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 | |
43 | 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); |
44 | 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); |
45 | static double shop_specialisation_ratio (const object *item, const maptile *map); |
45 | static double shop_specialisation_ratio (const object *item, const maptile *map); |
46 | static double shop_greed (const maptile *map); |
46 | static double shop_greed (const maptile *map); |
47 | |
|
|
48 | #define NUM_COINS 4 /* number of coin types */ |
|
|
49 | static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL }; |
|
|
50 | |
47 | |
51 | /* 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 |
52 | * 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 |
53 | * 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. |
54 | * 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 |
… | |
… | |
130 | if (tmp->arch != NULL) |
127 | if (tmp->arch != NULL) |
131 | { |
128 | { |
132 | if (flag == F_BUY) |
129 | if (flag == F_BUY) |
133 | { |
130 | { |
134 | LOG (llevError, "Asking for buy-value of unidentified object.\n"); |
131 | LOG (llevError, "Asking for buy-value of unidentified object.\n"); |
135 | val = tmp->arch->clone.value * 50 * number; |
132 | val = tmp->arch->value * 50 * number; |
136 | } |
133 | } |
137 | else |
134 | else |
138 | { /* Trying to sell something, or get true value */ |
135 | { /* Trying to sell something, or get true value */ |
139 | if (tmp->type == POTION) |
136 | if (tmp->type == POTION) |
140 | val = number * 40; /* Don't want to give anything away */ |
137 | val = number * 40; /* Don't want to give anything away */ |
… | |
… | |
142 | { |
139 | { |
143 | /* 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 |
144 | * unknown objects |
141 | * unknown objects |
145 | */ |
142 | */ |
146 | if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
143 | if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
147 | val = number * tmp->arch->clone.value * 2 / 3; |
144 | val = number * tmp->arch->value * 2 / 3; |
148 | else |
145 | else |
149 | val = number * tmp->arch->clone.value / 3; |
146 | val = number * tmp->arch->value / 3; |
150 | } |
147 | } |
151 | } |
148 | } |
152 | } |
149 | } |
153 | else |
150 | else |
154 | { /* No archetype with this object */ |
151 | { /* No archetype with this object */ |
… | |
… | |
165 | |
162 | |
166 | /* 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 |
167 | * identified, AND the object is magical and the archetype is non |
164 | * identified, AND the object is magical and the archetype is non |
168 | * magical, then change values accordingly. The tmp->arch==NULL is |
165 | * magical, then change values accordingly. The tmp->arch==NULL is |
169 | * 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 |
170 | * tmp->arch->clone.magic for any magic. The check for archetype |
167 | * tmp->arch->magic for any magic. The check for archetype |
171 | * 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 |
172 | * default magical. This is because the archetype value should have |
169 | * default magical. This is because the archetype value should have |
173 | * already figured in that value. |
170 | * already figured in that value. |
174 | */ |
171 | */ |
175 | if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
172 | 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)) |
173 | QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) |
177 | { |
174 | { |
178 | if (tmp->magic > 0) |
175 | if (tmp->magic > 0) |
179 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
176 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
180 | else |
177 | else |
181 | /* Note that tmp->magic is negative, so that this |
178 | /* Note that tmp->magic is negative, so that this |
… | |
… | |
247 | * the rest will come from the level in bargaining skill |
244 | * the rest will come from the level in bargaining skill |
248 | */ |
245 | */ |
249 | const double cha_ratio = 0.40; |
246 | const double cha_ratio = 0.40; |
250 | |
247 | |
251 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
248 | 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.); |
249 | 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; |
250 | diff = .02 + (.80 - .02) * diff; |
256 | |
251 | |
257 | if (flag == F_BUY) |
