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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.18 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.42 by root, Sat Jul 21 19:18:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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
46static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
47static 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);
48static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
49static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
133 if (tmp->arch != NULL) 130 if (tmp->arch != NULL)
134 { 131 {
135 if (flag == F_BUY) 132 if (flag == F_BUY)
136 { 133 {
137 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 134 LOG (llevError, "Asking for buy-value of unidentified object.\n");
138 val = tmp->arch->clone.value * 50 * number; 135 val = tmp->arch->value * 50 * number;
139 } 136 }
140 else 137 else
141 { /* Trying to sell something, or get true value */ 138 { /* Trying to sell something, or get true value */
142 if (tmp->type == POTION) 139 if (tmp->type == POTION)
143 val = number * 40; /* Don't want to give anything away */ 140 val = number * 40; /* Don't want to give anything away */
145 { 142 {
146 /* 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
147 * unknown objects 144 * unknown objects
148 */ 145 */
149 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 146 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
150 val = number * tmp->arch->clone.value * 2 / 3; 147 val = number * tmp->arch->value * 2 / 3;
151 else 148 else
152 val = number * tmp->arch->clone.value / 3; 149 val = number * tmp->arch->value / 3;
153 } 150 }
154 } 151 }
155 } 152 }
156 else 153 else
157 { /* No archetype with this object */ 154 { /* No archetype with this object */
168 165
169 /* 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
170 * identified, AND the object is magical and the archetype is non 167 * identified, AND the object is magical and the archetype is non
171 * magical, then change values accordingly. The tmp->arch==NULL is 168 * magical, then change values accordingly. The tmp->arch==NULL is
172 * 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
173 * tmp->arch->clone.magic for any magic. The check for archetype 170 * tmp->arch->magic for any magic. The check for archetype
174 * 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
175 * default magical. This is because the archetype value should have 172 * default magical. This is because the archetype value should have
176 * already figured in that value. 173 * already figured in that value.
177 */ 174 */
178 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 175 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)) 176 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
180 { 177 {
181 if (tmp->magic > 0) 178 if (tmp->magic > 0)
182 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 179 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
183 else 180 else
184 /* Note that tmp->magic is negative, so that this 181 /* Note that tmp->magic is negative, so that this
250 * the rest will come from the level in bargaining skill 247 * the rest will come from the level in bargaining skill
251 */ 248 */
252 const double cha_ratio = 0.40; 249 const double cha_ratio = 0.40;
253 250
254 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);
255
256 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.);
257
258 diff = .02 + (.80 - .02) * diff; 253 diff = .02 + (.80 - .02) * diff;
259 254
260 if (flag == F_BUY) 255 if (flag == F_BUY)
261 val += (val * diff); 256 val += val * diff;
262 else if (flag == F_SELL) 257 else if (flag == F_SELL)
263 val -= (val * diff); 258 val -= val * diff;
264 259
265 // 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
266 // then the range is adjusted randomly around the correct value 261 // then the range is adjusted randomly around the correct value
267 if (approximate) 262 if (approximate)
268 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 263 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
269 } 264 }
270 265
271 /* 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
272 * overflow of diff above. That shoudl only happen if 267 * overflow of diff above. That should only happen if
273 * we are selling objects - in that case, the person just 268 * we are selling objects - in that case, the person just
274 * gets no money. 269 * gets no money.
275 */ 270 */
276 if ((sint64) val < 0) 271 if ((sint64) val < 0)
277 val = 0; 272 val = 0;
305 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 300 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)); 301 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
307 else 302 else
308 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)));
309 } 304 }
305
310 /* 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
311 * 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
312 * pointful, and could give fun with rounding. 308 * pointful, and could give fun with rounding.
313 */ 309 */
314 if (who->map->path != NULL && val > 50) 310 //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))); 311 if (val > 50)
312 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
316 } 313 }
314
317 return (sint64) val; 315 return (sint64) val;
318} 316}
319 317
320/* 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
321 * cointype placement. 319 * cointype placement.
