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Revision: 1.10
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +876 -738 lines
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# User Rev Content
1 root 1.10
2 elmex 1.1 /*
3     * static char *rcsid_shop_c =
4 root 1.10 * "$Id: shop.C,v 1.9 2006-09-07 10:01:58 pippijn Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31     #include <spells.h>
32     #include <skills.h>
33     #include <living.h>
34     #include <newclient.h>
35     #ifndef __CEXTRACT__
36 root 1.10 # include <sproto.h>
37 elmex 1.1 #endif
38     #include <math.h>
39    
40     /* this is a measure of how effective store specialisation is. A general store
41     * will offer this proportion of the 'maximum' price, a specialised store will
42     * offer a range of prices around it such that the maximum price is always one
43     * therefore making this number higher, makes specialisation less effective.
44     * setting this value above 1 or to a negative value would have interesting,
45     * (though not useful) effects.
46     */
47     #define SPECIALISATION_EFFECT 0.5
48    
49     /* price a shopkeeper will give someone they neither like nor dislike */
50     #define NEUTRAL_RATIO 0.8
51    
52 root 1.10 static uint64 pay_from_container (object *pl, object *pouch, uint64 to_pay);
53     static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop);
54     static double shop_specialisation_ratio (const object *item, const mapstruct *map);
55     static double shop_greed (const mapstruct *map);
56 elmex 1.1
57 root 1.10 #define NUM_COINS 4 /* number of coin types */
58     static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
59 elmex 1.1
60     /* Added F_TRUE flag to define.h to mean that the price should not
61     * be adjusted by players charisma. With F_TRUE, it returns the amount
62     * that the item is worth, if it was sold, but unadjusted by charisma.
63     * This is needed for alchemy, to to determine what value of gold nuggets
64     * should be given (the gold nuggets, when sold, will have the adjustment
65     * by charisma done at that time). NULL could have been passed as the
66     * who parameter, but then the adjustment for expensive items (>10000)
67     * would not be done.
68     *
69     * Added F_APPROX flag, which means that the price returned should be wrong by
70     * an amount related to the player's bargaining skill.
71     *
72     * Added F_SHOP flag to mean that the specialisation of the shop on the player's
73     * current map should be taken into account when determining the price. Shops that
74     * specialise in what is being traded will give better prices than those that do not.
75     *
76     * CF 0.91.4 - This function got changed around a bit. Now the
77     * number of object is multiplied by the value early on. This fixes problems
78     * with items worth very little. What happened before is that various
79     * divisions took place, the value got rounded to 0 (Being an int), and
80     * thus remained 0.
81     *
82     * Mark Wedel (mwedel@pyramid.com)
83     */
84    
85     static uint64 approx_range;
86    
87 root 1.10 uint64
88     query_cost (const object *tmp, object *who, int flag)
89     {
90     double val;
91     int number; /* used to better calculate value */
92     int no_bargain;
93     int identified;
94     int not_cursed;
95     int approximate;
96     int shop;
97     double diff;
98    
99     approx_range = 0;
100    
101     no_bargain = flag & F_NO_BARGAIN;
102     identified = flag & F_IDENTIFIED;
103     not_cursed = flag & F_NOT_CURSED;
104     approximate = flag & F_APPROX;
105     shop = flag & F_SHOP;
106     flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
107    
108     if (tmp->type == MONEY)
109     return (tmp->nrof * tmp->value);
110     if (tmp->type == GEM)
111     {
112     if (flag == F_TRUE)
113     return (tmp->nrof * tmp->value);
114     if (flag == F_BUY)
115     return (uint64) (1.03 * tmp->nrof * tmp->value);
116     if (flag == F_SELL)
117     return (uint64) (0.97 * tmp->nrof * tmp->value);
118     LOG (llevError, "Query_cost: Gem type with unknown flag : %d\n", flag);
119     return 0;
120     }
121     number = tmp->nrof;
122     if (number == 0)
123     number = 1;
124     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
125     {
126     if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
127 root 1.6 return 0;
128 root 1.10 else
129     val = tmp->value * number;
130 elmex 1.1 }
131 root 1.10 /* This area deals with objects that are not identified, but can be */
132     else
133     {
134     if (tmp->arch != NULL)
135     {
136     if (flag == F_BUY)
137     {
138     LOG (llevError, "Asking for buy-value of unidentified object.\n");
139     val = tmp->arch->clone.value * 50 * number;
140 root 1.6 }
141 root 1.10 else
142     { /* Trying to sell something, or get true value */
143     if (tmp->type == POTION)
144     val = number * 40; /* Don't want to give anything away */
145     else
146     {
147     /* Get 2/3'rd value for applied objects, 1/3'rd for totally
148     * unknown objects
149     */
150     if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
151     val = number * tmp->arch->clone.value * 2 / 3;
152     else
153     val = number * tmp->arch->clone.value / 3;
154 root 1.6 }
155     }
156 root 1.10 }
157     else
158     { /* No archetype with this object */
159     LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
160     if (flag == F_BUY)
161     {
162     LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
163     val = number * tmp->value * 10;
164 root 1.6 }
165 root 1.10 else
166     val = number * tmp->value / 5;
167 root 1.6 }
168 elmex 1.1 }
169    
170 root 1.10 /* If the item has been applied or identifed or does not need to be
171     * identified, AND the object is magical and the archetype is non
172     * magical, then change values accordingly. The tmp->arch==NULL is
173     * really just a check to prevent core dumps for when it checks
174     * tmp->arch->clone.magic for any magic. The check for archetype
175     * magic is to not give extra money for archetypes that are by
176     * default magical. This is because the archetype value should have
177     * already figured in that value.
