void cScreenMovieMaker::init() { g_CurrentScreen = SCREEN_CREATEMOVIE; if(!g_InitWin) return; Focused(); g_InitWin = false; // clear the lists ClearListBox(sceneslist_id); //get a list of all the column names, so we can find which data goes in that column vector<string> columnNames; m_ListBoxes[sceneslist_id]->GetColumnNames(columnNames); int numColumns = columnNames.size(); string* Data = new string[numColumns]; // Add scene to list for(int i=0; i<g_Studios.GetNumScenes(); i++) { sMovieScene* scene = g_Studios.GetScene(i); //if (selected_girl == gir) // selection = i; unsigned int item_color = COLOR_BLUE; scene->OutputSceneRow(Data, columnNames); AddToListBox(sceneslist_id, i, Data, numColumns, item_color); } delete [] Data; lastNum = -1; g_InitWin = false; }
void cScreenCentreManagement::RefreshJobList() { ClearListBox(joblist_id); int job_filter = GetSelectedItemFromList(jobtypelist_id); if (job_filter == -1) return; string text = ""; // populate Jobs listbox with jobs in the selected category for (unsigned int i = g_Centre.m_JobManager.JobFilterIndex[job_filter]; i < g_Centre.m_JobManager.JobFilterIndex[job_filter + 1]; i++) { if (g_Centre.m_JobManager.JobName[i] == "") continue; text = g_Centre.m_JobManager.JobDescriptionCount(i, g_CurrCentre, Day0Night1, false, false, false, true); AddToListBox(joblist_id, i, text); } if (selected_girl && selected_girl->m_YesterDayJob == JOB_REHAB && selected_girl->m_DayJob != JOB_REHAB && (selected_girl->m_WorkingDay > 0 || selected_girl->m_PrevWorkingDay > 0)) { // `J` added int sel_job = (Day0Night1 ? selected_girl->m_NightJob : selected_girl->m_DayJob); SetSelectedItemInList(joblist_id, sel_job, false); EditTextItem(g_Centre.m_JobManager.JobDesc[sel_job] + "\n** This girl was in Rehab, if you send her somewhere else, she will have to start her Rehab over." , jobdesc_id); } else if (selected_girl) { int sel_job = (Day0Night1 ? selected_girl->m_NightJob : selected_girl->m_DayJob); SetSelectedItemInList(joblist_id, sel_job, false); EditTextItem(g_Centre.m_JobManager.JobDesc[sel_job], jobdesc_id); } }
void cScreenGirlDetails::RefreshJobList() { ClearListBox(joblist_id); int job_filter = GetSelectedItemFromList(jobtypelist_id); if (job_filter == -1) return; string text = ""; // populate Jobs listbox with jobs in the selected category for (unsigned int i = g_Brothels.m_JobManager.JobFilterIndex[job_filter]; i<g_Brothels.m_JobManager.JobFilterIndex[job_filter + 1]; i++) { if (g_Brothels.m_JobManager.JobName[i] == "") continue; text = g_Brothels.m_JobManager.JobDescriptionCount(i, g_CurrBrothel, Day0Night1, selected_girl->m_InClinic, selected_girl->m_InStudio, selected_girl->m_InArena, selected_girl->m_InCentre, selected_girl->m_InHouse, selected_girl->m_InFarm); AddToListBox(joblist_id, i, text); } if (selected_girl) { int sel_job = (Day0Night1 ? selected_girl->m_NightJob : selected_girl->m_DayJob); SetSelectedItemInList(joblist_id, sel_job, false); } }
