1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <spells.h> |
26 | #include <spells.h> |
26 | #include <skills.h> |
27 | #include <skills.h> |
27 | #include <living.h> |
28 | #include <living.h> |
… | |
… | |
247 | * the rest will come from the level in bargaining skill |
248 | * the rest will come from the level in bargaining skill |
248 | */ |
249 | */ |
249 | const double cha_ratio = 0.40; |
250 | const double cha_ratio = 0.40; |
250 | |
251 | |
251 | 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); |
252 | |
|
|
253 | 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.); |
254 | |
|
|
255 | diff = .02 + (.80 - .02) * diff; |
254 | diff = .02 + (.80 - .02) * diff; |
256 | |
255 | |
257 | if (flag == F_BUY) |
256 | if (flag == F_BUY) |
258 | val += (val * diff); |
257 | val += val * diff; |
259 | else if (flag == F_SELL) |
258 | else if (flag == F_SELL) |
260 | val -= (val * diff); |
259 | val -= val * diff; |
261 | |
260 | |
262 | // 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 |
263 | // then the range is adjusted randomly around the correct value |
262 | // then the range is adjusted randomly around the correct value |
264 | if (approximate) |
263 | if (approximate) |
265 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
264 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
266 | } |
265 | } |
267 | |
266 | |
268 | /* 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 |
269 | * overflow of diff above. That shoudl only happen if |
268 | * overflow of diff above. That should only happen if |
270 | * we are selling objects - in that case, the person just |
269 | * we are selling objects - in that case, the person just |
271 | * gets no money. |
270 | * gets no money. |
272 | */ |
271 | */ |
273 | if ((sint64) val < 0) |
272 | if ((sint64) val < 0) |
274 | val = 0; |
273 | val = 0; |
… | |
… | |
302 | if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
301 | 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)); |
302 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
304 | else |
303 | else |
305 | 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))); |
306 | } |
305 | } |
|
|
306 | |
307 | /* 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 |
308 | * 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 |
309 | * pointful, and could give fun with rounding. |
309 | * pointful, and could give fun with rounding. |
310 | */ |
310 | */ |
311 | if (who->map->path != NULL && val > 50) |
311 | //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))); |
312 | if (val > 50) |
|
|
313 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
313 | } |
314 | } |
|
|
315 | |
314 | return (sint64) val; |
316 | return (sint64) val; |
315 | } |
317 | } |
316 | |
318 | |
317 | /* 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 |
318 | * cointype placement. |
320 | * cointype placement. |
… | |
… | |
502 | |
504 | |
503 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
505 | 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"))) |
506 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
505 | pay_from_container (pl, pouch, to_pay); |
507 | pay_from_container (pl, pouch, to_pay); |
506 | |
508 | |
507 | fix_player (pl); |
509 | pl->update_stats (); |
508 | return 1; |
510 | return 1; |
509 | } |
511 | } |
510 | |
512 | |
511 | /* 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 |
512 | * 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 |
… | |
… | |
539 | |
541 | |
540 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
542 | 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"))) |
543 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
542 | pay_from_container (pl, pouch, to_pay); |
544 | pay_from_container (pl, pouch, to_pay); |
543 | |
545 | |
544 | if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
546 | pl->update_stats (); |
545 | SET_FLAG (op, FLAG_WAS_WIZ); |
|
|
546 | |
547 | |
547 | fix_player (pl); |
|
|
548 | return 1; |
548 | return 1; |
549 | } |
549 | } |
550 | |
550 | |
551 | /* 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 |
552 | * the player. |
552 | * the player. |
… | |
… | |
930 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
930 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
931 | int i; |
931 | int i; |
932 | |
932 | |
933 | if (item == NULL) |
933 | if (item == NULL) |
934 | { |
934 | { |
935 | 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); |
936 | return 0; |
936 | return 0; |
937 | } |
937 | } |
938 | |
938 | |
939 | if (!item->type) |
939 | if (!item->type) |
940 | { |
940 | { |
… | |
… | |
953 | likedness = items[i].strength / 100.0; |
953 | likedness = items[i].strength / 100.0; |
954 | } |
954 | } |
955 | |
955 | |
956 | if (likedness > 1.0) |
956 | if (likedness > 1.0) |
957 | { /* someone has been rather silly with the map headers. */ |
