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Revision: 1.13
Committed: Tue Sep 12 01:09:54 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +3 -3 lines
Log Message:
convert to more stable depth-firts iterator

File Contents

# User Rev Content
1 root 1.10
2 elmex 1.1 /*
3     * static char *rcsid_shop_c =
4 root 1.13 * "$Id: shop.C,v 1.12 2006-09-11 23:33:30 root 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 1.12 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
53     static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
54 root 1.10 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 root 1.12 static sint64 approx_range;
86 elmex 1.1
87 root 1.12 sint64
88 root 1.10 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 root 1.12 return (sint64) (1.03 * tmp->nrof * tmp->value);
116 root 1.10 if (flag == F_SELL)
117 root 1.12 return (sint64) (0.97 * tmp->nrof * tmp->value);
118 root 1.10 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 root 1.12 val = value_limit ((sint64) val, number, who, shop);
206 root 1.10
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 root 1.12 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
272 root 1.10 }
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 1.12 return (sint64) 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 root 1.12 find_next_coin (sint64 c, int *cointype)
329 root 1.10 {
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 root 1.12 while (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 root 1.12 cost_string_from_value (sint64 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 root 1.12 cost -= num * (sint64)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 root 1.12 cost -= num * (sint64)coin->clone.value;
389 root 1.10
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 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
399 root 1.10 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 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
455 root 1.10 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 1.12 sint64
471 root 1.10 query_money (const object *op)
472     {
473     object *tmp;
474 root 1.12 sint64 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 1.12
482 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
483 root 1.12 if (tmp->type == MONEY)
484     total += tmp->nrof * (sint64)tmp->value;
485     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
486     total += query_money (tmp);
487    
488 root 1.10 return total;
489 elmex 1.1 }
490 root 1.10
491 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
492     * the player inventory and from it's various pouches using the
493     * pay_from_container function.
494     * returns 0 if not possible. 1 if success
495     */
496 root 1.10 int
497 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
498 root 1.10 {
499     object *pouch;
500 elmex 1.1
501 root 1.10 if (to_pay == 0)
502     return 1;
503 root 1.12
504 root 1.10 if (to_pay > query_money (pl))
505     return 0;
506 elmex 1.1
507 root 1.12 pay_from_container (pl, pl, to_pay);
508    
509     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
510     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
511     pay_from_container (pl, pouch, to_pay);
512 elmex 1.1
513 root 1.10 fix_player (pl);
514     return 1;
515 elmex 1.1 }
516    
517     /* DAMN: This is now a wrapper for pay_from_container, which is
518     * called for the player, then for each active container that can hold
519     * money until op is paid for. Change will be left wherever the last
520     * of the price was paid from.
521     */
522 root 1.10 int
523     pay_for_item (object *op, object *pl)
524     {
525 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
526 root 1.10 object *pouch;
527 root 1.12 sint64 saved_money;
528 root 1.10
529     if (to_pay == 0)
530 elmex 1.1 return 1;
531 root 1.12
532 root 1.10 if (to_pay > query_money (pl))
533     return 0;
534    
535     /* We compare the paid price with the one for a player
536     * without bargaining skill.
537     * This determins the amount of exp (if any) gained for bargaining.
538     */
539     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
540    
541     if (saved_money > 0)
542     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
543    
544 root 1.12 pay_from_container (pl, pl, to_pay);
545    
546     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
547     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
548     pay_from_container (pl, pouch, to_pay);
549 root 1.10
550     if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
551     SET_FLAG (op, FLAG_WAS_WIZ);
552 root 1.12
553 root 1.10 fix_player (pl);
554     return 1;
555 elmex 1.1 }
556    
557     /* This pays for the item, and takes the proper amount of money off
558     * the player.
559     * CF 0.91.4 - this function is mostly redone in order to fix a bug
560     * with weight not be subtracted properly. We now remove and
561     * insert the coin objects - this should update the weight
562     * appropriately
563     *
564     * DAMN: This function is used for the player, then for any active
565     * containers that can hold money.
566     *
567     * pouch is the container (pouch or player) to remove the coins from.
568     * to_pay is the required amount.
569     * returns the amount still missing after using "pouch".
