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Revision: 1.15
Committed: Thu Sep 14 21:16:13 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +5 -5 lines
Log Message:
cleanup

File Contents

# User Rev Content
1 root 1.10
2 elmex 1.1 /*
3     * static char *rcsid_shop_c =
4 root 1.15 * "$Id: shop.C,v 1.14 2006-09-12 19:20:08 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 root 1.14 return tmp->nrof * tmp->value;
110    
111 root 1.10 if (tmp->type == GEM)
112     {
113     if (flag == F_TRUE)
114     return (tmp->nrof * tmp->value);
115 root 1.14
116 root 1.10 if (flag == F_BUY)
117 root 1.12 return (sint64) (1.03 * tmp->nrof * tmp->value);
118 root 1.14
119 root 1.10 if (flag == F_SELL)
120 root 1.12 return (sint64) (0.97 * tmp->nrof * tmp->value);
121 root 1.14
122     LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
123 root 1.10 return 0;
124     }
125 root 1.14
126 root 1.10 number = tmp->nrof;
127     if (number == 0)
128     number = 1;
129     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
130     {
131     if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
132 root 1.6 return 0;
133 root 1.10 else
134     val = tmp->value * number;
135 elmex 1.1 }
136 root 1.10 /* This area deals with objects that are not identified, but can be */
137     else
138     {
139     if (tmp->arch != NULL)
140     {
141     if (flag == F_BUY)
142     {
143     LOG (llevError, "Asking for buy-value of unidentified object.\n");
144     val = tmp->arch->clone.value * 50 * number;
145 root 1.6 }
146 root 1.10 else
147     { /* Trying to sell something, or get true value */
148     if (tmp->type == POTION)
149     val = number * 40; /* Don't want to give anything away */
150     else
151     {
152     /* Get 2/3'rd value for applied objects, 1/3'rd for totally
153     * unknown objects
154     */
155     if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
156     val = number * tmp->arch->clone.value * 2 / 3;
157     else
158     val = number * tmp->arch->clone.value / 3;
159 root 1.6 }
160     }
161 root 1.10 }
162     else
163     { /* No archetype with this object */
164     LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
165     if (flag == F_BUY)
166     {
167     LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
168     val = number * tmp->value * 10;
169 root 1.6 }
170 root 1.10 else
171     val = number * tmp->value / 5;
172 root 1.6 }
173 elmex 1.1 }
174    
175 root 1.10 /* If the item has been applied or identifed or does not need to be
176     * identified, AND the object is magical and the archetype is non
177     * magical, then change values accordingly. The tmp->arch==NULL is
178     * really just a check to prevent core dumps for when it checks
179     * tmp->arch->clone.magic for any magic. The check for archetype
180     * magic is to not give extra money for archetypes that are by
181     * default magical. This is because the archetype value should have
182     * already figured in that value.
183     */
184     if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
185     QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
186     {
187     if (tmp->magic > 0)
188     val *= (3 * tmp->magic * tmp->magic * tmp->magic);
189     else
190     /* Note that tmp->magic is negative, so that this
191     * will actually be something like val /=2, /=3, etc.
192 root 1.6 */
193 root 1.10 val /= (1 - tmp->magic);
194     }
195    
196     if (tmp->type == WAND)
197     {
198     /* Value of the wand is multiplied by the number of
199     * charges. the treasure code already sets up the value
200     * 50 charges is used as the baseline.
201     */
202     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
203     val = (val * tmp->stats.food) / 50;
204     else /* if not identified, presume one charge */
205     val /= 50;
206     }
207    
208     /* Limit amount of money you can get for really great items. */
209     if (flag == F_SELL)
210 root 1.12 val = value_limit ((sint64) val, number, who, shop);
211 root 1.10
212     // use a nonlinear price adjustment. as my predecessor said, don't change
213     // the archetypes, its work required for balancing, and we don't care.
214     //val = pow (val, 1.05);
215    
216     /* This modification is for bargaining skill.
217     * Now only players with max level in bargaining
218     * AND Cha = 30 will get optimal price.
219     * Thus charisma will never get useless.
