayerTypes,PlayerColorTypes)
CvPreGame::setPrivateGame(bool)
CvPreGame::setQuickCombat(bool)
CvPreGame::setQuickCombatDefault(bool)
CvPreGame::setQuickHandicap(CvString const &)
CvPreGame::setQuickHandicap(HandicapTypes)
CvPreGame::setQuickstart(bool)
CvPreGame::setRandomMapScript(bool)
CvPreGame::setRandomWorldSize(bool)
CvPreGame::setReady(PlayerTypes,bool)
CvPreGame::setSeaLevel(CvString const &)
CvPreGame::setSeaLevel(SeaLevelTypes)
CvPreGame::setSlotClaim(PlayerTypes,SlotClaim)
CvPreGame::setSlotStatus(PlayerTypes,SlotStatus)
CvPreGame::setSmtpHost(CvString const &)
CvPreGame::setSyncRandomSeed(uint)
CvPreGame::setTargetScore(int)
CvPreGame::setTeamType(PlayerTypes,TeamTypes)
CvPreGame::setTransferredMap(bool)
CvPreGame::setTurnTimer(CvString const &)
CvPreGame::setTurnTimer(TurnTimerTypes)
CvPreGame::setVersionString(std::basic_string<char,std::char_traits<char>,std::allocator<char>> const &)
CvPreGame::setVictories(std::vector<bool,std::allocator<bool>> const &)
CvPreGame::setVictory(VictoryTypes,bool)
CvPreGame::setWhiteFlag(PlayerTypes,bool)
CvPreGame::setWorldSize(CvString const &)
CvPreGame::setWorldSize(WorldSizeTypes,bool)
CvPreGame::slotClaim(PlayerTypes)
CvPreGame::slotStatus(PlayerTypes)
CvPreGame::smtpHost(void)
CvPreGame::syncRandomSeed(void)
CvPreGame::targetScore(void)
CvPreGame::teamType(PlayerTypes)
CvPreGame::transferredMap(void)
CvPreGame::turnTimer(void)
CvPreGame::turnTimerInfo(void)
CvPreGame::versionString(void)
CvPreGame::victories(void)
CvPreGame::worldInfo(void)
CvPreGame::worldSize(void)
CvPreGame::write(FDataStream &)
CvRandom::CvRandom(CvRandom const &)
CvRandom::CvRandom(bool)
CvRandom::CvRandom(void)
CvRandom::callStackDebuggingEnabled(void)
CvRandom::clearCallstacks(void)
CvRandom::get(ushort,char const *)
CvRandom::getCallCount(void)
CvRandom::getFloat(void)
CvRandom::getResetCount(void)
CvRandom::getResolvedCallStacks(void)
CvRandom::getSeed(void)
CvRandom::getSeedHistory(void)
CvRandom::init(ulong)
CvRandom::operator!=(CvRandom const &)
CvRandom::operator==(CvRandom const &)
CvRandom::reset(ulong)
CvRandom::resolveCallStacks(void)
CvRandom::setCallStackDebuggingEnabled(bool)
CvRandom::~CvRandom(void)
CvReplayInfo::CvReplayInfo(void)
CvReplayInfo::read(FDataStream &)
CvReplayInfo::write(FDataStream &)
CvResourceInfo::GetIconString(void)
CvResourceInfo::getAltArtDefineTag(void)
CvResourceInfo::getAltArtDefineTagHeavy(void)
CvResourceInfo::getArtDefineTag(void)
CvResourceInfo::getArtDefineTagHeavy(void)
CvResourceInfo::getResourceClassType(void)
CvResourceInfo::getResourceUsage(void)
CvResourceInfo::isFeature(int)
CvResourceInfo::isFeatureTerrain(int)
CvResourceInfo::isTerrain(int)
CvSelectedUnitGroup::AddUnit(CvUnit *)
CvSelectedUnitGroup::CanFound(void)
CvSelectedUnitGroup::CanWork(void)
CvSelectedUnitGroup::Clear(void)
CvSelectedUnitGroup::CvSelectedUnitGroup(void)
CvSelectedUnitGroup::GetFirstUnit(void)
CvSelectedUnitGroup::GetNextUnit(void)
CvSelectedUnitGroup::GetNumUnits(void)
CvSelectedUnitGroup::OnUnitDestroyed(CvUnit *)
CvSelectedUnitGroup::RemoveUnit(CvUnit *)
CvSelectedUnitGroup::~CvSelectedUnitGroup(void)
CvStartPositioner::GetRegion(int,int)
CvTacticalAnalysisMap::Init(int)
CvTeam::GetCurrentEra(void)
CvTeam::GetTeamTechs(void)
CvTeam::IsMinorCivWarmonger(void)
CvTeam::canChangeWarPeace(TeamTypes)
CvTeam::canEmbarkAllWaterPassage(void)
CvTeam::canLaunch(VictoryTypes)
CvTeam::changeVictoryPoints(int)
CvTeam::declareWar(TeamTypes,bool)
CvTeam::getAtWarCount(bool)
CvTeam::getEmbarkedExtraMoves(void)
