Mercurial > hg > early-roguelike
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 |
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/* * 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); }