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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <spells.h> |
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#include <skills.h> |
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#include <living.h> |
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#include <sproto.h> |
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#include <math.h> |
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|
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/* this is a measure of how effective store specialisation is. A general store |
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* will offer this proportion of the 'maximum' price, a specialised store will |
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* offer a range of prices around it such that the maximum price is always one |
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* therefore making this number higher, makes specialisation less effective. |
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* setting this value above 1 or to a negative value would have interesting, |
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* (though not useful) effects. |
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*/ |
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#define SPECIALISATION_EFFECT .5 |
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|
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// price a shopkeeper will give someone that is not of their race |
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#define DISLIKE_RATIO 0.8 |
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|
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static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); |
44 |
static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); |
45 |
static double shop_specialisation_ratio (const object *item, const maptile *map); |
46 |
static double shop_greed (const maptile *map); |
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|
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/* Added F_TRUE flag to define.h to mean that the price should not |
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* be adjusted by players charisma. With F_TRUE, it returns the amount |
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* that the item is worth, if it was sold, but unadjusted by charisma. |
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* This is needed for alchemy, to to determine what value of gold nuggets |
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* should be given (the gold nuggets, when sold, will have the adjustment |
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* by charisma done at that time). NULL could have been passed as the |
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* who parameter, but then the adjustment for expensive items (>10000) |
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* would not be done. |
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* |
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* Added F_APPROX flag, which means that the price returned should be wrong by |
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* an amount related to the player's bargaining skill. |
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* |
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* Added F_SHOP flag to mean that the specialisation of the shop on the player's |
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* current map should be taken into account when determining the price. Shops that |
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* specialise in what is being traded will give better prices than those that do not. |
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* |
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* CF 0.91.4 - This function got changed around a bit. Now the |
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* number of object is multiplied by the value early on. This fixes problems |
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* with items worth very little. What happened before is that various |
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* divisions took place, the value got rounded to 0 (Being an int), and |
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* thus remained 0. |
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* |
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* Mark Wedel (mwedel@pyramid.com) |
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*/ |
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|
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static sint64 approx_range; |
74 |
|
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sint64 |
76 |
query_cost (const object *tmp, object *who, int flag) |
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{ |
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double val; |
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int no_bargain; |
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int identified; |
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int not_cursed; |
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int approximate; |
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int shop; |
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double diff; |
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|
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approx_range = 0; |
87 |
|
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no_bargain = flag & F_NO_BARGAIN; |
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identified = flag & F_IDENTIFIED; |
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not_cursed = flag & F_NOT_CURSED; |