178     */
179     if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
180     QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
181     {
182     if (tmp->magic > 0)
183     val *= (3 * tmp->magic * tmp->magic * tmp->magic);
184     else
185     /* Note that tmp->magic is negative, so that this
186     * will actually be something like val /=2, /=3, etc.
187 root 1.6 */
188 root 1.10 val /= (1 - tmp->magic);
189     }
190    
191     if (tmp->type == WAND)
192     {
193     /* Value of the wand is multiplied by the number of
194     * charges. the treasure code already sets up the value
195     * 50 charges is used as the baseline.
196     */
197     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
198     val = (val * tmp->stats.food) / 50;
199     else /* if not identified, presume one charge */
200     val /= 50;
201     }
202    
203     /* Limit amount of money you can get for really great items. */
204     if (flag == F_SELL)
205     val = value_limit ((uint64) val, number, who, shop);
206    
207     // use a nonlinear price adjustment. as my predecessor said, don't change
208     // the archetypes, its work required for balancing, and we don't care.
209     //val = pow (val, 1.05);
210    
211     /* This modification is for bargaining skill.
212     * Now only players with max level in bargaining
213     * AND Cha = 30 will get optimal price.
214     * Thus charisma will never get useless.
215     * -b.e. edler@heydernet.de
216     */
217    
218     if (who != NULL && who->type == PLAYER)
219     {
220     int lev_bargain = 0;
221     int lev_identify = 0;
222     int idskill1 = 0;
223     int idskill2 = 0;
224     const typedata *tmptype;
225    
226     tmptype = get_typedata (tmp->type);
227    
228     if (find_skill_by_number (who, SK_BARGAINING))
229     {
230     lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
231     }
232     if (tmptype)
233     {
234     idskill1 = tmptype->identifyskill;
235     if (idskill1)
236     {
237     idskill2 = tmptype->identifyskill2;
238     if (find_skill_by_number (who, idskill1))
239     {
240     lev_identify = find_skill_by_number (who, idskill1)->level;
241     }
242     if (idskill2 && find_skill_by_number (who, idskill2))
243     {
244     lev_identify += find_skill_by_number (who, idskill2)->level;
245     }
246 root 1.6 }
247     }
248 root 1.10 else
249     LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name);
250    
251     /* ratio determines how much of the price modification
252     * will come from the basic stat charisma
253     * the rest will come from the level in bargaining skill
254     */
255     const double cha_ratio = 0.40;
256 elmex 1.1
257 root 1.10 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
258    
259     diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
260    
261     diff = .02 + (.80 - .02) * diff;
262    
263     if (flag == F_BUY)
264     val += (val * diff);
265     else if (flag == F_SELL)
266     val -= (val * diff);
267    
268     // now find a price range. the less good we can judge, the larger the range is
269     // then the range is adjusted randomly around the correct value
270     if (approximate)
271     approx_range = uint64 (val / sqrt (lev_identify * 3 + 1));
272     }
273    
274     /* I don't think this should really happen - if it does, it indicates and
275     * overflow of diff above. That shoudl only happen if
276     * we are selling objects - in that case, the person just
277     * gets no money.
278     */
279     if ((sint64) val < 0)
280     val = 0;
281    
282     /* Unidentified stuff won't sell for more than 60gp */
283     if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
284     {
285     val = (val > 600) ? 600 : val;
286     }
287 elmex 1.1
288 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
289     if (shop && who)
290     {
291     if (flag == F_SELL)
292     val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
293     else if (flag == F_BUY)
294     {
295     /*
296     * when buying, if the item was sold by another player, it is ok to
297     * let the item be sold cheaper, according to the specialisation of
298     * the shop. If a player sold an item here, then his sale price was
299     * multiplied by the specialisation ratio, to do the same to the buy
300     * price will not generate extra money. However, the
301     * same is not true of generated items, these have to /divide/ by the
302     * specialisation, so that the price is never less than what they could
303     * be sold for (otherwise players could camp map resets to make money).
304     * In game terms, a non-specialist shop, might not recognise the true
305     * value of the items they sell (much like how people sometimes find
306     * antiques in a junk shop in real life).
307     */
308     if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
309     val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
310     else
311     val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
312     }
313     /* we will also have an extra 0-5% variation between shops of the same type
314     * for valuable items (below a value of 50 this effect wouldn't be very
315     * pointful, and could give fun with rounding.
316     */
317     if (who->map->path != NULL && val > 50)
318     val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
319 elmex 1.1 }
320 root 1.10 return (uint64) val;
321 elmex 1.1 }
322    
323     /* Find the coin type that is worth more the 'c'. Starts at the
324     * cointype placement.
