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Revision: 1.16
Committed: Thu Sep 14 22:34:04 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.15: +1 -7 lines
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.16 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <spells.h>
26     #include <skills.h>
27     #include <living.h>
28     #include <newclient.h>
29     #ifndef __CEXTRACT__
30 root 1.10 # include <sproto.h>
31 elmex 1.1 #endif
32     #include <math.h>
33    
34     /* this is a measure of how effective store specialisation is. A general store
35     * will offer this proportion of the 'maximum' price, a specialised store will
36     * offer a range of prices around it such that the maximum price is always one
37     * therefore making this number higher, makes specialisation less effective.
38     * setting this value above 1 or to a negative value would have interesting,
39     * (though not useful) effects.
40     */
41     #define SPECIALISATION_EFFECT 0.5
42    
43     /* price a shopkeeper will give someone they neither like nor dislike */
44     #define NEUTRAL_RATIO 0.8
45    
46 root 1.12 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
47     static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
48 root 1.10 static double shop_specialisation_ratio (const object *item, const mapstruct *map);
49     static double shop_greed (const mapstruct *map);
50 elmex 1.1
51 root 1.10 #define NUM_COINS 4 /* number of coin types */
52     static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
53 elmex 1.1
54     /* Added F_TRUE flag to define.h to mean that the price should not
55     * be adjusted by players charisma. With F_TRUE, it returns the amount
56     * that the item is worth, if it was sold, but unadjusted by charisma.
57     * This is needed for alchemy, to to determine what value of gold nuggets
58     * should be given (the gold nuggets, when sold, will have the adjustment
59     * by charisma done at that time). NULL could have been passed as the
60     * who parameter, but then the adjustment for expensive items (>10000)
61     * would not be done.
62     *
63     * Added F_APPROX flag, which means that the price returned should be wrong by
64     * an amount related to the player's bargaining skill.
65     *
66     * Added F_SHOP flag to mean that the specialisation of the shop on the player's
67     * current map should be taken into account when determining the price. Shops that
68     * specialise in what is being traded will give better prices than those that do not.
69     *
70     * CF 0.91.4 - This function got changed around a bit. Now the
71     * number of object is multiplied by the value early on. This fixes problems
72     * with items worth very little. What happened before is that various
73     * divisions took place, the value got rounded to 0 (Being an int), and
74     * thus remained 0.
75     *
76     * Mark Wedel (mwedel@pyramid.com)
77     */
78    
79 root 1.12 static sint64 approx_range;
80 elmex 1.1
81 root 1.12 sint64
82 root 1.10 query_cost (const object *tmp, object *who, int flag)
83     {
84     double val;
85     int number; /* used to better calculate value */
86     int no_bargain;
87     int identified;
88     int not_cursed;
89     int approximate;
90     int shop;
91     double diff;
92    
93     approx_range = 0;
94    
95     no_bargain = flag & F_NO_BARGAIN;
96     identified = flag & F_IDENTIFIED;
97     not_cursed = flag & F_NOT_CURSED;
98     approximate = flag & F_APPROX;
99     shop = flag & F_SHOP;
100     flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
101    
102     if (tmp->type == MONEY)
103 root 1.14 return tmp->nrof * tmp->value;
104    
105 root 1.10 if (tmp->type == GEM)
106     {
107     if (flag == F_TRUE)
108     return (tmp->nrof * tmp->value);
109 root 1.14
110 root 1.10 if (flag == F_BUY)
111 root 1.12 return (sint64) (1.03 * tmp->nrof * tmp->value);
112 root 1.14
113 root 1.10 if (flag == F_SELL)
114 root 1.12 return (sint64) (0.97 * tmp->nrof * tmp->value);
115 root 1.14
116     LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
117 root 1.10 return 0;
118     }
119 root 1.14
120 root 1.10 number = tmp->nrof;
121     if (number == 0)
122     number = 1;
123     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
124     {
125     if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
126 root 1.6 return 0;
127 root 1.10 else
128     val = tmp->value * number;
129 elmex 1.1 }
130 root 1.10 /* This area deals with objects that are not identified, but can be */
131     else
132     {
133     if (tmp->arch != NULL)
134     {
135     if (flag == F_BUY)
136     {
137     LOG (llevError, "Asking for buy-value of unidentified object.\n");
138     val = tmp->arch->clone.value * 50 * number;
139 root 1.6 }
140 root 1.10 else
141     { /* Trying to sell something, or get true value */
142     if (tmp->type == POTION)
143     val = number * 40; /* Don't want to give anything away */
144     else
145     {
146     /* Get 2/3'rd value for applied objects, 1/3'rd for totally
147     * unknown objects
148     */
149     if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
150     val = number * tmp->arch->clone.value * 2 / 3;
151     else
152     val = number * tmp->arch->clone.value / 3;
153 root 1.6 }
154     }
155 root 1.10 }
156     else
157     { /* No archetype with this object */
158     LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
159     if (flag == F_BUY)
160     {
161     LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
162     val = number * tmp->value * 10;
163 root 1.6 }
164 root 1.10 else
165     val = number * tmp->value / 5;
166 root 1.6 }
167 elmex 1.1 }
168    
169 root 1.10 /* If the item has been applied or identifed or does not need to be
170     * identified, AND the object is magical and the archetype is non
171     * magical, then change values accordingly. The tmp->arch==NULL is
172     * really just a check to prevent core dumps for when it checks
173     * tmp->arch->clone.magic for any magic. The check for archetype
174     * magic is to not give extra money for archetypes that are by
175     * default magical. This is because the archetype value should have
176     * already figured in that value.
