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C++ cMessageQue类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中cMessageQue的典型用法代码示例。如果您正苦于以下问题:C++ cMessageQue类的具体用法?C++ cMessageQue怎么用?C++ cMessageQue使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了cMessageQue类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: game_over

static int game_over(lua_State *L)
{
	cScriptManager sm;

	g_MessageQue.AddToQue("GAME OVER", COLOR_RED);
	g_WinManager.PopToWindow(&g_BrothelManagement);
	g_WinManager.Pop();
	g_InitWin = true;
	sm.Release();
	return 0;
}
开发者ID:Jenocke,项目名称:test,代码行数:11,代码来源:cLuaScript.cpp


示例2: queue_message

static int queue_message(lua_State *L)
{
	CLog log;

	const char *msg = luaL_checkstring(L, 1);
	int color = luaL_checkint(L, 2);

	log.ss() << "adding to message queue: '" << msg << "\n";
	//log.ss() << "Before add: has = " << g_MessageQue.HasNext();
	log.ssend();

	g_MessageQue.AddToQue(msg, color);
	//log.ss() << "After add: has = " << g_MessageQue.HasNext();
	//log.ssend();
	return 0;
}
开发者ID:Jenocke,项目名称:test,代码行数:16,代码来源:cLuaScript.cpp


示例3: FreeInterface

void FreeInterface()
{
	g_MainMenu.Free();
	g_GetString.Free();
	g_BrothelManagement.Free();
	g_ClinicManagement.Free();
	g_StudioManagement.Free();
	g_ArenaManagement.Free();
	g_CentreManagement.Free();
	g_HouseManagement.Free();
	g_FarmManagement.Free();
	g_GirlManagement.Free();
	g_GangManagement.Free();
	g_GirlDetails.Free();
	g_ChangeJobs.Free();
//	g_Turnsummary.Free();
	g_Dungeon.Free();
	g_SlaveMarket.Free();
	g_TownScreen.Free();
//	g_GalleryScreen.Free();
	g_ArenaTry.Free();
	g_CentreScreen.Free();
	g_ClinicScreen.Free();
	g_ClinicTry.Free();
	g_CastingTry.Free();
	g_ArenaScreen.Free();
	g_AuctionScreen.Free();
	g_HouseScreen.Free();
	g_FarmScreen.Free();
	g_MovieScreen.Free();
//	g_Gallery.Free();
//	g_Gallery2.Free();
	g_BuildingSetupScreen.Free();
	g_GetInput.Free();
	g_MayorsOfficeScreen.Free();
	g_BankScreen.Free();
	g_ChoiceManager.Free();
	g_MessageQue.Free();
	g_LoadGame.Free();
	g_Settings.Free();
	g_PlayersHouse.Free();
	g_TransferGirls.Free();
	g_ItemManagement.Free();
	g_PrisonScreen.Free();
	g_MovieMaker.Free();
	g_BuildingManagementScreen.Free();
}
开发者ID:mjsmagalhaes,项目名称:crazys-wm-mod,代码行数:47,代码来源:InterfaceGlobals.cpp


示例4:

/*
* ideally, we'd keep a queue of message strings and
* pop them out in order at the end
*/
cGirlTorture::~cGirlTorture()		// deconstructor
{
	int color = COLOR_BLUE;
	if (m_Girl->m_RunAway != 0)
	{
		color = COLOR_RED;
	}

	// Display any outstanding messages
	if (!m_Message.empty())
	{
		if (m_TorturedByPlayer)
		{
			g_MessageQue.AddToQue(m_Message, color);
			m_Girl->m_Events.AddMessage(m_Message, IMGTYPE_TORTURE, EVENT_SUMMARY);	// `J` added
		}
		else
		{
			if (m_Girl->health()>0)		// Make sure girl is alive
				m_Girl->m_Events.AddMessage(m_Message, IMGTYPE_TORTURE, EVENT_SUMMARY);
		}
	}
}
开发者ID:DagothRa,项目名称:crazys-wm-mod,代码行数:27,代码来源:cGirlTorture.cpp


示例5: add_trait

void cGirlTorture::add_trait(string trait, int pc)
{
	if (m_Girl->has_trait(trait)) return;
	/*
	*	WD:	To balance a crash bug workaround for Job Torturer
	*		unable to call GirlGangFight()
	*		Halve chance of gaining trait
	*/
	if (!m_TorturedByPlayer) pc /= 2;
	if (!g_Dice.percent(pc)) return;

	string sMsg = m_Girl->m_Realname + gettext(" has gained trait \"") + trait + gettext("\" from being tortured.");

	if (m_TorturedByPlayer)
	{
		g_MessageQue.AddToQue(sMsg, 2);
		m_Girl->m_Events.AddMessage(sMsg, IMGTYPE_TORTURE, EVENT_WARNING);
	}
	else MakeEvent(sMsg);

	// Add trait
	m_Girl->add_trait(trait);
}
开发者ID:DagothRa,项目名称:crazys-wm-mod,代码行数:23,代码来源:cGirlTorture.cpp


示例6: IsGirlInjured

bool cGirlTorture::IsGirlInjured(unsigned int unModifier)
{  // modifier: 5 = 5% chance, 10 = 10% chance

	// Sanity check, Can't get injured
	if (m_Girl->has_trait("Incorporeal")) return false;


	/*
	*	WD	Injury was only possible if girl is pregnant or
	*		hasn't got the required traits.
	*
	*		Now check for injury first
	*		Use usigned int so can't pass negative chance
	*/
	string	sMsg;
	string	sGirlName = m_Girl->m_Realname;
	int		nMod = static_cast<int>(unModifier);
	if (cfg.initial.torture_mod() < 0){ nMod += nMod; }


	if (m_Girl->has_trait("Fragile"))	nMod += nMod;	// nMod *= 2;
	if (m_Girl->has_trait("Tough"))		nMod /= 2;
	if (nMod < 1) nMod = 1;		// `J` always at least a 1% chance

