1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | (at your option) any later version. |
11 | * 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, but |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | GNU General Public License for more details. |
16 | * 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 along |
18 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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 |
… | |
… | |
133 | if (tmp->arch != NULL) |
131 | if (tmp->arch != NULL) |
134 | { |
132 | { |
135 | if (flag == F_BUY) |
133 | if (flag == F_BUY) |
136 | { |
134 | { |
137 | LOG (llevError, "Asking for buy-value of unidentified object.\n"); |
135 | LOG (llevError, "Asking for buy-value of unidentified object.\n"); |
138 | val = tmp->arch->clone.value * 50 * number; |
136 | val = tmp->arch->value * 50 * number; |
139 | } |
137 | } |
140 | else |
138 | else |
141 | { /* Trying to sell something, or get true value */ |
139 | { /* Trying to sell something, or get true value */ |
142 | if (tmp->type == POTION) |
140 | if (tmp->type == POTION) |
143 | val = number * 40; /* Don't want to give anything away */ |
141 | val = number * 40; /* Don't want to give anything away */ |
… | |
… | |
145 | { |
143 | { |
146 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
144 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
147 | * unknown objects |
145 | * unknown objects |
148 | */ |
146 | */ |
149 | if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
147 | if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
150 | val = number * tmp->arch->clone.value * 2 / 3; |
148 | val = number * tmp->arch->value * 2 / 3; |
151 | else |
149 | else |
152 | val = number * tmp->arch->clone.value / 3; |
150 | val = number * tmp->arch->value / 3; |
153 | } |
151 | } |
154 | } |
152 | } |
155 | } |
153 | } |
156 | else |
154 | else |
157 | { /* No archetype with this object */ |
155 | { /* No archetype with this object */ |
… | |
… | |
168 | |
166 | |
169 | /* If the item has been applied or identifed or does not need to be |
167 | /* If the item has been applied or identifed or does not need to be |
170 | * identified, AND the object is magical and the archetype is non |
168 | * identified, AND the object is magical and the archetype is non |
171 | * magical, then change values accordingly. The tmp->arch==NULL is |
169 | * magical, then change values accordingly. The tmp->arch==NULL is |
172 | * really just a check to prevent core dumps for when it checks |
170 | * really just a check to prevent core dumps for when it checks |
173 | * tmp->arch->clone.magic for any magic. The check for archetype |
171 | * tmp->arch->magic for any magic. The check for archetype |
174 | * magic is to not give extra money for archetypes that are by |
172 | * magic is to not give extra money for archetypes that are by |
175 | * default magical. This is because the archetype value should have |
173 | * default magical. This is because the archetype value should have |
176 | * already figured in that value. |
174 | * already figured in that value. |
177 | */ |
175 | */ |
178 | if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
176 | if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
179 | QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) |
177 | QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) |
180 | { |
178 | { |
181 | if (tmp->magic > 0) |
179 | if (tmp->magic > 0) |
182 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
180 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
183 | else |
181 | else |
184 | /* Note that tmp->magic is negative, so that this |
182 | /* Note that tmp->magic is negative, so that this |
… | |
… | |
250 | * the rest will come from the level in bargaining skill |
248 | * the rest will come from the level in bargaining skill |
251 | */ |
249 | */ |
252 | const double cha_ratio = 0.40; |
250 | const double cha_ratio = 0.40; |
253 | |
251 | |
254 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
252 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
255 | |
|
|
256 | diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
253 | diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
257 | |
|
|
258 | diff = .02 + (.80 - .02) * diff; |
254 | diff = .02 + (.80 - .02) * diff; |
259 | |
255 | |
260 | if (flag == F_BUY) |
256 | if (flag == F_BUY) |
261 | val += (val * diff); |
257 | val += val * diff; |
262 | else if (flag == F_SELL) |
258 | else if (flag == F_SELL) |
