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:
perator=(CvAirMissionDefinition const &)
CvAirMissionDefinition::setDamage(BattleUnitTypes,int)
CvArea::GetID(void)
CvArmyAI::GetOperationID(void)
CvArmyAI:
lot(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:
urchase(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:
lot(void)
CvCity:
opOrder(int,bool,bool)
CvCity:
ushOrder(OrderTypes,int,int,bool,bool,bool,bool)
CvCity::setName(char const *,bool)
CvCity::swapOrder(int)
CvCityCitizens:
oReallocateCitizens(void)
CvCityCitizens:
oVerifyWorkingPlots(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:
perator=(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:
perator=(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:
perator=(CvDeal const &)
CvDeal::~CvDeal(void)
CvDealAI:
oAcceptedDeal(PlayerTypes,CvDeal const &,int,int,int)
CvDealAI:
oAcceptedDemand(PlayerTypes,CvDeal const &)
CvDealAI:
oEqualizeDealWithHuman(CvDeal *,PlayerTypes,bool,bool,bool &)
CvDealAI:
oHumanDemand(CvDeal *)
CvDealAI:
oHumanOfferDealToThisAI(CvDeal *)
CvDealAI::GetPlayer(void)
CvDiplomacyAI:
oBeginDiploWithHuman(void)
CvDiplomacyAI:
oFromUIDiploEvent(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:
oGameStarted(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:
roposedDealExists(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:
verwriteLogs(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:
ushMethods(lua_State *,int)
CvLuaDeal::GetTypeName(void)
CvLuaDeal::HandleMissingInstance(lua_State *)
CvLuaDeal:
ushMethods(lua_State *,int)
CvLuaPlot::GetTypeName(void)
CvLuaPlot::HandleMissingInstance(lua_State *)
CvLuaPlot:
ushMethods(lua_State *,int)
CvLuaUnit::GetTypeName(void)
CvLuaUnit::HandleMissingInstance(lua_State *)
CvLuaUnit:
ushMethods(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:
lot(int,int)
CvMap:
lotByIndex(int)
CvMap:
lotNum(int,int)
CvMap::uninit(void)
CvMap::updateLayout(bool)
CvMap::updateSymbolVisibility(void)
CvMapGenerator::CvMapGenerator(char const *)
CvMapGenerator::GenerateRandomMap(void)
CvMapGenerator::GetMapInitData(CvMapInitData &,CvWorldInfo const &)
CvMapGenerator:
GenerateRandomMap(lua_State *)
CvMapGenerator:
GetMapInitData(lua_State *)
CvMapGenerator::~CvMapGenerator(void)
CvMinorCivAI:
oGoldGiftFromMajor(PlayerTypes,int)
CvMinorCivAI:
oLiberationByMajor(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:
perator=(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:
ismiss(int,bool)
CvNotifications::MayUserDismiss(int)
CvNotifications::Rebroadcast(void)
CvPlayer:
oAnnounceReligionAdoption(void)
CvPlayer:
oCivilianReturnLogic(bool,PlayerTypes,int)
CvPlayer:
oDistanceGift(PlayerTypes,CvUnit *)
CvPlayer:
oLiberatePlayer(PlayerTypes,int)
CvPlayer:
oUpdateHappiness(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:
ushResearch(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:
oSwitchToPolicyBranch(PolicyBranchTypes)
CvPlayerPolicies:
oUnlockPolicyBranch(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)