1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <spells.h> |
25 | #include <spells.h> |
26 | #include <skills.h> |
26 | #include <skills.h> |
27 | #include <living.h> |
27 | #include <living.h> |
28 | #include <newclient.h> |
|
|
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
28 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <math.h> |
29 | #include <math.h> |
33 | |
30 | |
34 | /* 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 |
35 | * 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 |
36 | * 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 |
37 | * therefore making this number higher, makes specialisation less effective. |
34 | * therefore making this number higher, makes specialisation less effective. |
38 | * 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, |
39 | * (though not useful) effects. |
36 | * (though not useful) effects. |
40 | */ |
37 | */ |
41 | #define SPECIALISATION_EFFECT 0.5 |
38 | #define SPECIALISATION_EFFECT .5 |
42 | |
39 | |
43 | /* price a shopkeeper will give someone they neither like nor dislike */ |
40 | // price a shopkeeper will give someone that is not of their race |
44 | #define NEUTRAL_RATIO 0.8 |
41 | #define DISLIKE_RATIO 0.8 |
45 | |
42 | |
46 | static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); |
43 | static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); |
47 | static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); |
44 | static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); |
48 | static double shop_specialisation_ratio (const object *item, const maptile *map); |
45 | static double shop_specialisation_ratio (const object *item, const maptile *map); |
49 | static double shop_greed (const maptile *map); |
46 | static double shop_greed (const maptile *map); |
50 | |
|
|
51 | #define NUM_COINS 4 /* number of coin types */ |
|
|
52 | static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL }; |
|
|
53 | |
47 | |
54 | /* Added F_TRUE flag to define.h to mean that the price should not |
48 | /* Added F_TRUE flag to define.h to mean that the price should not |
55 | * be adjusted by players charisma. With F_TRUE, it returns the amount |
49 | * be adjusted by players charisma. With F_TRUE, it returns the amount |
56 | * that the item is worth, if it was sold, but unadjusted by charisma. |
50 | * that the item is worth, if it was sold, but unadjusted by charisma. |
57 | * This is needed for alchemy, to to determine what value of gold nuggets |
51 | * This is needed for alchemy, to to determine what value of gold nuggets |
… | |
… | |
132 | { |
126 | { |
133 | if (tmp->arch != NULL) |
127 | if (tmp->arch != NULL) |
134 | { |
128 | { |
135 | if (flag == F_BUY) |
129 | if (flag == F_BUY) |
136 | { |
130 | { |
137 | LOG (llevError, "Asking for buy-value of unidentified object.\n"); |
131 | LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object.\n"); |
138 | val = tmp->arch->clone.value * 50 * number; |
132 | val = tmp->arch->value * 50 * number; |
139 | } |
133 | } |
140 | else |
134 | else |
141 | { /* Trying to sell something, or get true value */ |
135 | { /* Trying to sell something, or get true value */ |
142 | if (tmp->type == POTION) |
136 | if (tmp->type == POTION) |
143 | val = number * 40; /* Don't want to give anything away */ |
137 | val = number * 40; /* Don't want to give anything away */ |
… | |
… | |
145 | { |
139 | { |
146 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
140 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
147 | * unknown objects |
141 | * unknown objects |
148 | */ |
142 | */ |
149 | if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
143 | if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
150 | val = number * tmp->arch->clone.value * 2 / 3; |
144 | val = number * tmp->arch->value * 2 / 3; |
151 | else |
145 | else |
152 | val = number * tmp->arch->clone.value / 3; |
146 | val = number * tmp->arch->value / 3; |
153 | } |
147 | } |
154 | } |
148 | } |
155 | } |
149 | } |
156 | else |
150 | else |
157 | { /* No archetype with this object */ |
151 | { /* No archetype with this object */ |
158 | LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name); |
152 | LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name); |
159 | if (flag == F_BUY) |
153 | if (flag == F_BUY) |
160 | { |
154 | { |
161 | LOG (llevError, "Asking for buy-value of unidentified object without arch.\n"); |
155 | LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object without arch.\n"); |
162 | val = number * tmp->value * 10; |
156 | val = number * tmp->value * 10; |
163 | } |
157 | } |
164 | else |
158 | else |
165 | val = number * tmp->value / 5; |
159 | val = number * tmp->value / 5; |
166 | } |
160 | } |
… | |
… | |
168 | |
162 | |
169 | /* If the item has been applied or identifed or does not need to be |
163 | /* 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 |
164 | * identified, AND the object is magical and the archetype is non |
171 | * magical, then change values accordingly. The tmp->arch==NULL is |
