started on new days and random events

This commit is contained in:
Rudis Muiznieks 2022-06-18 22:55:00 -05:00
parent 042f41df71
commit 267a66b434
Signed by: rudism
GPG Key ID: CABF2F86EF7884F9
2 changed files with 177 additions and 25 deletions

View File

@ -37,26 +37,20 @@ enum GameState {
enum GameLocation {
LOC_BRONX = 0,
LOC_GHETTO,
LOC_CENTRAL_PARK,
LOC_MANHATTEN,
LOC_CONEY_ISLAND,
LOC_BROOKLYN
LOC_GHETTO = 1,
LOC_CENTRAL_PARK = 2,
LOC_MANHATTEN = 3,
LOC_CONEY_ISLAND = 4,
LOC_BROOKLYN = 5
};
enum Drug {
DRUG_COCAINE = 0,
DRUG_HEROINE,
DRUG_ACID,
DRUG_WEED,
DRUG_SPEED,
DRUG_LUDES
};
enum DialogType {
DIALOG_INFO = 0,
DIALOG_YESNO,
DIALOG_AMOUNT
DRUG_HEROINE = 1,
DRUG_ACID = 2,
DRUG_WEED = 3,
DRUG_SPEED = 4,
DRUG_LUDES = 5
};
const uint8_t PROGMEM spriteDollar[] = {
@ -77,7 +71,6 @@ GameState sGameState;
GameState sPreviousGameState;
int sCurrentDay;
int sDrugPrices[6];
int sRandomEvent;
int sCurrentDrug;
long sCurrentQty;
long sQtyMax;
@ -181,9 +174,9 @@ void loop() {
break;
case STATE_JET_MENU: {
String title = F("Jet from ");
title = title + lookupLocation(pLocation);
drawStatusBar();
String title = F("Jet from ");
title += lookupLocation(pLocation);
drawTitle(title);
for (int i = 0; i < 5; i++) {
int loc = i >= pLocation ? i + 1 : i;
@ -477,9 +470,9 @@ void buildDrugMenu(int extra[6]) {
int colMax = i < 3 ? col1Max : col2Max;
menu[i] = lookupDrug(i) + F(" ");
for (int s = 0; s < colMax - lengths[i]; s++) {
menu[i] = menu[i] + F(" ");
menu[i] += F(" ");
}
menu[i] = menu[i] + extra[i];
menu[i] += extra[i];
}
menuLength = 6;
menuCols = true;

