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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.14 by root, Tue Sep 12 19:20:08 2006 UTC vs.
Revision 1.45 by elmex, Mon Nov 26 11:41:02 2007 UTC

1
2/* 1/*
3 * static char *rcsid_shop_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: shop.C,v 1.14 2006/09/12 19:20:08 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <spells.h> 25#include <spells.h>
32#include <skills.h> 26#include <skills.h>
33#include <living.h> 27#include <living.h>
34#include <newclient.h>
35#ifndef __CEXTRACT__
36# include <sproto.h> 28#include <sproto.h>
37#endif
38#include <math.h> 29#include <math.h>
39 30
40/* this is a measure of how effective store specialisation is. A general store 31/* this is a measure of how effective store specialisation is. A general store
41 * will offer this proportion of the 'maximum' price, a specialised store will 32 * will offer this proportion of the 'maximum' price, a specialised store will
42 * offer a range of prices around it such that the maximum price is always one 33 * offer a range of prices around it such that the maximum price is always one
43 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
44 * setting this value above 1 or to a negative value would have interesting, 35 * setting this value above 1 or to a negative value would have interesting,
45 * (though not useful) effects. 36 * (though not useful) effects.
46 */ 37 */
47#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
48 39
49/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
50#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
51 42
52static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
53static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
54static double shop_specialisation_ratio (const object *item, const mapstruct *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
55static double shop_greed (const mapstruct *map); 46static double shop_greed (const maptile *map);
56 47
57#define NUM_COINS 4 /* number of coin types */ 48#define NUM_COINS 4 /* number of coin types */
58static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL }; 49static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
59 50
60/* Added F_TRUE flag to define.h to mean that the price should not 51/* Added F_TRUE flag to define.h to mean that the price should not
139 if (tmp->arch != NULL) 130 if (tmp->arch != NULL)
140 { 131 {
141 if (flag == F_BUY) 132 if (flag == F_BUY)
142 { 133 {
143 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 134 LOG (llevError, "Asking for buy-value of unidentified object.\n");
144 val = tmp->arch->clone.value * 50 * number; 135 val = tmp->arch->value * 50 * number;
145 } 136 }
146 else 137 else
147 { /* Trying to sell something, or get true value */ 138 { /* Trying to sell something, or get true value */
148 if (tmp->type == POTION) 139 if (tmp->type == POTION)
149 val = number * 40; /* Don't want to give anything away */ 140 val = number * 40; /* Don't want to give anything away */
151 { 142 {
152 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 143 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
153 * unknown objects 144 * unknown objects
154 */ 145 */
155 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 146 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
156 val = number * tmp->arch->clone.value * 2 / 3; 147 val = number * tmp->arch->value * 2 / 3;
157 else 148 else
158 val = number * tmp->arch->clone.value / 3; 149 val = number * tmp->arch->value / 3;
159 } 150 }
160 } 151 }
161 } 152 }
162 else 153 else
163 { /* No archetype with this object */ 154 { /* No archetype with this object */
174 165
175 /* If the item has been applied or identifed or does not need to be 166 /* If the item has been applied or identifed or does not need to be
176 * identified, AND the object is magical and the archetype is non 167 * identified, AND the object is magical and the archetype is non
177 * magical, then change values accordingly. The tmp->arch==NULL is 168 * magical, then change values accordingly. The tmp->arch==NULL is
178 * really just a check to prevent core dumps for when it checks 169 * really just a check to prevent core dumps for when it checks
179 * tmp->arch->clone.magic for any magic. The check for archetype 170 * tmp->arch->magic for any magic. The check for archetype
180 * magic is to not give extra money for archetypes that are by 171 * magic is to not give extra money for archetypes that are by
181 * default magical. This is because the archetype value should have 172 * default magical. This is because the archetype value should have
182 * already figured in that value. 173 * already figured in that value.