165 | * magical, then change values accordingly. The tmp->arch==NULL is |
172 | * really just a check to prevent core dumps for when it checks |
166 | * really just a check to prevent core dumps for when it checks |
173 | * tmp->arch->clone.magic for any magic. The check for archetype |
167 | * tmp->arch->magic for any magic. The check for archetype |
174 | * magic is to not give extra money for archetypes that are by |
168 | * magic is to not give extra money for archetypes that are by |
175 | * default magical. This is because the archetype value should have |
169 | * default magical. This is because the archetype value should have |
176 | * already figured in that value. |
170 | * already figured in that value. |
177 | */ |
171 | */ |
178 | if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
172 | 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)) |
173 | QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) |
180 | { |
174 | { |
181 | if (tmp->magic > 0) |
175 | if (tmp->magic > 0) |
182 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
176 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
183 | else |
177 | else |
184 | /* Note that tmp->magic is negative, so that this |
178 | /* Note that tmp->magic is negative, so that this |
… | |
… | |
212 | * AND Cha = 30 will get optimal price. |
206 | * AND Cha = 30 will get optimal price. |
213 | * Thus charisma will never get useless. |
207 | * Thus charisma will never get useless. |
214 | * -b.e. edler@heydernet.de |
208 | * -b.e. edler@heydernet.de |
215 | */ |
209 | */ |
216 | |
210 | |
217 | if (who != NULL && who->type == PLAYER) |
211 | if (who && who->type == PLAYER) |
218 | { |
212 | { |
219 | int lev_bargain = 0; |
213 | int lev_bargain = 0; |
220 | int lev_identify = 0; |
214 | int lev_identify = 0; |
221 | int idskill1 = 0; |
|
|
222 | int idskill2 = 0; |
|
|
223 | const typedata *tmptype; |
|
|
224 | |
|
|
225 | tmptype = get_typedata (tmp->type); |
|
|
226 | |
215 | |
227 | if (find_skill_by_number (who, SK_BARGAINING)) |
216 | if (find_skill_by_number (who, SK_BARGAINING)) |
228 | lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
217 | lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
229 | |
218 | |
230 | if (tmptype) |
219 | if (const typedata *tmptype = get_typedata (tmp->type)) |
231 | { |
220 | { |
232 | idskill1 = tmptype->identifyskill; |
221 | if (int idskill1 = tmptype->identifyskill) |
233 | |
|
|
234 | if (idskill1) |
|
|
235 | { |
222 | { |
236 | idskill2 = tmptype->identifyskill2; |
223 | int idskill2 = tmptype->identifyskill2; |
237 | |
224 | |
238 | if (find_skill_by_number (who, idskill1)) |
225 | if (find_skill_by_number (who, idskill1)) |
239 | lev_identify = find_skill_by_number (who, idskill1)->level; |
226 | lev_identify = find_skill_by_number (who, idskill1)->level; |
240 | |
227 | |
241 | if (idskill2 && find_skill_by_number (who, idskill2)) |
228 | if (idskill2 && find_skill_by_number (who, idskill2)) |
242 | lev_identify += find_skill_by_number (who, idskill2)->level; |
229 | lev_identify += find_skill_by_number (who, idskill2)->level; |
243 | } |
230 | } |
244 | } |
231 | } |
245 | else |
|
|
246 | LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ()); |
|
|
247 | |
232 | |
248 | /* ratio determines how much of the price modification |
233 | /* ratio determines how much of the price modification |
249 | * will come from the basic stat charisma |
234 | * will come from the basic stat charisma |
250 | * the rest will come from the level in bargaining skill |
235 | * the rest will come from the level in bargaining skill |
251 | */ |
236 | */ |
252 | const double cha_ratio = 0.40; |
237 | const double cha_ratio = 0.40; |
253 | |
238 | |
254 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
239 | 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.); |
240 | 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; |
241 | diff = .02 + (.80 - .02) * diff; |
259 | |
242 | |
260 | if (flag == F_BUY) |
243 | if (flag == F_BUY) |
261 | val += (val * diff); |
244 | val += val * diff; |
262 | else if (flag == F_SELL) |
245 | else if (flag == F_SELL) |
263 | val -= (val * diff); |
246 | val -= val * diff; |
264 | |
247 | |
265 | // now find a price range. the less good we can judge, the larger the range is |
248 | // 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 |
249 | // then the range is adjusted randomly around the correct value |
267 | if (approximate) |
250 | if (approximate) |
268 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
251 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
269 | } |
252 | } |
270 | |
253 | |
271 | /* I don't think this should really happen - if it does, it indicates and |
254 | /* I don't think this should really happen - if it does, it indicates and |
272 | * overflow of diff above. That shoudl only happen if |
255 | * overflow of diff above. That should only happen if |
273 | * we are selling objects - in that case, the person just |
256 | * we are selling objects - in that case, the person just |
