// `J` Job Centre - Anger Management bool cJobManager::WorkCentreAngerManagement(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary) { stringstream ss; string girlName = girl->m_Realname; ss << girlName; int actiontype = ACTION_WORKTHERAPY; // if she was not in thearpy yesterday, reset working days to 0 before proceding if (girl->m_YesterDayJob != JOB_ANGER) { girl->m_WorkingDay = girl->m_PrevWorkingDay = 0; } girl->m_DayJob = girl->m_NightJob = JOB_ANGER; // it is a full time job if (!g_Girls.HasTrait(girl, "Aggressive") && // if the girl doesnt need this !g_Girls.HasTrait(girl, "Tsundere") && !g_Girls.HasTrait(girl, "Yandere")) { ss << " doesn't need anger management so she was sent to the waiting room."; if (Day0Night1 == 0) girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING); girl->m_YesterDayJob = girl->m_YesterNightJob = girl->m_DayJob = girl->m_NightJob = JOB_CENTREREST; girl->m_PrevWorkingDay = girl->m_WorkingDay = 0; return false; // not refusing } if (g_Centre.GetNumGirlsOnJob(brothel->m_id, JOB_COUNSELOR, true) < 1 || g_Centre.GetNumGirlsOnJob(brothel->m_id, JOB_COUNSELOR, false) < 1) { ss << " has no counselor to help her on the " << (Day0Night1 ? "night" : "day") << " Shift."; girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING); return false; // not refusing } if (g_Dice.percent(20) || g_Girls.DisobeyCheck(girl, actiontype, brothel)) // `J` - yes, OR, not and. { g_Girls.UpdateEnjoyment(girl, actiontype, -1); if (Day0Night1) girl->m_WorkingDay--; if (g_Dice.percent(10)) { g_Girls.UpdateEnjoyment(girl, actiontype, -5); bool runaway = false; // if there is no counselor, it should not get to here sGirl* counselor = g_Centre.GetRandomGirlOnJob(0, JOB_COUNSELOR, Day0Night1); ss << "\n\n" << girlName << " fought hard with her counselor " << counselor->m_Realname; int winner = g_Girls.girl_fights_girl(girl, counselor); if (winner == 1) // the patient won { ss << " and won.\n\n"; g_Girls.UpdateEnjoyment(girl, ACTION_COMBAT, 5); g_Girls.UpdateEnjoyment(counselor, ACTION_WORKCOUNSELOR, -5); g_Girls.UpdateEnjoyment(counselor, ACTION_COMBAT, -2); if (g_Dice.percent(10)) // and ran away { runaway = true; stringstream smess; smess << girlName << " fought with her counselor and ran away.\nSend your goons after her to attempt recapture.\nShe will escape for good after 6 weeks.\n"; g_MessageQue.AddToQue(smess.str(), COLOR_RED); g_Centre.RemoveGirl(0, girl, false); girl->m_RunAway = 6; girl->m_NightJob = girl->m_DayJob = JOB_RUNAWAY; g_Brothels.AddGirlToRunaways(girl); return true; } } else // the counselor won { ss << " and lost.\n\n"; g_Girls.UpdateEnjoyment(girl, actiontype, -5); g_Girls.UpdateEnjoyment(girl, ACTION_COMBAT, -5); g_Girls.UpdateEnjoyment(counselor, ACTION_WORKCOUNSELOR, -1); g_Girls.UpdateEnjoyment(counselor, ACTION_COMBAT, 2); } stringstream ssc; ssc << counselor->m_Realname << " had to defend herself from " << girlName << " who she was counceling.\n"; if (runaway) ss << girlName << " ran out of the Counceling Centre and has not been heard from since."; counselor->m_Events.AddMessage(ssc.str(), IMGTYPE_COMBAT, EVENT_WARNING); } else { ss << "She fought with her counselor and did not make any progress this week."; } girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK); return true; } ss << " underwent therapy for mental issues.