View File

@ -21,8 +21,6 @@ void initializeNewGame() {
sCurrentDay = 0;
incrementDay(); // start on day 1
sRandomEvent = 0; // no event on first day
}
void incrementDay() {
@ -40,6 +38,152 @@ void incrementDay() {
sDrugPrices[DRUG_LUDES] = (random(5) + 1) * 10;
}
void newDayRandomEvent() {
const int eventId = random(20);
sPreviousGameState = STATE_TURN_MENU;
dialogSmall = false;
switch (eventId) {
case 1:
dialog[0] = "Rival dealers are";
dialog[1] = "selling cheap";
dialog[2] = "ludes!!!";
dialogLength = 3;
sDrugPrices[DRUG_LUDES] = 2;
sGameState = STATE_INFO_DIALOG;
break;
case 2:
dialog[0] = "Weed prices have";
dialog[1] = "bottomed out!!!";
dialogLength = 2;
sDrugPrices[DRUG_WEED] = 122;
sGameState = STATE_INFO_DIALOG;
break;
case 3:
dialog[0] = "Pigs are selling";
dialog[1] = "cheap heroine";
dialog[2] = "from last week's";
dialog[3] = "raid!!!!";
dialogLength = 4;
sDrugPrices[DRUG_HEROINE] = random(1150) + 850;
sGameState = STATE_INFO_DIALOG;
break;
case 4:
case 5:
dialog[0] = "Addicts are";
dialog[1] = "buying heroine";
dialog[2] = "at outrageous";
dialog[3] = "prices!!!";
dialogLength = 4;
sDrugPrices[DRUG_HEROINE] = random(25001) + 18000;
sGameState = STATE_INFO_DIALOG;
break;
case 6:
case 7:
dialog[0] = "Pigs made a big";
dialog[1] = "coke bust! Prices";
dialog[2] = "are outrageous!!!!";
dialogLength = 3;
sDrugPrices[DRUG_COCAINE] = random(60001) + 80000;
sGameState = STATE_INFO_DIALOG;
break;
case 8:
dialog[0] = "You were mugged";
dialog[1] = "in the subway!";
dialogLength = 2;
pMoney = round(pMoney / 3.0) * 2;
sGameState = STATE_INFO_DIALOG;
break;
case 9:
case 10:
case 11: {
if (playerDrugInventoryCount() >= 50) {
const int pigs = eventId == 9 ? 1 : eventId == 10 ? 3 : 4;
dialog[0] = "Officer Hardass and";
dialog[1] = String(pigs);
dialog[1] += F(" of his deputies");
dialog[2] = "are after you!";
dialogLength = 3;
sPreviousGameState = STATE_FIGHT_MENU;
sGameState = STATE_INFO_DIALOG;
} else {
sGameState = STATE_TURN_MENU;
}
break;
}
case 12:
case 13: {
if (pMoney >= 500 && playerCapacityRemaining() >= 5) {
const int x = random(3);
dialog[0] = "Will you buy a";
if (x == 0 || x == 1) {
dialog[1] = x == 0 ? "baretta for" : ".44 magnum for";
dialog[2] = "400 dollars?";
dialogLength = 3;
} else {
dialog[1] = "saturday night";
dialog[2] = "special for 400";
dialog[3] = "dollars?";
dialogLength = 4;
}
sGameState = STATE_BUY_GUN_DIALOG;
} else {
sGameState = STATE_TURN_MENU;
}
break;
}
case 14:
dialog[0] = "There's some weed";
dialog[1] = "here that smells";
dialog[2] = "like good stuff!!";
dialog[3] = "Will you smoke it?";
dialogLength = 4;
sGameState = STATE_DO_WEED_DIALOG;
break;
case 15:
if (pMoney >= 300) {
dialog[0] = "Will you buy a new";
dialog[1] = "trenchcoat with";
dialog[2] = "more pockets for";
dialog[3] = "200 bucks?";
dialogLength = 4;
sGameState = STATE_BUY_COAT_DIALOG;
} else {
sGameState = STATE_TURN_MENU;
}
break;
case 16: {
if (playerCapacityRemaining() >= 8) {
const int amount = random(7) + 1;
const int drug = random(6);
pInventory[drug] += amount;
dialog[0] = F("You found ");
dialog[0] += String(amount);
dialog[1] = F("units of: ");
dialog[1] += lookupDrug(drug);
dialog[2] = "on a dead dude in";
dialog[3] = "the subway!!!";
dialogLength = 4;
sGameState = STATE_INFO_DIALOG;
} else {
sGameState = STATE_TURN_MENU;
}
break;
}
case 17:
dialog[0] = "The market has";
dialog[1] = "been flooded with";
dialog[2] = "cheap homemade";
dialog[3] = "acid!!!!";
dialogLength = 4;
sDrugPrices[DRUG_ACID] = random(551) + 250;
sGameState = STATE_INFO_DIALOG;
break;
default:
sGameState = STATE_TURN_MENU;
break;
}
}
void handleMenuAction() {
screenInitialized = false;
switch (sGameState) {
@ -77,6 +221,9 @@ void handleMenuAction() {
break;
case STATE_JET_MENU:
incrementDay();
pLocation = menuSelected < pLocation ? menuSelected : menuSelected + 1;
newDayRandomEvent();
break;
case STATE_BUY_MENU: {
@ -98,7 +245,8 @@ void handleMenuAction() {
dialog[0] = F("Oops!");
dialog[1] = F("");
dialog[2] = F("You can't afford");
dialog[3] = lookupDrug(sCurrentDrug) + F("!");
dialog[3] = lookupDrug(sCurrentDrug);
dialog[3] += F("!");
dialogLength = 4;
dialogSmall = false;
sPreviousGameState = sGameState;
@ -123,7 +271,8 @@ void handleMenuAction() {
dialog[0] = F("Oops!");
dialog[1] = F("");
dialog[2] = F("You don't have any");
dialog[3] = lookupDrug(sCurrentDrug) + F("!");
dialog[3] = lookupDrug(sCurrentDrug);
dialog[3] += F("!");
dialogLength = 4;
dialogSmall = false;
sPreviousGameState = sGameState;
@ -156,6 +305,7 @@ void handleMenuAction() {
break;
case STATE_BANK_MENU:
sPreviousGameState = STATE_BANK_MENU;
sCurrentQty = 0;
switch (menuSelected) {
case 0: // deposit money
sGameState = STATE_DEPOSIT_INPUT;
@ -185,5 +335,14 @@ int playerCapacityRemaining() {
for (int i = 0; i < 6; i++) {
qty += pInventory[i];
}
qty += pGuns * 5;
return pCapacity - qty;
}
int playerDrugInventoryCount() {
int count = 0;
for (int i = 0; i < 6; i++) {
count += pInventory[i];
}
return count;
}