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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.30 by root, Wed Jan 10 19:52:43 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <skills.h> 26#include <skills.h>
28#include <living.h> 27#include <living.h>
34 * 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
35 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
36 * 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,
37 * (though not useful) effects. 36 * (though not useful) effects.
38 */ 37 */
39#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
40 39
41/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
42#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
43 42
44static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
45static 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);
46static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
47static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
48
49#define NUM_COINS 4 /* number of coin types */
50static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
51 47
52/* 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
53 * 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
54 * 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.
55 * 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
131 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
132 { 128 {
133 if (flag == F_BUY) 129 if (flag == F_BUY)
134 { 130 {
135 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError, "Asking for buy-value of unidentified object.\n");
136 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
137 } 133 }
138 else 134 else
139 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
140 if (tmp->type == POTION) 136 if (tmp->type == POTION)
141 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
143 { 139 {
144 /* 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
145 * unknown objects 141 * unknown objects
146 */ 142 */
147 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
148 val = number * tmp->arch->clone.value * 2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
149 else 145 else
150 val = number * tmp->arch->clone.value / 3; 146 val = number * tmp->arch->value / 3;
151 } 147 }
152 } 148 }
153 } 149 }
154 else 150 else
155 { /* No archetype with this object */ 151 { /* No archetype with this object */
166 162
167 /* 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
168 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
169 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
170 * 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
171 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
172 * 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
173 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
174 * already figured in that value. 170 * already figured in that value.
175 */ 171 */
176 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
177 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))
178 { 174 {
179 if (tmp->magic > 0) 175 if (tmp->magic > 0)
180 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
181 else 177 else
182 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
248 * the rest will come from the level in bargaining skill 244 * the rest will come from the level in bargaining skill
249 */ 245 */
250 const double cha_ratio = 0.40; 246 const double cha_ratio = 0.40;
251 247
252 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);
253
254 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.);
255
256 diff = .02 + (.80 - .02) * diff; 250 diff = .02 + (.80 - .02) * diff;
257 251
258 if (flag == F_BUY) 252 if (flag == F_BUY)
259 val += (val * diff); 253 val += val * diff;
260 else if (flag == F_SELL) 254 else if (flag == F_SELL)
261 val -= (val * diff); 255 val -= val * diff;
262 256
263 // 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
264 // then the range is adjusted randomly around the correct value 258 // then the range is adjusted randomly around the correct value
265 if (approximate) 259 if (approximate)
266 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 260 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
267 } 261 }
268 262
269 /* 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
270 * overflow of diff above. That shoudl only happen if 264 * overflow of diff above. That should only happen if
271 * we are selling objects - in that case, the person just 265 * we are selling objects - in that case, the person just
272 * gets no money. 266 * gets no money.
273 */ 267 */
274 if ((sint64) val < 0) 268 if ((sint64) val < 0)
275 val = 0; 269 val = 0;
303 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 297 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
304 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));
305 else 299 else
306 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)));
307 } 301 }
302
308 /* 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
309 * 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
310 * pointful, and could give fun with rounding. 305 * pointful, and could give fun with rounding.
311 */ 306 */
312 if (who->map->path != NULL && val > 50) 307 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
313 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));
314 } 310 }
311
315 return (sint64) val; 312 return (sint64) val;
316} 313}
317 314
318/* 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
319 * cointype placement. 316 * cointype placement.
331 coin = archetype::find (coins[*cointype]); 328 coin = archetype::find (coins[*cointype]);
332 if (coin == NULL) 329 if (coin == NULL)
333 return NULL; 330 return NULL;
334 *cointype += 1; 331 *cointype += 1;
335 } 332 }
336 while (coin->clone.value > c); 333 while (coin->value > c);
337 334
338 return coin; 335 return coin;
339} 336}
340 337
341/* 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
357 354
358 coin = find_next_coin (cost, &cointype); 355 coin = find_next_coin (cost, &cointype);
359 if (coin == NULL) 356 if (coin == NULL)
360 return "nothing"; 357 return "nothing";
361 358
362 num = cost / coin->clone.value; 359 num = cost / coin->value;
363 /* so long as nrof is 32 bit, this is true. 360 /* so long as nrof is 32 bit, this is true.
