view xrogue/trader.c @ 204:4b1999ac91cf

Permit not defining score and log files.
author John "Elwin" Edwards
date Thu, 13 Aug 2015 07:47:01 -0400
parents ce0cf824c192
children f54901b9c39b
line wrap: on
line source

/*
    trader.c - Anything to do with trading posts
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
    All rights reserved.

    See the file LICENSE.TXT for full copyright and licensing information.
*/

#include <curses.h>
#include <string.h>
#include "rogue.h"

/*
 * buy_it:
 *      Buy the item on which the hero stands
 */

buy_it()
{
        reg int wh;
        struct linked_list *item = NULL;
        struct object *obj = NULL;
        int wasfood = FALSE;

        if (purse <= 0) {
            msg("You have no money.");
            return;
        }
        if (curprice < 0) {             /* if not yet priced */
            wh = price_it();
            if (!wh)                    /* nothing to price */
                return;
            msg("Do you want to buy it? ");
            do {
                wh = wgetch(cw);
                if (wh == ESC || wh == 'n') {
                    msg("");
                    return;
                }
            } until(wh == 'y');
        }
        mpos = 0;
        if (curprice > purse) {
            msg("You can't afford it!");
            return;
        }
        /*
         * See if the hero has done all his transacting
         */
        if (!open_market())
            return;
        /*
         * The hero bought the item here
         */
        item = find_obj(hero.y, hero.x);
        obj = OBJPTR(item);
        mpos = 0;
        wasfood = ISMULT(obj->o_type);
        if (add_pack((struct linked_list *)NULL,TRUE)) {/* try to put it in his pack */
            purse -= curprice;          /* take his money */
            ++trader;                   /* another transaction */
            trans_line();               /* show remaining deals */
            curprice = -1;              /* reset stuff */
            curpurch[0] = 0;
            if (!wasfood) /* if it was food then the object has been deleted */
            {
                whatis (item);              /* identify it */
                obj = OBJPTR(item);
                obj->o_flags &= ~ISPOST; /* turn off ISPOST */
                obj->o_flags |= ISKNOW;  /* he knows the item */
                msg("%s", inv_name(obj, TRUE));
            }
            else
                msg("a food ration.");
        }
}

/*
 * do_post:
 *      Put a trading post room and stuff on the screen
 */

do_post(startup)
bool startup;   /* True if equipping the player at the beginning of the game */
{
        coord tp;
        reg int i, j = 0, k;
        reg struct room *rp;
        reg struct object *op;
        reg struct linked_list *ll;

        o_free_list(lvl_obj);           /* throw old items away */

        for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
            rp->r_flags = ISGONE;               /* kill all rooms */

        rp = &rooms[0];                         /* point to only room */
        rp->r_flags = 0;                        /* this room NOT gone */
        rp->r_max.x = 40;
        rp->r_max.y = 10;                       /* 10 * 40 room */
        rp->r_pos.x = (cols - rp->r_max.x) / 2; /* center horizontal */
        rp->r_pos.y = 1;                        /* 2nd line */
        draw_room(rp);                          /* draw the only room */

        /* Are we equipping the player? */
        if (startup) {
            int wpt;

            /*
             * Give the rogue some weaponry.  
         * Create every kind of weapon there is.
             */
            for (wpt=0; wpt<MAXWEAPONS; wpt++) {
                ll = spec_item(WEAPON, wpt, rnd(100)/80+1, rnd(121)/60);
                attach(lvl_obj, ll);
                op = OBJPTR(ll);
                op->o_flags |= (ISPOST | ISKNOW);
                do {
                    rnd_pos(rp,&tp);
                } until (mvinch(tp.y, tp.x) == FLOOR);
                op->o_pos = tp;
                mvaddch(tp.y,tp.x,op->o_type);
            }

