CvLuaPlayer::lGetNumWorldWonders(lua_State *)
- Defined in
- Lua/CvLuaPlayer.cpp, line 1493
- Class
- CvLuaPlayer
- Hook name
CivHooks::CvLuaPlayer_lGetNumWorldWonders
Hooks
static bool BeforeCvLuaPlayer_lGetNumWorldWonders(lua_State* L, int& result);static void AfterCvLuaPlayer_lGetNumWorldWonders(lua_State* L, int& result);static int ReplaceCvLuaPlayer_lGetNumWorldWonders(int (*original)(lua_State*), lua_State* L);CivRegisterBefore<CivHooks::CvLuaPlayer_lGetNumWorldWonders>(host, &BeforeCvLuaPlayer_lGetNumWorldWonders);CivRegisterAfter<CivHooks::CvLuaPlayer_lGetNumWorldWonders>(host, &AfterCvLuaPlayer_lGetNumWorldWonders);CivRegisterReplace<CivHooks::CvLuaPlayer_lGetNumWorldWonders>(host, &ReplaceCvLuaPlayer_lGetNumWorldWonders);
Code
1492//int GetNumWorldWonders();1493int CvLuaPlayer::lGetNumWorldWonders(lua_State* L)1494{1495 CvPlayerAI* pkPlayer = GetInstance(L);14961497 int iWonderCount = 0;14981499 int iBuildingLoop;1500 BuildingTypes eBuilding;15011502 // Loop through all buildings, see if they're a world wonder1503 for(iBuildingLoop = 0; iBuildingLoop < GC.getNumBuildingInfos(); iBuildingLoop++)1504 {1505 eBuilding = (BuildingTypes) iBuildingLoop;1506 CvBuildingEntry* pkBuildingEntry = GC.getBuildingInfo(eBuilding);1507 if(pkBuildingEntry)1508 {1509 if(::isWorldWonderClass(pkBuildingEntry->GetBuildingClassInfo()))1510 {1511 iWonderCount += pkPlayer->countNumBuildings(eBuilding);1512 }1513 }1514 }15151516 lua_pushinteger(L, iWonderCount);1517 return 1;1518}