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approximate = flag & F_APPROX; |
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shop = flag & F_SHOP; |
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flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
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|
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if (tmp->type == MONEY) |
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return tmp->nrof * tmp->value; |
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|
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if (tmp->type == GEM) |
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{ |
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if (flag == F_TRUE) |
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return (tmp->nrof * tmp->value); |
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|
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if (flag == F_BUY) |
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return (sint64) (1.03 * tmp->nrof * tmp->value); |
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|
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if (flag == F_SELL) |
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return (sint64) (0.97 * tmp->nrof * tmp->value); |
108 |
|
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LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
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return 0; |
111 |
} |
112 |
|
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int number = tmp->number_of (); |
114 |
|
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if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
116 |
{ |
117 |
if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
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return 0; |
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else |
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val = tmp->value * number; |
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} |
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/* This area deals with objects that are not identified, but can be */ |
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else |
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{ |
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if (flag == F_BUY) |
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{ |
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LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ()); |
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val = tmp->arch->value * 50 * number; |
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} |
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else |
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{ /* Trying to sell something, or get true value */ |
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if (tmp->type == POTION) |
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val = number * 40; /* Don't want to give anything away */ |
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else |
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{ |
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/* Get 2/3'rd value for applied objects, 1/3'rd for totally |
137 |
* unknown objects |
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*/ |
139 |
if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
140 |
val = number * tmp->arch->value * 2 / 3; |
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else |
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val = number * tmp->arch->value / 3; |
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} |
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} |
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} |
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|
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/* If the item has been applied or identifed or does not need to be |
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* identified, AND the object is magical and the archetype is non |
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* magical, then change values accordingly. The tmp->arch==NULL is |
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* really just a check to prevent core dumps for when it checks |
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* tmp->arch->magic for any magic. The check for archetype |
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* magic is to not give extra money for archetypes that are by |
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* default magical. This is because the archetype value should have |
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* already figured in that value. |
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*/ |
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if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
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QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) |
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{ |
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if (tmp->magic > 0) |
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val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
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else |
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/* Note that tmp->magic is negative, so that this |
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* will actually be something like val /=2, /=3, etc. |
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*/ |
165 |
val /= (1 - tmp->magic); |
166 |
} |
167 |
|
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if (tmp->type == WAND) |