220     * -b.e. edler@heydernet.de
221     */
222    
223     if (who != NULL && who->type == PLAYER)
224     {
225     int lev_bargain = 0;
226     int lev_identify = 0;
227     int idskill1 = 0;
228     int idskill2 = 0;
229     const typedata *tmptype;
230    
231     tmptype = get_typedata (tmp->type);
232    
233     if (find_skill_by_number (who, SK_BARGAINING))
234 root 1.14 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
235    
236 root 1.10 if (tmptype)
237     {
238     idskill1 = tmptype->identifyskill;
239 root 1.14
240 root 1.10 if (idskill1)
241     {
242     idskill2 = tmptype->identifyskill2;
243 root 1.14
244 root 1.10 if (find_skill_by_number (who, idskill1))
245 root 1.14 lev_identify = find_skill_by_number (who, idskill1)->level;
246    
247 root 1.10 if (idskill2 && find_skill_by_number (who, idskill2))
248 root 1.14 lev_identify += find_skill_by_number (who, idskill2)->level;
249 root 1.6 }
250     }
251 root 1.10 else
252 root 1.14 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
253 root 1.10
254     /* ratio determines how much of the price modification
255     * will come from the basic stat charisma
256     * the rest will come from the level in bargaining skill
257     */
258     const double cha_ratio = 0.40;
259 elmex 1.1
260 root 1.10 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
261    
262     diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
263    
264     diff = .02 + (.80 - .02) * diff;
265    
266     if (flag == F_BUY)
267     val += (val * diff);
268     else if (flag == F_SELL)
269     val -= (val * diff);
270    
271     // now find a price range. the less good we can judge, the larger the range is
272     // then the range is adjusted randomly around the correct value
273     if (approximate)
274 root 1.12 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
275 root 1.10 }
276    
277     /* I don't think this should really happen - if it does, it indicates and
278     * overflow of diff above. That shoudl only happen if
279     * we are selling objects - in that case, the person just
280     * gets no money.
281     */
282     if ((sint64) val < 0)
283     val = 0;
284    
285     /* Unidentified stuff won't sell for more than 60gp */
286     if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
287     {
288     val = (val > 600) ? 600 : val;
289     }
290 elmex 1.1
291 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
292     if (shop && who)
293     {
294     if (flag == F_SELL)
295     val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
296     else if (flag == F_BUY)
297     {
298     /*
299     * when buying, if the item was sold by another player, it is ok to
300     * let the item be sold cheaper, according to the specialisation of
301     * the shop. If a player sold an item here, then his sale price was
302     * multiplied by the specialisation ratio, to do the same to the buy
303     * price will not generate extra money. However, the
304     * same is not true of generated items, these have to /divide/ by the
305     * specialisation, so that the price is never less than what they could
306     * be sold for (otherwise players could camp map resets to make money).
307     * In game terms, a non-specialist shop, might not recognise the true
308     * value of the items they sell (much like how people sometimes find
309     * antiques in a junk shop in real life).
310     */
311     if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
312     val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
313     else
314     val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
315     }
316     /* we will also have an extra 0-5% variation between shops of the same type
317     * for valuable items (below a value of 50 this effect wouldn't be very
318     * pointful, and could give fun with rounding.
319     */
320     if (who->map->path != NULL && val > 50)
321     val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
322 elmex 1.1 }
323 root 1.12 return (sint64) val;
324 elmex 1.1 }
325    
326     /* Find the coin type that is worth more the 'c'. Starts at the
327     * cointype placement.
328     */
329    
330 root 1.10 static archetype *
331 root 1.12 find_next_coin (sint64 c, int *cointype)
332 root 1.10 {
333 elmex 1.1 archetype *coin;
334    
335 pippijn 1.9 do
336 root 1.10 {
337     if (coins[*cointype] == NULL)
338     return NULL;
339 root 1.15 coin = archetype::find (coins[*cointype]);
340 root 1.10 if (coin == NULL)
341     return NULL;
342     *cointype += 1;
343     }
344 root 1.12 while (coin->clone.value > c);
345 elmex 1.1
346     return coin;
347     }
348    
349     /* This returns a string of how much something is worth based on
350     * an integer being passed.
351     * cost is the cost we need to represent.
352     * While cost is 64 bit, the number of any coin is still really
353     * limited to 32 bit (size of nrof field). If it turns out players
354     * have so much money that they have more than 2 billion platinum
355     * coins, there are certainly issues - the easiest fix at that
356     * time is to add a higher denomination (mithril piece with
357     * 10,000 silver or something)
358     */
359 root 1.10 const char *
360 root 1.12 cost_string_from_value (sint64 cost, int approx)
361 elmex 1.1 {
362 root 1.10 static char buf[MAX_BUF];
363     archetype *coin, *next_coin;
364     int num, cointype = 0;
365    
366     coin = find_next_coin (cost, &cointype);
367     if (coin == NULL)
368     return "nothing";
369    
370     num = cost / coin->clone.value;
371     /* so long as nrof is 32 bit, this is true.
372     * If it takes more coins than a person can possibly carry, this
373     * is basically true.
