Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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51 changed files with 37593 additions and 0 deletions
539
arogue7/trader.c
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539
arogue7/trader.c
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/*
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* trader.c - Anything to do with trading posts
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "Rogue: Exploring the Dungeons of Doom"
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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/*
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* Anything to do with trading posts
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*/
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#include "curses.h"
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#include "rogue.h"
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/*
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* buy_it:
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* Buy the item on which the hero stands
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*/
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buy_it()
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{
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reg int wh;
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struct linked_list *item;
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if (purse <= 0) {
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msg("You have no money.");
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return;
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}
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if (curprice < 0) { /* if not yet priced */
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wh = price_it();
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if (!wh) /* nothing to price */
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return;
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msg("Do you want to buy it? ");
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do {
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wh = tolower(readchar());
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if (wh == ESCAPE || wh == 'n') {
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msg("");
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return;
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}
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} until(wh == 'y');
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}
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mpos = 0;
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if (curprice > purse) {
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msg("You can't afford to buy that %s !",curpurch);
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return;
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}
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/*
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* See if the hero has done all his transacting
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*/
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if (!open_market())
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return;
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/*
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* The hero bought the item here
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*/
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item = find_obj(hero.y, hero.x);
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mpos = 0;
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if (add_pack(NULL, TRUE, &item)) { /* try to put it in his pack */
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purse -= curprice; /* take his money */
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++trader; /* another transaction */
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trans_line(); /* show remaining deals */
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curprice = -1; /* reset stuff */
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curpurch[0] = 0;
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whatis (item); /* identify it after purchase */
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(OBJPTR(item))->o_flags &= ~ISPOST; /* turn off ISPOST */
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msg("%s", inv_name(OBJPTR(item), TRUE));
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}
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}
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/*
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* do_post:
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* Put a trading post room and stuff on the screen
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*/
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do_post(startup)
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bool startup; /* True if equipping the player at the beginning of the game */
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{
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coord tp;
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reg int i, j, k;
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reg struct room *rp;
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reg struct object *op;
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reg struct linked_list *ll;
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o_free_list(lvl_obj); /* throw old items away */
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for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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rp->r_flags = ISGONE; /* kill all rooms */
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rp = &rooms[0]; /* point to only room */
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rp->r_flags = 0; /* this room NOT gone */
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rp->r_max.x = 40;
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rp->r_max.y = 10; /* 10 * 40 room */
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rp->r_pos.x = (cols - rp->r_max.x) / 2; /* center horizontal */
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rp->r_pos.y = 1; /* 2nd line */
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draw_room(rp); /* draw the only room */
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/* Are we equipping the player? */
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if (startup) {
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int wpt;
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/*
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* Give the rogue some weaponry.
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*/
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for (wpt=0; wpt<MAXWEAPONS; wpt++) {
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ll = spec_item(WEAPON, wpt, rnd(2), rnd(2)+1);
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attach(lvl_obj, ll);
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op = OBJPTR(ll);
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op->o_flags |= (ISPOST | ISKNOW);
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do {
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rnd_pos(rp,&tp);
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} until (mvinch(tp.y, tp.x) == FLOOR);
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op->o_pos = tp;
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mvaddch(tp.y,tp.x,op->o_type);
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}
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/*
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* And his suit of armor.......
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* Thieves can only wear leather armor,
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* so make sure some is available for them.
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*/
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for (i=0; i<MAXARMORS; i++) {
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ll = spec_item(ARMOR, i, 0, 0);
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attach(lvl_obj, ll);
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op = OBJPTR(ll);
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op->o_flags |= (ISPOST | ISKNOW);
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op->o_weight = armors[i].a_wght;
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do {
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rnd_pos(rp,&tp);
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} until (mvinch(tp.y, tp.x) == FLOOR);
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op->o_pos = tp;
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mvaddch(tp.y,tp.x,op->o_type);
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}
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/* Now create some wands */
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for (i=rnd(4)+2; i>0; i--) {
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switch (rnd(8)) {
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case 0: j = WS_SLOW_M;
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when 1: j = WS_TELMON;
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when 2: j = WS_CONFMON;
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when 3: j = WS_PARALYZE;
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when 4: j = WS_MDEG;
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when 5: j = WS_WONDER;
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when 6: j = WS_FEAR;
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when 7: j = WS_LIGHT;
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}
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ll = spec_item(STICK, j, 0, 0);
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attach(lvl_obj, ll);
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op = OBJPTR(ll);
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/* Let clerics and MU'S know what kind they are */
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switch (player.t_ctype) {
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case C_MAGICIAN:
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case C_CLERIC:
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case C_DRUID:
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op->o_flags |= (ISPOST | ISKNOW);
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otherwise:
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op->o_flags |= ISPOST;
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}
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fix_stick(op);
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do {
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rnd_pos(rp,&tp);
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} until (mvinch(tp.y, tp.x) == FLOOR);
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op->o_pos = tp;
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mvaddch(tp.y,tp.x,op->o_type);
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}
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/* Now let's make some rings */
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for (i=rnd(4)+3; i>0; i--) {
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k = 0;
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switch (rnd(15)) {
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case 0: j = R_PROTECT; k = roll(1,2);
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when 1: j = R_ADDSTR; k = roll(1,3);
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when 2: j = R_ADDHIT; k = roll(1,3);
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when 3: j = R_ADDDAM; k = roll(1,3);
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when 4: j = R_DIGEST; k = 1;
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when 5: j = R_ADDINTEL; k = roll(1,3);
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when 6: j = R_ADDWISDOM;k = roll(1,3);
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when 7: j = R_SUSABILITY;
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when 8: j = R_SEEINVIS;
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when 9: j = R_ALERT;
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when 10:j = R_HEALTH;
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when 11:j = R_HEROISM;
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when 12:j = R_FIRE;
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when 13:j = R_WARMTH;
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when 14:j = R_FREEDOM;
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}
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ll = spec_item(RING, j, k, 0);
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attach(lvl_obj, ll);
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op = OBJPTR(ll);
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/*
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* Let fighters, assassins, monks, and thieves know what kind
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* of rings these are.
