1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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> |
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… | |
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 .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 }; |
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|
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 |
… | |
… | |
786 | { |
783 | { |
787 | int count = 0; |
784 | int count = 0; |
788 | archetype *at = 0; |
785 | archetype *at = 0; |
789 | object *pouch = 0, *tmp = 0; |
786 | object *pouch = 0, *tmp = 0; |
790 | |
787 | |
791 | for (count = 0; coins[count] != NULL; count++) |
788 | for (count = 0; coins[count]; count++) |
792 | { |
789 | { |
793 | at = archetype::find (coins[count]); |
790 | at = archetype::find (coins[count]); |
794 | |
791 | |
795 | if (at == NULL) |
792 | if (at == NULL) |
796 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
793 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
… | |
… | |
909 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
906 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
910 | |
907 | |
911 | pay_player (pl, amount); |
908 | pay_player (pl, amount); |
912 | |
909 | |
913 | 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)); |
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|
911 | pl->play_sound (sound_find ("shop_sell")); |
914 | |
912 | |
915 | SET_FLAG (op, FLAG_UNPAID); |
913 | SET_FLAG (op, FLAG_UNPAID); |
916 | identify (op); |
914 | identify (op); |
917 | } |
915 | } |
918 | |
|
|
919 | |
916 | |
920 | /* 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 |
921 | * 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, |
922 | * returned value is between SPECIALISATION_EFFECT and 1. |
919 | * returned value is between SPECIALISATION_EFFECT and 1. |
923 | */ |
920 | */ |
… | |
… | |
968 | |
965 | |
969 | /*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. */ |
970 | static double |
967 | static double |
971 | shop_greed (const maptile *map) |
968 | shop_greed (const maptile *map) |
972 | { |
969 | { |
973 | double greed = 1.0; |
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|
974 | |
|
|
975 | if (map->shopgreed) |
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|
976 | return map->shopgreed; |
970 | return map->shopgreed |
977 | return greed; |
971 | ? map->shopgreed |
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|
972 | : 1.; |
978 | } |
973 | } |
979 | |
974 | |
980 | /* 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. |
981 | * 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. |
982 | */ |
977 | */ |
983 | double |
978 | double |
984 | shopkeeper_approval (const maptile *map, const object *player) |
979 | shopkeeper_approval (const maptile *map, const object *player) |
985 | { |
980 | { |
986 | double approval = 1.0; |
981 | return map->shoprace && player->race != map->shoprace |
987 | |
982 | ? DISLIKE_RATIO |
988 | if (map->shoprace) |
983 | : 1.; |
989 | { |
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|
990 | approval = NEUTRAL_RATIO; |
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|
991 | if (player->race && !strcmp (player->race, map->shoprace)) |
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|
992 | approval = 1.0; |
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|
993 | } |
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994 | |
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|
995 | return approval; |
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|
996 | } |
984 | } |
997 | |
985 | |
998 | /* 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 |
999 | * 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 |
1000 | * 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 |
… | |
… | |
1277 | return false; |
1265 | return false; |
1278 | |
1266 | |
1279 | return is_in_shop (o->map, o->x, o->y); |
1267 | return is_in_shop (o->map, o->x, o->y); |
1280 | } |
1268 | } |
1281 | |
1269 | |
1282 | /* 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 |
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|
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 |
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|
1273 | floors more obvious. |
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|
1274 | */ |
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|
1275 | |
1283 | bool |
1276 | bool |
1284 | is_in_shop (maptile *map, int x, int y) |
1277 | is_in_shop (maptile *map, int x, int y) |
1285 | { |
1278 | { |
1286 | 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)) |
1287 | if (floor->type == SHOP_FLOOR) |
1281 | return floor->type == SHOP_FLOOR; |
1288 | return true; |
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|
1289 | |
|
|
1290 | return false; |
1282 | return false; |
1291 | } |
1283 | } |
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|
1284 | |