177     */
178     if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
179     QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
180     {
181     if (tmp->magic > 0)
182     val *= (3 * tmp->magic * tmp->magic * tmp->magic);
183     else
184     /* Note that tmp->magic is negative, so that this
185     * will actually be something like val /=2, /=3, etc.
186 root 1.6 */
187 root 1.10 val /= (1 - tmp->magic);
188     }
189    
190     if (tmp->type == WAND)
191     {
192     /* Value of the wand is multiplied by the number of
193     * charges. the treasure code already sets up the value
194     * 50 charges is used as the baseline.
195     */
196     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
197     val = (val * tmp->stats.food) / 50;
198     else /* if not identified, presume one charge */
199     val /= 50;
200     }
201    
202     /* Limit amount of money you can get for really great items. */
203     if (flag == F_SELL)
204 root 1.12 val = value_limit ((sint64) val, number, who, shop);
205 root 1.10
206     // use a nonlinear price adjustment. as my predecessor said, don't change
207     // the archetypes, its work required for balancing, and we don't care.
208     //val = pow (val, 1.05);
209    
210     /* This modification is for bargaining skill.
211     * Now only players with max level in bargaining
212     * AND Cha = 30 will get optimal price.
213     * Thus charisma will never get useless.
214     * -b.e. edler@heydernet.de
215     */
216    
217     if (who != NULL && who->type == PLAYER)
218     {
219     int lev_bargain = 0;
220     int lev_identify = 0;
221     int idskill1 = 0;
222     int idskill2 = 0;
223     const typedata *tmptype;
224    
225     tmptype = get_typedata (tmp->type);
226    
227     if (find_skill_by_number (who, SK_BARGAINING))
228 root 1.14 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
229    
230 root 1.10 if (tmptype)
231     {
232     idskill1 = tmptype->identifyskill;
233 root 1.14
234 root 1.10 if (idskill1)
235     {
236     idskill2 = tmptype->identifyskill2;
237 root 1.14
238 root 1.10 if (find_skill_by_number (who, idskill1))
239 root 1.14 lev_identify = find_skill_by_number (who, idskill1)->level;
240    
241 root 1.10 if (idskill2 && find_skill_by_number (who, idskill2))
242 root 1.14 lev_identify += find_skill_by_number (who, idskill2)->level;
243 root 1.6 }
244     }
245 root 1.10 else
246 root 1.14 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
247 root 1.10
248     /* ratio determines how much of the price modification
249     * will come from the basic stat charisma
250     * the rest will come from the level in bargaining skill
251     */
252     const double cha_ratio = 0.40;
253 elmex 1.1
254 root 1.10 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
255    
256     diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
257    
258     diff = .02 + (.80 - .02) * diff;
259    
260     if (flag == F_BUY)
261     val += (val * diff);
262     else if (flag == F_SELL)
263     val -= (val * diff);
264    
265     // now find a price range. the less good we can judge, the larger the range is
266     // then the range is adjusted randomly around the correct value
267     if (approximate)
268 root 1.12 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
269 root 1.10 }
270    
271     /* I don't think this should really happen - if it does, it indicates and
272     * overflow of diff above. That shoudl only happen if
273     * we are selling objects - in that case, the person just
274     * gets no money.
275     */
276     if ((sint64) val < 0)
277     val = 0;
278    
279     /* Unidentified stuff won't sell for more than 60gp */
280     if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
281     {
282     val = (val > 600) ? 600 : val;
283     }
284 elmex 1.1
285 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
286     if (shop && who)
287     {
288     if (flag == F_SELL)
289     val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
290     else if (flag == F_BUY)
291     {
292     /*
293     * when buying, if the item was sold by another player, it is ok to
294     * let the item be sold cheaper, according to the specialisation of
295     * the shop. If a player sold an item here, then his sale price was
296     * multiplied by the specialisation ratio, to do the same to the buy
297     * price will not generate extra money. However, the
298     * same is not true of generated items, these have to /divide/ by the
299     * specialisation, so that the price is never less than what they could
300     * be sold for (otherwise players could camp map resets to make money).
301     * In game terms, a non-specialist shop, might not recognise the true
302     * value of the items they sell (much like how people sometimes find
303     * antiques in a junk shop in real life).