374     */
375     if ((cost / coin->clone.value) > UINT32_MAX)
376     {
377     strcpy (buf, "an unimaginable sum of money");
378     return buf;
379     }
380    
381 root 1.12 cost -= num * (sint64)coin->clone.value;
382 elmex 1.1
383 root 1.10 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
384    
385     next_coin = find_next_coin (cost, &cointype);
386     if (next_coin == NULL || approx)
387 elmex 1.1 return buf;
388 root 1.10
389     coin = next_coin;
390     num = cost / coin->clone.value;
391 root 1.12 cost -= num * (sint64)coin->clone.value;
392 root 1.10
393     sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
394    
395     return buf;
396 elmex 1.1 }
397    
398 root 1.10 const char *
399     query_cost_string (const object *tmp, object *who, int flag)
400     {
401 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
402 root 1.10 int idskill1 = 0;
403     int idskill2 = 0;
404     const typedata *tmptype;
405    
406     tmptype = get_typedata (tmp->type);
407     if (tmptype)
408     {
409     idskill1 = tmptype->identifyskill;
410     idskill2 = tmptype->identifyskill2;
411     }
412    
413     /* we show an approximate price if
414     * 1) we are approximating
415     * 2) there either is no id skill(s) for the item, or we don't have them
416     * 3) we don't have bargaining skill either
417     */
418     if (flag & F_APPROX)
419     {
420     if (!idskill1 || !find_skill_by_number (who, idskill1))
421     {
422     if (!idskill2 || !find_skill_by_number (who, idskill2))
423     {
424     if (!find_skill_by_number (who, SK_BARGAINING))
425     {
426     static char buf[MAX_BUF];
427     int num, cointype = 0;
428     archetype *coin = find_next_coin (real_value, &cointype);
429    
430     if (coin == NULL)
431     return "nothing";
432    
433     num = real_value / coin->clone.value;
434     if (num == 1)
435     sprintf (buf, "about one %s", &coin->clone.name);
436     else if (num < 5)
437     sprintf (buf, "a few %s", &coin->clone.name_pl);
438     else if (num < 10)
439     sprintf (buf, "several %s", &coin->clone.name_pl);
440     else if (num < 25)
441     sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
442     else if (num < 100)
443     sprintf (buf, "lots of %s", &coin->clone.name_pl);
444     else if (num < 1000)
445     sprintf (buf, "a great many %s", &coin->clone.name_pl);
446     else
447     sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
448     return buf;
449 root 1.6 }
450     }
451     }
452 elmex 1.1
453 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
454 elmex 1.1
455 root 1.10 if (approx_range)
456     {
457 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
458 root 1.10 static char buf[MAX_BUF];
459 elmex 1.1
460 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
461     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
462 elmex 1.1
463 root 1.10 return buf;
464     }
465 elmex 1.1 }
466    
467 root 1.10 return cost_string_from_value (real_value, 0);
468 elmex 1.1 }
469    
470     /* This function finds out how much money the player is carrying,
471     * including what is in containers.
472     */
473 root 1.12 sint64
474 root 1.10 query_money (const object *op)
475     {
476     object *tmp;
477 root 1.12 sint64 total = 0;
478 elmex 1.1
479 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
480     {
481     LOG (llevError, "Query money called with non player/container\n");
482     return 0;
483 elmex 1.1 }
484 root 1.12
485 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
486 root 1.12 if (tmp->type == MONEY)
487     total += tmp->nrof * (sint64)tmp->value;
488     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
489     total += query_money (tmp);
490    
491 root 1.10 return total;
492 elmex 1.1 }
493 root 1.10
494 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
495     * the player inventory and from it's various pouches using the
496     * pay_from_container function.
497     * returns 0 if not possible. 1 if success
498     */
499 root 1.10 int
500 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
501 root 1.10 {
502     object *pouch;
503 elmex 1.1
504 root 1.10 if (to_pay == 0)
505     return 1;
506 root 1.12
507 root 1.10 if (to_pay > query_money (pl))
508     return 0;
509 elmex 1.1
510 root 1.12 pay_from_container (pl, pl, to_pay);
511    
512     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
513     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
514     pay_from_container (pl, pouch, to_pay);
515 elmex 1.1
516 root 1.10 fix_player (pl);
517     return 1;
518 elmex 1.1 }
519    
520     /* DAMN: This is now a wrapper for pay_from_container, which is
521     * called for the player, then for each active container that can hold
522     * money until op is paid for. Change will be left wherever the last
523     * of the price was paid from.
