Ejemplo n.º 1
0
// `J` Job Movie Studio - Actress
bool cJobManager::WorkFilmAnal(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 finalqual = 0;
	int jobperformance = 0;

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

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

	int roll = g_Dice.d100();
	if (roll <= 10 && (g_Girls.DisobeyCheck(girl, ACTION_WORKMOVIE, brothel) || g_Girls.DisobeyCheck(girl, ACTION_SEX, brothel)))
	{
		ss << "She refused to do anal 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 like having a c**k up her ass today.\n\n"; }
	else if (roll >= 90) { enjoy += g_Dice % 3 + 1;	ss << "She loved having her ass pounded today.\n\n"; }
	else /*            */{ enjoy += g_Dice % 2;		ss << "She had a pleasant day letting her co-star slip his c**k into her butt.\n\n";
	}
	jobperformance = enjoy * 2;

	if (g_Girls.CheckVirginity(girl))
	{
		jobperformance += 20;
		ss << "She is a virgin.\n";
	}

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

	girl->m_Events.AddMessage(ss.str(), IMGTYPE_ANAL, 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_ANAL, g_Dice%skill + 1);

	g_Girls.UpdateEnjoyment(girl, ACTION_SEX, enjoy);
	g_Girls.UpdateEnjoyment(girl, ACTION_WORKMOVIE, enjoy);
	//gain
	g_Girls.PossiblyGainNewTrait(girl, "Fake O****m Expert", 50, ACTION_SEX, "She has become quite the faker.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "S**t", 80, ACTION_SEX, girlName + " has turned into quite a s**t.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "P**n Star", 80, ACTION_WORKMOVIE, "She has performed in enough sex scenes that she has become a well known P**n Star.", Day0Night1);
	//lose

	return false;
}
Ejemplo n.º 2
0
// Job Movie Studio - // nice Job - Action Scene
//This film will use her combat and magic skills, and will be more popular if she's hot.
bool cJobManager::WorkFilmAction(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
	int actiontype = ACTION_WORKMOVIE;
	//Taken care of in building flow, leaving it in for robustness
	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 tips = 0;
	int enjoy = 0;
	int bonus = 0;
	double jobperformance = JP_FilmAction(girl, false);

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

	ss << girlName;
	int roll = g_Dice.d100();
	if (roll <= 10 && g_Girls.DisobeyCheck(girl, ACTION_WORKMOVIE, brothel))
	{
		ss << " refused to shoot an action scenes today.\n";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	else if (g_Girls.GetStat(girl, STAT_TIREDNESS) > 75)
	{
		ss << " was too tired to take part in an action scene.\n\n";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	else ss << " worked as an actress in an action scene.\n\n";


	//JOB
	ss << girlName;
	int OPTIONS = 3; //Right now this number of options applies for all levels of job
	if (jobperformance >= 350)
	{
		ss << " made an outstanding action scene,";
		AddStory(&ss);
		ss << " It will definitely win her some fans.";
		g_Girls.UpdateStat(girl, STAT_FAME, 3);
		bonus = 12;
	}
	else if (jobperformance >= 245)
	{
		ss << " made a great action scene,";
		AddStory(&ss);
		ss << " It should win her some fans.";
		g_Girls.UpdateStat(girl, STAT_FAME, 2);
		bonus = 6;
	}
	else if (jobperformance >= 185)
	{
		ss << " made a fairly good action scene,";
		AddStory(&ss);
		ss << " Her fans will enjoy it.";
		bonus = 4;
		g_Girls.UpdateStat(girl, STAT_FAME, 1);
	}
	else if (jobperformance >= 145)
	{
		ss << " made an uninspired action scene,";
		AddStory(&ss);
		ss << " Her diehard fans might enjoy it.";
		bonus = 2;
	}
	else if (jobperformance >= 100)
	{
		ss << " made a weak action scene,";
		AddStory(&ss);
		bonus = 1;
		ss << "\nThe CamerMage advised " << girlName << " how to improve her performance";
		if (g_Dice.percent(40))
		{
			ss << " and her scene got a little better after this.";
			bonus++;
		}
		else
		{
			ss << ", but she wouldn't listen.";
		}
	}
	else
	{
		ss << " made an awful action scene,";
		AddStory(&ss);
		ss << " Even her fans will hate it.";
		g_Girls.UpdateStat(girl, STAT_FAME, -1);
	}

	ss << "\n";