            /*
             * Suit of armor.
         * Create every kind of armor there is.
             */
            for (i=0; i<MAXARMORS; i++) {
                ll = spec_item(ARMOR, i, rnd(100)/75, 0);
                attach(lvl_obj, ll);
                op = OBJPTR(ll);
                op->o_flags |= (ISPOST | ISKNOW);
                op->o_weight = armors[i].a_wght;
                do {
                    rnd_pos(rp,&tp);
                } until (mvinch(tp.y, tp.x) == FLOOR);
                op->o_pos = tp;
                mvaddch(tp.y,tp.x,op->o_type);
            }

            /* Now create some rods/wands/staffs */
            for (i=rnd(4)+2; i>0; i--) {
                if (i == 1 && player.t_ctype != C_FIGHTER) j = WS_HIT;
                else if (i == 5 && (player.t_ctype == C_RANGER  ||
                    player.t_ctype == C_PALADIN ||
                    player.t_ctype == C_MONK)) j = WS_FEAR;
                else switch (rnd(8)) {
                    case 0: j = WS_SLOW_M;
                    when 1: j = WS_TELMON;
                    when 2: j = WS_CONFMON;
                    when 3: j = WS_PARALYZE;
                    when 4: j = WS_MDEG;
                    when 5: j = WS_WONDER;
                    when 6: j = WS_LIGHT;
                    when 7: j = WS_CANCEL;
                }
                ll = spec_item(STICK, j, 0, 0);
                attach(lvl_obj, ll);
                op = OBJPTR(ll);

                /* Let clerics and MU'S know what kind they are */
                switch (player.t_ctype) {
                    case C_MAGICIAN:
                    case C_CLERIC:
                    case C_DRUID:
                        op->o_flags |= (ISPOST | ISKNOW);
                    otherwise:
                        op->o_flags |= ISPOST;
                }
                fix_stick(op);
                do {
                    rnd_pos(rp,&tp);
                } until (mvinch(tp.y, tp.x) == FLOOR);
                op->o_pos = tp;
                mvaddch(tp.y,tp.x,op->o_type);
            }

            /* Now let's make some rings */
            for (i=rnd(5)+3; i>0; i--) {
                k = 0;
                if (i == 6 && player.t_ctype != C_MONK) j = R_HEALTH;
                else if (i == 7) j = R_HEROISM;
                else switch (rnd(21)) {
                    case 0:  j = R_ADDINTEL;   k = roll(1,3);
                    when 1:  j = R_ADDSTR;     k = roll(1,3);
                    when 2:  j = R_ADDWISDOM;  k = roll(1,3);
                    when 3:  j = R_ADDHIT;     k = roll(1,3);
                    when 4:  j = R_ADDDAM;     k = roll(1,3);
                    when 5:  j = R_PROTECT;    k = roll(1,3);
                    when 6:  j = R_DIGEST;     k = 1;
                    when 7:  j = R_SUSABILITY;
                    when 8:  j = R_SEEINVIS;
                    when 9:  j = R_ALERT;
                    when 10: j = R_FIRE;
                    when 11: j = R_WARMTH;
                    when 12: j = R_FREEDOM;
                    when 13: j = R_STEALTH;
                    when 14: j = R_CARRY;
                    when 15: j = R_LIGHT;
                    when 16: j = R_TELCONTROL;
                    when 17: j = R_DELUSION;
                    when 18: j = R_FEAR;
                    when 19: j = R_AGGR;
            when 20: j = R_SEARCH;
                }
                ll = spec_item(RING, j, k, 0);
                attach(lvl_obj, ll);
                op = OBJPTR(ll);

                /*
                 * Let fighters, thieves, and monks know what kind
                 * of rings these are.
                 */
                switch (player.t_ctype) {
                    case C_FIGHTER:
                    case C_THIEF:
                    case C_MONK:
                        op->o_flags |= (ISPOST | ISKNOW);
                    otherwise:
                        op->o_flags |= ISPOST;
                }
                do {
                    rnd_pos(rp,&tp);
                } until (mvinch(tp.y, tp.x) == FLOOR);
                op->o_pos = tp;
                mvaddch(tp.y,tp.x,op->o_type);
            }