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{ |
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/* Value of the wand is multiplied by the number of |
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* charges. the treasure code already sets up the value |
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* 50 charges is used as the baseline. |
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*/ |
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if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
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val = (val * tmp->stats.food) / 50; |
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else /* if not identified, presume one charge */ |
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val /= 50; |
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} |
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|
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/* Limit amount of money you can get for really great items. */ |
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if (flag == F_SELL) |
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val = value_limit ((sint64) val, number, who, shop); |
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|
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// use a nonlinear price adjustment. as my predecessor said, don't change |
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// the archetypes, its work required for balancing, and we don't care. |
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//val = pow (val, 1.05); |
187 |
|
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/* This modification is for bargaining skill. |
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* Now only players with max level in bargaining |
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* AND Cha = 30 will get optimal price. |
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* Thus charisma will never get useless. |
192 |
* -b.e. edler@heydernet.de |
193 |
*/ |
194 |
|
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if (who && who->type == PLAYER) |
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{ |
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int lev_bargain = 0; |
198 |
int lev_identify = 0; |
199 |
|
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if (find_skill_by_number (who, SK_BARGAINING)) |
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lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
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|
203 |
if (const typedata *tmptype = get_typedata (tmp->type)) |
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{ |
205 |
if (int idskill1 = tmptype->identifyskill) |
206 |
{ |
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int idskill2 = tmptype->identifyskill2; |
208 |
|
209 |
if (find_skill_by_number (who, idskill1)) |
210 |
lev_identify = find_skill_by_number (who, idskill1)->level; |
211 |
|
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if (idskill2 && find_skill_by_number (who, idskill2)) |
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lev_identify += find_skill_by_number (who, idskill2)->level; |
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} |
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} |
216 |
|
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/* ratio determines how much of the price modification |
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* will come from the basic stat charisma |
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* the rest will come from the level in bargaining skill |
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*/ |
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const double cha_ratio = 0.40; |
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|
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diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
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diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
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diff = .02 + (.80 - .02) * diff; |
226 |
|
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if (flag == F_BUY) |
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val += val * diff; |
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else if (flag == F_SELL) |
230 |
val -= val * diff; |
231 |
|
232 |
// now find a price range. the less good we can judge, the larger the range is |
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// then the range is adjusted randomly around the correct value |
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if (approximate) |
235 |
approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
236 |
} |
237 |
|
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/* I don't think this should really happen - if it does, it indicates and |
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* overflow of diff above. That should only happen if |
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* we are selling objects - in that case, the person just |
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* gets no money. |
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*/ |
243 |
if ((sint64) val < 0) |
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val = 0; |
245 |
|
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/* Unidentified stuff won't sell for more than 60gp */ |
247 |
if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) |
248 |
{ |
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val = (val > 600) ? 600 : val; |
250 |
} |
251 |
|
252 |
/* if we are in a shop, check how the type of shop should affect the price */ |
253 |
if (shop && who) |
254 |
{ |
255 |
if (flag == F_SELL) |
256 |