void cScreenGirlDetails::init() { if (selected_girl == 0) { g_WinManager.Pop(); g_InitWin = true; g_LogFile.write("ERROR - girl details screen, selected_girl is null"); /* * adding this because the game will crash if we * go past this point with a null girl * * Now as to why it was null in the first place ... * -- doc */ return; } g_CurrentScreen = SCREEN_GIRLDETAILS; if (!g_InitWin) return; Focused(); g_InitWin = false; //////////////////// if (selected_girl->health() <= 0) { // `J` instead of removing dead girls from the list which breaks the game, just skip past her in the list. NextGirl(); // `J` currently this prevents scrolling backwards past her - need to fix that. // selected_girl = remove_selected_girl(); if (selected_girl == 0) { g_WinManager.Pop(); g_InitWin = true; return; } } u_int job = (Day0Night1 ? selected_girl->m_NightJob : selected_girl->m_DayJob); SetJob = true; EditTextItem(selected_girl->m_Realname, girlname_id); string detail; if (DetailLevel == 0) detail = g_Girls.GetDetailsString(selected_girl); else if (DetailLevel == 1) detail = g_Girls.GetMoreDetailsString(selected_girl); else detail = g_Girls.GetThirdDetailsString(selected_girl); EditTextItem(detail, girldesc_id); if (selected_girl) { if (lastsexact != -1) { PrepareImage(girlimage_id, selected_girl, lastsexact, true, ImageNum); lastsexact = -1; } else { if (selected_girl->m_newRandomFixed >= 0) { PrepareImage(girlimage_id, selected_girl, IMGTYPE_PROFILE, false, selected_girl->m_newRandomFixed); } else { PrepareImage(girlimage_id, selected_girl, IMGTYPE_PROFILE, true, ImageNum); } } } SliderRange(houseperc_id, 0, 100, g_Girls.GetStat(selected_girl, STAT_HOUSE), 10); ss.str(""); ss << gettext("House Percentage: ") << SliderValue(houseperc_id) << gettext("%"); EditTextItem(ss.str(), housepercval_id); ClearListBox(jobtypelist_id); // `J` Replacing accom buttons with slider if (accomdown_id != -1) DisableButton(accomdown_id, selected_girl->m_AccLevel < 1); if (accomup_id != -1) DisableButton(accomup_id, selected_girl->m_AccLevel > 9); if (accom_id != -1) { SliderRange(accom_id, 0, 9, selected_girl->m_AccLevel, 1); SliderMarker(accom_id, g_Girls.PreferredAccom(selected_girl)); } if (accomval_id != -1) { stringstream acc; acc << "Accommodation: " << g_Girls.Accommodation(SliderValue(accom_id)); if (cfg.debug.log_extradetails()) { int val = SliderValue(accom_id) - g_Girls.PreferredAccom(selected_girl); if (val != 0) acc << " ( " << (val > 0 ? "+" : "") << val << " )"; } EditTextItem(acc.str(), accomval_id); } DisableButton(interact_id, (g_TalkCount <= 0)); DisableButton(takegold_id, (selected_girl->m_Money <= 0)); SetCheckBox(antipreg_id, (selected_girl->m_UseAntiPreg)); bool InMovieStudio = (selected_girl->m_InStudio); bool InArena = (selected_girl->m_InArena); bool InCentre = (selected_girl->m_InCentre); bool InClinic = (selected_girl->m_InClinic); bool InHouse = (selected_girl->m_InHouse); bool InFarm = (selected_girl->m_InFarm); bool InDungeon = (selected_girl->m_DayJob == JOB_INDUNGEON); DisableButton(reldungeon_id, !InDungeon); DisableButton(senddungeon_id, InDungeon); // Disable dungeon if selected girl is in a non-brothel building // if (InMovieStudio || InArena || InCentre || InClinic || InFarm || InHouse) // { // DisableButton(senddungeon_id, true); // } if (InArena) { ClearListBox(joblist_id); AddToListBox(jobtypelist_id, JOBFILTER_ARENASTAFF, g_Arena.m_JobManager.JobFilterName[JOBFILTER_ARENASTAFF]); AddToListBox(jobtypelist_id, JOBFILTER_ARENA, g_Arena.m_JobManager.JobFilterName[JOBFILTER_ARENA]); RefreshJobList(); if (job >= g_Arena.m_JobManager.JobFilterIndex[JOBFILTER_ARENA] && job < g_Arena.m_JobManager.JobFilterIndex[JOBFILTER_ARENA + 1]) SetSelectedItemInList(jobtypelist_id, JOBFILTER_ARENA); else // if (job >= g_Arena.m_JobManager.JobFilterIndex[JOBFILTER_ARENASTAFF] && job < g_Arena.m_JobManager.JobFilterIndex[JOBFILTER_ARENASTAFF + 1]) SetSelectedItemInList(jobtypelist_id, JOBFILTER_ARENASTAFF); HideButton(day_id, false); HideButton(night_id, false); DisableButton(day_id, (Day0Night1 == SHIFT_DAY)); DisableButton(night_id, (Day0Night1 == SHIFT_NIGHT)); } else if (InClinic) { ClearListBox(joblist_id); AddToListBox(jobtypelist_id, JOBFILTER_CLINIC, g_Clinic.m_JobManager.JobFilterName[JOBFILTER_CLINIC]); AddToListBox(jobtypelist_id, JOBFILTER_CLINICSTAFF, g_Clinic.m_JobManager.JobFilterName[JOBFILTER_CLINICSTAFF]); RefreshJobList(); if (job >= g_Clinic.m_JobManager.JobFilterIndex[JOBFILTER_CLINIC] && job < g_Clinic.m_JobManager.JobFilterIndex[JOBFILTER_CLINIC + 1]) SetSelectedItemInList(jobtypelist_id, JOBFILTER_CLINIC); else SetSelectedItemInList(jobtypelist_id, JOBFILTER_CLINICSTAFF); HideButton(day_id, false); HideButton(night_id, false); DisableButton(day_id, (Day0Night1 == SHIFT_DAY)); DisableButton(night_id, (Day0Night1 == SHIFT_NIGHT)); } else if (InCentre) { ClearListBox(joblist_id); AddToListBox(jobtypelist_id, JOBFILTER_COMMUNITYCENTRE, g_Centre.m_JobManager.JobFilterName[JOBFILTER_COMMUNITYCENTRE]); AddToListBox(jobtypelist_id, JOBFILTER_COUNSELINGCENTRE, g_Centre.m_JobManager.JobFilterName[JOBFILTER_COUNSELINGCENTRE]); RefreshJobList(); if (job >= g_Centre.m_JobManager.JobFilterIndex[JOBFILTER_COUNSELINGCENTRE] && job < g_Centre.m_JobManager.JobFilterIndex[JOBFILTER_COUNSELINGCENTRE + 1]) SetSelectedItemInList(jobtypelist_id, JOBFILTER_COUNSELINGCENTRE); else SetSelectedItemInList(jobtypelist_id, JOBFILTER_COMMUNITYCENTRE); HideButton(day_id, false); HideButton(night_id, false); DisableButton(day_id, (Day0Night1 == SHIFT_DAY)); DisableButton(night_id, (Day0Night1 == SHIFT_NIGHT)); } else if (InHouse) { ClearListBox(joblist_id); AddToListBox(jobtypelist_id, JOBFILTER_HOUSE, g_House.m_JobManager.JobFilterName[JOBFILTER_HOUSE]); SetSelectedItemInList(jobtypelist_id, JOBFILTER_HOUSE); RefreshJobList(); HideButton(day_id, false); HideButton(night_id, false); DisableButton(day_id, (Day0Night1 == SHIFT_DAY)); DisableButton(night_id, (Day0Night1 == SHIFT_NIGHT)); } else if (InMovieStudio) { Day0Night1 = SHIFT_NIGHT; ClearListBox(joblist_id); AddToListBox(jobtypelist_id, JOBFILTER_STUDIOCREW, g_Studios.m_JobManager.JobFilterName[JOBFILTER_STUDIOCREW]); AddToListBox(jobtypelist_id, JOBFILTER_MOVIESTUDIO, g_Studios.m_JobManager.JobFilterName[JOBFILTER_MOVIESTUDIO]); RefreshJobList(); if (job >= g_Studios.m_JobManager.JobFilterIndex[JOBFILTER_MOVIESTUDIO] && job < g_Studios.m_JobManager.JobFilterIndex[JOBFILTER_MOVIESTUDIO + 1]) SetSelectedItemInList(jobtypelist_id, JOBFILTER_MOVIESTUDIO); else SetSelectedItemInList(jobtypelist_id, JOBFILTER_STUDIOCREW); HideButton(day_id, true); HideButton(night_id, true); } else