183 */ 174 */
184 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 175 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
185 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 176 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
186 { 177 {
187 if (tmp->magic > 0) 178 if (tmp->magic > 0)
188 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 179 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
189 else 180 else
190 /* Note that tmp->magic is negative, so that this 181 /* Note that tmp->magic is negative, so that this
256 * the rest will come from the level in bargaining skill 247 * the rest will come from the level in bargaining skill
257 */ 248 */
258 const double cha_ratio = 0.40; 249 const double cha_ratio = 0.40;
259 250
260 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); 251 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
261
262 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 252 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
263
264 diff = .02 + (.80 - .02) * diff; 253 diff = .02 + (.80 - .02) * diff;
265 254
266 if (flag == F_BUY) 255 if (flag == F_BUY)
267 val += (val * diff); 256 val += val * diff;
268 else if (flag == F_SELL) 257 else if (flag == F_SELL)
269 val -= (val * diff); 258 val -= val * diff;
270 259
271 // now find a price range. the less good we can judge, the larger the range is 260 // now find a price range. the less good we can judge, the larger the range is
272 // then the range is adjusted randomly around the correct value 261 // then the range is adjusted randomly around the correct value
273 if (approximate) 262 if (approximate)
274 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 263 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
275 } 264 }
276 265
277 /* I don't think this should really happen - if it does, it indicates and 266 /* I don't think this should really happen - if it does, it indicates and
278 * overflow of diff above. That shoudl only happen if 267 * overflow of diff above. That should only happen if
279 * we are selling objects - in that case, the person just 268 * we are selling objects - in that case, the person just
280 * gets no money. 269 * gets no money.
281 */ 270 */
282 if ((sint64) val < 0) 271 if ((sint64) val < 0)
283 val = 0; 272 val = 0;
311 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 300 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
312 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 301 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
313 else 302 else
314 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 303 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
315 } 304 }
305
316 /* we will also have an extra 0-5% variation between shops of the same type 306 /* we will also have an extra 0-5% variation between shops of the same type
317 * for valuable items (below a value of 50 this effect wouldn't be very 307 * for valuable items (below a value of 50 this effect wouldn't be very
318 * pointful, and could give fun with rounding. 308 * pointful, and could give fun with rounding.
319 */ 309 */
320 if (who->map->path != NULL && val > 50) 310 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
321 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 311 if (val > 50)
312 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
322 } 313 }
314
323 return (sint64) val; 315 return (sint64) val;
324} 316}
325 317
326/* Find the coin type that is worth more the 'c'. Starts at the 318/* Find the coin type that is worth more the 'c'. Starts at the
327 * cointype placement. 319 * cointype placement.
334 326
335 do 327 do
336 { 328 {
337 if (coins[*cointype] == NULL) 329 if (coins[*cointype] == NULL)
338 return NULL; 330 return NULL;
339 coin = find_archetype (coins[*cointype]); 331 coin = archetype::find (coins[*cointype]);
340 if (coin == NULL) 332 if (coin == NULL)
341 return NULL; 333 return NULL;
342 *cointype += 1; 334 *cointype += 1;
343 } 335 }
344 while (coin->clone.value > c); 336 while (coin->value > c);
345 337
346 return coin; 338 return coin;
347} 339}
348 340
349/* This returns a string of how much something is worth based on 341/* This returns a string of how much something is worth based on
365 357
366 coin = find_next_coin (cost, &cointype); 358 coin = find_next_coin (cost, &cointype);
367 if (coin == NULL) 359 if (coin == NULL)
368 return "nothing"; 360 return "nothing";
369 361
370 num = cost / coin->clone.value; 362 num = cost / coin->value;
371 /* so long as nrof is 32 bit, this is true. 363 /* so long as nrof is 32 bit, this is true.
372 * If it takes more coins than a person can possibly carry, this 364 * If it takes more coins than a person can possibly carry, this
373 * is basically true. 365 * is basically true.
