1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * 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 Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <spells.h> |
26 | #include <spells.h> |
… | |
… | |
29 | #include <sproto.h> |
29 | #include <sproto.h> |
30 | |
30 | |
31 | /* 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 |
32 | * 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 |
33 | * offer a range of prices around it such that the maximum price is always one |
33 | * offer a range of prices around it such that the maximum price is always one |
34 | * therefore making this number higher, makes specialisation less effective. |
34 | * therefore making this number higher, makes specialisation less effective. |
35 | * setting this value above 1 or to a negative value would have interesting, |
35 | * setting this value above 1 or to a negative value would have interesting, |
36 | * (though not useful) effects. |
36 | * (though not useful) effects. |
37 | */ |
37 | */ |
38 | #define SPECIALISATION_EFFECT .5 |
38 | #define SPECIALISATION_EFFECT .5 |
39 | |
39 | |
… | |
… | |
55 | * would not be done. |
55 | * would not be done. |
56 | * |
56 | * |
57 | * Added F_APPROX flag, which means that the price returned should be wrong by |
57 | * Added F_APPROX flag, which means that the price returned should be wrong by |
58 | * an amount related to the player's bargaining skill. |
58 | * an amount related to the player's bargaining skill. |
59 | * |
59 | * |
60 | * Added F_SHOP flag to mean that the specialisation of the shop on the player's |
60 | * Added F_SHOP flag to mean that the specialisation of the shop on the player's |
61 | * current map should be taken into account when determining the price. Shops that |
61 | * current map should be taken into account when determining the price. Shops that |
62 | * specialise in what is being traded will give better prices than those that do not. |
62 | * specialise in what is being traded will give better prices than those that do not. |
63 | * |
63 | * |
64 | * CF 0.91.4 - This function got changed around a bit. Now the |
64 | * CF 0.91.4 - This function got changed around a bit. Now the |
65 | * number of object is multiplied by the value early on. This fixes problems |
65 | * number of object is multiplied by the value early on. This fixes problems |
66 | * with items worth very little. What happened before is that various |
66 | * with items worth very little. What happened before is that various |
67 | * divisions took place, the value got rounded to 0 (Being an int), and |
67 | * divisions took place, the value got rounded to 0 (Being an int), and |
… | |
… | |
79 | int no_bargain; |
79 | int no_bargain; |
80 | int identified; |
80 | int identified; |
81 | int not_cursed; |
81 | int not_cursed; |
82 | int approximate; |
82 | int approximate; |
83 | int shop; |
83 | int shop; |
84 | double diff; |
|
|
85 | |
84 | |
86 | approx_range = 0; |
85 | approx_range = 0; |
87 | |
86 | |
88 | no_bargain = flag & F_NO_BARGAIN; |
87 | no_bargain = flag & F_NO_BARGAIN; |
89 | identified = flag & F_IDENTIFIED; |
88 | identified = flag & F_IDENTIFIED; |
90 | not_cursed = flag & F_NOT_CURSED; |
89 | not_cursed = flag & F_NOT_CURSED; |
91 | approximate = flag & F_APPROX; |
90 | approximate = flag & F_APPROX; |
92 | shop = flag & F_SHOP; |
91 | shop = flag & F_SHOP; |
93 | flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
92 | flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
94 | |
93 | |
|
|
94 | int number = tmp->number_of (); |
|
|
95 | |
95 | if (tmp->type == MONEY) |
96 | if (tmp->type == MONEY) |
96 | return tmp->nrof * tmp->value; |
97 | return number * tmp->value; |
97 | |
98 | |
98 | if (tmp->type == GEM) |
99 | if (tmp->type == GEM) |
99 | { |
100 | { |
100 | if (flag == F_TRUE) |
101 | if (flag == F_TRUE) |
101 | return (tmp->nrof * tmp->value); |
102 | return number * tmp->value; |
102 | |
103 | |
103 | if (flag == F_BUY) |
104 | if (flag == F_BUY) |
104 | return (sint64) (1.03 * tmp->nrof * tmp->value); |
105 | return 1.03 * number * tmp->value; |
105 | |
106 | |
106 | if (flag == F_SELL) |
107 | if (flag == F_SELL) |
107 | return (sint64) (0.97 * tmp->nrof * tmp->value); |
108 | return 0.97 * number * tmp->value; |
108 | |
109 | |
109 | LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
110 | LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
110 | return 0; |
111 | return 0; |
111 | } |
112 | } |
112 | |
113 | |
113 | int number = tmp->number_of (); |
|
|
114 | |
|
|
115 | if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
114 | if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
116 | { |
115 | { |
117 | if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
116 | if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])) |
118 | return 0; |
117 | return 0; |
119 | else |
118 | else |
120 | val = tmp->value * number; |
119 | val = number * tmp->value; |
121 | } |
120 | } |
122 | /* This area deals with objects that are not identified, but can be */ |
121 | /* This area deals with objects that are not identified, but can be */ |
123 | else |
122 | else |
124 | { |
123 | { |
125 | if (flag == F_BUY) |
124 | if (flag == F_BUY) |
… | |
… | |
134 | else |
133 | else |
135 | { |
