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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.20 by pippijn, Mon Dec 11 19:46:47 2006 UTC vs.
Revision 1.47 by root, Sun Apr 13 01:34:09 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>
28#include <newclient.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <math.h> 29#include <math.h>
33 30
34/* this is a measure of how effective store specialisation is. A general store 31/* this is a measure of how effective store specialisation is. A general store
35 * will offer this proportion of the 'maximum' price, a specialised store will 32 * will offer this proportion of the 'maximum' price, a specialised store will
36 * offer a range of prices around it such that the maximum price is always one 33 * offer a range of prices around it such that the maximum price is always one
37 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
38 * setting this value above 1 or to a negative value would have interesting, 35 * setting this value above 1 or to a negative value would have interesting,
39 * (though not useful) effects. 36 * (though not useful) effects.
40 */ 37 */
41#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
42 39
43/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
44#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
45 42
46static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
47static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
48static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
49static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
50
51#define NUM_COINS 4 /* number of coin types */
52static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
53 47
54/* 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
55 * 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
56 * 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.
57 * 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
133 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
134 { 128 {
135 if (flag == F_BUY) 129 if (flag == F_BUY)
136 { 130 {
137 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError, "Asking for buy-value of unidentified object.\n");
138 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
139 } 133 }
140 else 134 else
141 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
142 if (tmp->type == POTION) 136 if (tmp->type == POTION)
143 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
145 { 139 {
146 /* 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
147 * unknown objects 141 * unknown objects
148 */ 142 */
149 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
150 val = number * tmp->arch->clone.value * 2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
151 else 145 else
152 val = number * tmp->arch->clone.value / 3; 146 val = number * tmp->arch->value / 3;
153 } 147 }
154 } 148 }
155 } 149 }
156 else 150 else
157 { /* No archetype with this object */ 151 { /* No archetype with this object */
168 162
169 /* 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
170 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
171 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
172 * 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
173 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
174 * 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
175 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
176 * already figured in that value. 170 * already figured in that value.
177 */ 171 */
178 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
179 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
180 { 174 {
181 if (tmp->magic > 0) 175 if (tmp->magic > 0)
182 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
183 else 177 else
184 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
250 * the rest will come from the level in bargaining skill 244 * the rest will come from the level in bargaining skill
251 */ 245 */
252 const double cha_ratio = 0.40; 246 const double cha_ratio = 0.40;
253 247
254 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);
255
256 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.);
257
258 diff = .02 + (.80 - .02) * diff; 250 diff = .02 + (.80 - .02) * diff;
259 251
260 if (flag == F_BUY) 252 if (flag == F_BUY)
261 val += (val * diff); 253 val += val * diff;
262 else if (flag == F_SELL) 254 else if (flag == F_SELL)
263 val -= (val * diff); 255 val -= val * diff;
264 256
265 // 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
266 // then the range is adjusted randomly around the correct value 258 // then the range is adjusted randomly around the correct value
267 if (approximate) 259 if (approximate)
268 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 260 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
269 } 261 }
270 262
271 /* 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
272 * overflow of diff above. That shoudl only happen if 264 * overflow of diff above. That should only happen if
273 * we are selling objects - in that case, the person just 265 * we are selling objects - in that case, the person just
274 * gets no money. 266 * gets no money.
275 */ 267 */
276 if ((sint64) val < 0) 268 if ((sint64) val < 0)
277 val = 0; 269 val = 0;
305 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 297 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
306 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 298 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
307 else 299 else
308 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)));
309 } 301 }
302
310 /* 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
311 * 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
312 * pointful, and could give fun with rounding. 305 * pointful, and could give fun with rounding.
313 */ 306 */
314 if (who->map->path != NULL && val > 50) 307 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
315 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 308 if (val > 50)
309 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
316 } 310 }
311
317 return (sint64) val; 312 return (sint64) val;
318} 313}
319 314
320/* 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
321 * cointype placement. 316 * cointype placement.
333 coin = archetype::find (coins[*cointype]); 328 coin = archetype::find (coins[*cointype]);
334 if (coin == NULL) 329 if (coin == NULL)
335 return NULL; 330 return NULL;
336 *cointype += 1; 331 *cointype += 1;
337 } 332 }
338 while (coin->clone.value > c); 333 while (coin->value > c);
339 334
340 return coin; 335 return coin;
341} 336}
342 337
343/* 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
359 354
360 coin = find_next_coin (cost, &cointype); 355 coin = find_next_coin (cost, &cointype);
361 if (coin == NULL) 356 if (coin == NULL)
362 return "nothing"; 357 return "nothing";
363 358
364 num = cost / coin->clone.value; 359 num = cost / coin->value;
365 /* so long as nrof is 32 bit, this is true. 360 /* so long as nrof is 32 bit, this is true.