274 | * gets no money. |
257 | * gets no money. |
275 | */ |
258 | */ |
276 | if ((sint64) val < 0) |
259 | if ((sint64) val < 0) |
277 | val = 0; |
260 | val = 0; |
… | |
… | |
305 | if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
288 | 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)); |
289 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
307 | else |
290 | else |
308 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
291 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
309 | } |
292 | } |
|
|
293 | |
310 | /* we will also have an extra 0-5% variation between shops of the same type |
294 | /* 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 |
295 | * for valuable items (below a value of 50 this effect wouldn't be very |
312 | * pointful, and could give fun with rounding. |
296 | * pointful, and could give fun with rounding. |
313 | */ |
297 | */ |
314 | if (who->map->path != NULL && val > 50) |
298 | //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))); |
299 | if (val > 50) |
|
|
300 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
316 | } |
301 | } |
|
|
302 | |
317 | return (sint64) val; |
303 | return (sint64) val; |
318 | } |
304 | } |
319 | |
305 | |
320 | /* Find the coin type that is worth more the 'c'. Starts at the |
306 | /* Find the coin type that is worth more the 'c'. Starts at the |
321 | * cointype placement. |
307 | * cointype placement. |
… | |
… | |
333 | coin = archetype::find (coins[*cointype]); |
319 | coin = archetype::find (coins[*cointype]); |
334 | if (coin == NULL) |
320 | if (coin == NULL) |
335 | return NULL; |
321 | return NULL; |
336 | *cointype += 1; |
322 | *cointype += 1; |
337 | } |
323 | } |
338 | while (coin->clone.value > c); |
324 | while (coin->value > c); |
339 | |
325 | |
340 | return coin; |
326 | return coin; |
341 | } |
327 | } |
342 | |
328 | |
343 | /* This returns a string of how much something is worth based on |
329 | /* This returns a string of how much something is worth based on |
… | |
… | |
359 | |
345 | |
360 | coin = find_next_coin (cost, &cointype); |
346 | coin = find_next_coin (cost, &cointype); |
361 | if (coin == NULL) |
347 | if (coin == NULL) |
362 | return "nothing"; |
348 | return "nothing"; |
363 | |
349 | |
364 | num = cost / coin->clone.value; |
350 | num = cost / coin->value; |
365 | /* so long as nrof is 32 bit, this is true. |
351 | /* so long as nrof is 32 bit, this is true. |
366 | * If it takes more coins than a person can possibly carry, this |
352 | * If it takes more coins than a person can possibly carry, this |
367 | * is basically true. |
353 | * is basically true. |
368 | */ |
354 | */ |
369 | if ((cost / coin->clone.value) > UINT32_MAX) |
355 | if ((cost / coin->value) > UINT32_MAX) |
370 | { |
356 | { |
371 | strcpy (buf, "an unimaginable sum of money"); |
357 | strcpy (buf, "an unimaginable sum of money"); |
372 | return buf; |
358 | return buf; |
373 | } |
359 | } |
374 | |
360 | |
375 | cost -= num * (sint64)coin->clone.value; |
361 | cost -= num * (sint64)coin->value; |
376 | |
362 | |
377 | sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
363 | sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
378 | |
364 | |
379 | next_coin = find_next_coin (cost, &cointype); |
365 | next_coin = find_next_coin (cost, &cointype); |
380 | if (next_coin == NULL || approx) |
366 | if (next_coin == NULL || approx) |
381 | return buf; |
367 | return buf; |
382 | |
368 | |
383 | coin = next_coin; |
369 | coin = next_coin; |
384 | num = cost / coin->clone.value; |
370 | num = cost / coin->value; |
385 | cost -= num * (sint64)coin->clone.value; |
371 | cost -= num * (sint64)coin->value; |
386 | |
372 | |
387 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
373 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
388 | |
374 | |
389 | return buf; |
375 | return buf; |
390 | } |
376 | } |
391 | |
377 | |
392 | const char * |
378 | const char * |
… | |
… | |
422 | archetype *coin = find_next_coin (real_value, &cointype); |
408 | archetype *coin = find_next_coin (real_value, &cointype); |
423 | |
409 | |
424 | if (coin == NULL) |
410 | if (coin == NULL) |
425 | return "nothing"; |
411 | return "nothing"; |
426 | |
412 | |
427 | num = real_value / coin->clone.value; |
413 | num = real_value / coin->value; |
|
|
414 | |
428 | if (num == 1) |
415 | if (num == 1) |
429 | sprintf (buf, "about one %s", &coin->clone.name); |
416 | sprintf (buf, "about one %s", &coin->object::name); |
430 | else if (num < 5) |
417 | else if (num < 5) |
431 | sprintf (buf, "a few %s", &coin->clone.name_pl); |
418 | sprintf (buf, "a few %s", &coin->object::name_pl); |
432 | else if (num < 10) |
419 | else if (num < 10) |
433 | sprintf (buf, "several %s", &coin->clone.name_pl); |
420 | sprintf (buf, "several %s", &coin->object::name_pl); |
434 | else if (num < 25) |
421 | else if (num < 25) |
435 | sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); |
422 | sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
436 | else if (num < 100) |