134 | { |
136 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
135 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
137 | * unknown objects |
136 | * unknown objects |
138 | */ |
137 | */ |
139 | if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
138 | if (tmp->flag [FLAG_BEEN_APPLIED]) |
140 | val = number * tmp->arch->value * 2 / 3; |
139 | val = number * tmp->arch->value * 2 / 3; |
141 | else |
140 | else |
142 | val = number * tmp->arch->value / 3; |
141 | val = number * tmp->arch->value / 3; |
143 | } |
142 | } |
144 | } |
143 | } |
145 | } |
144 | } |
146 | |
145 | |
147 | /* If the item has been applied or identifed or does not need to be |
146 | /* If the item has been applied or identifed or does not need to be |
… | |
… | |
151 | * tmp->arch->magic for any magic. The check for archetype |
150 | * tmp->arch->magic for any magic. The check for archetype |
152 | * magic is to not give extra money for archetypes that are by |
151 | * magic is to not give extra money for archetypes that are by |
153 | * default magical. This is because the archetype value should have |
152 | * default magical. This is because the archetype value should have |
154 | * already figured in that value. |
153 | * already figured in that value. |
155 | */ |
154 | */ |
156 | if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
155 | if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED]) |
157 | QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) |
156 | && tmp->magic && (!tmp->arch || !tmp->arch->magic)) |
158 | { |
157 | { |
159 | if (tmp->magic > 0) |
158 | if (tmp->magic > 0) |
160 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
159 | val *= 3 * tmp->magic * tmp->magic * tmp->magic; |
161 | else |
160 | else |
162 | /* Note that tmp->magic is negative, so that this |
161 | /* Note that tmp->magic is negative, so that this |
163 | * will actually be something like val /=2, /=3, etc. |
162 | * will actually be something like val /=2, /=3, etc. |
164 | */ |
163 | */ |
165 | val /= (1 - tmp->magic); |
164 | val /= 1 - tmp->magic; |
166 | } |
165 | } |
167 | |
166 | |
168 | if (tmp->type == WAND) |
167 | if (tmp->type == WAND) |
169 | { |
168 | { |
170 | /* Value of the wand is multiplied by the number of |
169 | /* Value of the wand is multiplied by the number of |
171 | * charges. the treasure code already sets up the value |
170 | * charges. the treasure code already sets up the value |
172 | * 50 charges is used as the baseline. |
171 | * 50 charges is used as the baseline. |
173 | */ |
172 | */ |
174 | if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
173 | if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
175 | val = (val * tmp->stats.food) / 50; |
174 | val *= tmp->stats.food; |
176 | else /* if not identified, presume one charge */ |
175 | /* if not identified, presume one charge */ |
177 | val /= 50; |
176 | val /= 50; |
178 | } |
177 | } |
179 | |
178 | |
180 | /* Limit amount of money you can get for really great items. */ |
179 | /* Limit amount of money you can get for really great items. */ |
181 | if (flag == F_SELL) |
180 | if (flag == F_SELL) |
182 | val = value_limit ((sint64) val, number, who, shop); |
181 | val = value_limit (val, number, who, shop); |
183 | |
182 | |
184 | // use a nonlinear price adjustment. as my predecessor said, don't change |
183 | // use a nonlinear price adjustment. as my predecessor said, don't change |
185 | // the archetypes, its work required for balancing, and we don't care. |
184 | // the archetypes, its work required for balancing, and we don't care. |
186 | //val = pow (val, 1.05); |
185 | //val = pow (val, 1.05); |
187 | |
186 | |
… | |
… | |
190 | * AND Cha = 30 will get optimal price. |
189 | * AND Cha = 30 will get optimal price. |
191 | * Thus charisma will never get useless. |
190 | * Thus charisma will never get useless. |
192 | * -b.e. edler@heydernet.de |
191 | * -b.e. edler@heydernet.de |
193 | */ |
192 | */ |
194 | |
193 | |
195 | if (who && who->type == PLAYER) |
194 | if (who && who->is_player ()) |
196 | { |
195 | { |
197 | int lev_bargain = 0; |
196 | int lev_bargain = 0; |
198 | int lev_identify = 0; |
197 | int lev_identify = 0; |
199 | |
198 | |
200 | if (find_skill_by_number (who, SK_BARGAINING)) |
199 | if (!no_bargain) |
201 | lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
200 | if (object *skill = find_skill_by_name (who, shstr_bargaining)) |
|
|
201 | lev_bargain = skill->level; |
202 | |
202 | |
203 | if (const typedata *tmptype = get_typedata (tmp->type)) |
203 | if (const typedata *tmptype = get_typedata (tmp->type)) |
204 | { |
204 | { |
205 | if (int idskill1 = tmptype->identifyskill) |
205 | if (int idskill1 = tmptype->identifyskill) |
206 | { |
206 | { |
… | |
… | |
217 | /* ratio determines how much of the price modification |
217 | /* ratio determines how much of the price modification |
218 | * will come from the basic stat charisma |
218 | * will come from the basic stat charisma |
219 | * the rest will come from the level in bargaining skill |
219 | * the rest will come from the level in bargaining skill |
220 | */ |
220 | */ |
221 | const double cha_ratio = 0.40; |
221 | const double cha_ratio = 0.40; |
222 | |
