view xrogue/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 ce0cf824c192
children f54901b9c39b
line wrap: on
line source

/*
    trader.c - Anything to do with trading posts
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
    All rights reserved.

    See the file LICENSE.TXT for full copyright and licensing information.
*/

#include <curses.h>
#include <string.h>
#include "rogue.h"

/*
 * buy_it:
 *      Buy the item on which the hero stands
 */

buy_it()
{
        reg int wh;
        struct linked_list *item = NULL;
        struct object *obj = NULL;
        int wasfood = FALSE;

        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 = wgetch(cw);
                if (wh == ESC || wh == 'n') {
                    msg("");
                    return;
                }
            } until(wh == 'y');
        }
        mpos = 0;
        if (curprice > purse) {
            msg("You can't afford it!");
            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);
        obj = OBJPTR(item);
        mpos = 0;
        wasfood = ISMULT(obj->o_type);
        if (add_pack((struct linked_list *)NULL,TRUE)) {/* 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;
            if (!wasfood) /* if it was food then the object has been deleted */
            {
                whatis (item);              /* identify it */
                obj = OBJPTR(item);
                obj->o_flags &= ~ISPOST; /* turn off ISPOST */
                obj->o_flags |= ISKNOW;  /* he knows the item */
                msg("%s", inv_name(obj, TRUE));
            }
            else
                msg("a food ration.");
        }
}

/*
 * do_post:
 *      Put a trading post room and stuff on the screen
 */

do_post(startup)
bool startup;   /* True if equipping the player at the beginning of the game */
{
        coord tp;
        reg int i, j = 0, 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.  
         * Create every kind of weapon there is.
             */
            for (wpt=0; wpt<MAXWEAPONS; wpt++) {
                ll = spec_item(WEAPON, wpt, rnd(100)/80+1, rnd(121)/60);
                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);
            }

            /*
             * Suit of armor.
         * Create every kind of armor there is.
             */
            for (i=0; i<MAXARMORS; i++) {
                ll = spec_item(ARMOR, i, rnd(100)/75, 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 rods/wands/staffs */
            for (i=rnd(4)+2; i>0; i--) {
                if (i == 1 && player.t_ctype != C_FIGHTER) j = WS_HIT;
                else if (i == 5 && (player.t_ctype == C_RANGER  ||
                    player.t_ctype == C_PALADIN ||
                    player.t_ctype == C_MONK)) j = WS_FEAR;
                else 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_LIGHT;
                    when 7: j = WS_CANCEL;
                }
                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(5)+3; i>0; i--) {
                k = 0;
                if (i == 6 && player.t_ctype != C_MONK) j = R_HEALTH;
                else if (i == 7) j = R_HEROISM;
                else switch (rnd(21)) {
                    case 0:  j = R_ADDINTEL;   k = roll(1,3);
                    when 1:  j = R_ADDSTR;     k = roll(1,3);
                    when 2:  j = R_ADDWISDOM;  k = roll(1,3);
                    when 3:  j = R_ADDHIT;     k = roll(1,3);
                    when 4:  j = R_ADDDAM;     k = roll(1,3);
                    when 5:  j = R_PROTECT;    k = roll(1,3);
                    when 6:  j = R_DIGEST;     k = 1;
                    when 7:  j = R_SUSABILITY;
                    when 8:  j = R_SEEINVIS;
                    when 9:  j = R_ALERT;
                    when 10: j = R_FIRE;
                    when 11: j = R_WARMTH;
                    when 12: j = R_FREEDOM;
                    when 13: j = R_STEALTH;
                    when 14: j = R_CARRY;
                    when 15: j = R_LIGHT;
                    when 16: j = R_TELCONTROL;
                    when 17: j = R_DELUSION;
                    when 18: j = R_FEAR;
                    when 19: j = R_AGGR;
            when 20: j = R_SEARCH;
                }
                ll = spec_item(RING, j, k, 0);
                attach(lvl_obj, ll);
                op = OBJPTR(ll);

                /*
                 * Let fighters, thieves, and monks know what kind
                 * of rings these are.
                 */
                switch (player.t_ctype) {
                    case C_FIGHTER:
                    case C_THIEF:
                    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(4)+3; i>0; i--) {
                if (i == 1 && player.t_ctype == C_ASSASSIN) j = P_POISON;
                else if (i == 6) j = P_PHASE;
                else switch (rnd(11)) {
                    case 0:   j = P_CLEAR;
                    when 1:   j = P_HEALING;
                    when 2:   j = P_MFIND;
                    when 3:   j = P_HASTE;
                    when 4:   j = P_RESTORE;
                    when 5:   j = P_FLY;
                    when 6:   j = P_FFIND;
                    when 7:   j = P_SEEINVIS;
            when 8:   j = P_TFIND;
                    when 9:   j = P_INVIS;
                    when 10:  j = P_SKILL;
                }

                /* 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(4)+3; i>0; i--) {
                if (i == 1 && player.t_ctype != C_MONK) j = S_CURING;
                else if (i == 6 && player.t_ctype != C_THIEF) j = S_FINDTRAPS;
                else switch (rnd(11)) {
                    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_HOLD;
                    when 8:   j = S_PETRIFY;
                    when 9:   j = S_SCARE;
                    when 10:  j = S_TELEP;
                }

                /* 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)+2; 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 {  /* in trading post itself */
            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);
        nofont(cw);
        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");
        newfont(cw);
        trans_line();
}

/*
 * open_market:
 *      Retruns TRUE when ok do to transacting
 */
 
open_market()
{
        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
 */
 
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) {
            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 */
        if (pstats.s_charisma > 24)     /* but don't give it away! */
            worth = (int) ((float) worth * (18. / (float)24));
        else
            worth = (int) ((float) worth * (18. / (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
 */
 
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, 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 = wgetch(cw);
            if (ch == ESC || 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 (level == 0)
            sprintf(prbuf, "You are welcome to spend whatever gold 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.");
        nofont(cw);
        mvwaddstr(cw,lines - 4,0,prbuf);
        newfont(cw);
}

/*
 * 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);
}