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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.24 by root, Fri Dec 15 19:59:20 2006 UTC vs.
Revision 1.45 by elmex, Mon Nov 26 11:41:02 2007 UTC

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 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>
33 * 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
34 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
35 * 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,
36 * (though not useful) effects. 36 * (though not useful) effects.
37 */ 37 */
38#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
39 39
40/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
41#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
42 42
43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
44static 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);
45static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
46static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
130 if (tmp->arch != NULL) 130 if (tmp->arch != NULL)
131 { 131 {
132 if (flag == F_BUY) 132 if (flag == F_BUY)
133 { 133 {
134 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 134 LOG (llevError, "Asking for buy-value of unidentified object.\n");
135 val = tmp->arch->clone.value * 50 * number; 135 val = tmp->arch->value * 50 * number;
136 } 136 }
137 else 137 else
138 { /* Trying to sell something, or get true value */ 138 { /* Trying to sell something, or get true value */
139 if (tmp->type == POTION) 139 if (tmp->type == POTION)
140 val = number * 40; /* Don't want to give anything away */ 140 val = number * 40; /* Don't want to give anything away */
142 { 142 {
143 /* 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
144 * unknown objects 144 * unknown objects
145 */ 145 */
146 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 146 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
147 val = number * tmp->arch->clone.value * 2 / 3; 147 val = number * tmp->arch->value * 2 / 3;
148 else 148 else
149 val = number * tmp->arch->clone.value / 3; 149 val = number * tmp->arch->value / 3;
150 } 150 }
151 } 151 }
152 } 152 }
153 else 153 else
154 { /* No archetype with this object */ 154 { /* No archetype with this object */
165 165
166 /* 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
167 * identified, AND the object is magical and the archetype is non 167 * identified, AND the object is magical and the archetype is non
168 * magical, then change values accordingly. The tmp->arch==NULL is 168 * magical, then change values accordingly. The tmp->arch==NULL is
169 * 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
170 * tmp->arch->clone.magic for any magic. The check for archetype 170 * tmp->arch->magic for any magic. The check for archetype
171 * 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
172 * default magical. This is because the archetype value should have 172 * default magical. This is because the archetype value should have
173 * already figured in that value. 173 * already figured in that value.
174 */ 174 */
175 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 175 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
176 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))
177 { 177 {
178 if (tmp->magic > 0) 178 if (tmp->magic > 0)
179 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 179 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
180 else 180 else
181 /* Note that tmp->magic is negative, so that this 181 /* Note that tmp->magic is negative, so that this
247 * the rest will come from the level in bargaining skill 247 * the rest will come from the level in bargaining skill
248 */ 248 */
249 const double cha_ratio = 0.40; 249 const double cha_ratio = 0.40;
250 250
251 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);
252
253 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.);
254
255 diff = .02 + (.80 - .02) * diff; 253 diff = .02 + (.80 - .02) * diff;
256 254
257 if (flag == F_BUY) 255 if (flag == F_BUY)
258 val += (val * diff); 256 val += val * diff;
259 else if (flag == F_SELL) 257 else if (flag == F_SELL)
260 val -= (val * diff); 258 val -= val * diff;
261 259
262 // 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
263 // then the range is adjusted randomly around the correct value 261 // then the range is adjusted randomly around the correct value
264 if (approximate) 262 if (approximate)
265 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 263 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
266 } 264 }
267 265
268 /* 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
269 * overflow of diff above. That shoudl only happen if 267 * overflow of diff above. That should only happen if
270 * we are selling objects - in that case, the person just 268 * we are selling objects - in that case, the person just
271 * gets no money. 269 * gets no money.
272 */ 270 */
273 if ((sint64) val < 0) 271 if ((sint64) val < 0)
274 val = 0; 272 val = 0;
302 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 300 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
303 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));
304 else 302 else
305 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)));
306 } 304 }
305
307 /* 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
308 * 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
309 * pointful, and could give fun with rounding. 308 * pointful, and could give fun with rounding.
310 */ 309 */
311 if (who->map->path != NULL && val > 50) 310 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
312 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));
313 } 313 }
314
314 return (sint64) val; 315 return (sint64) val;
315} 316}
316 317
317/* 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
318 * cointype placement. 319 * cointype placement.
