1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <spells.h> |
26 | #include <spells.h> |
26 | #include <skills.h> |
27 | #include <skills.h> |
27 | #include <living.h> |
28 | #include <living.h> |
28 | #include <newclient.h> |
|
|
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
29 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <math.h> |
30 | #include <math.h> |
33 | |
31 | |
34 | /* this is a measure of how effective store specialisation is. A general store |
32 | /* this is a measure of how effective store specialisation is. A general store |
35 | * will offer this proportion of the 'maximum' price, a specialised store will |
33 | * will offer this proportion of the 'maximum' price, a specialised store will |
36 | * offer a range of prices around it such that the maximum price is always one |
34 | * offer a range of prices around it such that the maximum price is always one |
… | |
… | |
309 | } |
307 | } |
310 | /* we will also have an extra 0-5% variation between shops of the same type |
308 | /* we will also have an extra 0-5% variation between shops of the same type |
311 | * for valuable items (below a value of 50 this effect wouldn't be very |
309 | * for valuable items (below a value of 50 this effect wouldn't be very |
312 | * pointful, and could give fun with rounding. |
310 | * pointful, and could give fun with rounding. |
313 | */ |
311 | */ |
314 | if (who->map->path != NULL && val > 50) |
312 | //TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
315 | val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); |
313 | if (val > 50) |
|
|
314 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
316 | } |
315 | } |
|
|
316 | |
317 | return (sint64) val; |
317 | return (sint64) val; |
318 | } |
318 | } |
319 | |
319 | |
320 | /* Find the coin type that is worth more the 'c'. Starts at the |
320 | /* Find the coin type that is worth more the 'c'. Starts at the |
321 | * cointype placement. |
321 | * cointype placement. |
… | |
… | |
505 | |
505 | |
506 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
506 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
507 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
507 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
508 | pay_from_container (pl, pouch, to_pay); |
508 | pay_from_container (pl, pouch, to_pay); |
509 | |
509 | |
510 | fix_player (pl); |
510 | pl->update_stats (); |
511 | return 1; |
511 | return 1; |
512 | } |
512 | } |
513 | |
513 | |
514 | /* DAMN: This is now a wrapper for pay_from_container, which is |
514 | /* DAMN: This is now a wrapper for pay_from_container, which is |
515 | * called for the player, then for each active container that can hold |
515 | * called for the player, then for each active container that can hold |
… | |
… | |
545 | pay_from_container (pl, pouch, to_pay); |
545 | pay_from_container (pl, pouch, to_pay); |
546 | |
546 | |
547 | if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
547 | if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
548 | SET_FLAG (op, FLAG_WAS_WIZ); |
548 | SET_FLAG (op, FLAG_WAS_WIZ); |
549 | |
549 | |
550 | fix_player (pl); |
550 | pl->update_stats (); |
551 | return 1; |
551 | return 1; |
552 | } |
552 | } |
553 | |
553 | |
554 | /* This pays for the item, and takes the proper amount of money off |
554 | /* This pays for the item, and takes the proper amount of money off |
555 | * the player. |
555 | * the player. |
… | |
… | |
933 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
933 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
934 | int i; |
934 | int i; |
935 | |
935 | |
936 | if (item == NULL) |
936 | if (item == NULL) |
937 | { |
937 | { |
938 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
938 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
939 | return 0; |
939 | return 0; |
940 | } |
940 | } |
941 | |
941 | |
942 | if (!item->type) |
942 | if (!item->type) |
943 | { |
943 | { |
… | |
… | |
956 | likedness = items[i].strength / 100.0; |
956 | likedness = items[i].strength / 100.0; |
957 | } |
957 | } |
958 | |
958 | |
959 | if (likedness > 1.0) |
959 | if (likedness > 1.0) |
960 | { /* someone has been rather silly with the map headers. */ |
960 | { /* someone has been rather silly with the map headers. */ |