364 * 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
365 * is basically true. 362 * is basically true.
366 */ 363 */
367 if ((cost / coin->clone.value) > UINT32_MAX) 364 if ((cost / coin->value) > UINT32_MAX)
368 { 365 {
369 strcpy (buf, "an unimaginable sum of money"); 366 strcpy (buf, "an unimaginable sum of money");
370 return buf; 367 return buf;
371 } 368 }
372 369
373 cost -= num * (sint64)coin->clone.value; 370 cost -= num * (sint64)coin->value;
374 371
375 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);
376 373
377 next_coin = find_next_coin (cost, &cointype); 374 next_coin = find_next_coin (cost, &cointype);
378 if (next_coin == NULL || approx) 375 if (next_coin == NULL || approx)
379 return buf; 376 return buf;
380 377
381 coin = next_coin; 378 coin = next_coin;
382 num = cost / coin->clone.value; 379 num = cost / coin->value;
383 cost -= num * (sint64)coin->clone.value; 380 cost -= num * (sint64)coin->value;
384 381
385 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);
386 383
387 return buf; 384 return buf;
388} 385}
389 386
390const char * 387const char *
420 archetype *coin = find_next_coin (real_value, &cointype); 417 archetype *coin = find_next_coin (real_value, &cointype);
421 418
422 if (coin == NULL) 419 if (coin == NULL)
423 return "nothing"; 420 return "nothing";
424 421
425 num = real_value / coin->clone.value; 422 num = real_value / coin->value;
426 if (num == 1) 423 if (num == 1)
427 sprintf (buf, "about one %s", &coin->clone.name); 424 sprintf (buf, "about one %s", &coin->object::name);
428 else if (num < 5) 425 else if (num < 5)
429 sprintf (buf, "a few %s", &coin->clone.name_pl); 426 sprintf (buf, "a few %s", &coin->object::name_pl);
430 else if (num < 10) 427 else if (num < 10)
431 sprintf (buf, "several %s", &coin->clone.name_pl); 428 sprintf (buf, "several %s", &coin->object::name_pl);
432 else if (num < 25) 429 else if (num < 25)
433 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 430 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
434 else if (num < 100) 431 else if (num < 100)
435 sprintf (buf, "lots of %s", &coin->clone.name_pl); 432 sprintf (buf, "lots of %s", &coin->object::name_pl);
436 else if (num < 1000) 433 else if (num < 1000)
437 sprintf (buf, "a great many %s", &coin->clone.name_pl); 434 sprintf (buf, "a great many %s", &coin->object::name_pl);
438 else 435 else
439 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 436 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
440 return buf; 437 return buf;
441 } 438 }
442 } 439 }
443 } 440 }
444 441
540 537
541 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 538 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
542 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")))
543 pay_from_container (pl, pouch, to_pay); 540 pay_from_container (pl, pouch, to_pay);
544 541
545 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
546 SET_FLAG (op, FLAG_WAS_WIZ);
547
548 pl->update_stats (); 542 pl->update_stats ();
543
549 return 1; 544 return 1;
550} 545}
551 546
552/* 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
553 * the player. 548 * the player.
582 577
583 if (tmp->type == MONEY) 578 if (tmp->type == MONEY)
584 { 579 {
585 for (i = 0; i < NUM_COINS; i++) 580 for (i = 0; i < NUM_COINS; i++)
586 { 581 {
587 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))
588 { 583 {
589 // 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.