252 | if (flag == F_BUY) |
258 | val += (val * diff); |
253 | val += val * diff; |
259 | else if (flag == F_SELL) |
254 | else if (flag == F_SELL) |
260 | val -= (val * diff); |
255 | val -= val * diff; |
261 | |
256 | |
262 | // now find a price range. the less good we can judge, the larger the range is |
257 | // 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 |
258 | // then the range is adjusted randomly around the correct value |
264 | if (approximate) |
259 | if (approximate) |
265 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
260 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
266 | } |
261 | } |
267 | |
262 | |
268 | /* I don't think this should really happen - if it does, it indicates and |
263 | /* I don't think this should really happen - if it does, it indicates and |
269 | * overflow of diff above. That shoudl only happen if |
264 | * overflow of diff above. That should only happen if |
270 | * we are selling objects - in that case, the person just |
265 | * we are selling objects - in that case, the person just |
271 | * gets no money. |
266 | * gets no money. |
272 | */ |
267 | */ |
273 | if ((sint64) val < 0) |
268 | if ((sint64) val < 0) |
274 | val = 0; |
269 | val = 0; |
… | |
… | |
302 | if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
297 | 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)); |
298 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
304 | else |
299 | else |
305 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
300 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
306 | } |
301 | } |
|
|
302 | |
307 | /* we will also have an extra 0-5% variation between shops of the same type |
303 | /* 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 |
304 | * for valuable items (below a value of 50 this effect wouldn't be very |
309 | * pointful, and could give fun with rounding. |
305 | * pointful, and could give fun with rounding. |
310 | */ |
306 | */ |
311 | if (who->map->path != NULL && val > 50) |
307 | //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))); |
308 | if (val > 50) |
|
|
309 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
313 | } |
310 | } |
|
|
311 | |
314 | return (sint64) val; |
312 | return (sint64) val; |
315 | } |
313 | } |
316 | |
314 | |
317 | /* Find the coin type that is worth more the 'c'. Starts at the |
315 | /* Find the coin type that is worth more the 'c'. Starts at the |
318 | * cointype placement. |
316 | * cointype placement. |
… | |
… | |
330 | coin = archetype::find (coins[*cointype]); |
328 | coin = archetype::find (coins[*cointype]); |
331 | if (coin == NULL) |
329 | if (coin == NULL) |
332 | return NULL; |
330 | return NULL; |
333 | *cointype += 1; |
331 | *cointype += 1; |
334 | } |
332 | } |
335 | while (coin->clone.value > c); |
333 | while (coin->value > c); |
336 | |
334 | |
337 | return coin; |
335 | return coin; |
338 | } |
336 | } |
339 | |
337 | |
340 | /* This returns a string of how much something is worth based on |
338 | /* This returns a string of how much something is worth based on |
… | |
… | |
356 | |
354 | |
357 | coin = find_next_coin (cost, &cointype); |
355 | coin = find_next_coin (cost, &cointype); |
358 | if (coin == NULL) |
356 | if (coin == NULL) |
359 | return "nothing"; |
357 | return "nothing"; |
360 | |
358 | |
361 | num = cost / coin->clone.value; |
359 | num = cost / coin->value; |
362 | /* so long as nrof is 32 bit, this is true. |
360 | /* so long as nrof is 32 bit, this is true. |
363 | * If it takes more coins than a person can possibly carry, this |
361 | * If it takes more coins than a person can possibly carry, this |
364 | * is basically true. |
362 | * is basically true. |
365 | */ |
363 | */ |
366 | if ((cost / coin->clone.value) > UINT32_MAX) |
364 | if ((cost / coin->value) > UINT32_MAX) |
367 | { |
365 | { |
368 | strcpy (buf, "an unimaginable sum of money"); |
366 | strcpy (buf, "an unimaginable sum of money"); |
369 | return buf; |
367 | return buf; |
370 | } |
368 | } |
371 | |
369 | |
372 | cost -= num * (sint64)coin->clone.value; |
370 | cost -= num * (sint64)coin->value; |
373 | |
371 | |
374 | sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
372 | sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
375 | |
373 | |
