本文整理汇总了C++中cGangManager::Gang_Gets_Girls方法的典型用法代码示例。如果您正苦于以下问题:C++ cGangManager::Gang_Gets_Girls方法的具体用法?C++ cGangManager::Gang_Gets_Girls怎么用?C++ cGangManager::Gang_Gets_Girls使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cGangManager
的用法示例。
在下文中一共展示了cGangManager::Gang_Gets_Girls方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: check_events
//.........这里部分代码省略.........
g_LogFile.ss() << "selection change: rebuilding gang list box" << endl; g_LogFile.ssend();
for (int selection = multi_first(); selection != -1; selection = multi_next())
{
sGang* gang = g_Gangs.GetGang(selection);
/*
* make sure we found the gang - pretty catastrophic
* if not, so log it if we do
*/
if (gang == 0)
{
g_LogFile.ss() << "Error: No gang for index " << selection; g_LogFile.ssend();
continue;
}
/*
* if the mission id is -1, nothing else to do
* (moving this to before the recruitment check
* since -1 most likely means nothing selected in
* the missions list)
*/
if (mission_id == -1) { continue; }
/*
* if the gang is already doing <whatever>
* then let them get on with it
*/
if (gang->m_MissionID == u_int(mission_id)) { continue; }
/*
* if they were recruiting, turn off the
* auto-recruit flag
*/
if (gang->m_MissionID == MISS_RECRUIT && gang->m_AutoRecruit)
{
gang->m_AutoRecruit = false;
gang->m_LastMissID = -1;
}
gang->m_MissionID = mission_id;
/*
* format the display line
*/
g_InitWin = true;
}
int cost = 0;
if (g_Gangs.GetNumGangs() > 0)
{
for (int i = 0; i < g_Gangs.GetNumGangs(); i++)
{
sGang* g = g_Gangs.GetGang(i);
cost += tariff.goon_mission_cost(g->m_MissionID);
}
}
ss.str(""); ss << "Weekly Cost: " << cost;
EditTextItem(ss.str(), totalcost_id);
if (gold_id >= 0)
{
ss.str(""); ss << "Gold: " << g_Gold.ival();
EditTextItem(ss.str(), gold_id);
}
}
if (g_InterfaceEvents.CheckCheckbox(controlcatacombs_id))
{
g_Gangs.Control_Gangs(IsCheckboxOn(controlcatacombs_id));
}
bool dosliders = false;
if (g_InterfaceEvents.CheckSlider(girlspercslider_id))
{
int s1 = SliderValue(girlspercslider_id);
int s2 = SliderValue(itemspercslider_id);
if (s2 < s1)
{
s2 = s1;
SliderRange(itemspercslider_id, 0, 100, s2, 1);
}
dosliders = true;
}
if (g_InterfaceEvents.CheckSlider(itemspercslider_id))
{
int s1 = SliderValue(itemspercslider_id);
int s2 = SliderValue(girlspercslider_id);
if (s1 < s2)
{
s2 = s1;
SliderRange(girlspercslider_id, 0, 100, s2, 1);
}
dosliders = true;
}
if (dosliders)
{
int s1 = SliderValue(girlspercslider_id);
int s2 = SliderValue(itemspercslider_id);
g_Gangs.Gang_Gets_Girls(s1);
g_Gangs.Gang_Gets_Items(s2 - s1);
g_Gangs.Gang_Gets_Beast(100 - s2);
ss.str(""); ss << "Girls : " << g_Gangs.Gang_Gets_Girls() << "%"; EditTextItem(ss.str(), ganggetsgirls_id);
ss.str(""); ss << "Items : " << g_Gangs.Gang_Gets_Items() << "%"; EditTextItem(ss.str(), ganggetsitems_id);
ss.str(""); ss << "Beasts : " << g_Gangs.Gang_Gets_Beast() << "%"; EditTextItem(ss.str(), ganggetsbeast_id);
return;
}
}
示例2: init
void cScreenGangs::init()
{
g_CurrentScreen = SCREEN_GANGMANAGEMENT;
if (!g_InitWin) return;
Focused();
g_InitWin = false;
selection = GetLastSelectedItemFromList(ganglist_id);
sel_recruit = GetLastSelectedItemFromList(recruitlist_id);
ClearListBox(missionlist_id);
AddToListBox(missionlist_id, 0, "GUARDING");
AddToListBox(missionlist_id, 1, "SABOTAGE");
AddToListBox(missionlist_id, 2, "SPY ON GIRLS");
AddToListBox(missionlist_id, 3, "RECAPTURE");
AddToListBox(missionlist_id, 4, "ACQUIRE TERRITORY");
AddToListBox(missionlist_id, 5, "PETTY THEFT");
