456 lines
12 KiB
C++
456 lines
12 KiB
C++
/*
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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(int days) {
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sGameState = STATE_TURN_MENU;
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pMoney = 2000;
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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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sMaxDays = days + 1;
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sCurrentDay = 0;
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incrementDay(false); // start on day 1
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}
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void incrementDay(const bool withInterest) {
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sCurrentDay++;
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sAlreadyBorrowed = false;
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// generate new drug prices
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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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// loan and savings interest
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if (withInterest) {
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pLoanAmount = floor(pLoanAmount * 1.1);
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pSavingsAmount = floor(pSavingsAmount * 1.06);
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}
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screenInitialized = false;
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}
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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] = F("Rival dealers are");
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dialog[1] = F("selling cheap");
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dialog[2] = F("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] = F("Weed prices have");
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dialog[1] = F("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] = F("Pigs are selling");
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dialog[1] = F("cheap heroine");
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dialog[2] = F("from last week's");
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dialog[3] = F("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] = F("Addicts are");
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dialog[1] = F("buying heroine");
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dialog[2] = F("at outrageous");
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dialog[3] = F("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] = F("Pigs made a big");
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dialog[1] = F("coke bust! Prices");
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dialog[2] = F("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] = F("You were mugged");
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dialog[1] = F("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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sPigs = eventId == 9 ? 2 : eventId == 10 ? 4 : 5;
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dialog[0] = F("Officer Hardass");
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dialog[1] = F("and ");
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dialog[1] += String(sPigs - 1);
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dialog[1] += F(" of his");
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dialog[2] = F("deputies are");
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dialog[3] = F("after you!");
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dialogLength = 4;
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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] = F("Will you buy a");
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if (x == 0 || x == 1) {
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dialog[1] = x == 0 ? F("baretta for") : F(".44 magnum for");
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dialog[2] = F("400 dollars?");
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dialogLength = 3;
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} else {
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dialog[1] = F("saturday night");
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dialog[2] = F("special for 400");
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dialog[3] = F("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] = F("There's some weed");
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dialog[1] = F("here that smells");
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dialog[2] = F("like good stuff!!");
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dialog[3] = F("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] = F("Will you buy a new");
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dialog[1] = F("trenchcoat with");
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dialog[2] = F("more pockets for");
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dialog[3] = F("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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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(30);
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break;
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case 1: // extended game
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initializeNewGame(60);
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break;
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case 2: // high scores
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dialog[0] = F("Normal Game:");
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dialog[1] = F("");
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dialog[2] = F("Extended Game:");
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dialogSmall = false;
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dialogLength = 3;
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sGameState = STATE_HIGH_SCORES;
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break;
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}
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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: // buy drugs
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sGameState = STATE_BUY_MENU;
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break;
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case 1: // sell drugs
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sGameState = STATE_SELL_MENU;
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break;
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case 2: // trenchcoat
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sGameState = STATE_INVENTORY;
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break;
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case 3: // jet
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sGameState = STATE_JET_MENU;
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break;
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case 4: // loan shark
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sGameState = STATE_SHARK_MENU;
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break;
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case 5: // bank
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sGameState = STATE_BANK_MENU;
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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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pLocation = menuSelected < pLocation ? menuSelected : menuSelected + 1;
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incrementDay(true);
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newDayRandomEvent();
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break;
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case STATE_BUY_MENU: {
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int remaining = playerCapacityRemaining();
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sPreviousGameState = STATE_BUY_MENU;
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sCurrentDrug = menuSelected;
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if (remaining <= 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");
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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);
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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 {
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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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if (remaining < sQtyMax) sQtyMax = remaining;
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}
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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;
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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);
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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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}
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break;
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case STATE_SHARK_MENU:
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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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case STATE_BANK_MENU:
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sPreviousGameState = STATE_BANK_MENU;
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sCurrentQty = 0;
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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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break;
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}
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}
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void handleFightMenuInput() {
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if (arduboy.justPressed(B_BUTTON)) { // run
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screenInitialized = false;
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if (random(2) == 0) {
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dialog[0] = F("You lost them in");
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dialog[1] = F("an alley!!");
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dialogLength = 2;
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dialogSmall = false;
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sPreviousGameState = STATE_TURN_MENU;
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sGameState = STATE_INFO_DIALOG;
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} else {
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dialog[0] = F("You can't shake");
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dialog[1] = F("them!");
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dialogLength = 2;
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dialogSmall = false;
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sPreviousGameState = STATE_FIGHT_DAMAGE;
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sGameState = STATE_INFO_DIALOG;
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}
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} else if (arduboy.justPressed(A_BUTTON)) { // fight
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screenInitialized = false;
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if (pGuns == 0) {
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dialog[0] = F("You don't have");
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dialog[1] = F("any guns! You");
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dialog[2] = F("have to run!");
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dialogLength = 3;
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dialogSmall = false;
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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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if (random(2) == 0) {
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dialog[0] = F("");
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dialog[1] = F(" You missed!!!");
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dialogLength = 2;
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dialogSmall = false;
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sPreviousGameState = STATE_FIGHT_DAMAGE;
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sGameState = STATE_INFO_DIALOG;
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} else {
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sPigs--;
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if (sPigs > 0) {
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dialog[0] = F("");
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dialog[1] = F("You killed one!!");
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dialogLength = 2;
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dialogSmall = false;
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sPreviousGameState = STATE_FIGHT_DAMAGE;
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sGameState = STATE_INFO_DIALOG;
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} else {
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const int found = random(1251) + 750;
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dialog[0] = F("You killed all of");
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dialog[1] = F("them! You found ");
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dialog[1] += String(found);
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dialog[2] = F("dollars on Officer");
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dialog[3] = F("Hardass' carcass!!");
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dialogLength = 4;
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dialogSmall = true;
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pMoney += found;
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sPreviousGameState = pMoney >= 1200
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? STATE_HEAL_DIALOG : STATE_TURN_MENU;
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sGameState = STATE_INFO_DIALOG;
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// TODO: draw apostrophe :(
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}
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}
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}
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}
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}
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void handleFightDamage() {
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const int x = random(2);
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dialog[0] = F("They're firing at");
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dialog[1] = F("you!! ");
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sPreviousGameState = STATE_FIGHT_MENU;
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dialogLength = 3;
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dialogSmall = false;
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if (x == 0) { // missed
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dialog[1] += F("They");
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dialog[2] = F("missed!!");
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} else { // hit
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dialog[1] += F("You've");
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dialog[2] = F("been hit!");
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pHealth -= 3;
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if (pHealth <= 0) { // dead
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dialog[3] = F("You're dead!!");
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dialogLength = 4;
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sPreviousGameState = STATE_GAME_OVER;
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}
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}
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}
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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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screenInitialized = false;
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menuBackOut = getMenuBackOut();
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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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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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//qty += pGuns * 5; // already accounted for
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return pCapacity - qty;
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}
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int playerDrugInventoryCount() {
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int count = 0;
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for (int i = 0; i < 6; i++) {
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count += pInventory[i];
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}
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return count;
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}
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