423 | else if (num < 100) |
437 | sprintf (buf, "lots of %s", &coin->clone.name_pl); |
424 | sprintf (buf, "lots of %s", &coin->object::name_pl); |
438 | else if (num < 1000) |
425 | else if (num < 1000) |
439 | sprintf (buf, "a great many %s", &coin->clone.name_pl); |
426 | sprintf (buf, "a great many %s", &coin->object::name_pl); |
440 | else |
427 | else |
441 | sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); |
428 | sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); |
|
|
429 | |
442 | return buf; |
430 | return buf; |
443 | } |
431 | } |
444 | } |
432 | } |
445 | } |
433 | } |
446 | |
434 | |
… | |
… | |
505 | |
493 | |
506 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
494 | 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"))) |
495 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
508 | pay_from_container (pl, pouch, to_pay); |
496 | pay_from_container (pl, pouch, to_pay); |
509 | |
497 | |
510 | fix_player (pl); |
498 | pl->update_stats (); |
511 | return 1; |
499 | return 1; |
512 | } |
500 | } |
513 | |
501 | |
514 | /* DAMN: This is now a wrapper for pay_from_container, which is |
502 | /* 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 |
503 | * called for the player, then for each active container that can hold |
… | |
… | |
542 | |
530 | |
543 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
531 | 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"))) |
532 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
545 | pay_from_container (pl, pouch, to_pay); |
533 | pay_from_container (pl, pouch, to_pay); |
546 | |
534 | |
547 | if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
535 | pl->update_stats (); |
548 | SET_FLAG (op, FLAG_WAS_WIZ); |
|
|
549 | |
536 | |
550 | fix_player (pl); |
|
|
551 | return 1; |
537 | return 1; |
552 | } |
538 | } |
553 | |
539 | |
554 | /* This pays for the item, and takes the proper amount of money off |
540 | /* This pays for the item, and takes the proper amount of money off |
555 | * the player. |
541 | * the player. |
… | |
… | |
584 | |
570 | |
585 | if (tmp->type == MONEY) |
571 | if (tmp->type == MONEY) |
586 | { |
572 | { |
587 | for (i = 0; i < NUM_COINS; i++) |
573 | for (i = 0; i < NUM_COINS; i++) |
588 | { |
574 | { |
589 | if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) |
575 | if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
590 | { |
576 | { |
591 | // This should not happen, but if it does, just merge the two. |
577 | // This should not happen, but if it does, just merge the two. |
592 | if (coin_objs [i]) |
578 | if (coin_objs [i]) |
593 | { |
579 | { |
594 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
580 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
595 | tmp->remove (); |
|
|
596 | coin_objs[i]->nrof += tmp->nrof; |
581 | coin_objs[i]->nrof += tmp->nrof; |
597 | esrv_del_item (pl->contr, tmp->count); |
|
|
598 | tmp->destroy (); |
582 | tmp->destroy (true); |
599 | } |
583 | } |
600 | else |
584 | else |
601 | { |
585 | { |
602 | tmp->remove (); |
586 | tmp->remove (); |
603 | |
|
|
604 | if (pouch->type == PLAYER) |
|
|
605 | esrv_del_item (pl->contr, tmp->count); |
|
|
606 | |
|
|
607 | coin_objs[i] = tmp; |
587 | coin_objs[i] = tmp; |
608 | } |
588 | } |
609 | |
589 | |
610 | break; |
590 | break; |
611 | } |
591 | } |
612 | } |
592 | } |
613 | |
593 | |
614 | if (i == NUM_COINS) |
594 | if (i == NUM_COINS) |
615 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); |
595 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
616 | } |
596 | } |
617 | } |
597 | } |
618 | |
598 | |
619 | /* Fill in any gaps in the coin_objs array - needed to make change. */ |
599 | /* 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 */ |
600 | /* Note that the coin_objs array goes from least value to greatest value */ |
… | |
… | |
651 | count--; |
631 | count--; |
652 | } |
632 | } |
653 | } |
633 | } |
654 | |
634 | |
655 | for (i = 0; i < NUM_COINS; i++) |
635 | for (i = 0; i < NUM_COINS; i++) |
656 | { |
|
|
657 | if (coin_objs[i]->nrof) |
636 | if (coin_objs[i]->nrof) |
658 | { |
|
|
659 | object *tmp = insert_ob_in_ob (coin_objs[i], pouch); |
637 | insert_ob_in_ob (coin_objs [i], pouch); |
660 | |
|
|
661 | esrv_send_item (pl, tmp); |
|
|
662 | esrv_send_item (pl, pouch); |
|
|
663 | |
|
|
664 | if (pl != pouch) |
|
|
665 | esrv_update_item (UPD_WEIGHT, pl, pouch); |
|
|
666 | |
|
|
667 | if (pl->type != PLAYER) |
|
|
668 | esrv_send_item (pl, pl); |
|
|
669 | } |
|
|
670 | else |
638 | else |
671 | coin_objs[i]->destroy (); |
639 | coin_objs[i]->destroy (true); |
672 | } |
|
|
673 | } |
640 | } |
674 | |
641 | |
675 | /* Checks all unpaid items in op's inventory, adds up all the money they |
642 | /* Checks all unpaid items in op's inventory, adds up all the money they |
676 | * have, and checks that they can actually afford what they want to buy. |
643 | * have, and checks that they can actually afford what they want to buy. |
677 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