val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); |
257 |
else if (flag == F_BUY) |
258 |
{ |
259 |
/* |
260 |
* 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 |
* 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 |
* price will not generate extra money. However, the |
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* 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 |
* 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 |
* value of the items they sell (much like how people sometimes find |
270 |
* antiques in a junk shop in real life). |
271 |
*/ |
272 |
if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
273 |
val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
274 |
else |
275 |
val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
276 |
} |
277 |
|
278 |
/* 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 |
280 |
* pointful, and could give fun with rounding. |
281 |
*/ |
282 |
//TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
283 |
if (val > 50) |
284 |
val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
285 |
} |
286 |
|
287 |
return (sint64) val; |
288 |
} |
289 |
|
290 |
/* Find the coin type that is worth more the 'c'. Starts at the |
291 |
* cointype placement. |
292 |
*/ |
293 |
|
294 |
static archetype * |
295 |
find_next_coin (sint64 c, int *cointype) |
296 |
{ |
297 |
archetype *coin; |
298 |
|
299 |
do |
300 |
{ |
301 |
if (coins[*cointype] == NULL) |
302 |
return NULL; |
303 |
coin = archetype::find (coins[*cointype]); |
304 |
if (coin == NULL) |
305 |
return NULL; |
306 |
*cointype += 1; |
307 |
} |
308 |
while (coin->value > c); |
309 |
|
310 |
return coin; |
311 |
} |
312 |
|
313 |
/* This returns a string of how much something is worth based on |
314 |
* an integer being passed. |
315 |
* cost is the cost we need to represent. |
316 |
* While cost is 64 bit, the number of any coin is still really |
317 |
* limited to 32 bit (size of nrof field). If it turns out players |
318 |
* have so much money that they have more than 2 billion platinum |
319 |
* coins, there are certainly issues - the easiest fix at that |
320 |
* time is to add a higher denomination (mithril piece with |
321 |
* 10,000 silver or something) |
322 |
*/ |
323 |
const char * |
324 |
cost_string_from_value (sint64 cost, int approx) |
325 |
{ |
326 |
static char buf[MAX_BUF]; |
327 |
archetype *coin, *next_coin; |
328 |
int num, cointype = 0; |
329 |
|
330 |
coin = find_next_coin (cost, &cointype); |
331 |
if (coin == NULL) |
332 |
return "nothing"; |
333 |
|
334 |
num = cost / coin->value; |
335 |
/* so long as nrof is 32 bit, this is true. |
336 |
* If it takes more coins than a person can possibly carry, this |
337 |
* is basically true. |
338 |
*/ |
339 |
if ((cost / coin->value) > UINT32_MAX) |
340 |
{ |
341 |
strcpy (buf, "an unimaginable sum of money"); |
342 |
return buf; |
343 |
} |
344 |
|
345 |
cost -= num * (sint64)coin->value; |
346 |
|
347 |
sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
348 |
|
349 |
next_coin = find_next_coin (cost, &cointype); |
350 |
if (next_coin == NULL || approx) |
351 |
return buf; |
352 |
|
353 |
coin = next_coin; |
354 |
num = cost / coin->value; |
355 |
cost -= num * (sint64)coin->value; |
356 |
|
357 |
sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
358 |
|
359 |
return buf; |
360 |
} |
361 |
|
362 |
const char * |
363 |
query_cost_string (const object *tmp, object *who, int flag) |
364 |
{ |
365 |
sint64 real_value = query_cost (tmp, who, flag); |
366 |
int idskill1 = 0; |
367 |
int idskill2 = 0; |
368 |
const typedata *tmptype; |
369 |
|
370 |
tmptype = get_typedata (tmp->type); |
371 |
if (tmptype) |
372 |
{ |
373 |
idskill1 = tmptype->identifyskill; |
374 |
idskill2 = tmptype->identifyskill2; |
375 |
} |
376 |
|
377 |
/* we show an approximate price if |
378 |
* 1) we are approximating |
379 |
* 2) there either is no id skill(s) for the item, or we don't have them |
380 |
* 3) we don't have bargaining skill either |
381 |
*/ |
382 |
if (flag & F_APPROX) |
383 |
{ |
384 |
if (!idskill1 || !find_skill_by_number (who, idskill1)) |
385 |
{ |
386 |
if (!idskill2 || !find_skill_by_number (who, idskill2)) |
387 |
{ |
388 |
if (!find_skill_by_number (who, SK_BARGAINING)) |
389 |
{ |
390 |
static char buf[MAX_BUF]; |
391 |
int num, cointype = 0; |
392 |
archetype *coin = find_next_coin (real_value, &cointype); |
393 |
|
394 |
if (coin == NULL) |
395 |
return "nothing"; |
396 |
|
397 |
num = real_value / coin->value; |
398 |
|
399 |
if (num == 1) |
400 |
sprintf (buf, "about one %s", &coin->object::name); |
401 |
else if (num < 5) |
402 |
sprintf (buf, "a few %s", &coin->object::name_pl); |
403 |
else if (num < 10) |
404 |
sprintf (buf, "several %s", &coin->object::name_pl); |
405 |
else if (num < 25) |
406 |
sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
407 |
else if (num < 100) |
408 |
sprintf (buf, "lots of %s", &coin->object::name_pl); |
409 |
else if (num < 1000) |
410 |
sprintf (buf, "a great many %s", &coin->object::name_pl); |
411 |
else |
412 |
sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); |
413 |
|
414 |
return buf; |
415 |
} |
416 |
} |
417 |
} |
418 |
|
419 |
int hash = ((unsigned int) tmp->count * 174364621) & 1023; |
420 |
|
421 |
if (approx_range) |
422 |
{ |
423 |
sint64 lo = (sint64) real_value - (approx_range * hash >> 10); |
424 |
static char buf[MAX_BUF]; |
425 |
|
426 |
sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
427 |
sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
428 |
|
429 |
return buf; |
430 |
} |
431 |
} |
432 |
|
433 |
return cost_string_from_value (real_value, 0); |
434 |
} |
435 |
|
436 |
/* This function finds out how much money the player is carrying, |
437 |
* including what is in containers. |
438 |
*/ |
439 |
sint64 |
440 |
query_money (const object *op) |