366 * 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
367 * is basically true. 362 * is basically true.
368 */ 363 */
369 if ((cost / coin->clone.value) > UINT32_MAX) 364 if ((cost / coin->value) > UINT32_MAX)
370 { 365 {
371 strcpy (buf, "an unimaginable sum of money"); 366 strcpy (buf, "an unimaginable sum of money");
372 return buf; 367 return buf;
373 } 368 }
374 369
375 cost -= num * (sint64)coin->clone.value; 370 cost -= num * (sint64)coin->value;
376 371
377 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);
378 373
379 next_coin = find_next_coin (cost, &cointype); 374 next_coin = find_next_coin (cost, &cointype);
380 if (next_coin == NULL || approx) 375 if (next_coin == NULL || approx)
381 return buf; 376 return buf;
382 377
383 coin = next_coin; 378 coin = next_coin;
384 num = cost / coin->clone.value; 379 num = cost / coin->value;
385 cost -= num * (sint64)coin->clone.value; 380 cost -= num * (sint64)coin->value;
386 381
387 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);
388 383
389 return buf; 384 return buf;
390} 385}
391 386
392const char * 387const char *
422 archetype *coin = find_next_coin (real_value, &cointype); 417 archetype *coin = find_next_coin (real_value, &cointype);
423 418
424 if (coin == NULL) 419 if (coin == NULL)
425 return "nothing"; 420 return "nothing";
426 421
427 num = real_value / coin->clone.value; 422 num = real_value / coin->value;
428 if (num == 1) 423 if (num == 1)
429 sprintf (buf, "about one %s", &coin->clone.name); 424 sprintf (buf, "about one %s", &coin->object::name);
430 else if (num < 5) 425 else if (num < 5)
431 sprintf (buf, "a few %s", &coin->clone.name_pl); 426 sprintf (buf, "a few %s", &coin->object::name_pl);
432 else if (num < 10) 427 else if (num < 10)
433 sprintf (buf, "several %s", &coin->clone.name_pl); 428 sprintf (buf, "several %s", &coin->object::name_pl);
434 else if (num < 25) 429 else if (num < 25)
435 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 430 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
436 else if (num < 100) 431 else if (num < 100)
437 sprintf (buf, "lots of %s", &coin->clone.name_pl); 432 sprintf (buf, "lots of %s", &coin->object::name_pl);
438 else if (num < 1000) 433 else if (num < 1000)
439 sprintf (buf, "a great many %s", &coin->clone.name_pl); 434 sprintf (buf, "a great many %s", &coin->object::name_pl);
440 else 435 else
441 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 436 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
442 return buf; 437 return buf;
443 } 438 }
444 } 439 }
445 } 440 }
446 441
505 500
506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 501 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
507 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 502 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
508 pay_from_container (pl, pouch, to_pay); 503 pay_from_container (pl, pouch, to_pay);
509 504
510 fix_player (pl); 505 pl->update_stats ();
511 return 1; 506 return 1;
512} 507}
513 508
514/* 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
515 * 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
542 537
543 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 538 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
544 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 539 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
545 pay_from_container (pl, pouch, to_pay); 540 pay_from_container (pl, pouch, to_pay);
546 541
547 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 542 pl->update_stats ();
548 SET_FLAG (op, FLAG_WAS_WIZ);
549 543
550 fix_player (pl);
551 return 1; 544 return 1;
552} 545}
553 546
554/* 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
555 * the player. 548 * the player.
584 577
585 if (tmp->type == MONEY) 578 if (tmp->type == MONEY)
586 { 579 {
587 for (i = 0; i < NUM_COINS; i++) 580 for (i = 0; i < NUM_COINS; i++)
588 { 581 {
589 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))
590 { 583 {
591 // 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.