325     */
326    
327 root 1.10 static archetype *
328     find_next_coin (uint64 c, int *cointype)
329     {
330 elmex 1.1 archetype *coin;
331    
332 pippijn 1.9 do
333 root 1.10 {
334     if (coins[*cointype] == NULL)
335     return NULL;
336     coin = find_archetype (coins[*cointype]);
337     if (coin == NULL)
338     return NULL;
339     *cointype += 1;
340     }
341     while ((uint64) coin->clone.value > c);
342 elmex 1.1
343     return coin;
344     }
345    
346     /* This returns a string of how much something is worth based on
347     * an integer being passed.
348     * cost is the cost we need to represent.
349     * While cost is 64 bit, the number of any coin is still really
350     * limited to 32 bit (size of nrof field). If it turns out players
351     * have so much money that they have more than 2 billion platinum
352     * coins, there are certainly issues - the easiest fix at that
353     * time is to add a higher denomination (mithril piece with
354     * 10,000 silver or something)
355     */
356 root 1.10 const char *
357     cost_string_from_value (uint64 cost, int approx)
358 elmex 1.1 {
359 root 1.10 static char buf[MAX_BUF];
360     archetype *coin, *next_coin;
361     int num, cointype = 0;
362    
363     coin = find_next_coin (cost, &cointype);
364     if (coin == NULL)
365     return "nothing";
366    
367     num = cost / coin->clone.value;
368     /* so long as nrof is 32 bit, this is true.
369     * If it takes more coins than a person can possibly carry, this
370     * is basically true.
371     */
372     if ((cost / coin->clone.value) > UINT32_MAX)
373     {
374     strcpy (buf, "an unimaginable sum of money");
375     return buf;
376     }
377    
378     cost -= (uint64) num *(uint64) coin->clone.value;
379 elmex 1.1
380 root 1.10 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
381    
382     next_coin = find_next_coin (cost, &cointype);
383     if (next_coin == NULL || approx)
384 elmex 1.1 return buf;
385 root 1.10
386     coin = next_coin;
387     num = cost / coin->clone.value;
388     cost -= (uint64) num *(uint64) coin->clone.value;
389    
390     sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
391    
392     return buf;
393 elmex 1.1 }
394    
395 root 1.10 const char *
396     query_cost_string (const object *tmp, object *who, int flag)
397     {
398     uint64 real_value = query_cost (tmp, who, flag);
399     int idskill1 = 0;
400     int idskill2 = 0;
401     const typedata *tmptype;
402    
403     tmptype = get_typedata (tmp->type);
404     if (tmptype)
405     {
406     idskill1 = tmptype->identifyskill;
407     idskill2 = tmptype->identifyskill2;
408     }
409    
410     /* we show an approximate price if
411     * 1) we are approximating
412     * 2) there either is no id skill(s) for the item, or we don't have them
413     * 3) we don't have bargaining skill either
414     */
415     if (flag & F_APPROX)
416     {
417     if (!idskill1 || !find_skill_by_number (who, idskill1))
418     {
419     if (!idskill2 || !find_skill_by_number (who, idskill2))
420     {
421     if (!find_skill_by_number (who, SK_BARGAINING))
422     {
423     static char buf[MAX_BUF];
424     int num, cointype = 0;
425     archetype *coin = find_next_coin (real_value, &cointype);
426    
427     if (coin == NULL)
428     return "nothing";
429    
430     num = real_value / coin->clone.value;
431     if (num == 1)
432     sprintf (buf, "about one %s", &coin->clone.name);
433     else if (num < 5)
434     sprintf (buf, "a few %s", &coin->clone.name_pl);
435     else if (num < 10)
436     sprintf (buf, "several %s", &coin->clone.name_pl);
437     else if (num < 25)
438     sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
439     else if (num < 100)
440     sprintf (buf, "lots of %s", &coin->clone.name_pl);
441     else if (num < 1000)
442     sprintf (buf, "a great many %s", &coin->clone.name_pl);
443     else
444     sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
445     return buf;
446 root 1.6 }
447     }
448     }
449 elmex 1.1
450 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
451 elmex 1.1
452 root 1.10 if (approx_range)
453     {
454     uint64 lo = (sint64) real_value - (approx_range * hash >> 10);
455     static char buf[MAX_BUF];
456 elmex 1.1
457 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
458     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
459 elmex 1.1
460 root 1.10 return buf;
461     }
462 elmex 1.1 }
463    
464 root 1.10 return cost_string_from_value (real_value, 0);
465 elmex 1.1 }
466    
467     /* This function finds out how much money the player is carrying,
468     * including what is in containers.
469     */
470 root 1.10 uint64
471     query_money (const object *op)
472     {
473     object *tmp;
474     uint64 total = 0;
475 elmex 1.1
476 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
477     {
478     LOG (llevError, "Query money called with non player/container\n");
479     return 0;
480 elmex 1.1 }
481 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
482     {
483     if (tmp->type == MONEY)
484     {
485     total += (uint64) tmp->nrof * (uint64) tmp->value;
486     }
487     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
488     {
489     total += query_money (tmp);
490 root 1.6 }
491 elmex 1.1 }
492 root 1.10 return total;
493 elmex 1.1 }
494 root 1.10
495 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
496     * the player inventory and from it's various pouches using the
497     * pay_from_container function.