304     */
305     if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
306     val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
307     else
308     val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
309     }
310     /* we will also have an extra 0-5% variation between shops of the same type
311     * for valuable items (below a value of 50 this effect wouldn't be very
312     * pointful, and could give fun with rounding.
313     */
314     if (who->map->path != NULL && val > 50)
315     val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
316 elmex 1.1 }
317 root 1.12 return (sint64) val;
318 elmex 1.1 }
319    
320     /* Find the coin type that is worth more the 'c'. Starts at the
321     * cointype placement.
322     */
323    
324 root 1.10 static archetype *
325 root 1.12 find_next_coin (sint64 c, int *cointype)
326 root 1.10 {
327 elmex 1.1 archetype *coin;
328    
329 pippijn 1.9 do
330 root 1.10 {
331     if (coins[*cointype] == NULL)
332     return NULL;
333 root 1.15 coin = archetype::find (coins[*cointype]);
334 root 1.10 if (coin == NULL)
335     return NULL;
336     *cointype += 1;
337     }
338 root 1.12 while (coin->clone.value > c);
339 elmex 1.1
340     return coin;
341     }
342    
343     /* This returns a string of how much something is worth based on
344     * an integer being passed.
345     * cost is the cost we need to represent.
346     * While cost is 64 bit, the number of any coin is still really
347     * limited to 32 bit (size of nrof field). If it turns out players
348     * have so much money that they have more than 2 billion platinum
349     * coins, there are certainly issues - the easiest fix at that
350     * time is to add a higher denomination (mithril piece with
351     * 10,000 silver or something)
352     */
353 root 1.10 const char *
354 root 1.12 cost_string_from_value (sint64 cost, int approx)
355 elmex 1.1 {
356 root 1.10 static char buf[MAX_BUF];
357     archetype *coin, *next_coin;
358     int num, cointype = 0;
359    
360     coin = find_next_coin (cost, &cointype);
361     if (coin == NULL)
362     return "nothing";
363    
364     num = cost / coin->clone.value;
365     /* so long as nrof is 32 bit, this is true.
366     * If it takes more coins than a person can possibly carry, this
367     * is basically true.
368     */
369     if ((cost / coin->clone.value) > UINT32_MAX)
370     {
371     strcpy (buf, "an unimaginable sum of money");
372     return buf;
373     }
374    
375 root 1.12 cost -= num * (sint64)coin->clone.value;
376 elmex 1.1
377 root 1.10 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
378    
379     next_coin = find_next_coin (cost, &cointype);
380     if (next_coin == NULL || approx)
381 elmex 1.1 return buf;
382 root 1.10
383     coin = next_coin;
384     num = cost / coin->clone.value;
385 root 1.12 cost -= num * (sint64)coin->clone.value;
386 root 1.10
387     sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
388    
389     return buf;
390 elmex 1.1 }
391    
392 root 1.10 const char *
393     query_cost_string (const object *tmp, object *who, int flag)
394     {
395 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
396 root 1.10 int idskill1 = 0;
397     int idskill2 = 0;
398     const typedata *tmptype;
399    
400     tmptype = get_typedata (tmp->type);
401     if (tmptype)
402     {
403     idskill1 = tmptype->identifyskill;
404     idskill2 = tmptype->identifyskill2;
405     }
406    
407     /* we show an approximate price if
408     * 1) we are approximating
409     * 2) there either is no id skill(s) for the item, or we don't have them
410     * 3) we don't have bargaining skill either
411     */
412     if (flag & F_APPROX)
413     {
414     if (!idskill1 || !find_skill_by_number (who, idskill1))
415     {
416     if (!idskill2 || !find_skill_by_number (who, idskill2))
417     {
418     if (!find_skill_by_number (who, SK_BARGAINING))
419     {
420     static char buf[MAX_BUF];
421     int num, cointype = 0;
422     archetype *coin = find_next_coin (real_value, &cointype);
423    
424     if (coin == NULL)
425     return "nothing";
426    
427     num = real_value / coin->clone.value;
428     if (num == 1)
429     sprintf (buf, "about one %s", &coin->clone.name);
430     else if (num < 5)
431     sprintf (buf, "a few %s", &coin->clone.name_pl);
432     else if (num < 10)
433     sprintf (buf, "several %s", &coin->clone.name_pl);
434     else if (num < 25)
435     sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
436     else if (num < 100)
437     sprintf (buf, "lots of %s", &coin->clone.name_pl);
438     else if (num < 1000)
439     sprintf (buf, "a great many %s", &coin->clone.name_pl);
440     else
441     sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
442     return buf;
443 root 1.6 }
444     }
445     }
446 elmex 1.1
447 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
448 elmex 1.1
449 root 1.10 if (approx_range)
450     {
451 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
452 root 1.10 static char buf[MAX_BUF];
453 elmex 1.1
454 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
455     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
456 elmex 1.1
457 root 1.10 return buf;
458     }
459 elmex 1.1 }
460    
461 root 1.10 return cost_string_from_value (real_value, 0);
462 elmex 1.1 }
463    
464     /* This function finds out how much money the player is carrying,
465     * including what is in containers.