333 coin = archetype::find (coins[*cointype]); 331 coin = archetype::find (coins[*cointype]);
334 if (coin == NULL) 332 if (coin == NULL)
335 return NULL; 333 return NULL;
336 *cointype += 1; 334 *cointype += 1;
337 } 335 }
338 while (coin->clone.value > c); 336 while (coin->value > c);
339 337
340 return coin; 338 return coin;
341} 339}
342 340
343/* 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
359 357
360 coin = find_next_coin (cost, &cointype); 358 coin = find_next_coin (cost, &cointype);
361 if (coin == NULL) 359 if (coin == NULL)
362 return "nothing"; 360 return "nothing";
363 361
364 num = cost / coin->clone.value; 362 num = cost / coin->value;
365 /* so long as nrof is 32 bit, this is true. 363 /* so long as nrof is 32 bit, this is true.
366 * 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
367 * is basically true. 365 * is basically true.
368 */ 366 */
369 if ((cost / coin->clone.value) > UINT32_MAX) 367 if ((cost / coin->value) > UINT32_MAX)
370 { 368 {
371 strcpy (buf, "an unimaginable sum of money"); 369 strcpy (buf, "an unimaginable sum of money");
372 return buf; 370 return buf;
373 } 371 }
374 372
375 cost -= num * (sint64)coin->clone.value; 373 cost -= num * (sint64)coin->value;
376 374
377 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);
378 376
379 next_coin = find_next_coin (cost, &cointype); 377 next_coin = find_next_coin (cost, &cointype);
380 if (next_coin == NULL || approx) 378 if (next_coin == NULL || approx)
381 return buf; 379 return buf;
382 380
383 coin = next_coin; 381 coin = next_coin;
384 num = cost / coin->clone.value; 382 num = cost / coin->value;
385 cost -= num * (sint64)coin->clone.value; 383 cost -= num * (sint64)coin->value;
386 384
387 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);
388 386
389 return buf; 387 return buf;
390} 388}
391 389
392const char * 390const char *
422 archetype *coin = find_next_coin (real_value, &cointype); 420 archetype *coin = find_next_coin (real_value, &cointype);
423 421
424 if (coin == NULL) 422 if (coin == NULL)
425 return "nothing"; 423 return "nothing";
426 424
427 num = real_value / coin->clone.value; 425 num = real_value / coin->value;
428 if (num == 1) 426 if (num == 1)
429 sprintf (buf, "about one %s", &coin->clone.name); 427 sprintf (buf, "about one %s", &coin->object::name);
430 else if (num < 5) 428 else if (num < 5)
431 sprintf (buf, "a few %s", &coin->clone.name_pl); 429 sprintf (buf, "a few %s", &coin->object::name_pl);
432 else if (num < 10) 430 else if (num < 10)
433 sprintf (buf, "several %s", &coin->clone.name_pl); 431 sprintf (buf, "several %s", &coin->object::name_pl);
434 else if (num < 25) 432 else if (num < 25)
435 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 433 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
436 else if (num < 100) 434 else if (num < 100)
437 sprintf (buf, "lots of %s", &coin->clone.name_pl); 435 sprintf (buf, "lots of %s", &coin->object::name_pl);
438 else if (num < 1000) 436 else if (num < 1000)
439 sprintf (buf, "a great many %s", &coin->clone.name_pl); 437 sprintf (buf, "a great many %s", &coin->object::name_pl);
440 else 438 else
441 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 439 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
442 return buf; 440 return buf;
443 } 441 }
444 } 442 }
445 } 443 }
446 444
505 503
506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 504 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"))) 505 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
508 pay_from_container (pl, pouch, to_pay); 506 pay_from_container (pl, pouch, to_pay);
509 507
510 fix_player (pl); 508 pl->update_stats ();
511 return 1; 509 return 1;
512} 510}
513 511
514/* 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
515 * 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
542 540
543 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 541 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"))) 542 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
545 pay_from_container (pl, pouch, to_pay); 543 pay_from_container (pl, pouch, to_pay);
546 544
547 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 545 pl->update_stats ();
548 SET_FLAG (op, FLAG_WAS_WIZ);
549 546
550 fix_player (pl);
551 return 1; 547 return 1;
552} 548}
553 549
554/* 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
555 * the player. 551 * the player.
