void cScreenGangs::check_events()
{
	if (g_InterfaceEvents.GetNumEvents() == 0) return;	// no events means we can go home
	if (g_InterfaceEvents.CheckButton(back_id))			// if it's the back button, pop the window off the stack and we're done
	{
		g_InitWin = true;
		g_WinManager.Pop();
		return;
	}
	if (g_InterfaceEvents.CheckButton(ganghire_id))
	{
		hire_recruitable();
		return;
	}
	if (g_InterfaceEvents.CheckButton(weaponup_id))
	{
		int cost = 0;
		int *wlev = g_Gangs.GetWeaponLevel();
		cost = tariff.goon_weapon_upgrade(*wlev);
		if (g_Gold.item_cost(cost) == true)
		{
			*wlev += 1;
			g_InitWin = true;
		}
		wlev = 0;
		return;
	}

	int buynets = 0;
	if (g_InterfaceEvents.CheckButton(netbuy_id))	buynets = 1;
	if (g_InterfaceEvents.CheckButton(netbuy10_id))	buynets = 10;
	if (g_InterfaceEvents.CheckButton(netbuy20_id))	buynets = 20;
	if (buynets > 0)
	{
		int cost = 0;
		int amount = buynets;
		int *nets = g_Gangs.GetNets();
		if (((*nets) + buynets) > 60) amount = 60 - (*nets);
		cost = tariff.nets_price(amount);
		if (g_Gold.item_cost(cost) == true)
		{
			*nets += amount;
			if (IsCheckboxOn(netautobuy_id)) g_Gangs.KeepNetStocked(*nets);
			g_InitWin = true;
		}
		nets = 0;
		buynets = 0;
		return;
	}

	int buypots = 0;
	if (g_InterfaceEvents.CheckButton(healbuy_id))		buypots = 1;
	if (g_InterfaceEvents.CheckButton(healbuy10_id))	buypots = 10;
	if (g_InterfaceEvents.CheckButton(healbuy20_id))	buypots = 20;
	if (buypots > 0)
	{
		int cost = 0;
		int amount = buypots;
		int *potions = g_Gangs.GetHealingPotions();
		if (((*potions) + buypots) > 200)	amount = 200 - (*potions);
		cost = tariff.healing_price(amount);
		if (g_Gold.item_cost(cost) == true)
		{
			*potions += amount;
			if (IsCheckboxOn(healautobuy_id)) g_Gangs.KeepHealStocked(*potions);
			g_InitWin = true;
		}
		potions = 0;
		buypots = 0;
		return;
	}
	if (g_InterfaceEvents.CheckCheckbox(netautobuy_id))
	{
		int *nets = g_Gangs.GetNets();
		g_Gangs.KeepNetStocked(IsCheckboxOn(netautobuy_id) ? *nets : 0);
	}
	if (g_InterfaceEvents.CheckCheckbox(healautobuy_id))
	{
		int *potions = g_Gangs.GetHealingPotions();
		g_Gangs.KeepHealStocked(IsCheckboxOn(healautobuy_id) ? *potions : 0);
	}
	if (g_InterfaceEvents.CheckButton(gangfire_id))
	{
		selection = GetLastSelectedItemFromList(ganglist_id);
		if (selection != -1)
		{
			g_Gangs.FireGang(selection);
			g_InitWin = true;
		}
		return;
	}
	if (g_InterfaceEvents.CheckListbox(recruitlist_id))
	{
		string ClickedHeader = HeaderClicked(recruitlist_id);
		if (ClickedHeader != "")
		{
			g_LogFile.ss() << "User clicked \"" << ClickedHeader << "\" column header on Recruit listbox" << endl; g_LogFile.ssend();
			return;
		}

		g_LogFile.ss() << "selected recruitable gang changed" << endl; g_LogFile.ssend();
		sel_recruit = GetLastSelectedItemFromList(recruitlist_id);

		if (ListDoubleClicked(recruitlist_id))
		{
			g_LogFile.ss() << "User double-clicked recruitable gang! Hiring if possible." << endl; g_LogFile.ssend();
			hire_recruitable();
			return;
		}
		//		g_InitWin = true;
	}

