Mercurial > hg > early-roguelike
view srogue/trader.c @ 245:e7aab31362af
Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps.
Violet fungi (renamed venus flytraps in Rogue V5) do an increasing
amount of damage each time they hit. If they miss, you still suffer
the same number of HP. This worked by keeping a counter and printing
new damage strings into monsters[5].m_stats.s_dmg, which is the
"prototype" of that particular monster.
Each individual monster has its own damage string. Apparently these
were once char *, pointing to the same string as the prototype. When
the s_dmg member was changed to be an internal char array, changing the
prototype's damage string no longer had any effect on actual monsters.
As a result, flytraps did no damage on a hit, or only one point in V5.
The mechanism for doing damage on a miss continued to work.
This has been fixed by overwriting the individual monster's damage
string instead of the prototype's. It is now no longer necessary to
reset the damage string when the flytrap is killed. The method for
resetting it when the hero teleports away had to be modified. Comments
referencing the long-unused xstr have been removed.
author | John "Elwin" Edwards |
---|---|
date | Sun, 01 May 2016 19:39:56 -0400 |
parents | 94a0d9dd5ce1 |
children | 0250220d8cdd |
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/* * Anything to do with trading posts & mazes * * @(#)trader.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include <string.h> #include "rogue.h" #include "rogue.ext" #define NOTPRICED -1 bool open_market(void); void trans_line(void); void draw_maze(void); int findcells(int y, int x); void rmwall(int newy, int newx, int oldy, int oldx); void crankout(void); /* * do_post: * Put a trading post room and stuff on the screen */ void do_post(void) { struct coord tp; reg int i; reg struct room *rp; reg struct object *op; reg struct linked_list *ll; free_list(lvl_obj); /* throw old items away */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_goldval = 0; /* no gold */ rp->r_nexits = 0; /* no exits */ 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(FALSE, ANYTHING); /* get something */ attach(lvl_obj, ll); op = OBJPTR(ll); setoflg(op, ISPOST); /* object in trading post */ tp = *rnd_pos(rp); 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(); } /* * price_it: * Price the object that the hero stands on */ bool price_it(void) { static char *bargain[] = { "great bargain", "quality product", "exceptional find", }; reg struct linked_list *item; reg struct object *obj; reg int worth; if (!open_market()) /* after buying hours */ return FALSE; if ((item = find_obj(hero.y,hero.x)) == NULL) return FALSE; obj = OBJPTR(item); if (curprice == NOTPRICED) { worth = get_worth(obj); worth += 50 - rnd(100); if (worth < 25) worth = 25; worth *= 3; /* slightly expensive */ curprice = worth; /* save price */ strcpy(curpurch, obj->o_typname); /* save item */ } msg("That %s is a %s for only %d pieces of gold", curpurch, bargain[rnd(3)], curprice); return TRUE; } /* * buy_it: * Buy the item on which the hero stands */ void buy_it(void) { reg int wh; 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 = readchar(); if (isupper(wh)) wh = tolower(wh); 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 */ mpos = 0; wh = add_pack(NULL,FALSE); /* try to put it in his pack */ if (wh) { /* he could get it */ purse -= curprice; /* take his money */ ++trader; /* another transaction */ trans_line(); /* show remaining deals */ curprice = NOTPRICED; curpurch[0] = '\0'; } } /* * 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("sell",0)) == 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.", obj->o_typname, wo); msg("Do you want to sell it? "); do { ch = readchar(); if (isupper(ch)) ch = tolower(ch); if (ch == ESCAPE || ch == 'n') { msg(""); return; } } until (ch == 'y'); mpos = 0; if (drop(item) == TRUE) { /* drop this item */ nochange = FALSE; /* show gold value */ purse += wo; /* give him his money */ ++trader; /* another transaction */ wo = obj->o_count; obj->o_count = 1; msg("Sold %s",inv_name(obj,TRUE)); obj->o_count = wo; trans_line(); /* show remaining deals */ } } /* * open_market: * Retruns TRUE when ok do to transacting */ bool open_market(void) { if (trader >= MAXPURCH) { msg("The market is closed. The stairs are that-a-way."); return FALSE; } else return TRUE; } /* * 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 = w_magic[wh].mi_worth; worth *= (2 + (4 * obj->o_hplus + 4 * obj->o_dplus)); } when ARMOR: if (wh < MAXARMORS) { worth = a_magic[wh].mi_worth; worth *= (1 + (10 * (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; if (magring(obj)) { if (obj->o_ac > 0) worth += obj->o_ac * 40; else worth = 50; } } when STICK: if (wh < MAXSTICKS) { worth = ws_magic[wh].mi_worth; worth += 20 * obj->o_charges; } when AMULET: worth = 1000; otherwise: worth = 0; } if (worth < 0) worth = 0; if (o_on(obj, ISPROT)) /* 300% more for protected */ worth *= 3; if (o_on(obj, ISBLESS)) /* 50% more for blessed */ worth = worth * 3 / 2; return worth; } /* * trans_line: * Show how many transactions the hero has left */ void trans_line(void) { sprintf(prbuf,"You have %d transactions remaining.",MAXPURCH-trader); mvwaddstr(cw, LINES - 4, 0, prbuf); } /* * domaze: * Draw the maze on this level. */ void do_maze(void) { struct coord tp; reg int i, least; reg struct room *rp; bool treas; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_goldval = 0; rp->r_nexits = 0; /* no exits */ rp->r_flags = ISGONE; /* kill all rooms */ } rp = &rooms[0]; /* point to only room */ rp->r_flags = ISDARK; /* mazes always dark */ rp->r_pos.x = 0; /* room fills whole screen */ rp->r_pos.y = 1; rp->r_max.x = COLS - 1; rp->r_max.y = LINES - 2; rp->r_goldval = 500 + (rnd(10) + 1) * GOLDCALC; draw_maze(); /* put maze into window */ rp->r_gold = *rnd_pos(rp); mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD); if (rnd(100) < 3) { /* 3% for treasure maze level */ treas = TRUE; least = 6; rp->r_flags |= ISTREAS; } else { /* normal maze level */ least = 1; treas = FALSE; } for (i = 0; i < level + least; i++) if (treas || rnd(100) < 50) /* put in some little buggers */ add_mon(rp, treas); } struct cell { char y_pos; char x_pos; }; struct bordercells { char num_pos; /* number of frontier cells next to you */ struct cell conn[4]; /* the y,x position of above cell */ } mborder; char *frontier, *bits; char *moffset(int y, int x); char *foffset(int y, int x); int tlines, tcols; /* * draw_maze: * Generate and draw the maze on the screen */ void draw_maze(void) { reg int i, j, more; reg char *ptr; tlines = (LINES - 3) / 2; tcols = (COLS - 1) / 2; bits = ALLOC((LINES - 3) * (COLS - 1)); frontier = ALLOC(tlines * tcols); ptr = frontier; while (ptr < (frontier + (tlines * tcols))) *ptr++ = TRUE; for (i = 0; i < LINES - 3; i++) { for (j = 0; j < COLS - 1; j++) { if (i % 2 == 1 && j % 2 == 1) *moffset(i, j) = FALSE; /* floor */ else *moffset(i, j) = TRUE; /* wall */ } } for (i = 0; i < tlines; i++) { for (j = 0; j < tcols; j++) { do more = findcells(i,j); while(more != 0); } } crankout(); FREE(frontier); FREE(bits); } /* * moffset: * Calculate memory address for bits */ char * moffset(int y, int x) { char *ptr; ptr = bits + (y * (COLS - 1)) + x; return ptr; } /* * foffset: * Calculate memory address for frontier */ char * foffset(int y, int x) { char *ptr; ptr = frontier + (y * tcols) + x; return ptr; } /* * findcells: * Figure out cells to open up */ int findcells(int y, int x) { reg int rtpos, i; *foffset(y, x) = FALSE; mborder.num_pos = 0; if (y < tlines - 1) { /* look below */ if (*foffset(y + 1, x)) { mborder.conn[mborder.num_pos].y_pos = y + 1; mborder.conn[mborder.num_pos].x_pos = x; mborder.num_pos += 1; } } if (y > 0) { /* look above */ if (*foffset(y - 1, x)) { mborder.conn[mborder.num_pos].y_pos = y - 1; mborder.conn[mborder.num_pos].x_pos = x; mborder.num_pos += 1; } } if (x < tcols - 1) { /* look right */ if (*foffset(y, x + 1)) { mborder.conn[mborder.num_pos].y_pos = y; mborder.conn[mborder.num_pos].x_pos = x + 1; mborder.num_pos += 1; } } if (x > 0) { /* look left */ if (*foffset(y, x - 1)) { mborder.conn[mborder.num_pos].y_pos = y; mborder.conn[mborder.num_pos].x_pos = x - 1; mborder.num_pos += 1; } } if (mborder.num_pos == 0) /* no neighbors available */ return 0; else { i = rnd(mborder.num_pos); rtpos = mborder.num_pos - 1; rmwall(mborder.conn[i].y_pos, mborder.conn[i].x_pos, y, x); return rtpos; } } /* * rmwall: * Removes appropriate walls from the maze */ void rmwall(int newy, int newx, int oldy, int oldx) { reg int xdif,ydif; xdif = newx - oldx; ydif = newy - oldy; *moffset((oldy * 2) + ydif + 1, (oldx * 2) + xdif + 1) = FALSE; findcells(newy, newx); } /* * crankout: * Does actual drawing of maze to window */ void crankout(void) { reg int x, y, i; for (y = 0; y < LINES - 3; y++) { move(y + 1, 0); for (x = 0; x < COLS - 1; x++) { if (*moffset(y, x)) { /* here is a wall */ if (y == 0 || y == LINES - 4) /* top or bottom line */ addch('-'); else if (x == 0 || x == COLS - 2) /* left | right side */ addch('|'); else if (y % 2 == 0 && x % 2 == 0) { if (*moffset(y, x - 1) || *moffset(y, x + 1)) addch('-'); else addch('|'); } else if (y % 2 == 0) addch('-'); else addch('|'); } else addch(FLOOR); } } }