584 580
585 if (tmp->type == MONEY) 581 if (tmp->type == MONEY)
586 { 582 {
587 for (i = 0; i < NUM_COINS; i++) 583 for (i = 0; i < NUM_COINS; i++)
588 { 584 {
589 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))
590 { 586 {
591 // 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.
592 if (coin_objs [i]) 588 if (coin_objs [i])
593 { 589 {
594 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]);
595 remove_ob (tmp); 591 tmp->remove ();
596 coin_objs[i]->nrof += tmp->nrof; 592 coin_objs[i]->nrof += tmp->nrof;
597 esrv_del_item (pl->contr, tmp->count); 593 esrv_del_item (pl->contr, tmp->count);
598 free_object (tmp); 594 tmp->destroy ();
599 } 595 }
600 else 596 else
601 { 597 {
602 remove_ob (tmp); 598 tmp->remove ();
603 599
604 if (pouch->type == PLAYER) 600 if (pouch->type == PLAYER)
605 esrv_del_item (pl->contr, tmp->count); 601 esrv_del_item (pl->contr, tmp->count);
606 602
607 coin_objs[i] = tmp; 603 coin_objs[i] = tmp;
610 break; 606 break;
611 } 607 }
612 } 608 }
613 609
614 if (i == NUM_COINS) 610 if (i == NUM_COINS)
615 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);
616 } 612 }
617 } 613 }
618 614
619 /* 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. */
620 /* 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 */
666 662
667 if (pl->type != PLAYER) 663 if (pl->type != PLAYER)
668 esrv_send_item (pl, pl); 664 esrv_send_item (pl, pl);
669 } 665 }
670 else 666 else
671 free_object (coin_objs[i]); 667 coin_objs[i]->destroy ();
672 } 668 }
673} 669}
674 670
675/* Checks all unpaid items in op's inventory, adds up all the money they 671/* 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. 672 * have, and checks that they can actually afford what they want to buy.
681can_pay (object *pl) 677can_pay (object *pl)
682{ 678{
683 int unpaid_count = 0; 679 int unpaid_count = 0;
684 sint64 unpaid_price = 0; 680 sint64 unpaid_price = 0;
685 sint64 player_wealth = query_money (pl); 681 sint64 player_wealth = query_money (pl);
686 object *item;
687 682
688 if (!pl || pl->type != PLAYER) 683 if (!pl || pl->type != PLAYER)
689 { 684 {
690 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 685 LOG (llevError, "can_pay(): called against something that isn't a player\n");
691 return 0; 686 return 0;
797 { 792 {
798 at = archetype::find (coins[count]); 793 at = archetype::find (coins[count]);
799 794
800 if (at == NULL) 795 if (at == NULL)
801 LOG (llevError, "Could not find %s archetype\n", coins[count]); 796 LOG (llevError, "Could not find %s archetype\n", coins[count]);
802 else if ((amount / at->clone.value) > 0) 797 else if ((amount / at->value) > 0)
803 { 798 {
804 for (pouch = pl->inv; pouch; pouch = pouch->below) 799 for (pouch = pl->inv; pouch; pouch = pouch->below)
805 { 800 {
806 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"))
807 { 802 {
808 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 803 int w = at->weight * (100 - pouch->stats.Str) / 100;
809 int n = amount / at->clone.value; 804 int n = amount / at->value;
810 805
811 if (w == 0) 806 if (w == 0)
812 w = 1; /* Prevent divide by zero */ 807 w = 1; /* Prevent divide by zero */
813 808
814 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))
826 esrv_send_item (pl, pl); 821 esrv_send_item (pl, pl);
827 } 822 }
828 } 823 }
829 } 824 }
830 825
831 if (amount / at->clone.value > 0) 826 if (amount / at->value > 0)
832 { 827 {
833 tmp = arch_to_object (at); 828 tmp = arch_to_object (at);
834 tmp->nrof = amount / tmp->value; 829 tmp->nrof = amount / tmp->value;
835 amount -= tmp->nrof * tmp->value; 830 amount -= tmp->nrof * tmp->value;
836 tmp = insert_ob_in_ob (tmp, pl); 831 tmp = insert_ob_in_ob (tmp, pl);
839 } 834 }
840 } 835 }
841 } 836 }
842 837
843 if (amount != 0) 838 if (amount != 0)
844#ifndef WIN32
845 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); 839 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
846#else
847 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
848#endif
849} 840}
850 841
851/* elmex: this is for the bank plugin :( */ 842/* elmex: this is for the bank plugin :( */
852sint64 843sint64
853pay_player_arch (object *pl, const char *arch, sint64 amount) 844pay_player_arch (object *pl, const char *arch, sint64 amount)
926} 917}
927 918
928 919
929/* 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
930 * 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,
931 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 922 * returned value is between SPECIALISATION_EFFECT and 1.