222 | double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25)); |
223 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
|
|
224 | diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
223 | double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
225 | diff = .02 + (.80 - .02) * diff; |
224 | |
|
|
225 | double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma; |
|
|
226 | |
|
|
227 | // scale 0..1 to 2 .. 80% |
|
|
228 | factor = lerp (factor, 0., 1., 0.02, 0.80); |
226 | |
229 | |
227 | if (flag == F_BUY) |
230 | if (flag == F_BUY) |
228 | val += val * diff; |
231 | val += val * factor; |
229 | else if (flag == F_SELL) |
232 | else if (flag == F_SELL) |
230 | val -= val * diff; |
233 | val -= val * factor; |
231 | |
234 | |
232 | // now find a price range. the less good we can judge, the larger the range is |
235 | // now find a price range. the less good we can judge, the larger the range is |
233 | // then the range is adjusted randomly around the correct value |
236 | // then the range is adjusted randomly around the correct value |
234 | if (approximate) |
237 | if (approximate) |
235 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
238 | approx_range = val / sqrt (lev_identify * 3 + 1); |
236 | } |
239 | } |
237 | |
240 | |
238 | /* I don't think this should really happen - if it does, it indicates and |
241 | /* I don't think this should really happen - if it does, it indicates and |
239 | * overflow of diff above. That should only happen if |
242 | * overflow of diff above. That should only happen if |
240 | * we are selling objects - in that case, the person just |
243 | * we are selling objects - in that case, the person just |
241 | * gets no money. |
244 | * gets no money. |
242 | */ |
245 | */ |
243 | if ((sint64) val < 0) |
246 | if ((sint64) val < 0) |
244 | val = 0; |
247 | val = 0; |
245 | |
248 | |
246 | /* Unidentified stuff won't sell for more than 60gp */ |
249 | /* Unidentified stuff won't sell for more than 10gp */ |
247 | if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) |
250 | if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified) |
248 | { |
251 | min_it (val, 1000); |
249 | val = (val > 600) ? 600 : val; |
|
|
250 | } |
|
|
251 | |
252 | |
252 | /* if we are in a shop, check how the type of shop should affect the price */ |
253 | /* if we are in a shop, check how the type of shop should affect the price */ |
253 | if (shop && who) |
254 | if (shop && who) |
254 | { |
255 | { |
255 | if (flag == F_SELL) |
256 | if (flag == F_SELL) |
256 | val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); |
257 | val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map); |
257 | else if (flag == F_BUY) |
258 | else if (flag == F_BUY) |
258 | { |
259 | { |
259 | /* |
260 | /* |
260 | * when buying, if the item was sold by another player, it is ok to |
261 | * when buying, if the item was sold by another player, it is ok to |
261 | * let the item be sold cheaper, according to the specialisation of |
262 | * let the item be sold cheaper, according to the specialisation of |
262 | * the shop. If a player sold an item here, then his sale price was |
263 | * the shop. If a player sold an item here, then his sale price was |
263 | * multiplied by the specialisation ratio, to do the same to the buy |
264 | * multiplied by the specialisation ratio, to do the same to the buy |
264 | * price will not generate extra money. However, the |
265 | * price will not generate extra money. However, the |
265 | * same is not true of generated items, these have to /divide/ by the |
266 | * same is not true of generated items, these have to /divide/ by the |
266 | * specialisation, so that the price is never less than what they could |
267 | * specialisation, so that the price is never less than what they could |
267 | * be sold for (otherwise players could camp map resets to make money). |
268 | * be sold for (otherwise players could camp map resets to make money). |
268 | * In game terms, a non-specialist shop, might not recognise the true |
269 | * In game terms, a non-specialist shop, might not recognise the true |
269 | * value of the items they sell (much like how people sometimes find |
270 | * value of the items they sell (much like how people sometimes find |
270 | * antiques in a junk shop in real life). |
271 | * antiques in a junk shop in real life). |
271 | */ |
272 | */ |
272 | if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
273 | if (tmp->flag [FLAG_PLAYER_SOLD]) |
273 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
274 | val *= shop_specialisation_ratio (tmp, who->map); |
274 | else |
275 | else |
275 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
276 | val /= shop_specialisation_ratio (tmp, who->map); |
276 | } |
|
|
277 | |
277 | |
|
|
278 | val *= shop_greed (who->map) / shopkeeper_approval (who->map, who); |
|
|
279 | } |
|
|
280 | |
278 | /* we will also have an extra 0-5% variation between shops of the same type |
281 | /* we will also have an extra 0-5% variation between shops of the same type |
279 | * for valuable items (below a value of 50 this effect wouldn't be very |
282 | * for valuable items (below a value of 50 this effect wouldn't be very |
280 | * pointful, and could give fun with rounding. |
