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 (©) 2005,2006,2007,2008 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. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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> |
… | |
… | |
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 | |
44 | 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); |
45 | 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); |
46 | static double shop_specialisation_ratio (const object *item, const maptile *map); |
45 | static double shop_specialisation_ratio (const object *item, const maptile *map); |
47 | static double shop_greed (const maptile *map); |
46 | static double shop_greed (const maptile *map); |
48 | |
|
|
49 | #define NUM_COINS 4 /* number of coin types */ |
|
|
50 | static 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 |
… | |
… | |
210 | * AND Cha = 30 will get optimal price. |
206 | * AND Cha = 30 will get optimal price. |
211 | * Thus charisma will never get useless. |
207 | * Thus charisma will never get useless. |
212 | * -b.e. edler@heydernet.de |
208 | * -b.e. edler@heydernet.de |
213 | */ |
209 | */ |
214 | |
210 | |
215 | if (who != NULL && who->type == PLAYER) |
211 | if (who && who->type == PLAYER) |
216 | { |
212 | { |
217 | int lev_bargain = 0; |
213 | int lev_bargain = 0; |
218 | int lev_identify = 0; |
214 | int lev_identify = 0; |
219 | int idskill1 = 0; |
|
|
220 | int idskill2 = 0; |
|
|
221 | const typedata *tmptype; |
|
|
222 | |
|
|
223 | tmptype = get_typedata (tmp->type); |
|
|
224 | |
215 | |
225 | if (find_skill_by_number (who, SK_BARGAINING)) |
216 | if (find_skill_by_number (who, SK_BARGAINING)) |
226 | lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
217 | lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
227 | |
218 | |
228 | if (tmptype) |
219 | if (const typedata *tmptype = get_typedata (tmp->type)) |
229 | { |
220 | { |
230 | idskill1 = tmptype->identifyskill; |
221 | if (int idskill1 = tmptype->identifyskill) |
231 | |
|
|
232 | if (idskill1) |
|
|
233 | { |
222 | { |
234 | idskill2 = tmptype->identifyskill2; |
223 | int idskill2 = tmptype->identifyskill2; |
235 | |
224 | |
236 | if (find_skill_by_number (who, idskill1)) |
225 | if (find_skill_by_number (who, idskill1)) |
237 | lev_identify = find_skill_by_number (who, idskill1)->level; |
226 | lev_identify = find_skill_by_number (who, idskill1)->level; |
238 | |
227 | |
239 | if (idskill2 && find_skill_by_number (who, idskill2)) |
228 | if (idskill2 && find_skill_by_number (who, idskill2)) |
240 | lev_identify += find_skill_by_number (who, idskill2)->level; |
229 | lev_identify += find_skill_by_number (who, idskill2)->level; |
241 | } |
230 | } |
242 | } |
231 | } |
243 | else |
|
|
244 | LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ()); |
|
|
245 | |
232 | |
246 | /* ratio determines how much of the price modification |
233 | /* ratio determines how much of the price modification |
247 | * will come from the basic stat charisma |
234 | * will come from the basic stat charisma |
248 | * the rest will come from the level in bargaining skill |
235 | * the rest will come from the level in bargaining skill |
249 | */ |
236 | */ |
250 | const double cha_ratio = 0.40; |
237 | const double cha_ratio = 0.40; |
251 | |
238 | |
252 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
239 | 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.); |
240 | 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; |
241 | diff = .02 + (.80 - .02) * diff; |
257 | |
242 | |
258 | if (flag == F_BUY) |
243 | if (flag == F_BUY) |
259 | val += (val * diff); |
244 | val += val * diff; |
260 | else if (flag == F_SELL) |
245 | else if (flag == F_SELL) |
261 | val -= (val * diff); |
246 | val -= val * diff; |
262 | |
247 | |
263 | // now find a price range. the less good we can judge, the larger the range is |