	//Enjoyed? If she performed well, she'd should have enjoyed it.
	if (jobperformance >= 200)
	{
		enjoy += (g_Dice % 3 + 1);
		ss << "She loved performing on film today.\n\n";
	}
	else if (jobperformance >= 100)
	{
		enjoy += g_Dice % 2;
		ss << "She enjoyed this performance.\n\n";
	}
	else
	{
		enjoy -= (g_Dice % 3 + 2);
		ss << "She found this awkward and did not enjoy it.\n\n";
	}

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

	girl->m_Events.AddMessage(ss.str(), IMGTYPE_COMBAT, 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_Tips = max(0, tips);
	girl->m_Pay = max(0, wages);

	// Improve stats
	int xp = 10, skill = 3, libido = 1;

	if (girl->has_trait( "Quick Learner"))		{ skill += 1; xp += 3; }
	else if (girl->has_trait( "Slow Learner"))	{ skill -= 1; xp -= 3; }
	if (girl->has_trait( "Nymphomaniac"))			{ libido += 2; }

	g_Girls.UpdateStat(girl, STAT_EXP, xp);
	g_Girls.UpdateSkill(girl, SKILL_PERFORMANCE, g_Dice%skill);
	g_Girls.UpdateSkill(girl, SKILL_COMBAT, g_Dice%skill + 1);
	g_Girls.UpdateSkill(girl, SKILL_MAGIC, g_Dice%skill + 1);
	g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido);

	g_Girls.UpdateEnjoyment(girl, ACTION_COMBAT, enjoy);
	g_Girls.UpdateEnjoyment(girl, ACTION_WORKMOVIE, enjoy);

	//gain traits
	if (jobperformance >= 140 && g_Dice.percent(50))
	{
		if (g_Girls.PossiblyGainNewTrait(girl, "Brawler", 60, ACTION_COMBAT, "She has performed in enough fight scenes that she has become quite a brawler.", Day0Night1));
		else if (g_Girls.PossiblyGainNewTrait(girl, "Tough", 70, ACTION_COMBAT, "She has performed in enough fight scenes that she has become quite tough.", Day0Night1));
		else if (g_Girls.PossiblyGainNewTrait(girl, "Agile", 80, ACTION_COMBAT, "She has performed martial arts scenes that she is becoming agile.", Day0Night1));
		else (g_Girls.PossiblyGainNewTrait(girl, "Fleet of Foot", 90, ACTION_COMBAT, "She has performed so many action scenes that she has become fast on her feet.", Day0Night1));
	}

	if (jobperformance >= 140 && g_Dice.percent(50))
	{
		if (g_Girls.PossiblyGainNewTrait(girl, "Charismatic", 60, ACTION_WORKMOVIE, "She has performed in enough movie scenes that she has become charismatic.", Day0Night1));
		else if (g_Girls.PossiblyGainNewTrait(girl, "Actress", 70, ACTION_WORKMOVIE, "She has performed in enough movie scenes that she has become a good actress.", Day0Night1));
		else g_Girls.PossiblyGainNewTrait(girl, "Sexy Air", 80, ACTION_WORKSTRIP, girlName + " has been having to be sexy for so long she now reeks sexiness.", Day0Night1);
	}

	// nice job bonus-------------------------------------------------------
	//BONUS - Nice jobs show off her assets and make her happy, increasing fame and love.

	int MrNiceGuy = g_Dice % 6, MrFair = g_Dice % 6;
	MrNiceGuy = (MrNiceGuy + MrFair)/3;				//Should come out around 1-2 most of the time.

	g_Girls.UpdateStat(girl, STAT_HAPPINESS, MrNiceGuy);
	g_Girls.UpdateStat(girl, STAT_FAME, MrNiceGuy);
	g_Girls.UpdateStat(girl, STAT_PCLOVE, MrNiceGuy);
	g_Girls.UpdateStat(girl, STAT_PCHATE, -MrNiceGuy);
	g_Girls.UpdateStat(girl, STAT_PCFEAR, -MrNiceGuy);
	The_Player->disposition(MrNiceGuy);