524     */
525 root 1.10 int
526     pay_for_item (object *op, object *pl)
527     {
528 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
529 root 1.10 object *pouch;
530 root 1.12 sint64 saved_money;
531 root 1.10
532     if (to_pay == 0)
533 elmex 1.1 return 1;
534 root 1.12
535 root 1.10 if (to_pay > query_money (pl))
536     return 0;
537    
538     /* We compare the paid price with the one for a player
539     * without bargaining skill.
540     * This determins the amount of exp (if any) gained for bargaining.
541     */
542     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
543    
544     if (saved_money > 0)
545     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
546    
547 root 1.12 pay_from_container (pl, pl, to_pay);
548    
549     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
550     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
551     pay_from_container (pl, pouch, to_pay);
552 root 1.10
553     if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
554     SET_FLAG (op, FLAG_WAS_WIZ);
555 root 1.12
556 root 1.10 fix_player (pl);
557     return 1;
558 elmex 1.1 }
559    
560     /* This pays for the item, and takes the proper amount of money off
561     * the player.
562     * CF 0.91.4 - this function is mostly redone in order to fix a bug
563     * with weight not be subtracted properly. We now remove and
564     * insert the coin objects - this should update the weight
565     * appropriately
566     *
567     * DAMN: This function is used for the player, then for any active
568     * containers that can hold money.
569     *
570     * pouch is the container (pouch or player) to remove the coins from.
571     * to_pay is the required amount.
572     * returns the amount still missing after using "pouch".
573     */
574 root 1.12 static void
575     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
576 root 1.10 {
577     int count, i;
578 root 1.12 object *tmp, *next;
579 root 1.10 archetype *at;
580    
581     if (pouch->type != PLAYER && pouch->type != CONTAINER)
582 root 1.12 return;
583 root 1.10
584 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
585 root 1.10
586     /* This hunk should remove all the money objects from the player/container */
587     for (tmp = pouch->inv; tmp; tmp = next)
588     {
589     next = tmp->below;
590    
591     if (tmp->type == MONEY)
592     {
593     for (i = 0; i < NUM_COINS; i++)
594     {
595 root 1.12 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
596 root 1.10 {
597 root 1.12 // This should not happen, but if it does, just merge the two.
598     if (coin_objs [i])
599 root 1.10 {
600     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
601     remove_ob (tmp);
602     coin_objs[i]->nrof += tmp->nrof;
603     esrv_del_item (pl->contr, tmp->count);
604     free_object (tmp);
605 root 1.6 }
606 root 1.10 else
607     {
608     remove_ob (tmp);
609 root 1.12
610 root 1.10 if (pouch->type == PLAYER)
611     esrv_del_item (pl->contr, tmp->count);
612 root 1.12
613 root 1.10 coin_objs[i] = tmp;
614 root 1.6 }
615 root 1.12
616 root 1.10 break;
617 root 1.6 }
618     }
619 root 1.12
620 root 1.10 if (i == NUM_COINS)
621     LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
622 root 1.6 }
623 elmex 1.1 }
624    
625 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
626     /* Note that the coin_objs array goes from least value to greatest value */
627     for (i = 0; i < NUM_COINS; i++)
628 root 1.12 if (!coin_objs[i])
629 root 1.10 {
630 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
631 root 1.12
632 root 1.10 if (at == NULL)
633     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
634 root 1.12
635 root 1.10 coin_objs[i] = arch_to_object (at);
636     coin_objs[i]->nrof = 0;
637     }
638    
639     for (i = 0; i < NUM_COINS; i++)
640     {
641 root 1.12 object &coin = *coin_objs[i];
642     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
643     to_pay -= num_coins * coin.value;
644 root 1.10
645 root 1.12 coin.nrof -= num_coins;
646 root 1.10 /* Now start making change. Start at the coin value
647     * below the one we just did, and work down to
648     * the lowest value.
649     */
650     count = i - 1;
651 root 1.12
652     while (to_pay < 0 && count >= 0)
653 root 1.10 {
654 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
655 root 1.10 coin_objs[count]->nrof += num_coins;
656 root 1.12 to_pay += num_coins * coin_objs[count]->value;
657 root 1.10 count--;
658     }
659     }
660 root 1.12
661 root 1.10 for (i = 0; i < NUM_COINS; i++)
662     {
663     if (coin_objs[i]->nrof)
664     {
665     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
666    
667     esrv_send_item (pl, tmp);
668     esrv_send_item (pl, pouch);
669 root 1.11
670 root 1.10 if (pl != pouch)
671     esrv_update_item (UPD_WEIGHT, pl, pouch);
672 root 1.11
673 root 1.10 if (pl->type != PLAYER)
674 root 1.11 esrv_send_item (pl, pl);
675 root 1.10 }
676     else
677 root 1.11 free_object (coin_objs[i]);
678 elmex 1.1 }
679     }
680    
681     /* Checks all unpaid items in op's inventory, adds up all the money they
682     * have, and checks that they can actually afford what they want to buy.