if (InFarm) { ClearListBox(joblist_id); AddToListBox(jobtypelist_id, JOBFILTER_FARMSTAFF, g_Farm.m_JobManager.JobFilterName[JOBFILTER_FARMSTAFF]); AddToListBox(jobtypelist_id, JOBFILTER_LABORERS, g_Farm.m_JobManager.JobFilterName[JOBFILTER_LABORERS]); AddToListBox(jobtypelist_id, JOBFILTER_PRODUCERS, g_Farm.m_JobManager.JobFilterName[JOBFILTER_PRODUCERS]); RefreshJobList(); if (job >= g_Farm.m_JobManager.JobFilterIndex[JOBFILTER_LABORERS] && job < g_Farm.m_JobManager.JobFilterIndex[JOBFILTER_LABORERS + 1]) SetSelectedItemInList(jobtypelist_id, JOBFILTER_LABORERS); else if (job >= g_Farm.m_JobManager.JobFilterIndex[JOBFILTER_PRODUCERS] && job < g_Farm.m_JobManager.JobFilterIndex[JOBFILTER_PRODUCERS + 1]) SetSelectedItemInList(jobtypelist_id, JOBFILTER_PRODUCERS); else SetSelectedItemInList(jobtypelist_id, JOBFILTER_FARMSTAFF); HideButton(day_id, false); HideButton(night_id, false); DisableButton(day_id, (Day0Night1 == SHIFT_DAY)); DisableButton(night_id, (Day0Night1 == SHIFT_NIGHT)); } else if (!InDungeon) { // if not in dungeon, set up job lists // add the job filters // for(int i=0; i<NUMJOBTYPES; i++) // loop through all job types for (unsigned int i = 0; i <= JOBFILTER_BROTHEL; i++) // temporary limit to job types shown { AddToListBox(jobtypelist_id, i, g_Brothels.m_JobManager.JobFilterName[i]); } // set the job filter int jobtype = 0; for (unsigned int i = 0; i < NUMJOBTYPES; i++) { if (job >= g_Brothels.m_JobManager.JobFilterIndex[i] && job < g_Brothels.m_JobManager.JobFilterIndex[i + 1]) { jobtype = i; break; } } SetSelectedItemInList(jobtypelist_id, jobtype); RefreshJobList(); HideButton(day_id, false); HideButton(night_id, false); DisableButton(day_id, (Day0Night1 == SHIFT_DAY)); DisableButton(night_id, (Day0Night1 == SHIFT_NIGHT)); } else { // if in dungeon, effectively disable job lists ClearListBox(joblist_id); AddToListBox(jobtypelist_id, -1, gettext("Languish in dungeon")); HideButton(day_id, true); HideButton(night_id, true); } ClearListBox(traitlist_id); for (int i = 0; i < MAXNUM_TRAITS; i++) { if (selected_girl->m_Traits[i]) { stringstream st; st << selected_girl->m_Traits[i]->m_Name; if (selected_girl->m_TempTrait[i] > 0) st << " (" << selected_girl->m_TempTrait[i] << ")"; AddToListBox(traitlist_id, i, g_Traits.GetTranslateName(st.str())); } } EditTextItem("", traitdesc_id); }
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(); 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; }
void cScreenCentreManagement::init() { if (FreeGirl) { if (g_ChoiceManager.GetChoice(0) == 0) { vector<int> girl_array; GetSelectedGirls(&girl_array); // get and sort array of girls for (int i = girl_array.size(); i--> 0;) // OK, we have the array, now step through it backwards { selected_girl = g_Centre.GetGirl(g_CurrCentre, girl_array[i]); if (GirlDead(selected_girl) || !selected_girl->is_slave()) continue; // if dead or not a slave, can't free her if (selected_girl) { selected_girl->m_States &= ~(1 << STATUS_SLAVE); The_Player->disposition(5); g_Girls.UpdateStat(selected_girl, STAT_PCLOVE, 10); g_Girls.UpdateStat(selected_girl, STAT_PCFEAR, -20); g_Girls.UpdateStat(selected_girl, STAT_PCHATE, -25); g_Girls.UpdateStat(selected_girl, STAT_OBEDIENCE, 