本文整理汇总了C++中cGangManager::GetHireableGang方法的典型用法代码示例。如果您正苦于以下问题:C++ cGangManager::GetHireableGang方法的具体用法?C++ cGangManager::GetHireableGang怎么用?C++ cGangManager::GetHireableGang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::GetHireableGang方法的1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: init
//.........这里部分代码省略.........
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();
ss.str(""); ss << current->m_Skills[SKILL_SERVICE] << "%"; Data[10] = ss.str();
// cerr << "Gang:\t" << Data[0] << "\t" << Data[1] << "\t" << Data[2]
// << "\t" << Data[3] << "\t" << Data[4] << "\t" << Data[5] << "\t" << Data[6] << endl;
/*
* add the box to the list; red highlight gangs that are low on numbers
*/
int color = (current->m_Num < 6 ? COLOR_RED : COLOR_BLUE);
if (current->m_Num < 6 && (current->m_MissionID == MISS_SERVICE || current->m_MissionID == MISS_TRAINING)) color = COLOR_YELLOW;
AddToListBox(ganglist_id, num++, Data, 11, color);
}
ClearListBox(recruitlist_id);
num = 0;
current = g_Gangs.GetHireableGang(0);
// loop through the gangs, populating the list box
g_LogFile.write("Setting recruitable gang info\n");
for (current = g_Gangs.GetHireableGang(0); current; current = current->m_Next)
{
// format the string with the gang name, mission and number of men
string Data[10];
ss.str(""); ss << current->m_Name; Data[0] = ss.str();
ss.str(""); ss << current->m_Num; Data[1] = ss.str();
ss.str(""); ss << current->m_Skills[SKILL_COMBAT] << "%"; Data[2] = ss.str();
ss.str(""); ss << current->m_Skills[SKILL_MAGIC] << "%"; Data[3] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_INTELLIGENCE] << "%"; Data[4] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_AGILITY] << "%"; Data[5] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_CONSTITUTION] << "%"; Data[6] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_CHARISMA] << "%"; Data[7] = ss.str();
ss.str(""); ss << current->m_Stats[STAT_STRENGTH] << "%"; Data[8] = ss.str();
ss.str(""); ss << current->m_Skills[SKILL_SERVICE] << "%"; Data[9] = ss.str();
// cerr << "Recruitable\t" << Data[0] << "\t" << Data[1] << "\t" << Data[2]
// << "\t" << Data[3] << "\t" << Data[4] << "\t" << Data[5] << endl;
/*
* add the box to the list
*/
int color = (current->m_Num < 6 ? COLOR_RED : COLOR_BLUE);
AddToListBox(recruitlist_id, num++, Data, 10, color);
}
if (selection == -1 && GetListBoxSize(ganglist_id) >= 1) selection = 0;
if (selection >= 0)
{
while (selection > GetListBoxSize(ganglist_id) && selection != -1) selection--;
}
if (selection >= 0) SetSelectedItemInList(ganglist_id, selection);
if (sel_recruit == -1 && GetListBoxSize(recruitlist_id) >= 1) sel_recruit = 0;
if (sel_recruit >= 0) SetSelectedItemInList(recruitlist_id, sel_recruit);
DisableButton(ganghire_id, (g_Gangs.GetNumHireableGangs() <= 0) || (g_Gangs.GetNumGangs() >= g_Gangs.GetMaxNumGangs()) || (sel_recruit == -1));
DisableButton(gangfire_id, (g_Gangs.GetNumGangs() <= 0) || (selection == -1));
potions = wlev = nets = 0;
}