slangin/states.ino

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Arduino
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/*
Slangin'
State Management
Author: Rudis Muiznieks
License: WTFPL
*/
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void initializeNewGame() {
sGameState = STATE_TURN_MENU;
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pMoney = 10000000; // 2000
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pLoanAmount = 5000;
pSavingsAmount = 0;
pLocation = LOC_BRONX;
pGuns = 0;
pCapacity = 100;
pHealth = 50;
for (int i = 0; i < 6; i++) {
pInventory[i] = 0;
}
sCurrentDay = 0;
incrementDay(); // start on day 1
sRandomEvent = 0; // no event on first day
}
void incrementDay() {
sCurrentDay++;
// TODO: check for game over
// generate new drug prices
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sDrugPrices[DRUG_COCAINE] = random(12001) + 16000;
sDrugPrices[DRUG_HEROINE] = random(7001) + 5000;
sDrugPrices[DRUG_ACID] = (random(35) + 10) * 100;
sDrugPrices[DRUG_WEED] = (random(43) + 33) * 10;
sDrugPrices[DRUG_SPEED] = (random(16) + 7) * 10;
sDrugPrices[DRUG_LUDES] = (random(5) + 1) * 10;
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}
void handleMenuAction() {
screenInitialized = false;
switch (sGameState) {
case STATE_TITLE:
switch (menuSelected) {
case 0: // new game
initializeNewGame();
break;
// TODO: continue/load saved
}
break;
case STATE_TURN_MENU:
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sPreviousGameState = STATE_TURN_MENU;
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switch (menuSelected) {
case 0: // trenchcoat
sGameState = STATE_INVENTORY;
break;
case 1: // buy drugs
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sGameState = STATE_BUY_MENU;
break;
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case 2: // sell drugs
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sGameState = STATE_SELL_MENU;
break;
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case 3: // jet
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sGameState = STATE_JET_MENU;
break;
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case 4: // loan shark
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sGameState = STATE_SHARK_MENU;
break;
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case 5: // bank
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sGameState = STATE_BANK_MENU;
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break;
}
break;
case STATE_JET_MENU:
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break;
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case STATE_BUY_MENU: {
int remaining = playerCapacityRemaining();
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sPreviousGameState = STATE_BUY_MENU;
sCurrentDrug = menuSelected;
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if (remaining <= 0) {
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dialog[0] = F("Oops!");
dialog[1] = F("");
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dialog[2] = F("You can't carry");
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dialog[3] = F("more ");
dialog[3] += lookupDrug(sCurrentDrug);
dialog[3] += F("!");
dialogLength = 4;
dialogSmall = false;
sPreviousGameState = sGameState;
sGameState = STATE_INFO_DIALOG;
} else if (pMoney < sDrugPrices[sCurrentDrug]) {
dialog[0] = F("Oops!");
dialog[1] = F("");
dialog[2] = F("You can't afford");
dialog[3] = lookupDrug(sCurrentDrug) + F("!");
dialogLength = 4;
dialogSmall = false;
sPreviousGameState = sGameState;
sGameState = STATE_INFO_DIALOG;
} else {
sGameState = STATE_BUY_QTY_INPUT;
sCurrentQty = 0;
sQtyMax = floor(pMoney / (float)sDrugPrices[sCurrentDrug]);
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if (remaining < sQtyMax) sQtyMax = remaining;
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}
break;
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}
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case STATE_SELL_MENU:
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sPreviousGameState = STATE_SELL_MENU;
sCurrentDrug = menuSelected;
if (pInventory[sCurrentDrug] > 0) {
sGameState = STATE_SELL_QTY_INPUT;
sCurrentQty = 0;
sQtyMax = pInventory[sCurrentDrug];
} else {
dialog[0] = F("Oops!");
dialog[1] = F("");
dialog[2] = F("You don't have any");
dialog[3] = lookupDrug(sCurrentDrug) + F("!");
dialogLength = 4;
dialogSmall = false;
sPreviousGameState = sGameState;
sGameState = STATE_INFO_DIALOG;
}
break;
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case STATE_SHARK_MENU:
case STATE_BANK_MENU:
break;
}
}
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bool checkBackedOut(const bool eitherButton) {
if (arduboy.justPressed(B_BUTTON) ||
(eitherButton && arduboy.justPressed(A_BUTTON))) {
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screenInitialized = false;
sGameState = sPreviousGameState;
return true;
}
return false;
}
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int playerCapacityRemaining() {
int qty = 0;
for (int i = 0; i < 6; i++) {
qty += pInventory[i];
}
return pCapacity - qty;
}