592 if (coin_objs [i]) 585 if (coin_objs [i])
593 { 586 {
594 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]);
595 remove_ob (tmp); 588 tmp->remove ();
596 coin_objs[i]->nrof += tmp->nrof; 589 coin_objs[i]->nrof += tmp->nrof;
597 esrv_del_item (pl->contr, tmp->count); 590 esrv_del_item (pl->contr, tmp->count);
598 free_object (tmp); 591 tmp->destroy ();
599 } 592 }
600 else 593 else
601 { 594 {
602 remove_ob (tmp); 595 tmp->remove ();
603 596
604 if (pouch->type == PLAYER) 597 if (pouch->type == PLAYER)
605 esrv_del_item (pl->contr, tmp->count); 598 esrv_del_item (pl->contr, tmp->count);
606 599
607 coin_objs[i] = tmp; 600 coin_objs[i] = tmp;
610 break; 603 break;
611 } 604 }
612 } 605 }
613 606
614 if (i == NUM_COINS) 607 if (i == NUM_COINS)
615 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);
616 } 609 }
617 } 610 }
618 611
619 /* 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. */
620 /* 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 */
666 659
667 if (pl->type != PLAYER) 660 if (pl->type != PLAYER)
668 esrv_send_item (pl, pl); 661 esrv_send_item (pl, pl);
669 } 662 }
670 else 663 else
671 free_object (coin_objs[i]); 664 coin_objs[i]->destroy ();
672 } 665 }
673} 666}
674 667
675/* Checks all unpaid items in op's inventory, adds up all the money they 668/* Checks all unpaid items in op's inventory, adds up all the money they
676 * have, and checks that they can actually afford what they want to buy. 669 * have, and checks that they can actually afford what they want to buy.
790{ 783{
791 int count = 0; 784 int count = 0;
792 archetype *at = 0; 785 archetype *at = 0;
793 object *pouch = 0, *tmp = 0; 786 object *pouch = 0, *tmp = 0;
794 787
795 for (count = 0; coins[count] != NULL; count++) 788 for (count = 0; coins[count]; count++)
796 { 789 {
797 at = archetype::find (coins[count]); 790 at = archetype::find (coins[count]);
798 791
799 if (at == NULL) 792 if (at == NULL)
800 LOG (llevError, "Could not find %s archetype\n", coins[count]); 793 LOG (llevError, "Could not find %s archetype\n", coins[count]);
801 else if ((amount / at->clone.value) > 0) 794 else if ((amount / at->value) > 0)
802 { 795 {
803 for (pouch = pl->inv; pouch; pouch = pouch->below) 796 for (pouch = pl->inv; pouch; pouch = pouch->below)
804 { 797 {
805 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"))
806 { 799 {
807 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 800 int w = at->weight * (100 - pouch->stats.Str) / 100;
808 int n = amount / at->clone.value; 801 int n = amount / at->value;
809 802
810 if (w == 0) 803 if (w == 0)
811 w = 1; /* Prevent divide by zero */ 804 w = 1; /* Prevent divide by zero */
812 805
813 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))
825 esrv_send_item (pl, pl); 818 esrv_send_item (pl, pl);
826 } 819 }
827 } 820 }
828 } 821 }
829 822
830 if (amount / at->clone.value > 0) 823 if (amount / at->value > 0)
831 { 824 {
832 tmp = arch_to_object (at); 825 tmp = arch_to_object (at);
833 tmp->nrof = amount / tmp->value; 826 tmp->nrof = amount / tmp->value;
834 amount -= tmp->nrof * tmp->value; 827 amount -= tmp->nrof * tmp->value;
835 tmp = insert_ob_in_ob (tmp, pl); 828 tmp = insert_ob_in_ob (tmp, pl);
846/* elmex: this is for the bank plugin :( */ 839/* elmex: this is for the bank plugin :( */
847sint64 840sint64
848pay_player_arch (object *pl, const char *arch, sint64 amount) 841pay_player_arch (object *pl, const char *arch, sint64 amount)
849{ 842{
850 archetype *at = archetype::find (arch); 843 archetype *at = archetype::find (arch);
851 object *tmp = NULL;
852 844
853 if (at == NULL) 845 if (!at)
854 return 0; 846 return 0;
855 847
856 if (amount > 0) 848 if (amount > 0)
857 { 849 {
858 tmp = arch_to_object (at); 850 object *tmp = arch_to_object (at);
859 tmp->nrof = amount; 851 tmp->nrof = amount;
860 tmp = insert_ob_in_ob (tmp, pl); 852 tmp = insert_ob_in_ob (tmp, pl);
861 esrv_send_item (pl, tmp); 853 esrv_send_item (pl, tmp);
862 esrv_send_item (pl, pl); 854 esrv_send_item (pl, pl);
863 } 855 }
913 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 905 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
914 906
915 pay_player (pl, amount); 907 pay_player (pl, amount);
916 908
917 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)); 909 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 pl->play_sound (sound_find ("shop_sell"));
918 911
919 SET_FLAG (op, FLAG_UNPAID); 912 SET_FLAG (op, FLAG_UNPAID);
920 identify (op); 913 identify (op);
921} 914}
922 915
923
924/* returns a double that is the ratio of the price that a shop will offer for 916/* returns a double that is the ratio of the price that a shop will offer for
925 * item based on the shops specialisation. Does not take account of greed, 917 * item based on the shops specialisation. Does not take account of greed,
926 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 918 * returned value is between SPECIALISATION_EFFECT and 1.