263 | val -= (val * diff); |
259 | val -= val * diff; |
264 | |
260 | |
265 | // now find a price range. the less good we can judge, the larger the range is |
261 | // now find a price range. the less good we can judge, the larger the range is |
266 | // then the range is adjusted randomly around the correct value |
262 | // then the range is adjusted randomly around the correct value |
267 | if (approximate) |
263 | if (approximate) |
268 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
264 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
269 | } |
265 | } |
270 | |
266 | |
271 | /* I don't think this should really happen - if it does, it indicates and |
267 | /* I don't think this should really happen - if it does, it indicates and |
272 | * overflow of diff above. That shoudl only happen if |
268 | * overflow of diff above. That should only happen if |
273 | * we are selling objects - in that case, the person just |
269 | * we are selling objects - in that case, the person just |
274 | * gets no money. |
270 | * gets no money. |
275 | */ |
271 | */ |
276 | if ((sint64) val < 0) |
272 | if ((sint64) val < 0) |
277 | val = 0; |
273 | val = 0; |
… | |
… | |
305 | if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
301 | if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
306 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
302 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
307 | else |
303 | else |
308 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
304 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
309 | } |
305 | } |
|
|
306 | |
310 | /* we will also have an extra 0-5% variation between shops of the same type |
307 | /* 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 |
308 | * for valuable items (below a value of 50 this effect wouldn't be very |
312 | * pointful, and could give fun with rounding. |
309 | * pointful, and could give fun with rounding. |
313 | */ |
310 | */ |
314 | if (who->map->path != NULL && val > 50) |
311 | //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))); |
312 | if (val > 50) |
|
|
313 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
316 | } |
314 | } |
|
|
315 | |
317 | return (sint64) val; |
316 | return (sint64) val; |
318 | } |
317 | } |
319 | |
318 | |
320 | /* Find the coin type that is worth more the 'c'. Starts at the |
319 | /* Find the coin type that is worth more the 'c'. Starts at the |
321 | * cointype placement. |
320 | * cointype placement. |
… | |
… | |
333 | coin = archetype::find (coins[*cointype]); |
332 | coin = archetype::find (coins[*cointype]); |
334 | if (coin == NULL) |
333 | if (coin == NULL) |
335 | return NULL; |
334 | return NULL; |
336 | *cointype += 1; |
335 | *cointype += 1; |
337 | } |
336 | } |
338 | while (coin->clone.value > c); |
337 | while (coin->value > c); |
339 | |
338 | |
340 | return coin; |
339 | return coin; |
341 | } |
340 | } |
342 | |
341 | |
343 | /* This returns a string of how much something is worth based on |
342 | /* This returns a string of how much something is worth based on |
… | |
… | |
359 | |
358 | |
360 | coin = find_next_coin (cost, &cointype); |
359 | coin = find_next_coin (cost, &cointype); |
361 | if (coin == NULL) |
360 | if (coin == NULL) |
362 | return "nothing"; |
361 | return "nothing"; |
363 | |
362 | |
364 | num = cost / coin->clone.value; |
363 | num = cost / coin->value; |
365 | /* so long as nrof is 32 bit, this is true. |
364 | /* so long as nrof is 32 bit, this is true. |
366 | * If it takes more coins than a person can possibly carry, this |
365 | * If it takes more coins than a person can possibly carry, this |
367 | * is basically true. |
366 | * is basically true. |
368 | */ |
367 | */ |
369 | if ((cost / coin->clone.value) > UINT32_MAX) |
368 | if ((cost / coin->value) > UINT32_MAX) |
370 | { |
369 | { |
371 | strcpy (buf, "an unimaginable sum of money"); |
370 | strcpy (buf, "an unimaginable sum of money"); |
372 | return buf; |
371 | return buf; |
373 | } |
372 | } |
374 | |
373 | |
375 | cost -= num * (sint64)coin->clone.value; |
374 | cost -= num * (sint64)coin->value; |
376 | |
375 | |
377 | sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
376 | sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
378 | |
377 | |
379 | next_coin = find_next_coin (cost, &cointype); |
378 | next_coin = find_next_coin (cost, &cointype); |
380 | if (next_coin == NULL || approx) |
379 | if (next_coin == NULL || approx) |
381 | return buf; |
380 | return buf; |
382 | |