248 | // 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 |
249 | // then the range is adjusted randomly around the correct value |
265 | if (approximate) |
250 | if (approximate) |
266 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
251 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
267 | } |
252 | } |
268 | |
253 | |
269 | /* I don't think this should really happen - if it does, it indicates and |
254 | /* I don't think this should really happen - if it does, it indicates and |
270 | * overflow of diff above. That shoudl only happen if |
255 | * overflow of diff above. That should only happen if |
271 | * we are selling objects - in that case, the person just |
256 | * we are selling objects - in that case, the person just |
272 | * gets no money. |
257 | * gets no money. |
273 | */ |
258 | */ |
274 | if ((sint64) val < 0) |
259 | if ((sint64) val < 0) |
275 | val = 0; |
260 | val = 0; |
… | |
… | |
303 | if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
288 | 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)); |
289 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
305 | else |
290 | else |
306 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
291 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
307 | } |
292 | } |
|
|
293 | |
308 | /* we will also have an extra 0-5% variation between shops of the same type |
294 | /* 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 |
295 | * for valuable items (below a value of 50 this effect wouldn't be very |
310 | * pointful, and could give fun with rounding. |
296 | * pointful, and could give fun with rounding. |
311 | */ |
297 | */ |
312 | if (who->map->path != NULL && val > 50) |
298 | //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))); |
299 | if (val > 50) |
|
|
300 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
314 | } |
301 | } |
|
|
302 | |
315 | return (sint64) val; |
303 | return (sint64) val; |
316 | } |
304 | } |
317 | |
305 | |
318 | /* Find the coin type that is worth more the 'c'. Starts at the |
306 | /* Find the coin type that is worth more the 'c'. Starts at the |
319 | * cointype placement. |
307 | * cointype placement. |
… | |
… | |
331 | coin = archetype::find (coins[*cointype]); |
319 | coin = archetype::find (coins[*cointype]); |
332 | if (coin == NULL) |
320 | if (coin == NULL) |
333 | return NULL; |
321 | return NULL; |
334 | *cointype += 1; |
322 | *cointype += 1; |
335 | } |
323 | } |
336 | while (coin->clone.value > c); |
324 | while (coin->value > c); |
337 | |
325 | |
338 | return coin; |
326 | return coin; |
339 | } |
327 | } |
340 | |
328 | |
341 | /* This returns a string of how much something is worth based on |
329 | /* This returns a string of how much something is worth based on |
… | |
… | |
357 | |
345 | |
358 | coin = find_next_coin (cost, &cointype); |
346 | coin = find_next_coin (cost, &cointype); |
359 | if (coin == NULL) |
347 | if (coin == NULL) |
360 | return "nothing"; |
348 | return "nothing"; |
361 | |
349 | |
362 | num = cost / coin->clone.value; |
350 | num = cost / coin->value; |
363 | /* so long as nrof is 32 bit, this is true. |
351 | /* so long as nrof is 32 bit, this is true. |
364 | * If it takes more coins than a person can possibly carry, this |
352 | * If it takes more coins than a person can possibly carry, this |
365 | * is basically true. |
353 | * is basically true. |
366 | */ |
354 | */ |
367 | if ((cost / coin->clone.value) > UINT32_MAX) |
355 | if ((cost / coin->value) > UINT32_MAX) |
368 | { |
356 | { |
369 | strcpy (buf, "an unimaginable sum of money"); |
357 | strcpy (buf, "an unimaginable sum of money"); |
370 | return buf; |
358 | return buf; |
371 | } |
359 | } |
372 | |
360 | |
373 | cost -= num * (sint64)coin->clone.value; |
361 | cost -= num * (sint64)coin->value; |
374 | |
362 | |
375 | sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