\n\n"; g_Girls.UnequipCombat(girl); // not for patient int enjoy = 0; int msgtype = Day0Night1; if (!Day0Night1) girl->m_WorkingDay++; g_Girls.UpdateStat(girl, STAT_HAPPINESS, g_Dice % 30 - 20); g_Girls.UpdateStat(girl, STAT_SPIRIT, g_Dice % 5 - 10); g_Girls.UpdateStat(girl, STAT_MANA, g_Dice % 5 - 10); // `J` % chance a counselor will save her if she almost dies int healthmod = (g_Dice % 15) - 11; if (girl->health() + healthmod < 1 && g_Dice.percent(95 + (girl->health() + healthmod)) && (g_Centre.GetNumGirlsOnJob(brothel->m_id, JOB_COUNSELOR, true) > 0 || g_Centre.GetNumGirlsOnJob(brothel->m_id, JOB_COUNSELOR, false) > 0)) { // Don't kill the girl from therapy if a Counselor is on duty g_Girls.SetStat(girl, STAT_HEALTH, 1); g_Girls.UpdateStat(girl, STAT_PCFEAR, 5); g_Girls.UpdateStat(girl, STAT_PCLOVE, -10); g_Girls.UpdateStat(girl, STAT_PCHATE, 10); ss << "She almost died in rehab but the Counselor saved her.\n"; ss << "She hates you a little more for forcing this on her.\n\n"; msgtype = EVENT_DANGER; enjoy -= 2; } else { g_Girls.UpdateStat(girl, STAT_HEALTH, healthmod); enjoy += (healthmod / 5) + 1; } if (girl->health() < 1) { ss << "She died in anger management."; msgtype = EVENT_DANGER; } if (girl->m_WorkingDay >= 3 && Day0Night1) { enjoy += g_Dice % 10; g_Girls.UpdateEnjoyment(girl, ACTION_WORKCOUNSELOR, g_Dice % 6 - 2); // `J` She may want to help others with their problems g_Girls.UpdateStat(girl, STAT_HAPPINESS, g_Dice % 10); ss << "The therapy is a success.\n"; msgtype = EVENT_GOODNEWS; if (g_Girls.HasTrait(girl, "Aggressive")) { g_Girls.RemoveTrait(girl, "Aggressive"); ss << "She is no longer Aggressive.\n"; } else if (g_Girls.HasTrait(girl, "Tsundere")) { g_Girls.RemoveTrait(girl, "Tsundere"); ss << "She is no longer a Tsundere.\n"; } else if (g_Girls.HasTrait(girl, "Yandere")) { g_Girls.RemoveTrait(girl, "Yandere"); ss << "She is no longer a Yandere.\n"; } girl->m_PrevWorkingDay = girl->m_WorkingDay = 0; if (g_Girls.HasTrait(girl, "Aggressive") || g_Girls.HasTrait(girl, "Tsundere") || g_Girls.HasTrait(girl, "Yandere")) { ss << "\nShe should stay in anger management to treat her other anger issues."; } else // get out of therapy { ss << "\nShe has been released from therapy."; girl->m_YesterDayJob = girl->m_YesterNightJob = girl->m_DayJob = girl->m_NightJob = JOB_CENTREREST; girl->m_PrevWorkingDay = girl->m_WorkingDay = 0; girl->m_PrevDayJob = girl->m_PrevNightJob = 255; } } else { ss << "The therapy is in progress (" << (3 - girl->m_WorkingDay) << " day remaining)."; } // Improve girl int libido = 1; if (g_Girls.HasTrait(girl, "Nymphomaniac")) { libido += 2; } g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido); girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, msgtype); g_Girls.UpdateEnjoyment(girl, actiontype, enjoy); return false; }
void cScreenGirlDetails::check_events() { // no events means we can go home if (g_InterfaceEvents.GetNumEvents() == 0) return; // if it's the back button, pop the window off the stack and we're done if (g_InterfaceEvents.CheckButton(back_id)) { g_InitWin = true; g_WinManager.Pop(); return; } if (g_InterfaceEvents.CheckSlider(houseperc_id)) { g_Girls.SetStat(selected_girl, STAT_HOUSE, SliderValue(houseperc_id)); ss.str(""); ss << gettext("House Percentage: ") << SliderValue(houseperc_id) << gettext("%"); EditTextItem(ss.str(), housepercval_id); // Rebelliousness might have changed, so update details if (DetailLevel == 0) { string detail = g_Girls.GetDetailsString(selected_girl); EditTextItem(detail, girldesc_id); } return; } if (g_InterfaceEvents.CheckButton(more_id)) { if (DetailLevel == 0) { DetailLevel = 1; EditTextItem(g_Girls.GetMoreDetailsString(selected_girl), girldesc_id); } else if (DetailLevel == 1) { DetailLevel = 2; EditTextItem(g_Girls.GetThirdDetailsString(selected_girl), girldesc_id); } else { DetailLevel = 0; EditTextItem(g_Girls.GetDetailsString(selected_girl), girldesc_id); } } if (g_InterfaceEvents.CheckButton(day_id)) { DisableButton(day_id, true); DisableButton(night_id, false); g_InitWin = true; Day0Night1 = SHIFT_DAY; } if (g_InterfaceEvents.CheckButton(night_id)) { DisableButton(day_id, false); DisableButton(night_id, true); g_InitWin = true; Day0Night1 = SHIFT_NIGHT; } if (g_InterfaceEvents.CheckCheckbox(antipreg_id)) { selected_girl->m_UseAntiPreg = (IsCheckboxOn(antipreg_id)); } if (g_InterfaceEvents.CheckListbox(traitlist_id)) { int selection = GetLastSelectedItemFromList(traitlist_id); if (selection != -1) EditTextItem(selected_girl->m_Traits[selection]->m_Desc, traitdesc_id); else EditTextItem("", traitdesc_id); } if (g_InterfaceEvents.CheckListbox(jobtypelist_id)) { SetJob = true; RefreshJobList(); } if (g_InterfaceEvents.CheckListbox(joblist_id)) { bool fulltime = g_CTRLDown; int selection = GetSelectedItemFromList(joblist_id); if (selection != -1) { int old_job = (Day0Night1 ? selected_girl->m_NightJob : selected_girl->m_DayJob); // handle special job requirements and assign - if HandleSpecialJobs returns true, the job assignment was modified or cancelled if (g_Brothels.m_JobManager.HandleSpecialJobs(g_CurrBrothel, selected_girl, selection, old_job, Day0Night1, fulltime)) { selection = (Day0Night1 ? selected_girl->m_NightJob : selected_girl->m_DayJob); SetSelectedItemInList(joblist_id, selection, false); } // refresh job worker counts for former job and current job if (old_job != selection) { SetSelectedItemText(joblist_id, old_job, g_Brothels.m_JobManager.JobDescriptionCount(old_job, g_CurrBrothel, Day0Night1)); SetSelectedItemText(joblist_id, selection, g_Brothels.m_JobManager.JobDescriptionCount(selection, g_CurrBrothel, Day0Night1)); } RefreshJobList(); } } if (g_InterfaceEvents.CheckButton(inventory_id)) { if (selected_girl) { if (GirlDead(selected_girl)) return; g_InitWin = true; g_AllTogle = true; g_WinManager.push("Item Management"); return; } } if (g_InterfaceEvents.CheckButton(gallery_id)) { g_WinManager.push("Gallery"); g_InitWin = true; return; } if (g_InterfaceEvents.CheckSlider(accom_id)) { selected_girl->m_AccLevel = SliderValue(accom_id); SliderRange(accom_id, 0, 9, selected_girl->m_AccLevel, 1); 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); } g_InitWin = true; return; } if (g_InterfaceEvents.CheckButton(accomup_id)) { if (selected_girl->m_AccLevel + 1 > 9) selected_girl->m_AccLevel = 9; else selected_girl->m_AccLevel++; if (accomval_id != -1) EditTextItem("Accommodation: " + g_Girls.Accommodation(selected_girl->m_AccLevel), accomval_id); g_InitWin = true; return; } if (g_InterfaceEvents.CheckButton(accomdown_id)) { if (selected_girl->m_AccLevel - 1 < 0) selected_girl->m_AccLevel = 0; else selected_girl->m_AccLevel--; if (accomval_id != -1) EditTextItem("Accommodation: " + g_Girls.Accommodation(selected_girl->m_AccLevel), accomval_id); g_InitWin = true; return; } if (g_InterfaceEvents.CheckButton(takegold_id)) { take_gold(selected_girl); } if (g_InterfaceEvents.CheckButton(reldungeon_id)) { g_Brothels.GetDungeon()->GetDungeonPos(selected_girl); if ((g_Brothels.GetBrothel(g_CurrBrothel)->m_NumRooms - g_Brothels.GetBrothel(g_CurrBrothel)->m_NumGirls) == 0) { g_MessageQue.AddToQue(gettext("The current brothel has no more room.\nBuy a new one, get rid of some girls, or change the brothel you are currently managing."), 0); } else { sGirl* nextGirl = remove_selected_girl(); sGirl* tempGirl = g_Brothels.GetDungeon()->RemoveGirl(g_Brothels.GetDungeon()->GetGirl(g_Brothels.GetDungeon()->GetGirlPos(selected_girl))); g_Brothels.AddGirl(g_CurrBrothel, tempGirl); if (g_Brothels.GetDungeon()->GetNumGirls() == 0) { selected_girl = 0; g_WinManager.Pop(); } else selected_girl = nextGirl; } g_InitWin = true; return; } if (g_InterfaceEvents.CheckButton(senddungeon_id)) { ss.str(""); g_Brothels.GetGirlPos(g_CurrBrothel, selected_girl); // does she decide to fight back if (g_Brothels.FightsBack(selected_girl)) { bool win = true; sGang* gang = g_Gangs.GetGangOnMission(MISS_GUARDING); int