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;
}
Пример #3
0
// `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;
}