644 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
… | |
… | |
697 | unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
664 | unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
698 | } |
665 | } |
699 | |
666 | |
700 | if (unpaid_price > player_wealth) |
667 | if (unpaid_price > player_wealth) |
701 | { |
668 | { |
702 | char buf[MAX_BUF]; |
669 | dynbuf_text buf; |
703 | char cost[MAX_BUF]; |
|
|
704 | char missing[MAX_BUF]; |
|
|
705 | |
670 | |
706 | snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); |
671 | buf << "You have " << unpaid_count |
707 | snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); |
672 | << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0) |
|
|
673 | << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0) |
|
|
674 | << " to be able to afford that."; |
708 | |
675 | |
709 | snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", |
676 | pl->failmsg (buf); |
710 | unpaid_count, cost, missing); |
|
|
711 | new_draw_info (NDI_UNIQUE, 0, pl, buf); |
|
|
712 | |
677 | |
713 | return 0; |
678 | return 0; |
714 | } |
679 | } |
715 | else |
680 | else |
716 | return 1; |
681 | return 1; |
… | |
… | |
745 | SET_FLAG (op, FLAG_UNPAID); |
710 | SET_FLAG (op, FLAG_UNPAID); |
746 | return 0; |
711 | return 0; |
747 | } |
712 | } |
748 | else |
713 | else |
749 | { |
714 | { |
750 | object *tmp; |
|
|
751 | |
|
|
752 | CLEAR_FLAG (op, FLAG_UNPAID); |
715 | CLEAR_FLAG (op, FLAG_UNPAID); |
753 | CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
716 | CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
754 | new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
717 | new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
755 | tmp = merge_ob (op, NULL); |
|
|
756 | |
718 | |
757 | if (pl->type == PLAYER) |
719 | if (!merge_ob (op, op->env->inv)) |
758 | { |
|
|
759 | if (tmp) |
|
|
760 | { /* it was merged */ |
|
|
761 | esrv_del_item (pl->contr, op->count); |
|
|
762 | op = tmp; |
|
|
763 | } |
|
|
764 | |
|
|
765 | esrv_send_item (pl, op); |
720 | esrv_update_item (UPD_FLAGS, pl, op); |
766 | } |
|
|
767 | |
721 | |
768 | goto next_item; |
722 | goto next_item; |
769 | } |
723 | } |
770 | } |
724 | } |
771 | } |
725 | } |
… | |
… | |
790 | { |
744 | { |
791 | int count = 0; |
745 | int count = 0; |
792 | archetype *at = 0; |
746 | archetype *at = 0; |
793 | object *pouch = 0, *tmp = 0; |
747 | object *pouch = 0, *tmp = 0; |
794 | |
748 | |
795 | for (count = 0; coins[count] != NULL; count++) |
749 | for (count = 0; coins[count]; count++) |
796 | { |
750 | { |
797 | at = archetype::find (coins[count]); |
751 | at = archetype::find (coins[count]); |
798 | |
752 | |
799 | if (at == NULL) |
753 | if (at == NULL) |
800 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
754 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
801 | else if ((amount / at->clone.value) > 0) |
755 | else if ((amount / at->value) > 0) |
802 | { |
756 | { |
803 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
757 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
804 | { |
758 | { |
805 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
759 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
806 | { |
760 | { |
807 | int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
761 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
808 | int n = amount / at->clone.value; |
762 | int n = amount / at->value; |
809 | |
763 | |
810 | if (w == 0) |
764 | if (w == 0) |
811 | w = 1; /* Prevent divide by zero */ |
765 | w = 1; /* Prevent divide by zero */ |
812 | |
766 | |
813 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
767 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
814 | { |
768 | { |
815 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
769 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
816 | n = (pouch->weight_limit - pouch->carrying) / w; |
770 | n = (pouch->weight_limit - pouch->carrying) / w; |
817 | |
771 | |
818 | tmp = arch_to_object (at); |
772 | object *tmp = arch_to_object (at); |
819 | tmp->nrof = n; |
773 | tmp->nrof = n; |
820 | amount -= tmp->nrof * tmp->value; |
774 | amount -= tmp->nrof * tmp->value; |
821 | tmp = insert_ob_in_ob (tmp, pouch); |
775 | pouch->insert (tmp); |
822 | esrv_send_item (pl, tmp); |
|
|
823 | esrv_send_item (pl, pouch); |
|
|
824 | esrv_update_item (UPD_WEIGHT, pl, pouch); |
|
|
825 | esrv_send_item (pl, pl); |
|
|
826 | } |
776 | } |
827 | } |
777 | } |
828 | } |
778 | } |
829 | |
779 | |
830 | if (amount / at->clone.value > 0) |
780 | if (amount / at->value > 0) |
831 | { |
781 | { |
832 | tmp = arch_to_object (at); |
782 | object *tmp = arch_to_object (at); |
833 | tmp->nrof = amount / tmp->value; |
783 | tmp->nrof = amount / tmp->value; |
834 | amount -= tmp->nrof * tmp->value; |
784 | amount -= tmp->nrof * tmp->value; |
835 | tmp = insert_ob_in_ob (tmp, pl); |
785 | pl->insert (tmp); |
836 | esrv_send_item (pl, tmp); |
|
|
837 | esrv_send_item (pl, pl); |
|
|
838 | } |
786 | } |
839 | } |
787 | } |
840 | } |
788 | } |
841 | |
789 | |
842 | if (amount != 0) |