CvTeam::getLeaderID(void)
CvTeam::getTeamNonInl(TeamTypes)
CvTeam::init(TeamTypes)
CvTeam::isAtWar(TeamTypes)
CvTeam::isBridgeBuilding(void)
CvTeam::isHasMet(TeamTypes)
CvTeam::makePeace(TeamTypes,bool)
CvTeam::setHasTech(TechTypes,bool,PlayerTypes,bool,bool)
CvTeam::uninit(void)
CvTeamTechs::HasTech(TechTypes)
CvTechEntry::GetEra(void)
CvTechEntry::GetSound(void)
CvTechEntry::GetSoundMP(void)
CvTerrainInfo::getArtDefineTag(void)
CvTerrainInfo::getEffectTypeTag(void)
CvTerrainInfo::getWorldSoundscapeScriptId(void)
CvTerrainInfo::isWater(void)
CvTradedItem::CvTradedItem(void)
CvTradedItem::operator=(CvTradedItem const &)
CvTradedItem::operator==(CvTradedItem const &)
CvTreasury::CalculateBaseNetGold(void)
CvTreasury::ChangeGold(int)
CvTreasury::GetGold(void)
CvUnit::AreUnitsOfSameType(CvUnit const &,bool)
CvUnit::AutoMission(void)
CvUnit::CanDoInterfaceMode(InterfaceModeTypes,bool)
CvUnit::CanSwapWithUnitHere(CvPlot &)
CvUnit::DoUpgrade(void)
CvUnit::GetDeclareWarMove(CvPlot const &)
CvUnit::GetHeadMissionData(void)
CvUnit::GetID(void)
CvUnit::GetIDInfo(void)
CvUnit::GetMaxHitPoints(void)
CvUnit::GetNumEnemyUnitsAdjacent(CvUnit const *)
CvUnit::IsBusy(void)
CvUnit::IsCombatUnit(void)
CvUnit::IsDead(void)
CvUnit::IsEnemyCityAdjacent(void)
CvUnit::IsFirstTimeSelected(void)
CvUnit::IsHoveringUnit(void)
CvUnit::IsSelected(void)
CvUnit::pushMission(MissionTypes,int,int,int,bool,bool,MissionAITypes,CvPlot *,CvUnit *)
CvUnit::ReadyToSelect(void)
CvUnit::canDisembarkOnto(CvPlot const &,CvPlot const &,bool)
CvUnit::canEmbarkOnto(CvPlot const &,CvPlot const &,bool)
CvUnit::canMoveImpassable(void)
CvUnit::canMoveInto(CvPlot const &,uchar)
CvUnit::dispatchingNetMessage(bool)
CvUnit::doCommand(CommandTypes,int,int)
CvUnit::getCivilizationType(void)
CvUnit::getDamage(void)
CvUnit::getDestructionNotification(void)
CvUnit::getDomainType(void)
CvUnit::getFacingDirection(bool)
CvUnit::getMoves(void)
CvUnit::getName(void)
CvUnit::getOwner(void)
CvUnit::getSyncArchive(void)
CvUnit::getSyncArchive(void)
CvUnit::getTeam(void)
CvUnit::getUnitCombatType(void)
CvUnit::getUnitInfo(void)
CvUnit::getUnitType(void)
CvUnit::getX(void)
CvUnit::getY(void)
CvUnit::isBarbarian(void)
CvUnit::isBusyMoving(void)
CvUnit::isDelayedDeathExported(void)
CvUnit::isEmbarked(void)
CvUnit::isInvisible(TeamTypes,bool,bool)
CvUnit::kill(bool,PlayerTypes)
CvUnit::movesLeft(void)
CvUnit::plot(void)
CvUnit::setBusyMoving(bool)
CvUnit::setName(CvString)
CvUnit::setupGraphical(void)
CvUnitCombat::ApplyNuclearExplosionDamage(CvCombatMemberEntry const *,int,CvUnit *,CvPlot *,int)
CvUnitCombat::ApplyNuclearExplosionDamage(CvPlot *,int,CvUnit *)
CvUnitCombat::ApplyPostCombatTraitEffects(CvUnit *,CvUnit *)
CvUnitCombat::Attack(CvUnit &,CvPlot &,CvUnitCombat::ATTACK_OPTION)
CvUnitCombat::AttackAir(CvUnit &,CvPlot &,CvUnitCombat::ATTACK_OPTION)
CvUnitCombat::AttackAirSweep(CvUnit &,CvPlot &,CvUnitCombat::ATTACK_OPTION)
CvUnitCombat::AttackCity(CvUnit &,CvPlot &,CvUnitCombat::ATTACK_OPTION)
CvUnitCombat::AttackNuclear(CvUnit &,int,int,CvUnitCombat::ATTACK_OPTION)
CvUnitCombat::AttackRanged(CvUnit &,int,int,CvUnitCombat::ATTACK_OPTION)
CvUnitCombat::GenerateAirCombatInfo(CvUnit &,CvUnit *,CvPlot &,CvCombatInfo *)
CvUnitCombat::GenerateAirSweepCombatInfo(CvUnit &,CvUnit *,CvPlot &,CvCombatInfo *)
CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &,CvUnit *,CvPlot &,CvCombatInfo *)
CvUnitCombat::GenerateNuclearCombatInfo(CvUnit &,CvPlot &,CvCombatInfo *)