	// Did the girl get injured
	if (!g_Dice.percent(nMod)) return false;
	/*
	*	INJURY PROCESSING
	*	Only injured girls continue past here
	*/

	// Post any outstanding Player messages
	if (m_TorturedByPlayer && !m_Message.empty())
	{
		g_MessageQue.AddToQue(m_Message, 0);
		m_Girl->m_Events.AddMessage(m_Message, IMGTYPE_TORTURE, EVENT_SUMMARY);	// `J` added

		m_Message = sGirlName + ": ";
	}

	// getting hurt badly could lead to scars
	if (g_Dice.percent(nMod * 2) &&
		!m_Girl->has_trait("Small Scars") &&
		!m_Girl->has_trait("Cool Scars") &&
		!m_Girl->has_trait("Horrific Scars"))
	{
		int chance = g_Dice % 6;
		if (chance == 0)
		{
			m_Girl->add_trait("Horrific Scars", false);
			if (m_TorturedByPlayer)
				m_Message += gettext("She was badly injured, and now has to deal with Horrific Scars.\n");
			else
				MakeEvent(sGirlName + gettext(" was badly injured, and now has Horrific Scars.\n"));
		}
		else if (chance <= 2)
		{
			m_Girl->add_trait("Small Scars", false);
			if (m_TorturedByPlayer)
				m_Message += gettext("She was injured and now has a couple of Small Scars.\n");
			else
				MakeEvent(sGirlName + gettext(" was injured, and now has Small Scars.\n"));
		}
		else
		{
			m_Girl->add_trait("Cool Scars", false);
			if (m_TorturedByPlayer)
				m_Message += gettext("She was injured and scarred. As scars go however, at least they are pretty Cool Scars.\n");
			else
				MakeEvent(sGirlName + gettext(" was injured and scarred. She now has Cool Scars.\n"));
		}
	}

	// in rare cases, she might even lose an eye
	if (g_Dice.percent((nMod / 2)) &&
		!m_Girl->has_trait("One Eye") &&
		!m_Girl->has_trait("Eye Patch"))
	{
		int chance = g_Dice % 3;
		if (chance == 0)
		{
			m_Girl->add_trait("One Eye", false);
			if (m_TorturedByPlayer)
				m_Message += gettext("Oh, no! She was badly injured, and now only has One Eye!\n");
			else
				MakeEvent(sGirlName + gettext(" was badly injured and lost an eye.\n"));
		}
		else
		{
			m_Girl->add_trait("Eye Patch", false);
			if (m_TorturedByPlayer)
				m_Message += gettext("She was injured and lost an eye, but at least she has a cool Eye Patch to wear.\n");
			else
				MakeEvent(sGirlName + gettext(" was injured and lost an eye, but at least she has a cool Eye Patch to wear.\n"));
		}
	}

	// or lose tough or become fragile
	if (m_Girl->has_trait("Tough"))
	{
//.........这里部分代码省略.........
开发者ID:DagothRa,项目名称:crazys-wm-mod,代码行数:101,代码来源:cGirlTorture.cpp


示例7: WorkMilker

// `J` Job Farm - Laborers
bool cJobManager::WorkMilker(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
#pragma region //	Job setup				//
	int actiontype = ACTION_WORKFARM;
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	int roll_a = g_Dice.d100(), roll_b = g_Dice.d100(), roll_c = g_Dice.d100();
	if (g_Girls.DisobeyCheck(girl, actiontype, brothel))			// they refuse to work 
	{
		ss << " refused to work during the " << (Day0Night1 ? "night" : "day") << " shift.";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	ss << " worked as a milker on the farm.\n\n";

	g_Girls.UnequipCombat(girl);	// put that shit away, you'll scare off the customers!

	double wages = 20, tips = 0;
	int enjoy = 0;
	int imagetype = IMGTYPE_FARM;
	int msgtype = Day0Night1;

#pragma endregion
#pragma region //	Job Performance			//

	double jobperformance = JP_Milker(girl, false);
	double drinks = jobperformance / 2;

	if (jobperformance >= 245)
	{
		ss << "Her milk bucket practically fills itself as she walks down the rows of cows.";
		drinks *= 5; roll_a += 10; roll_b += 25;
	}
	else if (jobperformance >= 185)
	{
		ss << "Her hands moved like lightning as she gracefully milks the cows teats.";
		drinks *= 4; roll_a += 5; roll_b += 18;
	}
	else if (jobperformance >= 145)
	{
		ss << "She knows exactly when the cows are ready to be milked and how to best milk them.";
		drinks *= 3; roll_a += 2; roll_b += 10;
	}
	else if (jobperformance >= 100)
	{
		ss << "She can milk the cows without spilling much.";
		drinks *= 2;
	}
	else if (jobperformance >= 70)
	{
		ss << "She isn't very good at aiming the teats into the bucket.";
		roll_a -= 2; roll_b -= 5;
	}
	else
	{
		ss << "She can't seem to get the hang of this.";
		wages -= 10; drinks *= 0.8; roll_a -= 5; roll_b -= 10;
	}
	ss << "\n\n";

#pragma endregion
#pragma region	//	Enjoyment and Tiredness		//

	// Complications
	if (roll_a <= 10)
	{
		enjoy -= g_Dice % 3 + 1;
		ss << "The animals were uncooperative and some didn't even let her get near them.\n";
		drinks *= 0.8;
		if (g_Dice.percent(20))
		{
			enjoy--;
			ss << "Several animals kicked over the milking buckets and soaked " << girlName << ".\n";
			girl->happiness(-(1 + g_Dice % 5));
			drinks -= (5 + g_Dice % 6);
		}
		if (g_Dice.percent(20))
		{
			enjoy--;
			ss << "One of the animals urinated on " << girlName << " and contaminated the milk she had collected.\n";
			girl->happiness(-(1 + g_Dice % 3));
			drinks -= (5 + g_Dice % 6);
		}
		if (g_Dice.percent(20))
		{
			enjoy--;
			int healthmod = g_Dice % 10 + 1;
			girl->health(-healthmod);
			girl->happiness(-(healthmod + g_Dice % healthmod));
			ss << "One of the animals kicked " << girlName << " and ";
			if (girl->health() < 1)
			{
				ss << "killed her.\n";
				g_MessageQue.AddToQue(girlName + " was killed when an animal she was milking kicked her in the head.", COLOR_RED);
				return false;	// not refusing, she is dead
			}
			else ss << (healthmod > 5 ? "" : "nearly ") << "broke her arm.\n";
			drinks -= (5 + g_Dice % 6);
		}
	}
//.........这里部分代码省略.........
开发者ID:Jenocke,项目名称:test,代码行数:101,代码来源:WorkMilker.cpp


