added definitions for easier setting of variables

This commit is contained in:
Splatink
2025-04-16 11:30:52 +03:00
parent 766924668e
commit a5ec8b09eb

109
main.c
View File

@@ -3,6 +3,24 @@
#include <stdlib.h> #include <stdlib.h>
#include <time.h> #include <time.h>
//values below control random item/customer selections, change for debugging (illegal items only 7-9, default 0-9)
#define ITEM_LOWER_BOUND 7
#define ITEM_UPPER_BOUND 9
#define CUSTOMER_LOWER_BOUND 0
#define CUSTOMER_UPPER_BOUND 9
//values below control the police random chances, out of a 100
#define POLICE_SHOOT_SUCCESS 20
#define POLICE_DECLINE_SUCCESS 50
//values below control the police fines, and when they will get suspicous or attempt to arrest the player
#define POLICE_FINE_NORMAL 400
#define POLICE_FINE_INCREASE 100
#define POLICE_WARNING 1 //warn at X amount of illegal items sold
#define POLICE_ARREST 3 //attempt arrest at X amount of illegal items sold
//values below control how the player starts the game, default is 100 gold and 1 banana
#define PLAYER_STARTING_MONEY 100
struct gameItem struct gameItem
{ {
@@ -97,7 +115,7 @@ void gameIntro()
printf("The game ends after your chosen amount of turns and you get a score!\n"); printf("The game ends after your chosen amount of turns and you get a score!\n");
printf("Please enter your player name (Max 10 characters)\n"); printf("Please enter your player name (Max 10 characters)\n");
scanf("%s", &player.playerName); scanf("%s", &player.playerName);
player.playerMoney = 100; player.playerMoney = PLAYER_STARTING_MONEY;
printf("You start with %d gold and 1 %s\n", player.playerMoney, item->itemName); printf("You start with %d gold and 1 %s\n", player.playerMoney, item->itemName);
} }
@@ -280,18 +298,18 @@ bool checkForItem(int itemPicked)
void policeAccept() void policeAccept()
{ {
printf("You were arrested by the police and issued a 400$ fine\n"); printf("You were arrested by the police and issued a %d gold fine\n");
player.playerMoney -= 400; player.playerMoney -= POLICE_FINE_NORMAL;
player.illegalItemsSold = 0; player.illegalItemsSold = 0;
} }
void policeDecline() void policeDecline()
{ {
int randomness = rand() % 100 + 1; int randomness = rand() % 100 + 1;
if (randomness < 50) if (randomness > POLICE_DECLINE_SUCCESS)
{ {
printf("You have been arrested by the police and have been fined 400$, and an additional 500$ for resisting arrest\n"); printf("You have been arrested by the police and have been fined %d gold, and an additional %d gold for resisting arrest\n", POLICE_FINE_NORMAL, POLICE_FINE_INCREASE);
player.playerMoney -= 500; player.playerMoney -= (POLICE_FINE_NORMAL + POLICE_FINE_INCREASE);
player.illegalItemsSold = 0; player.illegalItemsSold = 0;
return; return;
} }
@@ -306,9 +324,9 @@ void policeDecline()
void policeShoot() void policeShoot()
{ {
int randomness = rand() % 100 + 1; int randomness = rand() % 100 + 1;
if (randomness < 80) if (randomness > POLICE_SHOOT_SUCCESS)
{ {
printf("You were shot and killed buy the police\n"); printf("You were shot and killed by the police\n");
player.gameForceEnd = true; player.gameForceEnd = true;
player.gameKilled = true; player.gameKilled = true;
return; return;
@@ -370,12 +388,12 @@ void checkPolice()
warrantUI(); warrantUI();
return; return;
} }
if (player.illegalItemsSold == 1 && player.playerNotified == false) if (player.illegalItemsSold == POLICE_WARNING && player.playerNotified == false)
{ {
printf("You have sold an illegal item, if you keep this up the police might start asking questions\n"); printf("You have sold an illegal item, if you keep this up the police might start asking questions\n");
player.playerNotified = true; player.playerNotified = true;