590 if (coin_objs [i]) 585 if (coin_objs [i])
591 { 586 {
592 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]);
608 break; 603 break;
609 } 604 }
610 } 605 }
611 606
612 if (i == NUM_COINS) 607 if (i == NUM_COINS)
613 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);
614 } 609 }
615 } 610 }
616 611
617 /* 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. */
618 /* 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 */
788{ 783{
789 int count = 0; 784 int count = 0;
790 archetype *at = 0; 785 archetype *at = 0;
791 object *pouch = 0, *tmp = 0; 786 object *pouch = 0, *tmp = 0;
792 787
793 for (count = 0; coins[count] != NULL; count++) 788 for (count = 0; coins[count]; count++)
794 { 789 {
795 at = archetype::find (coins[count]); 790 at = archetype::find (coins[count]);
796 791
797 if (at == NULL) 792 if (at == NULL)
798 LOG (llevError, "Could not find %s archetype\n", coins[count]); 793 LOG (llevError, "Could not find %s archetype\n", coins[count]);
799 else if ((amount / at->clone.value) > 0) 794 else if ((amount / at->value) > 0)
800 { 795 {
801 for (pouch = pl->inv; pouch; pouch = pouch->below) 796 for (pouch = pl->inv; pouch; pouch = pouch->below)
802 { 797 {
803 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"))
804 { 799 {
805 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 800 int w = at->weight * (100 - pouch->stats.Str) / 100;
806 int n = amount / at->clone.value; 801 int n = amount / at->value;
807 802
808 if (w == 0) 803 if (w == 0)
809 w = 1; /* Prevent divide by zero */ 804 w = 1; /* Prevent divide by zero */
810 805
811 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))
823 esrv_send_item (pl, pl); 818 esrv_send_item (pl, pl);
824 } 819 }
825 } 820 }
826 } 821 }
827 822
828 if (amount / at->clone.value > 0) 823 if (amount / at->value > 0)
829 { 824 {
830 tmp = arch_to_object (at); 825 tmp = arch_to_object (at);
831 tmp->nrof = amount / tmp->value; 826 tmp->nrof = amount / tmp->value;
832 amount -= tmp->nrof * tmp->value; 827 amount -= tmp->nrof * tmp->value;
833 tmp = insert_ob_in_ob (tmp, pl); 828 tmp = insert_ob_in_ob (tmp, pl);
911 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 906 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
912 907
913 pay_player (pl, amount); 908 pay_player (pl, amount);
914 909
915 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"));
916 912
917 SET_FLAG (op, FLAG_UNPAID); 913 SET_FLAG (op, FLAG_UNPAID);
918 identify (op); 914 identify (op);
919} 915}
920 916
921
922/* 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
923 * 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,
924 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 919 * returned value is between SPECIALISATION_EFFECT and 1.
925 * event is never less than 0.1 (calling functions divide by it)
926 */ 920 */
927static double 921static double
928shop_specialisation_ratio (const object *item, const maptile *map) 922shop_specialisation_ratio (const object *item, const maptile *map)
929{ 923{
930 shopitems *items = map->shopitems; 924 shopitems *items = map->shopitems;
931 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 925 double likedness = 0.;
932 int i; 926 int i;
933 927
934 if (item == NULL) 928 if (item == NULL)
935 { 929 {
936 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);
942 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");
943 /* 937 /*
944 * 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
945 * 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.."
946 */ 940 */
947 return ratio; 941 return SPECIALISATION_EFFECT;
948 } 942 }
949 943
950 if (map->shopitems) 944 if (map->shopitems)
951 { 945 {
952 for (i = 0; i < items[0].index; i++) 946 for (i = 0; i < items[0].index; i++)
964 { 958 {
965 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);
966 likedness = -1.0; 960 likedness = -1.0;
967 } 961 }
968 962
969 ratio = ratio + (1.0 - ratio) * likedness; 963 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
970
971 if (ratio <= 0.1)
972 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
973
974 return ratio;
975} 964}
976 965
977/*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. */
978static double 967static double
979shop_greed (const maptile *map) 968shop_greed (const maptile *map)
980{ 969{
981 double greed = 1.0;
982
983 if (map->shopgreed)
984 return map->shopgreed; 970 return map->shopgreed
985 return greed; 971 ? map->shopgreed
972 : 1.;
986} 973}
987 974
988/* 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.