498     * returns 0 if not possible. 1 if success
499     */
500 root 1.10 int
501     pay_for_amount (uint64 to_pay, object *pl)
502     {
503     object *pouch;
504 elmex 1.1
505 root 1.10 if (to_pay == 0)
506     return 1;
507     if (to_pay > query_money (pl))
508     return 0;
509 elmex 1.1
510 root 1.10 to_pay = pay_from_container (pl, pl, to_pay);
511 elmex 1.1
512 root 1.10 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below)
513     {
514     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
515     {
516     to_pay = pay_from_container (pl, pouch, to_pay);
517 root 1.6 }
518 elmex 1.1 }
519 root 1.10 fix_player (pl);
520     return 1;
521 elmex 1.1 }
522    
523     /* DAMN: This is now a wrapper for pay_from_container, which is
524     * called for the player, then for each active container that can hold
525     * money until op is paid for. Change will be left wherever the last
526     * of the price was paid from.
527     */
528 root 1.10 int
529     pay_for_item (object *op, object *pl)
530     {
531     uint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
532     object *pouch;
533     uint64 saved_money;
534    
535     if (to_pay == 0)
536 elmex 1.1 return 1;
537 root 1.10 if (to_pay > query_money (pl))
538     return 0;
539    
540     /* We compare the paid price with the one for a player
541     * without bargaining skill.
542     * This determins the amount of exp (if any) gained for bargaining.
543     */
544     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
545    
546     if (saved_money > 0)
547     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
548    
549     to_pay = pay_from_container (pl, pl, to_pay);
550    
551     for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below)
552     {
553     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
554     {
555     to_pay = pay_from_container (pl, pouch, to_pay);
556     }
557     }
558     if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
559     SET_FLAG (op, FLAG_WAS_WIZ);
560     fix_player (pl);
561     return 1;
562 elmex 1.1 }
563    
564     /* This pays for the item, and takes the proper amount of money off
565     * the player.
566     * CF 0.91.4 - this function is mostly redone in order to fix a bug
567     * with weight not be subtracted properly. We now remove and
568     * insert the coin objects - this should update the weight
569     * appropriately
570     *
571     * DAMN: This function is used for the player, then for any active
572     * containers that can hold money.
573     *
574     * pouch is the container (pouch or player) to remove the coins from.
575     * to_pay is the required amount.
576     * returns the amount still missing after using "pouch".
577     */
578 root 1.10 static uint64
579     pay_from_container (object *pl, object *pouch, uint64 to_pay)
580     {
581     int count, i;
582     uint64 remain;
583     object *tmp, *coin_objs[NUM_COINS], *next;
584     archetype *at;
585    
586     if (pouch->type != PLAYER && pouch->type != CONTAINER)
587     return to_pay;
588    
589     remain = to_pay;
590     for (i = 0; i < NUM_COINS; i++)
591     coin_objs[i] = NULL;
592    
593     /* This hunk should remove all the money objects from the player/container */
594     for (tmp = pouch->inv; tmp; tmp = next)
595     {
596     next = tmp->below;
597    
598     if (tmp->type == MONEY)
599     {
600     for (i = 0; i < NUM_COINS; i++)
601     {
602     if (!strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name) && (tmp->value == tmp->arch->clone.value))
603     {
604    
605     /* This should not happen, but if it does, just *
606     * merge the two. */
607     if (coin_objs[i] != NULL)
608     {
609     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
610     remove_ob (tmp);
611     coin_objs[i]->nrof += tmp->nrof;
612     esrv_del_item (pl->contr, tmp->count);
613     free_object (tmp);
614 root 1.6 }
615 root 1.10 else
616     {
617     remove_ob (tmp);
618     if (pouch->type == PLAYER)
619     esrv_del_item (pl->contr, tmp->count);
620     coin_objs[i] = tmp;
621 root 1.6 }
622 root 1.10 break;
623 root 1.6 }
624     }
625 root 1.10 if (i == NUM_COINS)
626     LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
627 root 1.6 }
628 elmex 1.1 }
629    
630 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
631     /* Note that the coin_objs array goes from least value to greatest value */
632     for (i = 0; i < NUM_COINS; i++)
633     if (coin_objs[i] == NULL)
634     {
635     at = find_archetype (coins[NUM_COINS - 1 - i]);
636     if (at == NULL)
637     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
638     coin_objs[i] = arch_to_object (at);
639     coin_objs[i]->nrof = 0;
640     }
641    
642     for (i = 0; i < NUM_COINS; i++)
643     {
644     int num_coins;
645    
646     if (coin_objs[i]->nrof * coin_objs[i]->value > remain)
647     {
648     num_coins = remain / coin_objs[i]->value;
649     if ((uint64) num_coins * (uint64) coin_objs[i]->value < remain)
650     num_coins++;
651     }
652     else
653     {
654     num_coins = coin_objs[i]->nrof;
655     }
656     remain -= (sint64) num_coins *(sint64) coin_objs[i]->value;
657    
658     coin_objs[i]->nrof -= num_coins;
659     /* Now start making change. Start at the coin value
660     * below the one we just did, and work down to
661     * the lowest value.
