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Discussion in 'Civ5 - Modding Tutorials & Reference' started by Bhruic, Sep 29, 2010.

  1. MerakSpielman

    MerakSpielman Warlord

    Joined:
    Oct 27, 2005
    Messages:
    217
    lol.

    I guess you win the prize! First person to find it!
     
  2. Pazyryk

    Pazyryk Deity

    Joined:
    Jun 13, 2008
    Messages:
    3,584
    Really!? Is it a pdf that you can post (for those of us at work) or it accessible only from ModBuddy help menu?
     
  3. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    IDK... the last time I posted a Civ5 file I got a 1 week ban here.
     
  4. SamBC

    SamBC Emperor

    Joined:
    Feb 2, 2010
    Messages:
    1,052
    Location:
    Lancaster
    It's an HTML file in the location relative to the SDK represented by the absolute path the poster posted.
     
  5. CyberChrist

    CyberChrist You caught my attention

    Joined:
    Dec 6, 2001
    Messages:
    1,424
    Location:
    The Matrix
    Nice find, now we just need to discover any parameters those calls might require - and add them to that list.
     
  6. csebal

    csebal Chieftain

    Joined:
    Jun 19, 2005
    Messages:
    25
    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.
     
  7. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    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.
     
  8. csebal

    csebal Chieftain

    Joined:
    Jun 19, 2005
    Messages:
    25
    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'. :)
     
  9. Bhruic

    Bhruic Emperor

    Joined:
    Nov 15, 2005
    Messages:
    1,457
    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)
     
  10. Bhruic

    Bhruic Emperor

    Joined:
    Nov 15, 2005
    Messages:
    1,457
    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
     
  11. CyberChrist

    CyberChrist You caught my attention

    Joined:
    Dec 6, 2001
    Messages:
    1,424
    Location:
    The Matrix
    :goodjob:
     
  12. killmeplease

    killmeplease Mk Z on Steam

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    Messages:
    2,794
    Location:
    Samara
    How is it possible that for example CvCity::SetPopulation is not exported from dll but available in lua? :dunno:
     
  13. Bhruic

    Bhruic Emperor

    Joined:
    Nov 15, 2005
    Messages:
    1,457
    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
     
  14. ArgentumStudios

    ArgentumStudios Warlord

    Joined:
    Sep 18, 2010
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    Location:
    Utah, US
    The lua interface lives inside the core dll, so there is no need for it to export any of its symbols. It's making lua calls out to the lua library, not vice versa.
     
  15. ArgentumStudios

    ArgentumStudios Warlord

    Joined:
    Sep 18, 2010
    Messages:
    122
    Location:
    Utah, US
    And thanks for posting that Bhruic. My main machine died on me while I was preparing my post of the exports. It's been a fun couple of days rebuilding. ;)
     
  16. killmeplease

    killmeplease Mk Z on Steam

    Joined:
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    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.
     
  17. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    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.
     
  18. killmeplease

    killmeplease Mk Z on Steam

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    Location:
    Samara
    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...
     
  19. Afforess

    Afforess The White Wizard

    Joined:
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    Location:
    Austin, Texas
    Doesn't matter, mods don't work in MP.
     
  20. killmeplease

    killmeplease Mk Z on Steam

    Joined:
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    OMG :eek: that sucks
     

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