Esempio n. 1
0
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;
}
Esempio n. 2
0
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;
}