374 */ 366 */
375 if ((cost / coin->clone.value) > UINT32_MAX) 367 if ((cost / coin->value) > UINT32_MAX)
376 { 368 {
377 strcpy (buf, "an unimaginable sum of money"); 369 strcpy (buf, "an unimaginable sum of money");
378 return buf; 370 return buf;
379 } 371 }
380 372
381 cost -= num * (sint64)coin->clone.value; 373 cost -= num * (sint64)coin->value;
382 374
383 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 375 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
384 376
385 next_coin = find_next_coin (cost, &cointype); 377 next_coin = find_next_coin (cost, &cointype);
386 if (next_coin == NULL || approx) 378 if (next_coin == NULL || approx)
387 return buf; 379 return buf;
388 380
389 coin = next_coin; 381 coin = next_coin;
390 num = cost / coin->clone.value; 382 num = cost / coin->value;
391 cost -= num * (sint64)coin->clone.value; 383 cost -= num * (sint64)coin->value;
392 384
393 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 385 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
394 386
395 return buf; 387 return buf;
396} 388}
397 389
398const char * 390const char *
428 archetype *coin = find_next_coin (real_value, &cointype); 420 archetype *coin = find_next_coin (real_value, &cointype);
429 421
430 if (coin == NULL) 422 if (coin == NULL)
431 return "nothing"; 423 return "nothing";
432 424
433 num = real_value / coin->clone.value; 425 num = real_value / coin->value;
434 if (num == 1) 426 if (num == 1)
435 sprintf (buf, "about one %s", &coin->clone.name); 427 sprintf (buf, "about one %s", &coin->object::name);
436 else if (num < 5) 428 else if (num < 5)
437 sprintf (buf, "a few %s", &coin->clone.name_pl); 429 sprintf (buf, "a few %s", &coin->object::name_pl);
438 else if (num < 10) 430 else if (num < 10)
439 sprintf (buf, "several %s", &coin->clone.name_pl); 431 sprintf (buf, "several %s", &coin->object::name_pl);
440 else if (num < 25) 432 else if (num < 25)
441 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 433 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
442 else if (num < 100) 434 else if (num < 100)
443 sprintf (buf, "lots of %s", &coin->clone.name_pl); 435 sprintf (buf, "lots of %s", &coin->object::name_pl);
444 else if (num < 1000) 436 else if (num < 1000)
445 sprintf (buf, "a great many %s", &coin->clone.name_pl); 437 sprintf (buf, "a great many %s", &coin->object::name_pl);
446 else 438 else
447 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 439 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
448 return buf; 440 return buf;
449 } 441 }
450 } 442 }
451 } 443 }
452 444
511 503
512 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 504 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
513 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 505 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
514 pay_from_container (pl, pouch, to_pay); 506 pay_from_container (pl, pouch, to_pay);
515 507
516 fix_player (pl); 508 pl->update_stats ();
517 return 1; 509 return 1;
518} 510}
519 511
520/* DAMN: This is now a wrapper for pay_from_container, which is 512/* DAMN: This is now a wrapper for pay_from_container, which is
521 * called for the player, then for each active container that can hold 513 * called for the player, then for each active container that can hold
548 540
549 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 541 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
550 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 542 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
551 pay_from_container (pl, pouch, to_pay); 543 pay_from_container (pl, pouch, to_pay);
552 544
553 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 545 pl->update_stats ();
554 SET_FLAG (op, FLAG_WAS_WIZ);
555 546
556 fix_player (pl);
557 return 1; 547 return 1;
558} 548}
559 549
560/* This pays for the item, and takes the proper amount of money off 550/* This pays for the item, and takes the proper amount of money off
561 * the player. 551 * the player.
590 580
591 if (tmp->type == MONEY) 581 if (tmp->type == MONEY)
592 { 582 {
593 for (i = 0; i < NUM_COINS; i++) 583 for (i = 0; i < NUM_COINS; i++)
594 { 584 {
595 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 585 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
596 { 586 {
597 // This should not happen, but if it does, just merge the two. 587 // This should not happen, but if it does, just merge the two.