441 |
{ |
442 |
object *tmp; |
443 |
sint64 total = 0; |
444 |
|
445 |
if (op->type != PLAYER && op->type != CONTAINER) |
446 |
{ |
447 |
LOG (llevError, "Query money called with non player/container\n"); |
448 |
return 0; |
449 |
} |
450 |
|
451 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
452 |
if (tmp->type == MONEY) |
453 |
total += tmp->nrof * (sint64)tmp->value; |
454 |
else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold"))) |
455 |
total += query_money (tmp); |
456 |
|
457 |
return total; |
458 |
} |
459 |
|
460 |
/* TCHIZE: This function takes the amount of money from the |
461 |
* the player inventory and from it's various pouches using the |
462 |
* pay_from_container function. |
463 |
* returns 0 if not possible. 1 if success |
464 |
*/ |
465 |
int |
466 |
pay_for_amount (sint64 to_pay, object *pl) |
467 |
{ |
468 |
object *pouch; |
469 |
|
470 |
if (to_pay == 0) |
471 |
return 1; |
472 |
|
473 |
if (to_pay > query_money (pl)) |
474 |
return 0; |
475 |
|
476 |
pay_from_container (pl, pl, to_pay); |
477 |
|
478 |
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"))) |
480 |
pay_from_container (pl, pouch, to_pay); |
481 |
|
482 |
pl->update_stats (); |
483 |
return 1; |
484 |
} |
485 |
|
486 |
/* DAMN: This is now a wrapper for pay_from_container, which is |
487 |
* called for the player, then for each active container that can hold |
488 |
* money until op is paid for. Change will be left wherever the last |
489 |
* of the price was paid from. |
490 |
*/ |
491 |
int |
492 |
pay_for_item (object *op, object *pl) |
493 |
{ |
494 |
sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); |
495 |
object *pouch; |
496 |
sint64 saved_money; |
497 |
|
498 |
if (to_pay == 0) |
499 |
return 1; |
500 |
|
501 |
if (to_pay > query_money (pl)) |
502 |
return 0; |
503 |
|
504 |
/* We compare the paid price with the one for a player |
505 |
* without bargaining skill. |
506 |
* This determins the amount of exp (if any) gained for bargaining. |
507 |
*/ |
508 |
saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
509 |
|
510 |
if (saved_money > 0) |
511 |
change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); |
512 |
|
513 |
pay_from_container (pl, pl, to_pay); |
514 |
|
515 |
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"))) |
517 |
pay_from_container (pl, pouch, to_pay); |
518 |
|
519 |
pl->update_stats (); |
520 |
|
521 |
return 1; |
522 |
} |
523 |
|
524 |
/* This pays for the item, and takes the proper amount of money off |
525 |
* the player. |
526 |
* CF 0.91.4 - this function is mostly redone in order to fix a bug |
527 |
* with weight not be subtracted properly. We now remove and |
528 |
* insert the coin objects - this should update the weight |
529 |
* appropriately |
530 |
* |
531 |
* DAMN: This function is used for the player, then for any active |
532 |
* containers that can hold money. |
533 |
* |
534 |
* pouch is the container (pouch or player) to remove the coins from. |
535 |
* to_pay is the required amount. |
536 |
* returns the amount still missing after using "pouch". |
537 |
*/ |
538 |
static void |
539 |
pay_from_container (object *pl, object *pouch, sint64 &to_pay) |
540 |
{ |
541 |
int count, i; |
542 |
object *tmp, *next; |
543 |
archetype *at; |
544 |
|
545 |
if (pouch->type != PLAYER && pouch->type != CONTAINER) |
546 |
return; |
547 |
|
548 |
object *coin_objs[NUM_COINS] = { 0 }; |
549 |
|
550 |
/* This hunk should remove all the money objects from the player/container */ |
551 |
for (tmp = pouch->inv; tmp; tmp = next) |
552 |
{ |
553 |
next = tmp->below; |
554 |
|
555 |
if (tmp->type == MONEY) |
556 |
{ |
557 |
for (i = 0; i < NUM_COINS; i++) |
558 |
{ |
559 |
if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
560 |
{ |
561 |
// This should not happen, but if it does, just merge the two. |
562 |
if (coin_objs [i]) |
563 |
{ |
564 |
LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
565 |
coin_objs[i]->nrof += tmp->nrof; |
566 |
tmp->destroy (); |
567 |
} |
568 |
else |
569 |
{ |
570 |
tmp->remove (); |
571 |
coin_objs[i] = tmp; |
572 |
} |
573 |
|
574 |
break; |
575 |
} |
576 |
} |
577 |
|
578 |
if (i == NUM_COINS) |
579 |
LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
580 |
} |
581 |
} |
582 |
|
583 |
/* Fill in any gaps in the coin_objs array - needed to make change. */ |
584 |
/* Note that the coin_objs array goes from least value to greatest value */ |
585 |
for (i = 0; i < NUM_COINS; i++) |
586 |
if (!coin_objs[i]) |
587 |
{ |
588 |
at = archetype::find (coins[NUM_COINS - 1 - i]); |
589 |
|
590 |
if (at == NULL) |
591 |
LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); |
592 |
|
593 |
coin_objs[i] = arch_to_object (at); |
594 |
coin_objs[i]->nrof = 0; |
595 |
} |
596 |
|
597 |
for (i = 0; i < NUM_COINS; i++) |
598 |
{ |
599 |
object &coin = *coin_objs[i]; |
600 |
sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); |
601 |
to_pay -= num_coins * coin.value; |
602 |
|
603 |
coin.nrof -= num_coins; |
604 |
/* Now start making change. Start at the coin value |
605 |
* below the one we just did, and work down to |
606 |
* the lowest value. |
607 |
*/ |
608 |
count = i - 1; |
609 |
|
610 |
while (to_pay < 0 && count >= 0) |
611 |
{ |
612 |
num_coins = (-to_pay) / coin_objs[count]->value; |
613 |
coin_objs[count]->nrof += num_coins; |
614 |
to_pay += num_coins * coin_objs[count]->value; |
615 |
count--; |
616 |
} |
617 |
} |
618 |
|
619 |
for (i = 0; i < NUM_COINS; i++) |
620 |
if (coin_objs[i]->nrof) |
621 |
insert_ob_in_ob (coin_objs [i], pouch); |
622 |
else |
623 |
coin_objs[i]->destroy (); |
624 |
} |
625 |
|
626 |
/* 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. |
628 |
* Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
629 |
* to the player |
630 |
*/ |
631 |
int |
632 |