count = 8; while (gang && win && count >= 0) { win = (g_Gangs.GangCombat(selected_girl, gang)); if (gang->m_Num == 0) gang = g_Gangs.GetGangOnMission(MISS_GUARDING); count--; if (count<0) win = true; } // Calculate combat between goons and girl if she decides to fight back if (win) { ss << gettext("She puts up a fight"); if (gang && gang->m_Num == 0) ss << gettext(", and the gang is completely wiped out"); ss << ". "; if (g_Brothels.PlayerCombat(selected_girl)) // fight with the player { // If girl wins she escapes and leaves the brothel ss << gettext("After defeating you as well, she escapes to the outside.\n"); ss << gettext("She will escape for good in 6 weeks if you don't send someone after her."); sGirl* nextGirl = remove_selected_girl(); sGirl* temp = selected_girl; if (selected_girl->m_DayJob == JOB_INDUNGEON) temp = g_Brothels.GetDungeon()->RemoveGirl(selected_girl); else if (selected_girl->m_InHouse) g_House.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InFarm) g_Farm.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InClinic) g_Clinic.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InCentre) g_Centre.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InArena) g_Arena.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InStudio) g_Studios.RemoveGirl(0, selected_girl, false); else g_Brothels.RemoveGirl(selected_girl->where_is_she, selected_girl, false); temp->m_RunAway = 6; temp->m_NightJob = temp->m_DayJob = JOB_RUNAWAY; g_Brothels.AddGirlToRunaways(temp); stringstream smess; smess << temp->m_Realname << gettext(" has run away"); g_MessageQue.AddToQue(smess.str(), 1); selected_girl = nextGirl; if (selected_girl == 0) g_WinManager.Pop(); } else // otherwise put her in the dungeon { int reason = (selected_girl->m_Spotted ? DUNGEON_GIRLSTEAL : DUNGEON_GIRLWHIM); sGirl* nextGirl = remove_selected_girl(); selected_girl->m_DayJob = selected_girl->m_NightJob = JOB_INDUNGEON; /* */if (selected_girl->m_InHouse) g_House.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InFarm) g_Farm.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InClinic) g_Clinic.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InCentre) g_Centre.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InArena) g_Arena.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InStudio) g_Studios.RemoveGirl(0, selected_girl, false); else g_Brothels.RemoveGirl(selected_girl->where_is_she, selected_girl, false); g_Brothels.GetDungeon()->AddGirl(selected_girl, reason); ss << gettext("However, you manage to defeat her yourself and place her unconscious body in the dungeon."); bool pop = false; /* */if (selected_girl->m_InHouse) if (g_House.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InFarm) if (g_Farm.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InClinic) if (g_Clinic.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InCentre) if (g_Centre.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InArena) if (g_Arena.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InStudio) if (g_Studios.GetNumGirls(0) == 0) pop = true; else if (g_Brothels.GetNumGirls(selected_girl->where_is_she) == 0) pop = true; if (pop) { selected_girl = 0; g_WinManager.Pop(); } else selected_girl = nextGirl; } } else // otherwise put her in the dungeon { ss << gettext("She puts up a fight "); if (gang && gang->m_Num == 0) ss << gettext("and the gang is wiped out, "); ss << gettext("but your goons manage to drag her unconscious to the dungeon."); int reason = (selected_girl->m_Spotted ? DUNGEON_GIRLSTEAL : DUNGEON_GIRLWHIM); sGirl* nextGirl = remove_selected_girl(); /* */if (selected_girl->m_InHouse) g_House.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InFarm) g_Farm.