570     */
571 root 1.12 static void
572     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
573 root 1.10 {
574     int count, i;
575 root 1.12 object *tmp, *next;
576 root 1.10 archetype *at;
577    
578     if (pouch->type != PLAYER && pouch->type != CONTAINER)
579 root 1.12 return;
580 root 1.10
581 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
582 root 1.10
583     /* This hunk should remove all the money objects from the player/container */
584     for (tmp = pouch->inv; tmp; tmp = next)
585     {
586     next = tmp->below;
587    
588     if (tmp->type == MONEY)
589     {
590     for (i = 0; i < NUM_COINS; i++)
591     {
592 root 1.12 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
593 root 1.10 {
594 root 1.12 // This should not happen, but if it does, just merge the two.
595     if (coin_objs [i])
596 root 1.10 {
597     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
598     remove_ob (tmp);
599     coin_objs[i]->nrof += tmp->nrof;
600     esrv_del_item (pl->contr, tmp->count);
601     free_object (tmp);
602 root 1.6 }
603 root 1.10 else
604     {
605     remove_ob (tmp);
606 root 1.12
607 root 1.10 if (pouch->type == PLAYER)
608     esrv_del_item (pl->contr, tmp->count);
609 root 1.12
610 root 1.10 coin_objs[i] = tmp;
611 root 1.6 }
612 root 1.12
613 root 1.10 break;
614 root 1.6 }
615     }
616 root 1.12
617 root 1.10 if (i == NUM_COINS)
618     LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
619 root 1.6 }
620 elmex 1.1 }
621    
622 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
623     /* Note that the coin_objs array goes from least value to greatest value */
624     for (i = 0; i < NUM_COINS; i++)
625 root 1.12 if (!coin_objs[i])
626 root 1.10 {
627     at = find_archetype (coins[NUM_COINS - 1 - i]);
628 root 1.12
629 root 1.10 if (at == NULL)
630     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
631 root 1.12
632 root 1.10 coin_objs[i] = arch_to_object (at);
633     coin_objs[i]->nrof = 0;
634     }
635    
636     for (i = 0; i < NUM_COINS; i++)
637     {
638 root 1.12 object &coin = *coin_objs[i];
639     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
640     to_pay -= num_coins * coin.value;
641 root 1.10
642 root 1.12 coin.nrof -= num_coins;
643 root 1.10 /* Now start making change. Start at the coin value
644     * below the one we just did, and work down to
645     * the lowest value.
646     */
647     count = i - 1;
648 root 1.12
649     while (to_pay < 0 && count >= 0)
650 root 1.10 {
651 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
652 root 1.10 coin_objs[count]->nrof += num_coins;
653 root 1.12 to_pay += num_coins * coin_objs[count]->value;
654 root 1.10 count--;
655     }
656     }
657 root 1.12
658 root 1.10 for (i = 0; i < NUM_COINS; i++)
659     {
660     if (coin_objs[i]->nrof)
661     {
662     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
663    
664     esrv_send_item (pl, tmp);
665     esrv_send_item (pl, pouch);
666 root 1.11
667 root 1.10 if (pl != pouch)
668     esrv_update_item (UPD_WEIGHT, pl, pouch);
669 root 1.11
670 root 1.10 if (pl->type != PLAYER)
671 root 1.11 esrv_send_item (pl, pl);
672 root 1.10 }
673     else
674 root 1.11 free_object (coin_objs[i]);
675 elmex 1.1 }
676     }
677    
678     /* Checks all unpaid items in op's inventory, adds up all the money they
679     * have, and checks that they can actually afford what they want to buy.
680     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
681     * to the player
682     */
683 root 1.10 int
684     can_pay (object *pl)
685     {
686 root 1.12 int unpaid_count = 0;
687     sint64 unpaid_price = 0;
688     sint64 player_wealth = query_money (pl);
689 root 1.10 object *item;
690    
691     if (!pl || pl->type != PLAYER)
692     {
693     LOG (llevError, "can_pay(): called against something that isn't a player\n");
694     return 0;
695 elmex 1.1 }
696 root 1.11
697 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
698 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
699     {
700     unpaid_count++;
701     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
702     }
703 root 1.11
704 root 1.10 if (unpaid_price > player_wealth)
705     {
706     char buf[MAX_BUF];
707     char cost[MAX_BUF];
708     char missing[MAX_BUF];
709    
710 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
711     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
712 root 1.10
713 root 1.12 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
714     unpaid_count, cost, missing);
715 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
716 root 1.12
717 root 1.10 return 0;
718 elmex 1.1 }
719 root 1.10 else
720     return 1;
721 elmex 1.1 }
722    
723     /* Better get_payment, descends containers looking for
724     * unpaid items, and pays for them.
