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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.25 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.46 by root, Wed Apr 9 14:36:47 2008 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);
47
48#define NUM_COINS 4 /* number of coin types */
49static 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
389const char * 387const 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 */
926static double 921static double
927shop_specialisation_ratio (const object *item, const maptile *map) 922shop_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. */
977static double 967static double
978shop_greed (const maptile *map) 968shop_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 */
990double 978double
991shopkeeper_approval (const maptile *map, const object *player) 979shopkeeper_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
1196void 1177void
1197shop_listing (object *op) 1178shop_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 */
1281bool 1261bool
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
1291bool 1276bool
1292is_in_shop (maptile *map, int x, int y) 1277is_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

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