started on quantity dialogs
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a7eafdd1e0
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119
slangin.ino
119
slangin.ino
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@ -23,9 +23,16 @@ enum GameState {
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STATE_FIGHT_MENU,
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STATE_INVENTORY,
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STATE_INFO_DIALOG,
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STATE_QUESTION_DIALOG,
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STATE_AMOUNT_DIALOG,
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STATE_SUBWAY
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STATE_BUY_GUN_DIALOG,
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STATE_BUY_COAT_DIALOG,
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STATE_DO_WEED_DIALOG,
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STATE_HEAL_DIALOG,
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STATE_BUY_QTY_INPUT,
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STATE_SELL_QTY_INPUT,
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STATE_PAY_LOAN_INPUT,
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STATE_BORROW_INPUT,
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STATE_DEPOSIT_INPUT,
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STATE_WITHDRAW_INPUT
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};
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enum GameLocation {
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@ -57,6 +64,11 @@ const uint8_t PROGMEM spriteDollar[] = {
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0x12, 0x15, 0x1f, 0x15, 0x09,
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};
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const uint8_t PROGMEM spriteAdjust[] = {
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5, 8,
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0x24, 0x66, 0xe7, 0x66, 0x24,
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};
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/**************/
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/* game state */
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/**************/
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@ -66,13 +78,16 @@ GameState sPreviousGameState;
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int sCurrentDay;
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int sDrugPrices[6];
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int sRandomEvent;
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int sCurrentDrug;
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long sCurrentQty;
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long sQtyMax;
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/****************/
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/* player state */
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/****************/
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int pMoney;
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int pLoanAmount;
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int pSavingsAmount;
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long pMoney;
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long pLoanAmount;
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long pSavingsAmount;
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GameLocation pLocation;
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int pGuns;
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int pCapacity;
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@ -85,6 +100,10 @@ bool menuCols = false;
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bool menuSmall = false;
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int menuSelected = 0;
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String dialog[5];
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int dialogLength;
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bool dialogSmall = false;
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/***********************/
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/* game setup and loop */
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/***********************/
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@ -195,6 +214,27 @@ void loop() {
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drawMenu(menuSmall, menuCols, menuLength, menu);
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drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, false);
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break;
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case STATE_INFO_DIALOG:
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drawDialog();
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break;
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case STATE_BUY_QTY_INPUT:
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case STATE_SELL_QTY_INPUT:
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dialog[0] = sGameState == STATE_BUY_QTY_INPUT ? F("Buy ") : F("Sell ");
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dialog[0] += lookupDrug(sCurrentDrug);
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dialog[1] = F("");
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dialog[2] = F("");
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dialog[3] = F("Cost");
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dialog[4] = F("You have");
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dialogLength = 5;
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dialogSmall = true;
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drawDialog();
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drawMoney(dialog[0].length() * 5 + 15, 10, sDrugPrices[sCurrentDrug]);
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drawMoney(35, 37, sCurrentQty * sDrugPrices[sCurrentDrug]);
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drawMoney(55, 46, pMoney);
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drawQtySelector(F("Qty"));
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break;
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}
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screenInitialized = true;
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}
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@ -258,19 +298,41 @@ void loop() {
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sGameState == STATE_BANK_MENU) {
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screenInitialized = false;
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sGameState = STATE_TURN_MENU;
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} else if (sGameState == STATE_BUY_QTY_INPUT) {
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screenInitialized = false;
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sGameState = STATE_BUY_MENU;
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} else if (sGameState == STATE_SELL_QTY_INPUT) {
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screenInitialized = false;
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sGameState = STATE_SELL_MENU;
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}
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}
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drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, false);
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}
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break;
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}
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case STATE_INVENTORY: {
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if (arduboy.justPressed(B_BUTTON)) {
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screenInitialized = false;
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sGameState = STATE_TURN_MENU;
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}
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case STATE_INVENTORY:
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case STATE_INFO_DIALOG:
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checkBackedOut();
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break;
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case STATE_SELL_QTY_INPUT:
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case STATE_BUY_QTY_INPUT:
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checkBackedOut();
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if (arduboy.pressed(UP_BUTTON)) {
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screenInitialized = false;
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sCurrentQty++;
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} else if (arduboy.pressed(RIGHT_BUTTON)) {
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screenInitialized = false;
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sCurrentQty += 10;
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} else if (arduboy.pressed(DOWN_BUTTON)) {
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screenInitialized = false;
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sCurrentQty--;
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} else if (arduboy.pressed(LEFT_BUTTON)) {
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screenInitialized = false;
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sCurrentQty -= 10;
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}
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if (sCurrentQty > sQtyMax) sCurrentQty = sQtyMax;
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if (sCurrentQty < 0) sCurrentQty = 0;
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break;
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}
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}
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arduboy.display();
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@ -339,8 +401,39 @@ void buildDrugMenu(int extra[6]) {
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menuSmall = col1Max + col2Max > 22;
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}
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int numberChars(int num) {
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int numberChars(long num) {
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int length = 1;
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while (num /= 10) length++;
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return length;
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}
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void drawDialog() {
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arduboy.drawRoundRect(0, 0, 128, 64, 5, WHITE);
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if (dialogSmall) {
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for (int i = 0; i < dialogLength; i++) {
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font4x6.setCursor(10, i * 9 + 10);
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font4x6.print(dialog[i]);
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}
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} else {
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for (int i = 0; i < dialogLength; i++) {
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arduboy.setCursor(10, i * 10 + 10);
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arduboy.print(dialog[i]);
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}
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}
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}
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void drawMoney(const int x, const int y, const long amount) {
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Sprites::drawOverwrite(x, y + 2, spriteDollar, 0);
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font4x6.setCursor(x + 6, y);
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font4x6.print(amount);
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}
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void drawQtySelector(String label) {
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font4x6.setCursor(10, 24);
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font4x6.print(label);
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const int labelLength = label.length() * 5;
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arduboy.drawRect(labelLength + 15, 22, 103 - labelLength, 12, WHITE);
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font4x6.setCursor(labelLength + 19, 24);
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font4x6.print(sCurrentQty);
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Sprites::drawOverwrite(111, 24, spriteAdjust, 0);
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}
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65
states.ino
65
states.ino
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@ -1,6 +1,13 @@
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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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void initializeNewGame() {
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sGameState = STATE_TURN_MENU;
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pMoney = 2000;
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pMoney = 10000000; // 2000
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pLoanAmount = 5000;
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pSavingsAmount = 0;
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pLocation = LOC_BRONX;
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@ -45,6 +52,7 @@ void handleMenuAction() {
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break;
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case STATE_TURN_MENU:
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sPreviousGameState = STATE_TURN_MENU;
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switch (menuSelected) {
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case 0: // trenchcoat
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sGameState = STATE_INVENTORY;
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@ -68,10 +76,65 @@ void handleMenuAction() {
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break;
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case STATE_JET_MENU:
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break;
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case STATE_BUY_MENU:
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sPreviousGameState = STATE_BUY_MENU;
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sCurrentDrug = menuSelected;
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if (pCapacity <= 0) {
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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 carry any");
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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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dialog[3] = lookupDrug(sCurrentDrug) + 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 {
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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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}
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break;
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case STATE_SELL_MENU:
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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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dialog[3] = lookupDrug(sCurrentDrug) + 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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}
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break;
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case STATE_SHARK_MENU:
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case STATE_BANK_MENU:
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break;
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}
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}
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bool checkBackedOut() {
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if (arduboy.justPressed(B_BUTTON)) {
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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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