view arogue5/trader.c @ 315:ad2570b5b21f

Advanced Rogue 5, 7: fix some trading post messages. When attempting to buy an unaffordable object, messages were often of the form "You can't afford that a scroll of hold monster !", because the object description (stored in curpurch) was the same text used in inventory displays. This has been worked around by inspecting the contents of curpurch and using different message templates.
author John "Elwin" Edwards
date Sun, 24 Oct 2021 20:26:21 -0400
parents 56e748983fa8
children
line wrap: on
line source

/*
 * Anything to do with trading posts
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Super-Rogue"
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "curses.h"
#include "rogue.h"
#include <ctype.h>
#include <string.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) {
	    if (!strncmp(curpurch, "a ", 2))
		msg("You can't afford to buy that %s!", curpurch + 2);
	    else if (!strncmp(curpurch, "an ", 3))
		msg("You can't afford to buy that %s!", curpurch + 3);
	    else if (!strncmp(curpurch, "some ", 5))
		msg("You can't afford to buy that %s!", curpurch + 5);
	    else if (isdigit(curpurch[0]))
		msg("You can't afford to buy those %s!", curpurch);
	    else
		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
 */
void
do_post(void)
{
	coord tp;
	reg int i;
	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 */
	i = roll(4,10);				/* 10 to 40 items */
	for (; i > 0 ; i--) {			/* place all the items */
	    ll = new_thing(ALL);		/* 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);
	}
	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();
}


/*
 * 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) {
	    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)
	    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;
	worth *= 3;			/* slightly expensive */
	str = inv_name(obj, TRUE);
	sprintf(outstring,"%s for only %d pieces of gold", str, worth);
	msg(outstring);
	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)) == 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;
	sprintf(outstring,"Your %s is worth %d pieces of gold.",typ_name(obj),wo);
	msg(outstring);
	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 (!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);
}