示例8: WorkFilmBeast

// `J` Job Movie Studio - Actress
bool cJobManager::WorkFilmBeast(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
	int actiontype = ACTION_WORKMOVIE;
	// No film crew.. then go home	// `J` this will be taken care of in building flow, leaving it in for now
	if (g_Studios.GetNumGirlsOnJob(0, JOB_CAMERAMAGE, SHIFT_NIGHT) == 0 || g_Studios.GetNumGirlsOnJob(0, JOB_CRYSTALPURIFIER, SHIFT_NIGHT) == 0)
	{
		girl->m_Events.AddMessage("There was no crew to film the scene, so she took the day off", IMGTYPE_PROFILE, EVENT_NOWORK);
		return false;
	}
	cConfig cfg;
	stringstream ss;
	string girlName = girl->m_Realname;
	int wages = 50;
	int enjoy = 0;
	int jobperformance = 0;

	g_Girls.UnequipCombat(girl);	// not for actress (yet)

	ss << girlName << " worked as an actress filming scenes with beasts.\n\n";

	int roll = g_Dice.d100();
	if (roll <= 10 && g_Girls.DisobeyCheck(girl, ACTION_WORKMOVIE, brothel))
	{
		ss << "She refused to fuck any beasts on film today.\n";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	else if (roll <= 10) { enjoy -= g_Dice % 3 + 1;	ss << "She didn't enjoy letting the creature fuck her.\n\n"; }
	else if (roll >= 90) { enjoy += g_Dice % 3 + 1;	ss << "She loved the feel of the creature on top of her.\n\n"; }
	else /*            */{ enjoy += g_Dice % 2;		ss << "She didn't do much else today.\n\n"; }
	jobperformance = enjoy * 2;

	if (g_Girls.CheckVirginity(girl))
	{
		g_Girls.LoseVirginity(girl);	// `J` updated for trait/status
		jobperformance += 50;
		ss << "She is no longer a virgin.\n";
	}

	// remaining modifiers are in the AddScene function --PP
	int finalqual = g_Studios.AddScene(girl, SKILL_BEASTIALITY, jobperformance);
	ss << "Her scene is valued at: " << finalqual << " gold.\n";

	// mod: added check for number of beasts owned; otherwise, fake beasts could somehow inseminate the girl
	if (g_Brothels.GetNumBeasts() > 0)
	{
		if (!girl->calc_insemination(g_Brothels.GetPlayer(), false, 1.0))
			g_MessageQue.AddToQue(girl->m_Realname + " has gotten inseminated", 0);
	}

	girl->m_Events.AddMessage(ss.str(), IMGTYPE_BEAST, Day0Night1);

	// work out the pay between the house and the girl
	if (girl->is_slave() && !cfg.initial.slave_pay_outofpocket())
	{
		wages = 0;	// You own her so you don't have to pay her.
	}
	else
	{
		wages += finalqual * 2;
	}
	girl->m_Pay = wages;

	// Improve stats
	int xp = 10, skill = 3;

	if (g_Girls.HasTrait(girl, "Quick Learner"))		{ skill += 1; xp += 3; }
	else if (g_Girls.HasTrait(girl, "Slow Learner"))	{ skill -= 1; xp -= 3; }

	g_Girls.UpdateStat(girl, STAT_EXP, xp);
	g_Girls.UpdateSkill(girl, SKILL_PERFORMANCE, g_Dice%skill);
	g_Girls.UpdateSkill(girl, SKILL_BEASTIALITY, g_Dice%skill + 1);

	g_Girls.UpdateEnjoyment(girl, ACTION_SEX, enjoy);
	g_Girls.UpdateEnjoyment(girl, ACTION_WORKMOVIE, enjoy);
	g_Girls.PossiblyGainNewTrait(girl, "Fake Orgasm Expert", 50, ACTION_SEX, "She has become quite the faker.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "Porn Star", 80, ACTION_WORKMOVIE, "She has performed in enough sex scenes that she has become a well known Porn Star.", Day0Night1);

	return false;
}
开发者ID:taukita,项目名称:crazys-wm-mod,代码行数:81,代码来源:WorkFilmBeast.cpp


示例9: WorkFightArenaGirls

// `J` Job Arena - Fighting
bool cJobManager::WorkFightArenaGirls(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
	int actiontype = ACTION_COMBAT;
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	if (g_Girls.DisobeyCheck(girl, actiontype, brothel))			// they refuse to work 
	{
		ss << " refused to work during the " << (Day0Night1 ? "night" : "day") << " shift.";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	ss << " was assigned to fight other girls in the arena.\n\n";

	
	int wages = 0, fight_outcome = 0, enjoyment = 0, fame = 0, imagetype = IMGTYPE_COMBAT;

	double jobperformance = JP_FightArenaGirls(girl, false);

	g_Girls.EquipCombat(girl);		// ready armor and weapons!

