Mercurial > hg > early-roguelike
view arogue5/trader.c @ 179:ca876944b196
Advanced Rogue 7: rename magic users to magicians.
Class names with spaces in them confuse anything that parses the
logfile. The documentation does refer mostly to magicians.
author | John "Elwin" Edwards |
---|---|
date | Sat, 22 Aug 2015 10:55:53 -0400 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
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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 <string.h> /* * buy_it: * Buy the item on which the hero stands */ buy_it() { 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 */ do_post() { 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 */ get_worth(obj) reg 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 */ open_market() { 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 */ 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) 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 */ 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)) == 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 */ trans_line() { 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(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); }