Esempio n. 1
0
shared_ptr<LanguageCulture> LanguageCulture::addCulture(const String &id)
{
	Cultures::const_iterator i = m_cultures.find(String(id).to_lower());
	if(i != m_cultures.end())
		return i->second;

	shared_ptr<LanguageCulture> culture(OS_NEW LanguageCulture(get_this_ptr()));
	m_cultures[String(id).to_lower()] = culture;

	return culture;
}
void planet_description(struct mtwist_state *mt, char *buffer, int buflen, int line_len)
{
	char do_avoid[100];

	strcpy(do_avoid, avoid(mt));
	do_avoid[0] = toupper(do_avoid[0]);

	snprintf(buffer, buflen, "This %s %s %s %s %s %s %s and %s %s %s %s. %s the %s %s.  %s %s.\n",
		climate(mt), planet(mt), known_for(mt), producing(mt),
			exceptional(mt), qnationality(mt), product(mt),
			known_for(mt), exceptional(mt), qnationality(mt),
			culture(mt),
			do_avoid, terrible(mt), product(mt),
			bring_your(mt), traveling_accessory(mt));
	break_lines(buffer, line_len);
}
Esempio n. 3
0
void Level::Impl::checkWinMission()
{
  auto city = game->city();
  auto& conditions = city->victoryConditions();

  int culture = city->culture();
  int prosperity = city->prosperity();
  int favour = city->states().favor;
  int peace = city->peace();
  int population = city->states().population;
  bool success = conditions.isSuccess(culture, prosperity, favour, peace, population);

  if (success)
  {
    events::dispatch<ScriptFunc>("OnMissionWin");
    steamapi::missionWin(conditions.name());
  }
}