2022-06-18 16:54:40 -05:00
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/*
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Slangin'
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State Management
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Author: Rudis Muiznieks
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License: WTFPL
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*/
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2022-06-18 00:05:30 -05:00
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void initializeNewGame() {
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sGameState = STATE_TURN_MENU;
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2022-06-18 21:34:58 -05:00
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pMoney = 2000;
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2022-06-18 00:05:30 -05:00
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pLoanAmount = 5000;
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pSavingsAmount = 0;
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pLocation = LOC_BRONX;
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pGuns = 0;
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pCapacity = 100;
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pHealth = 50;
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for (int i = 0; i < 6; i++) {
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pInventory[i] = 0;
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}
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sCurrentDay = 0;
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incrementDay(); // start on day 1
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}
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void incrementDay() {
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sCurrentDay++;
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// TODO: check for game over
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2022-06-18 21:34:58 -05:00
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sAlreadyBorrowed = false;
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2022-06-18 00:05:30 -05:00
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// generate new drug prices
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2022-06-18 13:20:04 -05:00
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sDrugPrices[DRUG_COCAINE] = random(12001) + 16000;
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sDrugPrices[DRUG_HEROINE] = random(7001) + 5000;
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sDrugPrices[DRUG_ACID] = (random(35) + 10) * 100;
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sDrugPrices[DRUG_WEED] = (random(43) + 33) * 10;
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sDrugPrices[DRUG_SPEED] = (random(16) + 7) * 10;
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sDrugPrices[DRUG_LUDES] = (random(5) + 1) * 10;
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2022-06-18 00:05:30 -05:00
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}
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2022-06-18 22:55:00 -05:00
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void newDayRandomEvent() {
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const int eventId = random(20);
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sPreviousGameState = STATE_TURN_MENU;
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dialogSmall = false;
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switch (eventId) {
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case 1:
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dialog[0] = "Rival dealers are";
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dialog[1] = "selling cheap";
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dialog[2] = "ludes!!!";
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dialogLength = 3;
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sDrugPrices[DRUG_LUDES] = 2;
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sGameState = STATE_INFO_DIALOG;
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break;
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case 2:
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dialog[0] = "Weed prices have";
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dialog[1] = "bottomed out!!!";
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dialogLength = 2;
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sDrugPrices[DRUG_WEED] = 122;
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sGameState = STATE_INFO_DIALOG;
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break;
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case 3:
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dialog[0] = "Pigs are selling";
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dialog[1] = "cheap heroine";
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dialog[2] = "from last week's";
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dialog[3] = "raid!!!!";
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dialogLength = 4;
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sDrugPrices[DRUG_HEROINE] = random(1150) + 850;
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sGameState = STATE_INFO_DIALOG;
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break;
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case 4:
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case 5:
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dialog[0] = "Addicts are";
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dialog[1] = "buying heroine";
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dialog[2] = "at outrageous";
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dialog[3] = "prices!!!";
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dialogLength = 4;
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sDrugPrices[DRUG_HEROINE] = random(25001) + 18000;
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sGameState = STATE_INFO_DIALOG;
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break;
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case 6:
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case 7:
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dialog[0] = "Pigs made a big";
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dialog[1] = "coke bust! Prices";
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dialog[2] = "are outrageous!!!!";
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dialogLength = 3;
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sDrugPrices[DRUG_COCAINE] = random(60001) + 80000;
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sGameState = STATE_INFO_DIALOG;
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break;
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case 8:
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dialog[0] = "You were mugged";
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dialog[1] = "in the subway!";
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dialogLength = 2;
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pMoney = round(pMoney / 3.0) * 2;
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sGameState = STATE_INFO_DIALOG;
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break;
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case 9:
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case 10:
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case 11: {
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if (playerDrugInventoryCount() >= 50) {
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const int pigs = eventId == 9 ? 1 : eventId == 10 ? 3 : 4;
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dialog[0] = "Officer Hardass and";
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dialog[1] = String(pigs);
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dialog[1] += F(" of his deputies");
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dialog[2] = "are after you!";
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dialogLength = 3;
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sPreviousGameState = STATE_FIGHT_MENU;
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sGameState = STATE_INFO_DIALOG;
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} else {
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sGameState = STATE_TURN_MENU;
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}
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break;
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}
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case 12:
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case 13: {
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if (pMoney >= 500 && playerCapacityRemaining() >= 5) {
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const int x = random(3);
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dialog[0] = "Will you buy a";
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if (x == 0 || x == 1) {
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dialog[1] = x == 0 ? "baretta for" : ".44 magnum for";
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dialog[2] = "400 dollars?";
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dialogLength = 3;
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} else {
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dialog[1] = "saturday night";
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dialog[2] = "special for 400";