	//----------------------------------------------------------------------

	return false;
}
Ejemplo n.º 3
0
// `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 f**k 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 f**k 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 O****m Expert", 50, ACTION_SEX, "She has become quite the faker.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "P**n Star", 80, ACTION_WORKMOVIE, "She has performed in enough sex scenes that she has become a well known P**n Star.", Day0Night1);

	return false;
}
Ejemplo n.º 4
0
// `J` Job Movie Studio - Crew - job_is_cleaning
bool cJobManager::WorkFilmStagehand(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
	int actiontype = ACTION_WORKMOVIE;
	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 (roll_a <= 50 && (g_Girls.DisobeyCheck(girl, ACTION_WORKMOVIE, brothel) || g_Girls.DisobeyCheck(girl, ACTION_WORKCLEANING, brothel)))
	{
		ss << " refused to work as a stagehand today.";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	ss << " worked as a stagehand.\n\n";

	cConfig cfg;
	g_Girls.UnequipCombat(girl);	// not for studio crew

	int wages = 50;
	int enjoyc = 0, enjoym = 0;
	bool filming = true;
	bool playtime = false;
	int imagetype = IMGTYPE_PROFILE;


	// `J` - jobperformance and CleanAmt need to be worked out specially for this job.
	int jobperformance = 0;
	int CleanAmt = ((g_Girls.GetSkill(girl, SKILL_SERVICE) / 10) + 5) * 5;

	if (g_Studios.GetNumGirlsOnJob(0, JOB_CAMERAMAGE, SHIFT_NIGHT) == 0 ||
		g_Studios.GetNumGirlsOnJob(0, JOB_CRYSTALPURIFIER, SHIFT_NIGHT) == 0 ||
		g_Studios.Num_Actress(0) < 1)
	{
		ss << "There were no scenes being filmed, so she just cleaned the set.\n\n";
		filming = false;
		CleanAmt *= 2;
		imagetype = IMGTYPE_MAID;
	}

	if (g_Girls.HasTrait(girl, "Director"))					{ CleanAmt -= 10;	jobperformance += 15; }
	if (g_Girls.HasTrait(girl, "Actress"))					{ CleanAmt += 0;	jobperformance += 10; }
	if (g_Girls.HasTrait(girl, "P**n Star"))				{ CleanAmt += 0;	jobperformance += 5; }
	if (g_Girls.HasTrait(girl, "Flight"))					{ CleanAmt += 20;	jobperformance += 10; }
	if (g_Girls.HasTrait(girl, "Maid"))						{ CleanAmt += 20;	jobperformance += 2; }
	if (g_Girls.HasTrait(girl, "Powerful Magic"))			{ CleanAmt += 10;	jobperformance += 10; }
	if (g_Girls.HasTrait(girl, "Strong Magic"))				{ CleanAmt += 5;	jobperformance += 5; }
	if (g_Girls.HasTrait(girl, "Handyman"))					{ CleanAmt += 5;	jobperformance += 10; }
	if (g_Girls.HasTrait(girl, "Waitress"))					{ CleanAmt += 5;	jobperformance += 5; }
	if (g_Girls.HasTrait(girl, "Agile"))					{ CleanAmt += 5;	jobperformance += 10; }
	if (g_Girls.HasTrait(girl, "Fleet of Foot"))			{ CleanAmt += 2;	jobperformance += 5; }
	if (g_Girls.HasTrait(girl, "Strong"))					{ CleanAmt += 5;	jobperformance += 10; }
	if (g_Girls.HasTrait(girl, "Assassin"))					{ CleanAmt += 1;	jobperformance += 1; }
	if (g_Girls.HasTrait(girl, "Psychic"))					{ CleanAmt += 2;	jobperformance += 5; }
	if (g_Girls.HasTrait(girl, "Manly"))					{ CleanAmt += 1;	jobperformance += 1; }
	if (g_Girls.HasTrait(girl, "Tomboy"))					{ CleanAmt += 2;	jobperformance += 2; }
	if (g_Girls.HasTrait(girl, "Optimist"))					{ CleanAmt += 1;	jobperformance += 1; }
	if (g_Girls.HasTrait(girl, "Sharp-Eyed"))				{ CleanAmt += 1;	jobperformance += 5; }
	if (g_Girls.HasTrait(girl, "Giant"))					{ CleanAmt += 2;	jobperformance += 2; }
	if (g_Girls.HasTrait(girl, "Prehensile Tail"))			{ CleanAmt += 3;	jobperformance += 3; }