932 * event is never less than 0.1 (calling functions divide by it)
933 */ 923 */
934static double 924static double
935shop_specialisation_ratio (const object *item, const maptile *map) 925shop_specialisation_ratio (const object *item, const maptile *map)
936{ 926{
937 shopitems *items = map->shopitems; 927 shopitems *items = map->shopitems;
938 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 928 double likedness = 0.;
939 int i; 929 int i;
940 930
941 if (item == NULL) 931 if (item == NULL)
942 { 932 {
943 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);
944 return 0; 934 return 0;
945 } 935 }
946 936
947 if (!item->type) 937 if (!item->type)
948 { 938 {
949 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");
950 /* 940 /*
951 * 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
952 * 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.."
953 */ 943 */
954 return ratio; 944 return SPECIALISATION_EFFECT;
955 } 945 }
956 946
957 if (map->shopitems) 947 if (map->shopitems)
958 { 948 {
959 for (i = 0; i < items[0].index; i++) 949 for (i = 0; i < items[0].index; i++)
961 likedness = items[i].strength / 100.0; 951 likedness = items[i].strength / 100.0;
962 } 952 }
963 953
964 if (likedness > 1.0) 954 if (likedness > 1.0)
965 { /* someone has been rather silly with the map headers. */ 955 { /* someone has been rather silly with the map headers. */
966 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);
967 likedness = 1.0; 957 likedness = 1.0;
968 } 958 }
969 959
970 if (likedness < -1.0) 960 if (likedness < -1.0)
971 { 961 {
972 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);
973 likedness = -1.0; 963 likedness = -1.0;
974 } 964 }
975 965
976 ratio = ratio + (1.0 - ratio) * likedness; 966 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
977
978 if (ratio <= 0.1)
979 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
980
981 return ratio;
982} 967}
983 968
984/*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. */
985static double 970static double
986shop_greed (const maptile *map) 971shop_greed (const maptile *map)
987{ 972{
988 double greed = 1.0;
989
990 if (map->shopgreed)
991 return map->shopgreed; 973 return map->shopgreed
992 return greed; 974 ? map->shopgreed
975 : 1.;
993} 976}
994 977
995/* 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.
996 * 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.