683     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
684     * to the player
685     */
686 root 1.10 int
687     can_pay (object *pl)
688     {
689 root 1.12 int unpaid_count = 0;
690     sint64 unpaid_price = 0;
691     sint64 player_wealth = query_money (pl);
692 root 1.10 object *item;
693    
694     if (!pl || pl->type != PLAYER)
695     {
696     LOG (llevError, "can_pay(): called against something that isn't a player\n");
697     return 0;
698 elmex 1.1 }
699 root 1.11
700 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
701 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
702     {
703     unpaid_count++;
704     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
705     }
706 root 1.11
707 root 1.10 if (unpaid_price > player_wealth)
708     {
709     char buf[MAX_BUF];
710     char cost[MAX_BUF];
711     char missing[MAX_BUF];
712    
713 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
714     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
715 root 1.10
716 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.",
717     unpaid_count, cost, missing);
718 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
719 root 1.12
720 root 1.10 return 0;
721 elmex 1.1 }
722 root 1.10 else
723     return 1;
724 elmex 1.1 }
725    
726     /* Better get_payment, descends containers looking for
727     * unpaid items, and pays for them.
728     * returns 0 if the player still has unpaid items.
729     * returns 1 if the player has paid for everything.
730     * pl is the player buying the stuff.
731     */
732 root 1.10 int
733 root 1.12 get_payment (object *pl)
734 root 1.10 {
735 root 1.12 for (;;)
736     {
737     next_item:
738 root 1.10
739 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
740 root 1.12 {
741     if (QUERY_FLAG (op, FLAG_UNPAID))
742     {
743     char buf[MAX_BUF];
744     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
745 root 1.10
746 root 1.12 if (!pay_for_item (op, pl))
747     {
748     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
749 elmex 1.1
750 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
751     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
752     SET_FLAG (op, FLAG_UNPAID);
753     return 0;
754     }
755     else
756     {
757     object *tmp;
758     tag_t c = op->count;
759 elmex 1.1
760 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
761     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
762     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
763     tmp = merge_ob (op, NULL);
764 root 1.10
765 root 1.12 if (pl->type == PLAYER)
766     {
767     if (tmp)
768     { /* it was merged */
769     esrv_del_item (pl->contr, c);
770     op = tmp;
771     }
772 elmex 1.1
773 root 1.12 esrv_send_item (pl, op);
774     }
775 elmex 1.1
776 root 1.12 goto next_item;
777 root 1.6 }
778     }
779     }
780 root 1.12
781     return 1;
782 elmex 1.1 }
783     }
784    
785     /* written by elmex:
786     * moved this code from sell_item () here to have a function
787     * that pays the player an amount. Mainly put the code here to
788     * be able to call it from a plugin.
789     *
790     * If the player can't carry all the money that is paid, it gets inserted
791     * in his inventory anyway. This is the best alternative to not pay any money
792     * or put it on the ground under the player. This way the player can still
793     * go somewhere and unload the money at a safe place.
794     *
795     */
796 root 1.10 void
797 root 1.12 pay_player (object *pl, sint64 amount)
798 root 1.10 {
799 elmex 1.1 int count = 0;
800     archetype *at = 0;
801     object *pouch = 0, *tmp = 0;
802    
803     for (count = 0; coins[count] != NULL; count++)
804     {
805 root 1.15 at = archetype::find (coins[count]);
806 elmex 1.1
807     if (at == NULL)
808 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
809 elmex 1.1 else if ((amount / at->clone.value) > 0)
810     {
811 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
812 elmex 1.1 {
813 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
814 elmex 1.1 {
815     int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
816     int n = amount / at->clone.value;
817    
818     if (w == 0)
819 root 1.10 w = 1; /* Prevent divide by zero */
820 elmex 1.1
821     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
822     {
823     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
824     n = (pouch->weight_limit - pouch->carrying) / w;
825    
826 root 1.4 tmp = arch_to_object (at);
827 elmex 1.1 tmp->nrof = n;
828 root 1.12 amount -= tmp->nrof * tmp->value;
829 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
830     esrv_send_item (pl, tmp);
831     esrv_send_item (pl, pouch);
832     esrv_update_item (UPD_WEIGHT, pl, pouch);
833     esrv_send_item (pl, pl);
834     }
835     }
836     }
837    
838     if (amount / at->clone.value > 0)
839     {
840 root 1.4 tmp = arch_to_object (at);
841 elmex 1.1 tmp->nrof = amount / tmp->value;
842 root 1.12 amount -= tmp->nrof * tmp->value;
843 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
844     esrv_send_item (pl, tmp);
845     esrv_send_item (pl, pl);
846     }
847     }
848     }
849    
850 root 1.10 if (amount != 0)
851 elmex 1.1 #ifndef WIN32
852 root 1.10 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
853 elmex 1.1 #else
854 root 1.10 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
855 elmex 1.1 #endif
856     }
857    
858     /* elmex: this is for the bank plugin :( */
859 root 1.12 sint64
860     pay_player_arch (object *pl, const char *arch, sint64 amount)
861 root 1.10 {
862 root 1.15 archetype *at = archetype::find (arch);
863 elmex 1.1 object *tmp = NULL;
864    
865     if (at == NULL)
866     return 0;
867    
868     if (amount > 0)
869     {
870 root 1.4 tmp = arch_to_object (at);
871 elmex 1.1 tmp->nrof = amount;
872     tmp = insert_ob_in_ob (tmp, pl);
873     esrv_send_item (pl, tmp);
874     esrv_send_item (pl, pl);
875     }
876    
877     return 1;
878     }
879    
880     /* Modified function to give out platinum coins. This function uses
881     * the coins[] array to know what coins are available, just like
882     * buy item.