283 | * pointful, and could give fun with rounding. |
281 | */ |
284 | */ |
282 | //TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
285 | //TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
283 | if (val > 50) |
286 | if (val > 50) |
284 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
287 | val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000); |
285 | } |
288 | } |
286 | |
289 | |
287 | return (sint64) val; |
290 | return val; |
288 | } |
291 | } |
289 | |
292 | |
290 | /* Find the coin type that is worth more the 'c'. Starts at the |
293 | /* Find the coin type that is worth more the 'c'. Starts at the |
291 | * cointype placement. |
294 | * cointype placement. |
292 | */ |
295 | */ |
… | |
… | |
296 | { |
299 | { |
297 | archetype *coin; |
300 | archetype *coin; |
298 | |
301 | |
299 | do |
302 | do |
300 | { |
303 | { |
301 | if (coins[*cointype] == NULL) |
304 | if (!coins [*cointype]) |
302 | return NULL; |
305 | return 0; |
|
|
306 | |
303 | coin = archetype::find (coins[*cointype]); |
307 | coin = archetype::find (coins [*cointype]); |
|
|
308 | |
304 | if (coin == NULL) |
309 | if (!coin) |
305 | return NULL; |
310 | return 0; |
|
|
311 | |
306 | *cointype += 1; |
312 | *cointype += 1; |
307 | } |
313 | } |
308 | while (coin->value > c); |
314 | while (coin->value > c); |
309 | |
315 | |
310 | return coin; |
316 | return coin; |
… | |
… | |
321 | * 10,000 silver or something) |
327 | * 10,000 silver or something) |
322 | */ |
328 | */ |
323 | const char * |
329 | const char * |
324 | cost_string_from_value (sint64 cost, int approx) |
330 | cost_string_from_value (sint64 cost, int approx) |
325 | { |
331 | { |
326 | static char buf[MAX_BUF]; |
|
|
327 | archetype *coin, *next_coin; |
332 | archetype *coin, *next_coin; |
328 | int num, cointype = 0; |
333 | int num, cointype = 0; |
329 | |
334 | |
330 | coin = find_next_coin (cost, &cointype); |
335 | coin = find_next_coin (cost, &cointype); |
331 | if (coin == NULL) |
336 | if (!coin) |
332 | return "nothing"; |
337 | return "nothing"; |
333 | |
338 | |
334 | num = cost / coin->value; |
339 | num = cost / coin->value; |
335 | /* so long as nrof is 32 bit, this is true. |
340 | /* so long as nrof is 32 bit, this is true. |
336 | * If it takes more coins than a person can possibly carry, this |
341 | * If it takes more coins than a person can possibly carry, this |
337 | * is basically true. |
342 | * is basically true. |
338 | */ |
343 | */ |
339 | if ((cost / coin->value) > UINT32_MAX) |
344 | if (cost / coin->value > UINT32_MAX) |
340 | { |
|
|
341 | strcpy (buf, "an unimaginable sum of money"); |
345 | return "an unimaginable sum of money"; |
342 | return buf; |
|
|
343 | } |
|
|
344 | |
346 | |
345 | cost -= num * (sint64)coin->value; |
347 | cost -= num * (sint64)coin->value; |
346 | |
348 | |
347 | sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
349 | char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
348 | |
350 | |
349 | next_coin = find_next_coin (cost, &cointype); |
351 | next_coin = find_next_coin (cost, &cointype); |
350 | if (next_coin == NULL || approx) |
352 | if (!next_coin || approx) |
351 | return buf; |
353 | return buf; |
352 | |
354 | |
353 | coin = next_coin; |
355 | coin = next_coin; |
354 | num = cost / coin->value; |
356 | num = cost / coin->value; |
355 | cost -= num * (sint64)coin->value; |
357 | cost -= num * (sint64)coin->value; |
356 | |
358 | |
357 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
359 | return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
358 | |
|
|
359 | return buf; |
|
|
360 | } |
360 | } |
361 | |
361 | |
362 | const char * |
362 | const char * |
363 | query_cost_string (const object *tmp, object *who, int flag) |
363 | query_cost_string (const object *tmp, object *who, int flag) |
364 | { |
364 | { |
… | |
… | |
383 | { |
383 | { |
384 | if (!idskill1 || !find_skill_by_number (who, idskill1)) |
384 | if (!idskill1 || !find_skill_by_number (who, idskill1)) |
385 | { |
385 | { |
386 | if (!idskill2 || !find_skill_by_number (who, idskill2)) |
386 | if (!idskill2 || !find_skill_by_number (who, idskill2)) |
387 | { |
387 | { |
388 | if (!find_skill_by_number (who, SK_BARGAINING)) |
388 | if (!find_skill_by_name (who, shstr_bargaining)) |
389 | { |
389 | { |
390 | static char buf[MAX_BUF]; |
|
|
391 | int num, cointype = 0; |
390 | int num, cointype = 0; |
392 | archetype *coin = find_next_coin (real_value, &cointype); |
391 | archetype *coin = find_next_coin (real_value, &cointype); |
393 | |
392 | |
394 | if (coin == NULL) |
393 | if (!coin) |
395 | return "nothing"; |
394 | return "nothing"; |
396 | |
395 | |
397 | num = real_value / coin->value; |
396 | num = real_value / coin->value; |
398 | |
397 | |
399 | if (num == 1) |
398 | if (num == 1) |
400 | sprintf (buf, "about one %s", &coin->object::name); |
399 | return format ("about one %s", &coin->object::name); |
401 | else if (num < 5) |
400 | else if (num < 5) |
402 | sprintf (buf, "a few %s", &coin->object::name_pl); |
401 | return format ("a few %s", &coin->object::name_pl); |
403 | else if (num < 10) |
402 | else if (num < 10) |
404 | sprintf (buf, "several %s", &coin->object::name_pl); |
403 | return format ("several %s", &coin->object::name_pl); |
405 | else if (num < 25) |
