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CvLuaGame::lGetNumWorldWonders(lua_State *)

Defined in
Lua/CvLuaGame.cpp, line 1125
Class
CvLuaGame
Hook name
CivHooks::CvLuaGame_lGetNumWorldWonders

Hooks

static bool BeforeCvLuaGame_lGetNumWorldWonders(lua_State* L, int& result);static void AfterCvLuaGame_lGetNumWorldWonders(lua_State* L, int& result);static int ReplaceCvLuaGame_lGetNumWorldWonders(int (*original)(lua_State*), lua_State* L);CivRegisterBefore<CivHooks::CvLuaGame_lGetNumWorldWonders>(host, &BeforeCvLuaGame_lGetNumWorldWonders);CivRegisterAfter<CivHooks::CvLuaGame_lGetNumWorldWonders>(host, &AfterCvLuaGame_lGetNumWorldWonders);CivRegisterReplace<CivHooks::CvLuaGame_lGetNumWorldWonders>(host, &ReplaceCvLuaGame_lGetNumWorldWonders);

Code

1124//int GetNumWorldWonders();1125int CvLuaGame::lGetNumWorldWonders(lua_State* L)1126{1127	int iWonderCount = 0;11281129	// Loop through all players1130	PlayerTypes eLoopPlayer;1131	for(int iPlayerLoop = 0; iPlayerLoop < MAX_PLAYERS; iPlayerLoop++)1132	{1133		eLoopPlayer = (PlayerTypes) iPlayerLoop;1134		CvPlayerAI& kLoopPlayer = GET_PLAYER(eLoopPlayer);11351136		// Loop through all buildings, see if they're a world wonder1137		for(int iBuildingLoop = 0; iBuildingLoop < GC.getNumBuildingInfos(); iBuildingLoop++)1138		{1139			const BuildingTypes eBuilding = static_cast<BuildingTypes>(iBuildingLoop);1140			CvBuildingEntry* pkBuildingInfo = GC.getBuildingInfo(eBuilding);1141			if(pkBuildingInfo)1142			{1143				if(::isWorldWonderClass(pkBuildingInfo->GetBuildingClassInfo()))1144				{1145					iWonderCount += kLoopPlayer.countNumBuildings(eBuilding);1146				}1147			}1148		}1149	}11501151	lua_pushinteger(L, iWonderCount);1152	return 1;1153}

Calls

Called by