466     */
467 root 1.12 sint64
468 root 1.10 query_money (const object *op)
469     {
470     object *tmp;
471 root 1.12 sint64 total = 0;
472 elmex 1.1
473 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
474     {
475     LOG (llevError, "Query money called with non player/container\n");
476     return 0;
477 elmex 1.1 }
478 root 1.12
479 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
480 root 1.12 if (tmp->type == MONEY)
481     total += tmp->nrof * (sint64)tmp->value;
482     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
483     total += query_money (tmp);
484    
485 root 1.10 return total;
486 elmex 1.1 }
487 root 1.10
488 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
489     * the player inventory and from it's various pouches using the
490     * pay_from_container function.
491     * returns 0 if not possible. 1 if success
492     */
493 root 1.10 int
494 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
495 root 1.10 {
496     object *pouch;
497 elmex 1.1
498 root 1.10 if (to_pay == 0)
499     return 1;
500 root 1.12
501 root 1.10 if (to_pay > query_money (pl))
502     return 0;
503 elmex 1.1
504 root 1.12 pay_from_container (pl, pl, to_pay);
505    
506     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
507     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
508     pay_from_container (pl, pouch, to_pay);
509 elmex 1.1
510 root 1.10 fix_player (pl);
511     return 1;
512 elmex 1.1 }
513    
514     /* DAMN: This is now a wrapper for pay_from_container, which is
515     * called for the player, then for each active container that can hold
516     * money until op is paid for. Change will be left wherever the last
517     * of the price was paid from.
518     */
519 root 1.10 int
520     pay_for_item (object *op, object *pl)
521     {
522 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
523 root 1.10 object *pouch;
524 root 1.12 sint64 saved_money;
525 root 1.10
526     if (to_pay == 0)
527 elmex 1.1 return 1;
528 root 1.12
529 root 1.10 if (to_pay > query_money (pl))
530     return 0;
531    
532     /* We compare the paid price with the one for a player
533     * without bargaining skill.
534     * This determins the amount of exp (if any) gained for bargaining.
535     */
536     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
537    
538     if (saved_money > 0)
539     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
540    
541 root 1.12 pay_from_container (pl, pl, to_pay);
542    
543     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
544     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
545     pay_from_container (pl, pouch, to_pay);
546 root 1.10
547     if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
548     SET_FLAG (op, FLAG_WAS_WIZ);
549 root 1.12
550 root 1.10 fix_player (pl);
551     return 1;
552 elmex 1.1 }
553    
554     /* This pays for the item, and takes the proper amount of money off
555     * the player.
556     * CF 0.91.4 - this function is mostly redone in order to fix a bug
557     * with weight not be subtracted properly. We now remove and
558     * insert the coin objects - this should update the weight
559     * appropriately
560     *
561     * DAMN: This function is used for the player, then for any active
562     * containers that can hold money.
563     *
564     * pouch is the container (pouch or player) to remove the coins from.
565     * to_pay is the required amount.
566     * returns the amount still missing after using "pouch".
567     */
568 root 1.12 static void
569     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
570 root 1.10 {
571     int count, i;
572 root 1.12 object *tmp, *next;
573 root 1.10 archetype *at;
574    
575     if (pouch->type != PLAYER && pouch->type != CONTAINER)
576 root 1.12 return;
577 root 1.10
578 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
579 root 1.10
580     /* This hunk should remove all the money objects from the player/container */
581     for (tmp = pouch->inv; tmp; tmp = next)
582     {
583     next = tmp->below;
584    
585     if (tmp->type == MONEY)
586     {
587     for (i = 0; i < NUM_COINS; i++)
588     {
589 root 1.12 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
590 root 1.10 {
591 root 1.12 // This should not happen, but if it does, just merge the two.
592     if (coin_objs [i])
593 root 1.10 {
594     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
595     remove_ob (tmp);
596     coin_objs[i]->nrof += tmp->nrof;
597     esrv_del_item (pl->contr, tmp->count);
598     free_object (tmp);
599 root 1.6 }
600 root 1.10 else
601     {
602     remove_ob (tmp);
603 root 1.12
604 root 1.10 if (pouch->type == PLAYER)
605     esrv_del_item (pl->contr, tmp->count);
606 root 1.12
607 root 1.10 coin_objs[i] = tmp;
608 root 1.6 }
609 root 1.12
610 root 1.10 break;
611 root 1.6 }
612     }
613 root 1.12
614 root 1.10 if (i == NUM_COINS)
615     LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
616 root 1.6 }
617 elmex 1.1 }
618    
619 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
620     /* Note that the coin_objs array goes from least value to greatest value */
621     for (i = 0; i < NUM_COINS; i++)
622 root 1.12 if (!coin_objs[i])
623 root 1.10 {
624 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
625 root 1.12
626 root 1.10 if (at == NULL)
627     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
628 root 1.12
629 root 1.10 coin_objs[i] = arch_to_object (at);
630     coin_objs[i]->nrof = 0;
631     }
632    
633     for (i = 0; i < NUM_COINS; i++)
634     {
635 root 1.12 object &coin = *coin_objs[i];
636     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
637     to_pay -= num_coins * coin.value;
638 root 1.10
639 root 1.12 coin.nrof -= num_coins;
640 root 1.10 /* Now start making change. Start at the coin value
641     * below the one we just did, and work down to
642     * the lowest value.