330 coin = archetype::find (coins[*cointype]); 331 coin = archetype::find (coins[*cointype]);
331 if (coin == NULL) 332 if (coin == NULL)
332 return NULL; 333 return NULL;
333 *cointype += 1; 334 *cointype += 1;
334 } 335 }
335 while (coin->clone.value > c); 336 while (coin->value > c);
336 337
337 return coin; 338 return coin;
338} 339}
339 340
340/* 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
356 357
357 coin = find_next_coin (cost, &cointype); 358 coin = find_next_coin (cost, &cointype);
358 if (coin == NULL) 359 if (coin == NULL)
359 return "nothing"; 360 return "nothing";
360 361
361 num = cost / coin->clone.value; 362 num = cost / coin->value;
362 /* so long as nrof is 32 bit, this is true. 363 /* so long as nrof is 32 bit, this is true.
363 * 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
364 * is basically true. 365 * is basically true.
365 */ 366 */
366 if ((cost / coin->clone.value) > UINT32_MAX) 367 if ((cost / coin->value) > UINT32_MAX)
367 { 368 {
368 strcpy (buf, "an unimaginable sum of money"); 369 strcpy (buf, "an unimaginable sum of money");
369 return buf; 370 return buf;
370 } 371 }
371 372
372 cost -= num * (sint64)coin->clone.value; 373 cost -= num * (sint64)coin->value;
373 374
374 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);
375 376
376 next_coin = find_next_coin (cost, &cointype); 377 next_coin = find_next_coin (cost, &cointype);
377 if (next_coin == NULL || approx) 378 if (next_coin == NULL || approx)
378 return buf; 379 return buf;
379 380
380 coin = next_coin; 381 coin = next_coin;
381 num = cost / coin->clone.value; 382 num = cost / coin->value;
382 cost -= num * (sint64)coin->clone.value; 383 cost -= num * (sint64)coin->value;
383 384
384 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);
385 386
386 return buf; 387 return buf;
387} 388}
388 389
389const char * 390const char *
419 archetype *coin = find_next_coin (real_value, &cointype); 420 archetype *coin = find_next_coin (real_value, &cointype);
420 421
421 if (coin == NULL) 422 if (coin == NULL)
422 return "nothing"; 423 return "nothing";
423 424
424 num = real_value / coin->clone.value; 425 num = real_value / coin->value;
425 if (num == 1) 426 if (num == 1)
426 sprintf (buf, "about one %s", &coin->clone.name); 427 sprintf (buf, "about one %s", &coin->object::name);
427 else if (num < 5) 428 else if (num < 5)
428 sprintf (buf, "a few %s", &coin->clone.name_pl); 429 sprintf (buf, "a few %s", &coin->object::name_pl);
429 else if (num < 10) 430 else if (num < 10)
430 sprintf (buf, "several %s", &coin->clone.name_pl); 431 sprintf (buf, "several %s", &coin->object::name_pl);
431 else if (num < 25) 432 else if (num < 25)
432 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 433 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
433 else if (num < 100) 434 else if (num < 100)
434 sprintf (buf, "lots of %s", &coin->clone.name_pl); 435 sprintf (buf, "lots of %s", &coin->object::name_pl);
435 else if (num < 1000) 436 else if (num < 1000)
436 sprintf (buf, "a great many %s", &coin->clone.name_pl); 437 sprintf (buf, "a great many %s", &coin->object::name_pl);
437 else 438 else
438 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 439 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
439 return buf; 440 return buf;
440 } 441 }
441 } 442 }
442 } 443 }
443 444
502 503
503 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 504 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
504 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")))
505 pay_from_container (pl, pouch, to_pay); 506 pay_from_container (pl, pouch, to_pay);
506 507
507 fix_player (pl); 508 pl->update_stats ();
508 return 1; 509 return 1;
509} 510}
510 511
511/* 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
512 * 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
539 540
540 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 541 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
541 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")))
542 pay_from_container (pl, pouch, to_pay); 543 pay_from_container (pl, pouch, to_pay);
543 544
544 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 545 pl->update_stats ();
545 SET_FLAG (op, FLAG_WAS_WIZ);
546 546
547 fix_player (pl);
548 return 1; 547 return 1;
549} 548}
550 549
551/* 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
552 * the player. 551 * the player.
581 580
582 if (tmp->type == MONEY) 581 if (tmp->type == MONEY)
583 { 582 {
584 for (i = 0; i < NUM_COINS; i++) 583 for (i = 0; i < NUM_COINS; i++)
585 { 584 {
586 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))
587 { 586 {
588 // 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.