883     *
884     * Modified to fill available race: gold containers before dumping
885     * remaining coins in character's inventory.
886     */
887 root 1.10 void
888     sell_item (object *op, object *pl)
889     {
890 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
891 elmex 1.1
892 root 1.10 if (pl == NULL || pl->type != PLAYER)
893 elmex 1.1 {
894 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
895 elmex 1.1 return;
896     }
897    
898 root 1.8 op->custom_name = 0;
899 elmex 1.1
900 root 1.10 if (!amount)
901 elmex 1.1 {
902 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
903 elmex 1.1
904     /* Even if the character doesn't get anything for it, it may still be
905     * worth something. If so, make it unpaid
906     */
907     if (op->value)
908     {
909 root 1.10 SET_FLAG (op, FLAG_UNPAID);
910     SET_FLAG (op, FLAG_PLAYER_SOLD);
911 elmex 1.1 }
912    
913     identify (op);
914     return;
915     }
916    
917     /* We compare the price with the one for a player
918     * without bargaining skill.
919     * This determins the amount of exp (if any) gained for bargaining.
920     * exp/10 -> 1 for each gold coin
921     */
922     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
923    
924     if (extra_gain > 0)
925 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
926 elmex 1.1
927     pay_player (pl, amount);
928    
929 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));
930 elmex 1.1
931     SET_FLAG (op, FLAG_UNPAID);
932     identify (op);
933     }
934    
935    
936     /* returns a double that is the ratio of the price that a shop will offer for
937     * item based on the shops specialisation. Does not take account of greed,
938     * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
939     * event is never less than 0.1 (calling functions divide by it)
940     */
941 root 1.10 static double
942     shop_specialisation_ratio (const object *item, const mapstruct *map)
943     {
944     shopitems *items = map->shopitems;
945     double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
946     int i;
947 elmex 1.1
948 root 1.10 if (item == NULL)
949     {
950     LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
951     return 0;
952     }
953 root 1.12
954 root 1.10 if (!item->type)
955     {
956     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
957     /*
958     * I'm not really sure what the /right/ thing to do here is, these types of
959     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
960     */
961     return ratio;
962     }
963 root 1.12
964 root 1.10 if (map->shopitems)
965     {
966     for (i = 0; i < items[0].index; i++)
967     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
968     likedness = items[i].strength / 100.0;
969     }
970 root 1.12
971 root 1.10 if (likedness > 1.0)
972     { /* someone has been rather silly with the map headers. */
973     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
974     likedness = 1.0;
975 elmex 1.1 }
976 root 1.12
977 root 1.10 if (likedness < -1.0)
978     {
979     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
980     likedness = -1.0;
981 elmex 1.1 }
982 root 1.12
983 root 1.10 ratio = ratio + (1.0 - ratio) * likedness;
984 root 1.12
985 root 1.10 if (ratio <= 0.1)
986     ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
987 root 1.12
988 root 1.10 return ratio;
989 elmex 1.1 }
990    
991     /*returns the greed of the shop on map, or 1 if it isn't specified. */
992 root 1.10 static double
993     shop_greed (const mapstruct *map)
994     {
995     double greed = 1.0;
996    
997     if (map->shopgreed)
998     return map->shopgreed;
999     return greed;
1000 elmex 1.1 }
1001    
1002     /* Returns a double based on how much the shopkeeper approves of the player.
