78 lines
1.7 KiB
C++
78 lines
1.7 KiB
C++
void initializeNewGame() {
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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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sCurrentDay = 0;
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incrementDay(); // start on day 1
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sRandomEvent = 0; // no event on first day
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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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// 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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}
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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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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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sGameState = STATE_BUY_MENU;
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break;
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case 2: // sell drugs
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sGameState = STATE_SELL_MENU;
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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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case STATE_BUY_MENU:
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case STATE_SELL_MENU:
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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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