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InClinic) g_Clinic.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InCentre) g_Centre.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InArena) g_Arena.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InStudio) g_Studios.RemoveGirl(0, selected_girl, false); else g_Brothels.RemoveGirl(selected_girl->where_is_she, selected_girl, false); g_Brothels.GetDungeon()->AddGirl(selected_girl, reason); bool pop = false; /* */if (selected_girl->m_InHouse) if (g_House.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InFarm) if (g_Farm.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InClinic) if (g_Clinic.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InCentre) if (g_Centre.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InArena) if (g_Arena.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InStudio) if (g_Studios.GetNumGirls(0) == 0) pop = true; else if (g_Brothels.GetNumGirls(selected_girl->where_is_she) == 0) pop = true; if (pop) { selected_girl = 0; g_WinManager.Pop(); } else selected_girl = nextGirl; } } else { int reason = (selected_girl->m_Spotted ? DUNGEON_GIRLSTEAL : DUNGEON_GIRLWHIM); sGirl* nextGirl = remove_selected_girl(); /* */if (selected_girl->m_InHouse) g_House.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InFarm) g_Farm.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InClinic) g_Clinic.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InCentre) g_Centre.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InArena) g_Arena.RemoveGirl(0, selected_girl, false); else if (selected_girl->m_InStudio) g_Studios.RemoveGirl(0, selected_girl, false); else g_Brothels.RemoveGirl(selected_girl->where_is_she, selected_girl, false); g_Brothels.GetDungeon()->AddGirl(selected_girl, reason); ss << gettext("She goes quietly with a sullen look on her face."); bool pop = false; /* */if (selected_girl->m_InHouse) if (g_House.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InFarm) if (g_Farm.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InClinic) if (g_Clinic.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InCentre) if (g_Centre.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InArena) if (g_Arena.GetNumGirls(0) == 0) pop = true; else if (selected_girl->m_InStudio) if (g_Studios.GetNumGirls(0) == 0) pop = true; else if (g_Brothels.GetNumGirls(g_CurrBrothel) == 0) /* */ pop = true; if (pop) { selected_girl = 0; g_WinManager.Pop(); } else selected_girl = nextGirl; } g_InitWin = true; g_MessageQue.AddToQue(ss.str(), 0); return; } if (g_InterfaceEvents.CheckButton(interact_id)) { if (g_TalkCount > 0) { DirPath dp; eventrunning = true; if (selected_girl->m_DayJob != JOB_INDUNGEON) { int v[2] = { 1, -1 }; cTrigger* trig = 0; if (!(trig = selected_girl->m_Triggers.CheckForScript(TRIGGER_TALK, false, v))) // trigger any girl specific talk script { // no, so trigger the default one dp = dp << "Resources" << "Scripts" << "DefaultInteractDetails.script"; } else { // yes, so use that instead dp = DirPath(cfg.folders.characters().c_str()) << selected_girl->m_Name << trig->m_Script; } } else { int v[2] = { 0, -1 }; cTrigger* trig = 0; if (!(trig = selected_girl->m_Triggers.CheckForScript(TRIGGER_TALK, false, v))) // trigger any girl specific talk script { // no, so trigger the default one dp = dp << "Resources" << "Scripts" << "DefaultInteractDungeon.script"; } else { dp = DirPath(cfg.folders.characters().c_str()) << selected_girl->m_Name << trig->m_Script; } } cScriptManager script_manager; script_manager.Load(dp, selected_girl); if (!g_Cheats) g_TalkCount--; } g_InitWin = true; return; } if (g_InterfaceEvents.CheckButton(next_id)) { NextGirl(); } if (g_InterfaceEvents.CheckButton(prev_id)) { PrevGirl(); } }