363 | sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
376 | |
364 | |
377 | next_coin = find_next_coin (cost, &cointype); |
365 | next_coin = find_next_coin (cost, &cointype); |
378 | if (next_coin == NULL || approx) |
366 | if (next_coin == NULL || approx) |
379 | return buf; |
367 | return buf; |
380 | |
368 | |
381 | coin = next_coin; |
369 | coin = next_coin; |
382 | num = cost / coin->clone.value; |
370 | num = cost / coin->value; |
383 | cost -= num * (sint64)coin->clone.value; |
371 | cost -= num * (sint64)coin->value; |
384 | |
372 | |
385 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
373 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
386 | |
374 | |
387 | return buf; |
375 | return buf; |
388 | } |
376 | } |
389 | |
377 | |
390 | const char * |
378 | const char * |
… | |
… | |
420 | archetype *coin = find_next_coin (real_value, &cointype); |
408 | archetype *coin = find_next_coin (real_value, &cointype); |
421 | |
409 | |
422 | if (coin == NULL) |
410 | if (coin == NULL) |
423 | return "nothing"; |
411 | return "nothing"; |
424 | |
412 | |
425 | num = real_value / coin->clone.value; |
413 | num = real_value / coin->value; |
|
|
414 | |
426 | if (num == 1) |
415 | if (num == 1) |
427 | sprintf (buf, "about one %s", &coin->clone.name); |
416 | sprintf (buf, "about one %s", &coin->object::name); |
428 | else if (num < 5) |
417 | else if (num < 5) |
429 | sprintf (buf, "a few %s", &coin->clone.name_pl); |
418 | sprintf (buf, "a few %s", &coin->object::name_pl); |
430 | else if (num < 10) |
419 | else if (num < 10) |
431 | sprintf (buf, "several %s", &coin->clone.name_pl); |
420 | sprintf (buf, "several %s", &coin->object::name_pl); |
432 | else if (num < 25) |
421 | else if (num < 25) |
433 | sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); |
422 | sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
434 | else if (num < 100) |
423 | else if (num < 100) |
435 | sprintf (buf, "lots of %s", &coin->clone.name_pl); |
424 | sprintf (buf, "lots of %s", &coin->object::name_pl); |
436 | else if (num < 1000) |
425 | else if (num < 1000) |
437 | sprintf (buf, "a great many %s", &coin->clone.name_pl); |
426 | sprintf (buf, "a great many %s", &coin->object::name_pl); |
438 | else |
427 | else |
439 | sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); |
428 | sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); |
|
|
429 | |
440 | return buf; |
430 | return buf; |
441 | } |
431 | } |
442 | } |
432 | } |
443 | } |
433 | } |
444 | |
434 | |
… | |
… | |
540 | |
530 | |
541 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
531 | 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"))) |
532 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
543 | pay_from_container (pl, pouch, to_pay); |
533 | pay_from_container (pl, pouch, to_pay); |
544 | |
534 | |
545 | if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
546 | SET_FLAG (op, FLAG_WAS_WIZ); |
|
|
547 | |
|
|
548 | pl->update_stats (); |
535 | pl->update_stats (); |
|
|
536 | |
549 | return 1; |
537 | return 1; |
550 | } |
538 | } |
551 | |
539 | |
552 | /* This pays for the item, and takes the proper amount of money off |
540 | /* This pays for the item, and takes the proper amount of money off |
553 | * the player. |
541 | * the player. |
… | |
… | |
582 | |
570 | |
583 | if (tmp->type == MONEY) |
571 | if (tmp->type == MONEY) |
584 | { |
572 | { |
585 | for (i = 0; i < NUM_COINS; i++) |
573 | for (i = 0; i < NUM_COINS; i++) |
586 | { |
574 | { |
587 | if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) |
575 | if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
588 | { |
576 | { |
589 | // This should not happen, but if it does, just merge the two. |
577 | // This should not happen, but if it does, just merge the two. |
590 | if (coin_objs [i]) |
578 | if (coin_objs [i]) |
591 | { |
579 | { |
592 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