can_pay (object *pl) |
633 |
{ |
634 |
int unpaid_count = 0; |
635 |
sint64 unpaid_price = 0; |
636 |
sint64 player_wealth = query_money (pl); |
637 |
|
638 |
if (!pl || pl->type != PLAYER) |
639 |
{ |
640 |
LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
641 |
return 0; |
642 |
} |
643 |
|
644 |
for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
645 |
if (QUERY_FLAG (item, FLAG_UNPAID)) |
646 |
{ |
647 |
unpaid_count++; |
648 |
unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
649 |
} |
650 |
|
651 |
if (unpaid_price > player_wealth) |
652 |
{ |
653 |
dynbuf_text buf; |
654 |
|
655 |
buf << "You have " << unpaid_count |
656 |
<< " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0) |
657 |
<< ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0) |
658 |
<< " to be able to afford that. " |
659 |
"H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>"; |
660 |
|
661 |
pl->failmsg (buf); |
662 |
|
663 |
return 0; |
664 |
} |
665 |
else |
666 |
return 1; |
667 |
} |
668 |
|
669 |
/* Better get_payment, descends containers looking for |
670 |
* unpaid items, and pays for them. |
671 |
* returns 0 if the player still has unpaid items. |
672 |
* returns 1 if the player has paid for everything. |
673 |
* pl is the player buying the stuff. |
674 |
*/ |
675 |
int |
676 |
get_payment (object *pl) |
677 |
{ |
678 |
for (;;) |
679 |
{ |
680 |
next_item: |
681 |
|
682 |
for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
683 |
{ |
684 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
685 |
{ |
686 |
char buf[MAX_BUF]; |
687 |
snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); |
688 |
|
689 |
if (!pay_for_item (op, pl)) |
690 |
{ |
691 |
sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
692 |
|
693 |
CLEAR_FLAG (op, 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)); |
695 |
SET_FLAG (op, FLAG_UNPAID); |
696 |
return 0; |
697 |
} |
698 |
else |
699 |
{ |
700 |
CLEAR_FLAG (op, FLAG_UNPAID); |
701 |
CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
702 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
703 |
|
704 |
if (!merge_ob (op, op->env->inv)) |
705 |
esrv_update_item (UPD_FLAGS, pl, op); |
706 |
|
707 |
goto next_item; |
708 |
} |
709 |
} |
710 |
} |
711 |
|
712 |
return 1; |
713 |
} |
714 |
} |
715 |
|
716 |
/* written by elmex: |
717 |
* moved this code from sell_item () here to have a function |
718 |
* that pays the player an amount. Mainly put the code here to |
719 |
* be able to call it from a plugin. |
720 |
* |
721 |
* If the player can't carry all the money that is paid, it gets inserted |
722 |
* in his inventory anyway. This is the best alternative to not pay any money |
723 |
* or put it on the ground under the player. This way the player can still |
724 |
* go somewhere and unload the money at a safe place. |
725 |
* |
726 |
*/ |
727 |
void |
728 |
pay_player (object *pl, sint64 amount) |
729 |
{ |
730 |
int count = 0; |
731 |
archetype *at = 0; |
732 |
object *pouch = 0, *tmp = 0; |
733 |
|
734 |
for (count = 0; coins[count]; count++) |
735 |
{ |
736 |
at = archetype::find (coins[count]); |
737 |
|
738 |
if (at == NULL) |
739 |
LOG (llevError, "Could not find %s archetype\n", coins[count]); |
740 |
else if ((amount / at->value) > 0) |
741 |
{ |
742 |
for (pouch = pl->inv; pouch; pouch = pouch->below) |
743 |
{ |
744 |
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold")) |
745 |
{ |
746 |
int w = at->weight * (100 - pouch->stats.Str) / 100; |
747 |
int n = amount / at->value; |
748 |
|
749 |
if (w == 0) |
750 |
w = 1; /* Prevent divide by zero */ |
751 |
|
752 |
if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
753 |
{ |
754 |
if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
755 |
n = (pouch->weight_limit - pouch->carrying) / w; |
756 |
|
757 |
object *tmp = arch_to_object (at); |
758 |
tmp->nrof = n; |
759 |
amount -= tmp->nrof * tmp->value; |
760 |
pouch->insert (tmp); |
761 |
} |
762 |
} |
763 |
} |
764 |
|
765 |
if (amount / at->value > 0) |
766 |
{ |
767 |
object *tmp = arch_to_object (at); |
768 |
tmp->nrof = amount / tmp->value; |
769 |
amount -= tmp->nrof * tmp->value; |
770 |
pl->insert (tmp); |
771 |
} |
772 |
} |
773 |
} |
774 |
|
775 |
if (amount != 0) |
776 |
LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); |
777 |
} |
778 |
|
779 |
/* elmex: this is for the bank plugin :( */ |
780 |
sint64 |
781 |
pay_player_arch (object *pl, const char *arch, sint64 amount) |
782 |
{ |
783 |
if (amount) |
784 |
{ |
785 |
object *ob = archetype::get (arch); |
786 |
|
787 |
if (!ob) |
788 |
return 0; |
789 |
|
790 |
ob->nrof = amount; |
791 |
pl->insert (ob); |
792 |
} |
793 |
|
794 |
return 1; |
795 |
} |
796 |
|
797 |
/* Modified function to give out platinum coins. This function uses |
798 |
* the coins[] array to know what coins are available, just like |
799 |
* buy item. |
800 |
* |
801 |
* Modified to fill available race: gold containers before dumping |
802 |
* remaining coins in character's inventory. |
803 |
*/ |
804 |
bool |
805 |
sell_item (object *op, object *pl) |
806 |
{ |
807 |
sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
808 |
|
809 |
if (pl == NULL || pl->type != PLAYER) |
810 |
{ |
811 |
LOG (llevDebug, "Object other than player tried to sell something.\n"); |
812 |
return false; |
813 |
} |
814 |
|
815 |
op->custom_name = 0; |
816 |
|
817 |
if (!amount) |
818 |
{ |
819 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", |
820 |
query_name (op)); |
821 |
// elmex: change: the player now gets the item back if the shop is not |
822 |
// interested in it. |
823 |
return false; |
824 |
} |
825 |
|
826 |
/* We compare the price with the one for a player |
827 |
* without bargaining skill. |
828 |
* This determins the amount of exp (if any) gained for bargaining. |
829 |