376 | next_coin = find_next_coin (cost, &cointype); |
374 | next_coin = find_next_coin (cost, &cointype); |
377 | if (next_coin == NULL || approx) |
375 | if (next_coin == NULL || approx) |
378 | return buf; |
376 | return buf; |
379 | |
377 | |
380 | coin = next_coin; |
378 | coin = next_coin; |
381 | num = cost / coin->clone.value; |
379 | num = cost / coin->value; |
382 | cost -= num * (sint64)coin->clone.value; |
380 | cost -= num * (sint64)coin->value; |
383 | |
381 | |
384 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
382 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
385 | |
383 | |
386 | return buf; |
384 | return buf; |
387 | } |
385 | } |
388 | |
386 | |
389 | const char * |
387 | const char * |
… | |
… | |
419 | archetype *coin = find_next_coin (real_value, &cointype); |
417 | archetype *coin = find_next_coin (real_value, &cointype); |
420 | |
418 | |
421 | if (coin == NULL) |
419 | if (coin == NULL) |
422 | return "nothing"; |
420 | return "nothing"; |
423 | |
421 | |
424 | num = real_value / coin->clone.value; |
422 | num = real_value / coin->value; |
425 | if (num == 1) |
423 | if (num == 1) |
426 | sprintf (buf, "about one %s", &coin->clone.name); |
424 | sprintf (buf, "about one %s", &coin->object::name); |
427 | else if (num < 5) |
425 | else if (num < 5) |
428 | sprintf (buf, "a few %s", &coin->clone.name_pl); |
426 | sprintf (buf, "a few %s", &coin->object::name_pl); |
429 | else if (num < 10) |
427 | else if (num < 10) |
430 | sprintf (buf, "several %s", &coin->clone.name_pl); |
428 | sprintf (buf, "several %s", &coin->object::name_pl); |
431 | else if (num < 25) |
429 | else if (num < 25) |
432 | sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); |
430 | sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
433 | else if (num < 100) |
431 | else if (num < 100) |
434 | sprintf (buf, "lots of %s", &coin->clone.name_pl); |
432 | sprintf (buf, "lots of %s", &coin->object::name_pl); |
435 | else if (num < 1000) |
433 | else if (num < 1000) |
436 | sprintf (buf, "a great many %s", &coin->clone.name_pl); |
434 | sprintf (buf, "a great many %s", &coin->object::name_pl); |
437 | else |
435 | else |
438 | sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); |
436 | sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); |
439 | return buf; |
437 | return buf; |
440 | } |
438 | } |
441 | } |
439 | } |
442 | } |
440 | } |
443 | |
441 | |
… | |
… | |
502 | |
500 | |
503 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
501 | 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"))) |
502 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
505 | pay_from_container (pl, pouch, to_pay); |
503 | pay_from_container (pl, pouch, to_pay); |
506 | |
504 | |
507 | fix_player (pl); |
505 | pl->update_stats (); |
508 | return 1; |
506 | return 1; |
509 | } |
507 | } |
510 | |
508 | |
511 | /* DAMN: This is now a wrapper for pay_from_container, which is |
509 | /* 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 |
510 | * called for the player, then for each active container that can hold |
… | |
… | |
539 | |
537 | |
540 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
538 | 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"))) |
539 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
542 | pay_from_container (pl, pouch, to_pay); |
540 | pay_from_container (pl, pouch, to_pay); |
543 | |
541 | |
544 | if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
542 | pl->update_stats (); |
545 | SET_FLAG (op, FLAG_WAS_WIZ); |
|
|
546 | |
543 | |
547 | fix_player (pl); |
|
|
548 | return 1; |
544 | return 1; |
549 | } |
545 | } |
550 | |
546 | |
551 | /* This pays for the item, and takes the proper amount of money off |
547 | /* This pays for the item, and takes the proper amount of money off |
552 | * the player. |
548 | * the player. |
… | |
… | |
581 | |
577 | |
582 | if (tmp->type == MONEY) |
578 | if (tmp->type == MONEY) |
583 | { |
579 | { |
584 | for (i = 0; i < NUM_COINS; i++) |
580 | for (i = 0; i < NUM_COINS; i++) |
585 | { |
581 | { |
586 | if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) |
582 | if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
587 | { |
583 | { |
588 | // This should not happen, but if it does, just merge the two. |
584 | // This should not happen, but if it does, just merge the two. |