957 | { /* 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); |
958 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
959 | likedness = 1.0; |
959 | likedness = 1.0; |
960 | } |
960 | } |
961 | |
961 | |
962 | if (likedness < -1.0) |
962 | if (likedness < -1.0) |
963 | { |
963 | { |
964 | 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); |
965 | likedness = -1.0; |
965 | likedness = -1.0; |
966 | } |
966 | } |
967 | |
967 | |
968 | ratio = ratio + (1.0 - ratio) * likedness; |
968 | ratio = ratio + (1.0 - ratio) * likedness; |
969 | |
969 | |
… | |
… | |
1192 | } |
1192 | } |
1193 | SET_FLAG (tmp, FLAG_UNPAID); |
1193 | SET_FLAG (tmp, FLAG_UNPAID); |
1194 | } |
1194 | } |
1195 | |
1195 | |
1196 | void |
1196 | void |
1197 | shop_listing (object *op) |
1197 | shop_listing (object *sign, object *op) |
1198 | { |
1198 | { |
1199 | int i, j, numitems = 0, numallocated = 0, nx, ny; |
1199 | int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; |
1200 | char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); |
1200 | const char *shop_coords = get_ob_key_value (sign, "shop_coords"); |
1201 | object *stack; |
1201 | object *stack; |
1202 | shopinv *items; |
1202 | shopinv *items; |
1203 | |
1203 | |
1204 | /* 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 */ |
1205 | if (op->type != PLAYER) |
1205 | if (op->type != PLAYER) |
1206 | return; |
1206 | return; |
1207 | |
1207 | |
1208 | 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 | } |
1209 | |
1215 | |
1210 | magic_mapping_mark (op, map_mark, 3); |
|
|
1211 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1216 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1212 | numallocated = 40; |
1217 | numallocated = 40; |
1213 | |
1218 | |
1214 | /* Find all the appropriate items */ |
1219 | /* Find all the appropriate items */ |
1215 | for (i = 0; i < MAP_WIDTH (op->map); i++) |
1220 | for (i = x1; i <= x2; i++) |
1216 | { |
1221 | { |
1217 | for (j = 0; j < MAP_HEIGHT (op->map); j++) |
1222 | for (j = y1; j < y2; j++) |
1218 | { |
|
|
1219 | /* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
|
|
1220 | * |
1223 | { |
1221 | */ |
1224 | 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 | { |
1225 | { |
1230 | stack = get_map_ob (op->map, i, j); |
1226 | stack = GET_MAP_OB (op->map, i, j); |
1231 | |
1227 | |
1232 | while (stack) |
1228 | while (stack) |
1233 | { |
1229 | { |
1234 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1230 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1235 | { |
1231 | { |
1236 | if (numitems == numallocated) |
1232 | if (numitems == numallocated) |
1237 | { |
1233 | { |
1238 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1234 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1239 | numallocated += 10; |
1235 | numallocated += 10; |
1240 | } |
1236 | } |
|
|
1237 | |
1241 | add_shop_item (stack, items, &numitems, &numallocated); |
1238 | add_shop_item (stack, items, &numitems, &numallocated); |
1242 | } |
1239 | } |
|
|
1240 | |
1243 | stack = stack->above; |
1241 | stack = stack->above; |
1244 | } |
1242 | } |
1245 | } |
1243 | } |
1246 | } |
1244 | } |
1247 | } |
1245 | } |
1248 | |
1246 | |
1249 | free (map_mark); |
|
|
1250 | |
|
|
1251 | if (numitems == 0) |
1247 | if (numitems == 0) |
1252 | { |
1248 | { |
1253 | 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"); |
1254 | free (items); |
1250 | free (items); |
1255 | return; |
1251 | return; |
1256 | } |
1252 | } |
1257 | |
1253 | |
1258 | 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:"); |
1259 | |
1257 | |
1260 | for (i = 0; i < numitems; i++) |
1258 | for (i = 0; i < numitems; i++) |
1261 | { |
1259 | { |
1262 | /* Collapse items of the same name together */ |
1260 | /* Collapse items of the same name together */ |
1263 | 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)) |
… | |
… | |
1272 | 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); |
1273 | free (items[i].item_sort); |
1271 | free (items[i].item_sort); |
1274 | free (items[i].item_real); |
1272 | free (items[i].item_real); |
1275 | } |
1273 | } |
1276 | } |
1274 | } |
|
|
1275 | |
1277 | free (items); |
1276 | free (items); |
1278 | } |
1277 | } |
1279 | |
1278 | |
1280 | /* elmex: this function checks whether the object is in a shop */ |
1279 | /* elmex: this function checks whether the object is in a shop */ |
1281 | bool |
1280 | bool |
… | |
… | |
1289 | |
1288 | |
1290 | /* 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 */ |
1291 | bool |
1290 | bool |
1292 | is_in_shop (maptile *map, int x, int y) |
1291 | is_in_shop (maptile *map, int x, int y) |
1293 | { |
1292 | { |
1294 | 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) |
1295 | if (floor->type == SHOP_FLOOR) |
1294 | if (floor->type == SHOP_FLOOR) |
1296 | return true; |
1295 | return true; |
1297 | |
1296 | |
1298 | return false; |
1297 | return false; |
1299 | } |
1298 | } |