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*/
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switch (player.t_ctype) {
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case C_FIGHTER:
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case C_THIEF:
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case C_ASSASIN:
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case C_MONK:
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op->o_flags |= (ISPOST | ISKNOW);
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otherwise:
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op->o_flags |= ISPOST;
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}
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do {
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rnd_pos(rp,&tp);
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} until (mvinch(tp.y, tp.x) == FLOOR);
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op->o_pos = tp;
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mvaddch(tp.y,tp.x,op->o_type);
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}
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/* Let's offer some potions */
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for (i=rnd(3)+1; i>0; i--) {
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/* Choose the type of potion */
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if (i == 1 && player.t_ctype == C_ASSASIN) j = P_POISON;
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else switch (rnd(8)) {
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case 0: j = P_CLEAR;
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when 1: j = P_HEALING;
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when 2: j = P_MFIND;
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when 3: j = P_TFIND;
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when 4: j = P_HASTE;
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when 5: j = P_RESTORE;
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when 6: j = P_FLY;
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when 7: j = P_FFIND;
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}
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/* Make the potion */
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ll = spec_item(POTION, j, 0, 0);
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attach(lvl_obj, ll);
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op = OBJPTR(ll);
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op->o_flags |= ISPOST;
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/* Place the potion */
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do {
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rnd_pos(rp,&tp);
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} until (mvinch(tp.y, tp.x) == FLOOR);
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op->o_pos = tp;
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mvaddch(tp.y,tp.x,op->o_type);
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}
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/* Let's offer some scrolls */
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for (i=rnd(3)+1; i>0; i--) {
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/* Choose the type of scrolls */
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switch (rnd(8)) {
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case 0: j = S_CONFUSE;
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when 1: j = S_MAP;
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when 2: j = S_LIGHT;
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when 3: j = S_SLEEP;
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when 4: j = S_IDENT;
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when 5: j = S_GFIND;
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when 6: j = S_REMOVE;
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when 7: j = S_CURING;
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}
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/* Make the scroll */
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ll = spec_item(SCROLL, j, 0, 0);
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attach(lvl_obj, ll);
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op = OBJPTR(ll);
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op->o_flags |= ISPOST;
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/* Place the scroll */
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do {
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rnd_pos(rp,&tp);
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} until (mvinch(tp.y, tp.x) == FLOOR);
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op->o_pos = tp;
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mvaddch(tp.y,tp.x,op->o_type);
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}
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/* And finally, let's get some food */
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for (i=rnd(3)+1; i>0; i--) {
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ll = spec_item(FOOD, 0, 0, 0);
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attach(lvl_obj, ll);
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op = OBJPTR(ll);
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op->o_weight = things[TYP_FOOD].mi_wght;
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op->o_flags |= ISPOST;
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do {
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rnd_pos(rp,&tp);
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} until (mvinch(tp.y, tp.x) == FLOOR);
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op->o_pos = tp;
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mvaddch(tp.y,tp.x,op->o_type);
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}
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}
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else {
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i = roll(10, 4); /* 10 to 40 items */
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for (; i > 0 ; i--) { /* place all the items */
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ll = new_thing(ALL, TRUE); /* get something */
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attach(lvl_obj, ll);
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op = OBJPTR(ll);
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op->o_flags |= ISPOST; /* object in trading post */
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do {
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rnd_pos(rp,&tp);
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} until (mvinch(tp.y, tp.x) == FLOOR);
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op->o_pos = tp;
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mvaddch(tp.y,tp.x,op->o_type);
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}
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}
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wmove(cw,12,0);
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trader = 0;
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if (startup) {
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waddstr(cw,"Welcome to Friendly Fiend's Equipage\n\r");
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waddstr(cw,"====================================\n\r");
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}
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else {
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waddstr(cw,"Welcome to Friendly Fiend's Flea Market\n\r");
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waddstr(cw,"=======================================\n\r");
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}
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waddstr(cw,"$: Prices object that you stand upon.\n\r");
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waddstr(cw,"#: Buys the object that you stand upon.\n\r");
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waddstr(cw,"%: Trades in something in your pack for gold.\n\r");
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trans_line();
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}
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/*
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* get_worth:
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* Calculate an objects worth in gold
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*/
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get_worth(obj)
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reg struct object *obj;
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{
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reg int worth, wh;
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worth = 0;
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wh = obj->o_which;
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switch (obj->o_type) {
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case FOOD:
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worth = 2;
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when WEAPON:
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if (wh < MAXWEAPONS) {
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worth = weaps[wh].w_worth;
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worth += s_magic[S_ALLENCH].mi_worth *
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(obj->o_hplus + obj->o_dplus);
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}
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when ARMOR:
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if (wh < MAXARMORS) {
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worth = armors[wh].a_worth;
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worth += s_magic[S_ALLENCH].mi_worth *