381 | |
383 | coin = next_coin; |
382 | coin = next_coin; |
384 | num = cost / coin->clone.value; |
383 | num = cost / coin->value; |
385 | cost -= num * (sint64)coin->clone.value; |
384 | cost -= num * (sint64)coin->value; |
386 | |
385 | |
387 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
386 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
388 | |
387 | |
389 | return buf; |
388 | return buf; |
390 | } |
389 | } |
391 | |
390 | |
392 | const char * |
391 | const char * |
… | |
… | |
422 | archetype *coin = find_next_coin (real_value, &cointype); |
421 | archetype *coin = find_next_coin (real_value, &cointype); |
423 | |
422 | |
424 | if (coin == NULL) |
423 | if (coin == NULL) |
425 | return "nothing"; |
424 | return "nothing"; |
426 | |
425 | |
427 | num = real_value / coin->clone.value; |
426 | num = real_value / coin->value; |
428 | if (num == 1) |
427 | if (num == 1) |
429 | sprintf (buf, "about one %s", &coin->clone.name); |
428 | sprintf (buf, "about one %s", &coin->object::name); |
430 | else if (num < 5) |
429 | else if (num < 5) |
431 | sprintf (buf, "a few %s", &coin->clone.name_pl); |
430 | sprintf (buf, "a few %s", &coin->object::name_pl); |
432 | else if (num < 10) |
431 | else if (num < 10) |
433 | sprintf (buf, "several %s", &coin->clone.name_pl); |
432 | sprintf (buf, "several %s", &coin->object::name_pl); |
434 | else if (num < 25) |
433 | else if (num < 25) |
435 | sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); |
434 | sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
436 | else if (num < 100) |
435 | else if (num < 100) |
437 | sprintf (buf, "lots of %s", &coin->clone.name_pl); |
436 | sprintf (buf, "lots of %s", &coin->object::name_pl); |
438 | else if (num < 1000) |
437 | else if (num < 1000) |
439 | sprintf (buf, "a great many %s", &coin->clone.name_pl); |
438 | sprintf (buf, "a great many %s", &coin->object::name_pl); |
440 | else |
439 | else |
441 | sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); |
440 | sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); |
442 | return buf; |
441 | return buf; |
443 | } |
442 | } |
444 | } |
443 | } |
445 | } |
444 | } |
446 | |
445 | |
… | |
… | |
505 | |
504 | |
506 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
505 | 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"))) |
506 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
508 | pay_from_container (pl, pouch, to_pay); |
507 | pay_from_container (pl, pouch, to_pay); |
509 | |
508 | |
510 | fix_player (pl); |
509 | pl->update_stats (); |
511 | return 1; |
510 | return 1; |
512 | } |
511 | } |
513 | |
512 | |
514 | /* DAMN: This is now a wrapper for pay_from_container, which is |
513 | /* 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 |
514 | * called for the player, then for each active container that can hold |
… | |
… | |
542 | |
541 | |
543 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
542 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
544 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
543 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
545 | pay_from_container (pl, pouch, to_pay); |
544 | pay_from_container (pl, pouch, to_pay); |
546 | |
545 | |
547 | if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
546 | pl->update_stats (); |
548 | SET_FLAG (op, FLAG_WAS_WIZ); |
|
|
549 | |
547 | |
550 | fix_player (pl); |
|
|
551 | return 1; |
548 | return 1; |
552 | } |
549 | } |
553 | |
550 | |
554 | /* This pays for the item, and takes the proper amount of money off |
551 | /* This pays for the item, and takes the proper amount of money off |
555 | * the player. |
552 | * the player. |
… | |
… | |
584 | |
581 | |
585 | if (tmp->type == MONEY) |
582 | if (tmp->type == MONEY) |
586 | { |
583 | { |
587 | for (i = 0; i < NUM_COINS; i++) |
584 | for (i = 0; i < NUM_COINS; i++) |
588 | { |
585 | { |
589 | if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) |
586 | if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
590 | { |
587 | { |
591 | // This should not happen, but if it does, just merge the two. |
588 | // This should not happen, but if it does, just merge the two. |
592 | if (coin_objs [i]) |
589 | if (coin_objs [i]) |
593 | { |
590 | { |
594 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
591 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
… | |
… | |
610 | break; |
607 | break; |
611 | } |
608 | } |
612 | } |
609 | } |
613 | |
610 | |
614 | if (i == NUM_COINS) |
611 | if (i == NUM_COINS) |