	sGirl* tempgirl = g_Girls.CreateRandomGirl(18, false, false, false, false, false, true);
	if (tempgirl) fight_outcome = g_Girls.girl_fights_girl(girl, tempgirl);
	else fight_outcome = 7;			// `J` reworked incase there are no Non-Human Random Girls
	if (fight_outcome == 7)
	{
		g_LogFile.write("Error: You have no Arena Girls for your girls to fight\n");
		g_LogFile.write("Error: You need an Arena Girl to allow WorkFightArenaGirls randomness");
		ss << "There were no Arena Girls for her to fight.\n\n(Error: You need an Arena Girl to allow WorkFightArenaGirls randomness)";
		imagetype = IMGTYPE_PROFILE;
	}
	else if (fight_outcome == 1)	// she won
	{
		enjoyment = g_Dice % 3 + 1;
		fame = g_Dice % 3 + 1;
		sGirl* ugirl = 0;
		if (g_Dice.percent(10))		// chance of getting unique girl
		{
			ugirl = g_Girls.GetRandomGirl(false, false, true);
		}
		if (ugirl)
		{
			stringstream msg;	// goes to the girl and the g_MessageQue
			stringstream Umsg;	// goes to the new girl
			stringstream Tmsg;	// temp msg
			ugirl->m_Stats[STAT_HEALTH] = g_Dice % 50 + 1;
			ugirl->m_Stats[STAT_HAPPINESS] = g_Dice % 80 + 1;
			ugirl->m_Stats[STAT_TIREDNESS] = g_Dice % 50 + 50;
			ugirl->m_States |= (1 << STATUS_ARENA);
			msg << girlName << " won her fight against " << ugirl->m_Realname << ".\n\n";
			Umsg << ugirl->m_Realname << " lost her fight against your girl " << girlName << ".\n\n";
			Tmsg << ugirl->m_Realname;
			if (g_Dice.percent(50))
			{
				ugirl->m_States |= (1 << STATUS_SLAVE);
				Tmsg << "'s owner could not afford to pay you your winnings so he gave her to you instead.\n\n";
			}
			else
			{
				Tmsg << " put up a good fight so you let her live as long as she came work for you.\n\n";
				wages = 100 + g_Dice % (girl->fame() + girl->charisma());
			}
			msg << Tmsg.str();
			Umsg << Tmsg.str();
			ss << msg.str();
			g_MessageQue.AddToQue(msg.str(), 0);
			ugirl->m_Events.AddMessage(Umsg.str(), IMGTYPE_PROFILE, EVENT_DUNGEON);

			g_Brothels.GetDungeon()->AddGirl(ugirl, DUNGEON_NEWARENA);
		}
		else
		{
			ss << girlName << " won her fight.";
			wages = 100 + g_Dice % (girl->fame() + girl->charisma());
		}
	}
	else if (fight_outcome == 2) // she lost
	{
		enjoyment = -(g_Dice % 3 + 1);
		fame = -(g_Dice % 3 + 1);
		ss << "She lost the fight.";
		int cost = 150;
		brothel->m_Finance.arena_costs(cost);
		ss << " You had to pay " << cost << " gold cause your girl lost.";
		/*that should work but now need to make if you lose the girl if you dont have the gold zzzzz FIXME*/
	}
	else if (fight_outcome == 0)  // it was a draw
	{
		enjoyment = g_Dice % 3 - 2;
		fame = g_Dice % 3 - 2;
		ss << "The fight ended in a draw.";
	}

	if (girl->is_pregnant())
	{
		if (g_Girls.GetStat(girl, STAT_STRENGTH) >= 60)
		{
			ss << "\n\nAll that fighting proved to be quite exhausting for a pregnant girl, even for one as strong as " << girlName << " .\n";
		}
		else
		{
//.........这里部分代码省略.........
开发者ID:diamondialis,项目名称:crazys-wm-mod,代码行数:101,代码来源:WorkFightArenaGirls.cpp


示例10: WorkFeedPoor

// `J` Job Centre - General
bool cJobManager::WorkFeedPoor(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
#pragma region //	Job setup				//
	int actiontype = ACTION_WORKCENTRE;
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	int roll_a = g_Dice.d100(), roll_b = g_Dice.d100(), roll_c = g_Dice.d100();
	if (g_Girls.DisobeyCheck(girl, ACTION_WORKCENTRE, brothel))			// they refuse to work 
	{
		ss << " refused to work during the " << (Day0Night1 ? "night" : "day") << " shift.";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	ss << " worked feeding the poor.";

	g_Building = BUILDING_CENTRE;
	g_Girls.UnequipCombat(girl);	// put that shit away, you'll scare off the customers!

	bool blow = false, sex = false;
	double wages = 20, tips = 0;
	int enjoy = 0, feed = 0, fame = 0;

	int imagetype = IMGTYPE_PROFILE;
	int msgtype = Day0Night1;

#pragma endregion
#pragma region //	Job Performance			//

	double jobperformance = JP_FeedPoor(girl, false);


	//Adding cust here for use in scripts...
	sCustomer* Cust = new sCustomer;
	GetMiscCustomer(brothel, Cust);