589 | if (coin_objs [i]) |
585 | if (coin_objs [i]) |
590 | { |
586 | { |
591 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
587 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
… | |
… | |
607 | break; |
603 | break; |
608 | } |
604 | } |
609 | } |
605 | } |
610 | |
606 | |
611 | if (i == NUM_COINS) |
607 | if (i == NUM_COINS) |
612 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); |
608 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
613 | } |
609 | } |
614 | } |
610 | } |
615 | |
611 | |
616 | /* Fill in any gaps in the coin_objs array - needed to make change. */ |
612 | /* 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 */ |
613 | /* Note that the coin_objs array goes from least value to greatest value */ |
… | |
… | |
787 | { |
783 | { |
788 | int count = 0; |
784 | int count = 0; |
789 | archetype *at = 0; |
785 | archetype *at = 0; |
790 | object *pouch = 0, *tmp = 0; |
786 | object *pouch = 0, *tmp = 0; |
791 | |
787 | |
792 | for (count = 0; coins[count] != NULL; count++) |
788 | for (count = 0; coins[count]; count++) |
793 | { |
789 | { |
794 | at = archetype::find (coins[count]); |
790 | at = archetype::find (coins[count]); |
795 | |
791 | |
796 | if (at == NULL) |
792 | if (at == NULL) |
797 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
793 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
798 | else if ((amount / at->clone.value) > 0) |
794 | else if ((amount / at->value) > 0) |
799 | { |
795 | { |
800 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
796 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
801 | { |
797 | { |
802 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
798 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
803 | { |
799 | { |
804 | int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
800 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
805 | int n = amount / at->clone.value; |
801 | int n = amount / at->value; |
806 | |
802 | |
807 | if (w == 0) |
803 | if (w == 0) |
808 | w = 1; /* Prevent divide by zero */ |
804 | w = 1; /* Prevent divide by zero */ |
809 | |
805 | |
810 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
806 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
… | |
… | |
822 | esrv_send_item (pl, pl); |
818 | esrv_send_item (pl, pl); |
823 | } |
819 | } |
824 | } |
820 | } |
825 | } |
821 | } |
826 | |
822 | |
827 | if (amount / at->clone.value > 0) |
823 | if (amount / at->value > 0) |
828 | { |
824 | { |
829 | tmp = arch_to_object (at); |
825 | tmp = arch_to_object (at); |
830 | tmp->nrof = amount / tmp->value; |
826 | tmp->nrof = amount / tmp->value; |
831 | amount -= tmp->nrof * tmp->value; |
827 | amount -= tmp->nrof * tmp->value; |
832 | tmp = insert_ob_in_ob (tmp, pl); |
828 | tmp = insert_ob_in_ob (tmp, pl); |
… | |
… | |
910 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
906 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
911 | |
907 | |
912 | pay_player (pl, amount); |
908 | pay_player (pl, amount); |
913 | |
909 | |
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)); |
910 | 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)); |
|
|
911 | pl->play_sound (sound_find ("shop_sell")); |
915 | |
912 | |
916 | SET_FLAG (op, FLAG_UNPAID); |
913 | SET_FLAG (op, FLAG_UNPAID); |
917 | identify (op); |
914 | identify (op); |
918 | } |
915 | } |
919 | |
916 | |
920 | |
|
|
921 | /* returns a double that is the ratio of the price that a shop will offer for |
917 | /* 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, |
918 | * 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 |
919 | * returned value is between SPECIALISATION_EFFECT and 1. |
924 | * event is never less than 0.1 (calling functions divide by it) |
|
|
925 | */ |
920 | */ |
926 | static double |
921 | static double |
927 | shop_specialisation_ratio (const object *item, const maptile *map) |
922 | shop_specialisation_ratio (const object *item, const maptile *map) |
928 | { |
923 | { |
929 | shopitems *items = map->shopitems; |
924 | shopitems *items = map->shopitems; |
930 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
925 | double likedness = 0.; |
931 | int i; |
926 | int i; |
932 | |
927 | |
933 | if (item == NULL) |
928 | if (item == NULL) |
934 | { |
929 | { |