598 if (coin_objs [i]) 588 if (coin_objs [i])
599 { 589 {
600 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 590 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
601 remove_ob (tmp); 591 tmp->remove ();
602 coin_objs[i]->nrof += tmp->nrof; 592 coin_objs[i]->nrof += tmp->nrof;
603 esrv_del_item (pl->contr, tmp->count); 593 esrv_del_item (pl->contr, tmp->count);
604 free_object (tmp); 594 tmp->destroy ();
605 } 595 }
606 else 596 else
607 { 597 {
608 remove_ob (tmp); 598 tmp->remove ();
609 599
610 if (pouch->type == PLAYER) 600 if (pouch->type == PLAYER)
611 esrv_del_item (pl->contr, tmp->count); 601 esrv_del_item (pl->contr, tmp->count);
612 602
613 coin_objs[i] = tmp; 603 coin_objs[i] = tmp;
616 break; 606 break;
617 } 607 }
618 } 608 }
619 609
620 if (i == NUM_COINS) 610 if (i == NUM_COINS)
621 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 611 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
622 } 612 }
623 } 613 }
624 614
625 /* Fill in any gaps in the coin_objs array - needed to make change. */ 615 /* Fill in any gaps in the coin_objs array - needed to make change. */
626 /* Note that the coin_objs array goes from least value to greatest value */ 616 /* Note that the coin_objs array goes from least value to greatest value */
627 for (i = 0; i < NUM_COINS; i++) 617 for (i = 0; i < NUM_COINS; i++)
628 if (!coin_objs[i]) 618 if (!coin_objs[i])
629 { 619 {
630 at = find_archetype (coins[NUM_COINS - 1 - i]); 620 at = archetype::find (coins[NUM_COINS - 1 - i]);
631 621
632 if (at == NULL) 622 if (at == NULL)
633 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 623 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
634 624
635 coin_objs[i] = arch_to_object (at); 625 coin_objs[i] = arch_to_object (at);
672 662
673 if (pl->type != PLAYER) 663 if (pl->type != PLAYER)
674 esrv_send_item (pl, pl); 664 esrv_send_item (pl, pl);
675 } 665 }
676 else 666 else
677 free_object (coin_objs[i]); 667 coin_objs[i]->destroy ();
678 } 668 }
679} 669}
680 670
681/* Checks all unpaid items in op's inventory, adds up all the money they 671/* Checks all unpaid items in op's inventory, adds up all the money they
682 * have, and checks that they can actually afford what they want to buy. 672 * have, and checks that they can actually afford what they want to buy.
687can_pay (object *pl) 677can_pay (object *pl)
688{ 678{
689 int unpaid_count = 0; 679 int unpaid_count = 0;
690 sint64 unpaid_price = 0; 680 sint64 unpaid_price = 0;
691 sint64 player_wealth = query_money (pl); 681 sint64 player_wealth = query_money (pl);
692 object *item;
693 682
694 if (!pl || pl->type != PLAYER) 683 if (!pl || pl->type != PLAYER)
695 { 684 {
696 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 685 LOG (llevError, "can_pay(): called against something that isn't a player\n");
697 return 0; 686 return 0;
753 return 0; 742 return 0;
754 } 743 }
755 else 744 else
756 { 745 {
757 object *tmp; 746 object *tmp;
758 tag_t c = op->count;
759 747
760 CLEAR_FLAG (op, FLAG_UNPAID); 748 CLEAR_FLAG (op, FLAG_UNPAID);
761 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 749 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
762 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 750 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
763 tmp = merge_ob (op, NULL); 751 tmp = merge_ob (op, NULL);
764 752
765 if (pl->type == PLAYER) 753 if (pl->type == PLAYER)
766 { 754 {
767 if (tmp) 755 if (tmp)
768 { /* it was merged */ 756 { /* it was merged */
769 esrv_del_item (pl->contr, c); 757 esrv_del_item (pl->contr, op->count);
770 op = tmp; 758 op = tmp;
771 } 759 }
772 760
773 esrv_send_item (pl, op); 761 esrv_send_item (pl, op);
774 } 762 }
798{ 786{
799 int count = 0; 787 int count = 0;
800 archetype *at = 0; 788 archetype *at = 0;
801 object *pouch = 0, *tmp = 0; 789 object *pouch = 0, *tmp = 0;
802 790
803 for (count = 0; coins[count] != NULL; count++) 791 for (count = 0; coins[count]; count++)
804 { 792 {
805 at = find_archetype (coins[count]); 793 at = archetype::find (coins[count]);
806 794
807 if (at == NULL) 795 if (at == NULL)
808 LOG (llevError, "Could not find %s archetype\n", coins[count]); 796 LOG (llevError, "Could not find %s archetype\n", coins[count]);
809 else if ((amount / at->clone.value) > 0) 797 else if ((amount / at->value) > 0)
810 { 798 {
811 for (pouch = pl->inv; pouch; pouch = pouch->below) 799 for (pouch = pl->inv; pouch; pouch = pouch->below)
812 { 800 {
813 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 801 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
814 { 802 {
815 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 803 int w = at->weight * (100 - pouch->stats.Str) / 100;
816 int n = amount / at->clone.value; 804 int n = amount / at->value;
817 805
818 if (w == 0) 806 if (w == 0)
819 w = 1; /* Prevent divide by zero */ 807 w = 1; /* Prevent divide by zero */
820 808
821 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 809 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
833 esrv_send_item (pl, pl); 821 esrv_send_item (pl, pl);