725     * returns 0 if the player still has unpaid items.
726     * returns 1 if the player has paid for everything.
727     * pl is the player buying the stuff.
728     */
729 root 1.10 int
730 root 1.12 get_payment (object *pl)
731 root 1.10 {
732 root 1.12 for (;;)
733     {
734     next_item:
735 root 1.10
736 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
737 root 1.12 {
738     if (QUERY_FLAG (op, FLAG_UNPAID))
739     {
740     char buf[MAX_BUF];
741     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
742 root 1.10
743 root 1.12 if (!pay_for_item (op, pl))
744     {
745     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
746 elmex 1.1
747 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
748     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
749     SET_FLAG (op, FLAG_UNPAID);
750     return 0;
751     }
752     else
753     {
754     object *tmp;
755     tag_t c = op->count;
756 elmex 1.1
757 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
758     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
759     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
760     tmp = merge_ob (op, NULL);
761 root 1.10
762 root 1.12 if (pl->type == PLAYER)
763     {
764     if (tmp)
765     { /* it was merged */
766     esrv_del_item (pl->contr, c);
767     op = tmp;
768     }
769 elmex 1.1
770 root 1.12 esrv_send_item (pl, op);
771     }
772 elmex 1.1
773 root 1.12 goto next_item;
774 root 1.6 }
775     }
776     }
777 root 1.12
778     return 1;
779 elmex 1.1 }
780     }
781    
782     /* written by elmex:
783     * moved this code from sell_item () here to have a function
784     * that pays the player an amount. Mainly put the code here to
785     * be able to call it from a plugin.
786     *
787     * If the player can't carry all the money that is paid, it gets inserted
788     * in his inventory anyway. This is the best alternative to not pay any money
789     * or put it on the ground under the player. This way the player can still
790     * go somewhere and unload the money at a safe place.
791     *
792     */
793 root 1.10 void
794 root 1.12 pay_player (object *pl, sint64 amount)
795 root 1.10 {
796 elmex 1.1 int count = 0;
797     archetype *at = 0;
798     object *pouch = 0, *tmp = 0;
799    
800     for (count = 0; coins[count] != NULL; count++)
801     {
802     at = find_archetype (coins[count]);
803    
804     if (at == NULL)
805 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
806 elmex 1.1 else if ((amount / at->clone.value) > 0)
807     {
808 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
809 elmex 1.1 {
810 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
811 elmex 1.1 {
812     int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
813     int n = amount / at->clone.value;
814    
815     if (w == 0)
816 root 1.10 w = 1; /* Prevent divide by zero */
817 elmex 1.1
818     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
819     {
820     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
821     n = (pouch->weight_limit - pouch->carrying) / w;
822    
823 root 1.4 tmp = arch_to_object (at);
824 elmex 1.1 tmp->nrof = n;
825 root 1.12 amount -= tmp->nrof * tmp->value;
826 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
827     esrv_send_item (pl, tmp);
828     esrv_send_item (pl, pouch);
829     esrv_update_item (UPD_WEIGHT, pl, pouch);
830     esrv_send_item (pl, pl);
831     }
832     }
833     }
834    
835     if (amount / at->clone.value > 0)
836     {
837 root 1.4 tmp = arch_to_object (at);
838 elmex 1.1 tmp->nrof = amount / tmp->value;
839 root 1.12 amount -= tmp->nrof * tmp->value;
840 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
841     esrv_send_item (pl, tmp);
842     esrv_send_item (pl, pl);
843     }
844     }
845     }
846    
847 root 1.10 if (amount != 0)
848 elmex 1.1 #ifndef WIN32
849 root 1.10 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
850 elmex 1.1 #else
851 root 1.10 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
852 elmex 1.1 #endif
853     }
854    
855     /* elmex: this is for the bank plugin :( */
856 root 1.12 sint64
857     pay_player_arch (object *pl, const char *arch, sint64 amount)
858 root 1.10 {
859 elmex 1.1 archetype *at = find_archetype (arch);
860     object *tmp = NULL;
861    
862     if (at == NULL)
863     return 0;
864    
865     if (amount > 0)
866     {
867 root 1.4 tmp = arch_to_object (at);
868 elmex 1.1 tmp->nrof = amount;
869     tmp = insert_ob_in_ob (tmp, pl);
870     esrv_send_item (pl, tmp);
871     esrv_send_item (pl, pl);
872     }
873    
874     return 1;
875     }
876    
877     /* Modified function to give out platinum coins. This function uses
878     * the coins[] array to know what coins are available, just like
879     * buy item.