* exp/10 -> 1 for each gold coin |
830 |
*/ |
831 |
extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
832 |
|
833 |
if (extra_gain > 0) |
834 |
change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
835 |
|
836 |
pay_player (pl, amount); |
837 |
|
838 |
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)); |
840 |
pl->play_sound (sound_find ("shop_sell")); |
841 |
|
842 |
SET_FLAG (op, FLAG_UNPAID); |
843 |
identify (op); |
844 |
|
845 |
return true; |
846 |
} |
847 |
|
848 |
/* 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, |
850 |
* returned value is between SPECIALISATION_EFFECT and 1. |
851 |
*/ |
852 |
static double |
853 |
shop_specialisation_ratio (const object *item, const maptile *map) |
854 |
{ |
855 |
shopitems *items = map->shopitems; |
856 |
double likedness = 0.; |
857 |
int i; |
858 |
|
859 |
if (item == NULL) |
860 |
{ |
861 |
LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
862 |
return 0; |
863 |
} |
864 |
|
865 |
if (!item->type) |
866 |
{ |
867 |
LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
868 |
/* |
869 |
* 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.." |
871 |
*/ |
872 |
return SPECIALISATION_EFFECT; |
873 |
} |
874 |
|
875 |
if (map->shopitems) |
876 |
{ |
877 |
for (i = 0; i < items[0].index; i++) |
878 |
if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) |
879 |
likedness = items[i].strength / 100.0; |
880 |
} |
881 |
|
882 |
if (likedness > 1.0) |
883 |
{ /* someone has been rather silly with the map headers. */ |
884 |
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
885 |
likedness = 1.0; |
886 |
} |
887 |
|
888 |
if (likedness < -1.0) |
889 |
{ |
890 |
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
891 |
likedness = -1.0; |
892 |
} |
893 |
|
894 |
return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); |
895 |
} |
896 |
|
897 |
/*returns the greed of the shop on map, or 1 if it isn't specified. */ |
898 |
static double |
899 |
shop_greed (const maptile *map) |
900 |
{ |
901 |
return map->shopgreed |
902 |
? map->shopgreed |
903 |
: 1.; |
904 |
} |
905 |
|
906 |
/* Returns a double based on how much the shopkeeper approves of the player. |
907 |
* this is based on the race of the shopkeeper and that of the player. |
908 |
*/ |
909 |
double |
910 |
shopkeeper_approval (const maptile *map, const object *player) |
911 |
{ |
912 |
return map->shoprace && player->race != map->shoprace |
913 |
? DISLIKE_RATIO |
914 |
: 1.; |
915 |
} |
916 |
|
917 |
/* limit the value of items based on the wealth of the shop. If the item is close |
918 |
* to the maximum value a shop will offer, we start to reduce it, if the item is |
919 |
* below the minimum value the shop is prepared to trade in, then we don't |
920 |
* want it and offer nothing. If it isn't a shop, check whether we should do generic |
921 |
* value reduction. |
922 |
* |
923 |
*/ |
924 |
static sint64 |
925 |
value_limit (sint64 val, int quantity, const object *who, int isshop) |
926 |
{ |
927 |
sint64 newval, unit_price, tmpshopmax; |
928 |
maptile *map; |
929 |
|
930 |
unit_price = val / quantity; |
931 |
|
932 |
if (!isshop || !who) |
933 |
{ |
934 |
if (unit_price > 250000) |
935 |
newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
936 |
else |
937 |
newval = unit_price; |
938 |
} |
939 |
else |
940 |
{ |
941 |
if (!who->map) |
942 |
{ |
943 |
LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); |
944 |
return val; |
945 |
} |
946 |
|
947 |
map = who->map; |
948 |
|
949 |
tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
950 |
|
951 |
if (map->shopmin && unit_price < map->shopmin) |
952 |
return 0; |
953 |
else if (unit_price > tmpshopmax / 2) |
954 |
newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
955 |
else |
956 |
newval = unit_price; |
957 |
} |
958 |
|
959 |
newval *= quantity; |
960 |
|
961 |
return newval; |
962 |
} |
963 |
|
964 |
/* gives a desciption of the shop on their current map to the player op. */ |
965 |
int |
966 |
describe_shop (const object *op) |
967 |
{ |
968 |
maptile *map = op->map; |
969 |
|
970 |
/*shopitems *items=map->shopitems; */ |
971 |
int pos = 0, i; |
972 |
double opinion = 0; |
973 |
char tmp[MAX_BUF] = "\0"; |
974 |
|
975 |
if (op->type != PLAYER) |
976 |
return 0; |
977 |
|
978 |
/*check if there is a shop specified for this map */ |
979 |
if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) |
980 |
{ |
981 |
new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); |
982 |
|
983 |
if (map->shopitems) |
984 |
for (i = 0; i < map->shopitems[0].index; i++) |
985 |
if (map->shopitems[i].name && map->shopitems[i].strength > 10) |
986 |
{ |
987 |
snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); |
988 |
pos += strlen (tmp + pos); |
989 |
} |
990 |
|
991 |
if (!pos) |
992 |
strcat (tmp, "a little of everything."); |
993 |
|
994 |
/* format the string into a list */ |
995 |
make_list_like (tmp); |
996 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); |
997 |
|
998 |
if (map->shopmax) |
999 |
new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); |
1000 |
|
1001 |
if (map->shopmin) |
1002 |
new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0)); |
1003 |
|
1004 |
if (map->shopgreed) |
1005 |
{ |
1006 |
if (map->shopgreed > 2.0) |
1007 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); |
1008 |
else if (map->shopgreed > 1.5) |
1009 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); |
1010 |
else if (map->shopgreed > 1.1) |
1011 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); |
1012 |
else if (map->shopgreed < 0.9) |
1013 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); |
1014 |
} |
1015 |
|
1016 |
if (map->shoprace) |
1017 |
{ |
1018 |
opinion = shopkeeper_approval (map, op); |
1019 |
if (opinion > 0.8) |
1020 |
new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); |