404 | else if (num < 25) |
406 | sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
405 | return format ("a moderate amount of %s", &coin->object::name_pl); |
407 | else if (num < 100) |
406 | else if (num < 100) |
408 | sprintf (buf, "lots of %s", &coin->object::name_pl); |
407 | return format ("lots of %s", &coin->object::name_pl); |
409 | else if (num < 1000) |
408 | else if (num < 1000) |
410 | sprintf (buf, "a great many %s", &coin->object::name_pl); |
409 | return format ("a great many %s", &coin->object::name_pl); |
411 | else |
410 | else |
412 | sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); |
411 | return format ("a vast quantity of %s", &coin->object::name_pl); |
413 | |
|
|
414 | return buf; |
|
|
415 | } |
412 | } |
416 | } |
413 | } |
417 | } |
414 | } |
418 | |
415 | |
419 | int hash = ((unsigned int) tmp->count * 174364621) & 1023; |
|
|
420 | |
|
|
421 | if (approx_range) |
416 | if (approx_range) |
422 | { |
417 | { |
|
|
418 | int hash = tmp->random_seed () & 1023; |
423 | sint64 lo = (sint64) real_value - (approx_range * hash >> 10); |
419 | sint64 lo = real_value - (approx_range * hash >> 10); |
424 | static char buf[MAX_BUF]; |
|
|
425 | |
420 | |
426 | sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
421 | return format ("between %s and %s", |
427 | sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
422 | cost_string_from_value (lo, 1), |
428 | |
423 | cost_string_from_value (lo + approx_range, 1)); |
429 | return buf; |
|
|
430 | } |
424 | } |
431 | } |
425 | } |
432 | |
426 | |
433 | return cost_string_from_value (real_value, 0); |
427 | return cost_string_from_value (real_value, 0); |
434 | } |
428 | } |
… | |
… | |
449 | } |
443 | } |
450 | |
444 | |
451 | for (tmp = op->inv; tmp; tmp = tmp->below) |
445 | for (tmp = op->inv; tmp; tmp = tmp->below) |
452 | if (tmp->type == MONEY) |
446 | if (tmp->type == MONEY) |
453 | total += tmp->nrof * (sint64)tmp->value; |
447 | total += tmp->nrof * (sint64)tmp->value; |
454 | else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold"))) |
448 | else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains (shstr_gold))) |
455 | total += query_money (tmp); |
449 | total += query_money (tmp); |
456 | |
450 | |
457 | return total; |
451 | return total; |
458 | } |
452 | } |
459 | |
453 | |
… | |
… | |
474 | return 0; |
468 | return 0; |
475 | |
469 | |
476 | pay_from_container (pl, pl, to_pay); |
470 | pay_from_container (pl, pl, to_pay); |
477 | |
471 | |
478 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
472 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
479 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) |
473 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold))) |
480 | pay_from_container (pl, pouch, to_pay); |
474 | pay_from_container (pl, pouch, to_pay); |
481 | |
475 | |
482 | pl->update_stats (); |
476 | pl->update_stats (); |
483 | return 1; |
477 | return 1; |
484 | } |
478 | } |
… | |
… | |
506 | * This determins the amount of exp (if any) gained for bargaining. |
500 | * This determins the amount of exp (if any) gained for bargaining. |
507 | */ |
501 | */ |
508 | saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
502 | saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
509 | |
503 | |
510 | if (saved_money > 0) |
504 | if (saved_money > 0) |
511 | change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); |
505 | change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE); |
512 | |
506 | |
513 | pay_from_container (pl, pl, to_pay); |
507 | pay_from_container (pl, pl, to_pay); |
514 | |
508 | |
515 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
509 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
516 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) |
510 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold))) |
517 | pay_from_container (pl, pouch, to_pay); |
511 | pay_from_container (pl, pouch, to_pay); |
518 | |
512 | |
519 | pl->update_stats (); |
513 | pl->update_stats (); |
520 | |
514 | |
521 | return 1; |
515 | return 1; |
… | |
… | |
623 | coin_objs[i]->destroy (); |
617 | coin_objs[i]->destroy (); |
624 | } |
618 | } |
625 | |
619 | |
626 | /* Checks all unpaid items in op's inventory, adds up all the money they |
620 | /* Checks all unpaid items in op's inventory, adds up all the money they |
627 | * have, and checks that they can actually afford what they want to buy. |
621 | * have, and checks that they can actually afford what they want to buy. |
628 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
622 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
629 | * to the player |
623 | * to the player |
630 | */ |
624 | */ |
631 | int |
625 | int |
632 | can_pay (object *pl) |
626 | can_pay (object *pl) |
633 | { |
627 | { |
… | |
… | |
640 | LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
634 | LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
641 | return 0; |
635 | return 0; |
642 | } |
636 | } |
643 | |
637 | |
644 | for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
638 | for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
645 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
639 | if (item->flag [FLAG_UNPAID]) |
646 | { |
640 | { |
647 | unpaid_count++; |
