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endgame.c
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endgame.c
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/*
* StickGBC by Matt Comben is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
* To view a copy of this license, visit
* http://creativecommons.org/licenses/by-nc-nd/4.0/.
*/
#pragma bank=7
#include "endgame_map.h"
#include "endgame_tiles.h"
#include "endgame_palette.h"
#include "game_constants.h"
#include "window_text.h"
#include "balance.h"
#include "endgame.h"
#include "main.h"
void endgame(const UINT8* win_text)
{
BOOLEAN negative_total = 0;
UBYTE tile_data;
UINT8 current_x;
UINT8 *rank_text;
DISPLAY_OFF;
// Hide sprites
HIDE_SPRITES;
// Hide Window
HIDE_WIN;
screen_state.background_color_palette = endgame_palette;
screen_state.background_tile_map = endgamemap;
screen_state.background_tiles = endgametiles;
screen_state.background_width = endgamemapWidth;
screen_state.draw_offset_x = 0U;
screen_state.draw_offset_y = 0U;
screen_state.draw_max_x = SCREEN_WIDTH_TILES;
screen_state.draw_max_y = SCREEN_HEIGHT_TILES;
set_background_tiles(
ROM_BANK_ENDGAME,
ROM_BANK_ENDGAME,
ROM_BANK_ENDGAME, // Load tiles from this ROM bank
ROM_BANK_ENDGAME // Return to the ROM bank for this function
);
// Move background to top left
move_bkg(0, 0);
// Load additional tiles required
set_bkg_data(8U, 87U, &(endgametiles[8U << 4]));
// Write charm number
main_show_number(0x8U, 0xAU, 3, game_state.charm, ROM_BANK_ENDGAME);
// Write strength number
main_show_number(0xAU, 0xBU, 3, game_state.strength, ROM_BANK_ENDGAME);
// Write intelligence number
main_show_number(0xBU, 0xCU, 3, game_state.intelligence, ROM_BANK_ENDGAME);
// Write karma number
main_show_signed_number(0x9U, 0xDU, 3, game_state.karma, ROM_BANK_ENDGAME);
main_show_balance(0x12U, 0xEU, ROM_BANK_ENDGAME);
tile_data = MENU_TILE_DOLLAR;
current_x = main_show_number(0xAU, 0xFU, 8, game_state.bank_balance, ROM_BANK_ENDGAME);
set_bkg_tiles(current_x, 0xFU, 1, 1, &tile_data);
current_x = main_show_number(0xAU, 0x10U, 8, game_state.loan, ROM_BANK_ENDGAME);
set_bkg_tiles(current_x, 0x10U, 1, 1, &tile_data);
// Add bank balance to balance
add_money(0U, game_state.bank_balance);
// Check if user has enough money to cover loan
if (has_money(0U, game_state.loan))
{
remove_money(0U, game_state.loan);
negative_total = 0U;
}
else
{
// Has total NEGATIVE balance.
// Since loan is currently only 1 int long,
// set balance to loan - current balance
negative_total = 1U;
game_state.balance[0] = 0xFFFF - (game_state.loan - game_state.balance[0]);
}
// Show balance in total amount
current_x = main_show_balance(0x12U, 0x11U, ROM_BANK_ENDGAME);
if (negative_total)
{
// If total is negative, overwrite dollar, replacing with
// dash and place dollar before
tile_data = MENU_TILE_DASH;
set_bkg_tiles(current_x, 0x11U, 1, 1, &tile_data);
current_x -= 1U;
tile_data = MENU_TILE_DOLLAR;
set_bkg_tiles(current_x, 0x11U, 1, 1, &tile_data);
}
// Display rank
rank_text = &win_txt_rank_hopeless;
if (negative_total == 0 && has_money(0))
{
rank_text = &win_txt_rank_utter_failure;
if (has_money(0U, 100U))
rank_text = &win_txt_rank_loser;
if (has_money(0U, 500U))
rank_text = &win_txt_rank_incompetent;
if (game_state.karma > 20)
{
if (has_money(0U, 1000U))
rank_text = &win_txt_rank_wuss;
if (has_money(0U, 4000U))
rank_text = &win_txt_rank_girl_scout;
if (has_money(0U, 10000U))
rank_text = &win_txt_rank_boy_scout;
// Check 100K (in real game, this is checked in reverse order
// and could never be achieved)
if (has_money(1U, 34464U))
rank_text = &win_txt_rank_extraordinarily_good;
// Check 250K
if (has_money(3U, 53392U))
rank_text = &win_txt_rank_good_samaritan;
// check 1M
if (has_money(15U, 16960U))
rank_text = &win_txt_rank_selfless_millionaire;
// Check 2M
if (has_money(30U, 33920U))
rank_text = &win_txt_rank_philanthropist;
// Check 10M
if (has_money(152U, 38528U))
rank_text = &win_txt_rank_saint;
// Check 100M
if (has_money(1525U, 57600U))
rank_text = &win_txt_rank_apostle;
// check 1B
if (has_money(15258U, 51712U))
rank_text = &win_txt_rank_mr_dog;
}
else if (game_state.karma < -20)
{
if (has_money(0U, 1000U))
rank_text = &win_txt_rank_juvenile_delinquent;
if (has_money(0U, 4000U))
rank_text = &win_txt_rank_white_collar_criminal;
if (has_money(0U, 10000U))
rank_text = &win_txt_rank_petty_criminal;
// Check 100K (in real game, this is checked in reverse order
// and could never be achieved)
if (has_money(1U, 34464U))
rank_text = &win_txt_rank_extraordinarily_evil;
// Check 250K
if (has_money(3U, 53392U))
rank_text = &win_txt_rank_car_jacker;
// check 1M
if (has_money(15U, 16960U))
rank_text = &win_txt_rank_drug_lord;
// Check 2M
if (has_money(30U, 33920U))
rank_text = &win_txt_rank_undeniably_wicked;
// Check 10M
if (has_money(152U, 38528U))
rank_text = &win_txt_rank_genuine_hellraiser;
// Check 100M
if (has_money(1525U, 57600U))
rank_text = &win_txt_rank_seed_of_evil;
// check 1B
if (has_money(15258U, 51712U))
rank_text = &win_txt_rank_mr_natas;
}
else
{
if (has_money(0U, 1000U))
rank_text = &win_txt_rank_novice;
if (has_money(0U, 4000U))
rank_text = &win_txt_rank_mediocre;
if (has_money(0U, 10000U))
rank_text = &win_txt_rank_exceptional;
// Check 100K (in real game, this is checked in reverse order
// and could never be achieved)
if (has_money(1U, 34464U))
rank_text = &win_txt_rank_genius;
// Check 250K
if (has_money(3U, 53392U))
rank_text = &win_txt_rank_extraordinary;
// check 1M
if (has_money(15U, 16960U))
rank_text = &win_txt_rank_millionaire;
// Check 2M
if (has_money(30U, 33920U))
rank_text = &win_txt_rank_multimillionaire;
// Check 10M
if (has_money(152U, 38528U))
rank_text = &win_txt_rank_demi_god;
// Check 100M
if (has_money(1525U, 57600U))
rank_text = &win_txt_rank_god;
// check 1B
if (has_money(15258U, 51712U))
rank_text = &win_txt_rank_billionaire_god;
}
}
main_show_window_text_xy(6, 8, rank_text, ROM_BANK_ENDGAME);
DISPLAY_ON;
// Show reason, which will wait for input
main_show_window_text(win_text, ROM_BANK_ENDGAME);
// Mark game as ended to exit main loop
game_state.game_ended = 1U;
}