CvUnitCombat::GenerateNuclearExplosionDamage(CvPlot *,int,CvUnit *,CvCombatMemberEntry *,int *,int)
CvUnitCombat::GenerateRangedCombatInfo(CvCity &,CvUnit *,CvPlot &,CvCombatInfo *)
CvUnitCombat::GenerateRangedCombatInfo(CvUnit &,CvUnit *,CvPlot &,CvCombatInfo *)
CvUnitCombat::GetFireSupportUnit(PlayerTypes,int,int,int,int)
CvUnitCombat::ResolveAirSweep(CvCombatInfo const &)
CvUnitCombat::ResolveAirUnitVsCombat(CvCombatInfo const &)
CvUnitCombat::ResolveCityMeleeCombat(CvCombatInfo const &)
CvUnitCombat::ResolveCombat(CvCombatInfo const &)
CvUnitCombat::ResolveMeleeCombat(CvCombatInfo const &)
CvUnitCombat::ResolveNuclearCombat(CvCombatInfo const &)
CvUnitCombat::ResolveRangedCityVsUnitCombat(CvCombatInfo const &)
CvUnitCombat::ResolveRangedUnitVsCombat(CvCombatInfo const &)
CvUnitCombat::operator=(CvUnitCombat const &)
CvUnitEntry::GetCombat(void)
CvUnitEntry::GetDomainType(void)
CvUnitEntry::GetMoveRate(int)
CvUnitEntry::GetUnitArtInfoCulturalVariation(void)
CvUnitEntry::GetUnitArtInfoEraVariation(void)
CvUnitEntry::GetUnitArtInfoTag(void)
CvUnitEntry::GetUnitFlagIconOffset(void)
CvWorldBuilderMapLoader::AddRandomItems(lua_State *)
CvWorldBuilderMapLoader::ClearGoodies(void)
CvWorldBuilderMapLoader::ClearResources(void)
CvWorldBuilderMapLoader::GetCurrentMapInfo(void)
CvWorldBuilderMapLoader::GetMapPlayers(lua_State *)
CvWorldBuilderMapLoader::GetMapPreview(lua_State *)
CvWorldBuilderMapLoader::InitMap(void)
CvWorldBuilderMapLoader::LoadModData(lua_State *)
CvWorldBuilderMapLoader::MapPlayerToSlot(uint,PlayerTypes)
CvWorldBuilderMapLoader::preload(char const *,bool)
CvWorldBuilderMapLoader::previewPlayableCivCount(char const *)
CvWorldBuilderMapLoader::ResetPlayerSlots(void)
CvWorldBuilderMapLoader::Save(char const *)
CvWorldBuilderMapLoader::ScatterGoodies(lua_State *)
CvWorldBuilderMapLoader::ScatterResources(lua_State *)
CvWorldBuilderMapLoader::SetInitialItems(void)
CvWorldBuilderMapLoader::SetupGameOptions(void)
CvWorldBuilderMapLoader::SetupPlayers(void)
CvWorldBuilderMapLoader::ValidateCoast(void)
CvWorldBuilderMapLoader::ValidateTerrain(void)
CvWorldInfo::getDefaultMinorCivs(void)
CvWorldInfo::getDefaultPlayers(void)

Those are all the exports from the dll. They aren't all available to Lua, and I think there's some functions that Lua has that aren't listed here, but I think it gets 95% of them, so it's a good start.

Bh
 
CvLuaCity
CvLuaDeal
CvLuaPlot
CvLuaUnit

Those four classes, for some reason, handle differently than the rest of the classes. They export a bunch of functions in a different way, and that's why they don't show up in this list. I can probably track down and paste those, but I'm not sure if they actually include passed variables or not.

Bh
 
thanks for explanation

also i've found that ActivePlayerTurnStart event gets fired only for human players as anything inside a
Code:
	if (not Players[Game.GetActivePlayer()]:IsHuman()) then
		...
	end;
closure has no effect.

Yeah, I noticed this as well. It's rather unfortunate that there is no general PlayerTurnStart callback, like there was for Civ4. In fact, there only seems to be 4-5 callbacks of any real value to modders at all.
 
I wonder if a function using Map.Rand() which is called at ActivePlayerTurnStart will cause OOS in multiplayer or not. I mean, is ActivePlayerTurnStart is fired N times per turn on each of N player's PCs or only 1 time per turn on each of PCs (when there is a machine's user turn)? And how to synchronize in a latter case...
 
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