641 | unpaid_count++; |
648 | unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
642 | unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
649 | } |
643 | } |
650 | |
644 | |
… | |
… | |
679 | { |
673 | { |
680 | next_item: |
674 | next_item: |
681 | |
675 | |
682 | for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
676 | for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
683 | { |
677 | { |
684 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
678 | if (op->flag [FLAG_UNPAID]) |
685 | { |
679 | { |
686 | char buf[MAX_BUF]; |
|
|
687 | snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); |
680 | const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP); |
688 | |
681 | |
689 | if (!pay_for_item (op, pl)) |
682 | if (!pay_for_item (op, pl)) |
690 | { |
683 | { |
691 | sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
684 | sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
692 | |
685 | |
693 | CLEAR_FLAG (op, FLAG_UNPAID); |
686 | op->clr_flag (FLAG_UNPAID); |
694 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); |
687 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); |
695 | SET_FLAG (op, FLAG_UNPAID); |
688 | op->set_flag (FLAG_UNPAID); |
696 | return 0; |
689 | return 0; |
697 | } |
690 | } |
698 | else |
691 | else |
699 | { |
692 | { |
700 | CLEAR_FLAG (op, FLAG_UNPAID); |
693 | op->clr_flag (FLAG_UNPAID); |
701 | CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
694 | op->clr_flag (FLAG_PLAYER_SOLD); |
702 | new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
695 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op)); |
703 | |
696 | |
704 | if (!merge_ob (op, op->env->inv)) |
697 | if (!merge_ob (op, op->env->inv)) |
705 | esrv_update_item (UPD_FLAGS, pl, op); |
698 | esrv_update_item (UPD_FLAGS, pl, op); |
706 | |
699 | |
707 | goto next_item; |
700 | goto next_item; |
… | |
… | |
727 | void |
720 | void |
728 | pay_player (object *pl, sint64 amount) |
721 | pay_player (object *pl, sint64 amount) |
729 | { |
722 | { |
730 | int count = 0; |
723 | int count = 0; |
731 | archetype *at = 0; |
724 | archetype *at = 0; |
732 | object *pouch = 0, *tmp = 0; |
725 | object *pouch = 0; |
733 | |
726 | |
734 | for (count = 0; coins[count]; count++) |
727 | for (count = 0; coins[count]; count++) |
735 | { |
728 | { |
736 | at = archetype::find (coins[count]); |
729 | at = archetype::find (coins[count]); |
737 | |
730 | |
… | |
… | |
739 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
732 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
740 | else if ((amount / at->value) > 0) |
733 | else if ((amount / at->value) > 0) |
741 | { |
734 | { |
742 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
735 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
743 | { |
736 | { |
744 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold")) |
737 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains (shstr_gold)) |
745 | { |
738 | { |
746 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
739 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
747 | int n = amount / at->value; |
740 | int n = amount / at->value; |
748 | |
741 | |
749 | if (w == 0) |
742 | if (w == 0) |
… | |
… | |
829 | * exp/10 -> 1 for each gold coin |
822 | * exp/10 -> 1 for each gold coin |
830 | */ |
823 | */ |
831 | extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
824 | extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
832 | |
825 | |
833 | if (extra_gain > 0) |
826 | if (extra_gain > 0) |
834 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
827 | change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE); |
835 | |
828 | |
836 | pay_player (pl, amount); |
829 | pay_player (pl, amount); |
837 | |
830 | |
838 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
831 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
839 | query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
832 | query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
840 | pl->play_sound (sound_find ("shop_sell")); |
833 | pl->play_sound (sound_find ("shop_sell")); |
841 | |
834 | |
842 | SET_FLAG (op, FLAG_UNPAID); |
835 | op->set_flag (FLAG_UNPAID); |
843 | identify (op); |
836 | identify (op); |
844 | |
837 | |
845 | return true; |
838 | return true; |
846 | } |
839 | } |
847 | |
840 | |
848 | /* returns a double that is the ratio of the price that a shop will offer for |
841 | /* returns a double that is the ratio of the price that a shop will offer for |
849 | * item based on the shops specialisation. Does not take account of greed, |
842 | * item based on the shops specialisation. Does not take account of greed, |
850 | * returned value is between SPECIALISATION_EFFECT and 1. |
843 | * returned value is between SPECIALISATION_EFFECT and 1. |
851 | */ |
844 | */ |
852 | static double |
845 | static double |
853 | shop_specialisation_ratio (const object *item, const maptile *map) |
846 | shop_specialisation_ratio (const object *item, const maptile *map) |
854 | { |
847 | { |
… | |
… | |
862 | return 0; |
855 | return 0; |
863 | } |
856 | } |
864 | |
857 | |
865 | if (!item->type) |
858 | if (!item->type) |
866 | { |
859 | { |
867 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