	// this is what gets called it you change the selected gang
	if (g_InterfaceEvents.CheckListbox(ganglist_id))
	{
		string ClickedHeader = HeaderClicked(ganglist_id);
		if (ClickedHeader != "")
		{
			g_LogFile.ss() << "User clicked \"" << ClickedHeader << "\" column header on Gangs listbox" << endl; g_LogFile.ssend();
			return;
		}

		g_LogFile.write("selected gang changed");
		selection = GetLastSelectedItemFromList(ganglist_id);
		if (selection != -1)
		{
			sGang* gang = g_Gangs.GetGang(selection);
			ss.str(""); ss << "Name: " << gang->m_Name << "\n" << "Number: " << gang->m_Num << "\n" << "Combat: " << gang->m_Skills[SKILL_COMBAT] << "%\n" << "Magic: " << gang->m_Skills[SKILL_MAGIC] << "%\n" << "Intelligence: " << gang->m_Stats[STAT_INTELLIGENCE] << "%\n";
			EditTextItem(ss.str(), gangdesc_id);
			SetSelectedItemInList(missionlist_id, gang->m_MissionID, false);
			set_mission_desc(gang->m_MissionID);		// set the long description for the mission
		}
	}
	if (g_InterfaceEvents.CheckListbox(missionlist_id))
	{
		// get the index into the missions list
		int mission_id = GetLastSelectedItemFromList(missionlist_id);
		g_LogFile.ss() << "selchange: mid = " << mission_id << endl; g_LogFile.ssend();
		set_mission_desc(mission_id);		// set the textfield with the long description and price for this mission
		g_LogFile.ss() << "selection change: rebuilding gang list box" << endl; g_LogFile.ssend();
		for (int selection = multi_first(); selection != -1; selection = multi_next())
		{
			sGang* gang = g_Gangs.GetGang(selection);
			/*
			*				make sure we found the gang - pretty catastrophic
			*				if not, so log it if we do
			*/
			if (gang == 0)
			{
				g_LogFile.ss() << "Error: No gang for index " << selection; g_LogFile.ssend();
				continue;
			}
			/*
			*				if the mission id is -1, nothing else to do
			*				(moving this to before the recruitment check
			*				since -1 most likely means nothing selected in
			*				the missions list)
			*/
			if (mission_id == -1) { continue; }
			/*
			*				if the gang is already doing <whatever>
			*				then let them get on with it
			*/
			if (gang->m_MissionID == u_int(mission_id)) { continue; }
			/*
			*				if they were recruiting, turn off the
			*				auto-recruit flag
			*/
			if (gang->m_MissionID == MISS_RECRUIT && gang->m_AutoRecruit)
			{
				gang->m_AutoRecruit = false;
				gang->m_LastMissID = -1;
			}
			gang->m_MissionID = mission_id;
			/*
			*				format the display line
			*/
			g_InitWin = true;
		}

		int cost = 0;
		if (g_Gangs.GetNumGangs() > 0)
		{
			for (int i = 0; i < g_Gangs.GetNumGangs(); i++)
			{
				sGang* g = g_Gangs.GetGang(i);
				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);
		}