1021 |
else if (opinion > 0.5) |
1022 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); |
1023 |
else |
1024 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); |
1025 |
} |
1026 |
} |
1027 |
else |
1028 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); |
1029 |
|
1030 |
return 1; |
1031 |
} |
1032 |
|
1033 |
struct shopinv |
1034 |
{ |
1035 |
char *item_sort; |
1036 |
char *item_real; |
1037 |
uint16 type; |
1038 |
uint32 nrof; |
1039 |
}; |
1040 |
|
1041 |
/* There are a lot fo extra casts in here just to suppress warnings - it |
1042 |
* makes it look uglier than it really it. |
1043 |
* The format of the strings we get is type:name. So we first want to |
1044 |
* sort by type (numerical) - if the same type, then sort by name. |
1045 |
*/ |
1046 |
static int |
1047 |
shop_sort (const void *a1, const void *a2) |
1048 |
{ |
1049 |
shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1050 |
|
1051 |
if (s1->type < s2->type) |
1052 |
return -1; |
1053 |
|
1054 |
if (s1->type > s2->type) |
1055 |
return 1; |
1056 |
|
1057 |
/* the type is the same (what atoi gets), so do a strcasecmp to sort |
1058 |
* via alphabetical order |
1059 |
*/ |
1060 |
return strcasecmp (s1->item_sort, s2->item_sort); |
1061 |
} |
1062 |
|
1063 |
static void |
1064 |
add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1065 |
{ |
1066 |
#if 0 |
1067 |
char buf[MAX_BUF]; |
1068 |
#endif |
1069 |
/* clear unpaid flag so that doesn't come up in query |
1070 |
* string. We clear nrof so that we can better sort |
1071 |
* the object names. |
1072 |
*/ |
1073 |
|
1074 |
CLEAR_FLAG (tmp, FLAG_UNPAID); |
1075 |
items[*numitems].nrof = tmp->nrof; |
1076 |
/* Non mergable items have nrof of 0, but count them as one |
1077 |
* so the display is properly. |
1078 |
*/ |
1079 |
if (tmp->nrof == 0) |
1080 |
items[*numitems].nrof++; |
1081 |
items[*numitems].type = tmp->type; |
1082 |
|
1083 |
switch (tmp->type) |
1084 |
{ |
1085 |
#if 0 |
1086 |
case BOOTS: |
1087 |
case GLOVES: |
1088 |
case RING: |
1089 |
case AMULET: |
1090 |
case BRACERS: |
1091 |
case GIRDLE: |
1092 |
sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); |
1093 |
items[*numitems].item_sort = strdup (buf); |
1094 |
sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); |
1095 |
items[*numitems].item_real = strdup (buf); |
1096 |
(*numitems)++; |
1097 |
break; |
1098 |
#endif |
1099 |
|
1100 |
default: |
1101 |
items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1102 |
items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
1103 |
(*numitems)++; |
1104 |
break; |
1105 |
} |
1106 |
SET_FLAG (tmp, FLAG_UNPAID); |
1107 |
} |
1108 |
|
1109 |
void |
1110 |
shop_listing (object *sign, object *op) |
1111 |
{ |
1112 |
int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; |
1113 |
const char *shop_coords = sign->kv (shstr_shop_coords); |
1114 |
object *stack; |
1115 |
shopinv *items; |
1116 |
|
1117 |
/* Should never happen, but just in case a monster does apply a sign */ |
1118 |
if (op->type != PLAYER) |
1119 |
return; |
1120 |
|
1121 |
if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
1122 |
{ |
1123 |
x1 = 0; |
1124 |
y1 = 0; |
1125 |
x2 = op->map->width - 1; |
1126 |
y2 = op->map->height - 1; |
1127 |
} |
1128 |
|
1129 |
items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1130 |
numallocated = 40; |
1131 |
|
1132 |
/* Find all the appropriate items */ |
1133 |
for (i = x1; i <= x2; i++) |
1134 |
{ |
1135 |
for (j = y1; j < y2; j++) |
1136 |
{ |
1137 |
if (is_in_shop (op->map, i, j)) |
1138 |
{ |
1139 |
stack = GET_MAP_OB (op->map, i, j); |
1140 |
|
1141 |
while (stack) |
1142 |
{ |
1143 |
if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1144 |
{ |
1145 |
if (numitems == numallocated) |
1146 |
{ |
1147 |
items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1148 |
numallocated += 10; |
1149 |
} |
1150 |
|
1151 |
add_shop_item (stack, items, &numitems, &numallocated); |
1152 |
} |
1153 |
|
1154 |
stack = stack->above; |
1155 |
} |
1156 |
} |
1157 |
} |
1158 |
} |
1159 |
|
1160 |
if (numitems == 0) |
1161 |
{ |
1162 |
new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1163 |
free (items); |
1164 |
return; |
1165 |
} |
1166 |
|
1167 |
qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1168 |
|
1169 |
new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1170 |
|
1171 |
for (i = 0; i < numitems; i++) |
1172 |
{ |
1173 |
/* Collapse items of the same name together */ |
1174 |
if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1175 |
{ |
1176 |
items[i + 1].nrof += items[i].nrof; |
1177 |
free (items[i].item_sort); |
1178 |
free (items[i].item_real); |
1179 |
} |
1180 |
else |
1181 |
{ |
1182 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", |
1183 |
items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1184 |
free (items[i].item_sort); |
1185 |
free (items[i].item_real); |
1186 |
} |
1187 |
} |
1188 |
|
1189 |
free (items); |
1190 |
} |
1191 |
|
1192 |
/* elmex: this function checks whether the object is in a shop */ |
1193 |
bool |
1194 |
is_in_shop (object *o) |
1195 |
{ |
1196 |
if (!o->is_on_map ()) |
1197 |
return false; |
1198 |
|
1199 |
return is_in_shop (o->map, o->x, o->y); |
1200 |
} |
1201 |
|
1202 |
/* elmex: this function checks whether we are in a shop or not |
1203 |
- change 2007-11-26: enhanced the O(n) case by stopping at the first |
1204 |
floor tile. this possibly will make map bugs where shopfloors are above |
1205 |
floors more obvious. |
1206 |
*/ |
1207 |
|
1208 |
bool |
1209 |
is_in_shop (maptile *map, int x, int y) |
1210 |
{ |
1211 |
for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
1212 |
if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) |
1213 |
return floor->type == SHOP_FLOOR; |
1214 |
|
1215 |
return false; |
1216 |
} |
1217 |
|