860 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type: %s\n", item->debug_desc ()); |
868 | /* |
861 | /* |
869 | * I'm not really sure what the /right/ thing to do here is, these types of |
862 | * I'm not really sure what the /right/ thing to do here is, these types of |
870 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
863 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
871 | */ |
864 | */ |
872 | return SPECIALISATION_EFFECT; |
865 | return SPECIALISATION_EFFECT; |
873 | } |
866 | } |
874 | |
867 | |
875 | if (map->shopitems) |
868 | if (map->shopitems) |
… | |
… | |
877 | if (items[i].typenum == item->type || (!items[i].typenum && !likedness)) |
870 | if (items[i].typenum == item->type || (!items[i].typenum && !likedness)) |
878 | likedness = items[i].strength; |
871 | likedness = items[i].strength; |
879 | |
872 | |
880 | if (likedness > 100) |
873 | if (likedness > 100) |
881 | { /* someone has been rather silly with the map headers. */ |
874 | { /* someone has been rather silly with the map headers. */ |
882 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
875 | LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is above 100%%\n", item->debug_desc (), &map->path); |
883 | likedness = 100; |
876 | likedness = 100; |
884 | } |
877 | } |
885 | |
878 | |
886 | if (likedness < -100) |
879 | if (likedness < -100) |
887 | { |
880 | { |
888 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
881 | LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is below -100%%\n", item->debug_desc (), &map->path); |
889 | likedness = -100; |
882 | likedness = -100; |
890 | } |
883 | } |
891 | |
884 | |
892 | return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.); |
885 | return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.); |
893 | } |
886 | } |
… | |
… | |
911 | ? DISLIKE_RATIO |
904 | ? DISLIKE_RATIO |
912 | : 1.; |
905 | : 1.; |
913 | } |
906 | } |
914 | |
907 | |
915 | /* limit the value of items based on the wealth of the shop. If the item is close |
908 | /* limit the value of items based on the wealth of the shop. If the item is close |
916 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
909 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
917 | * below the minimum value the shop is prepared to trade in, then we don't |
910 | * below the minimum value the shop is prepared to trade in, then we don't |
918 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
911 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
919 | * value reduction. |
912 | * value reduction. |
920 | * |
913 | * |
921 | */ |
914 | */ |
922 | static sint64 |
915 | static sint64 |
923 | value_limit (sint64 val, int quantity, const object *who, int isshop) |
916 | value_limit (sint64 val, int quantity, const object *who, int isshop) |
924 | { |
917 | { |
925 | sint64 newval, unit_price, tmpshopmax; |
918 | sint64 newval, unit_price, tmpshopmax; |
… | |
… | |
965 | { |
958 | { |
966 | dynbuf_text buf; |
959 | dynbuf_text buf; |
967 | maptile *map = op->map; |
960 | maptile *map = op->map; |
968 | |
961 | |
969 | /*shopitems *items=map->shopitems; */ |
962 | /*shopitems *items=map->shopitems; */ |
970 | int pos = 0, i; |
963 | int i; |
971 | double opinion = 0; |
964 | double opinion = 0; |
972 | |
965 | |
973 | if (op->type != PLAYER) |
966 | if (op->type != PLAYER) |
974 | return 0; |
967 | return 0; |
975 | |
968 | |
… | |
… | |
1041 | |
1034 | |
1042 | struct shopinv |
1035 | struct shopinv |
1043 | { |
1036 | { |
1044 | char *item_sort; |
1037 | char *item_sort; |
1045 | char *item_real; |
1038 | char *item_real; |
|
|
1039 | sint64 value; |
1046 | uint16 type; |
1040 | uint16 type; |
1047 | uint32 nrof; |
1041 | uint32 nrof; |
1048 | }; |
1042 | }; |
1049 | |
1043 | |
1050 | /* There are a lot fo extra casts in here just to suppress warnings - it |
1044 | /* There are a lot fo extra casts in here just to suppress warnings - it |
… | |
… | |
1070 | } |
1064 | } |
1071 | |
1065 | |
1072 | static void |
1066 | static void |
1073 | add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1067 | add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1074 | { |
1068 | { |
1075 | #if 0 |
|
|
1076 | char buf[MAX_BUF]; |
|
|
1077 | #endif |
|
|
1078 | /* clear unpaid flag so that doesn't come up in query |
1069 | /* clear unpaid flag so that doesn't come up in query |
1079 | * string. We clear nrof so that we can better sort |
1070 | * string. We clear nrof so that we can better sort |
1080 | * the object names. |
1071 | * the object names. |
1081 | */ |
1072 | */ |
1082 | |
1073 | |
1083 | CLEAR_FLAG (tmp, FLAG_UNPAID); |
1074 | tmp->clr_flag (FLAG_UNPAID); |
1084 | items[*numitems].nrof = tmp->nrof; |
1075 | items[*numitems].nrof = tmp->nrof; |
1085 | /* Non mergable items have nrof of 0, but count them as one |
1076 | /* Non mergable items have nrof of 0, but count them as one |
1086 | * so the display is properly. |
1077 | * so the display is properly. |
1087 | */ |
1078 | */ |
1088 | if (tmp->nrof == 0) |
1079 | if (tmp->nrof == 0) |
1089 | items[*numitems].nrof++; |
1080 | items[*numitems].nrof++; |
1090 | items[*numitems].type = tmp->type; |
1081 | items[*numitems].type = tmp->type; |
|
|
1082 | |
|
|
1083 | items[*numitems].value = tmp->value; |
1091 | |