580 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
593 | tmp->remove (); |
|
|
594 | coin_objs[i]->nrof += tmp->nrof; |
581 | coin_objs[i]->nrof += tmp->nrof; |
595 | esrv_del_item (pl->contr, tmp->count); |
|
|
596 | tmp->destroy (); |
582 | tmp->destroy (); |
597 | } |
583 | } |
598 | else |
584 | else |
599 | { |
585 | { |
600 | tmp->remove (); |
586 | tmp->remove (); |
601 | |
|
|
602 | if (pouch->type == PLAYER) |
|
|
603 | esrv_del_item (pl->contr, tmp->count); |
|
|
604 | |
|
|
605 | coin_objs[i] = tmp; |
587 | coin_objs[i] = tmp; |
606 | } |
588 | } |
607 | |
589 | |
608 | break; |
590 | break; |
609 | } |
591 | } |
610 | } |
592 | } |
611 | |
593 | |
612 | if (i == NUM_COINS) |
594 | if (i == NUM_COINS) |
613 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); |
595 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
614 | } |
596 | } |
615 | } |
597 | } |
616 | |
598 | |
617 | /* Fill in any gaps in the coin_objs array - needed to make change. */ |
599 | /* 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 */ |
600 | /* Note that the coin_objs array goes from least value to greatest value */ |
… | |
… | |
651 | } |
633 | } |
652 | |
634 | |
653 | for (i = 0; i < NUM_COINS; i++) |
635 | for (i = 0; i < NUM_COINS; i++) |
654 | { |
636 | { |
655 | if (coin_objs[i]->nrof) |
637 | if (coin_objs[i]->nrof) |
656 | { |
|
|
657 | object *tmp = insert_ob_in_ob (coin_objs[i], pouch); |
638 | insert_ob_in_ob (coin_objs [i], pouch); |
658 | |
|
|
659 | esrv_send_item (pl, tmp); |
|
|
660 | esrv_send_item (pl, pouch); |
|
|
661 | |
|
|
662 | if (pl != pouch) |
|
|
663 | esrv_update_item (UPD_WEIGHT, pl, pouch); |
|
|
664 | |
|
|
665 | if (pl->type != PLAYER) |
|
|
666 | esrv_send_item (pl, pl); |
|
|
667 | } |
|
|
668 | else |
639 | else |
669 | coin_objs[i]->destroy (); |
640 | coin_objs[i]->destroy (); |
670 | } |
641 | } |
671 | } |
642 | } |
672 | |
643 | |
… | |
… | |
695 | unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
666 | unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
696 | } |
667 | } |
697 | |
668 | |
698 | if (unpaid_price > player_wealth) |
669 | if (unpaid_price > player_wealth) |
699 | { |
670 | { |
700 | char buf[MAX_BUF]; |
671 | dynbuf_text buf; |
701 | char cost[MAX_BUF]; |
|
|
702 | char missing[MAX_BUF]; |
|
|
703 | |
672 | |
704 | snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); |
673 | buf << "You have " << unpaid_count |
705 | snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); |
674 | << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0) |
|
|
675 | << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0) |
|
|
676 | << " to be able to afford that."; |
706 | |
677 | |
707 | snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", |
678 | pl->failmsg (buf); |
708 | unpaid_count, cost, missing); |
|
|
709 | new_draw_info (NDI_UNIQUE, 0, pl, buf); |
|
|
710 | |
679 | |
711 | return 0; |
680 | return 0; |
712 | } |
681 | } |
713 | else |
682 | else |
714 | return 1; |
683 | return 1; |
… | |
… | |
743 | SET_FLAG (op, FLAG_UNPAID); |
712 | SET_FLAG (op, FLAG_UNPAID); |
744 | return 0; |
713 | return 0; |
745 | } |
714 | } |
746 | else |
715 | else |
747 | { |
716 | { |
748 | object *tmp; |
|
|
749 | |
|
|
750 | CLEAR_FLAG (op, FLAG_UNPAID); |
717 | CLEAR_FLAG (op, FLAG_UNPAID); |
751 | CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
718 | CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
752 | new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
719 | new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
753 | tmp = merge_ob (op, NULL); |
|
|
754 | |
720 | |
755 | if (pl->type == PLAYER) |
721 | if (!merge_ob (op, op->env->inv)) |
756 | { |
|
|
757 | if (tmp) |
|
|
758 | { /* it was merged */ |
|
|
759 | esrv_del_item (pl->contr, op->count); |
|
|
760 | op = tmp; |
|
|
761 | } |
|
|
762 | |
|
|
763 | esrv_send_item (pl, op); |