	if (g_Girls.HasTrait(girl, "Blind"))					{ CleanAmt -= 20;	jobperformance -= 20; }
	if (g_Girls.HasTrait(girl, "Queen"))					{ CleanAmt -= 20;	jobperformance -= 10; }
	if (g_Girls.HasTrait(girl, "Princess"))					{ CleanAmt -= 10;	jobperformance -= 5; }
	if (g_Girls.HasTrait(girl, "Mind F****d"))				{ CleanAmt -= 10;	jobperformance -= 5; }
	if (g_Girls.HasTrait(girl, "Bimbo"))					{ CleanAmt -= 5;	jobperformance -= 5; }
	if (g_Girls.HasTrait(girl, "Retarded"))					{ CleanAmt -= 5;	jobperformance -= 5; }
	if (g_Girls.HasTrait(girl, "Smoker"))					{ CleanAmt -= 1;	jobperformance -= 1; }
	if (g_Girls.HasTrait(girl, "Clumsy"))					{ CleanAmt -= 5;	jobperformance -= 5; }
	if (g_Girls.HasTrait(girl, "Delicate"))					{ CleanAmt -= 1;	jobperformance -= 1; }
	if (g_Girls.HasTrait(girl, "Elegant"))					{ CleanAmt -= 5;	jobperformance -= 1; }
	if (g_Girls.HasTrait(girl, "Malformed"))				{ CleanAmt -= 1;	jobperformance -= 1; }
	if (g_Girls.HasTrait(girl, "Massive Melons"))			{ CleanAmt -= 1;	jobperformance -= 1; }
	if (g_Girls.HasTrait(girl, "Abnormally Large Boobs"))	{ CleanAmt -= 3;	jobperformance -= 1; }
	if (g_Girls.HasTrait(girl, "Titanic T**s"))				{ CleanAmt -= 5;	jobperformance -= 1; }
	if (g_Girls.HasTrait(girl, "Broken Will"))				{ CleanAmt -= 5;	jobperformance -= 10; }
	if (g_Girls.HasTrait(girl, "Pessimist"))				{ CleanAmt -= 1;	jobperformance -= 1; }
	if (g_Girls.HasTrait(girl, "Meek"))						{ CleanAmt -= 2;	jobperformance -= 2; }
	if (g_Girls.HasTrait(girl, "Nervous"))					{ CleanAmt -= 2;	jobperformance -= 3; }
	if (g_Girls.HasTrait(girl, "Dependant"))				{ CleanAmt -= 5;	jobperformance -= 5; }
	if (g_Girls.HasTrait(girl, "Bad Eyesight"))				{ CleanAmt -= 5;	jobperformance -= 5; }


	if (roll_a <= 10)
	{
		enjoyc -= g_Dice % 3 + 1; if (filming) enjoym -= g_Dice % 3 + 1;
		CleanAmt = int(CleanAmt * 0.8);
		ss << "She did not like working in the studio today.";
	}
	else if (roll_a >= 90)
	{
		enjoyc += g_Dice % 3 + 1; if (filming) enjoym += g_Dice % 3 + 1;
		CleanAmt = int(CleanAmt * 1.1);
		ss << "She had a great time working today.";
	}
	else
	{
		enjoyc += max(0, g_Dice % 3 - 1); if (filming) enjoym += max(0, g_Dice % 3 - 1);
		ss << "Otherwise, the shift passed uneventfully.";
	}
	jobperformance += enjoyc + enjoym;
	ss << "\n\n";