643     */
644     count = i - 1;
645 root 1.12
646     while (to_pay < 0 && count >= 0)
647 root 1.10 {
648 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
649 root 1.10 coin_objs[count]->nrof += num_coins;
650 root 1.12 to_pay += num_coins * coin_objs[count]->value;
651 root 1.10 count--;
652     }
653     }
654 root 1.12
655 root 1.10 for (i = 0; i < NUM_COINS; i++)
656     {
657     if (coin_objs[i]->nrof)
658     {
659     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
660    
661     esrv_send_item (pl, tmp);
662     esrv_send_item (pl, pouch);
663 root 1.11
664 root 1.10 if (pl != pouch)
665     esrv_update_item (UPD_WEIGHT, pl, pouch);
666 root 1.11
667 root 1.10 if (pl->type != PLAYER)
668 root 1.11 esrv_send_item (pl, pl);
669 root 1.10 }
670     else
671 root 1.11 free_object (coin_objs[i]);
672 elmex 1.1 }
673     }
674    
675     /* Checks all unpaid items in op's inventory, adds up all the money they
676     * have, and checks that they can actually afford what they want to buy.
677     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
678     * to the player
679     */
680 root 1.10 int
681     can_pay (object *pl)
682     {
683 root 1.12 int unpaid_count = 0;
684     sint64 unpaid_price = 0;
685     sint64 player_wealth = query_money (pl);
686 root 1.10 object *item;
687    
688     if (!pl || pl->type != PLAYER)
689     {
690     LOG (llevError, "can_pay(): called against something that isn't a player\n");
691     return 0;
692 elmex 1.1 }
693 root 1.11
694 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
695 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
696     {
697     unpaid_count++;
698     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
699     }
700 root 1.11
701 root 1.10 if (unpaid_price > player_wealth)
702     {
703     char buf[MAX_BUF];
704     char cost[MAX_BUF];
705     char missing[MAX_BUF];
706    
707 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
708     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
709 root 1.10
710 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.",
711     unpaid_count, cost, missing);
712 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
713 root 1.12
714 root 1.10 return 0;
715 elmex 1.1 }
716 root 1.10 else
717     return 1;
718 elmex 1.1 }
719    
720     /* Better get_payment, descends containers looking for
721     * unpaid items, and pays for them.
722     * returns 0 if the player still has unpaid items.
723     * returns 1 if the player has paid for everything.
724     * pl is the player buying the stuff.
725     */
726 root 1.10 int
727 root 1.12 get_payment (object *pl)
728 root 1.10 {
729 root 1.12 for (;;)
730     {
731     next_item:
732 root 1.10
733 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
734 root 1.12 {
735     if (QUERY_FLAG (op, FLAG_UNPAID))
736     {
737     char buf[MAX_BUF];
738     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
739 root 1.10
740 root 1.12 if (!pay_for_item (op, pl))
741     {
742     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
743 elmex 1.1
744 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
745     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
746     SET_FLAG (op, FLAG_UNPAID);
747     return 0;
748     }
749     else
750     {
751     object *tmp;
752     tag_t c = op->count;
753 elmex 1.1
754 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
755     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
756     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
757     tmp = merge_ob (op, NULL);
758 root 1.10
759 root 1.12 if (pl->type == PLAYER)
760     {
761     if (tmp)
762     { /* it was merged */
763     esrv_del_item (pl->contr, c);
764     op = tmp;
765     }
766 elmex 1.1
767 root 1.12 esrv_send_item (pl, op);
768     }
769 elmex 1.1
770 root 1.12 goto next_item;
771 root 1.6 }
772     }
773     }
774 root 1.12
775     return 1;
776 elmex 1.1 }
777     }
778    
779     /* written by elmex:
780     * moved this code from sell_item () here to have a function
781     * that pays the player an amount. Mainly put the code here to
782     * be able to call it from a plugin.
783     *
784     * If the player can't carry all the money that is paid, it gets inserted
785     * in his inventory anyway. This is the best alternative to not pay any money
786     * or put it on the ground under the player. This way the player can still
787     * go somewhere and unload the money at a safe place.
