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Revision: 1.29
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.28: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.29 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.16 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #include <global.h>
26     #include <spells.h>
27     #include <skills.h>
28     #include <living.h>
29 root 1.24 #include <sproto.h>
30 elmex 1.1 #include <math.h>
31    
32     /* this is a measure of how effective store specialisation is. A general store
33     * will offer this proportion of the 'maximum' price, a specialised store will
34     * offer a range of prices around it such that the maximum price is always one
35     * therefore making this number higher, makes specialisation less effective.
36     * setting this value above 1 or to a negative value would have interesting,
37     * (though not useful) effects.
38     */
39     #define SPECIALISATION_EFFECT 0.5
40    
41     /* price a shopkeeper will give someone they neither like nor dislike */
42     #define NEUTRAL_RATIO 0.8
43    
44 root 1.12 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
45     static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
46 root 1.18 static double shop_specialisation_ratio (const object *item, const maptile *map);
47     static double shop_greed (const maptile *map);
48 elmex 1.1
49 root 1.10 #define NUM_COINS 4 /* number of coin types */
50     static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
51 elmex 1.1
52     /* Added F_TRUE flag to define.h to mean that the price should not
53     * be adjusted by players charisma. With F_TRUE, it returns the amount
54     * that the item is worth, if it was sold, but unadjusted by charisma.
55     * This is needed for alchemy, to to determine what value of gold nuggets
56     * should be given (the gold nuggets, when sold, will have the adjustment
57     * by charisma done at that time). NULL could have been passed as the
58     * who parameter, but then the adjustment for expensive items (>10000)
59     * would not be done.
60     *
61     * Added F_APPROX flag, which means that the price returned should be wrong by
62     * an amount related to the player's bargaining skill.
63     *
64     * Added F_SHOP flag to mean that the specialisation of the shop on the player's
65     * current map should be taken into account when determining the price. Shops that
66     * specialise in what is being traded will give better prices than those that do not.
67     *
68     * CF 0.91.4 - This function got changed around a bit. Now the
69     * number of object is multiplied by the value early on. This fixes problems
70     * with items worth very little. What happened before is that various
71     * divisions took place, the value got rounded to 0 (Being an int), and
72     * thus remained 0.
73     *
74     * Mark Wedel (mwedel@pyramid.com)
75     */
76    
77 root 1.12 static sint64 approx_range;
78 elmex 1.1
79 root 1.12 sint64
80 root 1.10 query_cost (const object *tmp, object *who, int flag)
81     {
82     double val;
83     int number; /* used to better calculate value */
84     int no_bargain;
85     int identified;
86     int not_cursed;
87     int approximate;
88     int shop;
89     double diff;
90    
91     approx_range = 0;
92    
93     no_bargain = flag & F_NO_BARGAIN;
94     identified = flag & F_IDENTIFIED;
95     not_cursed = flag & F_NOT_CURSED;
96     approximate = flag & F_APPROX;
97     shop = flag & F_SHOP;
98     flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
99    
100     if (tmp->type == MONEY)
101 root 1.14 return tmp->nrof * tmp->value;
102    
103 root 1.10 if (tmp->type == GEM)
104     {
105     if (flag == F_TRUE)
106     return (tmp->nrof * tmp->value);
107 root 1.14
108 root 1.10 if (flag == F_BUY)
109 root 1.12 return (sint64) (1.03 * tmp->nrof * tmp->value);
110 root 1.14
111 root 1.10 if (flag == F_SELL)
112 root 1.12 return (sint64) (0.97 * tmp->nrof * tmp->value);
113 root 1.14
114     LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
115 root 1.10 return 0;
116     }
117 root 1.14
118 root 1.10 number = tmp->nrof;
119     if (number == 0)
120     number = 1;
121     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
122     {
123     if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
124 root 1.6 return 0;
125 root 1.10 else
126     val = tmp->value * number;
127 elmex 1.1 }
128 root 1.10 /* This area deals with objects that are not identified, but can be */
129     else
130     {
131     if (tmp->arch != NULL)
132     {
133     if (flag == F_BUY)
134     {
135     LOG (llevError, "Asking for buy-value of unidentified object.\n");
136     val = tmp->arch->clone.value * 50 * number;
137 root 1.6 }
138 root 1.10 else
139     { /* Trying to sell something, or get true value */
140     if (tmp->type == POTION)
141     val = number * 40; /* Don't want to give anything away */
142     else
143     {
144     /* Get 2/3'rd value for applied objects, 1/3'rd for totally
145     * unknown objects
146     */
147     if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
148     val = number * tmp->arch->clone.value * 2 / 3;
149     else
150     val = number * tmp->arch->clone.value / 3;
151 root 1.6 }
152     }
153 root 1.10 }
154     else
155     { /* No archetype with this object */
156     LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
157     if (flag == F_BUY)
158     {
159     LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
160     val = number * tmp->value * 10;
161 root 1.6 }
162 root 1.10 else
163     val = number * tmp->value / 5;
164 root 1.6 }
165 elmex 1.1 }
166    
167 root 1.10 /* If the item has been applied or identifed or does not need to be
168     * identified, AND the object is magical and the archetype is non
169     * magical, then change values accordingly. The tmp->arch==NULL is
170     * really just a check to prevent core dumps for when it checks
171     * tmp->arch->clone.magic for any magic. The check for archetype
172     * magic is to not give extra money for archetypes that are by
173     * default magical. This is because the archetype value should have
174     * already figured in that value.
175     */
176     if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
177     QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
178     {
179     if (tmp->magic > 0)
180     val *= (3 * tmp->magic * tmp->magic * tmp->magic);
181     else
182     /* Note that tmp->magic is negative, so that this
183     * will actually be something like val /=2, /=3, etc.
184 root 1.6 */
185 root 1.10 val /= (1 - tmp->magic);
186     }
187    
188     if (tmp->type == WAND)
189     {
190     /* Value of the wand is multiplied by the number of
191     * charges. the treasure code already sets up the value
192     * 50 charges is used as the baseline.
193     */
194     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
195     val = (val * tmp->stats.food) / 50;
196     else /* if not identified, presume one charge */
197     val /= 50;
198     }
199    
200     /* Limit amount of money you can get for really great items. */
201     if (flag == F_SELL)
202 root 1.12 val = value_limit ((sint64) val, number, who, shop);
203 root 1.10
204     // use a nonlinear price adjustment. as my predecessor said, don't change
205     // the archetypes, its work required for balancing, and we don't care.
206     //val = pow (val, 1.05);
207    
208     /* This modification is for bargaining skill.
209     * Now only players with max level in bargaining
210     * AND Cha = 30 will get optimal price.
211     * Thus charisma will never get useless.
212     * -b.e. edler@heydernet.de
213     */
214    
215     if (who != NULL && who->type == PLAYER)
216     {
217     int lev_bargain = 0;
218     int lev_identify = 0;
219     int idskill1 = 0;
220     int idskill2 = 0;
221     const typedata *tmptype;
222    
223     tmptype = get_typedata (tmp->type);
224    
225     if (find_skill_by_number (who, SK_BARGAINING))
226 root 1.14 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
227    
228 root 1.10 if (tmptype)
229     {
230     idskill1 = tmptype->identifyskill;
231 root 1.14
232 root 1.10 if (idskill1)
233     {
234     idskill2 = tmptype->identifyskill2;
235 root 1.14
236 root 1.10 if (find_skill_by_number (who, idskill1))
237 root 1.14 lev_identify = find_skill_by_number (who, idskill1)->level;
238    
239 root 1.10 if (idskill2 && find_skill_by_number (who, idskill2))
240 root 1.14 lev_identify += find_skill_by_number (who, idskill2)->level;
241 root 1.6 }
242     }
243 root 1.10 else
244 root 1.14 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
245 root 1.10
246     /* ratio determines how much of the price modification
247     * will come from the basic stat charisma
248     * the rest will come from the level in bargaining skill
249     */
250     const double cha_ratio = 0.40;
251 elmex 1.1
252 root 1.10 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
253    
254     diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
255    
256     diff = .02 + (.80 - .02) * diff;
257    
258     if (flag == F_BUY)
259     val += (val * diff);
260     else if (flag == F_SELL)
261     val -= (val * diff);
262    
263     // now find a price range. the less good we can judge, the larger the range is
264     // then the range is adjusted randomly around the correct value
265     if (approximate)
266 root 1.12 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
267 root 1.10 }
268    
269     /* I don't think this should really happen - if it does, it indicates and
270     * overflow of diff above. That shoudl only happen if
271     * we are selling objects - in that case, the person just
272     * gets no money.
273     */
274     if ((sint64) val < 0)
275     val = 0;
276    
277     /* Unidentified stuff won't sell for more than 60gp */
278     if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
279     {
280     val = (val > 600) ? 600 : val;
281     }
282 elmex 1.1
283 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
284     if (shop && who)
285     {
286     if (flag == F_SELL)
287     val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
288     else if (flag == F_BUY)
289     {
290     /*
291     * when buying, if the item was sold by another player, it is ok to
292     * let the item be sold cheaper, according to the specialisation of
293     * the shop. If a player sold an item here, then his sale price was
294     * multiplied by the specialisation ratio, to do the same to the buy
295     * price will not generate extra money. However, the
296     * same is not true of generated items, these have to /divide/ by the
297     * specialisation, so that the price is never less than what they could
298     * be sold for (otherwise players could camp map resets to make money).
299     * In game terms, a non-specialist shop, might not recognise the true
300     * value of the items they sell (much like how people sometimes find
301     * antiques in a junk shop in real life).
302     */
303     if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
304     val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
305     else
306     val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
307     }
308     /* we will also have an extra 0-5% variation between shops of the same type
309     * for valuable items (below a value of 50 this effect wouldn't be very
310     * pointful, and could give fun with rounding.
311     */
312     if (who->map->path != NULL && val > 50)
313     val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
314 elmex 1.1 }
315 root 1.12 return (sint64) val;
316 elmex 1.1 }
317    
318     /* Find the coin type that is worth more the 'c'. Starts at the
319     * cointype placement.
320     */
321    
322 root 1.10 static archetype *
323 root 1.12 find_next_coin (sint64 c, int *cointype)
324 root 1.10 {
325 elmex 1.1 archetype *coin;
326    
327 pippijn 1.9 do
328 root 1.10 {
329     if (coins[*cointype] == NULL)
330     return NULL;
331 root 1.15 coin = archetype::find (coins[*cointype]);
332 root 1.10 if (coin == NULL)
333     return NULL;
334     *cointype += 1;
335     }
336 root 1.12 while (coin->clone.value > c);
337 elmex 1.1
338     return coin;
339     }
340    
341     /* This returns a string of how much something is worth based on
342     * an integer being passed.
343     * cost is the cost we need to represent.
344     * While cost is 64 bit, the number of any coin is still really
345     * limited to 32 bit (size of nrof field). If it turns out players
346     * have so much money that they have more than 2 billion platinum
347     * coins, there are certainly issues - the easiest fix at that
348     * time is to add a higher denomination (mithril piece with
349     * 10,000 silver or something)
350     */
351 root 1.10 const char *
352 root 1.12 cost_string_from_value (sint64 cost, int approx)
353 elmex 1.1 {
354 root 1.10 static char buf[MAX_BUF];
355     archetype *coin, *next_coin;
356     int num, cointype = 0;
357    
358     coin = find_next_coin (cost, &cointype);
359     if (coin == NULL)
360     return "nothing";
361    
362     num = cost / coin->clone.value;
363     /* so long as nrof is 32 bit, this is true.
364     * If it takes more coins than a person can possibly carry, this
365     * is basically true.
366     */
367     if ((cost / coin->clone.value) > UINT32_MAX)
368     {
369     strcpy (buf, "an unimaginable sum of money");
370     return buf;
371     }
372    
373 root 1.12 cost -= num * (sint64)coin->clone.value;
374 elmex 1.1
375 root 1.10 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
376    
377     next_coin = find_next_coin (cost, &cointype);
378     if (next_coin == NULL || approx)
379 elmex 1.1 return buf;
380 root 1.10
381     coin = next_coin;
382     num = cost / coin->clone.value;
383 root 1.12 cost -= num * (sint64)coin->clone.value;
384 root 1.10
385     sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
386    
387     return buf;
388 elmex 1.1 }
389    
390 root 1.10 const char *
391     query_cost_string (const object *tmp, object *who, int flag)
392     {
393 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
394 root 1.10 int idskill1 = 0;
395     int idskill2 = 0;
396     const typedata *tmptype;
397    
398     tmptype = get_typedata (tmp->type);
399     if (tmptype)
400     {
401     idskill1 = tmptype->identifyskill;
402     idskill2 = tmptype->identifyskill2;
403     }
404    
405     /* we show an approximate price if
406     * 1) we are approximating
407     * 2) there either is no id skill(s) for the item, or we don't have them
408     * 3) we don't have bargaining skill either
409     */
410     if (flag & F_APPROX)
411     {
412     if (!idskill1 || !find_skill_by_number (who, idskill1))
413     {
414     if (!idskill2 || !find_skill_by_number (who, idskill2))
415     {
416     if (!find_skill_by_number (who, SK_BARGAINING))
417     {
418     static char buf[MAX_BUF];
419     int num, cointype = 0;
420     archetype *coin = find_next_coin (real_value, &cointype);
421    
422     if (coin == NULL)
423     return "nothing";
424    
425     num = real_value / coin->clone.value;
426     if (num == 1)
427     sprintf (buf, "about one %s", &coin->clone.name);
428     else if (num < 5)
429     sprintf (buf, "a few %s", &coin->clone.name_pl);
430     else if (num < 10)
431     sprintf (buf, "several %s", &coin->clone.name_pl);
432     else if (num < 25)
433     sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
434     else if (num < 100)
435     sprintf (buf, "lots of %s", &coin->clone.name_pl);
436     else if (num < 1000)
437     sprintf (buf, "a great many %s", &coin->clone.name_pl);
438     else
439     sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
440     return buf;
441 root 1.6 }
442     }
443     }
444 elmex 1.1
445 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
446 elmex 1.1
447 root 1.10 if (approx_range)
448     {
449 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
450 root 1.10 static char buf[MAX_BUF];
451 elmex 1.1
452 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
453     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
454 elmex 1.1
455 root 1.10 return buf;
456     }
457 elmex 1.1 }
458    
459 root 1.10 return cost_string_from_value (real_value, 0);
460 elmex 1.1 }
461    
462     /* This function finds out how much money the player is carrying,
463     * including what is in containers.
464     */
465 root 1.12 sint64
466 root 1.10 query_money (const object *op)
467     {
468     object *tmp;
469 root 1.12 sint64 total = 0;
470 elmex 1.1
471 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
472     {
473     LOG (llevError, "Query money called with non player/container\n");
474     return 0;
475 elmex 1.1 }
476 root 1.12
477 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
478 root 1.12 if (tmp->type == MONEY)
479     total += tmp->nrof * (sint64)tmp->value;
480     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
481     total += query_money (tmp);
482    
483 root 1.10 return total;
484 elmex 1.1 }
485 root 1.10
486 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
487     * the player inventory and from it's various pouches using the
488     * pay_from_container function.
489     * returns 0 if not possible. 1 if success
490     */
491 root 1.10 int
492 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
493 root 1.10 {
494     object *pouch;
495 elmex 1.1
496 root 1.10 if (to_pay == 0)
497     return 1;
498 root 1.12
499 root 1.10 if (to_pay > query_money (pl))
500     return 0;
501 elmex 1.1
502 root 1.12 pay_from_container (pl, pl, to_pay);
503    
504     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
505     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
506     pay_from_container (pl, pouch, to_pay);
507 elmex 1.1
508 root 1.26 pl->update_stats ();
509 root 1.10 return 1;
510 elmex 1.1 }
511    
512     /* DAMN: This is now a wrapper for pay_from_container, which is
513     * called for the player, then for each active container that can hold
514     * money until op is paid for. Change will be left wherever the last
515     * of the price was paid from.
516     */
517 root 1.10 int
518     pay_for_item (object *op, object *pl)
519     {
520 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
521 root 1.10 object *pouch;
522 root 1.12 sint64 saved_money;
523 root 1.10
524     if (to_pay == 0)
525 elmex 1.1 return 1;
526 root 1.12
527 root 1.10 if (to_pay > query_money (pl))
528     return 0;
529    
530     /* We compare the paid price with the one for a player
531     * without bargaining skill.
532     * This determins the amount of exp (if any) gained for bargaining.
533     */
534     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
535    
536     if (saved_money > 0)
537     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
538    
539 root 1.12 pay_from_container (pl, pl, to_pay);
540    
541     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
542     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
543     pay_from_container (pl, pouch, to_pay);
544 root 1.10
545     if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
546     SET_FLAG (op, FLAG_WAS_WIZ);
547 root 1.12
548 root 1.26 pl->update_stats ();
549 root 1.10 return 1;
550 elmex 1.1 }
551    
552     /* This pays for the item, and takes the proper amount of money off
553     * the player.
554     * CF 0.91.4 - this function is mostly redone in order to fix a bug
555     * with weight not be subtracted properly. We now remove and
556     * insert the coin objects - this should update the weight
557     * appropriately
558     *
559     * DAMN: This function is used for the player, then for any active
560     * containers that can hold money.
561     *
562     * pouch is the container (pouch or player) to remove the coins from.
563     * to_pay is the required amount.
564     * returns the amount still missing after using "pouch".
565     */
566 root 1.12 static void
567     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
568 root 1.10 {
569     int count, i;
570 root 1.12 object *tmp, *next;
571 root 1.10 archetype *at;
572    
573     if (pouch->type != PLAYER && pouch->type != CONTAINER)
574 root 1.12 return;
575 root 1.10
576 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
577 root 1.10
578     /* This hunk should remove all the money objects from the player/container */
579     for (tmp = pouch->inv; tmp; tmp = next)
580     {
581     next = tmp->below;
582    
583     if (tmp->type == MONEY)
584     {
585     for (i = 0; i < NUM_COINS; i++)
586     {
587 root 1.12 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
588 root 1.10 {
589 root 1.12 // This should not happen, but if it does, just merge the two.
590     if (coin_objs [i])
591 root 1.10 {
592     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
593 root 1.21 tmp->remove ();
594 root 1.10 coin_objs[i]->nrof += tmp->nrof;
595     esrv_del_item (pl->contr, tmp->count);
596 root 1.22 tmp->destroy ();
597 root 1.6 }
598 root 1.10 else
599     {
600 root 1.21 tmp->remove ();
601 root 1.12
602 root 1.10 if (pouch->type == PLAYER)
603     esrv_del_item (pl->contr, tmp->count);
604 root 1.12
605 root 1.10 coin_objs[i] = tmp;
606 root 1.6 }
607 root 1.12
608 root 1.10 break;
609 root 1.6 }
610     }
611 root 1.12
612 root 1.10 if (i == NUM_COINS)
613     LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
614 root 1.6 }
615 elmex 1.1 }
616    
617 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
618     /* Note that the coin_objs array goes from least value to greatest value */
619     for (i = 0; i < NUM_COINS; i++)
620 root 1.12 if (!coin_objs[i])
621 root 1.10 {
622 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
623 root 1.12
624 root 1.10 if (at == NULL)
625     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
626 root 1.12
627 root 1.10 coin_objs[i] = arch_to_object (at);
628     coin_objs[i]->nrof = 0;
629     }
630    
631     for (i = 0; i < NUM_COINS; i++)
632     {
633 root 1.12 object &coin = *coin_objs[i];
634     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
635     to_pay -= num_coins * coin.value;
636 root 1.10
637 root 1.12 coin.nrof -= num_coins;
638 root 1.10 /* Now start making change. Start at the coin value
639     * below the one we just did, and work down to
640     * the lowest value.
641     */
642     count = i - 1;
643 root 1.12
644     while (to_pay < 0 && count >= 0)
645 root 1.10 {
646 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
647 root 1.10 coin_objs[count]->nrof += num_coins;
648 root 1.12 to_pay += num_coins * coin_objs[count]->value;
649 root 1.10 count--;
650     }
651     }
652 root 1.12
653 root 1.10 for (i = 0; i < NUM_COINS; i++)
654     {
655     if (coin_objs[i]->nrof)
656     {
657     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
658    
659     esrv_send_item (pl, tmp);
660     esrv_send_item (pl, pouch);
661 root 1.11
662 root 1.10 if (pl != pouch)
663     esrv_update_item (UPD_WEIGHT, pl, pouch);
664 root 1.11
665 root 1.10 if (pl->type != PLAYER)
666 root 1.11 esrv_send_item (pl, pl);
667 root 1.10 }
668     else
669 root 1.22 coin_objs[i]->destroy ();
670 elmex 1.1 }
671     }
672    
673     /* Checks all unpaid items in op's inventory, adds up all the money they
674     * have, and checks that they can actually afford what they want to buy.
675     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
676     * to the player
677     */
678 root 1.10 int
679     can_pay (object *pl)
680     {
681 root 1.12 int unpaid_count = 0;
682     sint64 unpaid_price = 0;
683     sint64 player_wealth = query_money (pl);
684 root 1.10
685     if (!pl || pl->type != PLAYER)
686     {
687     LOG (llevError, "can_pay(): called against something that isn't a player\n");
688     return 0;
689 elmex 1.1 }
690 root 1.11
691 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
692 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
693     {
694     unpaid_count++;
695     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
696     }
697 root 1.11
698 root 1.10 if (unpaid_price > player_wealth)
699     {
700     char buf[MAX_BUF];
701     char cost[MAX_BUF];
702     char missing[MAX_BUF];
703    
704 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
705     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
706 root 1.10
707 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.",
708     unpaid_count, cost, missing);
709 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
710 root 1.12
711 root 1.10 return 0;
712 elmex 1.1 }
713 root 1.10 else
714     return 1;
715 elmex 1.1 }
716    
717     /* Better get_payment, descends containers looking for
718     * unpaid items, and pays for them.
719     * returns 0 if the player still has unpaid items.
720     * returns 1 if the player has paid for everything.
721     * pl is the player buying the stuff.
722     */
723 root 1.10 int
724 root 1.12 get_payment (object *pl)
725 root 1.10 {
726 root 1.12 for (;;)
727     {
728     next_item:
729 root 1.10
730 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
731 root 1.12 {
732     if (QUERY_FLAG (op, FLAG_UNPAID))
733     {
734     char buf[MAX_BUF];
735     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
736 root 1.10
737 root 1.12 if (!pay_for_item (op, pl))
738     {
739     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
740 elmex 1.1
741 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
742     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
743     SET_FLAG (op, FLAG_UNPAID);
744     return 0;
745     }
746     else
747     {
748     object *tmp;
749 elmex 1.1
750 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
751     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
752     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
753     tmp = merge_ob (op, NULL);
754 root 1.10
755 root 1.12 if (pl->type == PLAYER)
756     {
757     if (tmp)
758     { /* it was merged */
759 root 1.17 esrv_del_item (pl->contr, op->count);
760 root 1.12 op = tmp;
761     }
762 elmex 1.1
763 root 1.12 esrv_send_item (pl, op);
764     }
765 elmex 1.1
766 root 1.12 goto next_item;
767 root 1.6 }
768     }
769     }
770 root 1.12
771     return 1;
772 elmex 1.1 }
773     }
774    
775     /* written by elmex:
776     * moved this code from sell_item () here to have a function
777     * that pays the player an amount. Mainly put the code here to
778     * be able to call it from a plugin.
779     *
780     * If the player can't carry all the money that is paid, it gets inserted
781     * in his inventory anyway. This is the best alternative to not pay any money
782     * or put it on the ground under the player. This way the player can still
783     * go somewhere and unload the money at a safe place.
784     *
785     */
786 root 1.10 void
787 root 1.12 pay_player (object *pl, sint64 amount)
788 root 1.10 {
789 elmex 1.1 int count = 0;
790     archetype *at = 0;
791     object *pouch = 0, *tmp = 0;
792    
793     for (count = 0; coins[count] != NULL; count++)
794     {
795 root 1.15 at = archetype::find (coins[count]);
796 elmex 1.1
797     if (at == NULL)
798 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
799 elmex 1.1 else if ((amount / at->clone.value) > 0)
800     {
801 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
802 elmex 1.1 {
803 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
804 elmex 1.1 {
805     int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
806     int n = amount / at->clone.value;
807    
808     if (w == 0)
809 root 1.10 w = 1; /* Prevent divide by zero */
810 elmex 1.1
811     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
812     {
813     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
814     n = (pouch->weight_limit - pouch->carrying) / w;
815    
816 root 1.4 tmp = arch_to_object (at);
817 elmex 1.1 tmp->nrof = n;
818 root 1.12 amount -= tmp->nrof * tmp->value;
819 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
820     esrv_send_item (pl, tmp);
821     esrv_send_item (pl, pouch);
822     esrv_update_item (UPD_WEIGHT, pl, pouch);
823     esrv_send_item (pl, pl);
824     }
825     }
826     }
827    
828     if (amount / at->clone.value > 0)
829     {
830 root 1.4 tmp = arch_to_object (at);
831 elmex 1.1 tmp->nrof = amount / tmp->value;
832 root 1.12 amount -= tmp->nrof * tmp->value;
833 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
834     esrv_send_item (pl, tmp);
835     esrv_send_item (pl, pl);
836     }
837     }
838     }
839    
840 root 1.10 if (amount != 0)
841     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
842 elmex 1.1 }
843    
844     /* elmex: this is for the bank plugin :( */
845 root 1.12 sint64
846     pay_player_arch (object *pl, const char *arch, sint64 amount)
847 root 1.10 {
848 root 1.15 archetype *at = archetype::find (arch);
849 elmex 1.1 object *tmp = NULL;
850    
851     if (at == NULL)
852     return 0;
853    
854     if (amount > 0)
855     {
856 root 1.4 tmp = arch_to_object (at);
857 elmex 1.1 tmp->nrof = amount;
858     tmp = insert_ob_in_ob (tmp, pl);
859     esrv_send_item (pl, tmp);
860     esrv_send_item (pl, pl);
861     }
862    
863     return 1;
864     }
865    
866     /* Modified function to give out platinum coins. This function uses
867     * the coins[] array to know what coins are available, just like
868     * buy item.
869     *
870     * Modified to fill available race: gold containers before dumping
871     * remaining coins in character's inventory.
872     */
873 root 1.10 void
874     sell_item (object *op, object *pl)
875     {
876 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
877 elmex 1.1
878 root 1.10 if (pl == NULL || pl->type != PLAYER)
879 elmex 1.1 {
880 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
881 elmex 1.1 return;
882     }
883    
884 root 1.8 op->custom_name = 0;
885 elmex 1.1
886 root 1.10 if (!amount)
887 elmex 1.1 {
888 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
889 elmex 1.1
890     /* Even if the character doesn't get anything for it, it may still be
891     * worth something. If so, make it unpaid
892     */
893     if (op->value)
894     {
895 root 1.10 SET_FLAG (op, FLAG_UNPAID);
896     SET_FLAG (op, FLAG_PLAYER_SOLD);
897 elmex 1.1 }
898    
899     identify (op);
900     return;
901     }
902    
903     /* We compare the price with the one for a player
904     * without bargaining skill.
905     * This determins the amount of exp (if any) gained for bargaining.
906     * exp/10 -> 1 for each gold coin
907     */
908     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
909    
910     if (extra_gain > 0)
911 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
912 elmex 1.1
913     pay_player (pl, amount);
914    
915 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));
916 elmex 1.1
917     SET_FLAG (op, FLAG_UNPAID);
918     identify (op);
919     }
920    
921    
922     /* returns a double that is the ratio of the price that a shop will offer for
923     * item based on the shops specialisation. Does not take account of greed,
924     * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
925     * event is never less than 0.1 (calling functions divide by it)
926     */
927 root 1.10 static double
928 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
929 root 1.10 {
930     shopitems *items = map->shopitems;
931     double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
932     int i;
933 elmex 1.1
934 root 1.10 if (item == NULL)
935     {
936 root 1.28 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
937 root 1.10 return 0;
938     }
939 root 1.12
940 root 1.10 if (!item->type)
941     {
942     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
943     /*
944     * I'm not really sure what the /right/ thing to do here is, these types of
945     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
946     */
947     return ratio;
948     }
949 root 1.12
950 root 1.10 if (map->shopitems)
951     {
952     for (i = 0; i < items[0].index; i++)
953     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
954     likedness = items[i].strength / 100.0;
955     }
956 root 1.12
957 root 1.10 if (likedness > 1.0)
958     { /* someone has been rather silly with the map headers. */
959 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
960 root 1.10 likedness = 1.0;
961 elmex 1.1 }
962 root 1.12
963 root 1.10 if (likedness < -1.0)
964     {
965 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
966 root 1.10 likedness = -1.0;
967 elmex 1.1 }
968 root 1.12
969 root 1.10 ratio = ratio + (1.0 - ratio) * likedness;
970 root 1.12
971 root 1.10 if (ratio <= 0.1)
972     ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
973 root 1.12
974 root 1.10 return ratio;
975 elmex 1.1 }
976    
977     /*returns the greed of the shop on map, or 1 if it isn't specified. */
978 root 1.10 static double
979 root 1.18 shop_greed (const maptile *map)
980 root 1.10 {
981     double greed = 1.0;
982    
983     if (map->shopgreed)
984     return map->shopgreed;
985     return greed;
986 elmex 1.1 }
987    
988     /* Returns a double based on how much the shopkeeper approves of the player.
989     * this is based on the race of the shopkeeper and that of the player.
990     */
991 root 1.10 double
992 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
993 root 1.10 {
994     double approval = 1.0;
995 elmex 1.1
996 root 1.10 if (map->shoprace)
997     {
998     approval = NEUTRAL_RATIO;
999     if (player->race && !strcmp (player->race, map->shoprace))
1000     approval = 1.0;
1001 elmex 1.1 }
1002 root 1.12
1003 root 1.10 return approval;
1004 elmex 1.1 }
1005    
1006     /* limit the value of items based on the wealth of the shop. If the item is close
1007     * to the maximum value a shop will offer, we start to reduce it, if the item is
1008     * below the minimum value the shop is prepared to trade in, then we don't
1009     * want it and offer nothing. If it isn't a shop, check whether we should do generic
1010     * value reduction.
1011     *
1012     */
1013 root 1.12 static sint64
1014     value_limit (sint64 val, int quantity, const object *who, int isshop)
1015 root 1.10 {
1016 root 1.12 sint64 newval, unit_price, tmpshopmax;
1017 root 1.18 maptile *map;
1018 elmex 1.1
1019     unit_price = val / quantity;
1020    
1021     if (!isshop || !who)
1022     {
1023     if (unit_price > 250000)
1024 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1025 elmex 1.1 else
1026     newval = unit_price;
1027     }
1028     else
1029     {
1030     if (!who->map)
1031     {
1032 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1033 elmex 1.1 return val;
1034     }
1035    
1036     map = who->map;
1037    
1038 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1039 elmex 1.1
1040     if (map->shopmin && unit_price < map->shopmin)
1041     return 0;
1042     else if (unit_price > tmpshopmax / 2)
1043     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1044     else
1045 root 1.10 newval = unit_price;
1046 elmex 1.1 }
1047    
1048     newval *= quantity;
1049    
1050     return newval;
1051     }
1052    
1053     /* gives a desciption of the shop on their current map to the player op. */
1054 root 1.10 int
1055     describe_shop (const object *op)
1056     {
1057 root 1.18 maptile *map = op->map;
1058 root 1.10
1059     /*shopitems *items=map->shopitems; */
1060     int pos = 0, i;
1061     double opinion = 0;
1062     char tmp[MAX_BUF] = "\0";
1063    
1064     if (op->type != PLAYER)
1065     return 0;
1066    
1067     /*check if there is a shop specified for this map */
1068     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1069     {
1070     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1071 root 1.12
1072 root 1.10 if (map->shopitems)
1073 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1074     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1075 root 1.10 {
1076 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1077     pos += strlen (tmp + pos);
1078 root 1.6 }
1079 root 1.12
1080 root 1.10 if (!pos)
1081     strcat (tmp, "a little of everything.");
1082 root 1.6
1083 root 1.10 /* format the string into a list */
1084     make_list_like (tmp);
1085     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1086    
1087     if (map->shopmax)
1088     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1089 root 1.12
1090 root 1.10 if (map->shopmin)
1091     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));
1092 root 1.12
1093 root 1.10 if (map->shopgreed)
1094     {
1095     if (map->shopgreed > 2.0)
1096     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1097     else if (map->shopgreed > 1.5)
1098     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1099     else if (map->shopgreed > 1.1)
1100     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1101     else if (map->shopgreed < 0.9)
1102     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1103     }
1104 root 1.12
1105 root 1.10 if (map->shoprace)
1106     {
1107     opinion = shopkeeper_approval (map, op);
1108     if (opinion > 0.8)
1109     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1110     else if (opinion > 0.5)
1111     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1112     else
1113     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1114 root 1.6 }
1115 elmex 1.1 }
1116 root 1.10 else
1117     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1118 elmex 1.1
1119 root 1.10 return 1;
1120 elmex 1.1 }
1121 root 1.12
1122     struct shopinv
1123 root 1.10 {
1124     char *item_sort;
1125     char *item_real;
1126     uint16 type;
1127     uint32 nrof;
1128 root 1.12 };
1129 elmex 1.1
1130     /* There are a lot fo extra casts in here just to suppress warnings - it
1131     * makes it look uglier than it really it.
1132     * The format of the strings we get is type:name. So we first want to
1133     * sort by type (numerical) - if the same type, then sort by name.
1134     */
1135 root 1.10 static int
1136     shop_sort (const void *a1, const void *a2)
1137 elmex 1.1 {
1138 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1139 elmex 1.1
1140 root 1.10 if (s1->type < s2->type)
1141     return -1;
1142     if (s1->type > s2->type)
1143     return 1;
1144 root 1.12
1145 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1146     * via alphabetical order
1147     */
1148     return strcasecmp (s1->item_sort, s2->item_sort);
1149 elmex 1.1 }
1150    
1151 root 1.10 static void
1152     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1153 elmex 1.1 {
1154     #if 0
1155 root 1.10 char buf[MAX_BUF];
1156 elmex 1.1 #endif
1157 root 1.10 /* clear unpaid flag so that doesn't come up in query
1158     * string. We clear nrof so that we can better sort
1159     * the object names.
1160     */
1161 elmex 1.1
1162 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1163     items[*numitems].nrof = tmp->nrof;
1164     /* Non mergable items have nrof of 0, but count them as one
1165     * so the display is properly.
1166     */
1167     if (tmp->nrof == 0)
1168     items[*numitems].nrof++;
1169     items[*numitems].type = tmp->type;
1170    
1171     switch (tmp->type)
1172     {
1173 elmex 1.1 #if 0
1174 root 1.6 case BOOTS:
1175     case GLOVES:
1176     case RING:
1177     case AMULET:
1178     case BRACERS:
1179     case GIRDLE:
1180 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1181 root 1.23 items[*numitems].item_sort = strdup (buf);
1182 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1183 root 1.23 items[*numitems].item_real = strdup (buf);
1184 root 1.10 (*numitems)++;
1185     break;
1186 elmex 1.1 #endif
1187    
1188 root 1.6 default:
1189 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1190     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1191 root 1.10 (*numitems)++;
1192     break;
1193     }
1194     SET_FLAG (tmp, FLAG_UNPAID);
1195     }
1196    
1197     void
1198     shop_listing (object *op)
1199     {
1200     int i, j, numitems = 0, numallocated = 0, nx, ny;
1201     char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1202     object *stack;
1203     shopinv *items;
1204    
1205     /* Should never happen, but just in case a monster does apply a sign */
1206     if (op->type != PLAYER)
1207     return;
1208    
1209     new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1210    
1211     magic_mapping_mark (op, map_mark, 3);
1212     items = (shopinv *) malloc (40 * sizeof (shopinv));
1213     numallocated = 40;
1214    
1215     /* Find all the appropriate items */
1216 root 1.27 for (i = 0; i < op->map->width; i++)
1217 root 1.10 {
1218 root 1.27 for (j = 0; j < op->map->height; j++)
1219 root 1.10 {
1220     /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1221     *
1222     */
1223     nx = i - op->x + MAGIC_MAP_HALF;
1224     ny = j - op->y + MAGIC_MAP_HALF;
1225     /* unlikely, but really big shops could run into this issue */
1226     if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1227     continue;
1228    
1229     if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1230     {
1231 root 1.25 stack = GET_MAP_OB (op->map, i, j);
1232 root 1.10
1233     while (stack)
1234     {
1235     if (QUERY_FLAG (stack, FLAG_UNPAID))
1236     {
1237     if (numitems == numallocated)
1238     {
1239     items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1240     numallocated += 10;
1241 root 1.6 }
1242 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1243 root 1.6 }
1244 root 1.10 stack = stack->above;
1245 root 1.6 }
1246     }
1247     }
1248 elmex 1.1 }
1249 root 1.12
1250 root 1.10 free (map_mark);
1251 root 1.12
1252 root 1.10 if (numitems == 0)
1253     {
1254     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1255     free (items);
1256     return;
1257     }
1258 root 1.12
1259 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1260    
1261     for (i = 0; i < numitems; i++)
1262     {
1263     /* Collapse items of the same name together */
1264     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1265     {
1266     items[i + 1].nrof += items[i].nrof;
1267     free (items[i].item_sort);
1268     free (items[i].item_real);
1269     }
1270     else
1271     {
1272     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1273     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1274     free (items[i].item_sort);
1275     free (items[i].item_real);
1276 root 1.6 }
1277 elmex 1.1 }
1278 root 1.10 free (items);
1279 elmex 1.1 }
1280 elmex 1.7
1281     /* elmex: this function checks whether the object is in a shop */
1282 root 1.10 bool
1283     is_in_shop (object *o)
1284 elmex 1.7 {
1285     if (!o->map)
1286     return false;
1287    
1288     return is_in_shop (o->map, o->x, o->y);
1289     }
1290    
1291     /* elmex: this function checks whether we are in a shop or not */
1292 root 1.10 bool
1293 root 1.18 is_in_shop (maptile *map, int x, int y)
1294 elmex 1.7 {
1295 root 1.25 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1296 elmex 1.7 if (floor->type == SHOP_FLOOR)
1297     return true;
1298    
1299     return false;
1300     }