	int dispo; // `J` merged slave/free messages and moved actual dispo change to after
	if (jobperformance >= 245)
	{
		ss << " She must be perfect at this.\n\n";
		dispo = 12;
		if (roll_b <= 20)
		{
			ss << "Today " << girlName << " was managing the kitchen giving orders to other cooks and checking the quality of their work.\n";
		}
		else if (roll_b <= 40)
		{
			ss << girlName << " was helping in the kitchen. Her task was to stir-fry vegetables. One word: Perfection. Food that she prepared was great!\n";
		}
		else if (roll_b <= 60)
		{
			ss << "Being done with the main dish earlier, " << girlName << " decided to bake cookies for desert!\n";
		}
		else if (roll_b <= 80)
		{
			ss << "Excellent dish! Some world class chefs should learn from " << girlName << "!\n";
		}
		else
		{
			ss << girlName << " knife skill is impressive. She's cutting precisely and really fast, almost like a machine.\n";
		}
	}
	else if (jobperformance >= 185)
	{
		ss << " She's unbelievable at this and is always getting praised by people for her work.\n\n";
		dispo = 10;
		if (roll_b <= 20)
		{
			ss << girlName << " is in charge of the cooking for several weeks now. You could swear that the population of rodents and small animals in the area went down.\n";
		}
		else if (roll_b <= 40)
		{
			ss << "While preparing for today's cooking, " << girlName << " noticed that one of the crucial ingredients is missing. She manage to change the menu and fully use available ingredients.\n";
		}
		else if (roll_b <= 60)
		{
			ss << "She speedily served all in line at the food counter. All the portions handed out were equal.\n";
		}
		else if (roll_b <= 80)
		{
			ss << "Preparing something new she mixed up the proportions from the recipe. The outcome tasted great!\n";
		}
		else
		{
			ss << girlName << " was helping in the kitchen. Her task was to prepare the souse for today's meatballs. The texture and flavor was top notch.\n";
		}
	}
	else if (jobperformance >= 145)
	{
		ss << " She's good at this job and gets praised by people often.\n\n";
		dispo = 8;
		if (roll_b <= 20)
		{
			ss << "While cooking she used everything that was in the kitchen. Nothing was wasted.\n";
		}
		else if (roll_b <= 40)
		{
			ss << "While cooking she accidentally sneezed into the pot. Luckily nobody saw that.\n";
		}
		else if (roll_b <= 60)
//.........这里部分代码省略.........
开发者ID:Jenocke,项目名称:test,代码行数:101,代码来源:WorkFeedPoor.cpp


示例11: UpdateCentre

// ----- Update & end of turn
void cCentreManager::UpdateCentre()	// Start_Building_Process_A
{
	cTariff tariff;
	stringstream ss;
	string girlName;

	sBrothel* current = (sBrothel*)m_Parent;
	u_int restjob = JOB_CENTREREST;
	u_int matronjob = JOB_CENTREMANAGER;
	u_int firstjob = JOB_CENTREREST;
	u_int lastjob = JOB_THERAPY;

	current->m_Finance.zero();
	current->m_AntiPregUsed = 0;
	m_Rehab_Patient_Time = 0;

	sGirl* cgirl = current->m_Girls;
	while (cgirl)
	{
		current->m_Filthiness++;
		if (cgirl->health() <= 0)			// Remove any dead bodies from last week
		{
			current->m_Filthiness++; // `J` Death is messy
			sGirl* DeadGirl = 0;
			girlName = cgirl->m_Realname;
			DeadGirl = cgirl;
			// If there are more girls to process
			cgirl = (cgirl->m_Next) ? cgirl->m_Next : 0;
			// increase all the girls fear and hate of the player for letting her die (weather his fault or not)
			UpdateAllGirlsStat(current, STAT_PCFEAR, 2);
			UpdateAllGirlsStat(current, STAT_PCHATE, 1);

			ss.str(""); ss << girlName << " has died from her injuries, the other girls all fear and hate you a little more.";
			DeadGirl->m_Events.AddMessage(ss.str(), IMGTYPE_DEATH, EVENT_DANGER);
			g_MessageQue.AddToQue(ss.str(), COLOR_RED);
			ss.str(""); ss << girlName << " has died from her injuries.  Her body will be removed by the end of the week.";
			DeadGirl->m_Events.AddMessage(ss.str(), IMGTYPE_DEATH, EVENT_SUMMARY);

			RemoveGirl(0, DeadGirl); DeadGirl = 0;	// cleanup
		}
		else
		{
			cgirl->m_Events.Clear();			// Clear the girls' events from the last turn
			cgirl->where_is_she = 0;
			cgirl->m_InStudio = false;
			cgirl->m_InArena = false;
			cgirl->m_InCentre = true;
			cgirl->m_InClinic = false;
			cgirl->m_InFarm = false;
			cgirl->m_InHouse = false;

			cgirl->m_Pay = cgirl->m_Tips = 0;

			// `J` Check for out of building jobs and set yesterday jobs for everyone first
			if (cgirl->m_DayJob	  < firstjob || cgirl->m_DayJob   > lastjob)	cgirl->m_DayJob = restjob;
			if (cgirl->m_NightJob < firstjob || cgirl->m_NightJob > lastjob)	cgirl->m_NightJob = restjob;
			if (cgirl->m_PrevDayJob != 255 && (cgirl->m_PrevDayJob	 < firstjob || cgirl->m_PrevDayJob   > lastjob))	cgirl->m_PrevDayJob = 255;
			if (cgirl->m_PrevNightJob != 255 && (cgirl->m_PrevNightJob < firstjob || cgirl->m_PrevNightJob > lastjob))	cgirl->m_PrevNightJob = 255;
			cgirl->m_YesterDayJob = cgirl->m_DayJob;		// `J` set what she did yesterday
			cgirl->m_YesterNightJob = cgirl->m_NightJob;	// `J` set what she did yesternight
			cgirl->m_Refused_To_Work_Day = cgirl->m_Refused_To_Work_Night = false;
			string summary = "";

			g_Girls.AddTiredness(cgirl);			// `J` moved all girls add tiredness to one place
			do_food_and_digs(current, cgirl);		// Brothel only update for girls accommodation level
			g_Girls.updateGirlAge(cgirl, true);		// update birthday counter and age the girl
			g_Girls.HandleChildren(cgirl, summary);	// handle pregnancy and children growing up
			g_Girls.updateSTD(cgirl);				// health loss to STD's				NOTE: Girl can die
			g_Girls.updateHappyTraits(cgirl);		// Update happiness due to Traits	NOTE: Girl can die
			updateGirlTurnBrothelStats(cgirl);		// Update daily stats				Now only runs once per day
			g_Girls.updateGirlTurnStats(cgirl);		// Stat Code common to Dugeon and Brothel

			if (cgirl->m_JustGaveBirth)				// if she gave birth, let her rest this week
			{
				if (cgirl->m_DayJob != restjob)		cgirl->m_PrevDayJob = cgirl->m_DayJob;
				if (cgirl->m_NightJob != restjob)	cgirl->m_PrevNightJob = cgirl->m_NightJob;
				cgirl->m_DayJob = cgirl->m_NightJob = restjob;
			}