662     */
663     count = i - 1;
664     while (remain < 0 && count >= 0)
665     {
666     num_coins = -remain / coin_objs[count]->value;
667     coin_objs[count]->nrof += num_coins;
668     remain += num_coins * coin_objs[count]->value;
669     count--;
670     }
671     }
672     for (i = 0; i < NUM_COINS; i++)
673     {
674     if (coin_objs[i]->nrof)
675     {
676     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
677    
678     esrv_send_item (pl, tmp);
679     esrv_send_item (pl, pouch);
680     if (pl != pouch)
681     esrv_update_item (UPD_WEIGHT, pl, pouch);
682     if (pl->type != PLAYER)
683     {
684     esrv_send_item (pl, pl);
685 root 1.6 }
686 root 1.10 }
687     else
688     {
689     free_object (coin_objs[i]);
690 root 1.6 }
691 elmex 1.1 }
692 root 1.10 return (remain);
693 elmex 1.1 }
694    
695     /* Checks all unpaid items in op's inventory, adds up all the money they
696     * have, and checks that they can actually afford what they want to buy.
697     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
698     * to the player
699     */
700    
701 root 1.10 int
702     can_pay (object *pl)
703     {
704     int unpaid_count = 0, i;
705     uint64 unpaid_price = 0;
706     uint64 player_wealth = query_money (pl);
707     object *item;
708     uint32 coincount[NUM_COINS];
709    
710     if (!pl || pl->type != PLAYER)
711     {
712     LOG (llevError, "can_pay(): called against something that isn't a player\n");
713     return 0;
714 elmex 1.1 }
715 root 1.10 for (i = 0; i < NUM_COINS; i++)
716     coincount[i] = 0;
717     for (item = pl->inv; item;)
718     {
719     if QUERY_FLAG
720     (item, FLAG_UNPAID)
721     {
722     unpaid_count++;
723     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
724 root 1.6 }
725 root 1.10 /* merely converting the player's monetary wealth won't do, if we did that,
726     * we could print the wrong numbers for the coins, so we count the money instead
727     */
728     for (i = 0; i < NUM_COINS; i++)
729     if (!strcmp (coins[i], item->arch->name))
730     coincount[i] += item->nrof;
731     if (item->inv)
732     item = item->inv;
733     else if (item->below)
734     item = item->below;
735     else if (item->env && item->env != pl && item->env->below)
736     item = item->env->below;
737     else
738     item = NULL;
739     }
740     if (unpaid_price > player_wealth)
741     {
742     char buf[MAX_BUF];
743     char cost[MAX_BUF];
744     char missing[MAX_BUF];
745    
746     sprintf (cost, "%s", cost_string_from_value (unpaid_price, 0));
747     sprintf (missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
748    
749     sprintf (buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
750     unpaid_count, cost, missing);
751     new_draw_info (NDI_UNIQUE, 0, pl, buf);
752     return 0;
753 elmex 1.1 }
754 root 1.10 else
755     return 1;
756 elmex 1.1 }
757    
758    
759     /* Better get_payment, descends containers looking for
760     * unpaid items, and pays for them.
761     * returns 0 if the player still has unpaid items.
762     * returns 1 if the player has paid for everything.
763     * pl is the player buying the stuff.
764     * op is the object we are examining. If op has
765     * and inventory, we examine that. IF there are objects
766     * below op, we descend down.
767     */
768 root 1.10 int
769     get_payment (object *pl, object *op)
770     {
771     char buf[MAX_BUF];
772     int ret = 1;
773    
774     if (op != NULL && op->inv)
775     ret = get_payment (pl, op->inv);
776    
777     if (!ret)
778     return 0;
779 elmex 1.1
780 root 1.10 if (op != NULL && op->below)
781     ret = get_payment (pl, op->below);
782 elmex 1.1
783 root 1.10 if (!ret)
784     return 0;
785    
786     if (op != NULL && QUERY_FLAG (op, FLAG_UNPAID))
787     {
788     strncpy (buf, query_cost_string (op, pl, F_BUY | F_SHOP), MAX_BUF);
789     buf[MAX_BUF - 1] = '\0';
790     if (!pay_for_item (op, pl))
791     {
792     uint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
793 elmex 1.1
794 root 1.10 CLEAR_FLAG (op, FLAG_UNPAID);
795     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
796     SET_FLAG (op, FLAG_UNPAID);
797     return 0;
798     }
799     else
800     {
801     object *tmp;
802     tag_t c = op->count;
803 elmex 1.1
804 root 1.10 CLEAR_FLAG (op, FLAG_UNPAID);
805     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
806     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
807     tmp = merge_ob (op, NULL);
808     if (pl->type == PLAYER)
809     {
810     if (tmp)
811     { /* it was merged */
812     esrv_del_item (pl->contr, c);
813     op = tmp;
814 root 1.6 }
815 root 1.10 esrv_send_item (pl, op);
816 root 1.6 }
817     }
818 elmex 1.1 }
819 root 1.10 return 1;
820 elmex 1.1 }
821    
822     /* written by elmex:
823     * moved this code from sell_item () here to have a function
824     * that pays the player an amount. Mainly put the code here to
825     * be able to call it from a plugin.
