Bazaar developer reference

CvLuaCity::lGetReligionBuildingClassHappiness(lua_State *)

Defined in
Lua/CvLuaCity.cpp, line 2650
Class
CvLuaCity
Hook name
CivHooks::CvLuaCity_lGetReligionBuildingClassHappiness

Hooks

static bool BeforeCvLuaCity_lGetReligionBuildingClassHappiness(lua_State* L, int& result);static void AfterCvLuaCity_lGetReligionBuildingClassHappiness(lua_State* L, int& result);static int ReplaceCvLuaCity_lGetReligionBuildingClassHappiness(int (*original)(lua_State*), lua_State* L);CivRegisterBefore<CivHooks::CvLuaCity_lGetReligionBuildingClassHappiness>(host, &BeforeCvLuaCity_lGetReligionBuildingClassHappiness);CivRegisterAfter<CivHooks::CvLuaCity_lGetReligionBuildingClassHappiness>(host, &AfterCvLuaCity_lGetReligionBuildingClassHappiness);CivRegisterReplace<CivHooks::CvLuaCity_lGetReligionBuildingClassHappiness>(host, &ReplaceCvLuaCity_lGetReligionBuildingClassHappiness);

Code

2649//int lGetReligionBuildingClassHappiness(eBuildingClass) const;2650int CvLuaCity::lGetReligionBuildingClassHappiness(lua_State* L)2651{2652	int iHappinessFromBuilding = 0;26532654	CvCity* pkCity = GetInstance(L);2655	BuildingClassTypes eBuildingClass = (BuildingClassTypes)lua_tointeger(L, 2);26562657	ReligionTypes eMajority = pkCity->GetCityReligions()->GetReligiousMajority();2658	if(eMajority != NO_RELIGION)2659	{2660		const CvReligion* pReligion = GC.getGame().GetGameReligions()->GetReligion(eMajority, pkCity->getOwner());2661		if(pReligion)2662		{	2663			int iFollowers = pkCity->GetCityReligions()->GetNumFollowers(eMajority);2664			iHappinessFromBuilding += pReligion->m_Beliefs.GetBuildingClassHappiness(eBuildingClass, iFollowers);2665		}2666	}2667	lua_pushinteger(L, iHappinessFromBuilding);2668	return 1;2669}

Calls

Called by