Mercurial > hg > early-roguelike
view srogue/trader.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * Anything to do with trading posts & mazes * * @(#)trader.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include "rogue.h" #include "rogue.ext" #define NOTPRICED -1 /* * do_post: * Put a trading post room and stuff on the screen */ do_post() { struct coord tp; reg int i; reg struct room *rp; reg struct object *op; reg struct linked_list *ll; free_list(lvl_obj); /* throw old items away */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_goldval = 0; /* no gold */ rp->r_nexits = 0; /* no exits */ 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 */ i = roll(4,10); /* 10 to 40 items */ for (; i > 0 ; i--) { /* place all the items */ ll = new_thing(FALSE, ANYTHING); /* get something */ attach(lvl_obj, ll); op = OBJPTR(ll); setoflg(op, ISPOST); /* object in trading post */ tp = *rnd_pos(rp); op->o_pos = tp; mvaddch(tp.y,tp.x,op->o_type); } trader = 0; wmove(cw,12,0); 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(); } /* * price_it: * Price the object that the hero stands on */ price_it() { static char *bargain[] = { "great bargain", "quality product", "exceptional find", }; reg struct linked_list *item; reg struct object *obj; reg int worth; if (!open_market()) /* after buying hours */ return FALSE; if ((item = find_obj(hero.y,hero.x)) == NULL) return FALSE; obj = OBJPTR(item); if (curprice == NOTPRICED) { worth = get_worth(obj); worth += 50 - rnd(100); if (worth < 25) worth = 25; worth *= 3; /* slightly expensive */ curprice = worth; /* save price */ strcpy(curpurch, obj->o_typname); /* save item */ } msg("That %s is a %s for only %d pieces of gold", curpurch, bargain[rnd(3)], curprice); return TRUE; } /* * buy_it: * Buy the item on which the hero stands */ buy_it() { reg int wh; 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 = readchar(); if (isupper(wh)) wh = tolower(wh); 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 */ mpos = 0; wh = add_pack(NULL,FALSE); /* try to put it in his pack */ if (wh) { /* he could get it */ purse -= curprice; /* take his money */ ++trader; /* another transaction */ trans_line(); /* show remaining deals */ curprice = NOTPRICED; curpurch[0] = '\0'; } } /* * 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("sell",0)) == 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.", obj->o_typname, wo); msg("Do you want to sell it? "); do { ch = readchar(); if (isupper(ch)) ch = tolower(ch); if (ch == ESCAPE || ch == 'n') { msg(""); return; } } until (ch == 'y'); mpos = 0; if (drop(item) == TRUE) { /* drop this item */ nochange = FALSE; /* show gold value */ purse += wo; /* give him his money */ ++trader; /* another transaction */ wo = obj->o_count; obj->o_count = 1; msg("Sold %s",inv_name(obj,TRUE)); obj->o_count = wo; trans_line(); /* show remaining deals */ } } /* * open_market: * Retruns TRUE when ok do to transacting */ open_market() { if (trader >= MAXPURCH) { msg("The market is closed. The stairs are that-a-way."); return FALSE; } else return TRUE; } /* * get_worth: * Calculate an objects worth in gold */ get_worth(obj) 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 = w_magic[wh].mi_worth; worth *= (2 + (4 * obj->o_hplus + 4 * obj->o_dplus)); } when ARMOR: if (wh < MAXARMORS) { worth = a_magic[wh].mi_worth; worth *= (1 + (10 * (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; if (magring(obj)) { if (obj->o_ac > 0) worth += obj->o_ac * 40; else worth = 50; } } when STICK: if (wh < MAXSTICKS) { worth = ws_magic[wh].mi_worth; worth += 20 * obj->o_charges; } when AMULET: worth = 1000; otherwise: worth = 0; } if (worth < 0) worth = 0; if (o_on(obj, ISPROT)) /* 300% more for protected */ worth *= 3; if (o_on(obj, ISBLESS)) /* 50% more for blessed */ worth = worth * 3 / 2; return worth; } /* * trans_line: * Show how many transactions the hero has left */ trans_line() { sprintf(prbuf,"You have %d transactions remaining.",MAXPURCH-trader); mvwaddstr(cw, LINES - 4, 0, prbuf); } /* * domaze: * Draw the maze on this level. */ do_maze() { struct coord tp; reg int i, least; reg struct room *rp; bool treas; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_goldval = 0; rp->r_nexits = 0; /* no exits */ rp->r_flags = ISGONE; /* kill all rooms */ } rp = &rooms[0]; /* point to only room */ rp->r_flags = ISDARK; /* mazes always dark */ rp->r_pos.x = 0; /* room fills whole screen */ rp->r_pos.y = 1; rp->r_max.x = COLS - 1; rp->r_max.y = LINES - 2; rp->r_goldval = 500 + (rnd(10) + 1) * GOLDCALC; draw_maze(); /* put maze into window */ rp->r_gold = *rnd_pos(rp); mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); if (rnd(100) < 3) { /* 3% for treasure maze level */ treas = TRUE; least = 6; rp->r_flags |= ISTREAS; } else { /* normal maze level */ least = 1; treas = FALSE; } for (i = 0; i < level + least; i++) if (treas || rnd(100) < 50) /* put in some little buggers */ add_mon(rp, treas); } struct cell { char y_pos; char x_pos; }; struct bordercells { char num_pos; /* number of frontier cells next to you */ struct cell conn[4]; /* the y,x position of above cell */ } mborder; char *frontier, *bits; char *moffset(), *foffset(); int tlines, tcols; /* * draw_maze: * Generate and draw the maze on the screen */ draw_maze() { reg int i, j, more; reg char *ptr; tlines = (LINES - 3) / 2; tcols = (COLS - 1) / 2; bits = ALLOC((LINES - 3) * (COLS - 1)); frontier = ALLOC(tlines * tcols); ptr = frontier; while (ptr < (frontier + (tlines * tcols))) *ptr++ = TRUE; for (i = 0; i < LINES - 3; i++) { for (j = 0; j < COLS - 1; j++) { if (i % 2 == 1 && j % 2 == 1) *moffset(i, j) = FALSE; /* floor */ else *moffset(i, j) = TRUE; /* wall */ } } for (i = 0; i < tlines; i++) { for (j = 0; j < tcols; j++) { do more = findcells(i,j); while(more != 0); } } crankout(); FREE(frontier); FREE(bits); } /* * moffset: * Calculate memory address for bits */ char * moffset(y, x) int y, x; { char *ptr; ptr = bits + (y * (COLS - 1)) + x; return ptr; } /* * foffset: * Calculate memory address for frontier */ char * foffset(y, x) int y, x; { char *ptr; ptr = frontier + (y * tcols) + x; return ptr; } /* * findcells: * Figure out cells to open up */ findcells(y,x) int x, y; { reg int rtpos, i; *foffset(y, x) = FALSE; mborder.num_pos = 0; if (y < tlines - 1) { /* look below */ if (*foffset(y + 1, x)) { mborder.conn[mborder.num_pos].y_pos = y + 1; mborder.conn[mborder.num_pos].x_pos = x; mborder.num_pos += 1; } } if (y > 0) { /* look above */ if (*foffset(y - 1, x)) { mborder.conn[mborder.num_pos].y_pos = y - 1; mborder.conn[mborder.num_pos].x_pos = x; mborder.num_pos += 1; } } if (x < tcols - 1) { /* look right */ if (*foffset(y, x + 1)) { mborder.conn[mborder.num_pos].y_pos = y; mborder.conn[mborder.num_pos].x_pos = x + 1; mborder.num_pos += 1; } } if (x > 0) { /* look left */ if (*foffset(y, x - 1)) { mborder.conn[mborder.num_pos].y_pos = y; mborder.conn[mborder.num_pos].x_pos = x - 1; mborder.num_pos += 1; } } if (mborder.num_pos == 0) /* no neighbors available */ return 0; else { i = rnd(mborder.num_pos); rtpos = mborder.num_pos - 1; rmwall(mborder.conn[i].y_pos, mborder.conn[i].x_pos, y, x); return rtpos; } } /* * rmwall: * Removes appropriate walls from the maze */ rmwall(newy, newx, oldy, oldx) int newy, newx, oldy, oldx; { reg int xdif,ydif; xdif = newx - oldx; ydif = newy - oldy; *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; findcells(newy, newx); } /* * crankout: * Does actual drawing of maze to window */ crankout() { reg int x, y, i; for (y = 0; y < LINES - 3; y++) { move(y + 1, 0); for (x = 0; x < COLS - 1; x++) { if (*moffset(y, x)) { /* here is a wall */ if (y == 0 || y == LINES - 4) /* top or bottom line */ addch('-'); else if (x == 0 || x == COLS - 2) /* left | right side */ addch('|'); else if (y % 2 == 0 && x % 2 == 0) { if (*moffset(y, x - 1) || *moffset(y, x + 1)) addch('-'); else addch('|'); } else if (y % 2 == 0) addch('-'); else addch('|'); } else addch(FLOOR); } } }