615 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); |
612 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
616 | } |
613 | } |
617 | } |
614 | } |
618 | |
615 | |
619 | /* Fill in any gaps in the coin_objs array - needed to make change. */ |
616 | /* Fill in any gaps in the coin_objs array - needed to make change. */ |
620 | /* Note that the coin_objs array goes from least value to greatest value */ |
617 | /* Note that the coin_objs array goes from least value to greatest value */ |
… | |
… | |
796 | { |
793 | { |
797 | at = archetype::find (coins[count]); |
794 | at = archetype::find (coins[count]); |
798 | |
795 | |
799 | if (at == NULL) |
796 | if (at == NULL) |
800 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
797 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
801 | else if ((amount / at->clone.value) > 0) |
798 | else if ((amount / at->value) > 0) |
802 | { |
799 | { |
803 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
800 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
804 | { |
801 | { |
805 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
802 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
806 | { |
803 | { |
807 | int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
804 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
808 | int n = amount / at->clone.value; |
805 | int n = amount / at->value; |
809 | |
806 | |
810 | if (w == 0) |
807 | if (w == 0) |
811 | w = 1; /* Prevent divide by zero */ |
808 | w = 1; /* Prevent divide by zero */ |
812 | |
809 | |
813 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
810 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
… | |
… | |
825 | esrv_send_item (pl, pl); |
822 | esrv_send_item (pl, pl); |
826 | } |
823 | } |
827 | } |
824 | } |
828 | } |
825 | } |
829 | |
826 | |
830 | if (amount / at->clone.value > 0) |
827 | if (amount / at->value > 0) |
831 | { |
828 | { |
832 | tmp = arch_to_object (at); |
829 | tmp = arch_to_object (at); |
833 | tmp->nrof = amount / tmp->value; |
830 | tmp->nrof = amount / tmp->value; |
834 | amount -= tmp->nrof * tmp->value; |
831 | amount -= tmp->nrof * tmp->value; |
835 | tmp = insert_ob_in_ob (tmp, pl); |
832 | tmp = insert_ob_in_ob (tmp, pl); |
… | |
… | |
933 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
930 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
934 | int i; |
931 | int i; |
935 | |
932 | |
936 | if (item == NULL) |
933 | if (item == NULL) |
937 | { |
934 | { |
938 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
935 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
939 | return 0; |
936 | return 0; |
940 | } |
937 | } |
941 | |
938 | |
942 | if (!item->type) |
939 | if (!item->type) |
943 | { |
940 | { |
… | |
… | |
956 | likedness = items[i].strength / 100.0; |
953 | likedness = items[i].strength / 100.0; |
957 | } |
954 | } |
958 | |
955 | |
959 | if (likedness > 1.0) |
956 | if (likedness > 1.0) |
960 | { /* someone has been rather silly with the map headers. */ |
957 | { /* 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); |
958 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
962 | likedness = 1.0; |
959 | likedness = 1.0; |
963 | } |
960 | } |
964 | |
961 | |
965 | if (likedness < -1.0) |
962 | if (likedness < -1.0) |
966 | { |
963 | { |
967 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); |
964 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
968 | likedness = -1.0; |
965 | likedness = -1.0; |
969 | } |
966 | } |
970 | |
967 | |
971 | ratio = ratio + (1.0 - ratio) * likedness; |
968 | ratio = ratio + (1.0 - ratio) * likedness; |
972 | |
969 | |
… | |
… | |
1195 | } |
1192 | } |
1196 | SET_FLAG (tmp, FLAG_UNPAID); |
1193 | SET_FLAG (tmp, FLAG_UNPAID); |
1197 | } |
1194 | } |
1198 | |
1195 | |
1199 | void |
1196 | void |
1200 | shop_listing (object *op) |
1197 | shop_listing (object *sign, object *op) |
1201 | { |
1198 | { |
1202 | int i, j, numitems = 0, numallocated = 0, nx, ny; |
1199 | int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; |
1203 | char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); |
1200 | const char *shop_coords = get_ob_key_value (sign, "shop_coords"); |
1204 | object *stack; |
1201 | object *stack; |
1205 | shopinv *items; |
1202 | shopinv *items; |
1206 | |
1203 | |
1207 | /* Should never happen, but just in case a monster does apply a sign */ |
1204 | /* Should never happen, but just in case a monster does apply a sign */ |
1208 | if (op->type != PLAYER) |
1205 | if (op->type != PLAYER) |