722 | esrv_update_item (UPD_FLAGS, pl, op); |
764 | } |
|
|
765 | |
723 | |
766 | goto next_item; |
724 | goto next_item; |
767 | } |
725 | } |
768 | } |
726 | } |
769 | } |
727 | } |
… | |
… | |
788 | { |
746 | { |
789 | int count = 0; |
747 | int count = 0; |
790 | archetype *at = 0; |
748 | archetype *at = 0; |
791 | object *pouch = 0, *tmp = 0; |
749 | object *pouch = 0, *tmp = 0; |
792 | |
750 | |
793 | for (count = 0; coins[count] != NULL; count++) |
751 | for (count = 0; coins[count]; count++) |
794 | { |
752 | { |
795 | at = archetype::find (coins[count]); |
753 | at = archetype::find (coins[count]); |
796 | |
754 | |
797 | if (at == NULL) |
755 | if (at == NULL) |
798 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
756 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
799 | else if ((amount / at->clone.value) > 0) |
757 | else if ((amount / at->value) > 0) |
800 | { |
758 | { |
801 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
759 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
802 | { |
760 | { |
803 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
761 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
804 | { |
762 | { |
805 | int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
763 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
806 | int n = amount / at->clone.value; |
764 | int n = amount / at->value; |
807 | |
765 | |
808 | if (w == 0) |
766 | if (w == 0) |
809 | w = 1; /* Prevent divide by zero */ |
767 | w = 1; /* Prevent divide by zero */ |
810 | |
768 | |
811 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
769 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
812 | { |
770 | { |
813 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
771 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
814 | n = (pouch->weight_limit - pouch->carrying) / w; |
772 | n = (pouch->weight_limit - pouch->carrying) / w; |
815 | |
773 | |
816 | tmp = arch_to_object (at); |
774 | object *tmp = arch_to_object (at); |
817 | tmp->nrof = n; |
775 | tmp->nrof = n; |
818 | amount -= tmp->nrof * tmp->value; |
776 | amount -= tmp->nrof * tmp->value; |
819 | tmp = insert_ob_in_ob (tmp, pouch); |
777 | pouch->insert (tmp); |
820 | esrv_send_item (pl, tmp); |
|
|
821 | esrv_send_item (pl, pouch); |
|
|
822 | esrv_update_item (UPD_WEIGHT, pl, pouch); |
|
|
823 | esrv_send_item (pl, pl); |
|
|
824 | } |
778 | } |
825 | } |
779 | } |
826 | } |
780 | } |
827 | |
781 | |
828 | if (amount / at->clone.value > 0) |
782 | if (amount / at->value > 0) |
829 | { |
783 | { |
830 | tmp = arch_to_object (at); |
784 | object *tmp = arch_to_object (at); |
831 | tmp->nrof = amount / tmp->value; |
785 | tmp->nrof = amount / tmp->value; |
832 | amount -= tmp->nrof * tmp->value; |
786 | amount -= tmp->nrof * tmp->value; |
833 | tmp = insert_ob_in_ob (tmp, pl); |
787 | pl->insert (tmp); |
834 | esrv_send_item (pl, tmp); |
|
|
835 | esrv_send_item (pl, pl); |
|
|
836 | } |
788 | } |
837 | } |
789 | } |
838 | } |
790 | } |
839 | |
791 | |
840 | if (amount != 0) |
792 | if (amount != 0) |
… | |
… | |
843 | |
795 | |
844 | /* elmex: this is for the bank plugin :( */ |
796 | /* elmex: this is for the bank plugin :( */ |
845 | sint64 |
797 | sint64 |
846 | pay_player_arch (object *pl, const char *arch, sint64 amount) |
798 | pay_player_arch (object *pl, const char *arch, sint64 amount) |
847 | { |
799 | { |
848 | archetype *at = archetype::find (arch); |
|
|
849 | object *tmp = NULL; |
|
|
850 | |
|
|
851 | if (at == NULL) |
|
|
852 | return 0; |
|
|
853 | |
|
|
854 | if (amount > 0) |
800 | if (amount) |
855 | { |
801 | { |
856 | tmp = arch_to_object (at); |
802 | object *ob = archetype::get (arch); |
|
|
803 | |
|
|
804 | if (!ob) |
|
|
805 | return 0; |
|
|
806 | |
857 | tmp->nrof = amount; |
807 | ob->nrof = amount; |
858 | tmp = insert_ob_in_ob (tmp, pl); |
808 | pl->insert (ob); |
859 | esrv_send_item (pl, tmp); |
|
|