927 * event is never less than 0.1 (calling functions divide by it)
928 */ 919 */
929static double 920static double
930shop_specialisation_ratio (const object *item, const maptile *map) 921shop_specialisation_ratio (const object *item, const maptile *map)
931{ 922{
932 shopitems *items = map->shopitems; 923 shopitems *items = map->shopitems;
933 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 924 double likedness = 0.;
934 int i; 925 int i;
935 926
936 if (item == NULL) 927 if (item == NULL)
937 { 928 {
938 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 929 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
939 return 0; 930 return 0;
940 } 931 }
941 932
942 if (!item->type) 933 if (!item->type)
943 { 934 {
944 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 935 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
945 /* 936 /*
946 * I'm not really sure what the /right/ thing to do here is, these types of 937 * I'm not really sure what the /right/ thing to do here is, these types of
947 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 938 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
948 */ 939 */
949 return ratio; 940 return SPECIALISATION_EFFECT;
950 } 941 }
951 942
952 if (map->shopitems) 943 if (map->shopitems)
953 { 944 {
954 for (i = 0; i < items[0].index; i++) 945 for (i = 0; i < items[0].index; i++)
956 likedness = items[i].strength / 100.0; 947 likedness = items[i].strength / 100.0;
957 } 948 }
958 949
959 if (likedness > 1.0) 950 if (likedness > 1.0)
960 { /* someone has been rather silly with the map headers. */ 951 { /* someone has been rather silly with the map headers. */
961 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 952 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
962 likedness = 1.0; 953 likedness = 1.0;
963 } 954 }
964 955
965 if (likedness < -1.0) 956 if (likedness < -1.0)
966 { 957 {
967 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 958 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
968 likedness = -1.0; 959 likedness = -1.0;
969 } 960 }
970 961
971 ratio = ratio + (1.0 - ratio) * likedness; 962 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
972
973 if (ratio <= 0.1)
974 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
975
976 return ratio;
977} 963}
978 964
979/*returns the greed of the shop on map, or 1 if it isn't specified. */ 965/*returns the greed of the shop on map, or 1 if it isn't specified. */
980static double 966static double
981shop_greed (const maptile *map) 967shop_greed (const maptile *map)
982{ 968{
983 double greed = 1.0;
984
985 if (map->shopgreed)
986 return map->shopgreed; 969 return map->shopgreed
987 return greed; 970 ? map->shopgreed
971 : 1.;
988} 972}
989 973
990/* Returns a double based on how much the shopkeeper approves of the player. 974/* Returns a double based on how much the shopkeeper approves of the player.
991 * this is based on the race of the shopkeeper and that of the player. 975 * this is based on the race of the shopkeeper and that of the player.
992 */ 976 */
993double 977double
994shopkeeper_approval (const maptile *map, const object *player) 978shopkeeper_approval (const maptile *map, const object *player)
995{ 979{
996 double approval = 1.0; 980 return map->shoprace && player->race != map->shoprace
997 981 ? DISLIKE_RATIO
998 if (map->shoprace) 982 : 1.;
999 {
1000 approval = NEUTRAL_RATIO;
1001 if (player->race && !strcmp (player->race, map->shoprace))
1002 approval = 1.0;
1003 }
1004
1005 return approval;
1006} 983}
1007 984
1008/* limit the value of items based on the wealth of the shop. If the item is close 985/* limit the value of items based on the wealth of the shop. If the item is close
1009 * to the maximum value a shop will offer, we start to reduce it, if the item is 986 * to the maximum value a shop will offer, we start to reduce it, if the item is
1010 * below the minimum value the shop is prepared to trade in, then we don't 987 * below the minimum value the shop is prepared to trade in, then we don't
1178 case RING: 1155 case RING:
1179 case AMULET: 1156 case AMULET:
1180 case BRACERS: 1157 case BRACERS:
1181 case GIRDLE: 1158 case GIRDLE:
1182 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1159 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1183 items[*numitems].item_sort = strdup_local (buf); 1160 items[*numitems].item_sort = strdup (buf);
1184 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1161 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1185 items[*numitems].item_real = strdup_local (buf); 1162 items[*numitems].item_real = strdup (buf);
1186 (*numitems)++; 1163 (*numitems)++;
1187 break; 1164 break;
1188#endif 1165#endif
1189 1166
1190 default: 1167 default:
1191 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1168 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1192 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1169 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1193 (*numitems)++; 1170 (*numitems)++;