            /* Let's offer some potions */
            for (i=rnd(4)+3; i>0; i--) {
                if (i == 1 && player.t_ctype == C_ASSASSIN) j = P_POISON;
                else if (i == 6) j = P_PHASE;
                else switch (rnd(11)) {
                    case 0:   j = P_CLEAR;
                    when 1:   j = P_HEALING;
                    when 2:   j = P_MFIND;
                    when 3:   j = P_HASTE;
                    when 4:   j = P_RESTORE;
                    when 5:   j = P_FLY;
                    when 6:   j = P_FFIND;
                    when 7:   j = P_SEEINVIS;
            when 8:   j = P_TFIND;
                    when 9:   j = P_INVIS;
                    when 10:  j = P_SKILL;
                }

                /* Make the potion */
                ll = spec_item(POTION, j, 0, 0);
                attach(lvl_obj, ll);
                op = OBJPTR(ll);
                op->o_flags |= ISPOST;

                /* Place the potion */
                do {
                    rnd_pos(rp,&tp);
                } until (mvinch(tp.y, tp.x) == FLOOR);
                op->o_pos = tp;
                mvaddch(tp.y,tp.x,op->o_type);
            }

            /* Let's offer some scrolls */
            for (i=rnd(4)+3; i>0; i--) {
                if (i == 1 && player.t_ctype != C_MONK) j = S_CURING;
                else if (i == 6 && player.t_ctype != C_THIEF) j = S_FINDTRAPS;
                else switch (rnd(11)) {
                    case 0:   j = S_CONFUSE;
                    when 1:   j = S_MAP;
                    when 2:   j = S_LIGHT;
                    when 3:   j = S_SLEEP;
                    when 4:   j = S_IDENT;
                    when 5:   j = S_GFIND;
                    when 6:   j = S_REMOVE;
                    when 7:   j = S_HOLD;
                    when 8:   j = S_PETRIFY;
                    when 9:   j = S_SCARE;
                    when 10:  j = S_TELEP;
                }

                /* Make the scroll */
                ll = spec_item(SCROLL, j, 0, 0);
                attach(lvl_obj, ll);
                op = OBJPTR(ll);
                op->o_flags |= ISPOST;

                /* Place the scroll */
                do {
                    rnd_pos(rp,&tp);
                } until (mvinch(tp.y, tp.x) == FLOOR);
                op->o_pos = tp;
                mvaddch(tp.y,tp.x,op->o_type);
            }

            /* And finally, let's get some food */
            for (i=rnd(3)+2; i>0; i--) {
                ll = spec_item(FOOD, 0, 0, 0);
                attach(lvl_obj, ll);
                op = OBJPTR(ll);
                op->o_weight = things[TYP_FOOD].mi_wght;
                op->o_flags |= ISPOST;
                do {
                    rnd_pos(rp,&tp);
                } until (mvinch(tp.y, tp.x) == FLOOR);
                op->o_pos = tp;
                mvaddch(tp.y,tp.x,op->o_type);
            }
        }
        else {  /* in trading post itself */
            i = roll(10, 4);                    /* 10 to 40 items */
            for (; i > 0 ; i--) {               /* place all the items */
                ll = new_thing(ALL, TRUE);      /* get something */
                attach(lvl_obj, ll);
                op = OBJPTR(ll);
                op->o_flags |= ISPOST;          /* object in trading post */
                do {
                    rnd_pos(rp,&tp);
                } until (mvinch(tp.y, tp.x) == FLOOR);
                op->o_pos = tp;
                mvaddch(tp.y,tp.x,op->o_type);
            }
        }
        wmove(cw,12,0);
        nofont(cw);
        trader = 0;
        if (startup) {
            waddstr(cw,"Welcome to Friendly Fiend's Equipage\n\r");
            waddstr(cw,"====================================\n\r");
        }
        else {
            waddstr(cw,"Welcome to Friendly Fiend's Flea Market\n\r");
            waddstr(cw,"=======================================\n\r");
        }
        waddstr(cw,"$: Prices object that you stand upon.\n\r");
        waddstr(cw,"#: Buys the object that you stand upon.\n\r");
        waddstr(cw,"%: Trades in something in your pack for gold.\n\r");
        newfont(cw);
        trans_line();
}