860 | esrv_send_item (pl, pl); |
|
|
861 | } |
809 | } |
862 | |
810 | |
863 | return 1; |
811 | return 1; |
864 | } |
812 | } |
865 | |
813 | |
… | |
… | |
868 | * buy item. |
816 | * buy item. |
869 | * |
817 | * |
870 | * Modified to fill available race: gold containers before dumping |
818 | * Modified to fill available race: gold containers before dumping |
871 | * remaining coins in character's inventory. |
819 | * remaining coins in character's inventory. |
872 | */ |
820 | */ |
873 | void |
821 | bool |
874 | sell_item (object *op, object *pl) |
822 | sell_item (object *op, object *pl) |
875 | { |
823 | { |
876 | sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
824 | sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
877 | |
825 | |
878 | if (pl == NULL || pl->type != PLAYER) |
826 | if (pl == NULL || pl->type != PLAYER) |
879 | { |
827 | { |
880 | LOG (llevDebug, "Object other than player tried to sell something.\n"); |
828 | LOG (llevDebug, "Object other than player tried to sell something.\n"); |
881 | return; |
829 | return false; |
882 | } |
830 | } |
883 | |
831 | |
884 | op->custom_name = 0; |
832 | op->custom_name = 0; |
885 | |
833 | |
886 | if (!amount) |
834 | if (!amount) |
887 | { |
835 | { |
888 | new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); |
836 | new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", |
889 | |
837 | query_name (op)); |
890 | /* Even if the character doesn't get anything for it, it may still be |
838 | // elmex: change: the player now gets the item back if the shop is not |
891 | * worth something. If so, make it unpaid |
839 | // interested in it. |
892 | */ |
|
|
893 | if (op->value) |
|
|
894 | { |
|
|
895 | SET_FLAG (op, FLAG_UNPAID); |
|
|
896 | SET_FLAG (op, FLAG_PLAYER_SOLD); |
|
|
897 | } |
|
|
898 | |
|
|
899 | identify (op); |
|
|
900 | return; |
840 | return false; |
901 | } |
841 | } |
902 | |
842 | |
903 | /* We compare the price with the one for a player |
843 | /* We compare the price with the one for a player |
904 | * without bargaining skill. |
844 | * without bargaining skill. |
905 | * This determins the amount of exp (if any) gained for bargaining. |
845 | * This determins the amount of exp (if any) gained for bargaining. |
… | |
… | |
910 | if (extra_gain > 0) |
850 | if (extra_gain > 0) |
911 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
851 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
912 | |
852 | |
913 | pay_player (pl, amount); |
853 | pay_player (pl, amount); |
914 | |
854 | |
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)); |
855 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
|
|
856 | query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
|
|
857 | pl->play_sound (sound_find ("shop_sell")); |
916 | |
858 | |
917 | SET_FLAG (op, FLAG_UNPAID); |
859 | SET_FLAG (op, FLAG_UNPAID); |
918 | identify (op); |
860 | identify (op); |
919 | } |
|
|
920 | |
861 | |
|
|
862 | return true; |
|
|
863 | } |
921 | |
864 | |
922 | /* returns a double that is the ratio of the price that a shop will offer for |
865 | /* 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, |
866 | * 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 |
867 | * returned value is between SPECIALISATION_EFFECT and 1. |
925 | * event is never less than 0.1 (calling functions divide by it) |
|
|
926 | */ |
868 | */ |
927 | static double |
869 | static double |
928 | shop_specialisation_ratio (const object *item, const maptile *map) |
870 | shop_specialisation_ratio (const object *item, const maptile *map) |
929 | { |
871 | { |
930 | shopitems *items = map->shopitems; |
872 | shopitems *items = map->shopitems; |
931 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
873 | double likedness = 0.; |
932 | int i; |
874 | int i; |
933 | |
875 | |
934 | if (item == NULL) |
876 | if (item == NULL) |
935 | { |
877 | { |
