recFamilyEventaVec recEventa::GetFamilyEventas( idt eaID ) { recFamilyEventaVec vec; wxSQLite3StatementBuffer sql; wxSQLite3ResultSet result; sql.Format( "SELECT id, fam_id, conf, note FROM " " FamilyEventa WHERE eventa_id=" ID ";", eaID ); result = s_db->ExecuteQuery( sql ); recFamilyEventa fea(0); fea.FSetEventaID( eaID ); while( result.NextRow() ) { fea.FSetID( GET_ID( result.GetInt64( 0 ) ) ); fea.FSetFamID( GET_ID( result.GetInt64( 1 ) ) ); fea.FSetConf( result.GetDouble( 2 ) ); fea.FSetNote( result.GetAsString( 3 ) ); vec.push_back( fea ); } return vec; }
int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus){ int currentPlayer = whoseTurn(state); //uses switch to select card and perform actions switch( card ){ case adventurer: adv(currentPlayer, state); break; case council_room: council(currentPlayer, state, handPos); break; case feast: fea(currentPlayer, state, choice1); break; case gardens: return -1; case mine: min(currentPlayer, state, handPos, choice1, choice2); break; case remodel: rem(currentPlayer, state, handPos, choice1, choice2); break; case smithy: smi(currentPlayer, state, handPos); break; case village: vill(currentPlayer, state, handPos); break; case baron: bar(currentPlayer, state, choice1); break; case great_hall: great(currentPlayer, state, handPos); break; case minion: mini(currentPlayer, state, handPos, choice1, choice2); break; case steward: stew(currentPlayer, state, handPos, choice1, choice2, choice3); break; case tribute: trib(currentPlayer, state); break; case ambassador: ambass(currentPlayer, state, handPos, choice1, choice2); break; case cutpurse: catp(currentPlayer, state, handPos); break; case embargo: embar(currentPlayer, state, handPos, choice1); break; case outpost: outp(currentPlayer, state, handPos); break; case salvager: salv(currentPlayer, state, handPos, choice1); break; case sea_hag: seahag(currentPlayer, state); break; case treasure_map: treasur(currentPlayer, state, handPos); break; } return -1; }