834 } 822 }
835 } 823 }
836 } 824 }
837 825
838 if (amount / at->clone.value > 0) 826 if (amount / at->value > 0)
839 { 827 {
840 tmp = arch_to_object (at); 828 tmp = arch_to_object (at);
841 tmp->nrof = amount / tmp->value; 829 tmp->nrof = amount / tmp->value;
842 amount -= tmp->nrof * tmp->value; 830 amount -= tmp->nrof * tmp->value;
843 tmp = insert_ob_in_ob (tmp, pl); 831 tmp = insert_ob_in_ob (tmp, pl);
846 } 834 }
847 } 835 }
848 } 836 }
849 837
850 if (amount != 0) 838 if (amount != 0)
851#ifndef WIN32
852 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); 839 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
853#else
854 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
855#endif
856} 840}
857 841
858/* elmex: this is for the bank plugin :( */ 842/* elmex: this is for the bank plugin :( */
859sint64 843sint64
860pay_player_arch (object *pl, const char *arch, sint64 amount) 844pay_player_arch (object *pl, const char *arch, sint64 amount)
861{ 845{
862 archetype *at = find_archetype (arch); 846 archetype *at = archetype::find (arch);
863 object *tmp = NULL; 847 object *tmp = NULL;
864 848
865 if (at == NULL) 849 if (at == NULL)
866 return 0; 850 return 0;
867 851
925 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 909 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
926 910
927 pay_player (pl, amount); 911 pay_player (pl, amount);
928 912
929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); 913 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
914 pl->play_sound (sound_find ("shop_sell"));
930 915
931 SET_FLAG (op, FLAG_UNPAID); 916 SET_FLAG (op, FLAG_UNPAID);
932 identify (op); 917 identify (op);
933} 918}
934 919
935
936/* returns a double that is the ratio of the price that a shop will offer for 920/* returns a double that is the ratio of the price that a shop will offer for
937 * item based on the shops specialisation. Does not take account of greed, 921 * item based on the shops specialisation. Does not take account of greed,
938 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 922 * returned value is between SPECIALISATION_EFFECT and 1.
939 * event is never less than 0.1 (calling functions divide by it)
940 */ 923 */
941static double 924static double
942shop_specialisation_ratio (const object *item, const mapstruct *map) 925shop_specialisation_ratio (const object *item, const maptile *map)
943{ 926{
944 shopitems *items = map->shopitems; 927 shopitems *items = map->shopitems;
945 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 928 double likedness = 0.;
946 int i; 929 int i;
947 930
948 if (item == NULL) 931 if (item == NULL)
949 { 932 {
950 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 933 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
951 return 0; 934 return 0;
952 } 935 }
953 936
954 if (!item->type) 937 if (!item->type)
955 { 938 {
956 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 939 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
957 /* 940 /*
958 * I'm not really sure what the /right/ thing to do here is, these types of 941 * I'm not really sure what the /right/ thing to do here is, these types of
959 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 942 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
960 */ 943 */
961 return ratio; 944 return SPECIALISATION_EFFECT;
962 } 945 }
963 946
964 if (map->shopitems) 947 if (map->shopitems)
965 { 948 {
966 for (i = 0; i < items[0].index; i++) 949 for (i = 0; i < items[0].index; i++)
968 likedness = items[i].strength / 100.0; 951 likedness = items[i].strength / 100.0;
969 } 952 }
970 953
971 if (likedness > 1.0) 954 if (likedness > 1.0)
972 { /* someone has been rather silly with the map headers. */ 955 { /* someone has been rather silly with the map headers. */
973 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 956 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
974 likedness = 1.0; 957 likedness = 1.0;
975 } 958 }
976 959
977 if (likedness < -1.0) 960 if (likedness < -1.0)
978 { 961 {
979 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 962 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
980 likedness = -1.0; 963 likedness = -1.0;
981 } 964 }
982 965
983 ratio = ratio + (1.0 - ratio) * likedness; 966 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
984
985 if (ratio <= 0.1)
986 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
987
988 return ratio;
989} 967}
990 968
991/*returns the greed of the shop on map, or 1 if it isn't specified. */ 969/*returns the greed of the shop on map, or 1 if it isn't specified. */
992static double 970static double
993shop_greed (const mapstruct *map) 971shop_greed (const maptile *map)
994{ 972{
995 double greed = 1.0;
996
997 if (map->shopgreed)
998 return map->shopgreed; 973 return map->shopgreed
999 return greed; 974 ? map->shopgreed
975 : 1.;
1000} 976}
1001 977
1002/* Returns a double based on how much the shopkeeper approves of the player. 978/* Returns a double based on how much the shopkeeper approves of the player.
