void cScreenCentreManagement::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.CheckButton(viewdetails_id)) { ViewSelectedGirl(); } if (g_InterfaceEvents.CheckButton(day_id)) { DisableButton(day_id, true); DisableButton(night_id, false); Day0Night1 = SHIFT_DAY; RefreshSelectedJobType(); } if (g_InterfaceEvents.CheckButton(night_id)) { DisableButton(day_id, false); DisableButton(night_id, true); Day0Night1 = SHIFT_NIGHT; RefreshSelectedJobType(); } if (g_InterfaceEvents.CheckListbox(jobtypelist_id)) { selection = GetSelectedItemFromList(jobtypelist_id); if (selection == -1) EditTextItem("Nothing Selected", jobtypedesc_id); else { // populate Jobs listbox with jobs in the selected category RefreshJobList(); string jdmessage = g_Centre.m_JobManager.JobFilterDesc[selection]; if ((g_Centre.GetNumGirlsOnJob(g_CurrCentre, JOB_COUNSELOR, 0) < 1 && g_Centre.GetNumberPatients(0) > 0) || (g_Centre.GetNumGirlsOnJob(g_CurrCentre, JOB_COUNSELOR, 1) < 1 && g_Centre.GetNumberPatients(1) > 0)) { jdmessage += gettext("\n*** A Counselor is required to guide Rehab and Therapy patients. "); } EditTextItem(jdmessage, jobtypedesc_id); } } if (g_InterfaceEvents.CheckListbox(joblist_id)) { bool fulltime = g_CTRLDown; selection = GetSelectedItemFromList(joblist_id); if (selection != -1) { // first handle the descriptions EditTextItem(g_Centre.m_JobManager.JobDesc[selection], jobdesc_id); // Now assign the job to all the selected girls int pos = 0; int GSelection = GetNextSelectedItemFromList(girllist_id, 0, pos); while (GSelection != -1) { u_int new_job = selection; selected_girl = g_Centre.GetGirl(g_CurrCentre, GSelection); if (selected_girl) { 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_Centre.m_JobManager.HandleSpecialJobs(g_CurrCentre, selected_girl, new_job, old_job, Day0Night1, fulltime)) { new_job = (Day0Night1 ? selected_girl->m_NightJob : selected_girl->m_DayJob); SetSelectedItemInList(joblist_id, new_job, false); } // update the girl's listing to reflect the job change ss.str(""); ss << g_Centre.m_JobManager.JobName[selected_girl->m_DayJob]; SetSelectedItemColumnText(girllist_id, GSelection, ss.str(), m_ListBoxes[girllist_id]->DayJobColumn()); ss.str(""); ss << g_Centre.m_JobManager.JobName[selected_girl->m_NightJob]; SetSelectedItemColumnText(girllist_id, GSelection, ss.str(), m_ListBoxes[girllist_id]->NightJobColumn()); // refresh job worker counts for former job and current job SetSelectedItemText(joblist_id, old_job, g_Centre.m_JobManager.JobDescriptionCount(old_job, 0, Day0Night1, false, false, false, true)); SetSelectedItemText(joblist_id, new_job, g_Centre.m_JobManager.JobDescriptionCount(new_job, 0, Day0Night1, false, false, false, true)); } if (selected_girl->m_DayJob == JOB_REHAB) // `J` added { ss.str(""); ss << g_Centre.m_JobManager.JobName[selected_girl->m_DayJob] << " (" << 3 - selected_girl->m_WorkingDay << ")"; SetSelectedItemColumnText(girllist_id, GSelection, ss.str(), m_ListBoxes[girllist_id]->DayJobColumn()); } else if (selected_girl->m_YesterDayJob == JOB_REHAB && selected_girl->m_DayJob != JOB_REHAB && ((selected_girl->m_WorkingDay > 0) || selected_girl->m_PrevWorkingDay > 0)) { ss.str(""); ss << g_Centre.m_JobManager.JobName[selected_girl->m_DayJob] << " **"; SetSelectedItemColumnText(girllist_id, GSelection, ss.str(), m_ListBoxes[girllist_id]->DayJobColumn()); } if (selected_girl->m_NightJob == JOB_REHAB) // `J` added { ss.str(""); ss << g_Centre.m_JobManager.JobName[selected_girl->m_NightJob] << " (" << 3 - selected_girl->m_WorkingDay << ")"; SetSelectedItemColumnText(girllist_id, GSelection, ss.str(), m_ListBoxes[girllist_id]->NightJobColumn()); } else if (selected_girl->m_YesterNightJob == JOB_REHAB && selected_girl->m_NightJob != JOB_REHAB && ((selected_girl->m_WorkingDay > 0) || selected_girl->m_PrevWorkingDay > 0)) { ss.str(""); ss << g_Centre.m_JobManager.JobName[selected_girl->m_NightJob] << " **"; SetSelectedItemColumnText(girllist_id, GSelection, ss.str(), m_ListBoxes[girllist_id]->NightJobColumn()); } if (selected_girl && selected_girl->m_YesterDayJob == JOB_REHAB && new_job != JOB_REHAB && (selected_girl->m_WorkingDay > 0 || selected_girl->m_PrevWorkingDay > 0)) { // `J` added EditTextItem(g_Centre.m_JobManager.JobDesc[new_job] + "\n** This