} }
else if (player.illegalItemsSold > 2) else if (player.illegalItemsSold >= POLICE_ARREST)
{ {
printf("Police: You seem to be selling contraband, you are under arrest!\n"); printf("Police: You seem to be selling contraband, you are under arrest!\n");
policeUI(); policeUI();
@@ -453,6 +471,39 @@ bool checkCustomerWiggle(int potNewItemPrice, int customerPicked, int itemPicked
} }
} }
void sellItem(int itemPicked)
{
player.playerMoney += item[itemPicked].itemCurrentItemPrice;
player.playerScore++;
item[itemPicked].itemInInventory = false;
player.totalItemsSold++;
printf("Sold!\n\n");
}
void negotiateItem(int itemPicked, int customerPicked)
{
int potNewItemPrice;
printf("%s: Aight, what are we talking?\n", customer[customerPicked].customerName);
printf("Enter desired item price:\n");
scanf("%d", &potNewItemPrice);
if (checkCustomerWiggle(potNewItemPrice, customerPicked, itemPicked))
{
player.playerMoney += item[itemPicked].itemCurrentItemPrice;
player.playerScore += 2;
item[itemPicked].itemInInventory = false;
player.totalItemsSold++;
printf("Sold!\n\n");
}
else
{
printf("%s: Nah, think I'll pass\n\n", customer[customerPicked].customerName);
if(player.playerScore != 0)
{
player.playerScore -= 1;
}
}
}
void gameTurn() void gameTurn()
{ {
checkPolice(); checkPolice();
@@ -461,45 +512,21 @@ void gameTurn()
return; return;
} }
checkMoney(); checkMoney();
int customerPicked = rand() % 10; int itemPicked = rand() % (ITEM_UPPER_BOUND - ITEM_LOWER_BOUND + 1) + ITEM_LOWER_BOUND;
int itemPicked = rand() % 10; int customerPicked = rand() % (CUSTOMER_UPPER_BOUND - CUSTOMER_LOWER_BOUND + 1) + CUSTOMER_LOWER_BOUND;
int potNewItemPrice;
item[itemPicked].itemCurrentItemPrice = item[itemPicked].itemStartingPrice; //reset item prices for negotiation; stupid solution item[itemPicked].itemCurrentItemPrice = item[itemPicked].itemStartingPrice; //reset item prices for negotiation; stupid solution
printf("%s: I need %s, willing to pay %d gold for it.\n", customer[customerPicked].customerName, item[itemPicked].itemName, item[itemPicked].itemCurrentItemPrice); printf("%s: I need %s, willing to pay %d gold for it.\n", customer[customerPicked].customerName, item[itemPicked].itemName, item[itemPicked].itemCurrentItemPrice);
int selection = gameUI(itemPicked); int selection = gameUI(itemPicked);
switch (selection) switch (selection)
{ {
case 1: case 1:
player.playerMoney += item[itemPicked].itemCurrentItemPrice; sellItem(itemPicked);
player.playerScore++;
item[itemPicked].itemInInventory = false;
player.totalItemsSold++;
printf("Sold!\n");
break; break;
case 2: case 2:
printf("%s: Aight, what are we talking?\n", customer[customerPicked].customerName); negotiateItem(itemPicked, customerPicked);
printf("Enter desired item price:\n"); break;
scanf("%d", &potNewItemPrice);
if (checkCustomerWiggle(potNewItemPrice, customerPicked, itemPicked))
{
player.playerMoney += item[itemPicked].itemCurrentItemPrice;
player.playerScore += 2;
item[itemPicked].itemInInventory = false;
player.totalItemsSold++;
printf("Sold!\n");
break;
}
else
{
printf("%s: Nah, think I'll pass\n", customer[customerPicked].customerName);
if(player.playerScore != 0)
{
player.playerScore -= 1;
}
break;
}
case 3: case 3:
printf("%s: Alright then, maybe some other time\n", customer[customerPicked].customerName); printf("%s: Alright then, maybe some other time\n\n", customer[customerPicked].customerName);
break; break;
} }
} }
@@ -521,7 +548,7 @@ void gameEnd(int turns)
{ {
printf("Game End!\n"); printf("Game End!\n");
printf("Total turns played: %d\n", turns); printf("Total turns played: %d\n", turns);
printf("Player stats:\n"); printf("Player Stats:\n");
printExtStats(); printExtStats();
} }