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dialog[3] = "dollars?";
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dialogLength = 4;
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}
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sGameState = STATE_BUY_GUN_DIALOG;
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} else {
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sGameState = STATE_TURN_MENU;
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}
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break;
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}
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case 14:
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dialog[0] = "There's some weed";
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dialog[1] = "here that smells";
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dialog[2] = "like good stuff!!";
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dialog[3] = "Will you smoke it?";
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dialogLength = 4;
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sGameState = STATE_DO_WEED_DIALOG;
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break;
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case 15:
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if (pMoney >= 300) {
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dialog[0] = "Will you buy a new";
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dialog[1] = "trenchcoat with";
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dialog[2] = "more pockets for";
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dialog[3] = "200 bucks?";
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dialogLength = 4;
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sGameState = STATE_BUY_COAT_DIALOG;
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} else {
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sGameState = STATE_TURN_MENU;
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}
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break;
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case 16: {
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if (playerCapacityRemaining() >= 8) {
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const int amount = random(7) + 1;
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const int drug = random(6);
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pInventory[drug] += amount;
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dialog[0] = F("You found ");
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dialog[0] += String(amount);
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dialog[1] = F("units of: ");
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dialog[1] += lookupDrug(drug);
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dialog[2] = "on a dead dude in";
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dialog[3] = "the subway!!!";
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dialogLength = 4;
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sGameState = STATE_INFO_DIALOG;
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} else {
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sGameState = STATE_TURN_MENU;
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}
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break;
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}
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case 17:
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dialog[0] = "The market has";
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dialog[1] = "been flooded with";
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dialog[2] = "cheap homemade";
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dialog[3] = "acid!!!!";
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dialogLength = 4;
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sDrugPrices[DRUG_ACID] = random(551) + 250;
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sGameState = STATE_INFO_DIALOG;
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break;
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default:
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sGameState = STATE_TURN_MENU;
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break;
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}
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}
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2022-06-18 00:05:30 -05:00
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void handleMenuAction() {
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screenInitialized = false;
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switch (sGameState) {
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case STATE_TITLE:
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switch (menuSelected) {
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case 0: // new game
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initializeNewGame();
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break;
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// TODO: continue/load saved
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}
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break;
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case STATE_TURN_MENU:
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2022-06-18 16:54:40 -05:00
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sPreviousGameState = STATE_TURN_MENU;
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2022-06-18 00:05:30 -05:00
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switch (menuSelected) {
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case 0: // trenchcoat
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sGameState = STATE_INVENTORY;
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break;
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case 1: // buy drugs
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2022-06-18 13:20:04 -05:00
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sGameState = STATE_BUY_MENU;
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break;
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2022-06-18 00:05:30 -05:00
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case 2: // sell drugs
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2022-06-18 13:20:04 -05:00
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sGameState = STATE_SELL_MENU;
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break;
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2022-06-18 00:05:30 -05:00
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case 3: // jet
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2022-06-18 13:20:04 -05:00
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sGameState = STATE_JET_MENU;
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break;
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2022-06-18 00:05:30 -05:00
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case 4: // loan shark
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2022-06-18 13:20:04 -05:00
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sGameState = STATE_SHARK_MENU;
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break;
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2022-06-18 00:05:30 -05:00
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case 5: // bank
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2022-06-18 13:20:04 -05:00
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sGameState = STATE_BANK_MENU;
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2022-06-18 00:05:30 -05:00
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break;
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}
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break;
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case STATE_JET_MENU:
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2022-06-18 22:55:00 -05:00
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incrementDay();
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pLocation = menuSelected < pLocation ? menuSelected : menuSelected + 1;
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newDayRandomEvent();
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2022-06-18 16:54:40 -05:00
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break;
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2022-06-18 21:34:58 -05:00
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2022-06-18 18:17:18 -05:00
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case STATE_BUY_MENU: {
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int remaining = playerCapacityRemaining();
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2022-06-18 16:54:40 -05:00
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sPreviousGameState = STATE_BUY_MENU;
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sCurrentDrug = menuSelected;
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2022-06-18 18:17:18 -05:00
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if (remaining <= 0) {
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2022-06-18 16:54:40 -05:00
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dialog[0] = F("Oops!");
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dialog[1] = F("");
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2022-06-18 18:17:18 -05:00
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dialog[2] = F("You can't carry");