			cgirl = cgirl->m_Next;
		}
	}

	UpdateGirls(current, 0);	// Run the Day Shift

	UpdateGirls(current, 1);	// Run the Nighty Shift

	if (current->m_Filthiness < 0)		current->m_Filthiness = 0;
	if (current->m_SecurityLevel < 0)	current->m_SecurityLevel = 0;

	g_Gold.brothel_accounts(current->m_Finance, current->m_id);

	cgirl = current->m_Girls;
	while (cgirl)
	{
		g_Girls.updateTemp(cgirl);			// update temp stuff
		g_Girls.EndDayGirls(current, cgirl);
		cgirl = cgirl->m_Next;
	}
//.........这里部分代码省略.........
开发者ID:DagothRa,项目名称:crazys-wm-mod,代码行数:101,代码来源:cCentre.cpp


示例12: WorkSleazyBarmaid

// `J` Job Brothel - Sleazy Bar
bool cJobManager::WorkSleazyBarmaid(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
#pragma region //	Job setup				//
	int actiontype = ACTION_WORKCLUB;
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	int roll_a = g_Dice.d100(), roll_b = g_Dice.d100(), roll_c = g_Dice.d100();
	if (g_Girls.DisobeyCheck(girl, actiontype, brothel))
	{
		ss << " refused to work during the " << (Day0Night1 ? "night" : "day") << " shift.";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	ss << " worked as a bartender in the strip club.\n\n";

	g_Girls.UnequipCombat(girl);	// put that shit away, you'll scare off the customers!

	int HateLove = 0;
	HateLove = g_Girls.GetStat(girl, STAT_PCLOVE) - g_Girls.GetStat(girl, STAT_PCHATE);
	double wages = 15, tips = 0;
	int enjoy = 0, fame = 0;
	int imagetype = IMGTYPE_ECCHI;
	int msgtype = Day0Night1;

#pragma endregion
#pragma region //	Job Performance			//

	double jobperformance = JP_SleazyBarmaid(girl, false);



	if (jobperformance >= 245)
	{
		ss << " She must be the perfect bar tender customers go on and on about her and always come to see her when she works.\n\n";
		wages += 155;
	}
	else if (jobperformance >= 185)
	{
		ss << " She's unbelievable at this and is always getting praised by the customers for her work.\n\n";
		wages += 95;
	}
	else if (jobperformance >= 145)
	{
		ss << " She's good at this job and gets praised by the customers often.\n\n";
		wages += 55;
	}
	else if (jobperformance >= 100)
	{
		ss << " She made a few mistakes but overall she is okay at this.\n\n";
		wages += 15;
	}
	else if (jobperformance >= 70)
	{
		ss << " She was nervous and made a few mistakes. She isn't that good at this.\n\n";
		wages -= 5;
	}
	else
	{
		ss << " She was nervous and constantly making mistakes. She really isn't very good at this job.\n\n";
		wages -= 15;
	}


	//base tips, aprox 10-20% of base wages
	tips += (((10 + jobperformance / 22) * wages) / 100);
	
	//try and add randomness here
	if (g_Girls.GetStat(girl, STAT_BEAUTY) > 85 && g_Dice.percent(20))
	{
		ss << "Stunned by her beauty a customer left her a great tip.\n\n"; tips += 25;
	}

	if (g_Girls.GetStat(girl, STAT_BEAUTY) > 99 && g_Dice.percent(5))
	{
		ss << girlName << " looked absolutely stunning during her shift and was unable to hide it. Instead of her ass or tits, the patrons couldn't glue their eyes off her face, and spent a lot more than usual on tipping her.\n"; tips += 50;
	}

	if (g_Girls.GetStat(girl, STAT_CHARISMA) > 85 && g_Dice.percent(20))
	{
		ss << girlName << " surprised a couple of gentlemen discussing some complicated issue by her insightful comments when she was taking her order. They decided her words were worth a heavy tip.\n"; tips += 35;
	}

	if (g_Girls.HasTrait(girl, "Clumsy") && g_Dice.percent(15))
	{
		ss << "Her clumsy nature caused her to spill a drink on a customer resulting in them storming off without paying.\n"; wages -= 15;
	}

	if (g_Girls.HasTrait(girl, "Pessimist") && g_Dice.percent(5))
	{
		if (jobperformance < 125)
		{
			ss << "Her pessimistic mood depressed the customers making them tip less.\n"; tips -= 10;
		}
		else
		{
			ss << girlName << " was in a poor mood so the patrons gave her a bigger tip to try and cheer her up.\n"; tips += 10;
		}
	}

	if (g_Girls.HasTrait(girl, "Optimist") && g_Dice.percent(5))
//.........这里部分代码省略.........
开发者ID:adkins2010,项目名称:crazys-wm-mod,代码行数:101,代码来源:WorkSleazyBarmaid.cpp


示例13: WorkFilmBondage

// `J` Job Movie Studio - Actress
bool cJobManager::WorkFilmBondage(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
	int actiontype = ACTION_WORKMOVIE;
	// No film crew.. then go home	// `J` this will be taken care of in building flow, leaving it in for now
	if (g_Studios.GetNumGirlsOnJob(0, JOB_CAMERAMAGE, SHIFT_NIGHT) == 0 || g_Studios.GetNumGirlsOnJob(0, JOB_CRYSTALPURIFIER, SHIFT_NIGHT) == 0)
	{
		girl->m_Events.AddMessage("There was no crew to film the scene, so she took the day off", IMGTYPE_PROFILE, EVENT_NOWORK);
		return false;
	}
	
	stringstream ss;
	string girlName = girl->m_Realname;
	int wages = 50;
	int enjoy = 0;
	int jobperformance = 0;

	g_Girls.UnequipCombat(girl);	// not for actress (yet)

	ss << girlName << " worked as an actress filming BDSM scenes.\n\n";

