41 struct requirement_vector
reqs;
42 QHash<const struct nation_type *, struct ruler_title *> *
ruler_titles;
72 QHash<const struct nation_type *, struct ruler_title *> *
76 const char *ruler_male_title,
const char *ruler_female_title);
struct government * government_of_player(const struct player *pplayer)
Return the government of a player.
struct government * government_by_number(const Government_type_id gov)
Return the government with the given index.
const char * government_name_for_player(const struct player *pplayer)
Return the (translated) name of the given government of a player.
void governments_free()
De-allocate the currently allocated governments.
const struct nation_type * ruler_title_nation(const struct ruler_title *pruler_title)
Return the nation of the rule title.
bool untargeted_revolution_allowed()
Is it possible to start a revolution without specifying the target government in the current game?
Government_type_id government_count()
Return the number of governments.
const char * government_rule_name(const struct government *pgovern)
Return the (untranslated) rule name of the government.
struct government * government_of_city(const struct city *pcity)
Return the government of the player who owns the city.
const char * ruler_title_for_player(const struct player *pplayer, char *buf, size_t buf_len)
Return the ruler title of the player (translated).
QHash< const struct nation_type *, struct ruler_title * > * government_ruler_titles(const struct government *pgovern)
Returns all ruler titles for a government type.
const char * ruler_title_female_untranslated_name(const struct ruler_title *pruler_title)
Return the female rule title name.
const char * ruler_title_male_untranslated_name(const struct ruler_title *pruler_title)
Return the male rule title name.
struct government * government_by_rule_name(const char *name)
Returns the government that has the given (untranslated) rule name.
void governments_alloc(int num)
Allocate the governments.
struct ruler_title * government_ruler_title_new(struct government *pgovern, const struct nation_type *pnation, const char *ruler_male_title, const char *ruler_female_title)
Add a new ruler title for the nation.
std::vector< government > governments
Government_type_id government_number(const struct government *pgovern)
Return the government index.
Government_type_id government_index(const struct government *pgovern)
Return the government index.
bool can_change_to_government(struct player *pplayer, const struct government *pgovern)
Can change to government if appropriate tech exists, and one of:
const char * government_name_translation(const struct government *pgovern)
Return the (translated) name of the given government.
struct government * government_by_translated_name(const char *name)
Returns the government that has the given (translated) name.
struct requirement_vector reqs
char graphic_alt[MAX_LEN_NAME]
struct government * better
Government_type_id item_number
QHash< const struct nation_type *, struct ruler_title * > * ruler_titles
struct government::@38 ai
QVector< QString > * helptext
struct name_translation name
~government()
De-allocate resources associated with the given government.
government()
Allocate resources associated with the given government.
char graphic_str[MAX_LEN_NAME]
const struct nation_type * pnation