1003     * this is based on the race of the shopkeeper and that of the player.
1004     */
1005 root 1.10 double
1006     shopkeeper_approval (const mapstruct *map, const object *player)
1007     {
1008     double approval = 1.0;
1009 elmex 1.1
1010 root 1.10 if (map->shoprace)
1011     {
1012     approval = NEUTRAL_RATIO;
1013     if (player->race && !strcmp (player->race, map->shoprace))
1014     approval = 1.0;
1015 elmex 1.1 }
1016 root 1.12
1017 root 1.10 return approval;
1018 elmex 1.1 }
1019    
1020     /* limit the value of items based on the wealth of the shop. If the item is close
1021     * to the maximum value a shop will offer, we start to reduce it, if the item is
1022     * below the minimum value the shop is prepared to trade in, then we don't
1023     * want it and offer nothing. If it isn't a shop, check whether we should do generic
1024     * value reduction.
1025     *
1026     */
1027 root 1.12 static sint64
1028     value_limit (sint64 val, int quantity, const object *who, int isshop)
1029 root 1.10 {
1030 root 1.12 sint64 newval, unit_price, tmpshopmax;
1031 elmex 1.1 mapstruct *map;
1032    
1033     unit_price = val / quantity;
1034    
1035     if (!isshop || !who)
1036     {
1037     if (unit_price > 250000)
1038 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1039 elmex 1.1 else
1040     newval = unit_price;
1041     }
1042     else
1043     {
1044     if (!who->map)
1045     {
1046 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1047 elmex 1.1 return val;
1048     }
1049    
1050     map = who->map;
1051    
1052 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1053 elmex 1.1
1054     if (map->shopmin && unit_price < map->shopmin)
1055     return 0;
1056     else if (unit_price > tmpshopmax / 2)
1057     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1058     else
1059 root 1.10 newval = unit_price;
1060 elmex 1.1 }
1061    
1062     newval *= quantity;
1063    
1064     return newval;
1065     }
1066    
1067     /* gives a desciption of the shop on their current map to the player op. */
1068 root 1.10 int
1069     describe_shop (const object *op)
1070     {
1071     mapstruct *map = op->map;
1072    
1073     /*shopitems *items=map->shopitems; */
1074     int pos = 0, i;
1075     double opinion = 0;
1076     char tmp[MAX_BUF] = "\0";
1077    
1078     if (op->type != PLAYER)
1079     return 0;
1080    
1081     /*check if there is a shop specified for this map */
1082     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1083     {
1084     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1085 root 1.12
1086 root 1.10 if (map->shopitems)
1087 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1088     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1089 root 1.10 {
1090 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1091     pos += strlen (tmp + pos);
1092 root 1.6 }
1093 root 1.12
1094 root 1.10 if (!pos)
1095     strcat (tmp, "a little of everything.");
1096 root 1.6
1097 root 1.10 /* format the string into a list */
1098     make_list_like (tmp);
1099     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1100    
1101     if (map->shopmax)
1102     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1103 root 1.12
1104 root 1.10 if (map->shopmin)
1105     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));
1106 root 1.12
1107 root 1.10 if (map->shopgreed)
1108     {
1109     if (map->shopgreed > 2.0)
1110     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1111     else if (map->shopgreed > 1.5)
1112     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1113     else if (map->shopgreed > 1.1)
1114     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1115     else if (map->shopgreed < 0.9)
1116     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1117     }
1118 root 1.12
1119 root 1.10 if (map->shoprace)
1120     {
1121     opinion = shopkeeper_approval (map, op);
1122     if (opinion > 0.8)
1123     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1124     else if (opinion > 0.5)
1125     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1126     else
1127     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1128 root 1.6 }
1129 elmex 1.1 }
1130 root 1.10 else
1131     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1132 elmex 1.1
1133 root 1.10 return 1;
1134 elmex 1.1 }
1135 root 1.12
1136     struct shopinv
1137 root 1.10 {
1138     char *item_sort;
1139     char *item_real;
1140     uint16 type;
1141     uint32 nrof;
1142 root 1.12 };
1143 elmex 1.1
1144     /* There are a lot fo extra casts in here just to suppress warnings - it
1145     * makes it look uglier than it really it.
1146     * The format of the strings we get is type:name. So we first want to
1147     * sort by type (numerical) - if the same type, then sort by name.