10); g_Girls.UpdateStat(selected_girl, STAT_HAPPINESS, 70); selected_girl->m_AccLevel = cfg.initial.girls_accom(); selected_girl->m_Stats[STAT_HOUSE] = cfg.initial.girls_house_perc(); g_InitWin = true; } } } g_ChoiceManager.Free(); FreeGirl = false; } g_CurrentScreen = SCREEN_CENTRE; if (!g_InitWin) return; Focused(); g_InitWin = false; //////////////////// selection = GetSelectedItemFromList(girllist_id); string centre; centre += g_Centre.GetName(g_CurrCentre); EditTextItem(centre, curcentre_id); //selected_girl = 0; // clear the lists ClearListBox(girllist_id); ClearListBox(jobtypelist_id); // add the job filters // for(int i=0; i<NUMJOBTYPES; i++) // loop through all job types AddToListBox(jobtypelist_id, JOBFILTER_COMMUNITYCENTRE, g_Centre.m_JobManager.JobFilterName[JOBFILTER_COMMUNITYCENTRE]); AddToListBox(jobtypelist_id, JOBFILTER_COUNSELINGCENTRE, g_Centre.m_JobManager.JobFilterName[JOBFILTER_COUNSELINGCENTRE]); RefreshJobList(); SetSelectedItemInList(jobtypelist_id, JOBFILTER_COMMUNITYCENTRE); //get a list of all the column names, so we can find which data goes in that column vector<string> columnNames; m_ListBoxes[girllist_id]->GetColumnNames(columnNames); int numColumns = columnNames.size(); string* Data = new string[numColumns]; // Add girls to list for (int i = 0; i<g_Centre.GetNumGirls(g_CurrCentre); i++) { sGirl* gir = g_Centre.GetGirl(g_CurrCentre, i); if (selected_girl == gir) selection = i; unsigned int item_color = COLOR_BLUE; if (g_Girls.GetStat(gir, STAT_HEALTH) <= 30 || g_Girls.GetStat(gir, STAT_TIREDNESS) >= 80 || g_Girls.GetStat(gir, STAT_HAPPINESS) <= 30) item_color = COLOR_RED; gir->OutputGirlRow(Data, columnNames); AddToListBox(girllist_id, i, Data, numColumns, item_color); } delete[] Data; lastNum = -1; g_InitWin = false; if (selection >= 0) { while (selection > GetListBoxSize(girllist_id) && selection != -1) selection--; } if (selection >= 0) SetSelectedItemInList(girllist_id, selection); else SetSelectedItemInList(girllist_id, 0); DisableButton(day_id, (Day0Night1 == SHIFT_DAY)); DisableButton(night_id, (Day0Night1 == SHIFT_NIGHT)); update_image(); }
void cScreenGangs::init() { if(!g_InitWin) return; Focused(); g_InitWin = false; //////////////////// cConfig cfg; selection = GetLastSelectedItemFromList(ganglist_id); sel_recruit = GetLastSelectedItemFromList(recruitlist_id); int cost = tariff.goon_mission_cost(MISS_GUARDING); ss.str(""); ss << "Gangs: " << cost << " gold / week"; EditTextItem(ss.str(), gangcost_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"); 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); std::string s = ss.str(); g_LogFile.ss() << "weapon text = '" << s << "'" << std::endl; g_LogFile.ssend(); EditTextItem(s, weaponlevel_id); int *nets = g_Gangs.GetNets(); ss.str(""); ss << "Nets (" << tariff.nets_price(1) << "g each): " << *nets; DisableButton(netbuy_id, *nets >= 60); DisableCheckBox(netautobuy_id, *nets < 1); EditTextItem(ss.str(), netdesc_id); 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); DisableCheckBox(healautobuy_id, *potions < 1); std::string