788     *
789     */
790 root 1.10 void
791 root 1.12 pay_player (object *pl, sint64 amount)
792 root 1.10 {
793 elmex 1.1 int count = 0;
794     archetype *at = 0;
795     object *pouch = 0, *tmp = 0;
796    
797     for (count = 0; coins[count] != NULL; count++)
798     {
799 root 1.15 at = archetype::find (coins[count]);
800 elmex 1.1
801     if (at == NULL)
802 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
803 elmex 1.1 else if ((amount / at->clone.value) > 0)
804     {
805 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
806 elmex 1.1 {
807 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
808 elmex 1.1 {
809     int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
810     int n = amount / at->clone.value;
811    
812     if (w == 0)
813 root 1.10 w = 1; /* Prevent divide by zero */
814 elmex 1.1
815     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
816     {
817     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
818     n = (pouch->weight_limit - pouch->carrying) / w;
819    
820 root 1.4 tmp = arch_to_object (at);
821 elmex 1.1 tmp->nrof = n;
822 root 1.12 amount -= tmp->nrof * tmp->value;
823 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
824     esrv_send_item (pl, tmp);
825     esrv_send_item (pl, pouch);
826     esrv_update_item (UPD_WEIGHT, pl, pouch);
827     esrv_send_item (pl, pl);
828     }
829     }
830     }
831    
832     if (amount / at->clone.value > 0)
833     {
834 root 1.4 tmp = arch_to_object (at);
835 elmex 1.1 tmp->nrof = amount / tmp->value;
836 root 1.12 amount -= tmp->nrof * tmp->value;
837 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
838     esrv_send_item (pl, tmp);
839     esrv_send_item (pl, pl);
840     }
841     }
842     }
843    
844 root 1.10 if (amount != 0)
845 elmex 1.1 #ifndef WIN32
846 root 1.10 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
847 elmex 1.1 #else
848 root 1.10 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
849 elmex 1.1 #endif
850     }
851    
852     /* elmex: this is for the bank plugin :( */
853 root 1.12 sint64
854     pay_player_arch (object *pl, const char *arch, sint64 amount)
855 root 1.10 {
856 root 1.15 archetype *at = archetype::find (arch);
857 elmex 1.1 object *tmp = NULL;
858    
859     if (at == NULL)
860     return 0;
861    
862     if (amount > 0)
863     {
864 root 1.4 tmp = arch_to_object (at);
865 elmex 1.1 tmp->nrof = amount;
866     tmp = insert_ob_in_ob (tmp, pl);
867     esrv_send_item (pl, tmp);
868     esrv_send_item (pl, pl);
869     }
870    
871     return 1;
872     }
873    
874     /* Modified function to give out platinum coins. This function uses
875     * the coins[] array to know what coins are available, just like
876     * buy item.
877     *
878     * Modified to fill available race: gold containers before dumping
879     * remaining coins in character's inventory.
880     */
881 root 1.10 void
882     sell_item (object *op, object *pl)
883     {
884 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
885 elmex 1.1
886 root 1.10 if (pl == NULL || pl->type != PLAYER)
887 elmex 1.1 {
888 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
889 elmex 1.1 return;
890     }
891    
892 root 1.8 op->custom_name = 0;
893 elmex 1.1
894 root 1.10 if (!amount)
895 elmex 1.1 {
896 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
897 elmex 1.1
898     /* Even if the character doesn't get anything for it, it may still be
899     * worth something. If so, make it unpaid
900     */
901     if (op->value)
902     {
903 root 1.10 SET_FLAG (op, FLAG_UNPAID);
904     SET_FLAG (op, FLAG_PLAYER_SOLD);
905 elmex 1.1 }
906    
907     identify (op);
908     return;
909     }
910    
911     /* We compare the price with the one for a player
912     * without bargaining skill.
913     * This determins the amount of exp (if any) gained for bargaining.
914     * exp/10 -> 1 for each gold coin
915     */
916     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
917    
918     if (extra_gain > 0)
919 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
920 elmex 1.1
921     pay_player (pl, amount);
922    
923 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));
924 elmex 1.1
925     SET_FLAG (op, FLAG_UNPAID);
926     identify (op);
927     }
928    
929    
930     /* returns a double that is the ratio of the price that a shop will offer for
931     * item based on the shops specialisation. Does not take account of greed,
932     * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
933     * event is never less than 0.1 (calling functions divide by it)
934     */
935 root 1.10 static double
936     shop_specialisation_ratio (const object *item, const mapstruct *map)
937     {
938     shopitems *items = map->shopitems;
939     double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
940     int i;
941 elmex 1.1
942 root 1.10 if (item == NULL)
943     {
944     LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
945     return 0;
946     }
947 root 1.12
948 root 1.10 if (!item->type)
949     {
950     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
951     /*
952     * I'm not really sure what the /right/ thing to do here is, these types of
953     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
954     */
955     return ratio;
956     }
957 root 1.12
958 root 1.10 if (map->shopitems)
959     {
960     for (i = 0; i < items[0].index; i++)
961     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
962     likedness = items[i].strength / 100.0;
963     }
964 root 1.12
965 root 1.10 if (likedness > 1.0)
966     { /* someone has been rather silly with the map headers. */
967     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
968     likedness = 1.0;
969 elmex 1.1 }
970 root 1.12
971 root 1.10 if (likedness < -1.0)
972     {
973     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
974     likedness = -1.0;
975 elmex 1.1 }
976 root 1.12
977 root 1.10 ratio = ratio + (1.0 - ratio) * likedness;
978 root 1.12
979 root 1.10 if (ratio <= 0.1)
980     ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
981 root 1.12
982 root 1.10 return ratio;
983 elmex 1.1 }
984    
985     /*returns the greed of the shop on map, or 1 if it isn't specified. */
986 root 1.10 static double
987     shop_greed (const mapstruct *map)
988     {
989     double greed = 1.0;
990    
991     if (map->shopgreed)
992     return map->shopgreed;
993     return greed;
994 elmex 1.1 }
995    
996     /* Returns a double based on how much the shopkeeper approves of the player.