961 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); |
961 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
962 | likedness = 1.0; |
962 | likedness = 1.0; |
963 | } |
963 | } |
964 | |
964 | |
965 | if (likedness < -1.0) |
965 | if (likedness < -1.0) |
966 | { |
966 | { |
967 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); |
967 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
968 | likedness = -1.0; |
968 | likedness = -1.0; |
969 | } |
969 | } |
970 | |
970 | |
971 | ratio = ratio + (1.0 - ratio) * likedness; |
971 | ratio = ratio + (1.0 - ratio) * likedness; |
972 | |
972 | |
… | |
… | |
1213 | magic_mapping_mark (op, map_mark, 3); |
1213 | magic_mapping_mark (op, map_mark, 3); |
1214 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1214 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1215 | numallocated = 40; |
1215 | numallocated = 40; |
1216 | |
1216 | |
1217 | /* Find all the appropriate items */ |
1217 | /* Find all the appropriate items */ |
1218 | for (i = 0; i < MAP_WIDTH (op->map); i++) |
1218 | for (i = 0; i < op->map->width; i++) |
1219 | { |
1219 | { |
1220 | for (j = 0; j < MAP_HEIGHT (op->map); j++) |
1220 | for (j = 0; j < op->map->height; j++) |
1221 | { |
1221 | { |
1222 | /* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
1222 | // magic map code now centers the map on the object at MAGIC_MAP_HALF. |
1223 | * |
|
|
1224 | */ |
|
|
1225 | nx = i - op->x + MAGIC_MAP_HALF; |
1223 | nx = i - op->x + MAGIC_MAP_HALF; |
1226 | ny = j - op->y + MAGIC_MAP_HALF; |
1224 | ny = j - op->y + MAGIC_MAP_HALF; |
1227 | /* unlikely, but really big shops could run into this issue */ |
1225 | /* unlikely, but really big shops could run into this issue */ |
1228 | if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) |
1226 | if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) |
1229 | continue; |
1227 | continue; |
1230 | |
1228 | |
1231 | if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) |
1229 | if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) |
1232 | { |
1230 | { |
1233 | stack = get_map_ob (op->map, i, j); |
1231 | stack = GET_MAP_OB (op->map, i, j); |
1234 | |
1232 | |
1235 | while (stack) |
1233 | while (stack) |
1236 | { |
1234 | { |
1237 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1235 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1238 | { |
1236 | { |
1239 | if (numitems == numallocated) |
1237 | if (numitems == numallocated) |
1240 | { |
1238 | { |
1241 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1239 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1242 | numallocated += 10; |
1240 | numallocated += 10; |
1243 | } |
1241 | } |
|
|
1242 | |
1244 | add_shop_item (stack, items, &numitems, &numallocated); |
1243 | add_shop_item (stack, items, &numitems, &numallocated); |
1245 | } |
1244 | } |
|
|
1245 | |
1246 | stack = stack->above; |
1246 | stack = stack->above; |
1247 | } |
1247 | } |
1248 | } |
1248 | } |
1249 | } |
1249 | } |
1250 | } |
1250 | } |
… | |
… | |
1275 | items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1275 | items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1276 | free (items[i].item_sort); |
1276 | free (items[i].item_sort); |
1277 | free (items[i].item_real); |
1277 | free (items[i].item_real); |
1278 | } |
1278 | } |
1279 | } |
1279 | } |
|
|
1280 | |
1280 | free (items); |
1281 | free (items); |
1281 | } |
1282 | } |
1282 | |
1283 | |
1283 | /* elmex: this function checks whether the object is in a shop */ |
1284 | /* elmex: this function checks whether the object is in a shop */ |
1284 | bool |
1285 | bool |
… | |
… | |
1292 | |
1293 | |
1293 | /* elmex: this function checks whether we are in a shop or not */ |
1294 | /* elmex: this function checks whether we are in a shop or not */ |
1294 | bool |
1295 | bool |
1295 | is_in_shop (maptile *map, int x, int y) |
1296 | is_in_shop (maptile *map, int x, int y) |
1296 | { |
1297 | { |
1297 | for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) |
1298 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
1298 | if (floor->type == SHOP_FLOOR) |
1299 | if (floor->type == SHOP_FLOOR) |
1299 | return true; |
1300 | return true; |
1300 | |
1301 | |
1301 | return false; |
1302 | return false; |
1302 | } |
1303 | } |