1148     */
1149 root 1.10 static int
1150     shop_sort (const void *a1, const void *a2)
1151 elmex 1.1 {
1152 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1153 elmex 1.1
1154 root 1.10 if (s1->type < s2->type)
1155     return -1;
1156     if (s1->type > s2->type)
1157     return 1;
1158 root 1.12
1159 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1160     * via alphabetical order
1161     */
1162     return strcasecmp (s1->item_sort, s2->item_sort);
1163 elmex 1.1 }
1164    
1165 root 1.10 static void
1166     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1167 elmex 1.1 {
1168     #if 0
1169 root 1.10 char buf[MAX_BUF];
1170 elmex 1.1 #endif
1171 root 1.10 /* clear unpaid flag so that doesn't come up in query
1172     * string. We clear nrof so that we can better sort
1173     * the object names.
1174     */
1175 elmex 1.1
1176 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1177     items[*numitems].nrof = tmp->nrof;
1178     /* Non mergable items have nrof of 0, but count them as one
1179     * so the display is properly.
1180     */
1181     if (tmp->nrof == 0)
1182     items[*numitems].nrof++;
1183     items[*numitems].type = tmp->type;
1184    
1185     switch (tmp->type)
1186     {
1187 elmex 1.1 #if 0
1188 root 1.6 case BOOTS:
1189     case GLOVES:
1190     case RING:
1191     case AMULET:
1192     case BRACERS:
1193     case GIRDLE:
1194 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1195     items[*numitems].item_sort = strdup_local (buf);
1196     sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1197     items[*numitems].item_real = strdup_local (buf);
1198     (*numitems)++;
1199     break;
1200 elmex 1.1 #endif
1201    
1202 root 1.6 default:
1203 root 1.10 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0));
1204     items[*numitems].item_real = strdup_local (query_base_name (tmp, 1));
1205     (*numitems)++;
1206     break;
1207     }
1208     SET_FLAG (tmp, FLAG_UNPAID);
1209     }
1210    
1211     void
1212     shop_listing (object *op)
1213     {
1214     int i, j, numitems = 0, numallocated = 0, nx, ny;
1215     char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1216     object *stack;
1217     shopinv *items;
1218    
1219     /* Should never happen, but just in case a monster does apply a sign */
1220     if (op->type != PLAYER)
1221     return;
1222    
1223     new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1224    
1225     magic_mapping_mark (op, map_mark, 3);
1226     items = (shopinv *) malloc (40 * sizeof (shopinv));
1227     numallocated = 40;
1228    
1229     /* Find all the appropriate items */
1230     for (i = 0; i < MAP_WIDTH (op->map); i++)
1231     {
1232     for (j = 0; j < MAP_HEIGHT (op->map); j++)
1233     {
1234     /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1235     *
1236     */
1237     nx = i - op->x + MAGIC_MAP_HALF;
1238     ny = j - op->y + MAGIC_MAP_HALF;
1239     /* unlikely, but really big shops could run into this issue */
1240     if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1241     continue;
1242    
1243     if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1244     {
1245     stack = get_map_ob (op->map, i, j);
1246    
1247     while (stack)
1248     {
1249     if (QUERY_FLAG (stack, FLAG_UNPAID))
1250     {
1251     if (numitems == numallocated)
1252     {
1253     items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1254     numallocated += 10;
1255 root 1.6 }
1256 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1257 root 1.6 }
1258 root 1.10 stack = stack->above;
1259 root 1.6 }
1260     }
1261     }
1262 elmex 1.1 }
1263 root 1.12
1264 root 1.10 free (map_mark);
1265 root 1.12
1266 root 1.10 if (numitems == 0)
1267     {
1268     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1269     free (items);
1270     return;
1271     }
1272 root 1.12
1273 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1274    
1275     for (i = 0; i < numitems; i++)
1276     {
1277     /* Collapse items of the same name together */
1278     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1279     {
1280     items[i + 1].nrof += items[i].nrof;
1281     free (items[i].item_sort);
1282     free (items[i].item_real);
1283     }
1284     else
1285     {
1286     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1287     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1288     free (items[i].item_sort);
1289     free (items[i].item_real);
1290 root 1.6 }
1291 elmex 1.1 }
1292 root 1.10 free (items);
1293 elmex 1.1 }
1294 elmex 1.7
1295     /* elmex: this function checks whether the object is in a shop */
1296 root 1.10 bool
1297     is_in_shop (object *o)
1298 elmex 1.7 {
1299     if (!o->map)
1300     return false;
1301    
1302     return is_in_shop (o->map, o->x, o->y);
1303     }
1304    
1305     /* elmex: this function checks whether we are in a shop or not */
1306 root 1.10 bool
1307     is_in_shop (mapstruct *map, int x, int y)
1308 elmex 1.7 {
1309     for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1310     if (floor->type == SHOP_FLOOR)
1311     return true;
1312    
1313     return false;
1314     }