826     *
827     * If the player can't carry all the money that is paid, it gets inserted
828     * in his inventory anyway. This is the best alternative to not pay any money
829     * or put it on the ground under the player. This way the player can still
830     * go somewhere and unload the money at a safe place.
831     *
832     */
833 root 1.10 void
834     pay_player (object *pl, uint64 amount)
835     {
836 elmex 1.1 int count = 0;
837     archetype *at = 0;
838     object *pouch = 0, *tmp = 0;
839    
840     for (count = 0; coins[count] != NULL; count++)
841     {
842     at = find_archetype (coins[count]);
843    
844     if (at == NULL)
845 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
846 elmex 1.1 else if ((amount / at->clone.value) > 0)
847     {
848 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
849 elmex 1.1 {
850 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
851 elmex 1.1 {
852     int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
853     int n = amount / at->clone.value;
854    
855     if (w == 0)
856 root 1.10 w = 1; /* Prevent divide by zero */
857 elmex 1.1
858     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
859     {
860     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
861     n = (pouch->weight_limit - pouch->carrying) / w;
862    
863 root 1.4 tmp = arch_to_object (at);
864 elmex 1.1 tmp->nrof = n;
865 root 1.10 amount -= (uint64) tmp->nrof * (uint64) tmp->value;
866 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
867     esrv_send_item (pl, tmp);
868     esrv_send_item (pl, pouch);
869     esrv_update_item (UPD_WEIGHT, pl, pouch);
870     esrv_send_item (pl, pl);
871     }
872     }
873     }
874    
875     if (amount / at->clone.value > 0)
876     {
877 root 1.4 tmp = arch_to_object (at);
878 elmex 1.1 tmp->nrof = amount / tmp->value;
879 root 1.10 amount -= (uint64) tmp->nrof * (uint64) tmp->value;
880 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
881     esrv_send_item (pl, tmp);
882     esrv_send_item (pl, pl);
883     }
884     }
885     }
886    
887 root 1.10 if (amount != 0)
888 elmex 1.1 #ifndef WIN32
889 root 1.10 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
890 elmex 1.1 #else
891 root 1.10 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
892 elmex 1.1 #endif
893     }
894    
895     /* elmex: this is for the bank plugin :( */
896 root 1.10 uint64
897     pay_player_arch (object *pl, const char *arch, uint64 amount)
898     {
899 elmex 1.1 archetype *at = find_archetype (arch);
900     object *tmp = NULL;
901    
902     if (at == NULL)
903     return 0;
904    
905     if (amount > 0)
906     {
907 root 1.4 tmp = arch_to_object (at);
908 elmex 1.1 tmp->nrof = amount;
909     tmp = insert_ob_in_ob (tmp, pl);
910     esrv_send_item (pl, tmp);
911     esrv_send_item (pl, pl);
912     }
913    
914     return 1;
915     }
916    
917     /* Modified function to give out platinum coins. This function uses
918     * the coins[] array to know what coins are available, just like
919     * buy item.
920     *
921     * Modified to fill available race: gold containers before dumping
922     * remaining coins in character's inventory.
923     */
924 root 1.10 void
925     sell_item (object *op, object *pl)
926     {
927     uint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
928 elmex 1.1
929 root 1.10 if (pl == NULL || pl->type != PLAYER)
930 elmex 1.1 {
931 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
932 elmex 1.1 return;
933     }
934    
935 root 1.8 op->custom_name = 0;
936 elmex 1.1
937 root 1.10 if (!amount)
938 elmex 1.1 {
939 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
940 elmex 1.1
941     /* Even if the character doesn't get anything for it, it may still be
942     * worth something. If so, make it unpaid
943     */
944     if (op->value)
945     {
946 root 1.10 SET_FLAG (op, FLAG_UNPAID);
947     SET_FLAG (op, FLAG_PLAYER_SOLD);
948 elmex 1.1 }
949    
950     identify (op);
951     return;
952     }
953    
954     /* We compare the price with the one for a player
955     * without bargaining skill.
956     * This determins the amount of exp (if any) gained for bargaining.
