508 lines
16 KiB
C
508 lines
16 KiB
C
/*
|
|
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"
|
|
|
|
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 = 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
|
|
* startup: True if equipping the player at the beginning of the game
|
|
*/
|
|
|
|
void
|
|
do_post(bool startup)
|
|
{
|
|
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
|
|
*/
|
|
|
|
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 */
|
|
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
|
|
*/
|
|
|
|
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 = 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
|
|
*/
|
|
|
|
void
|
|
trans_line(void)
|
|
{
|
|
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(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);
|
|
}
|
|
|