/*
 * open_market:
 *      Retruns TRUE when ok do to transacting
 */
 
open_market()
{
        if (trader >= MAXPURCH && !wizard && level != 0) {
            msg("The market is closed. The stairs are that-a-way! ");
            return FALSE;
        }
        else {
            return TRUE;
        }
}

/*
 * price_it:
 *      Price the object that the hero stands on
 */
 
price_it()
{
        reg struct linked_list *item;
        reg struct object *obj;
        reg int worth;
        reg char *str;

        if (!open_market())             /* after buying hours */
            return FALSE;
        if ((item = find_obj(hero.y,hero.x)) == NULL) {
            debug("Can't find the item");
            return FALSE;
        }
        obj = OBJPTR(item);
        worth = get_worth(obj);
        if (worth < 0) {
            msg("That's not for sale.");
            return FALSE;
        }
        if (worth < 25)
            worth = 25;

        /* Our shopkeeper is affected by the person's charisma */
        if (pstats.s_charisma > 24)     /* but don't give it away! */
            worth = (int) ((float) worth * (18. / (float)24));
        else
            worth = (int) ((float) worth * (18. / (float)pstats.s_charisma));

        str = inv_name(obj, TRUE);
        msg("%s for only %d pieces of gold", str, worth);
        curprice = worth;               /* save price */
        strcpy(curpurch,str);           /* save item */
        return TRUE;
}

/*
 * sell_it:
 *      Sell an item to the trading post
 */
 
sell_it()
{
        reg struct linked_list *item;
        reg struct object *obj;
        reg int wo, ch;

        if (!open_market())             /* after selling hours */
            return;

        if ((item = get_item(pack, "sell", ALL, FALSE, FALSE)) == NULL)
            return;
        obj = OBJPTR(item);
        wo = get_worth(obj);
        if (wo <= 0) {
            mpos = 0;
            msg("We don't buy those.");
            return;
        }
        if (wo < 25)
            wo = 25;
        msg("Your %s is worth %d pieces of gold.",typ_name(obj),wo);
        msg("Do you want to sell it? ");
        do {
            ch = wgetch(cw);
            if (ch == ESC || ch == 'n') {
                msg("");
                return;
            }
        } until (ch == 'y');
        mpos = 0;
        if (drop(item) == TRUE) {               /* drop this item */    
            purse += wo;                        /* give him his money */
            ++trader;                           /* another transaction */
            wo = obj->o_count;
            if (obj->o_group == 0)              /* dropped one at a time */
                obj->o_count = 1;
            msg("Sold %s",inv_name(obj,TRUE));
            obj->o_count = wo;
            trans_line();                       /* show remaining deals */
        }
}

/*
 * trans_line:
 *      Show how many transactions the hero has left
 */
 
trans_line()
{
        if (level == 0)
            sprintf(prbuf, "You are welcome to spend whatever gold you have.");
        else if (!wizard)
            sprintf(prbuf,"You have %d transactions remaining.",
                    MAXPURCH - trader);
        else
            sprintf(prbuf,
                "You have infinite transactions remaining oh great wizard.");
        nofont(cw);
        mvwaddstr(cw,lines - 4,0,prbuf);
        newfont(cw);
}

/*
 * typ_name:
 *      Return the name for this type of object
 */
 
char *
typ_name(obj)
reg struct object *obj;
{
        static char buff[20];
        reg int wh;

        switch (obj->o_type) {
                case POTION:  wh = TYP_POTION;
                when SCROLL:  wh = TYP_SCROLL;
                when STICK:   wh = TYP_STICK;
                when RING:    wh = TYP_RING;
                when ARMOR:   wh = TYP_ARMOR;
                when WEAPON:  wh = TYP_WEAPON;
                when MM:      wh = TYP_MM;
                when FOOD:    wh = TYP_FOOD;
                when RELIC:   wh = TYP_RELIC;
                otherwise:    wh = -1;
        }
        if (wh < 0)
                strcpy(buff,"unknown");
        else
                strcpy(buff,things[wh].mi_name);
        return (buff);
}