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trader.c
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trader.c
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/*
trader.c - Anything to do with trading posts
UltraRogue
Copyright (C) 1985 Herb Chong
All rights reserved.
Based on "Advanced Rogue"
Copyright (C) 1982, 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 "rogue.h"
#include <string.h>
#include <ctype.h>
#define o_tradevalue art_stats.ar_flags
/*
* do_post:
* Put a trading post room and stuff on the screen
*/
void do_post(void)
{
coord tp;
int i, worth;
struct room *rp;
struct object *op;
struct linked_list *ll;
for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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(); /* get something */
attach(lvl_obj, ll);
op = OBJPTR(ll);
switch (luck) {
case 0:
break;
case 1:
if (rnd(3) == 0) {
op->o_flags |= ISCURSED;
op->o_flags &= ~ISBLESSED;
}
break;
default:
if (rnd(luck)) {
op->o_flags |= ISCURSED;
op->o_flags &= ~ISBLESSED;
}
}
op->o_flags |= (ISPOST | ISKNOW); /* object in trading post */
do {
rnd_pos(rp, &tp);
} while (CCHAR(mvinch(tp.y, tp.x)) != FLOOR);
op->o_pos = tp;
worth = get_worth(op);
if (worth <= 0 && luck > 0)
worth = rnd(luck * 100) + 50;
else if (worth < 25)
worth = 25;
worth *= luck + 3; /* slightly expensive */
worth = (worth / 2) + (roll(6, worth) / 6); /* and randomized */
op->o_tradevalue = worth;
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
*/
int price_it(void)
{
static char *bargain[] = {
"great bargain",
"quality product",
"exceptional find",
};
struct linked_list *item;
struct object *obj;
int worth;
char *str;
if (!open_market()) /* after buying hours */
return FALSE;
if ((item = find_obj(hero.y, hero.x)) == NULL)
return FALSE;
obj = OBJPTR(item);
worth = obj->o_tradevalue;
if (worth < 0) {
msg("That's not for sale.");
return FALSE;
}
str = typ_name(obj);
msg("That %s is a %s for only %d pieces of gold.", str,
bargain[rnd(3)], worth);
curprice = worth; /* save price */
strcpy(curpurch, str); /* save item */
return TRUE;
}
/*
* buy_it:
* Buy the item on which the hero stands
*/
void buy_it(void)
{
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(msgw);
if (isupper(wh))
wh = tolower(wh);
if (wh == ESCAPE || wh == 'n') {
msg("");
return;
}
} while (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 = -1; /* reset stuff */
curpurch[0] = '\0';
}
}
/*
* sell_it:
* Sell an item to the trading post
*/
void sell_it(void)
{
struct linked_list *item;
struct object *obj;
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.");
if (ISWEARING(R_ADORNMENT) && rnd(7) < 3)
msg("How about that %s ring instead?", r_stones[R_ADORNMENT]);
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 = readchar(msgw);
if (isupper(ch))
ch = tolower(ch);
if (ch == ESCAPE || ch == 'n') {
msg("");
if (ISWEARING(R_ADORNMENT) && rnd(7) < 3)
msg("How about that %s ring instead?",
r_stones[R_ADORNMENT]);
return;
}
} while (ch != 'y');
mpos = 0;
if (obj->o_type != ARTIFACT)
obj->o_tradevalue = wo;
if (drop(item) == TRUE) { /* drop this item */
purse += wo; /* give him his money */
++trader; /* another transaction */
msg("Sold %s.", inv_name(obj, TRUE));
trans_line(); /* show remaining deals */
}
}
/*
* open_market:
* Retruns TRUE when ok do to transacting
*/
int open_market(void)
{
int maxtrans;
maxtrans = ISWEARING(R_ADORNMENT) ? MAXPURCH + 4 : MAXPURCH;
if (wizard || trader < maxtrans)
return TRUE;
else {
msg("The market is closed. The stairs are that-a-way.");
return FALSE;
}
}
/*
* typ_name:
* Return the name for this type of object
*/
char *typ_name(struct object *obj)
{
static char buff[20];
int wh;
switch (obj->o_type) {
case POTION:
wh = TYP_POTION;
break;
case SCROLL:
wh = TYP_SCROLL;
break;
case STICK:
wh = TYP_STICK;
break;
case RING:
wh = TYP_RING;
break;
case ARMOR:
wh = TYP_ARMOR;
break;
case WEAPON:
wh = TYP_WEAPON;
break;
case ARTIFACT:
wh = TYP_ARTIFACT;
break;
case FOOD:
wh = TYP_FOOD;
break;
default:
wh = -1;
}
if (wh < 0)
strcpy(buff, "unknown");
else
strcpy(buff, things[wh].mi_name);
return (buff);
}
/*
* get_worth:
* Calculate an objects worth in gold
*/
int get_worth(struct object *obj)
{
int worth, wh;
worth = 0;
wh = obj->o_which;
switch (obj->o_type) {
case FOOD:
worth = fd_data[wh].mi_worth;
if (obj->o_flags & ISBLESSED)
worth *= 5;
break;
case WEAPON:
if (wh < MAXWEAPONS) {
worth = weaps[wh].w_worth;
worth *=
obj->o_count * (2 + (4 * obj->o_hplus + 4 * obj->o_dplus));
if (obj->o_flags & ISSILVER)
worth *= 2;
if (obj->o_flags & ISPOISON)
worth *= 2;
if (obj->o_flags & ISZAPPED)
worth += 20 * obj->o_charges;
}
break;
case ARMOR:
if (wh < MAXARMORS) {
worth = armors[wh].a_worth;
worth *= (1 + (10 * (armors[wh].a_class - obj->o_ac)));
}
break;
case SCROLL:
if (wh < MAXSCROLLS)
worth = s_magic[wh].mi_worth;
break;
case POTION:
if (wh < MAXPOTIONS)
worth = p_magic[wh].mi_worth;
break;
case RING:
if (wh < MAXRINGS) {
worth = r_magic[wh].mi_worth;
worth += obj->o_ac * 40;
}
break;
case STICK:
if (wh < MAXSTICKS) {
worth = ws_magic[wh].mi_worth;
worth += 20 * obj->o_charges;
}
break;
case ARTIFACT:
if (wh < MAXARTIFACT)
worth = arts[wh].ar_worth;
break;
default:
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 (obj->o_flags & (CANRETURN | ISOWNED))
worth *= 4;
else if (obj->o_flags & CANRETURN)
worth *= 2;
else if (obj->o_flags & ISLOST)
worth /= 3;
if (worth < 0)
worth = 0;
return worth;
}
/*
* trans_line:
* Show how many transactions the hero has left
*/
void trans_line(void)
{
int adorned = ISWEARING(R_ADORNMENT);
if (!wizard)
sprintf(prbuf, "You have %d transactions remaining.",
max(0, (adorned ? MAXPURCH + 4 : MAXPURCH) - trader));
else
sprintf(prbuf,
"You have infinite transactions remaining oh great wizard.");
mvwaddstr(cw, LINES - 3, 0, prbuf);
}