957     * exp/10 -> 1 for each gold coin
958     */
959     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
960    
961     if (extra_gain > 0)
962 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
963 elmex 1.1
964     pay_player (pl, amount);
965    
966 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
967 elmex 1.1
968     SET_FLAG (op, FLAG_UNPAID);
969     identify (op);
970     }
971    
972    
973     /* returns a double that is the ratio of the price that a shop will offer for
974     * item based on the shops specialisation. Does not take account of greed,
975     * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
976     * event is never less than 0.1 (calling functions divide by it)
977     */
978 root 1.10 static double
979     shop_specialisation_ratio (const object *item, const mapstruct *map)
980     {
981     shopitems *items = map->shopitems;
982     double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
983     int i;
984 elmex 1.1
985 root 1.10 if (item == NULL)
986     {
987     LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
988     return 0;
989     }
990     if (!item->type)
991     {
992     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
993     /*
994     * I'm not really sure what the /right/ thing to do here is, these types of
995     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
996     */
997     return ratio;
998     }
999     if (map->shopitems)
1000     {
1001     for (i = 0; i < items[0].index; i++)
1002     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
1003     likedness = items[i].strength / 100.0;
1004     }
1005     if (likedness > 1.0)
1006     { /* someone has been rather silly with the map headers. */
1007     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
1008     likedness = 1.0;
1009 elmex 1.1 }
1010 root 1.10 if (likedness < -1.0)
1011     {
1012     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
1013     likedness = -1.0;
1014 elmex 1.1 }
1015 root 1.10 ratio = ratio + (1.0 - ratio) * likedness;
1016     if (ratio <= 0.1)
1017     ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
1018     return ratio;
1019 elmex 1.1 }
1020    
1021     /*returns the greed of the shop on map, or 1 if it isn't specified. */
1022 root 1.10 static double
1023     shop_greed (const mapstruct *map)
1024     {
1025     double greed = 1.0;
1026    
1027     if (map->shopgreed)
1028     return map->shopgreed;
1029     return greed;
1030 elmex 1.1 }
1031    
1032     /* Returns a double based on how much the shopkeeper approves of the player.
1033     * this is based on the race of the shopkeeper and that of the player.
1034     */
1035 root 1.10 double
1036     shopkeeper_approval (const mapstruct *map, const object *player)
1037     {
1038     double approval = 1.0;
1039 elmex 1.1
1040 root 1.10 if (map->shoprace)
1041     {
1042     approval = NEUTRAL_RATIO;
1043     if (player->race && !strcmp (player->race, map->shoprace))
1044     approval = 1.0;
1045 elmex 1.1 }
1046 root 1.10 return approval;
1047 elmex 1.1 }
1048    
1049     /* limit the value of items based on the wealth of the shop. If the item is close
1050     * to the maximum value a shop will offer, we start to reduce it, if the item is
1051     * below the minimum value the shop is prepared to trade in, then we don't
1052     * want it and offer nothing. If it isn't a shop, check whether we should do generic
1053     * value reduction.
1054     *
1055     */
1056 root 1.10 static uint64
1057     value_limit (uint64 val, int quantity, const object *who, int isshop)
1058     {
1059 elmex 1.1 uint64 newval, unit_price, tmpshopmax;
1060     mapstruct *map;
1061    
1062     unit_price = val / quantity;
1063    
1064     if (!isshop || !who)
1065     {
1066     if (unit_price > 250000)
1067     newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1068     else
1069     newval = unit_price;
1070     }
1071     else
1072     {
1073     if (!who->map)
1074     {
1075 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1076 elmex 1.1 return val;
1077     }
1078    
1079     map = who->map;
1080    
1081 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1082 elmex 1.1
1083     if (map->shopmin && unit_price < map->shopmin)
1084     return 0;
1085     else if (unit_price > tmpshopmax / 2)
1086     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1087     else
1088 root 1.10 newval = unit_price;
1089 elmex 1.1 }
1090    
1091     newval *= quantity;
1092    
1093     return newval;
1094     }
1095    
1096     /* gives a desciption of the shop on their current map to the player op. */
1097 root 1.10 int
1098     describe_shop (const object *op)
1099     {
1100     mapstruct *map = op->map;
1101    
1102     /*shopitems *items=map->shopitems; */
1103     int pos = 0, i;
1104     double opinion = 0;
1105     char tmp[MAX_BUF] = "\0";
1106    
1107     if (op->type != PLAYER)
1108     return 0;
1109    
1110     /*check if there is a shop specified for this map */
1111     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1112     {
1113     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1114     if (map->shopitems)
1115     {
1116     for (i = 0; i < map->shopitems[0].index; i++)
1117     {
1118     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1119     {
1120     snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1121     pos += strlen (tmp + pos);
1122 root 1.6 }
1123     }
1124     }
1125 root 1.10 if (!pos)
1126     strcat (tmp, "a little of everything.");
1127 root 1.6
1128 root 1.10 /* format the string into a list */
1129     make_list_like (tmp);
1130     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1131    
1132     if (map->shopmax)
1133     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1134     if (map->shopmin)
1135     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));
1136     if (map->shopgreed)
1137     {
1138     if (map->shopgreed > 2.0)
1139     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1140     else if (map->shopgreed > 1.5)
1141     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1142     else if (map->shopgreed > 1.1)
1143     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1144     else if (map->shopgreed < 0.9)
1145     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1146     }
1147     if (map->shoprace)
1148     {
1149     opinion = shopkeeper_approval (map, op);
1150     if (opinion > 0.8)
1151     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1152     else if (opinion > 0.5)
1153     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1154     else
1155     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1156 root 1.6 }
1157 elmex 1.1 }
1158 root 1.10 else
1159     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1160 elmex 1.1
1161 root 1.10 return 1;
1162 elmex 1.1 }
1163 root 1.10 typedef struct shopinv
1164     {
1165     char *item_sort;
1166     char *item_real;
1167     uint16 type;
1168     uint32 nrof;
1169 elmex 1.1 } shopinv;
1170    
1171     /* There are a lot fo extra casts in here just to suppress warnings - it
1172     * makes it look uglier than it really it.