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2022-06-18 16:54:40 -05:00
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dialog[3] = F("more ");
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dialog[3] += lookupDrug(sCurrentDrug);
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dialog[3] += F("!");
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dialogLength = 4;
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dialogSmall = false;
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sPreviousGameState = sGameState;
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sGameState = STATE_INFO_DIALOG;
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} else if (pMoney < sDrugPrices[sCurrentDrug]) {
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dialog[0] = F("Oops!");
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dialog[1] = F("");
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dialog[2] = F("You can't afford");
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2022-06-18 22:55:00 -05:00
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dialog[3] = lookupDrug(sCurrentDrug);
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dialog[3] += F("!");
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2022-06-18 16:54:40 -05:00
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dialogLength = 4;
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dialogSmall = false;
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sPreviousGameState = sGameState;
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sGameState = STATE_INFO_DIALOG;
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} else {
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sGameState = STATE_BUY_QTY_INPUT;
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sCurrentQty = 0;
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sQtyMax = floor(pMoney / (float)sDrugPrices[sCurrentDrug]);
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2022-06-18 18:17:18 -05:00
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if (remaining < sQtyMax) sQtyMax = remaining;
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2022-06-18 16:54:40 -05:00
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}
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break;
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2022-06-18 18:17:18 -05:00
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}
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2022-06-18 21:34:58 -05:00
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2022-06-18 00:05:30 -05:00
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case STATE_SELL_MENU:
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2022-06-18 16:54:40 -05:00
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sPreviousGameState = STATE_SELL_MENU;
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sCurrentDrug = menuSelected;
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if (pInventory[sCurrentDrug] > 0) {
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sGameState = STATE_SELL_QTY_INPUT;
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sCurrentQty = 0;
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sQtyMax = pInventory[sCurrentDrug];
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} else {
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dialog[0] = F("Oops!");
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dialog[1] = F("");
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dialog[2] = F("You don't have any");
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2022-06-18 22:55:00 -05:00
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dialog[3] = lookupDrug(sCurrentDrug);
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dialog[3] += F("!");
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2022-06-18 16:54:40 -05:00
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dialogLength = 4;
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dialogSmall = false;
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sPreviousGameState = sGameState;
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sGameState = STATE_INFO_DIALOG;
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}
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break;
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2022-06-18 21:34:58 -05:00
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2022-06-18 00:05:30 -05:00
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case STATE_SHARK_MENU:
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2022-06-18 21:34:58 -05:00
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sPreviousGameState = STATE_SHARK_MENU;
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sCurrentQty = 0;
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switch (menuSelected) {
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case 0: // repay loan
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sGameState = STATE_PAY_LOAN_INPUT;
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sQtyMax = pLoanAmount > pMoney ? pMoney : pLoanAmount;
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break;
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case 1: // borrow money
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if (sAlreadyBorrowed) {
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dialog[0] = F("You already");
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dialog[1] = F("borrowed money");
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dialog[2] = F("today!");
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dialogLength = 3;
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dialogSmall = false;
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sGameState = STATE_INFO_DIALOG;
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} else {
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sGameState = STATE_BORROW_INPUT;
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sQtyMax = 5000;
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}
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break;
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}
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break;
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2022-06-18 00:05:30 -05:00
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case STATE_BANK_MENU:
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2022-06-18 21:34:58 -05:00
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sPreviousGameState = STATE_BANK_MENU;
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2022-06-18 22:55:00 -05:00
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sCurrentQty = 0;
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2022-06-18 21:34:58 -05:00
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switch (menuSelected) {
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case 0: // deposit money
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sGameState = STATE_DEPOSIT_INPUT;
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sQtyMax = pMoney;
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break;
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case 1: // withdraw money
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sGameState = STATE_WITHDRAW_INPUT;
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sQtyMax = pSavingsAmount;
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break;
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}
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2022-06-18 00:05:30 -05:00
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break;
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}
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}
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2022-06-18 16:54:40 -05:00
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2022-06-18 18:17:18 -05:00
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bool checkBackedOut(const bool eitherButton) {
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if (arduboy.justPressed(B_BUTTON) ||
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(eitherButton && arduboy.justPressed(A_BUTTON))) {
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2022-06-18 16:54:40 -05:00
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screenInitialized = false;
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sGameState = sPreviousGameState;
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return true;
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}
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return false;
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}
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2022-06-18 18:17:18 -05:00
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int playerCapacityRemaining() {
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int qty = 0;
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for (int i = 0; i < 6; i++) {
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qty += pInventory[i];
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}
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2022-06-18 22:55:00 -05:00
|
|
|
qty += pGuns * 5;
|
2022-06-18 18:17:18 -05:00
|
|
|
return pCapacity - qty;
|
|
|
|
}
|
2022-06-18 22:55:00 -05:00
|
|
|
|
|
|
|
int playerDrugInventoryCount() {
|
|
|
|
int count = 0;
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
|
|
count += pInventory[i];
|
|
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|