935 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
930 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
936 | return 0; |
931 | return 0; |
937 | } |
932 | } |
938 | |
933 | |
939 | if (!item->type) |
934 | if (!item->type) |
940 | { |
935 | { |
941 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
936 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
942 | /* |
937 | /* |
943 | * I'm not really sure what the /right/ thing to do here is, these types of |
938 | * 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.." |
939 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
945 | */ |
940 | */ |
946 | return ratio; |
941 | return SPECIALISATION_EFFECT; |
947 | } |
942 | } |
948 | |
943 | |
949 | if (map->shopitems) |
944 | if (map->shopitems) |
950 | { |
945 | { |
951 | for (i = 0; i < items[0].index; i++) |
946 | for (i = 0; i < items[0].index; i++) |
… | |
… | |
953 | likedness = items[i].strength / 100.0; |
948 | likedness = items[i].strength / 100.0; |
954 | } |
949 | } |
955 | |
950 | |
956 | if (likedness > 1.0) |
951 | if (likedness > 1.0) |
957 | { /* someone has been rather silly with the map headers. */ |
952 | { /* 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); |
953 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
959 | likedness = 1.0; |
954 | likedness = 1.0; |
960 | } |
955 | } |
961 | |
956 | |
962 | if (likedness < -1.0) |
957 | if (likedness < -1.0) |
963 | { |
958 | { |
964 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); |
959 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
965 | likedness = -1.0; |
960 | likedness = -1.0; |
966 | } |
961 | } |
967 | |
962 | |
968 | ratio = ratio + (1.0 - ratio) * likedness; |
963 | 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 | } |
964 | } |
975 | |
965 | |
976 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
966 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
977 | static double |
967 | static double |
978 | shop_greed (const maptile *map) |
968 | shop_greed (const maptile *map) |
979 | { |
969 | { |
980 | double greed = 1.0; |
|
|
981 | |
|
|
982 | if (map->shopgreed) |
|
|
983 | return map->shopgreed; |
970 | return map->shopgreed |
984 | return greed; |
971 | ? map->shopgreed |
|
|
972 | : 1.; |
985 | } |
973 | } |
986 | |
974 | |
987 | /* Returns a double based on how much the shopkeeper approves of the player. |
975 | /* 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. |
976 | * this is based on the race of the shopkeeper and that of the player. |
989 | */ |
977 | */ |
990 | double |
978 | double |
991 | shopkeeper_approval (const maptile *map, const object *player) |
979 | shopkeeper_approval (const maptile *map, const object *player) |
992 | { |
980 | { |
993 | double approval = 1.0; |
981 | return map->shoprace && player->race != map->shoprace |
994 | |
982 | ? DISLIKE_RATIO |
995 | if (map->shoprace) |
983 | : 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 | } |
984 | } |
1004 | |
985 | |
1005 | /* limit the value of items based on the wealth of the shop. If the item is close |
986 | /* 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 |
987 | * 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 |
988 | * below the minimum value the shop is prepared to trade in, then we don't |
… | |
… | |
1192 | } |
1173 | } |
1193 | SET_FLAG (tmp, FLAG_UNPAID); |
1174 | SET_FLAG (tmp, FLAG_UNPAID); |
1194 | } |
1175 | } |
1195 | |
1176 | |
1196 | void |
1177 | void |
1197 | shop_listing (object *op) |
1178 | shop_listing (object *sign, object *op) |
1198 | { |
1179 | { |
1199 | int i, j, numitems = 0, numallocated = 0, nx, ny; |
1180 | int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; |
1200 | char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); |
1181 | const char *shop_coords = get_ob_key_value (sign, "shop_coords"); |
1201 | object *stack; |
1182 | object *stack; |
1202 | shopinv *items; |
1183 | shopinv *items; |
1203 | |
1184 | |
1204 | /* Should never happen, but just in case a monster does apply a sign */ |
1185 | /* Should never happen, but just in case a monster does apply a sign */ |
1205 | if (op->type != PLAYER) |
1186 | if (op->type != PLAYER) |
1206 | return; |
1187 | return; |
1207 | |
1188 | |
1208 | new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1189 | if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