message; buffer[0] = '\0'; if(g_Gangs.GetNumGangs() > 0) { cost = 0; for(int i=0; i < g_Gangs.GetNumGangs(); i++) { sGang* g = g_Gangs.GetGang(i); if (g == nullptr) g = g_Gangs.GetGang(i-1); cost += tariff.goon_mission_cost(g->m_MissionID); } message = "Weekly Cost: "; message += toString(cost); } else message = "Weekly Cost: 0"; EditTextItem(message, totalcost_id); ClearListBox(ganglist_id); int num = 0; sGang* current = g_Gangs.GetGang(0); /* * loop through the gangs, populating the list box */ g_LogFile.ss() << "Setting gang mission descriptions" << std::endl; g_LogFile.ssend(); for(current = g_Gangs.GetGang(0); current; current = current->m_Next) { /* * format the string with the gang name, mission and number of men */ std::string Data[9]; 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 << (int)current->m_Skills[SKILL_COMBAT] << "%"; Data[3] = ss.str(); ss.str(""); ss << (int)current->m_Skills[SKILL_MAGIC] << "%"; Data[4] = ss.str(); ss.str(""); ss << (int)current->m_Stats[STAT_INTELLIGENCE] << "%"; Data[5] = ss.str(); ss.str(""); ss << (int)current->m_Stats[STAT_AGILITY] << "%"; Data[6] = ss.str(); ss.str(""); ss << (int)current->m_Stats[STAT_CONSTITUTION] << "%"; Data[7] = ss.str(); ss.str(""); ss << (int)current->m_Stats[STAT_CHARISMA] << "%"; Data[8] = ss.str(); // g_LogFile.ss() << "Gang:\t" << Data[0] << "\t" << Data[1] << "\t" << Data[2] // << "\t" << Data[3] << "\t" << Data[4] << "\t" << Data[5] << "\t" << Data[6] << std::endl; // g_LogFile.ssend(); /* * add the box to the list; red highlight gangs that are low on numbers */ AddToListBox( ganglist_id, num++, Data, 9, (current->m_Num < 6 ? LISTBOX_RED : LISTBOX_BLUE) ); } ClearListBox(recruitlist_id); num = 0; current = g_Gangs.GetHireableGang(0); /* * loop through the gangs, populating the list box */ g_LogFile.ss() << "Setting recruitable gang info" << std::endl; g_LogFile.ssend(); for(current = g_Gangs.GetHireableGang(0); current; current = current->m_Next) { /* * format the string with the gang name, mission and number of men */ std::string Data[8]; ss.str(""); ss << current->m_Name; Data[0] = ss.str(); ss.str(""); ss << current->m_Num; Data[1] = ss.str(); ss.str(""); ss << (int)current->m_Skills[SKILL_COMBAT] << "%"; Data[2] = ss.str(); ss.str(""); ss << (int)current->m_Skills[SKILL_MAGIC] << "%"; Data[3] = ss.str(); ss.str(""); ss << (int)current->m_Stats[STAT_INTELLIGENCE] << "%"; Data[4] = ss.str(); ss.str(""); ss << (int)current->m_Stats[STAT_AGILITY] << "%"; Data[5] = ss.str(); ss.str(""); ss << (int)current->m_Stats[STAT_CONSTITUTION] << "%"; Data[6] = ss.str(); ss.str(""); ss << (int)current->m_Stats[STAT_CHARISMA] << "%"; Data[7] = ss.str(); // g_LogFile.ss() << "Recruitable\t" << Data[0] << "\t" << Data[1] << "\t" << Data[2] // << "\t" << Data[3] << "\t" << Data[4] << "\t" << Data[5] << std::endl; // g_LogFile.ssend(); /* * add the box to the list */ AddToListBox( recruitlist_id, num++, Data, 8, (current->m_Num < 6 ? LISTBOX_RED : LISTBOX_BLUE) ); } 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() >= 8) || (sel_recruit == -1)); DisableButton(gangfire_id, (g_Gangs.GetNumGangs() <= 0) || (selection == -1)); potions = nullptr; wlev = nullptr; nets = nullptr; }