	if (filming)
	{
		jobperformance += (((girl->spirit() - 50) / 10) + ((girl->intelligence() - 50) / 10) + (girl->service() / 10)) / 3;
		jobperformance += g_Girls.GetStat(girl, STAT_LEVEL);
		jobperformance += g_Dice % 4 - 1;	// should add a -1 to +3 random element --PP

		if (jobperformance > 0)
		{
			jobperformance = max(1, jobperformance / 10);
			ss << "She helped improve the scene " << (int)jobperformance << "% with her production skills.";
		}
		else if (jobperformance < 0)
		{
			jobperformance = min(-1, jobperformance / 10);
			ss << "She did a bad job today, reduceing the scene quality " << (int)jobperformance << "% with her poor performance.";
		}
		else ss << "She did not really help the scene quality.";
		ss << "\n\n";
	}


	// slave girls not being paid for a job that normally you would pay directly for do less work
	if ((girl->is_slave() && !cfg.initial.slave_pay_outofpocket()))
	{
		CleanAmt = int(CleanAmt * 0.9);
		wages = 0;
	}
	else if (filming)
	{
		wages += CleanAmt + jobperformance;
	}
	else
	{
		wages += CleanAmt;
	}

	ss << gettext("Cleanliness rating improved by ") << CleanAmt;

	if (!filming && brothel->m_Filthiness < CleanAmt / 2) // `J` needs more variation
	{
		ss << "\n\n" << girlName << " finished her cleaning early so she hung out around the Studio a bit.";
		g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, g_Dice % 3 + 1);
		g_Girls.UpdateStat(girl, STAT_HAPPINESS, g_Dice % 3 + 1);
	}


	girl->m_Events.AddMessage(ss.str(), imagetype, SHIFT_NIGHT);
	if (filming) g_Studios.m_StagehandQuality += jobperformance;
	brothel->m_Filthiness -= CleanAmt;
	girl->m_Pay = wages;


	// Improve girl
	int xp = filming ? 10 : 5, skill = 3, libido = 1;
	if (enjoyc + enjoym > 2)							{ xp += 1; skill += 1; }
	if (g_Girls.HasTrait(girl, "Quick Learner"))		{ skill += 1; xp += 3; }
	else if (g_Girls.HasTrait(girl, "Slow Learner"))	{ skill -= 1; xp -= 3; }
	if (g_Girls.HasTrait(girl, "Nymphomaniac"))			{ libido += 2; }

	g_Girls.UpdateStat(girl, STAT_EXP, xp);
	g_Girls.UpdateSkill(girl, SKILL_SERVICE, (g_Dice % skill) + 2);
	g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido);

	if (filming) g_Girls.UpdateEnjoyment(girl, ACTION_WORKMOVIE, enjoym);
	g_Girls.UpdateEnjoyment(girl, ACTION_WORKCLEANING, enjoyc);
	//lose traits
	g_Girls.PossiblyLoseExistingTrait(girl, "Clumsy", 30, ACTION_WORKCLEANING, "It took her spilling hundreds of buckets, and just as many reprimands, but " + girl->m_Realname + " has finally stopped being so Clumsy.", Day0Night1);

	return false;
}
Ejemplo n.º 5
0
// `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 O****m Expert", 50, ACTION_SEX, "She has become quite the faker.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "M*******t", 65, ACTION_SEX, girlName + " has turned into a M*******t from filming so many BDSM scenes.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "S**t", 80, ACTION_SEX, girlName + " has turned into quite a s**t.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "P**n Star", 80, ACTION_WORKMOVIE, "She has performed in enough sex scenes that she has become a well known P**n Star.", Day0Night1);
	//lose

	delete Cust;
	return false;
}
Ejemplo n.º 6
0
// `J` Job Movie Studio - Crew
bool cJobManager::WorkCrystalPurifier(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
	int actiontype = ACTION_WORKMOVIE;
	bool SkipDisobey = (summary == "SkipDisobey");
	stringstream ss; string girlName = girl->m_Realname;

	// 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;	// not refusing
	}
	else if (g_Studios.Num_Actress(0) < 1)
	{
		girl->m_Events.AddMessage("There were no actresses to film, so she took the day off", IMGTYPE_PROFILE, EVENT_NOWORK);
		return false;	// not refusing
	}