997     * this is based on the race of the shopkeeper and that of the player.
998     */
999 root 1.10 double
1000     shopkeeper_approval (const mapstruct *map, const object *player)
1001     {
1002     double approval = 1.0;
1003 elmex 1.1
1004 root 1.10 if (map->shoprace)
1005     {
1006     approval = NEUTRAL_RATIO;
1007     if (player->race && !strcmp (player->race, map->shoprace))
1008     approval = 1.0;
1009 elmex 1.1 }
1010 root 1.12
1011 root 1.10 return approval;
1012 elmex 1.1 }
1013    
1014     /* limit the value of items based on the wealth of the shop. If the item is close
1015     * to the maximum value a shop will offer, we start to reduce it, if the item is
1016     * below the minimum value the shop is prepared to trade in, then we don't
1017     * want it and offer nothing. If it isn't a shop, check whether we should do generic
1018     * value reduction.
1019     *
1020     */
1021 root 1.12 static sint64
1022     value_limit (sint64 val, int quantity, const object *who, int isshop)
1023 root 1.10 {
1024 root 1.12 sint64 newval, unit_price, tmpshopmax;
1025 elmex 1.1 mapstruct *map;
1026    
1027     unit_price = val / quantity;
1028    
1029     if (!isshop || !who)
1030     {
1031     if (unit_price > 250000)
1032 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1033 elmex 1.1 else
1034     newval = unit_price;
1035     }
1036     else
1037     {
1038     if (!who->map)
1039     {
1040 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1041 elmex 1.1 return val;
1042     }
1043    
1044     map = who->map;
1045    
1046 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1047 elmex 1.1
1048     if (map->shopmin && unit_price < map->shopmin)
1049     return 0;
1050     else if (unit_price > tmpshopmax / 2)
1051     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1052     else
1053 root 1.10 newval = unit_price;
1054 elmex 1.1 }
1055    
1056     newval *= quantity;
1057    
1058     return newval;
1059     }
1060    
1061     /* gives a desciption of the shop on their current map to the player op. */
1062 root 1.10 int
1063     describe_shop (const object *op)
1064     {
1065     mapstruct *map = op->map;
1066    
1067     /*shopitems *items=map->shopitems; */
1068     int pos = 0, i;
1069     double opinion = 0;
1070     char tmp[MAX_BUF] = "\0";
1071    
1072     if (op->type != PLAYER)
1073     return 0;
1074    
1075     /*check if there is a shop specified for this map */
1076     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1077     {
1078     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1079 root 1.12
1080 root 1.10 if (map->shopitems)
1081 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1082     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1083 root 1.10 {
1084 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1085     pos += strlen (tmp + pos);
1086 root 1.6 }
1087 root 1.12
1088 root 1.10 if (!pos)
1089     strcat (tmp, "a little of everything.");
1090 root 1.6
1091 root 1.10 /* format the string into a list */
1092     make_list_like (tmp);
1093     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1094    
1095     if (map->shopmax)
1096     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1097 root 1.12
1098 root 1.10 if (map->shopmin)
1099     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));
1100 root 1.12
1101 root 1.10 if (map->shopgreed)
1102     {
1103     if (map->shopgreed > 2.0)
1104     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1105     else if (map->shopgreed > 1.5)
1106     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1107     else if (map->shopgreed > 1.1)
1108     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1109     else if (map->shopgreed < 0.9)
1110     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1111     }
1112 root 1.12
1113 root 1.10 if (map->shoprace)
1114     {
1115     opinion = shopkeeper_approval (map, op);
1116     if (opinion > 0.8)
1117     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1118     else if (opinion > 0.5)
1119     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1120     else
1121     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1122 root 1.6 }
1123 elmex 1.1 }
1124 root 1.10 else
1125     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1126 elmex 1.1
1127 root 1.10 return 1;
1128 elmex 1.1 }
1129 root 1.12
1130     struct shopinv
1131 root 1.10 {
1132     char *item_sort;
1133     char *item_real;
1134     uint16 type;
1135     uint32 nrof;
1136 root 1.12 };
1137 elmex 1.1
1138     /* There are a lot fo extra casts in here just to suppress warnings - it
1139     * makes it look uglier than it really it.
1140     * The format of the strings we get is type:name. So we first want to
1141     * sort by type (numerical) - if the same type, then sort by name.