1003 * this is based on the race of the shopkeeper and that of the player. 979 * this is based on the race of the shopkeeper and that of the player.
1004 */ 980 */
1005double 981double
1006shopkeeper_approval (const mapstruct *map, const object *player) 982shopkeeper_approval (const maptile *map, const object *player)
1007{ 983{
1008 double approval = 1.0; 984 return map->shoprace && player->race != map->shoprace
1009 985 ? DISLIKE_RATIO
1010 if (map->shoprace) 986 : 1.;
1011 {
1012 approval = NEUTRAL_RATIO;
1013 if (player->race && !strcmp (player->race, map->shoprace))
1014 approval = 1.0;
1015 }
1016
1017 return approval;
1018} 987}
1019 988
1020/* limit the value of items based on the wealth of the shop. If the item is close 989/* limit the value of items based on the wealth of the shop. If the item is close
1021 * to the maximum value a shop will offer, we start to reduce it, if the item is 990 * to the maximum value a shop will offer, we start to reduce it, if the item is
1022 * below the minimum value the shop is prepared to trade in, then we don't 991 * below the minimum value the shop is prepared to trade in, then we don't
1026 */ 995 */
1027static sint64 996static sint64
1028value_limit (sint64 val, int quantity, const object *who, int isshop) 997value_limit (sint64 val, int quantity, const object *who, int isshop)
1029{ 998{
1030 sint64 newval, unit_price, tmpshopmax; 999 sint64 newval, unit_price, tmpshopmax;
1031 mapstruct *map; 1000 maptile *map;
1032 1001
1033 unit_price = val / quantity; 1002 unit_price = val / quantity;
1034 1003
1035 if (!isshop || !who) 1004 if (!isshop || !who)
1036 { 1005 {
1066 1035
1067/* gives a desciption of the shop on their current map to the player op. */ 1036/* gives a desciption of the shop on their current map to the player op. */
1068int 1037int
1069describe_shop (const object *op) 1038describe_shop (const object *op)
1070{ 1039{
1071 mapstruct *map = op->map; 1040 maptile *map = op->map;
1072 1041
1073 /*shopitems *items=map->shopitems; */ 1042 /*shopitems *items=map->shopitems; */
1074 int pos = 0, i; 1043 int pos = 0, i;
1075 double opinion = 0; 1044 double opinion = 0;
1076 char tmp[MAX_BUF] = "\0"; 1045 char tmp[MAX_BUF] = "\0";
1190 case RING: 1159 case RING:
1191 case AMULET: 1160 case AMULET:
1192 case BRACERS: 1161 case BRACERS:
1193 case GIRDLE: 1162 case GIRDLE:
1194 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1163 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1195 items[*numitems].item_sort = strdup_local (buf); 1164 items[*numitems].item_sort = strdup (buf);
1196 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1165 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1197 items[*numitems].item_real = strdup_local (buf); 1166 items[*numitems].item_real = strdup (buf);
1198 (*numitems)++; 1167 (*numitems)++;
1199 break; 1168 break;
1200#endif 1169#endif
1201 1170
1202 default: 1171 default:
1203 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1172 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1204 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1173 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1205 (*numitems)++; 1174 (*numitems)++;
1206 break; 1175 break;
1207 } 1176 }
1208 SET_FLAG (tmp, FLAG_UNPAID); 1177 SET_FLAG (tmp, FLAG_UNPAID);
1209} 1178}
1210 1179
1211void 1180void
1212shop_listing (object *op) 1181shop_listing (object *sign, object *op)
1213{ 1182{
1214 int i, j, numitems = 0, numallocated = 0, nx, ny; 1183 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1215 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1184 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1216 object *stack; 1185 object *stack;
1217 shopinv *items; 1186 shopinv *items;
1218 1187
1219 /* Should never happen, but just in case a monster does apply a sign */ 1188 /* Should never happen, but just in case a monster does apply a sign */
1220 if (op->type != PLAYER) 1189 if (op->type != PLAYER)
1221 return; 1190 return;
1222 1191
1223 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1192 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1193 {