	}

	if (g_InterfaceEvents.CheckCheckbox(controlcatacombs_id))
	{
		g_Gangs.Control_Gangs(IsCheckboxOn(controlcatacombs_id));
	}
	bool dosliders = false;
	if (g_InterfaceEvents.CheckSlider(girlspercslider_id))
	{
		int s1 = SliderValue(girlspercslider_id);
		int s2 = SliderValue(itemspercslider_id);
		if (s2 < s1)
		{
			s2 = s1;
			SliderRange(itemspercslider_id, 0, 100, s2, 1);
		}
		dosliders = true;
	}
	if (g_InterfaceEvents.CheckSlider(itemspercslider_id))
	{
		int s1 = SliderValue(itemspercslider_id);
		int s2 = SliderValue(girlspercslider_id);
		if (s1 < s2)
		{
			s2 = s1;
			SliderRange(girlspercslider_id, 0, 100, s2, 1);
		}
		dosliders = true;
	}
	if (dosliders)
	{
		int s1 = SliderValue(girlspercslider_id);
		int s2 = SliderValue(itemspercslider_id);
		g_Gangs.Gang_Gets_Girls(s1);
		g_Gangs.Gang_Gets_Items(s2 - s1);
		g_Gangs.Gang_Gets_Beast(100 - s2);
		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);
		return;
	}
}
void cScreenGangs::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(ganghire_id))
	{
		hire_recruitable();
		return;
	}
	if(g_InterfaceEvents.CheckButton(weaponup_id))
	{
		int cost = 0;
		int *wlev = g_Gangs.GetWeaponLevel();
		cost = tariff.goon_weapon_upgrade(*wlev);
		if(g_Gold.item_cost(cost) == true)
		{
			*wlev += 1;
			g_InitWin = true;
		}
		wlev = nullptr;
		return;
	}
	if(g_InterfaceEvents.CheckButton(netbuy_id))
	{
		int cost = 0;
		int amount = 20;
		int *nets = g_Gangs.GetNets();
		if(((*nets) + 20) > 60)
			amount = 60 - (*nets);
		cost = tariff.nets_price(amount);
		if(g_Gold.item_cost(cost) == true)
		{
			*nets += amount;
			if(IsCheckboxOn(netautobuy_id))
				g_Gangs.KeepNetStocked(*nets);
			g_InitWin = true;
		}
		nets = nullptr;
		return;
	}
	if(g_InterfaceEvents.CheckButton(healbuy_id))
	{
		int cost = 0;
		int amount = 20;
		int *potions = g_Gangs.GetHealingPotions();
		if(((*potions) + 20) > 200)
			amount = 200 - (*potions);
		cost = tariff.healing_price(amount);
		if(g_Gold.item_cost(cost) == true)
		{
			*potions += amount;
			g_InitWin = true;
		}
		potions = nullptr;
		return;
	}
	if(g_InterfaceEvents.CheckCheckbox(netautobuy_id))
	{
		int *nets = g_Gangs.GetNets();
		if(IsCheckboxOn(netautobuy_id))
			g_Gangs.KeepNetStocked(*nets);
		else
			g_Gangs.KeepNetStocked(0);
	}
	if(g_InterfaceEvents.CheckCheckbox(healautobuy_id))
	{
		int *potions = g_Gangs.GetHealingPotions();
		if(IsCheckboxOn(healautobuy_id))
			g_Gangs.KeepHealStocked(*potions);
		else
			g_Gangs.KeepHealStocked(0);
	}
	if(g_InterfaceEvents.CheckButton(gangfire_id))
	{
		selection = GetLastSelectedItemFromList(ganglist_id);
		if(selection != -1)
		{
			g_Gangs.FireGang(selection);
			g_InitWin = true;
		}
		return;
	}
	if(g_InterfaceEvents.CheckListbox(recruitlist_id))
	{
	    std::string ClickedHeader = HeaderClicked(recruitlist_id);
		if(ClickedHeader != "")
		{
			g_LogFile.ss() << "User clicked \"" << ClickedHeader << "\" column header on Recruit listbox" << std::endl;
            g_LogFile.ssend();
			return;
		}

		g_LogFile.ss() << "selected recruitable gang changed" << std::endl;
		g_LogFile.ssend();
		sel_recruit = GetLastSelectedItemFromList(recruitlist_id);

		if(ListDoubleClicked(recruitlist_id))
		{
			g_LogFile.ss() << "User double-clicked recruitable gang! Hiring if possible." << std::endl;
			g_LogFile.ssend();
			hire_recruitable();
			return;
		}
//		g_InitWin = true;
	}
/*
 *		this is what gets called it you change the selected gang
 */
	if(g_InterfaceEvents.CheckListbox(ganglist_id))
	{
	    std::string ClickedHeader = HeaderClicked(ganglist_id);
		if(ClickedHeader != "")
		{
			g_LogFile.ss() << "User clicked \"" << ClickedHeader << "\" column header on Gangs listbox" << std::endl;
			g_LogFile.ssend();
			return;
		}