girl was in Rehab, if you send her somewhere else, she will have to start her Rehab over." , jobdesc_id); } GSelection = GetNextSelectedItemFromList(girllist_id, pos + 1, pos); } } else EditTextItem("Nothing Selected", jobdesc_id); } if (g_InterfaceEvents.CheckListbox(girllist_id)) { selection = GetSelectedItemFromList(girllist_id); if (selection != -1) { selected_girl = g_Centre.GetGirl(g_CurrCentre, selection); if (ListDoubleClicked(girllist_id)) ViewSelectedGirl(); // If double-clicked, try to bring up girl details DisableButton(freeslave_id, selected_girl->is_free()); DisableButton(viewdetails_id, false); RefreshSelectedJobType(); } else { DisableButton(freeslave_id, true); DisableButton(viewdetails_id, true); selected_girl = 0; selection = -1; } lastNum = -2; update_image(); return; } if (g_InterfaceEvents.CheckButton(freeslave_id)) { if (selected_girl) { if (IsMultiSelected(girllist_id)) { // multiple girls selected g_MessageQue.AddToQue("Are you sure you wish to give these girls their freedom?", 0); g_ChoiceManager.CreateChoiceBox(224, 112, 352, 384, 0, 2, 32, strlen("Keep as a slaves")); g_ChoiceManager.AddChoice(0, "Grant Freedom", 0); g_ChoiceManager.AddChoice(0, "Keep as a slaves", 1); g_ChoiceManager.SetActive(0); FreeGirl = true; } else // only one girl selected { if (GirlDead(selected_girl)) return; g_MessageQue.AddToQue("Are you sure you wish to give " + selected_girl->m_Realname + " her freedom?", 0); g_ChoiceManager.CreateChoiceBox(224, 112, 352, 384, 0, 2, 32, strlen("Keep as a slave")); g_ChoiceManager.AddChoice(0, "Grant Freedom", 0); g_ChoiceManager.AddChoice(0, "Keep as a slave", 1); g_ChoiceManager.SetActive(0); FreeGirl = true; } } return; } if (g_InterfaceEvents.CheckButton(transfer_id)) { g_InitWin = true; g_WinManager.Push(TransferGirls, &g_TransferGirls); return; } }
// `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; }
// `J` Job Centre - Rehab_Job - Full_Time_Job bool cJobManager::WorkCounselor(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary) { // `J` changed "Drug Counselor" to just "Counselor" so she can help the other therapy patients int actiontype = ACTION_WORKCOUNSELOR; bool SkipDisobey = (summary == "SkipDisobey"); girl->m_DayJob = girl->m_NightJob = JOB_COUNSELOR; // it is a full time job stringstream ss; string girlName = girl->m_Realname; ss << girlName; int roll_a = g_Dice.d100(); if (!SkipDisobey) // `J` skip the disobey check because it has already been done in the building flow { if (roll_a <= 50 && g_Girls.DisobeyCheck(girl, actiontype, brothel)) { ss << "She refused to counsel anyone."; girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK); g_Girls.UpdateEnjoyment(girl, ACTION_WORKREHAB, -1); return true; } } ss << " counceled patients.\n\n"; g_Girls.UnequipCombat(girl); // not for doctor int wages = 25; int enjoy = 0; /* */if (roll_a <= 10) { enjoy -= g_Dice % 3 + 1; ss << "The addicts hasseled her."; } else if (roll_a >= 90) { enjoy += g_Dice % 3 + 1; ss << "She had a pleasant time working."; } else /* */ { enjoy += g_Dice % 2; ss << "Otherwise, the shift passed uneventfully."; } girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, Day0Night1); int rehabers = g_Centre.GetNumGirlsOnJob(0, JOB_REHAB, Day0Night1); // work out the pay between the house and the girl int roll_max = girl->spirit() + girl->intelligence(); roll_max /= 4; wages += 10 + g_Dice%roll_max; wages += 5 * rehabers; // `J` pay her 5 for each patient you send to her girl->m_Pay = wages; // Improve stats int xp = 5 + (rehabers / 2), skill = 2 + (rehabers / 2), libido = 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.UpdateStat(girl, STAT_CHARISMA, (g_Dice%skill) + 1); g_Girls.UpdateSkill(girl, SKILL_SERVICE, (g_Dice%skill) + 1); g_Girls.UpdateEnjoyment(girl, actiontype, enjoy); //gain traits g_Girls.PossiblyGainNewTrait(girl, "Charismatic", 60, actiontype, "Dealing with patients and talking with them about their problems has made " + girl->m_Realname + " more Charismatic.", Day0Night1 == SHIFT_NIGHT); //lose traits g_Girls.PossiblyLoseExistingTrait(girl, "Nervous", 30, actiontype, girl->m_Realname + " seems to finally be getting over her shyness. She's not always so Nervous anymore.", Day0Night1 == SHIFT_NIGHT); return false; }