880     *
881     * Modified to fill available race: gold containers before dumping
882     * remaining coins in character's inventory.
883     */
884 root 1.10 void
885     sell_item (object *op, object *pl)
886     {
887 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
888 elmex 1.1
889 root 1.10 if (pl == NULL || pl->type != PLAYER)
890 elmex 1.1 {
891 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
892 elmex 1.1 return;
893     }
894    
895 root 1.8 op->custom_name = 0;
896 elmex 1.1
897 root 1.10 if (!amount)
898 elmex 1.1 {
899 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
900 elmex 1.1
901     /* Even if the character doesn't get anything for it, it may still be
902     * worth something. If so, make it unpaid
903     */
904     if (op->value)
905     {
906 root 1.10 SET_FLAG (op, FLAG_UNPAID);
907     SET_FLAG (op, FLAG_PLAYER_SOLD);
908 elmex 1.1 }
909    
910     identify (op);
911     return;
912     }
913    
914     /* We compare the price with the one for a player
915     * without bargaining skill.
916     * This determins the amount of exp (if any) gained for bargaining.
917     * exp/10 -> 1 for each gold coin
918     */
919     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
920    
921     if (extra_gain > 0)
922 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
923 elmex 1.1
924     pay_player (pl, amount);
925    
926 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));
927 elmex 1.1
928     SET_FLAG (op, FLAG_UNPAID);
929     identify (op);
930     }
931    
932    
933     /* returns a double that is the ratio of the price that a shop will offer for
934     * item based on the shops specialisation. Does not take account of greed,
935     * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
936     * event is never less than 0.1 (calling functions divide by it)
937     */
938 root 1.10 static double
939     shop_specialisation_ratio (const object *item, const mapstruct *map)
940     {
941     shopitems *items = map->shopitems;
942     double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
943     int i;
944 elmex 1.1
945 root 1.10 if (item == NULL)
946     {
947     LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
948     return 0;
949     }
950 root 1.12
951 root 1.10 if (!item->type)
952     {
953     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
954     /*
955     * I'm not really sure what the /right/ thing to do here is, these types of
956     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
957     */
958     return ratio;
959     }
960 root 1.12
961 root 1.10 if (map->shopitems)
962     {
963     for (i = 0; i < items[0].index; i++)
964     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
965     likedness = items[i].strength / 100.0;
966     }
967 root 1.12
968 root 1.10 if (likedness > 1.0)
969     { /* someone has been rather silly with the map headers. */
970     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
971     likedness = 1.0;
972 elmex 1.1 }
973 root 1.12
974 root 1.10 if (likedness < -1.0)
975     {
976     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
977     likedness = -1.0;
978 elmex 1.1 }
979 root 1.12
980 root 1.10 ratio = ratio + (1.0 - ratio) * likedness;
981 root 1.12
982 root 1.10 if (ratio <= 0.1)
983     ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
984 root 1.12
985 root 1.10 return ratio;
986 elmex 1.1 }
987    
988     /*returns the greed of the shop on map, or 1 if it isn't specified. */
989 root 1.10 static double
990     shop_greed (const mapstruct *map)
991     {
992     double greed = 1.0;
993    
994     if (map->shopgreed)
995     return map->shopgreed;
996     return greed;
997 elmex 1.1 }
998    
999     /* Returns a double based on how much the shopkeeper approves of the player.
1000     * this is based on the race of the shopkeeper and that of the player.
1001     */
1002 root 1.10 double
1003     shopkeeper_approval (const mapstruct *map, const object *player)
1004     {
1005     double approval = 1.0;
1006 elmex 1.1
1007 root 1.10 if (map->shoprace)
1008     {
1009     approval = NEUTRAL_RATIO;
1010     if (player->race && !strcmp (player->race, map->shoprace))
1011     approval = 1.0;
1012 elmex 1.1 }
1013 root 1.12
1014 root 1.10 return approval;
1015 elmex 1.1 }
1016    
1017     /* limit the value of items based on the wealth of the shop. If the item is close
1018     * to the maximum value a shop will offer, we start to reduce it, if the item is
1019     * below the minimum value the shop is prepared to trade in, then we don't
1020     * want it and offer nothing. If it isn't a shop, check whether we should do generic
1021     * value reduction.