936 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
878 | 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"); |
884 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
943 | /* |
885 | /* |
944 | * I'm not really sure what the /right/ thing to do here is, these types of |
886 | * 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.." |
887 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
946 | */ |
888 | */ |
947 | return ratio; |
889 | return SPECIALISATION_EFFECT; |
948 | } |
890 | } |
949 | |
891 | |
950 | if (map->shopitems) |
892 | if (map->shopitems) |
951 | { |
893 | { |
952 | for (i = 0; i < items[0].index; i++) |
894 | for (i = 0; i < items[0].index; i++) |
… | |
… | |
964 | { |
906 | { |
965 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
907 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
966 | likedness = -1.0; |
908 | likedness = -1.0; |
967 | } |
909 | } |
968 | |
910 | |
969 | ratio = ratio + (1.0 - ratio) * likedness; |
911 | 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 | } |
912 | } |
976 | |
913 | |
977 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
914 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
978 | static double |
915 | static double |
979 | shop_greed (const maptile *map) |
916 | shop_greed (const maptile *map) |
980 | { |
917 | { |
981 | double greed = 1.0; |
|
|
982 | |
|
|
983 | if (map->shopgreed) |
|
|
984 | return map->shopgreed; |
918 | return map->shopgreed |
985 | return greed; |
919 | ? map->shopgreed |
|
|
920 | : 1.; |
986 | } |
921 | } |
987 | |
922 | |
988 | /* Returns a double based on how much the shopkeeper approves of the player. |
923 | /* 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. |
924 | * this is based on the race of the shopkeeper and that of the player. |
990 | */ |
925 | */ |
991 | double |
926 | double |
992 | shopkeeper_approval (const maptile *map, const object *player) |
927 | shopkeeper_approval (const maptile *map, const object *player) |
993 | { |
928 | { |
994 | double approval = 1.0; |
929 | return map->shoprace && player->race != map->shoprace |
995 | |
930 | ? DISLIKE_RATIO |
996 | if (map->shoprace) |
931 | : 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 | } |
932 | } |
1005 | |
933 | |
1006 | /* limit the value of items based on the wealth of the shop. If the item is close |
934 | /* 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 |
935 | * 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 |
936 | * below the minimum value the shop is prepared to trade in, then we don't |
… | |
… | |
1137 | { |
1065 | { |
1138 | shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1066 | shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1139 | |
1067 | |
1140 | if (s1->type < s2->type) |
1068 | if (s1->type < s2->type) |
1141 | return -1; |
1069 | return -1; |
|
|
1070 | |
1142 | if (s1->type > s2->type) |
1071 | if (s1->type > s2->type) |
1143 | return 1; |
1072 | return 1; |
1144 | |
1073 | |
1145 | /* the type is the same (what atoi gets), so do a strcasecmp to sort |
1074 | /* the type is the same (what atoi gets), so do a strcasecmp to sort |
1146 | * via alphabetical order |
1075 | * via alphabetical order |
… | |
… | |
1193 | } |
1122 | } |
1194 | SET_FLAG (tmp, FLAG_UNPAID); |
1123 | SET_FLAG (tmp, FLAG_UNPAID); |
1195 | } |
1124 | } |
1196 | |
1125 | |
1197 | void |
1126 | void |
1198 | shop_listing (object *op) |
1127 | shop_listing (object *sign, object *op) |
1199 | { |
1128 | { |
1200 | int i, j, numitems = 0, numallocated = 0, nx, ny; |
1129 | int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; |
1201 | char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); |
1130 | const char *shop_coords = sign->kv (shstr_shop_coords); |
1202 | object *stack; |
1131 | object *stack; |
1203 | shopinv *items; |
1132 | shopinv *items; |
1204 | |
1133 | |
1205 | /* Should never happen, but just in case a monster does apply a sign */ |