	int roll = g_Dice.d100();
	if (roll <= 10 && g_Girls.DisobeyCheck(girl, ACTION_WORKMOVIE, brothel))
	{
		ss << "She refused to get beaten on film today.\n";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	else if (roll <= 10) { enjoy -= g_Dice % 3 + 1;	ss << "She did not enjoy getting tied up and hurt today.\n\n"; }
	else if (roll >= 90) { enjoy += g_Dice % 3 + 1;	ss << "She had a great time getting spanked and whipped.\n\n"; }
	else /*            */{ enjoy += g_Dice % 2;		ss << "She had just another day in the dungeon.\n\n"; }
	jobperformance = enjoy * 2;

	if (g_Girls.CheckVirginity(girl))
	{
		g_Girls.LoseVirginity(girl);	// `J` updated for trait/status
		jobperformance += 50;
		ss << "She is no longer a virgin.\n";
	}
	sCustomer* Cust = new sCustomer; g_Customers.GetCustomer(Cust, brothel); Cust->m_Amount = 1;
	if (Cust->m_IsWoman)	// FemDom
	{
		jobperformance += 20;
		/* */if (girl->has_trait("Lesbian"))	jobperformance += 20;
		else if (girl->has_trait("Straight"))	jobperformance -= 20;
	}
	else
	{
		if (!girl->calc_pregnancy(Cust, false, 0.75))
			g_MessageQue.AddToQue(girl->m_Realname + " has gotten pregnant", 0);
		/* */if (girl->has_trait("Lesbian"))	jobperformance -= 10;
		else if (girl->has_trait("Straight"))	jobperformance += 10;
	}

	// remaining modifiers are in the AddScene function --PP
	int finalqual = g_Studios.AddScene(girl, SKILL_BDSM, jobperformance);
	ss << "Her scene is valued at: " << finalqual << " gold.\n";

	girl->m_Events.AddMessage(ss.str(), IMGTYPE_BDSM, Day0Night1);

	// work out the pay between the house and the girl
	if (girl->is_slave() && !cfg.initial.slave_pay_outofpocket())
	{
		wages = 0;	// You own her so you don't have to pay her.
	}
	else
	{
		wages += finalqual * 2;
	}
	girl->m_Pay = wages;

	// Improve stats
	int xp = 10, skill = 3;

	if (g_Girls.HasTrait(girl, "Quick Learner"))		{ skill += 1; xp += 3; }
	else if (g_Girls.HasTrait(girl, "Slow Learner"))	{ skill -= 1; xp -= 3; }

	g_Girls.UpdateStat(girl, STAT_EXP, xp);
	g_Girls.UpdateSkill(girl, SKILL_PERFORMANCE, g_Dice%skill);
	g_Girls.UpdateSkill(girl, SKILL_BDSM, g_Dice%skill + 1);

	g_Girls.UpdateEnjoyment(girl, ACTION_SEX, enjoy);
	g_Girls.UpdateEnjoyment(girl, ACTION_WORKMOVIE, enjoy);
	//gain
	g_Girls.PossiblyGainNewTrait(girl, "Fake Orgasm Expert", 50, ACTION_SEX, "She has become quite the faker.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "Masochist", 65, ACTION_SEX, girlName + " has turned into a Masochist from filming so many BDSM scenes.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "Slut", 80, ACTION_SEX, girlName + " has turned into quite a slut.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "Porn Star", 80, ACTION_WORKMOVIE, "She has performed in enough sex scenes that she has become a well known Porn Star.", Day0Night1);
	//lose

	delete Cust;
	return false;
}
开发者ID:diamondialis,项目名称:crazys-wm-mod,代码行数:93,代码来源:WorkFilmBondage.cpp


示例14: check_events

void cScreenBrothelManagement::check_events()
{
	if (g_InterfaceEvents.GetNumEvents() != 0)
	{
		if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_girls))
		{
			g_InitWin = true;
			g_WinManager.push("Girl Management");
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_staff))
		{
			g_InitWin = true;
			g_WinManager.push("Gangs");
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_setup))
		{
			g_InitWin = true;
			g_WinManager.push("Building Setup");
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_dungeon))
		{
			g_InitWin = true;
			g_WinManager.push("Dungeon");
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_town))
		{
			g_InitWin = true;
			g_WinManager.push("Town");
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_save))
		{
			SaveGame(g_CTRLDown);
			g_MessageQue.AddToQue("Game Saved", COLOR_GREEN);
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_week))
		{
			g_InitWin = true;
			if (!g_CTRLDown) { g_CTRLDown = false; AutoSaveGame(); }
			NextWeek();
			g_WinManager.push("TurnSummary");
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_turn))
		{
			g_InitWin = true;
			g_CurrentScreen = SCREEN_TURNSUMMARY;
			g_WinManager.push("TurnSummary");
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_quit))
		{
			g_InitWin = true;
			g_GetInput.ModeConfirmExit();
			g_WinManager.push("GetInput");
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_next))
		{
			g_CurrBrothel++;
			if (g_CurrBrothel >= g_Brothels.GetNumBrothels())
				g_CurrBrothel = 0;
			g_InitWin = true;
			return;
		}
		else if (g_InterfaceEvents.CheckEvent(EVENT_BUTTONCLICKED, id_prev))
		{
			g_CurrBrothel--;
			if (g_CurrBrothel < 0)
				g_CurrBrothel = g_Brothels.GetNumBrothels() - 1;
			g_InitWin = true;
			return;
		}
	}
}
开发者ID:Jenocke,项目名称:test,代码行数:80,代码来源:cScreenBrothelManagement.cpp