1022     *
1023     */
1024 root 1.12 static sint64
1025     value_limit (sint64 val, int quantity, const object *who, int isshop)
1026 root 1.10 {
1027 root 1.12 sint64 newval, unit_price, tmpshopmax;
1028 elmex 1.1 mapstruct *map;
1029    
1030     unit_price = val / quantity;
1031    
1032     if (!isshop || !who)
1033     {
1034     if (unit_price > 250000)
1035 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1036 elmex 1.1 else
1037     newval = unit_price;
1038     }
1039     else
1040     {
1041     if (!who->map)
1042     {
1043 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1044 elmex 1.1 return val;
1045     }
1046    
1047     map = who->map;
1048    
1049 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1050 elmex 1.1
1051     if (map->shopmin && unit_price < map->shopmin)
1052     return 0;
1053     else if (unit_price > tmpshopmax / 2)
1054     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1055     else
1056 root 1.10 newval = unit_price;
1057 elmex 1.1 }
1058    
1059     newval *= quantity;
1060    
1061     return newval;
1062     }
1063    
1064     /* gives a desciption of the shop on their current map to the player op. */
1065 root 1.10 int
1066     describe_shop (const object *op)
1067     {
1068     mapstruct *map = op->map;
1069    
1070     /*shopitems *items=map->shopitems; */
1071     int pos = 0, i;
1072     double opinion = 0;
1073     char tmp[MAX_BUF] = "\0";
1074    
1075     if (op->type != PLAYER)
1076     return 0;
1077    
1078     /*check if there is a shop specified for this map */
1079     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1080     {
1081     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1082 root 1.12
1083 root 1.10 if (map->shopitems)
1084 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1085     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1086 root 1.10 {
1087 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1088     pos += strlen (tmp + pos);
1089 root 1.6 }
1090 root 1.12
1091 root 1.10 if (!pos)
1092     strcat (tmp, "a little of everything.");
1093 root 1.6
1094 root 1.10 /* format the string into a list */
1095     make_list_like (tmp);
1096     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1097    
1098     if (map->shopmax)
1099     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1100 root 1.12
1101 root 1.10 if (map->shopmin)
1102     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));
1103 root 1.12
1104 root 1.10 if (map->shopgreed)
1105     {
1106     if (map->shopgreed > 2.0)
1107     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1108     else if (map->shopgreed > 1.5)
1109     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1110     else if (map->shopgreed > 1.1)
1111     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1112     else if (map->shopgreed < 0.9)
1113     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1114     }
1115 root 1.12
1116 root 1.10 if (map->shoprace)
1117     {
1118     opinion = shopkeeper_approval (map, op);
1119     if (opinion > 0.8)
1120     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1121     else if (opinion > 0.5)
1122     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1123     else
1124     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1125 root 1.6 }
1126 elmex 1.1 }
1127 root 1.10 else
1128     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1129 elmex 1.1
1130 root 1.10 return 1;
1131 elmex 1.1 }
1132 root 1.12
1133     struct shopinv
1134 root 1.10 {
1135     char *item_sort;
1136     char *item_real;
1137     uint16 type;
1138     uint32 nrof;
1139 root 1.12 };
1140 elmex 1.1
1141     /* There are a lot fo extra casts in here just to suppress warnings - it
1142     * makes it look uglier than it really it.
1143     * The format of the strings we get is type:name. So we first want to
1144     * sort by type (numerical) - if the same type, then sort by name.
1145     */
1146 root 1.10 static int
1147     shop_sort (const void *a1, const void *a2)
1148 elmex 1.1 {
1149 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1150 elmex 1.1
1151 root 1.10 if (s1->type < s2->type)
1152     return -1;
1153     if (s1->type > s2->type)
1154     return 1;
1155 root 1.12
1156 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1157     * via alphabetical order
1158     */
1159     return strcasecmp (s1->item_sort, s2->item_sort);
1160 elmex 1.1 }
1161    
1162 root 1.10 static void
1163     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1164 elmex 1.1 {
1165     #if 0
1166 root 1.10 char buf[MAX_BUF];
1167 elmex 1.1 #endif
1168 root 1.10 /* clear unpaid flag so that doesn't come up in query
1169     * string. We clear nrof so that we can better sort
1170     * the object names.