989 * 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.
990 */ 977 */
991double 978double
992shopkeeper_approval (const maptile *map, const object *player) 979shopkeeper_approval (const maptile *map, const object *player)
993{ 980{
994 double approval = 1.0; 981 return map->shoprace && player->race != map->shoprace
995 982 ? DISLIKE_RATIO
996 if (map->shoprace) 983 : 1.;
997 {
998 approval = NEUTRAL_RATIO;
999 if (player->race && !strcmp (player->race, map->shoprace))
1000 approval = 1.0;
1001 }
1002
1003 return approval;
1004} 984}
1005 985
1006/* 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
1007 * 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
1008 * 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
1193 } 1173 }
1194 SET_FLAG (tmp, FLAG_UNPAID); 1174 SET_FLAG (tmp, FLAG_UNPAID);
1195} 1175}
1196 1176
1197void 1177void
1198shop_listing (object *op) 1178shop_listing (object *sign, object *op)
1199{ 1179{
1200 int i, j, numitems = 0, numallocated = 0, nx, ny; 1180 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1201 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1181 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1202 object *stack; 1182 object *stack;
1203 shopinv *items; 1183 shopinv *items;
1204 1184
1205 /* 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 */
1206 if (op->type != PLAYER) 1186 if (op->type != PLAYER)
1207 return; 1187 return;
1208 1188
1209 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 }
1210 1196
1211 magic_mapping_mark (op, map_mark, 3);
1212 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1197 items = (shopinv *) malloc (40 * sizeof (shopinv));
1213 numallocated = 40; 1198 numallocated = 40;
1214 1199
1215 /* Find all the appropriate items */ 1200 /* Find all the appropriate items */
1216 for (i = 0; i < op->map->width; i++) 1201 for (i = x1; i <= x2; i++)
1217 { 1202 {
1218 for (j = 0; j < op->map->height; j++) 1203 for (j = y1; j < y2; j++)
1219 { 1204 {
1220 // magic map code now centers the map on the object at MAGIC_MAP_HALF. 1205 if (is_in_shop (op->map, i, j))
1221 nx = i - op->x + MAGIC_MAP_HALF;
1222 ny = j - op->y + MAGIC_MAP_HALF;
1223 /* unlikely, but really big shops could run into this issue */
1224 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1225 continue;
1226
1227 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1228 { 1206 {
1229 stack = GET_MAP_OB (op->map, i, j); 1207 stack = GET_MAP_OB (op->map, i, j);
1230 1208
1231 while (stack) 1209 while (stack)
1232 { 1210 {
1245 } 1223 }
1246 } 1224 }
1247 } 1225 }
1248 } 1226 }
1249 1227
1250 free (map_mark);
1251
1252 if (numitems == 0) 1228 if (numitems == 0)
1253 { 1229 {
1254 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");
1255 free (items); 1231 free (items);
1256 return; 1232 return;
1257 } 1233 }
1258 1234
1259 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:");
1260 1238
1261 for (i = 0; i < numitems; i++) 1239 for (i = 0; i < numitems; i++)
1262 { 1240 {
1263 /* Collapse items of the same name together */ 1241 /* Collapse items of the same name together */
1264 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))
1287 return false; 1265 return false;
1288 1266
1289 return is_in_shop (o->map, o->x, o->y); 1267 return is_in_shop (o->map, o->x, o->y);
1290} 1268}
1291 1269
1292/* 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
1293bool 1276bool
1294is_in_shop (maptile *map, int x, int y) 1277is_in_shop (maptile *map, int x, int y)
1295{ 1278{
1296 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))
1297 if (floor->type == SHOP_FLOOR) 1281 return floor->type == SHOP_FLOOR;
1298 return true;
1299
1300 return false; 1282 return false;
1301} 1283}
1284

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