AddToListBox(missionlist_id, 6, "GRAND THEFT");
AddToListBox(missionlist_id, 7, "KIDNAPPING");
AddToListBox(missionlist_id, 8, "CATACOMBS");
AddToListBox(missionlist_id, 9, "TRAINING");
AddToListBox(missionlist_id, 10, "RECRUITING");
AddToListBox(missionlist_id, 11, "SERVICE");
SetCheckBox(controlcatacombs_id, (g_Gangs.Control_Gangs()));
SliderRange(girlspercslider_id, 0, 100, g_Gangs.Gang_Gets_Girls(), 1);
SliderRange(itemspercslider_id, 0, 100, g_Gangs.Gang_Gets_Girls() + g_Gangs.Gang_Gets_Items(), 1);
ss.str(""); ss << "Girls : " << g_Gangs.Gang_Gets_Girls() << "%"; EditTextItem(ss.str(), ganggetsgirls_id);
ss.str(""); ss << "Items : " << g_Gangs.Gang_Gets_Items() << "%"; EditTextItem(ss.str(), ganggetsitems_id);
ss.str(""); ss << "Beasts : " << g_Gangs.Gang_Gets_Beast() << "%"; EditTextItem(ss.str(), ganggetsbeast_id);
SetCheckBox(netautobuy_id, (g_Gangs.GetNetRestock() > 0));
SetCheckBox(healautobuy_id, (g_Gangs.GetHealingRestock() > 0));
// weapon upgrades
int *wlev = g_Gangs.GetWeaponLevel();
ss.str(""); ss << "Weapon Level: " << *wlev;
if ((*wlev) < 4)
{
EnableButton(weaponup_id);
ss << " Next: " << tariff.goon_weapon_upgrade(*wlev) << "g";
}
else DisableButton(weaponup_id);
g_LogFile.ss() << "weapon text = '" << ss.str() << "'" << endl; g_LogFile.ssend();
EditTextItem(ss.str(), weaponlevel_id);
int *nets = g_Gangs.GetNets();
ss.str(""); ss << "Nets (" << tariff.nets_price(1) << "g each): " << *nets;
EditTextItem(ss.str(), netdesc_id);
DisableButton(netbuy_id, *nets >= 60);
DisableButton(netbuy10_id, *nets >= 60);
DisableButton(netbuy20_id, *nets >= 60);
DisableCheckBox(netautobuy_id, *nets < 1);
int *potions = g_Gangs.GetHealingPotions();
ss.str(""); ss << "Heal Potions (" << tariff.healing_price(1) << "g each): " << *potions;
EditTextItem(ss.str(), healdesc_id);
DisableButton(healbuy_id, *potions >= 200);
DisableButton(healbuy10_id, *potions >= 200);
DisableButton(healbuy20_id, *potions >= 200);
DisableCheckBox(healautobuy_id, *potions < 1);
int cost = 0;
if (g_Gangs.GetNumGangs() > 0)
{
for (int i = 0; i < g_Gangs.GetNumGangs(); i++)
{
sGang* g = g_Gangs.GetGang(i);
if (g == 0) g = g_Gangs.GetGang(i - 1);
cost += tariff.goon_mission_cost(g->m_MissionID);
}
}
ss.str(""); ss << "Weekly Cost: " << cost;
EditTextItem(ss.str(), totalcost_id);
if (gold_id >= 0)
{
ss.str(""); ss << "Gold: " << g_Gold.ival();
EditTextItem(ss.str(), gold_id);
}
ClearListBox(ganglist_id);
int num = 0;
sGang* current = g_Gangs.GetGang(0);
// loop through the gangs, populating the list box
g_LogFile.write("Setting gang mission descriptions\n");
for (current = g_Gangs.GetGang(0); current; current = current->m_Next)
{
// format the string with the gang name, mission and number of men
string Data[11];
ss.str(""); ss << current->m_Name; Data[0] = ss.str();
ss.str(""); ss << current->m_Num; Data[1] = ss.str();
ss.str(""); ss << short_mission_desc(current->m_MissionID); Data[2] = ss.str();
ss.str(""); ss << current->m_Skills[SKILL_COMBAT] << "%"; Data[3] = ss.str();
ss.str(""); ss << current->m_Skills[SKILL_MAGIC] << "%"; Data[4] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_INTELLIGENCE] << "%"; Data[5] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_AGILITY] << "%"; Data[6] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_CONSTITUTION] << "%"; Data[7] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_CHARISMA] << "%"; Data[8] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_STRENGTH] << "%"; Data[9] = ss.str();
//.........这里部分代码省略.........