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(armors[wh].a_class - obj->o_ac);
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}
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when SCROLL:
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if (wh < MAXSCROLLS)
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worth = s_magic[wh].mi_worth;
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when POTION:
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if (wh < MAXPOTIONS)
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worth = p_magic[wh].mi_worth;
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when RING:
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if (wh < MAXRINGS) {
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worth = r_magic[wh].mi_worth;
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worth += obj->o_ac * 40;
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}
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when STICK:
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if (wh < MAXSTICKS) {
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worth = ws_magic[wh].mi_worth;
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worth += 20 * obj->o_charges;
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}
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when MM:
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if (wh < MAXMM) {
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worth = m_magic[wh].mi_worth;
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switch (wh) {
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case MM_BRACERS: worth += 40 * obj->o_ac;
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when MM_PROTECT: worth += 60 * obj->o_ac;
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when MM_DISP: /* ac already figured in price*/
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otherwise: worth += 20 * obj->o_ac;
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}
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}
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when RELIC:
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if (wh < MAXRELIC) {
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worth = rel_magic[wh].mi_worth;
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if (wh == quest_item) worth *= 10;
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}
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otherwise:
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worth = 0;
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}
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if (obj->o_flags & ISPROT) /* 300% more for protected */
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worth *= 3;
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if (obj->o_flags & ISBLESSED) /* 50% more for blessed */
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worth = worth * 3 / 2;
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if (obj->o_flags & ISCURSED) /* half for cursed */
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worth /= 2;
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if (worth < 0)
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worth = 0;
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return worth;
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}
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/*
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* open_market:
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* Retruns TRUE when ok do to transacting
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*/
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open_market()
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{
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if (trader >= MAXPURCH && !wizard && level != 0) {
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msg("The market is closed. The stairs are that-a-way.");
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return FALSE;
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}
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else {
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return TRUE;
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}
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}
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/*
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* price_it:
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* Price the object that the hero stands on
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*/
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price_it()
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{
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reg struct linked_list *item;
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reg struct object *obj;
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reg int worth;
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reg char *str;
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if (!open_market()) /* after buying hours */
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return FALSE;
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if ((item = find_obj(hero.y,hero.x)) == NULL) {
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debug("Can't find the item");
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return FALSE;
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}
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obj = OBJPTR(item);
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worth = get_worth(obj);
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if (worth < 0) {
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msg("That's not for sale.");
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return FALSE;
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}
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if (worth < 25)
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worth = 25;
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/* Our shopkeeper is affected by the person's charisma */
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worth = (int) ((float) worth * (17. / (float)pstats.s_charisma));
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str = inv_name(obj, TRUE);
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msg("%s for only %d pieces of gold", str, worth);
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curprice = worth; /* save price */
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strcpy(curpurch,str); /* save item */
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return TRUE;
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}
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/*
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* sell_it:
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* Sell an item to the trading post
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*/
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sell_it()
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{
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reg struct linked_list *item;
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reg struct object *obj;
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reg int wo, ch;
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if (!open_market()) /* after selling hours */
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return;
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if ((item = get_item(pack, "sell", ALL, FALSE, FALSE)) == NULL)
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return;
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obj = OBJPTR(item);
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wo = get_worth(obj);
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if (wo <= 0) {
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mpos = 0;
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msg("We don't buy those.");
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return;
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}
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if (wo < 25)
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wo = 25;
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msg("Your %s is worth %d pieces of gold.",typ_name(obj),wo);
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msg("Do you want to sell it? ");
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do {
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ch = tolower(readchar());
|
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if (ch == ESCAPE || ch == 'n') {
|
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msg("");
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return;
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}
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} until (ch == 'y');
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mpos = 0;
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if (drop(item) == TRUE) { /* drop this item */
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purse += wo; /* give him his money */
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++trader; /* another transaction */
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wo = obj->o_count;
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if (obj->o_group == 0) /* dropped one at a time */
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obj->o_count = 1;
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||||
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 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(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);
|
||||
}
|
||||
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue