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Revision: 1.24
Committed: Fri Dec 15 19:59:20 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +1 -4 lines
Log Message:
the rename for sanity campaign hits
you died
- renamed stuff
- partially updated copyrights
- some cleanups

File Contents

# 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 root 1.24 #include <sproto.h>
29 elmex 1.1 #include <math.h>
30    
31     /* this is a measure of how effective store specialisation is. A general store
32     * will offer this proportion of the 'maximum' price, a specialised store will
33     * offer a range of prices around it such that the maximum price is always one
34     * therefore making this number higher, makes specialisation less effective.
35     * setting this value above 1 or to a negative value would have interesting,
36     * (though not useful) effects.
37     */
38     #define SPECIALISATION_EFFECT 0.5
39    
40     /* price a shopkeeper will give someone they neither like nor dislike */
41     #define NEUTRAL_RATIO 0.8
42    
43 root 1.12 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
44     static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
45 root 1.18 static double shop_specialisation_ratio (const object *item, const maptile *map);
46     static double shop_greed (const maptile *map);
47 elmex 1.1
48 root 1.10 #define NUM_COINS 4 /* number of coin types */
49     static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
50 elmex 1.1
51     /* Added F_TRUE flag to define.h to mean that the price should not
52     * be adjusted by players charisma. With F_TRUE, it returns the amount
53     * that the item is worth, if it was sold, but unadjusted by charisma.
54     * This is needed for alchemy, to to determine what value of gold nuggets
55     * should be given (the gold nuggets, when sold, will have the adjustment
56     * by charisma done at that time). NULL could have been passed as the
57     * who parameter, but then the adjustment for expensive items (>10000)
58     * would not be done.
59     *
60     * Added F_APPROX flag, which means that the price returned should be wrong by
61     * an amount related to the player's bargaining skill.
62     *
63     * Added F_SHOP flag to mean that the specialisation of the shop on the player's
64     * current map should be taken into account when determining the price. Shops that
65     * specialise in what is being traded will give better prices than those that do not.
66     *
67     * CF 0.91.4 - This function got changed around a bit. Now the
68     * number of object is multiplied by the value early on. This fixes problems
69     * with items worth very little. What happened before is that various
70     * divisions took place, the value got rounded to 0 (Being an int), and
71     * thus remained 0.
72     *
73     * Mark Wedel (mwedel@pyramid.com)
74     */
75    
76 root 1.12 static sint64 approx_range;
77 elmex 1.1
78 root 1.12 sint64
79 root 1.10 query_cost (const object *tmp, object *who, int flag)
80     {
81     double val;
82     int number; /* used to better calculate value */
83     int no_bargain;
84     int identified;
85     int not_cursed;
86     int approximate;
87     int shop;
88     double diff;
89    
90     approx_range = 0;
91    
92     no_bargain = flag & F_NO_BARGAIN;
93     identified = flag & F_IDENTIFIED;
94     not_cursed = flag & F_NOT_CURSED;
95     approximate = flag & F_APPROX;
96     shop = flag & F_SHOP;
97     flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
98    
99     if (tmp->type == MONEY)
100 root 1.14 return tmp->nrof * tmp->value;
101    
102 root 1.10 if (tmp->type == GEM)
103     {
104     if (flag == F_TRUE)
105     return (tmp->nrof * tmp->value);
106 root 1.14
107 root 1.10 if (flag == F_BUY)
108 root 1.12 return (sint64) (1.03 * tmp->nrof * tmp->value);
109 root 1.14
110 root 1.10 if (flag == F_SELL)
111 root 1.12 return (sint64) (0.97 * tmp->nrof * tmp->value);
112 root 1.14
113     LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
114 root 1.10 return 0;
115     }
116 root 1.14
117 root 1.10 number = tmp->nrof;
118     if (number == 0)
119     number = 1;
120     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
121     {
122     if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
123 root 1.6 return 0;
124 root 1.10 else
125     val = tmp->value * number;
126 elmex 1.1 }
127 root 1.10 /* This area deals with objects that are not identified, but can be */
128     else
129     {
130     if (tmp->arch != NULL)
131     {
132     if (flag == F_BUY)
133     {
134     LOG (llevError, "Asking for buy-value of unidentified object.\n");
135     val = tmp->arch->clone.value * 50 * number;
136 root 1.6 }
137 root 1.10 else
138     { /* Trying to sell something, or get true value */
139     if (tmp->type == POTION)
140     val = number * 40; /* Don't want to give anything away */
141     else
142     {
143     /* Get 2/3'rd value for applied objects, 1/3'rd for totally
144     * unknown objects
145     */
146     if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
147     val = number * tmp->arch->clone.value * 2 / 3;
148     else
149     val = number * tmp->arch->clone.value / 3;
150 root 1.6 }
151     }
152 root 1.10 }
153     else
154     { /* No archetype with this object */
155     LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
156     if (flag == F_BUY)
157     {
158     LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
159     val = number * tmp->value * 10;
160 root 1.6 }
161 root 1.10 else
162     val = number * tmp->value / 5;
163 root 1.6 }
164 elmex 1.1 }
165    
166 root 1.10 /* If the item has been applied or identifed or does not need to be
167     * identified, AND the object is magical and the archetype is non
168     * magical, then change values accordingly. The tmp->arch==NULL is
169     * really just a check to prevent core dumps for when it checks
170     * tmp->arch->clone.magic for any magic. The check for archetype
171     * magic is to not give extra money for archetypes that are by
172     * default magical. This is because the archetype value should have
173     * already figured in that value.
174     */
175     if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
176     QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
177     {
178     if (tmp->magic > 0)
179     val *= (3 * tmp->magic * tmp->magic * tmp->magic);
180     else
181     /* Note that tmp->magic is negative, so that this
182     * will actually be something like val /=2, /=3, etc.
183 root 1.6 */
184 root 1.10 val /= (1 - tmp->magic);
185     }
186    
187     if (tmp->type == WAND)
188     {
189     /* Value of the wand is multiplied by the number of
190     * charges. the treasure code already sets up the value
191     * 50 charges is used as the baseline.
192     */
193     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
194     val = (val * tmp->stats.food) / 50;
195     else /* if not identified, presume one charge */
196     val /= 50;
197     }
198    
199     /* Limit amount of money you can get for really great items. */
200     if (flag == F_SELL)
201 root 1.12 val = value_limit ((sint64) val, number, who, shop);
202 root 1.10
203     // use a nonlinear price adjustment. as my predecessor said, don't change
204     // the archetypes, its work required for balancing, and we don't care.
205     //val = pow (val, 1.05);
206    
207     /* This modification is for bargaining skill.
208     * Now only players with max level in bargaining
209     * AND Cha = 30 will get optimal price.
210     * Thus charisma will never get useless.
211     * -b.e. edler@heydernet.de
212     */
213    
214     if (who != NULL && who->type == PLAYER)
215     {
216     int lev_bargain = 0;
217     int lev_identify = 0;
218     int idskill1 = 0;
219     int idskill2 = 0;
220     const typedata *tmptype;
221    
222     tmptype = get_typedata (tmp->type);
223    
224     if (find_skill_by_number (who, SK_BARGAINING))
225 root 1.14 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
226    
227 root 1.10 if (tmptype)
228     {
229     idskill1 = tmptype->identifyskill;
230 root 1.14
231 root 1.10 if (idskill1)
232     {
233     idskill2 = tmptype->identifyskill2;
234 root 1.14
235 root 1.10 if (find_skill_by_number (who, idskill1))
236 root 1.14 lev_identify = find_skill_by_number (who, idskill1)->level;
237    
238 root 1.10 if (idskill2 && find_skill_by_number (who, idskill2))
239 root 1.14 lev_identify += find_skill_by_number (who, idskill2)->level;
240 root 1.6 }
241     }
242 root 1.10 else
243 root 1.14 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
244 root 1.10
245     /* ratio determines how much of the price modification
246     * will come from the basic stat charisma
247     * the rest will come from the level in bargaining skill
248     */
249     const double cha_ratio = 0.40;
250 elmex 1.1
251 root 1.10 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
252    
253     diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
254    
255     diff = .02 + (.80 - .02) * diff;
256    
257     if (flag == F_BUY)
258     val += (val * diff);
259     else if (flag == F_SELL)
260     val -= (val * diff);
261    
262     // now find a price range. the less good we can judge, the larger the range is
263     // then the range is adjusted randomly around the correct value
264     if (approximate)
265 root 1.12 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
266 root 1.10 }
267    
268     /* I don't think this should really happen - if it does, it indicates and
269     * overflow of diff above. That shoudl only happen if
270     * we are selling objects - in that case, the person just
271     * gets no money.
272     */
273     if ((sint64) val < 0)
274     val = 0;
275    
276     /* Unidentified stuff won't sell for more than 60gp */
277     if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
278     {
279     val = (val > 600) ? 600 : val;
280     }
281 elmex 1.1
282 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
283     if (shop && who)
284     {
285     if (flag == F_SELL)
286     val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
287     else if (flag == F_BUY)
288     {
289     /*
290     * when buying, if the item was sold by another player, it is ok to
291     * let the item be sold cheaper, according to the specialisation of
292     * the shop. If a player sold an item here, then his sale price was
293     * multiplied by the specialisation ratio, to do the same to the buy
294     * price will not generate extra money. However, the
295     * same is not true of generated items, these have to /divide/ by the
296     * specialisation, so that the price is never less than what they could
297     * be sold for (otherwise players could camp map resets to make money).
298     * In game terms, a non-specialist shop, might not recognise the true
299     * value of the items they sell (much like how people sometimes find
300     * antiques in a junk shop in real life).
301     */
302     if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
303     val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
304     else
305     val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
306     }
307     /* we will also have an extra 0-5% variation between shops of the same type
308     * for valuable items (below a value of 50 this effect wouldn't be very
309     * pointful, and could give fun with rounding.
310     */
311     if (who->map->path != NULL && val > 50)
312     val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
313 elmex 1.1 }
314 root 1.12 return (sint64) val;
315 elmex 1.1 }
316    
317     /* Find the coin type that is worth more the 'c'. Starts at the
318     * cointype placement.
319     */
320    
321 root 1.10 static archetype *
322 root 1.12 find_next_coin (sint64 c, int *cointype)
323 root 1.10 {
324 elmex 1.1 archetype *coin;
325    
326 pippijn 1.9 do
327 root 1.10 {
328     if (coins[*cointype] == NULL)
329     return NULL;
330 root 1.15 coin = archetype::find (coins[*cointype]);
331 root 1.10 if (coin == NULL)
332     return NULL;
333     *cointype += 1;
334     }
335 root 1.12 while (coin->clone.value > c);
336 elmex 1.1
337     return coin;
338     }
339    
340     /* This returns a string of how much something is worth based on
341     * an integer being passed.
342     * cost is the cost we need to represent.
343     * While cost is 64 bit, the number of any coin is still really
344     * limited to 32 bit (size of nrof field). If it turns out players
345     * have so much money that they have more than 2 billion platinum
346     * coins, there are certainly issues - the easiest fix at that
347     * time is to add a higher denomination (mithril piece with
348     * 10,000 silver or something)
349     */
350 root 1.10 const char *
351 root 1.12 cost_string_from_value (sint64 cost, int approx)
352 elmex 1.1 {
353 root 1.10 static char buf[MAX_BUF];
354     archetype *coin, *next_coin;
355     int num, cointype = 0;
356    
357     coin = find_next_coin (cost, &cointype);
358     if (coin == NULL)
359     return "nothing";
360    
361     num = cost / coin->clone.value;
362     /* so long as nrof is 32 bit, this is true.
363     * If it takes more coins than a person can possibly carry, this
364     * is basically true.
365     */
366     if ((cost / coin->clone.value) > UINT32_MAX)
367     {
368     strcpy (buf, "an unimaginable sum of money");
369     return buf;
370     }
371    
372 root 1.12 cost -= num * (sint64)coin->clone.value;
373 elmex 1.1
374 root 1.10 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
375    
376     next_coin = find_next_coin (cost, &cointype);
377     if (next_coin == NULL || approx)
378 elmex 1.1 return buf;
379 root 1.10
380     coin = next_coin;
381     num = cost / coin->clone.value;
382 root 1.12 cost -= num * (sint64)coin->clone.value;
383 root 1.10
384     sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
385    
386     return buf;
387 elmex 1.1 }
388    
389 root 1.10 const char *
390     query_cost_string (const object *tmp, object *who, int flag)
391     {
392 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
393 root 1.10 int idskill1 = 0;
394     int idskill2 = 0;
395     const typedata *tmptype;
396    
397     tmptype = get_typedata (tmp->type);
398     if (tmptype)
399     {
400     idskill1 = tmptype->identifyskill;
401     idskill2 = tmptype->identifyskill2;
402     }
403    
404     /* we show an approximate price if
405     * 1) we are approximating
406     * 2) there either is no id skill(s) for the item, or we don't have them
407     * 3) we don't have bargaining skill either
408     */
409     if (flag & F_APPROX)
410     {
411     if (!idskill1 || !find_skill_by_number (who, idskill1))
412     {
413     if (!idskill2 || !find_skill_by_number (who, idskill2))
414     {
415     if (!find_skill_by_number (who, SK_BARGAINING))
416     {
417     static char buf[MAX_BUF];
418     int num, cointype = 0;
419     archetype *coin = find_next_coin (real_value, &cointype);
420    
421     if (coin == NULL)
422     return "nothing";
423    
424     num = real_value / coin->clone.value;
425     if (num == 1)
426     sprintf (buf, "about one %s", &coin->clone.name);
427     else if (num < 5)
428     sprintf (buf, "a few %s", &coin->clone.name_pl);
429     else if (num < 10)
430     sprintf (buf, "several %s", &coin->clone.name_pl);
431     else if (num < 25)
432     sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
433     else if (num < 100)
434     sprintf (buf, "lots of %s", &coin->clone.name_pl);
435     else if (num < 1000)
436     sprintf (buf, "a great many %s", &coin->clone.name_pl);
437     else
438     sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
439     return buf;
440 root 1.6 }
441     }
442     }
443 elmex 1.1
444 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
445 elmex 1.1
446 root 1.10 if (approx_range)
447     {
448 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
449 root 1.10 static char buf[MAX_BUF];
450 elmex 1.1
451 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
452     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
453 elmex 1.1
454 root 1.10 return buf;
455     }
456 elmex 1.1 }
457    
458 root 1.10 return cost_string_from_value (real_value, 0);
459 elmex 1.1 }
460    
461     /* This function finds out how much money the player is carrying,
462     * including what is in containers.
463     */
464 root 1.12 sint64
465 root 1.10 query_money (const object *op)
466     {
467     object *tmp;
468 root 1.12 sint64 total = 0;
469 elmex 1.1
470 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
471     {
472     LOG (llevError, "Query money called with non player/container\n");
473     return 0;
474 elmex 1.1 }
475 root 1.12
476 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
477 root 1.12 if (tmp->type == MONEY)
478     total += tmp->nrof * (sint64)tmp->value;
479     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
480     total += query_money (tmp);
481    
482 root 1.10 return total;
483 elmex 1.1 }
484 root 1.10
485 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
486     * the player inventory and from it's various pouches using the
487     * pay_from_container function.
488     * returns 0 if not possible. 1 if success
489     */
490 root 1.10 int
491 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
492 root 1.10 {
493     object *pouch;
494 elmex 1.1
495 root 1.10 if (to_pay == 0)
496     return 1;
497 root 1.12
498 root 1.10 if (to_pay > query_money (pl))
499     return 0;
500 elmex 1.1
501 root 1.12 pay_from_container (pl, pl, to_pay);
502    
503     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
504     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
505     pay_from_container (pl, pouch, to_pay);
506 elmex 1.1
507 root 1.10 fix_player (pl);
508     return 1;
509 elmex 1.1 }
510    
511     /* DAMN: This is now a wrapper for pay_from_container, which is
512     * called for the player, then for each active container that can hold
513     * money until op is paid for. Change will be left wherever the last
514     * of the price was paid from.
515     */
516 root 1.10 int
517     pay_for_item (object *op, object *pl)
518     {
519 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
520 root 1.10 object *pouch;
521 root 1.12 sint64 saved_money;
522 root 1.10
523     if (to_pay == 0)
524 elmex 1.1 return 1;
525 root 1.12
526 root 1.10 if (to_pay > query_money (pl))
527     return 0;
528    
529     /* We compare the paid price with the one for a player
530     * without bargaining skill.
531     * This determins the amount of exp (if any) gained for bargaining.
532     */
533     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
534    
535     if (saved_money > 0)
536     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
537    
538 root 1.12 pay_from_container (pl, pl, to_pay);
539    
540     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
541     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
542     pay_from_container (pl, pouch, to_pay);
543 root 1.10
544     if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
545     SET_FLAG (op, FLAG_WAS_WIZ);
546 root 1.12
547 root 1.10 fix_player (pl);
548     return 1;
549 elmex 1.1 }
550    
551     /* This pays for the item, and takes the proper amount of money off
552     * the player.
553     * CF 0.91.4 - this function is mostly redone in order to fix a bug
554     * with weight not be subtracted properly. We now remove and
555     * insert the coin objects - this should update the weight
556     * appropriately
557     *
558     * DAMN: This function is used for the player, then for any active
559     * containers that can hold money.
560     *
561     * pouch is the container (pouch or player) to remove the coins from.
562     * to_pay is the required amount.
563     * returns the amount still missing after using "pouch".
564     */
565 root 1.12 static void
566     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
567 root 1.10 {
568     int count, i;
569 root 1.12 object *tmp, *next;
570 root 1.10 archetype *at;
571    
572     if (pouch->type != PLAYER && pouch->type != CONTAINER)
573 root 1.12 return;
574 root 1.10
575 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
576 root 1.10
577     /* This hunk should remove all the money objects from the player/container */
578     for (tmp = pouch->inv; tmp; tmp = next)
579     {
580     next = tmp->below;
581    
582     if (tmp->type == MONEY)
583     {
584     for (i = 0; i < NUM_COINS; i++)
585     {
586 root 1.12 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
587 root 1.10 {
588 root 1.12 // This should not happen, but if it does, just merge the two.
589     if (coin_objs [i])
590 root 1.10 {
591     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
592 root 1.21 tmp->remove ();
593 root 1.10 coin_objs[i]->nrof += tmp->nrof;
594     esrv_del_item (pl->contr, tmp->count);
595 root 1.22 tmp->destroy ();
596 root 1.6 }
597 root 1.10 else
598     {
599 root 1.21 tmp->remove ();
600 root 1.12
601 root 1.10 if (pouch->type == PLAYER)
602     esrv_del_item (pl->contr, tmp->count);
603 root 1.12
604 root 1.10 coin_objs[i] = tmp;
605 root 1.6 }
606 root 1.12
607 root 1.10 break;
608 root 1.6 }
609     }
610 root 1.12
611 root 1.10 if (i == NUM_COINS)
612     LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
613 root 1.6 }
614 elmex 1.1 }
615    
616 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
617     /* Note that the coin_objs array goes from least value to greatest value */
618     for (i = 0; i < NUM_COINS; i++)
619 root 1.12 if (!coin_objs[i])
620 root 1.10 {
621 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
622 root 1.12
623 root 1.10 if (at == NULL)
624     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
625 root 1.12
626 root 1.10 coin_objs[i] = arch_to_object (at);
627     coin_objs[i]->nrof = 0;
628     }
629    
630     for (i = 0; i < NUM_COINS; i++)
631     {
632 root 1.12 object &coin = *coin_objs[i];
633     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
634     to_pay -= num_coins * coin.value;
635 root 1.10
636 root 1.12 coin.nrof -= num_coins;
637 root 1.10 /* Now start making change. Start at the coin value
638     * below the one we just did, and work down to
639     * the lowest value.
640     */
641     count = i - 1;
642 root 1.12
643     while (to_pay < 0 && count >= 0)
644 root 1.10 {
645 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
646 root 1.10 coin_objs[count]->nrof += num_coins;
647 root 1.12 to_pay += num_coins * coin_objs[count]->value;
648 root 1.10 count--;
649     }
650     }
651 root 1.12
652 root 1.10 for (i = 0; i < NUM_COINS; i++)
653     {
654     if (coin_objs[i]->nrof)
655     {
656     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
657    
658     esrv_send_item (pl, tmp);
659     esrv_send_item (pl, pouch);
660 root 1.11
661 root 1.10 if (pl != pouch)
662     esrv_update_item (UPD_WEIGHT, pl, pouch);
663 root 1.11
664 root 1.10 if (pl->type != PLAYER)
665 root 1.11 esrv_send_item (pl, pl);
666 root 1.10 }
667     else
668 root 1.22 coin_objs[i]->destroy ();
669 elmex 1.1 }
670     }
671    
672     /* Checks all unpaid items in op's inventory, adds up all the money they
673     * have, and checks that they can actually afford what they want to buy.
674     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
675     * to the player
676     */
677 root 1.10 int
678     can_pay (object *pl)
679     {
680 root 1.12 int unpaid_count = 0;
681     sint64 unpaid_price = 0;
682     sint64 player_wealth = query_money (pl);
683 root 1.10
684     if (!pl || pl->type != PLAYER)
685     {
686     LOG (llevError, "can_pay(): called against something that isn't a player\n");
687     return 0;
688 elmex 1.1 }
689 root 1.11
690 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
691 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
692     {
693     unpaid_count++;
694     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
695     }
696 root 1.11
697 root 1.10 if (unpaid_price > player_wealth)
698     {
699     char buf[MAX_BUF];
700     char cost[MAX_BUF];
701     char missing[MAX_BUF];
702    
703 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
704     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
705 root 1.10
706 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.",
707     unpaid_count, cost, missing);
708 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
709 root 1.12
710 root 1.10 return 0;
711 elmex 1.1 }
712 root 1.10 else
713     return 1;
714 elmex 1.1 }
715    
716     /* Better get_payment, descends containers looking for
717     * unpaid items, and pays for them.
718     * returns 0 if the player still has unpaid items.
719     * returns 1 if the player has paid for everything.
720     * pl is the player buying the stuff.
721     */
722 root 1.10 int
723 root 1.12 get_payment (object *pl)
724 root 1.10 {
725 root 1.12 for (;;)
726     {
727     next_item:
728 root 1.10
729 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
730 root 1.12 {
731     if (QUERY_FLAG (op, FLAG_UNPAID))
732     {
733     char buf[MAX_BUF];
734     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
735 root 1.10
736 root 1.12 if (!pay_for_item (op, pl))
737     {
738     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
739 elmex 1.1
740 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
741     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
742     SET_FLAG (op, FLAG_UNPAID);
743     return 0;
744     }
745     else
746     {
747     object *tmp;
748 elmex 1.1
749 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
750     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
751     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
752     tmp = merge_ob (op, NULL);
753 root 1.10
754 root 1.12 if (pl->type == PLAYER)
755     {
756     if (tmp)
757     { /* it was merged */
758 root 1.17 esrv_del_item (pl->contr, op->count);
759 root 1.12 op = tmp;
760     }
761 elmex 1.1
762 root 1.12 esrv_send_item (pl, op);
763     }
764 elmex 1.1
765 root 1.12 goto next_item;
766 root 1.6 }
767     }
768     }
769 root 1.12
770     return 1;
771 elmex 1.1 }
772     }
773    
774     /* written by elmex:
775     * moved this code from sell_item () here to have a function
776     * that pays the player an amount. Mainly put the code here to
777     * be able to call it from a plugin.
778     *
779     * If the player can't carry all the money that is paid, it gets inserted
780     * in his inventory anyway. This is the best alternative to not pay any money
781     * or put it on the ground under the player. This way the player can still
782     * go somewhere and unload the money at a safe place.
783     *
784     */
785 root 1.10 void
786 root 1.12 pay_player (object *pl, sint64 amount)
787 root 1.10 {
788 elmex 1.1 int count = 0;
789     archetype *at = 0;
790     object *pouch = 0, *tmp = 0;
791    
792     for (count = 0; coins[count] != NULL; count++)
793     {
794 root 1.15 at = archetype::find (coins[count]);
795 elmex 1.1
796     if (at == NULL)
797 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 elmex 1.1 else if ((amount / at->clone.value) > 0)
799     {
800 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 elmex 1.1 {
802 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
803 elmex 1.1 {
804     int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
805     int n = amount / at->clone.value;
806    
807     if (w == 0)
808 root 1.10 w = 1; /* Prevent divide by zero */
809 elmex 1.1
810     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
811     {
812     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
813     n = (pouch->weight_limit - pouch->carrying) / w;
814    
815 root 1.4 tmp = arch_to_object (at);
816 elmex 1.1 tmp->nrof = n;
817 root 1.12 amount -= tmp->nrof * tmp->value;
818 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
819     esrv_send_item (pl, tmp);
820     esrv_send_item (pl, pouch);
821     esrv_update_item (UPD_WEIGHT, pl, pouch);
822     esrv_send_item (pl, pl);
823     }
824     }
825     }
826    
827     if (amount / at->clone.value > 0)
828     {
829 root 1.4 tmp = arch_to_object (at);
830 elmex 1.1 tmp->nrof = amount / tmp->value;
831 root 1.12 amount -= tmp->nrof * tmp->value;
832 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
833     esrv_send_item (pl, tmp);
834     esrv_send_item (pl, pl);
835     }
836     }
837     }
838    
839 root 1.10 if (amount != 0)
840     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
841 elmex 1.1 }
842    
843     /* elmex: this is for the bank plugin :( */
844 root 1.12 sint64
845     pay_player_arch (object *pl, const char *arch, sint64 amount)
846 root 1.10 {
847 root 1.15 archetype *at = archetype::find (arch);
848 elmex 1.1 object *tmp = NULL;
849    
850     if (at == NULL)
851     return 0;
852    
853     if (amount > 0)
854     {
855 root 1.4 tmp = arch_to_object (at);
856 elmex 1.1 tmp->nrof = amount;
857     tmp = insert_ob_in_ob (tmp, pl);
858     esrv_send_item (pl, tmp);
859     esrv_send_item (pl, pl);
860     }
861    
862     return 1;
863     }
864    
865     /* Modified function to give out platinum coins. This function uses
866     * the coins[] array to know what coins are available, just like
867     * buy item.
868     *
869     * Modified to fill available race: gold containers before dumping
870     * remaining coins in character's inventory.
871     */
872 root 1.10 void
873     sell_item (object *op, object *pl)
874     {
875 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
876 elmex 1.1
877 root 1.10 if (pl == NULL || pl->type != PLAYER)
878 elmex 1.1 {
879 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
880 elmex 1.1 return;
881     }
882    
883 root 1.8 op->custom_name = 0;
884 elmex 1.1
885 root 1.10 if (!amount)
886 elmex 1.1 {
887 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
888 elmex 1.1
889     /* Even if the character doesn't get anything for it, it may still be
890     * worth something. If so, make it unpaid
891     */
892     if (op->value)
893     {
894 root 1.10 SET_FLAG (op, FLAG_UNPAID);
895     SET_FLAG (op, FLAG_PLAYER_SOLD);
896 elmex 1.1 }
897    
898     identify (op);
899     return;
900     }
901    
902     /* We compare the price with the one for a player
903     * without bargaining skill.
904     * This determins the amount of exp (if any) gained for bargaining.
905     * exp/10 -> 1 for each gold coin
906     */
907     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
908    
909     if (extra_gain > 0)
910 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
911 elmex 1.1
912     pay_player (pl, amount);
913    
914 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));
915 elmex 1.1
916     SET_FLAG (op, FLAG_UNPAID);
917     identify (op);
918     }
919    
920    
921     /* returns a double that is the ratio of the price that a shop will offer for
922     * item based on the shops specialisation. Does not take account of greed,
923     * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
924     * event is never less than 0.1 (calling functions divide by it)
925     */
926 root 1.10 static double
927 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
928 root 1.10 {
929     shopitems *items = map->shopitems;
930     double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
931     int i;
932 elmex 1.1
933 root 1.10 if (item == NULL)
934     {
935     LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
936     return 0;
937     }
938 root 1.12
939 root 1.10 if (!item->type)
940     {
941     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
942     /*
943     * I'm not really sure what the /right/ thing to do here is, these types of
944     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
945     */
946     return ratio;
947     }
948 root 1.12
949 root 1.10 if (map->shopitems)
950     {
951     for (i = 0; i < items[0].index; i++)
952     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
953     likedness = items[i].strength / 100.0;
954     }
955 root 1.12
956 root 1.10 if (likedness > 1.0)
957     { /* someone has been rather silly with the map headers. */
958     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
959     likedness = 1.0;
960 elmex 1.1 }
961 root 1.12
962 root 1.10 if (likedness < -1.0)
963     {
964     LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
965     likedness = -1.0;
966 elmex 1.1 }
967 root 1.12
968 root 1.10 ratio = ratio + (1.0 - ratio) * likedness;
969 root 1.12
970 root 1.10 if (ratio <= 0.1)
971     ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
972 root 1.12
973 root 1.10 return ratio;
974 elmex 1.1 }
975    
976     /*returns the greed of the shop on map, or 1 if it isn't specified. */
977 root 1.10 static double
978 root 1.18 shop_greed (const maptile *map)
979 root 1.10 {
980     double greed = 1.0;
981    
982     if (map->shopgreed)
983     return map->shopgreed;
984     return greed;
985 elmex 1.1 }
986    
987     /* Returns a double based on how much the shopkeeper approves of the player.
988     * this is based on the race of the shopkeeper and that of the player.
989     */
990 root 1.10 double
991 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
992 root 1.10 {
993     double approval = 1.0;
994 elmex 1.1
995 root 1.10 if (map->shoprace)
996     {
997     approval = NEUTRAL_RATIO;
998     if (player->race && !strcmp (player->race, map->shoprace))
999     approval = 1.0;
1000 elmex 1.1 }
1001 root 1.12
1002 root 1.10 return approval;
1003 elmex 1.1 }
1004    
1005     /* limit the value of items based on the wealth of the shop. If the item is close
1006     * to the maximum value a shop will offer, we start to reduce it, if the item is
1007     * below the minimum value the shop is prepared to trade in, then we don't
1008     * want it and offer nothing. If it isn't a shop, check whether we should do generic
1009     * value reduction.
1010     *
1011     */
1012 root 1.12 static sint64
1013     value_limit (sint64 val, int quantity, const object *who, int isshop)
1014 root 1.10 {
1015 root 1.12 sint64 newval, unit_price, tmpshopmax;
1016 root 1.18 maptile *map;
1017 elmex 1.1
1018     unit_price = val / quantity;
1019    
1020     if (!isshop || !who)
1021     {
1022     if (unit_price > 250000)
1023 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1024 elmex 1.1 else
1025     newval = unit_price;
1026     }
1027     else
1028     {
1029     if (!who->map)
1030     {
1031 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1032 elmex 1.1 return val;
1033     }
1034    
1035     map = who->map;
1036    
1037 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1038 elmex 1.1
1039     if (map->shopmin && unit_price < map->shopmin)
1040     return 0;
1041     else if (unit_price > tmpshopmax / 2)
1042     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1043     else
1044 root 1.10 newval = unit_price;
1045 elmex 1.1 }
1046    
1047     newval *= quantity;
1048    
1049     return newval;
1050     }
1051    
1052     /* gives a desciption of the shop on their current map to the player op. */
1053 root 1.10 int
1054     describe_shop (const object *op)
1055     {
1056 root 1.18 maptile *map = op->map;
1057 root 1.10
1058     /*shopitems *items=map->shopitems; */
1059     int pos = 0, i;
1060     double opinion = 0;
1061     char tmp[MAX_BUF] = "\0";
1062    
1063     if (op->type != PLAYER)
1064     return 0;
1065    
1066     /*check if there is a shop specified for this map */
1067     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1068     {
1069     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1070 root 1.12
1071 root 1.10 if (map->shopitems)
1072 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1073     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1074 root 1.10 {
1075 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1076     pos += strlen (tmp + pos);
1077 root 1.6 }
1078 root 1.12
1079 root 1.10 if (!pos)
1080     strcat (tmp, "a little of everything.");
1081 root 1.6
1082 root 1.10 /* format the string into a list */
1083     make_list_like (tmp);
1084     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1085    
1086     if (map->shopmax)
1087     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1088 root 1.12
1089 root 1.10 if (map->shopmin)
1090     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));
1091 root 1.12
1092 root 1.10 if (map->shopgreed)
1093     {
1094     if (map->shopgreed > 2.0)
1095     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1096     else if (map->shopgreed > 1.5)
1097     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1098     else if (map->shopgreed > 1.1)
1099     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1100     else if (map->shopgreed < 0.9)
1101     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1102     }
1103 root 1.12
1104 root 1.10 if (map->shoprace)
1105     {
1106     opinion = shopkeeper_approval (map, op);
1107     if (opinion > 0.8)
1108     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1109     else if (opinion > 0.5)
1110     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1111     else
1112     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1113 root 1.6 }
1114 elmex 1.1 }
1115 root 1.10 else
1116     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1117 elmex 1.1
1118 root 1.10 return 1;
1119 elmex 1.1 }
1120 root 1.12
1121     struct shopinv
1122 root 1.10 {
1123     char *item_sort;
1124     char *item_real;
1125     uint16 type;
1126     uint32 nrof;
1127 root 1.12 };
1128 elmex 1.1
1129     /* There are a lot fo extra casts in here just to suppress warnings - it
1130     * makes it look uglier than it really it.
1131     * The format of the strings we get is type:name. So we first want to
1132     * sort by type (numerical) - if the same type, then sort by name.
1133     */
1134 root 1.10 static int
1135     shop_sort (const void *a1, const void *a2)
1136 elmex 1.1 {
1137 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1138 elmex 1.1
1139 root 1.10 if (s1->type < s2->type)
1140     return -1;
1141     if (s1->type > s2->type)
1142     return 1;
1143 root 1.12
1144 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1145     * via alphabetical order
1146     */
1147     return strcasecmp (s1->item_sort, s2->item_sort);
1148 elmex 1.1 }
1149    
1150 root 1.10 static void
1151     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1152 elmex 1.1 {
1153     #if 0
1154 root 1.10 char buf[MAX_BUF];
1155 elmex 1.1 #endif
1156 root 1.10 /* clear unpaid flag so that doesn't come up in query
1157     * string. We clear nrof so that we can better sort
1158     * the object names.
1159     */
1160 elmex 1.1
1161 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1162     items[*numitems].nrof = tmp->nrof;
1163     /* Non mergable items have nrof of 0, but count them as one
1164     * so the display is properly.
1165     */
1166     if (tmp->nrof == 0)
1167     items[*numitems].nrof++;
1168     items[*numitems].type = tmp->type;
1169    
1170     switch (tmp->type)
1171     {
1172 elmex 1.1 #if 0
1173 root 1.6 case BOOTS:
1174     case GLOVES:
1175     case RING:
1176     case AMULET:
1177     case BRACERS:
1178     case GIRDLE:
1179 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1180 root 1.23 items[*numitems].item_sort = strdup (buf);
1181 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1182 root 1.23 items[*numitems].item_real = strdup (buf);
1183 root 1.10 (*numitems)++;
1184     break;
1185 elmex 1.1 #endif
1186    
1187 root 1.6 default:
1188 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1189     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1190 root 1.10 (*numitems)++;
1191     break;
1192     }
1193     SET_FLAG (tmp, FLAG_UNPAID);
1194     }
1195    
1196     void
1197     shop_listing (object *op)
1198     {
1199     int i, j, numitems = 0, numallocated = 0, nx, ny;
1200     char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1201     object *stack;
1202     shopinv *items;
1203    
1204     /* Should never happen, but just in case a monster does apply a sign */
1205     if (op->type != PLAYER)
1206     return;
1207    
1208     new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1209    
1210     magic_mapping_mark (op, map_mark, 3);
1211     items = (shopinv *) malloc (40 * sizeof (shopinv));
1212     numallocated = 40;
1213    
1214     /* Find all the appropriate items */
1215     for (i = 0; i < MAP_WIDTH (op->map); i++)
1216     {
1217     for (j = 0; j < MAP_HEIGHT (op->map); j++)
1218     {
1219     /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1220     *
1221     */
1222     nx = i - op->x + MAGIC_MAP_HALF;
1223     ny = j - op->y + MAGIC_MAP_HALF;
1224     /* unlikely, but really big shops could run into this issue */
1225     if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1226     continue;
1227    
1228     if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1229     {
1230     stack = get_map_ob (op->map, i, j);
1231    
1232     while (stack)
1233     {
1234     if (QUERY_FLAG (stack, FLAG_UNPAID))
1235     {
1236     if (numitems == numallocated)
1237     {
1238     items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1239     numallocated += 10;
1240 root 1.6 }
1241 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1242 root 1.6 }
1243 root 1.10 stack = stack->above;
1244 root 1.6 }
1245     }
1246     }
1247 elmex 1.1 }
1248 root 1.12
1249 root 1.10 free (map_mark);
1250 root 1.12
1251 root 1.10 if (numitems == 0)
1252     {
1253     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1254     free (items);
1255     return;
1256     }
1257 root 1.12
1258 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1259    
1260     for (i = 0; i < numitems; i++)
1261     {
1262     /* Collapse items of the same name together */
1263     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1264     {
1265     items[i + 1].nrof += items[i].nrof;
1266     free (items[i].item_sort);
1267     free (items[i].item_real);
1268     }
1269     else
1270     {
1271     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1272     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1273     free (items[i].item_sort);
1274     free (items[i].item_real);
1275 root 1.6 }
1276 elmex 1.1 }
1277 root 1.10 free (items);
1278 elmex 1.1 }
1279 elmex 1.7
1280     /* elmex: this function checks whether the object is in a shop */
1281 root 1.10 bool
1282     is_in_shop (object *o)
1283 elmex 1.7 {
1284     if (!o->map)
1285     return false;
1286    
1287     return is_in_shop (o->map, o->x, o->y);
1288     }
1289    
1290     /* elmex: this function checks whether we are in a shop or not */
1291 root 1.10 bool
1292 root 1.18 is_in_shop (maptile *map, int x, int y)
1293 elmex 1.7 {
1294     for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1295     if (floor->type == SHOP_FLOOR)
1296     return true;
1297    
1298     return false;
1299     }