589 if (coin_objs [i]) 588 if (coin_objs [i])
590 { 589 {
591 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]);
607 break; 606 break;
608 } 607 }
609 } 608 }
610 609
611 if (i == NUM_COINS) 610 if (i == NUM_COINS)
612 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);
613 } 612 }
614 } 613 }
615 614
616 /* 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. */
617 /* 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 */
787{ 786{
788 int count = 0; 787 int count = 0;
789 archetype *at = 0; 788 archetype *at = 0;
790 object *pouch = 0, *tmp = 0; 789 object *pouch = 0, *tmp = 0;
791 790
792 for (count = 0; coins[count] != NULL; count++) 791 for (count = 0; coins[count]; count++)
793 { 792 {
794 at = archetype::find (coins[count]); 793 at = archetype::find (coins[count]);
795 794
796 if (at == NULL) 795 if (at == NULL)
797 LOG (llevError, "Could not find %s archetype\n", coins[count]); 796 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 else if ((amount / at->clone.value) > 0) 797 else if ((amount / at->value) > 0)
799 { 798 {
800 for (pouch = pl->inv; pouch; pouch = pouch->below) 799 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 { 800 {
802 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"))
803 { 802 {
804 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 803 int w = at->weight * (100 - pouch->stats.Str) / 100;
805 int n = amount / at->clone.value; 804 int n = amount / at->value;
806 805
807 if (w == 0) 806 if (w == 0)
808 w = 1; /* Prevent divide by zero */ 807 w = 1; /* Prevent divide by zero */
809 808
810 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))
822 esrv_send_item (pl, pl); 821 esrv_send_item (pl, pl);
823 } 822 }
824 } 823 }
825 } 824 }
826 825
827 if (amount / at->clone.value > 0) 826 if (amount / at->value > 0)
828 { 827 {
829 tmp = arch_to_object (at); 828 tmp = arch_to_object (at);
830 tmp->nrof = amount / tmp->value; 829 tmp->nrof = amount / tmp->value;
831 amount -= tmp->nrof * tmp->value; 830 amount -= tmp->nrof * tmp->value;
832 tmp = insert_ob_in_ob (tmp, pl); 831 tmp = insert_ob_in_ob (tmp, pl);
910 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 909 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
911 910
912 pay_player (pl, amount); 911 pay_player (pl, amount);
913 912
914 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"));
915 915
916 SET_FLAG (op, FLAG_UNPAID); 916 SET_FLAG (op, FLAG_UNPAID);
917 identify (op); 917 identify (op);
918} 918}
919 919
920
921/* 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
922 * 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,
923 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 922 * returned value is between SPECIALISATION_EFFECT and 1.
924 * event is never less than 0.1 (calling functions divide by it)
925 */ 923 */
926static double 924static double
927shop_specialisation_ratio (const object *item, const maptile *map) 925shop_specialisation_ratio (const object *item, const maptile *map)
928{ 926{
929 shopitems *items = map->shopitems; 927 shopitems *items = map->shopitems;
930 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 928 double likedness = 0.;
931 int i; 929 int i;
932 930
933 if (item == NULL) 931 if (item == NULL)
934 { 932 {
935 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);
936 return 0; 934 return 0;
937 } 935 }
938 936
939 if (!item->type) 937 if (!item->type)
940 { 938 {
941 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");
942 /* 940 /*
943 * 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
944 * 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.."
945 */ 943 */
946 return ratio; 944 return SPECIALISATION_EFFECT;
947 } 945 }
948 946
949 if (map->shopitems) 947 if (map->shopitems)
950 { 948 {
951 for (i = 0; i < items[0].index; i++) 949 for (i = 0; i < items[0].index; i++)
953 likedness = items[i].strength / 100.0; 951 likedness = items[i].strength / 100.0;
954 } 952 }
955 953
956 if (likedness > 1.0) 954 if (likedness > 1.0)
957 { /* someone has been rather silly with the map headers. */ 955 { /* someone has been rather silly with the map headers. */
958 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);
959 likedness = 1.0; 957 likedness = 1.0;
960 } 958 }
961 959
962 if (likedness < -1.0) 960 if (likedness < -1.0)
963 { 961 {
964 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);
965 likedness = -1.0; 963 likedness = -1.0;
966 } 964 }
967 965
968 ratio = ratio + (1.0 - ratio) * likedness; 966 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
969
970 if (ratio <= 0.1)
971 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
972
973 return ratio;
974} 967}
975 968
976/*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. */
977static double 970static double
978shop_greed (const maptile *map) 971shop_greed (const maptile *map)
979{ 972{
980 double greed = 1.0;
981
982 if (map->shopgreed)
983 return map->shopgreed; 973 return map->shopgreed
984 return greed; 974 ? map->shopgreed
975 : 1.;
985} 976}
986 977
987/* 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.
988 * 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.