		g_LogFile.ss() << "selected gang changed" << std::endl;
		g_LogFile.ssend();
		selection = GetLastSelectedItemFromList(ganglist_id);
		if(selection != -1)
		{
			sGang* gang = g_Gangs.GetGang(selection);

		    std::string text = "Name: ";
			text += gang->m_Name;
			text += "\n";
			text += "Number: ";
			text += toString((int)gang->m_Num);
			text += "\n";
			text += "Combat: ";
			text += toString(gang->m_Skills[SKILL_COMBAT]);
			text += "%\n";
			text += "Magic: ";
			text += toString(gang->m_Skills[SKILL_MAGIC]);
			text += "%\n";
			text += "Intelligence: ";
			text += toString(gang->m_Stats[STAT_INTELLIGENCE]);
			text += "%\n";
			EditTextItem(text, gangdesc_id);

			SetSelectedItemInList(missionlist_id, gang->m_MissionID, false);
/*
 *				set the long description for the mission
 */
			set_mission_desc(gang->m_MissionID);
		}
	}
	if(g_InterfaceEvents.CheckListbox(missionlist_id))
	{
/*
 *			get the index into the missions list
 */
		int mission_id =  GetLastSelectedItemFromList(missionlist_id);
		g_LogFile.ss() << "selchange: mid = " << mission_id << std::endl;
		g_LogFile.ssend();
/*
 *			set the textfield with the long description and price
 *			for this mission
 */
		set_mission_desc(mission_id);

		g_LogFile.ss() << "selection change: rebuilding gang list box" << std::endl;
		g_LogFile.ssend();

		for(int	selection = multi_first();
			selection != -1;
			selection = multi_next()
		) {
			sGang* gang = g_Gangs.GetGang(selection);
/*
 *				make sure we found the gang - pretty catastrophic
 *				if not, so log it if we do
 */
			if(gang == nullptr) {
				g_LogFile.ss()	<< "Error: No gang for index "
				  		<< selection
				;
				g_LogFile.ssend();
				continue;
			}
/*
 *				if the mission id is -1, nothing else to do
 *				(moving this to before the recruitment check
 *				since -1 most likely means nothing selected in
 *				the missions list)
 */
			if(mission_id == -1) {
				continue;
			}
/*
 *				if the gang is already doing <whatever>
 *				then let them get on with it
 */
			if(gang->m_MissionID == u_int(mission_id)) {
				continue;
			}
/*
 *				if they were recruiting, turn off the
 *				auto-recruit flag
 */
			if(gang->m_MissionID == MISS_RECRUIT && gang->m_AutoRecruit)
			{
				gang->m_AutoRecruit = false;
				gang->m_LastMissID = -1;
			}
			gang->m_MissionID = mission_id;
/*
 *				format the display line
 */
		    std::string Data[6];
			ss.str("");
			ss << gang->m_Name;
			Data[0] = ss.str();
			ss.str("");
			ss << gang->m_Num;
			Data[1] = ss.str();
			ss.str("");
			ss << short_mission_desc(mission_id);
			Data[2] = ss.str();
			ss.str("");
			ss << (int)gang->m_Skills[SKILL_COMBAT] << "%";
			Data[3] = ss.str();
			ss.str("");
			ss << (int)gang->m_Skills[SKILL_MAGIC] << "%";
			Data[4] = ss.str();
			ss.str("");
			ss << (int)gang->m_Stats[STAT_INTELLIGENCE] << "%";
			Data[5] = 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
//              << "        index " << mission_id << ": " << ss.str() << std::endl;
//          g_LogFile.ssend();
/*
 *				and add it to the list
 */
			SetSelectedItemText( ganglist_id, selection, Data, 6 );
		}

	    std::string message = "";
		if(g_Gangs.GetNumGangs() > 0)
		{
			int cost = 0;
			for(int i=0; i < g_Gangs.GetNumGangs(); i++)
			{
				sGang* g = g_Gangs.GetGang(i);
				cost += tariff.goon_mission_cost(
					g->m_MissionID
				);
			}
			message = "Daily Cost: ";
			message += toString(cost);
		}
		else
			message = "Daily Cost: 0";

		EditTextItem(message, totalcost_id);
	}

}