Mercurial > hg > early-roguelike
view arogue7/trader.c @ 227:696277507a2e
Rogue V4, V5: disable a cheat granting permanent monster detection.
In these two games, a potion of monster detection turns on the player's
SEEMONST flag. A fuse is set to call turn_see() to turn the flag back
off. But the save and restore functions do not recognize turn_see() and
fail to set the fuse up again.
When restoring, Rogue V4 merely sets the fuse's function to NULL and
leaves it burning. When it goes off, a segfault results. Rogue V5
clears all the fuse's fields, and the player retains the ability to see
all monsters on the level.
The save and restore code can now handle the fuse. The function used is
a new wrapper, turn_see_off(), which should lead to less problems with
daemons being multiple incompatible types.
Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon
and fuse slots when restoring a saved game.
author | John "Elwin" Edwards |
---|---|
date | Sat, 05 Mar 2016 12:10:20 -0500 |
parents | f9ef86cf22b2 |
children | ad2570b5b21f |
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/* * trader.c - Anything to do with trading posts * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ /* * Anything to do with trading posts */ #include <ctype.h> #include <string.h> #include "curses.h" #include "rogue.h" bool open_market(void); void trans_line(void); char *typ_name(struct object *obj); /* * buy_it: * Buy the item on which the hero stands */ void buy_it(void) { reg int wh; struct linked_list *item; 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 = tolower(readchar()); if (wh == ESCAPE || wh == 'n') { msg(""); return; } } until(wh == 'y'); } mpos = 0; if (curprice > purse) { msg("You can't afford to buy that %s !",curpurch); 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); mpos = 0; if (add_pack(NULL, TRUE, &item)) { /* 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; whatis (item); /* identify it after purchase */ (OBJPTR(item))->o_flags &= ~ISPOST; /* turn off ISPOST */ msg("%s", inv_name(OBJPTR(item), TRUE)); } } /* * do_post: * Put a trading post room and stuff on the screen * startup: True if equipping the player at the beginning of the game */ void do_post(bool startup) { coord tp; reg int i, j, 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. */ for (wpt=0; wpt<MAXWEAPONS; wpt++) { ll = spec_item(WEAPON, wpt, rnd(2), rnd(2)+1); 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); } /* * And his suit of armor....... * Thieves can only wear leather armor, * so make sure some is available for them. */ for (i=0; i<MAXARMORS; i++) { ll = spec_item(ARMOR, i, 0, 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 wands */ for (i=rnd(4)+2; i>0; i--) { 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_FEAR; when 7: j = WS_LIGHT; } 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(4)+3; i>0; i--) { k = 0; switch (rnd(15)) { case 0: j = R_PROTECT; k = roll(1,2); when 1: j = R_ADDSTR; k = roll(1,3); when 2: j = R_ADDHIT; k = roll(1,3); when 3: j = R_ADDDAM; k = roll(1,3); when 4: j = R_DIGEST; k = 1; when 5: j = R_ADDINTEL; k = roll(1,3); when 6: j = R_ADDWISDOM;k = roll(1,3); when 7: j = R_SUSABILITY; when 8: j = R_SEEINVIS; when 9: j = R_ALERT; when 10:j = R_HEALTH; when 11:j = R_HEROISM; when 12:j = R_FIRE; when 13:j = R_WARMTH; when 14:j = R_FREEDOM; } ll = spec_item(RING, j, k, 0); attach(lvl_obj, ll); op = OBJPTR(ll); /* * Let fighters, assassins, monks, and thieves know what kind * of rings these are. */ switch (player.t_ctype) { case C_FIGHTER: case C_THIEF: case C_ASSASIN: 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(3)+1; i>0; i--) { /* Choose the type of potion */ if (i == 1 && player.t_ctype == C_ASSASIN) j = P_POISON; else switch (rnd(8)) { case 0: j = P_CLEAR; when 1: j = P_HEALING; when 2: j = P_MFIND; when 3: j = P_TFIND; when 4: j = P_HASTE; when 5: j = P_RESTORE; when 6: j = P_FLY; when 7: j = P_FFIND; } /* 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(3)+1; i>0; i--) { /* Choose the type of scrolls */ switch (rnd(8)) { 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_CURING; } /* 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)+1; 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 { 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); 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"); trans_line(); } /* * get_worth: * Calculate an objects worth in gold */ int get_worth(struct object *obj) { reg int worth, wh; worth = 0; wh = obj->o_which; switch (obj->o_type) { case FOOD: worth = 2; when WEAPON: if (wh < MAXWEAPONS) { worth = weaps[wh].w_worth; worth += s_magic[S_ALLENCH].mi_worth * (obj->o_hplus + obj->o_dplus); } when ARMOR: if (wh < MAXARMORS) { worth = armors[wh].a_worth; worth += s_magic[S_ALLENCH].mi_worth * (armors[wh].a_class - obj->o_ac); } when SCROLL: if (wh < MAXSCROLLS) worth = s_magic[wh].mi_worth; when POTION: if (wh < MAXPOTIONS) worth = p_magic[wh].mi_worth; when RING: if (wh < MAXRINGS) { worth = r_magic[wh].mi_worth; worth += obj->o_ac * 40; } when STICK: if (wh < MAXSTICKS) { worth = ws_magic[wh].mi_worth; worth += 20 * obj->o_charges; } when MM: if (wh < MAXMM) { worth = m_magic[wh].mi_worth; switch (wh) { case MM_BRACERS: worth += 40 * obj->o_ac; when MM_PROTECT: worth += 60 * obj->o_ac; when MM_DISP: /* ac already figured in price*/ otherwise: worth += 20 * obj->o_ac; } } when RELIC: if (wh < MAXRELIC) { worth = rel_magic[wh].mi_worth; if (wh == quest_item) worth *= 10; } otherwise: worth = 0; } if (obj->o_flags & ISPROT) /* 300% more for protected */ worth *= 3; if (obj->o_flags & ISBLESSED) /* 50% more for blessed */ worth = worth * 3 / 2; if (obj->o_flags & ISCURSED) /* half for cursed */ worth /= 2; if (worth < 0) worth = 0; return worth; } /* * open_market: * Retruns TRUE when ok do to transacting */ bool open_market(void) { 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 */ bool price_it(void) { 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 */ worth = (int) ((float) worth * (17. / (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 */ void sell_it(void) { 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 = tolower(readchar()); if (ch == ESCAPE || 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 */ void trans_line(void) { if (level == 0) sprintf(prbuf, "You are welcome to spend whatever 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."); mvwaddstr(cw,lines - 3,0,prbuf); } /* * typ_name: * Return the name for this type of object */ char * typ_name(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); }