989 */ 980 */
990double 981double
991shopkeeper_approval (const maptile *map, const object *player) 982shopkeeper_approval (const maptile *map, const object *player)
992{ 983{
993 double approval = 1.0; 984 return map->shoprace && player->race != map->shoprace
994 985 ? DISLIKE_RATIO
995 if (map->shoprace) 986 : 1.;
996 {
997 approval = NEUTRAL_RATIO;
998 if (player->race && !strcmp (player->race, map->shoprace))
999 approval = 1.0;
1000 }
1001
1002 return approval;
1003} 987}
1004 988
1005/* 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
1006 * 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
1007 * 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
1192 } 1176 }
1193 SET_FLAG (tmp, FLAG_UNPAID); 1177 SET_FLAG (tmp, FLAG_UNPAID);
1194} 1178}
1195 1179
1196void 1180void
1197shop_listing (object *op) 1181shop_listing (object *sign, object *op)
1198{ 1182{
1199 int i, j, numitems = 0, numallocated = 0, nx, ny; 1183 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1200 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1184 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1201 object *stack; 1185 object *stack;
1202 shopinv *items; 1186 shopinv *items;
1203 1187
1204 /* 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 */
1205 if (op->type != PLAYER) 1189 if (op->type != PLAYER)
1206 return; 1190 return;
1207 1191
1208 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 }
1209 1199
1210 magic_mapping_mark (op, map_mark, 3);
1211 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1200 items = (shopinv *) malloc (40 * sizeof (shopinv));
1212 numallocated = 40; 1201 numallocated = 40;
1213 1202
1214 /* Find all the appropriate items */ 1203 /* Find all the appropriate items */
1215 for (i = 0; i < MAP_WIDTH (op->map); i++) 1204 for (i = x1; i <= x2; i++)
1216 { 1205 {
1217 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1206 for (j = y1; j < y2; j++)
1218 {
1219 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1220 * 1207 {
1221 */ 1208 if (is_in_shop (op->map, i, j))
1222 nx = i - op->x + MAGIC_MAP_HALF;
1223 ny = j - op->y + MAGIC_MAP_HALF;
1224 /* unlikely, but really big shops could run into this issue */
1225 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1226 continue;
1227
1228 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1229 { 1209 {
1230 stack = get_map_ob (op->map, i, j); 1210 stack = GET_MAP_OB (op->map, i, j);
1231 1211
1232 while (stack) 1212 while (stack)
1233 { 1213 {
1234 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1214 if (QUERY_FLAG (stack, FLAG_UNPAID))
1235 { 1215 {
1236 if (numitems == numallocated) 1216 if (numitems == numallocated)
1237 { 1217 {
1238 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1218 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1239 numallocated += 10; 1219 numallocated += 10;
1240 } 1220 }
1221
1241 add_shop_item (stack, items, &numitems, &numallocated); 1222 add_shop_item (stack, items, &numitems, &numallocated);
1242 } 1223 }
1224
1243 stack = stack->above; 1225 stack = stack->above;
1244 } 1226 }
1245 } 1227 }
1246 } 1228 }
1247 } 1229 }
1248 1230
1249 free (map_mark);
1250
1251 if (numitems == 0) 1231 if (numitems == 0)
1252 { 1232 {
1253 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");
1254 free (items); 1234 free (items);
1255 return; 1235 return;
1256 } 1236 }
1257 1237
1258 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:");
1259 1241
1260 for (i = 0; i < numitems; i++) 1242 for (i = 0; i < numitems; i++)
1261 { 1243 {
1262 /* Collapse items of the same name together */ 1244 /* Collapse items of the same name together */
1263 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))
1272 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);
1273 free (items[i].item_sort); 1255 free (items[i].item_sort);
1274 free (items[i].item_real); 1256 free (items[i].item_real);
1275 } 1257 }
1276 } 1258 }
1259
1277 free (items); 1260 free (items);
1278} 1261}
1279 1262
1280/* elmex: this function checks whether the object is in a shop */ 1263/* elmex: this function checks whether the object is in a shop */
1281bool 1264bool
1285 return false; 1268 return false;
1286 1269
1287 return is_in_shop (o->map, o->x, o->y); 1270 return is_in_shop (o->map, o->x, o->y);
1288} 1271}
1289 1272
1290/* 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
1291bool 1279bool
1292is_in_shop (maptile *map, int x, int y) 1280is_in_shop (maptile *map, int x, int y)
1293{ 1281{
1294 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))
1295 if (floor->type == SHOP_FLOOR) 1284 return floor->type == SHOP_FLOOR;
1296 return true;
1297
1298 return false; 1285 return false;
1299} 1286}
1287

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