void takeDrug() { randNum = randw()%30; /* Random number modulo 30 is to dertermine fatality */ drug = randNum%NUMDRUGS; /* Random number modulo 5 (current num of drugs) to dertermine which drug */ name = drugName[drug]; /* String representing the name of current drug */ /* Dertermine fatality based on what drug is choosen */ switch(drug) { case 0: /* Weed is never fatal */ fatal = 0; break; case 1: /* Legals have a 1/30 chance of fatal */ fatal = (randNum == 5); break; case 2: /* Alcohol has a 2/30 chance of fatal */ fatal = (randNum == 10 || randNum == 15); break; case 3: /* Amphetamine has a 3/30 chance of fatal */ fatal = (randNum == 3 || randNum == 7 || randNum == 10); break; case 4: /* Shrooms also have 3/30 */ fatal = (randNum == 5 || randNum ==9 || randNum == 1); break; default: /* Fail safe */ fatal = 0; break; } /* If drug is fatal, inform player, and set mortality bit. Don't increment score */ if(fatal) { printf("\n\nGOT SO MUNTED FROM\n%s\n",name); waitpad(J_A); printf("\nYOU WERE FOUND DEAD"); waitpad(J_A); printf("\nIN A POOL OF PISS\n"); dead=1; } /* If drug isn't fatal, update score and tell player */ else { ++drugsTaken; munterPoints += drugPoints[drug]; moneySpent += drugCost[drug]; printf("\n\nMean you sussed\n%s\n",name); } /* Display score */ waitpad(J_A); printf("\nDrugs Taken:%d",drugsTaken); waitpad(J_A); printf("\nSpent:$%d ",moneySpent); waitpad(J_A); printf("\nPoints:%d",munterPoints); waitpad(J_A); }
void initPipe() { //Setup i = PIPE_SPACE; pipe.x = 160; if(score < 5) { pipe.size = 5; } else if(score < 15) { pipe.size = 4; } else if(score < 40) { pipe.size = 3; } else { pipe.size = 2; } pipe.gap = 1+(randw()%(7-pipe.size)); pipe.top_y = (pipe.gap*16)+8; pipe.bottom_y = ((pipe.gap+pipe.size)*16)-8; pipe.counted = FALSE; //Top part for (y = 0; y < pipe.gap-1; y++) { set_sprite_tile(i, pipe_offset+2); set_sprite_tile(i+1, pipe_offset+6); set_sprite_tile(i+2, pipe_offset+10); set_sprite_prop(i, 0x00); set_sprite_prop(i+1, 0x00); set_sprite_prop(i+2, 0x00); i += 3; } //Top stop set_sprite_tile(i, pipe_offset); set_sprite_tile(i+1, pipe_offset+4); set_sprite_tile(i+2, pipe_offset+8); set_sprite_prop(i, S_FLIPY); set_sprite_prop(i+1, S_FLIPY); set_sprite_prop(i+2, S_FLIPY); i += 3; //Gap //Bottom stop set_sprite_tile(i, pipe_offset); set_sprite_tile(i+1, pipe_offset+4); set_sprite_tile(i+2, pipe_offset+8); set_sprite_prop(i, 0x00); set_sprite_prop(i+1, 0x00); set_sprite_prop(i+2, 0x00); i += 3; //Bottom part y += pipe.size+1; for (y; y < 7; y++) { set_sprite_tile(i, pipe_offset+2); set_sprite_tile(i+1, pipe_offset+6); set_sprite_tile(i+2, pipe_offset+10); set_sprite_prop(i, 0x00); set_sprite_prop(i+1, 0x00); set_sprite_prop(i+2, 0x00); i += 3; } }