997 */ 980 */
998double 981double
999shopkeeper_approval (const maptile *map, const object *player) 982shopkeeper_approval (const maptile *map, const object *player)
1000{ 983{
1001 double approval = 1.0; 984 return map->shoprace && player->race != map->shoprace
1002 985 ? DISLIKE_RATIO
1003 if (map->shoprace) 986 : 1.;
1004 {
1005 approval = NEUTRAL_RATIO;
1006 if (player->race && !strcmp (player->race, map->shoprace))
1007 approval = 1.0;
1008 }
1009
1010 return approval;
1011} 987}
1012 988
1013/* 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
1014 * 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
1015 * 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
1183 case RING: 1159 case RING:
1184 case AMULET: 1160 case AMULET:
1185 case BRACERS: 1161 case BRACERS:
1186 case GIRDLE: 1162 case GIRDLE:
1187 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1163 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1188 items[*numitems].item_sort = strdup_local (buf); 1164 items[*numitems].item_sort = strdup (buf);
1189 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1165 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1190 items[*numitems].item_real = strdup_local (buf); 1166 items[*numitems].item_real = strdup (buf);
1191 (*numitems)++; 1167 (*numitems)++;
1192 break; 1168 break;
1193#endif 1169#endif
1194 1170
1195 default: 1171 default:
1196 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1172 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1197 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1173 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1198 (*numitems)++; 1174 (*numitems)++;
1199 break; 1175 break;
1200 } 1176 }
1201 SET_FLAG (tmp, FLAG_UNPAID); 1177 SET_FLAG (tmp, FLAG_UNPAID);
1202} 1178}
1203 1179
1204void 1180void
1205shop_listing (object *op) 1181shop_listing (object *sign, object *op)
1206{ 1182{
1207 int i, j, numitems = 0, numallocated = 0, nx, ny; 1183 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1208 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1184 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1209 object *stack; 1185 object *stack;
1210 shopinv *items; 1186 shopinv *items;
1211 1187
1212 /* 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 */
1213 if (op->type != PLAYER) 1189 if (op->type != PLAYER)
1214 return; 1190 return;
1215 1191
1216 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 }
1217 1199
1218 magic_mapping_mark (op, map_mark, 3);
1219 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1200 items = (shopinv *) malloc (40 * sizeof (shopinv));
1220 numallocated = 40; 1201 numallocated = 40;
1221 1202
1222 /* Find all the appropriate items */ 1203 /* Find all the appropriate items */
1223 for (i = 0; i < MAP_WIDTH (op->map); i++) 1204 for (i = x1; i <= x2; i++)
1224 { 1205 {
1225 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1206 for (j = y1; j < y2; j++)
1226 {
1227 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1228 * 1207 {
1229 */ 1208 if (is_in_shop (op->map, i, j))
1230 nx = i - op->x + MAGIC_MAP_HALF;
1231 ny = j - op->y + MAGIC_MAP_HALF;
1232 /* unlikely, but really big shops could run into this issue */
1233 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1234 continue;
1235
1236 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1237 { 1209 {
1238 stack = get_map_ob (op->map, i, j); 1210 stack = GET_MAP_OB (op->map, i, j);
1239 1211
1240 while (stack) 1212 while (stack)
1241 { 1213 {
1242 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1214 if (QUERY_FLAG (stack, FLAG_UNPAID))
1243 { 1215 {
1244 if (numitems == numallocated) 1216 if (numitems == numallocated)
1245 { 1217 {
1246 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1218 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1247 numallocated += 10; 1219 numallocated += 10;
1248 } 1220 }
1221
1249 add_shop_item (stack, items, &numitems, &numallocated); 1222 add_shop_item (stack, items, &numitems, &numallocated);
1250 } 1223 }
1224
1251 stack = stack->above; 1225 stack = stack->above;
1252 } 1226 }
1253 } 1227 }
1254 } 1228 }
1255 } 1229 }
1256 1230
1257 free (map_mark);
1258
1259 if (numitems == 0) 1231 if (numitems == 0)
1260 { 1232 {
1261 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");
1262 free (items); 1234 free (items);
1263 return; 1235 return;
1264 } 1236 }
1265 1237
1266 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:");
1267 1241
1268 for (i = 0; i < numitems; i++) 1242 for (i = 0; i < numitems; i++)
1269 { 1243 {
1270 /* Collapse items of the same name together */ 1244 /* Collapse items of the same name together */
1271 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))
1280 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);
1281 free (items[i].item_sort); 1255 free (items[i].item_sort);
1282 free (items[i].item_real); 1256 free (items[i].item_real);
1283 } 1257 }
1284 } 1258 }
1259
1285 free (items); 1260 free (items);
1286} 1261}
1287 1262
1288/* elmex: this function checks whether the object is in a shop */ 1263/* elmex: this function checks whether the object is in a shop */
1289bool 1264bool
1297 1272
1298/* 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 */
1299bool 1274bool
1300is_in_shop (maptile *map, int x, int y) 1275is_in_shop (maptile *map, int x, int y)
1301{ 1276{
1302 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1277 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1303 if (floor->type == SHOP_FLOOR) 1278 if (floor->type == SHOP_FLOOR)
1304 return true; 1279 return true;
1305 1280
1306 return false; 1281 return false;
1307} 1282}

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