1084 | |
1092 | switch (tmp->type) |
1085 | switch (tmp->type) |
1093 | { |
1086 | { |
1094 | #if 0 |
1087 | #if 0 |
1095 | case BOOTS: |
1088 | case BOOTS: |
… | |
… | |
1107 | #endif |
1100 | #endif |
1108 | |
1101 | |
1109 | default: |
1102 | default: |
1110 | items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1103 | items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1111 | items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
1104 | items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
|
|
1105 | items[*numitems].value += tmp->value; |
1112 | (*numitems)++; |
1106 | (*numitems)++; |
1113 | break; |
1107 | break; |
1114 | } |
1108 | } |
1115 | |
1109 | |
1116 | SET_FLAG (tmp, FLAG_UNPAID); |
1110 | tmp->set_flag (FLAG_UNPAID); |
1117 | } |
1111 | } |
1118 | |
1112 | |
1119 | void |
1113 | void |
1120 | shop_listing (object *sign, object *op) |
1114 | shop_listing (object *sign, object *op) |
1121 | { |
1115 | { |
1122 | int i, j, x1, x2, y1, y2; |
1116 | int i, j, x1, x2, y1, y2; |
1123 | const char *shop_coords = sign->kv (shstr_shop_coords); |
1117 | const char *shop_coords = sign->kv [shstr_shop_coords]; |
1124 | object *stack; |
1118 | object *stack; |
1125 | shopinv *items; |
1119 | shopinv *items; |
1126 | |
1120 | |
1127 | /* Should never happen, but just in case a monster does apply a sign */ |
1121 | /* Should never happen, but just in case a monster does apply a sign */ |
1128 | if (!op->is_player ()) |
1122 | if (!op->is_player ()) |
… | |
… | |
1143 | items = (shopinv *)malloc (sizeof (shopinv) * numallocated); |
1137 | items = (shopinv *)malloc (sizeof (shopinv) * numallocated); |
1144 | |
1138 | |
1145 | /* Find all the appropriate items */ |
1139 | /* Find all the appropriate items */ |
1146 | for (i = x1; i <= x2; i++) |
1140 | for (i = x1; i <= x2; i++) |
1147 | for (j = y1; j < y2; j++) |
1141 | for (j = y1; j < y2; j++) |
1148 | if (is_in_shop (op->map, i, j)) |
1142 | if (op->map->is_in_shop (i, j)) |
1149 | { |
1143 | { |
1150 | stack = GET_MAP_OB (op->map, i, j); |
1144 | stack = GET_MAP_OB (op->map, i, j); |
1151 | |
1145 | |
1152 | while (stack) |
1146 | while (stack) |
1153 | { |
1147 | { |
1154 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1148 | if (stack->flag [FLAG_UNPAID]) |
1155 | { |
1149 | { |
1156 | if (numitems == numallocated) |
1150 | if (numitems == numallocated) |
1157 | items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2)); |
1151 | items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2)); |
1158 | |
1152 | |
1159 | add_shop_item (stack, items, &numitems, &numallocated); |
1153 | add_shop_item (stack, items, &numitems, &numallocated); |
… | |
… | |
1172 | { |
1166 | { |
1173 | /* Collapse items of the same name together */ |
1167 | /* Collapse items of the same name together */ |
1174 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1168 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1175 | items[i + 1].nrof += items[i].nrof; |
1169 | items[i + 1].nrof += items[i].nrof; |
1176 | else |
1170 | else |
1177 | buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1171 | { |
|
|
1172 | buf.printf ( |
|
|
1173 | " %4d %s\n for %s\n", |
|
|
1174 | items[i].nrof ? items[i].nrof : 1, |
|
|
1175 | items[i].nrof == 1 ? items[i].item_sort : items[i].item_real, |
|
|
1176 | cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1)); |
|
|
1177 | } |
1178 | |
1178 | |
1179 | free (items[i].item_sort); |
1179 | free (items[i].item_sort); |
1180 | free (items[i].item_real); |
1180 | free (items[i].item_real); |
1181 | } |
1181 | } |
1182 | |
1182 | |
1183 | op->contr->infobox (MSG_CHANNEL ("shopitems"), buf); |
1183 | op->contr->infobox (MSG_CHANNEL ("shopitems"), buf); |
1184 | |
1184 | |
1185 | free (items); |
1185 | free (items); |
1186 | } |
|
|
1187 | |
|
|
1188 | /* elmex: this function checks whether the object is in a shop */ |
|
|
1189 | bool |
|
|
1190 | is_in_shop (object *o) |
|
|
1191 | { |
|
|
1192 | if (!o->is_on_map ()) |
|
|
1193 | return false; |
|
|
1194 | |
|
|
1195 | return is_in_shop (o->map, o->x, o->y); |
|
|
1196 | } |
1186 | } |
1197 | |
1187 | |
1198 | /* elmex: this function checks whether we are in a shop or not |
1188 | /* elmex: this function checks whether we are in a shop or not |
1199 | - change 2007-11-26: enhanced the O(n) case by stopping at the first |
1189 | - change 2007-11-26: enhanced the O(n) case by stopping at the first |
1200 | floor tile. this possibly will make map bugs where shopfloors are above |
1190 | floor tile. this possibly will make map bugs where shopfloors are above |
1201 | floors more obvious. |
1191 | floors more obvious. |
1202 | */ |
1192 | */ |
1203 | |
|
|
1204 | bool |
1193 | bool |
1205 | is_in_shop (maptile *map, int x, int y) |
1194 | maptile::is_in_shop (int x, int y) const |
1206 | { |
1195 | { |
1207 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
1196 | for (object *floor = at (x, y).bot; floor; floor = floor->above) |
1208 | if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) |
1197 | if (floor->flag [FLAG_IS_FLOOR]) |
1209 | return floor->type == SHOP_FLOOR; |
1198 | return floor->type == SHOP_FLOOR; |
1210 | |
1199 | |
1211 | return false; |
1200 | return false; |
1212 | } |
1201 | } |
1213 | |
1202 | |