1194 x1 = 0;
1195 y1 = 0;
1196 x2 = op->map->width - 1;
1197 y2 = op->map->height - 1;
1198 }
1224 1199
1225 magic_mapping_mark (op, map_mark, 3);
1226 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1200 items = (shopinv *) malloc (40 * sizeof (shopinv));
1227 numallocated = 40; 1201 numallocated = 40;
1228 1202
1229 /* Find all the appropriate items */ 1203 /* Find all the appropriate items */
1230 for (i = 0; i < MAP_WIDTH (op->map); i++) 1204 for (i = x1; i <= x2; i++)
1231 { 1205 {
1232 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1206 for (j = y1; j < y2; j++)
1233 {
1234 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1235 * 1207 {
1236 */ 1208 if (is_in_shop (op->map, i, j))
1237 nx = i - op->x + MAGIC_MAP_HALF;
1238 ny = j - op->y + MAGIC_MAP_HALF;
1239 /* unlikely, but really big shops could run into this issue */
1240 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1241 continue;
1242
1243 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1244 { 1209 {
1245 stack = get_map_ob (op->map, i, j); 1210 stack = GET_MAP_OB (op->map, i, j);
1246 1211
1247 while (stack) 1212 while (stack)
1248 { 1213 {
1249 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1214 if (QUERY_FLAG (stack, FLAG_UNPAID))
1250 { 1215 {
1251 if (numitems == numallocated) 1216 if (numitems == numallocated)
1252 { 1217 {
1253 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1218 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1254 numallocated += 10; 1219 numallocated += 10;
1255 } 1220 }
1221
1256 add_shop_item (stack, items, &numitems, &numallocated); 1222 add_shop_item (stack, items, &numitems, &numallocated);
1257 } 1223 }
1224
1258 stack = stack->above; 1225 stack = stack->above;
1259 } 1226 }
1260 } 1227 }
1261 } 1228 }
1262 } 1229 }
1263 1230
1264 free (map_mark);
1265
1266 if (numitems == 0) 1231 if (numitems == 0)
1267 { 1232 {
1268 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1233 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1269 free (items); 1234 free (items);
1270 return; 1235 return;
1271 } 1236 }
1272 1237
1273 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1238 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1239
1240 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1274 1241
1275 for (i = 0; i < numitems; i++) 1242 for (i = 0; i < numitems; i++)
1276 { 1243 {
1277 /* Collapse items of the same name together */ 1244 /* Collapse items of the same name together */
1278 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1245 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1287 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1254 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1288 free (items[i].item_sort); 1255 free (items[i].item_sort);
1289 free (items[i].item_real); 1256 free (items[i].item_real);
1290 } 1257 }
1291 } 1258 }
1259
1292 free (items); 1260 free (items);
1293} 1261}
1294 1262
1295/* elmex: this function checks whether the object is in a shop */ 1263/* elmex: this function checks whether the object is in a shop */
1296bool 1264bool
1300 return false; 1268 return false;
1301 1269
1302 return is_in_shop (o->map, o->x, o->y); 1270 return is_in_shop (o->map, o->x, o->y);
1303} 1271}
1304 1272
1305/* elmex: this function checks whether we are in a shop or not */ 1273/* elmex: this function checks whether we are in a shop or not
1274 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1275 floor tile. this possibly will make map bugs where shopfloors are above
1276 floors more obvious.
1277*/
1278
1306bool 1279bool
1307is_in_shop (mapstruct *map, int x, int y) 1280is_in_shop (maptile *map, int x, int y)
1308{ 1281{
1309 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1282 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1283 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1310 if (floor->type == SHOP_FLOOR) 1284 return floor->type == SHOP_FLOOR;
1311 return true;
1312
1313 return false; 1285 return false;
1314} 1286}
1287

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