1209 | return; |
1206 | return; |
1210 | |
1207 | |
1211 | new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1208 | if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
|
|
1209 | { |
|
|
1210 | x1 = 0; |
|
|
1211 | y1 = 0; |
|
|
1212 | x2 = op->map->width - 1; |
|
|
1213 | y2 = op->map->height - 1; |
|
|
1214 | } |
1212 | |
1215 | |
1213 | magic_mapping_mark (op, map_mark, 3); |
|
|
1214 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1216 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1215 | numallocated = 40; |
1217 | numallocated = 40; |
1216 | |
1218 | |
1217 | /* Find all the appropriate items */ |
1219 | /* Find all the appropriate items */ |
1218 | for (i = 0; i < MAP_WIDTH (op->map); i++) |
1220 | for (i = x1; i <= x2; i++) |
1219 | { |
1221 | { |
1220 | for (j = 0; j < MAP_HEIGHT (op->map); j++) |
1222 | for (j = y1; j < y2; j++) |
1221 | { |
|
|
1222 | /* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
|
|
1223 | * |
1223 | { |
1224 | */ |
1224 | if (is_in_shop (op->map, i, j)) |
1225 | nx = i - op->x + MAGIC_MAP_HALF; |
|
|
1226 | ny = j - op->y + MAGIC_MAP_HALF; |
|
|
1227 | /* unlikely, but really big shops could run into this issue */ |
|
|
1228 | if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) |
|
|
1229 | continue; |
|
|
1230 | |
|
|
1231 | if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) |
|
|
1232 | { |
1225 | { |
1233 | stack = get_map_ob (op->map, i, j); |
1226 | stack = GET_MAP_OB (op->map, i, j); |
1234 | |
1227 | |
1235 | while (stack) |
1228 | while (stack) |
1236 | { |
1229 | { |
1237 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1230 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1238 | { |
1231 | { |
1239 | if (numitems == numallocated) |
1232 | if (numitems == numallocated) |
1240 | { |
1233 | { |
1241 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1234 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1242 | numallocated += 10; |
1235 | numallocated += 10; |
1243 | } |
1236 | } |
|
|
1237 | |
1244 | add_shop_item (stack, items, &numitems, &numallocated); |
1238 | add_shop_item (stack, items, &numitems, &numallocated); |
1245 | } |
1239 | } |
|
|
1240 | |
1246 | stack = stack->above; |
1241 | stack = stack->above; |
1247 | } |
1242 | } |
1248 | } |
1243 | } |
1249 | } |
1244 | } |
1250 | } |
1245 | } |
1251 | |
1246 | |
1252 | free (map_mark); |
|
|
1253 | |
|
|
1254 | if (numitems == 0) |
1247 | if (numitems == 0) |
1255 | { |
1248 | { |
1256 | new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1249 | new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1257 | free (items); |
1250 | free (items); |
1258 | return; |
1251 | return; |
1259 | } |
1252 | } |
1260 | |
1253 | |
1261 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1254 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
|
|
1255 | |
|
|
1256 | new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1262 | |
1257 | |
1263 | for (i = 0; i < numitems; i++) |
1258 | for (i = 0; i < numitems; i++) |
1264 | { |
1259 | { |
1265 | /* Collapse items of the same name together */ |
1260 | /* Collapse items of the same name together */ |
1266 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1261 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
… | |
… | |
1275 | items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1270 | 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); |
1271 | free (items[i].item_sort); |
1277 | free (items[i].item_real); |
1272 | free (items[i].item_real); |
1278 | } |
1273 | } |
1279 | } |
1274 | } |
|
|
1275 | |
1280 | free (items); |
1276 | free (items); |
1281 | } |
1277 | } |
1282 | |
1278 | |
1283 | /* elmex: this function checks whether the object is in a shop */ |
1279 | /* elmex: this function checks whether the object is in a shop */ |
1284 | bool |
1280 | bool |
… | |
… | |
1292 | |
1288 | |
1293 | /* elmex: this function checks whether we are in a shop or not */ |
1289 | /* elmex: this function checks whether we are in a shop or not */ |
1294 | bool |
1290 | bool |
1295 | is_in_shop (maptile *map, int x, int y) |
1291 | is_in_shop (maptile *map, int x, int y) |
1296 | { |
1292 | { |
1297 | for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) |
1293 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
1298 | if (floor->type == SHOP_FLOOR) |
1294 | if (floor->type == SHOP_FLOOR) |
1299 | return true; |
1295 | return true; |
1300 | |
1296 | |
1301 | return false; |
1297 | return false; |
1302 | } |
1298 | } |