790 | if (amount != 0) |
… | |
… | |
845 | |
793 | |
846 | /* elmex: this is for the bank plugin :( */ |
794 | /* elmex: this is for the bank plugin :( */ |
847 | sint64 |
795 | sint64 |
848 | pay_player_arch (object *pl, const char *arch, sint64 amount) |
796 | pay_player_arch (object *pl, const char *arch, sint64 amount) |
849 | { |
797 | { |
850 | archetype *at = archetype::find (arch); |
|
|
851 | object *tmp = NULL; |
|
|
852 | |
|
|
853 | if (at == NULL) |
|
|
854 | return 0; |
|
|
855 | |
|
|
856 | if (amount > 0) |
798 | if (amount) |
857 | { |
799 | { |
858 | tmp = arch_to_object (at); |
800 | object *ob = archetype::get (arch); |
|
|
801 | |
|
|
802 | if (!ob) |
|
|
803 | return 0; |
|
|
804 | |
859 | tmp->nrof = amount; |
805 | ob->nrof = amount; |
860 | tmp = insert_ob_in_ob (tmp, pl); |
806 | pl->insert (ob); |
861 | esrv_send_item (pl, tmp); |
|
|
862 | esrv_send_item (pl, pl); |
|
|
863 | } |
807 | } |
864 | |
808 | |
865 | return 1; |
809 | return 1; |
866 | } |
810 | } |
867 | |
811 | |
… | |
… | |
870 | * buy item. |
814 | * buy item. |
871 | * |
815 | * |
872 | * Modified to fill available race: gold containers before dumping |
816 | * Modified to fill available race: gold containers before dumping |
873 | * remaining coins in character's inventory. |
817 | * remaining coins in character's inventory. |
874 | */ |
818 | */ |
875 | void |
819 | bool |
876 | sell_item (object *op, object *pl) |
820 | sell_item (object *op, object *pl) |
877 | { |
821 | { |
878 | sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
822 | sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
879 | |
823 | |
880 | if (pl == NULL || pl->type != PLAYER) |
824 | if (pl == NULL || pl->type != PLAYER) |
881 | { |
825 | { |
882 | LOG (llevDebug, "Object other than player tried to sell something.\n"); |
826 | LOG (llevDebug, "Object other than player tried to sell something.\n"); |
883 | return; |
827 | return false; |
884 | } |
828 | } |
885 | |
829 | |
886 | op->custom_name = 0; |
830 | op->custom_name = 0; |
887 | |
831 | |
888 | if (!amount) |
832 | if (!amount) |
889 | { |
833 | { |
890 | new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); |
834 | new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", |
891 | |
835 | query_name (op)); |
892 | /* Even if the character doesn't get anything for it, it may still be |
836 | // elmex: change: the player now gets the item back if the shop is not |
893 | * worth something. If so, make it unpaid |
837 | // interested in it. |
894 | */ |
|
|
895 | if (op->value) |
|
|
896 | { |
|
|
897 | SET_FLAG (op, FLAG_UNPAID); |
|
|
898 | SET_FLAG (op, FLAG_PLAYER_SOLD); |
|
|
899 | } |
|
|
900 | |
|
|
901 | identify (op); |
|
|
902 | return; |
838 | return false; |
903 | } |
839 | } |
904 | |
840 | |
905 | /* We compare the price with the one for a player |
841 | /* We compare the price with the one for a player |
906 | * without bargaining skill. |
842 | * without bargaining skill. |
907 | * This determins the amount of exp (if any) gained for bargaining. |
843 | * This determins the amount of exp (if any) gained for bargaining. |
… | |
… | |
912 | if (extra_gain > 0) |
848 | if (extra_gain > 0) |
913 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
849 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
914 | |
850 | |
915 | pay_player (pl, amount); |
851 | pay_player (pl, amount); |
916 | |
852 | |
917 | 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)); |
853 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
|
|
854 | query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
|
|
855 | pl->play_sound (sound_find ("shop_sell")); |
918 | |
856 | |
919 | SET_FLAG (op, FLAG_UNPAID); |
857 | SET_FLAG (op, FLAG_UNPAID); |
920 | identify (op); |
858 | identify (op); |
921 | } |
|
|
922 | |
859 | |
|
|
860 | return true; |
|
|
861 | } |
923 | |
862 | |
924 | /* returns a double that is the ratio of the price that a shop will offer for |
863 | /* returns a double that is the ratio of the price that a shop will offer for |
925 | * item based on the shops specialisation. Does not take account of greed, |
864 | * item based on the shops specialisation. Does not take account of greed, |
926 | * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any |
865 | * returned value is between SPECIALISATION_EFFECT and 1. |
927 | * event is never less than 0.1 (calling functions divide by it) |
|
|
928 | */ |
866 | */ |
929 | static double |
867 | static double |
930 | shop_specialisation_ratio (const object *item, const maptile *map) |
868 | shop_specialisation_ratio (const object *item, const maptile *map) |
931 | { |
869 | { |
932 | shopitems *items = map->shopitems; |
870 | shopitems *items = map->shopitems; |
933 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
871 | double likedness = 0.; |
934 | int i; |
872 | int i; |
935 | |
873 | |
936 | if (item == NULL) |
874 | if (item == NULL) |
937 | { |
875 | { |
938 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
876 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