	// `J` added this to allow the Director to assign someone to this job without making it permanent
	if (girl->m_DayJob == JOB_FILMFREETIME)	// the director sets the old job to dayjob when changing night job
	{
		ss << girlName << " was assigned to work as a crystal purifier";
	}
	else
	{
		ss << "The Director assigned " << girlName << "to edit the scenes for the week";
	}

	
	g_Girls.UnequipCombat(girl);	// not for studio crew

	int roll = g_Dice.d100();
	if (!SkipDisobey)	// `J` skip the disobey check because it has already been done in the building flow
	{
		if (roll <= 10 && g_Girls.DisobeyCheck(girl, actiontype, brothel))
		{
			if (girl->m_DayJob == JOB_FILMFREETIME)
			{
				ss << " but she refused to work.";
				girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
			}
			else
			{
				ss << " but " << girlName;
				if (g_Studios.is_Actress_Job(girl->m_DayJob))	ss << " wanted to be part of the action instead of just watching it.\n";
				else if (girl->m_DayJob == JOB_PROMOTER)		ss << " preferred to sell the movies rather than edit them.\n";
				else if (girl->m_DayJob == JOB_FLUFFER)			ss << " wanted to see the action live instead of watching it afterwards.\n";
				else if (girl->m_DayJob == JOB_STAGEHAND)		ss << " wanted to clean instead of editing scenes.\n";
				else if (girl->m_DayJob == JOB_CAMERAMAGE)		ss << " preferred to film the scenes rather than edit them.\n";
				girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_BACKTOWORK);
			}
			return true;
		}
	}
	ss << ".\n\n";

	int wages = 50;
	int enjoy = 0;

	if (roll <= 10)
	{
		enjoy -= g_Dice % 3 + 1;
		ss << "She did not like working in the studio today.\n\n";
	}
	else if (roll >= 90)
	{
		enjoy += g_Dice % 3 + 1;
		ss << "She had a great time working today.\n\n";
	}
	else
	{
		enjoy += g_Dice % 2;
		ss << "Otherwise, the shift passed uneventfully.\n\n";
	}
	double jobperformance = JP_CrystalPurifier(girl, false);
	jobperformance += enjoy * 2;

	// slave girls not being paid for a job that normally you would pay directly for do less work
	if ((girl->is_slave() && !cfg.initial.slave_pay_outofpocket()))
	{
		jobperformance *= 0.9;
		wages = 0;
	}
	else	// work out the pay between the house and the girl
	{
		// `J` zzzzzz - need to change pay so it better reflects how well she edited the films
		wages += 20;
		int roll_max = girl->spirit() + girl->intelligence();
		roll_max /= 4;
		wages += 10 + g_Dice%roll_max;
	}

	/* */if (jobperformance > 0)	ss << "She helped improve the scene " << (int)jobperformance << "% with her production skills. \n";
	else if (jobperformance < 0)	ss << "She did a bad job today, she reduced the scene quality " << (int)jobperformance << "% with her poor performance. \n";
	else /*                   */	ss << "She did not really help the scene quality.\n";

	girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, Day0Night1);
	g_Studios.m_PurifierQaulity += (int)jobperformance;
	girl->m_Pay = wages;

	// Improve stats
	int xp = 5, skill = 3, libido = 1;
	if (jobperformance > 5)	skill += 1;

	if (g_Girls.HasTrait(girl, "Quick Learner"))		{ skill += 1; xp += 3; }
	else if (g_Girls.HasTrait(girl, "Slow Learner"))	{ skill -= 1; xp -= 3; }
	if (g_Girls.HasTrait(girl, "Nymphomaniac"))			{ libido += 2; }

	if (g_Dice % 2 == 1)
		g_Girls.UpdateStat(girl, STAT_INTELLIGENCE, g_Dice%skill);
	g_Girls.UpdateSkill(girl, SKILL_SERVICE, g_Dice%skill + 1);
	g_Girls.UpdateStat(girl, STAT_EXP, xp);
	g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido);

	return false;
}