1173     * The format of the strings we get is type:name. So we first want to
1174     * sort by type (numerical) - if the same type, then sort by name.
1175     */
1176 root 1.10 static int
1177     shop_sort (const void *a1, const void *a2)
1178 elmex 1.1 {
1179 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1180 elmex 1.1
1181 root 1.10 if (s1->type < s2->type)
1182     return -1;
1183     if (s1->type > s2->type)
1184     return 1;
1185     /* the type is the same (what atoi gets), so do a strcasecmp to sort
1186     * via alphabetical order
1187     */
1188     return strcasecmp (s1->item_sort, s2->item_sort);
1189 elmex 1.1 }
1190    
1191 root 1.10 static void
1192     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1193 elmex 1.1 {
1194     #if 0
1195 root 1.10 char buf[MAX_BUF];
1196 elmex 1.1 #endif
1197 root 1.10 /* clear unpaid flag so that doesn't come up in query
1198     * string. We clear nrof so that we can better sort
1199     * the object names.
1200     */
1201 elmex 1.1
1202 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1203     items[*numitems].nrof = tmp->nrof;
1204     /* Non mergable items have nrof of 0, but count them as one
1205     * so the display is properly.
1206     */
1207     if (tmp->nrof == 0)
1208     items[*numitems].nrof++;
1209     items[*numitems].type = tmp->type;
1210    
1211     switch (tmp->type)
1212     {
1213 elmex 1.1 #if 0
1214 root 1.6 case BOOTS:
1215     case GLOVES:
1216     case RING:
1217     case AMULET:
1218     case BRACERS:
1219     case GIRDLE:
1220 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1221     items[*numitems].item_sort = strdup_local (buf);
1222     sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1223     items[*numitems].item_real = strdup_local (buf);
1224     (*numitems)++;
1225     break;
1226 elmex 1.1 #endif
1227    
1228 root 1.6 default:
1229 root 1.10 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0));
1230     items[*numitems].item_real = strdup_local (query_base_name (tmp, 1));
1231     (*numitems)++;
1232     break;
1233     }
1234     SET_FLAG (tmp, FLAG_UNPAID);
1235     }
1236    
1237     void
1238     shop_listing (object *op)
1239     {
1240     int i, j, numitems = 0, numallocated = 0, nx, ny;
1241     char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1242     object *stack;
1243     shopinv *items;
1244    
1245     /* Should never happen, but just in case a monster does apply a sign */
1246     if (op->type != PLAYER)
1247     return;
1248    
1249     new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1250    
1251     magic_mapping_mark (op, map_mark, 3);
1252     items = (shopinv *) malloc (40 * sizeof (shopinv));
1253     numallocated = 40;
1254    
1255     /* Find all the appropriate items */
1256     for (i = 0; i < MAP_WIDTH (op->map); i++)
1257     {
1258     for (j = 0; j < MAP_HEIGHT (op->map); j++)
1259     {
1260     /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1261     *
1262     */
1263     nx = i - op->x + MAGIC_MAP_HALF;
1264     ny = j - op->y + MAGIC_MAP_HALF;
1265     /* unlikely, but really big shops could run into this issue */
1266     if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1267     continue;
1268    
1269     if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1270     {
1271     stack = get_map_ob (op->map, i, j);
1272    
1273     while (stack)
1274     {
1275     if (QUERY_FLAG (stack, FLAG_UNPAID))
1276     {
1277     if (numitems == numallocated)
1278     {
1279     items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1280     numallocated += 10;
1281 root 1.6 }
1282 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1283 root 1.6 }
1284 root 1.10 stack = stack->above;
1285 root 1.6 }
1286     }
1287     }
1288 elmex 1.1 }
1289 root 1.10 free (map_mark);
1290     if (numitems == 0)
1291     {
1292     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1293     free (items);
1294     return;
1295     }
1296     qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1297    
1298     for (i = 0; i < numitems; i++)
1299     {
1300     /* Collapse items of the same name together */
1301     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1302     {
1303     items[i + 1].nrof += items[i].nrof;
1304     free (items[i].item_sort);
1305     free (items[i].item_real);
1306     }
1307     else
1308     {
1309     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1310     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1311     free (items[i].item_sort);
1312     free (items[i].item_real);
1313 root 1.6 }
1314 elmex 1.1 }
1315 root 1.10 free (items);
1316 elmex 1.1 }
1317 elmex 1.7
1318     /* elmex: this function checks whether the object is in a shop */
1319 root 1.10 bool
1320     is_in_shop (object *o)
1321 elmex 1.7 {
1322     if (!o->map)
1323     return false;
1324    
1325     return is_in_shop (o->map, o->x, o->y);
1326     }
1327    
1328     /* elmex: this function checks whether we are in a shop or not */
1329 root 1.10 bool
1330     is_in_shop (mapstruct *map, int x, int y)
1331 elmex 1.7 {
1332     for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1333     if (floor->type == SHOP_FLOOR)
1334     return true;
1335    
1336     return false;
1337     }