939 | return 0; |
877 | return 0; |
940 | } |
878 | } |
941 | |
879 | |
942 | if (!item->type) |
880 | if (!item->type) |
943 | { |
881 | { |
944 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
882 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
945 | /* |
883 | /* |
946 | * I'm not really sure what the /right/ thing to do here is, these types of |
884 | * I'm not really sure what the /right/ thing to do here is, these types of |
947 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
885 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
948 | */ |
886 | */ |
949 | return ratio; |
887 | return SPECIALISATION_EFFECT; |
950 | } |
888 | } |
951 | |
889 | |
952 | if (map->shopitems) |
890 | if (map->shopitems) |
953 | { |
891 | { |
954 | for (i = 0; i < items[0].index; i++) |
892 | for (i = 0; i < items[0].index; i++) |
… | |
… | |
956 | likedness = items[i].strength / 100.0; |
894 | likedness = items[i].strength / 100.0; |
957 | } |
895 | } |
958 | |
896 | |
959 | if (likedness > 1.0) |
897 | if (likedness > 1.0) |
960 | { /* someone has been rather silly with the map headers. */ |
898 | { /* 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); |
899 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
962 | likedness = 1.0; |
900 | likedness = 1.0; |
963 | } |
901 | } |
964 | |
902 | |
965 | if (likedness < -1.0) |
903 | if (likedness < -1.0) |
966 | { |
904 | { |
967 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); |
905 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
968 | likedness = -1.0; |
906 | likedness = -1.0; |
969 | } |
907 | } |
970 | |
908 | |
971 | ratio = ratio + (1.0 - ratio) * likedness; |
909 | return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); |
972 | |
|
|
973 | if (ratio <= 0.1) |
|
|
974 | ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */ |
|
|
975 | |
|
|
976 | return ratio; |
|
|
977 | } |
910 | } |
978 | |
911 | |
979 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
912 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
980 | static double |
913 | static double |
981 | shop_greed (const maptile *map) |
914 | shop_greed (const maptile *map) |
982 | { |
915 | { |
983 | double greed = 1.0; |
|
|
984 | |
|
|
985 | if (map->shopgreed) |
|
|
986 | return map->shopgreed; |
916 | return map->shopgreed |
987 | return greed; |
917 | ? map->shopgreed |
|
|
918 | : 1.; |
988 | } |
919 | } |
989 | |
920 | |
990 | /* Returns a double based on how much the shopkeeper approves of the player. |
921 | /* Returns a double based on how much the shopkeeper approves of the player. |
991 | * this is based on the race of the shopkeeper and that of the player. |
922 | * this is based on the race of the shopkeeper and that of the player. |
992 | */ |
923 | */ |
993 | double |
924 | double |
994 | shopkeeper_approval (const maptile *map, const object *player) |
925 | shopkeeper_approval (const maptile *map, const object *player) |
995 | { |
926 | { |
996 | double approval = 1.0; |
927 | return map->shoprace && player->race != map->shoprace |
997 | |
928 | ? DISLIKE_RATIO |
998 | if (map->shoprace) |
929 | : 1.; |
999 | { |
|
|
1000 | approval = NEUTRAL_RATIO; |
|
|
1001 | if (player->race && !strcmp (player->race, map->shoprace)) |
|
|
1002 | approval = 1.0; |
|
|
1003 | } |
|
|
1004 | |
|
|
1005 | return approval; |
|
|
1006 | } |
930 | } |
1007 | |
931 | |
1008 | /* limit the value of items based on the wealth of the shop. If the item is close |
932 | /* limit the value of items based on the wealth of the shop. If the item is close |
1009 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
933 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
1010 | * below the minimum value the shop is prepared to trade in, then we don't |
934 | * below the minimum value the shop is prepared to trade in, then we don't |
… | |
… | |
1139 | { |
1063 | { |
1140 | shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1064 | shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1141 | |
1065 | |
1142 | if (s1->type < s2->type) |
1066 | if (s1->type < s2->type) |
1143 | return -1; |
1067 | return -1; |
|
|
1068 | |
1144 | if (s1->type > s2->type) |
1069 | if (s1->type > s2->type) |
1145 | return 1; |
1070 | return 1; |
1146 | |
1071 | |
1147 | /* the type is the same (what atoi gets), so do a strcasecmp to sort |
1072 | /* the type is the same (what atoi gets), so do a strcasecmp to sort |
1148 | * via alphabetical order |
1073 | * via alphabetical order |
… | |
… | |
1195 | } |
1120 | } |
1196 | SET_FLAG (tmp, FLAG_UNPAID); |
1121 | SET_FLAG (tmp, FLAG_UNPAID); |
1197 | } |
1122 | } |
1198 | |
1123 | |
1199 | void |
1124 | void |
1200 | shop_listing (object *op) |
1125 | shop_listing (object *sign, object *op) |
1201 | { |
1126 | { |
1202 | int i, j, numitems = 0, numallocated = 0, nx, ny; |
1127 | int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; |
1203 | char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); |
1128 | const char *shop_coords = sign->kv (shstr_shop_coords); |