1142     */
1143 root 1.10 static int
1144     shop_sort (const void *a1, const void *a2)
1145 elmex 1.1 {
1146 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1147 elmex 1.1
1148 root 1.10 if (s1->type < s2->type)
1149     return -1;
1150     if (s1->type > s2->type)
1151     return 1;
1152 root 1.12
1153 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1154     * via alphabetical order
1155     */
1156     return strcasecmp (s1->item_sort, s2->item_sort);
1157 elmex 1.1 }
1158    
1159 root 1.10 static void
1160     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1161 elmex 1.1 {
1162     #if 0
1163 root 1.10 char buf[MAX_BUF];
1164 elmex 1.1 #endif
1165 root 1.10 /* clear unpaid flag so that doesn't come up in query
1166     * string. We clear nrof so that we can better sort
1167     * the object names.
1168     */
1169 elmex 1.1
1170 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1171     items[*numitems].nrof = tmp->nrof;
1172     /* Non mergable items have nrof of 0, but count them as one
1173     * so the display is properly.
1174     */
1175     if (tmp->nrof == 0)
1176     items[*numitems].nrof++;
1177     items[*numitems].type = tmp->type;
1178    
1179     switch (tmp->type)
1180     {
1181 elmex 1.1 #if 0
1182 root 1.6 case BOOTS:
1183     case GLOVES:
1184     case RING:
1185     case AMULET:
1186     case BRACERS:
1187     case GIRDLE:
1188 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1189     items[*numitems].item_sort = strdup_local (buf);
1190     sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1191     items[*numitems].item_real = strdup_local (buf);
1192     (*numitems)++;
1193     break;
1194 elmex 1.1 #endif
1195    
1196 root 1.6 default:
1197 root 1.10 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0));
1198     items[*numitems].item_real = strdup_local (query_base_name (tmp, 1));
1199     (*numitems)++;
1200     break;
1201     }
1202     SET_FLAG (tmp, FLAG_UNPAID);
1203     }
1204    
1205     void
1206     shop_listing (object *op)
1207     {
1208     int i, j, numitems = 0, numallocated = 0, nx, ny;
1209     char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1210     object *stack;
1211     shopinv *items;
1212    
1213     /* Should never happen, but just in case a monster does apply a sign */
1214     if (op->type != PLAYER)
1215     return;
1216    
1217     new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1218    
1219     magic_mapping_mark (op, map_mark, 3);
1220     items = (shopinv *) malloc (40 * sizeof (shopinv));
1221     numallocated = 40;
1222    
1223     /* Find all the appropriate items */
1224     for (i = 0; i < MAP_WIDTH (op->map); i++)
1225     {
1226     for (j = 0; j < MAP_HEIGHT (op->map); j++)
1227     {
1228     /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1229     *
1230     */
1231     nx = i - op->x + MAGIC_MAP_HALF;
1232     ny = j - op->y + MAGIC_MAP_HALF;
1233     /* unlikely, but really big shops could run into this issue */
1234     if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1235     continue;
1236    
1237     if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1238     {
1239     stack = get_map_ob (op->map, i, j);
1240    
1241     while (stack)
1242     {
1243     if (QUERY_FLAG (stack, FLAG_UNPAID))
1244     {
1245     if (numitems == numallocated)
1246     {
1247     items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1248     numallocated += 10;
1249 root 1.6 }
1250 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1251 root 1.6 }
1252 root 1.10 stack = stack->above;
1253 root 1.6 }
1254     }
1255     }
1256 elmex 1.1 }
1257 root 1.12
1258 root 1.10 free (map_mark);
1259 root 1.12
1260 root 1.10 if (numitems == 0)
1261     {
1262     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1263     free (items);
1264     return;
1265     }
1266 root 1.12
1267 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1268    
1269     for (i = 0; i < numitems; i++)
1270     {
1271     /* Collapse items of the same name together */
1272     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1273     {
1274     items[i + 1].nrof += items[i].nrof;
1275     free (items[i].item_sort);
1276     free (items[i].item_real);
1277     }
1278     else
1279     {
1280     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1281     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1282     free (items[i].item_sort);
1283     free (items[i].item_real);
1284 root 1.6 }
1285 elmex 1.1 }
1286 root 1.10 free (items);
1287 elmex 1.1 }
1288 elmex 1.7
1289     /* elmex: this function checks whether the object is in a shop */
1290 root 1.10 bool
1291     is_in_shop (object *o)
1292 elmex 1.7 {
1293     if (!o->map)
1294     return false;
1295    
1296     return is_in_shop (o->map, o->x, o->y);
1297     }
1298    
1299     /* elmex: this function checks whether we are in a shop or not */
1300 root 1.10 bool
1301     is_in_shop (mapstruct *map, int x, int y)
1302 elmex 1.7 {
1303     for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1304     if (floor->type == SHOP_FLOOR)
1305     return true;
1306    
1307     return false;
1308     }