Mercurial > hg > early-roguelike
view arogue7/trader.c @ 304:e52a8a7ad4c5
Fix many compiler warnings.
There should only be two changes in behavior:
arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly
applied to characters who are not monks instead of monks who are not
empty-handed.
urogue/fight.c: fixed an interaction with the "debug" macro that could
cause the wrong message to be displayed.
author | John "Elwin" Edwards |
---|---|
date | Wed, 14 Apr 2021 18:55:33 -0400 |
parents | f9ef86cf22b2 |
children | ad2570b5b21f |
line wrap: on
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/* * trader.c - Anything to do with trading posts * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ /* * Anything to do with trading posts */ #include <ctype.h> #include <string.h> #include "curses.h" #include "rogue.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) { 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 * startup: True if equipping the player at the beginning of the game */ void do_post(bool startup) { coord tp; reg int i, j, 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. */ for (wpt=0; wpt<MAXWEAPONS; wpt++) { ll = spec_item(WEAPON, wpt, rnd(2), rnd(2)+1); 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); } /* * And his suit of armor....... * Thieves can only wear leather armor, * so make sure some is available for them. */ for (i=0; i<MAXARMORS; i++) { ll = spec_item(ARMOR, i, 0, 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 wands */ for (i=rnd(4)+2; i>0; i--) { 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_FEAR; when 7: j = WS_LIGHT; } 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(4)+3; i>0; i--) { k = 0; switch (rnd(15)) { case 0: j = R_PROTECT; k = roll(1,2); when 1: j = R_ADDSTR; k = roll(1,3); when 2: j = R_ADDHIT; k = roll(1,3); when 3: j = R_ADDDAM; k = roll(1,3); when 4: j = R_DIGEST; k = 1; when 5: j = R_ADDINTEL; k = roll(1,3); when 6: j = R_ADDWISDOM;k = roll(1,3); when 7: j = R_SUSABILITY; when 8: j = R_SEEINVIS; when 9: j = R_ALERT; when 10:j = R_HEALTH; when 11:j = R_HEROISM; when 12:j = R_FIRE; when 13:j = R_WARMTH; when 14:j = R_FREEDOM; } ll = spec_item(RING, j, k, 0); attach(lvl_obj, ll); op = OBJPTR(ll); /* * Let fighters, assassins, monks, and thieves know what kind * of rings these are. */ switch (player.t_ctype) { case C_FIGHTER: case C_THIEF: case C_ASSASIN: 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(3)+1; i>0; i--) { /* Choose the type of potion */ if (i == 1 && player.t_ctype == C_ASSASIN) j = P_POISON; else switch (rnd(8)) { case 0: j = P_CLEAR; when 1: j = P_HEALING; when 2: j = P_MFIND; when 3: j = P_TFIND; when 4: j = P_HASTE; when 5: j = P_RESTORE; when 6: j = P_FLY; when 7: j = P_FFIND; } /* 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(3)+1; i>0; i--) { /* Choose the type of scrolls */ switch (rnd(8)) { 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_CURING; } /* 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)+1; 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 { 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); 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"); 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 && 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 */ 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) { 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 */ worth = (int) ((float) worth * (17. / (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 */ 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, 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 = 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 (level == 0) sprintf(prbuf, "You are welcome to spend whatever 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."); 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); }