1204 | object *stack; |
1129 | object *stack; |
1205 | shopinv *items; |
1130 | shopinv *items; |
1206 | |
1131 | |
1207 | /* Should never happen, but just in case a monster does apply a sign */ |
1132 | /* Should never happen, but just in case a monster does apply a sign */ |
1208 | if (op->type != PLAYER) |
1133 | if (op->type != PLAYER) |
1209 | return; |
1134 | return; |
1210 | |
1135 | |
1211 | new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1136 | if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
|
|
1137 | { |
|
|
1138 | x1 = 0; |
|
|
1139 | y1 = 0; |
|
|
1140 | x2 = op->map->width - 1; |
|
|
1141 | y2 = op->map->height - 1; |
|
|
1142 | } |
1212 | |
1143 | |
1213 | magic_mapping_mark (op, map_mark, 3); |
|
|
1214 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1144 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1215 | numallocated = 40; |
1145 | numallocated = 40; |
1216 | |
1146 | |
1217 | /* Find all the appropriate items */ |
1147 | /* Find all the appropriate items */ |
1218 | for (i = 0; i < MAP_WIDTH (op->map); i++) |
1148 | for (i = x1; i <= x2; i++) |
1219 | { |
1149 | { |
1220 | for (j = 0; j < MAP_HEIGHT (op->map); j++) |
1150 | for (j = y1; j < y2; j++) |
1221 | { |
|
|
1222 | /* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
|
|
1223 | * |
1151 | { |
1224 | */ |
1152 | 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 | { |
1153 | { |
1233 | stack = get_map_ob (op->map, i, j); |
1154 | stack = GET_MAP_OB (op->map, i, j); |
1234 | |
1155 | |
1235 | while (stack) |
1156 | while (stack) |
1236 | { |
1157 | { |
1237 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1158 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1238 | { |
1159 | { |
1239 | if (numitems == numallocated) |
1160 | if (numitems == numallocated) |
1240 | { |
1161 | { |
1241 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1162 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1242 | numallocated += 10; |
1163 | numallocated += 10; |
1243 | } |
1164 | } |
|
|
1165 | |
1244 | add_shop_item (stack, items, &numitems, &numallocated); |
1166 | add_shop_item (stack, items, &numitems, &numallocated); |
1245 | } |
1167 | } |
|
|
1168 | |
1246 | stack = stack->above; |
1169 | stack = stack->above; |
1247 | } |
1170 | } |
1248 | } |
1171 | } |
1249 | } |
1172 | } |
1250 | } |
1173 | } |
1251 | |
1174 | |
1252 | free (map_mark); |
|
|
1253 | |
|
|
1254 | if (numitems == 0) |
1175 | if (numitems == 0) |
1255 | { |
1176 | { |
1256 | new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1177 | new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1257 | free (items); |
1178 | free (items); |
1258 | return; |
1179 | return; |
1259 | } |
1180 | } |
1260 | |
1181 | |
1261 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1182 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
|
|
1183 | |
|
|
1184 | new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1262 | |
1185 | |
1263 | for (i = 0; i < numitems; i++) |
1186 | for (i = 0; i < numitems; i++) |
1264 | { |
1187 | { |
1265 | /* Collapse items of the same name together */ |
1188 | /* Collapse items of the same name together */ |
1266 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1189 | 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); |
1198 | 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); |
1199 | free (items[i].item_sort); |
1277 | free (items[i].item_real); |
1200 | free (items[i].item_real); |
1278 | } |
1201 | } |
1279 | } |
1202 | } |
|
|
1203 | |
1280 | free (items); |
1204 | free (items); |
1281 | } |
1205 | } |
1282 | |
1206 | |
1283 | /* elmex: this function checks whether the object is in a shop */ |
1207 | /* elmex: this function checks whether the object is in a shop */ |
1284 | bool |
1208 | bool |
1285 | is_in_shop (object *o) |
1209 | is_in_shop (object *o) |
1286 | { |
1210 | { |
1287 | if (!o->map) |
1211 | if (!o->is_on_map ()) |
1288 | return false; |
1212 | return false; |
1289 | |
1213 | |
1290 | return is_in_shop (o->map, o->x, o->y); |
1214 | return is_in_shop (o->map, o->x, o->y); |
1291 | } |
1215 | } |
1292 | |
1216 | |
1293 | /* elmex: this function checks whether we are in a shop or not */ |
1217 | /* elmex: this function checks whether we are in a shop or not |
|
|
1218 | - change 2007-11-26: enhanced the O(n) case by stopping at the first |
|
|
1219 | floor tile. this possibly will make map bugs where shopfloors are above |
|
|
1220 | floors more obvious. |
|
|
1221 | */ |
|
|
1222 | |
1294 | bool |
1223 | bool |
1295 | is_in_shop (maptile *map, int x, int y) |
1224 | is_in_shop (maptile *map, int x, int y) |
1296 | { |
1225 | { |
1297 | for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) |
1226 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
|
|
1227 | if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) |
1298 | if (floor->type == SHOP_FLOOR) |
1228 | return floor->type == SHOP_FLOOR; |
1299 | return true; |
|
|
1300 | |
1229 | |
1301 | return false; |
1230 | return false; |
1302 | } |
1231 | } |
|
|
1232 | |