示例15: WorkFightBeast

// `J` Job Arena - Fighting
bool cJobManager::WorkFightBeast(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
    int actiontype = ACTION_COMBAT;
    stringstream ss;
    string girlName = girl->m_Realname;
    ss << girlName;

    if (g_Brothels.GetNumBeasts() < 1)
    {
        ss << " had no beasts to fight.";
        girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, Day0Night1);
        return false;	// not refusing
    }
    int roll = g_Dice.d100();
    if (roll <= 10 && g_Girls.DisobeyCheck(girl, actiontype, brothel))
    {
        ss << " refused to fight beasts today.\n";
        girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
        return true;
    }


    g_Girls.EquipCombat(girl);	// ready armor and weapons!
    Uint8 fight_outcome = 0;
    int wages = 175, enjoy = 0;
    double jobperformance = JP_FightBeast(girl, false);

    if (roll <= 15)
    {
        ss << " didn't like fighting beasts today.";
        enjoy -= 3;
    }
    else if (roll >= 90)
    {
        ss << " loved fighting beasts today.";
        enjoy += 3;
    }
    else
    {
        ss << " had a pleasant time fighting beasts today.";
        enjoy += 1;
    }
    ss << "\n\n";

    // TODO need better dialog

    sGirl* tempgirl = g_Girls.CreateRandomGirl(18, false, false, false, true, false);
    if (tempgirl)		// `J` reworked incase there are no Non-Human Random Girls
    {
        fight_outcome = g_Girls.girl_fights_girl(girl, tempgirl);
    }
    else
    {
        g_LogFile.write("Error: You have no Non-Human Random Girls for your girls to fight\n");
        g_LogFile.write("Error: You need a Non-Human Random Girl to allow WorkFightBeast randomness");
        fight_outcome = 7;
    }
    if (fight_outcome == 7)
    {
        ss << "The beasts were not cooperating and refused to fight.\n\n";
        ss << "(Error: You need a Non-Human Random Girl to allow WorkFightBeast randomness)";
        girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, Day0Night1);
    }
    else if (fight_outcome == 1)	// she won
    {
        ss << "She had fun fighting beasts today.";
        enjoy += 3;
        girl->m_Events.AddMessage(ss.str(), IMGTYPE_COMBAT, Day0Night1);
        int roll_max = girl->fame() + girl->charisma();
        roll_max /= 4;
        wages += 10 + g_Dice%roll_max;
        girl->m_Pay = wages;
        g_Girls.UpdateStat(girl, STAT_FAME, 2);
    }
    else  // she lost or it was a draw
    {
        ss << "She was unable to win the fight.";
        enjoy -= 1;
        //Crazy i feel there needs be more of a bad outcome for losses added this... Maybe could use some more
        if (m_JobManager.is_sex_type_allowed(SKILL_BEASTIALITY, brothel) && !g_Girls.HasTrait(girl, "Virgin"))
        {
            ss << " So as punishment you allow the beast to have its way with her.";
            enjoy -= 1;
            g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, -50);
            g_Girls.UpdateSkill(girl, SKILL_BEASTIALITY, 2);
            girl->m_Events.AddMessage(ss.str(), IMGTYPE_BEAST, Day0Night1);
            if (!girl->calc_insemination(The_Player, false, 1.0))
            {
                g_MessageQue.AddToQue(girl->m_Realname + " has gotten inseminated", 0);
            }
        }
        else
        {
            ss << " So you send your men in to cage the beast before it can harm her.";
            girl->m_Events.AddMessage(ss.str(), IMGTYPE_COMBAT, Day0Night1);
            g_Girls.UpdateStat(girl, STAT_FAME, -1);
        }
    }

//.........这里部分代码省略.........
开发者ID:diamondialis,项目名称:crazys-wm-mod,代码行数:101,代码来源:WorkFightBeast.cpp


示例16: Update

void cRivalManager::Update(int& NumPlayerBussiness)
{
	cRival* curr = m_Rivals;
	cConfig cfg;

	if (g_Year >= 1209 && g_Month > 3) m_PlayerSafe = false;

	while (curr)
	{
		// check if rival is killed
		if (curr->m_Gold <= 0 && curr->m_NumBrothels <= 0 && curr->m_NumGangs <= 0 &&
			curr->m_NumGirls <= 0 && curr->m_NumGamblingHalls <= 0 && curr->m_NumBars <= 0 &&
			curr->m_NumInventory <= 0)
		{
			cRival* tmp = curr->m_Next;
			RemoveRival(curr);
			curr = tmp;
			SetGameFlag(FLAG_RIVALLOSE);
			continue;
		}

		int income = 0; int upkeep = 0; int profit = 0;
		int totalincome = 0; int totalupkeep = 0;
		int startinggold = curr->m_Gold;

		// `J` added - rival power
		// `J` reworked to reduce the rival's power
		curr->m_Power = 
			max(0, curr->m_NumBrothels * 5) +
			max(0, curr->m_NumGamblingHalls * 2) +
			max(0, curr->m_NumBars * 1);
	
		// check if a rival is in danger
		if (curr->m_Gold <= 0 || curr->m_NumBrothels <= 0 || curr->m_NumGirls <= 0 || curr->m_NumGamblingHalls <= 0 || curr->m_NumBars <= 0)
		{
			// The AI is in danger so will stop extra spending
			curr->m_BribeRate = 0;
			curr->m_Influence = 0;

			// first try to sell any items
			if (curr->m_NumInventory > 0)
			{
				for (int i = 0; i < MAXNUM_RIVAL_INVENTORY && curr->m_Gold + income + upkeep < 1000; i++)
				{
					sInventoryItem* temp = curr->m_Inventory[i];
					if (temp)
					{
						income += (temp->m_Cost / 2);
						RemoveRivalInvByNumber(curr, i);
					}
				}
			}

			// try to buy at least one of each to make up for losses
			if (curr->m_NumBrothels <= 0 && curr->m_Gold + income + upkeep - 20000 >= 0)
			{
				upkeep -= 20000;
				curr->m_NumBrothels++;
			}
			if (curr->m_NumGirls <= 0 && curr->m_Gold + income + upkeep - 550 >= 0)
			{
				upkeep -= 550;
				curr->m_NumGirls++;
			}
			if (curr->m_NumGamb 

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