1194 break; 1171 break;
1195 } 1172 }
1196 SET_FLAG (tmp, FLAG_UNPAID); 1173 SET_FLAG (tmp, FLAG_UNPAID);
1197} 1174}
1198 1175
1199void 1176void
1200shop_listing (object *op) 1177shop_listing (object *sign, object *op)
1201{ 1178{
1202 int i, j, numitems = 0, numallocated = 0, nx, ny; 1179 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1203 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1180 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1204 object *stack; 1181 object *stack;
1205 shopinv *items; 1182 shopinv *items;
1206 1183
1207 /* Should never happen, but just in case a monster does apply a sign */ 1184 /* Should never happen, but just in case a monster does apply a sign */
1208 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1209 return; 1186 return;
1210 1187
1211 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1188 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1189 {
1190 x1 = 0;
1191 y1 = 0;
1192 x2 = op->map->width - 1;
1193 y2 = op->map->height - 1;
1194 }
1212 1195
1213 magic_mapping_mark (op, map_mark, 3);
1214 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1196 items = (shopinv *) malloc (40 * sizeof (shopinv));
1215 numallocated = 40; 1197 numallocated = 40;
1216 1198
1217 /* Find all the appropriate items */ 1199 /* Find all the appropriate items */
1218 for (i = 0; i < MAP_WIDTH (op->map); i++) 1200 for (i = x1; i <= x2; i++)
1219 { 1201 {
1220 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1202 for (j = y1; j < y2; j++)
1221 {
1222 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1223 * 1203 {
1224 */ 1204 if (is_in_shop (op->map, i, j))
1225 nx = i - op->x + MAGIC_MAP_HALF;
1226 ny = j - op->y + MAGIC_MAP_HALF;
1227 /* unlikely, but really big shops could run into this issue */
1228 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1229 continue;
1230
1231 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1232 { 1205 {
1233 stack = get_map_ob (op->map, i, j); 1206 stack = GET_MAP_OB (op->map, i, j);
1234 1207
1235 while (stack) 1208 while (stack)
1236 { 1209 {
1237 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1210 if (QUERY_FLAG (stack, FLAG_UNPAID))
1238 { 1211 {
1239 if (numitems == numallocated) 1212 if (numitems == numallocated)
1240 { 1213 {
1241 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1214 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1242 numallocated += 10; 1215 numallocated += 10;
1243 } 1216 }
1217
1244 add_shop_item (stack, items, &numitems, &numallocated); 1218 add_shop_item (stack, items, &numitems, &numallocated);
1245 } 1219 }
1220
1246 stack = stack->above; 1221 stack = stack->above;
1247 } 1222 }
1248 } 1223 }
1249 } 1224 }
1250 } 1225 }
1251 1226
1252 free (map_mark);
1253
1254 if (numitems == 0) 1227 if (numitems == 0)
1255 { 1228 {
1256 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1229 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1257 free (items); 1230 free (items);
1258 return; 1231 return;
1259 } 1232 }
1260 1233
1261 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1234 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1235
1236 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1262 1237
1263 for (i = 0; i < numitems; i++) 1238 for (i = 0; i < numitems; i++)
1264 { 1239 {
1265 /* Collapse items of the same name together */ 1240 /* Collapse items of the same name together */
1266 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1241 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1275 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1250 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1276 free (items[i].item_sort); 1251 free (items[i].item_sort);
1277 free (items[i].item_real); 1252 free (items[i].item_real);
1278 } 1253 }
1279 } 1254 }
1255
1280 free (items); 1256 free (items);
1281} 1257}
1282 1258
1283/* elmex: this function checks whether the object is in a shop */ 1259/* elmex: this function checks whether the object is in a shop */
1284bool 1260bool
1288 return false; 1264 return false;
1289 1265
1290 return is_in_shop (o->map, o->x, o->y); 1266 return is_in_shop (o->map, o->x, o->y);
1291} 1267}
1292 1268
1293/* elmex: this function checks whether we are in a shop or not */ 1269/* elmex: this function checks whether we are in a shop or not
1270 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1271 floor tile. this possibly will make map bugs where shopfloors are above
1272 floors more obvious.
1273*/
1274
1294bool 1275bool
1295is_in_shop (maptile *map, int x, int y) 1276is_in_shop (maptile *map, int x, int y)
1296{ 1277{
1297 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1278 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1279 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1298 if (floor->type == SHOP_FLOOR) 1280 return floor->type == SHOP_FLOOR;
1299 return true;
1300
1301 return false; 1281 return false;
1302} 1282}
1283

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