1171     */
1172 elmex 1.1
1173 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1174     items[*numitems].nrof = tmp->nrof;
1175     /* Non mergable items have nrof of 0, but count them as one
1176     * so the display is properly.
1177     */
1178     if (tmp->nrof == 0)
1179     items[*numitems].nrof++;
1180     items[*numitems].type = tmp->type;
1181    
1182     switch (tmp->type)
1183     {
1184 elmex 1.1 #if 0
1185 root 1.6 case BOOTS:
1186     case GLOVES:
1187     case RING:
1188     case AMULET:
1189     case BRACERS:
1190     case GIRDLE:
1191 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1192     items[*numitems].item_sort = strdup_local (buf);
1193     sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1194     items[*numitems].item_real = strdup_local (buf);
1195     (*numitems)++;
1196     break;
1197 elmex 1.1 #endif
1198    
1199 root 1.6 default:
1200 root 1.10 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0));
1201     items[*numitems].item_real = strdup_local (query_base_name (tmp, 1));
1202     (*numitems)++;
1203     break;
1204     }
1205     SET_FLAG (tmp, FLAG_UNPAID);
1206     }
1207    
1208     void
1209     shop_listing (object *op)
1210     {
1211     int i, j, numitems = 0, numallocated = 0, nx, ny;
1212     char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1213     object *stack;
1214     shopinv *items;
1215    
1216     /* Should never happen, but just in case a monster does apply a sign */
1217     if (op->type != PLAYER)
1218     return;
1219    
1220     new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1221    
1222     magic_mapping_mark (op, map_mark, 3);
1223     items = (shopinv *) malloc (40 * sizeof (shopinv));
1224     numallocated = 40;
1225    
1226     /* Find all the appropriate items */
1227     for (i = 0; i < MAP_WIDTH (op->map); i++)
1228     {
1229     for (j = 0; j < MAP_HEIGHT (op->map); j++)
1230     {
1231     /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1232     *
1233     */
1234     nx = i - op->x + MAGIC_MAP_HALF;
1235     ny = j - op->y + MAGIC_MAP_HALF;
1236     /* unlikely, but really big shops could run into this issue */
1237     if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1238     continue;
1239    
1240     if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1241     {
1242     stack = get_map_ob (op->map, i, j);
1243    
1244     while (stack)
1245     {
1246     if (QUERY_FLAG (stack, FLAG_UNPAID))
1247     {
1248     if (numitems == numallocated)
1249     {
1250     items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1251     numallocated += 10;
1252 root 1.6 }
1253 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1254 root 1.6 }
1255 root 1.10 stack = stack->above;
1256 root 1.6 }
1257     }
1258     }
1259 elmex 1.1 }
1260 root 1.12
1261 root 1.10 free (map_mark);
1262 root 1.12
1263 root 1.10 if (numitems == 0)
1264     {
1265     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1266     free (items);
1267     return;
1268     }
1269 root 1.12
1270 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1271    
1272     for (i = 0; i < numitems; i++)
1273     {
1274     /* Collapse items of the same name together */
1275     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1276     {
1277     items[i + 1].nrof += items[i].nrof;
1278     free (items[i].item_sort);
1279     free (items[i].item_real);
1280     }
1281     else
1282     {
1283     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1284     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1285     free (items[i].item_sort);
1286     free (items[i].item_real);
1287 root 1.6 }
1288 elmex 1.1 }
1289 root 1.10 free (items);
1290 elmex 1.1 }
1291 elmex 1.7
1292     /* elmex: this function checks whether the object is in a shop */
1293 root 1.10 bool
1294     is_in_shop (object *o)
1295 elmex 1.7 {
1296     if (!o->map)
1297     return false;
1298    
1299     return is_in_shop (o->map, o->x, o->y);
1300     }
1301    
1302     /* elmex: this function checks whether we are in a shop or not */
1303 root 1.10 bool
1304     is_in_shop (mapstruct *map, int x, int y)
1305 elmex 1.7 {
1306     for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1307     if (floor->type == SHOP_FLOOR)
1308     return true;
1309    
1310     return false;
1311     }