|
|
1190 | { |
|
|
1191 | x1 = 0; |
|
|
1192 | y1 = 0; |
|
|
1193 | x2 = op->map->width - 1; |
|
|
1194 | y2 = op->map->height - 1; |
|
|
1195 | } |
1209 | |
1196 | |
1210 | magic_mapping_mark (op, map_mark, 3); |
|
|
1211 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1197 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1212 | numallocated = 40; |
1198 | numallocated = 40; |
1213 | |
1199 | |
1214 | /* Find all the appropriate items */ |
1200 | /* Find all the appropriate items */ |
1215 | for (i = 0; i < MAP_WIDTH (op->map); i++) |
1201 | for (i = x1; i <= x2; i++) |
1216 | { |
1202 | { |
1217 | for (j = 0; j < MAP_HEIGHT (op->map); j++) |
1203 | for (j = y1; j < y2; j++) |
1218 | { |
|
|
1219 | /* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
|
|
1220 | * |
1204 | { |
1221 | */ |
1205 | 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 | { |
1206 | { |
1230 | stack = GET_MAP_OB (op->map, i, j); |
1207 | stack = GET_MAP_OB (op->map, i, j); |
1231 | |
1208 | |
1232 | while (stack) |
1209 | while (stack) |
1233 | { |
1210 | { |
… | |
… | |
1236 | if (numitems == numallocated) |
1213 | if (numitems == numallocated) |
1237 | { |
1214 | { |
1238 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1215 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1239 | numallocated += 10; |
1216 | numallocated += 10; |
1240 | } |
1217 | } |
|
|
1218 | |
1241 | add_shop_item (stack, items, &numitems, &numallocated); |
1219 | add_shop_item (stack, items, &numitems, &numallocated); |
1242 | } |
1220 | } |
|
|
1221 | |
1243 | stack = stack->above; |
1222 | stack = stack->above; |
1244 | } |
1223 | } |
1245 | } |
1224 | } |
1246 | } |
1225 | } |
1247 | } |
1226 | } |
1248 | |
1227 | |
1249 | free (map_mark); |
|
|
1250 | |
|
|
1251 | if (numitems == 0) |
1228 | if (numitems == 0) |
1252 | { |
1229 | { |
1253 | new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1230 | new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1254 | free (items); |
1231 | free (items); |
1255 | return; |
1232 | return; |
1256 | } |
1233 | } |
1257 | |
1234 | |
1258 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1235 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
|
|
1236 | |
|
|
1237 | new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1259 | |
1238 | |
1260 | for (i = 0; i < numitems; i++) |
1239 | for (i = 0; i < numitems; i++) |
1261 | { |
1240 | { |
1262 | /* Collapse items of the same name together */ |
1241 | /* Collapse items of the same name together */ |
1263 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1242 | 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); |
1251 | 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); |
1252 | free (items[i].item_sort); |
1274 | free (items[i].item_real); |
1253 | free (items[i].item_real); |
1275 | } |
1254 | } |
1276 | } |
1255 | } |
|
|
1256 | |
1277 | free (items); |
1257 | free (items); |
1278 | } |
1258 | } |
1279 | |
1259 | |
1280 | /* elmex: this function checks whether the object is in a shop */ |
1260 | /* elmex: this function checks whether the object is in a shop */ |
1281 | bool |
1261 | bool |
… | |
… | |
1285 | return false; |
1265 | return false; |
1286 | |
1266 | |
1287 | return is_in_shop (o->map, o->x, o->y); |
1267 | return is_in_shop (o->map, o->x, o->y); |
1288 | } |
1268 | } |
1289 | |
1269 | |
1290 | /* elmex: this function checks whether we are in a shop or not */ |
1270 | /* elmex: this function checks whether we are in a shop or not |
|
|
1271 | - change 2007-11-26: enhanced the O(n) case by stopping at the first |
|
|
1272 | floor tile. this possibly will make map bugs where shopfloors are above |
|
|
1273 | floors more obvious. |
|
|
1274 | */ |
|
|
1275 | |
1291 | bool |
1276 | bool |
1292 | is_in_shop (maptile *map, int x, int y) |
1277 | is_in_shop (maptile *map, int x, int y) |
1293 | { |
1278 | { |
1294 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
1279 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
|
|
1280 | if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) |
1295 | if (floor->type == SHOP_FLOOR) |
1281 | return floor->type == SHOP_FLOOR; |
1296 | return true; |
|
|
1297 | |
|
|
1298 | return false; |
1282 | return false; |
1299 | } |
1283 | } |
|
|
1284 | |