1134 | /* Should never happen, but just in case a monster does apply a sign */ |
1206 | if (op->type != PLAYER) |
1135 | if (op->type != PLAYER) |
1207 | return; |
1136 | return; |
1208 | |
1137 | |
1209 | new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1138 | if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
|
|
1139 | { |
|
|
1140 | x1 = 0; |
|
|
1141 | y1 = 0; |
|
|
1142 | x2 = op->map->width - 1; |
|
|
1143 | y2 = op->map->height - 1; |
|
|
1144 | } |
1210 | |
1145 | |
1211 | magic_mapping_mark (op, map_mark, 3); |
|
|
1212 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1146 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1213 | numallocated = 40; |
1147 | numallocated = 40; |
1214 | |
1148 | |
1215 | /* Find all the appropriate items */ |
1149 | /* Find all the appropriate items */ |
1216 | for (i = 0; i < op->map->width; i++) |
1150 | for (i = x1; i <= x2; i++) |
1217 | { |
1151 | { |
1218 | for (j = 0; j < op->map->height; j++) |
1152 | for (j = y1; j < y2; j++) |
1219 | { |
1153 | { |
1220 | // magic map code now centers the map on the object at MAGIC_MAP_HALF. |
1154 | 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 | { |
1155 | { |
1229 | stack = GET_MAP_OB (op->map, i, j); |
1156 | stack = GET_MAP_OB (op->map, i, j); |
1230 | |
1157 | |
1231 | while (stack) |
1158 | while (stack) |
1232 | { |
1159 | { |
… | |
… | |
1245 | } |
1172 | } |
1246 | } |
1173 | } |
1247 | } |
1174 | } |
1248 | } |
1175 | } |
1249 | |
1176 | |
1250 | free (map_mark); |
|
|
1251 | |
|
|
1252 | if (numitems == 0) |
1177 | if (numitems == 0) |
1253 | { |
1178 | { |
1254 | new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1179 | new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1255 | free (items); |
1180 | free (items); |
1256 | return; |
1181 | return; |
1257 | } |
1182 | } |
1258 | |
1183 | |
1259 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1184 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
|
|
1185 | |
|
|
1186 | new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1260 | |
1187 | |
1261 | for (i = 0; i < numitems; i++) |
1188 | for (i = 0; i < numitems; i++) |
1262 | { |
1189 | { |
1263 | /* Collapse items of the same name together */ |
1190 | /* Collapse items of the same name together */ |
1264 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1191 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
… | |
… | |
1281 | |
1208 | |
1282 | /* elmex: this function checks whether the object is in a shop */ |
1209 | /* elmex: this function checks whether the object is in a shop */ |
1283 | bool |
1210 | bool |
1284 | is_in_shop (object *o) |
1211 | is_in_shop (object *o) |
1285 | { |
1212 | { |
1286 | if (!o->map) |
1213 | if (!o->is_on_map ()) |
1287 | return false; |
1214 | return false; |
1288 | |
1215 | |
1289 | return is_in_shop (o->map, o->x, o->y); |
1216 | return is_in_shop (o->map, o->x, o->y); |
1290 | } |
1217 | } |
1291 | |
1218 | |
1292 | /* elmex: this function checks whether we are in a shop or not */ |
1219 | /* elmex: this function checks whether we are in a shop or not |
|
|
1220 | - change 2007-11-26: enhanced the O(n) case by stopping at the first |
|
|
1221 | floor tile. this possibly will make map bugs where shopfloors are above |
|
|
1222 | floors more obvious. |
|
|
1223 | */ |
|
|
1224 | |
1293 | bool |
1225 | bool |
1294 | is_in_shop (maptile *map, int x, int y) |
1226 | is_in_shop (maptile *map, int x, int y) |
1295 | { |
1227 | { |
1296 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
1228 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
|
|
1229 | if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) |
1297 | if (floor->type == SHOP_FLOOR) |
1230 | return floor->type == SHOP_FLOOR; |
1298 | return true; |
|
|
1299 | |
1231 | |
1300 | return false; |
1232 | return false; |
1301 | } |
1233 | } |
|
|
1234 | |