Mercurial > hg > early-roguelike
annotate arogue7/trader.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
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date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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1 /* |
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2 * trader.c - Anything to do with trading posts |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 /* |
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16 * Anything to do with trading posts |
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17 */ |
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18 |
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19 #include "curses.h" |
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20 #include "rogue.h" |
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21 |
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22 |
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23 |
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24 |
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25 |
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26 /* |
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27 * buy_it: |
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28 * Buy the item on which the hero stands |
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29 */ |
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30 buy_it() |
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31 { |
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32 reg int wh; |
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33 struct linked_list *item; |
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34 |
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35 if (purse <= 0) { |
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36 msg("You have no money."); |
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37 return; |
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38 } |
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39 if (curprice < 0) { /* if not yet priced */ |
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40 wh = price_it(); |
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41 if (!wh) /* nothing to price */ |
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42 return; |
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43 msg("Do you want to buy it? "); |
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44 do { |
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45 wh = tolower(readchar()); |
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46 if (wh == ESCAPE || wh == 'n') { |
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47 msg(""); |
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48 return; |
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49 } |
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50 } until(wh == 'y'); |
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51 } |
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52 mpos = 0; |
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53 if (curprice > purse) { |
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54 msg("You can't afford to buy that %s !",curpurch); |
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55 return; |
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56 } |
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57 /* |
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58 * See if the hero has done all his transacting |
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59 */ |
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60 if (!open_market()) |
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61 return; |
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62 /* |
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63 * The hero bought the item here |
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64 */ |
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65 item = find_obj(hero.y, hero.x); |
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66 mpos = 0; |
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67 if (add_pack(NULL, TRUE, &item)) { /* try to put it in his pack */ |
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68 purse -= curprice; /* take his money */ |
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69 ++trader; /* another transaction */ |
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70 trans_line(); /* show remaining deals */ |
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71 curprice = -1; /* reset stuff */ |
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72 curpurch[0] = 0; |
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73 whatis (item); /* identify it after purchase */ |
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74 (OBJPTR(item))->o_flags &= ~ISPOST; /* turn off ISPOST */ |
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75 msg("%s", inv_name(OBJPTR(item), TRUE)); |
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76 } |
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77 } |
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78 |
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79 /* |
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80 * do_post: |
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81 * Put a trading post room and stuff on the screen |
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82 */ |
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83 do_post(startup) |
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84 bool startup; /* True if equipping the player at the beginning of the game */ |
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85 { |
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86 coord tp; |
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87 reg int i, j, k; |
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88 reg struct room *rp; |
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89 reg struct object *op; |
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90 reg struct linked_list *ll; |
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91 |
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92 o_free_list(lvl_obj); /* throw old items away */ |