ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/shop.C
Revision: 1.32
Committed: Thu Feb 8 13:41:44 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +3 -2 lines
Log Message:
make item prices now only dependent on the item itself, not the map it
is on nor on server restarts.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.31 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
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 root 1.32 if (val > 50)
313     val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
314 elmex 1.1 }
315 root 1.32
316 root 1.12 return (sint64) val;
317 elmex 1.1 }
318    
319     /* Find the coin type that is worth more the 'c'. Starts at the
320     * cointype placement.
321     */
322    
323 root 1.10 static archetype *
324 root 1.12 find_next_coin (sint64 c, int *cointype)
325 root 1.10 {
326 elmex 1.1 archetype *coin;
327    
328 pippijn 1.9 do
329 root 1.10 {
330     if (coins[*cointype] == NULL)
331     return NULL;
332 root 1.15 coin = archetype::find (coins[*cointype]);
333 root 1.10 if (coin == NULL)
334     return NULL;
335     *cointype += 1;
336     }
337 root 1.12 while (coin->clone.value > c);
338 elmex 1.1
339     return coin;
340     }
341    
342     /* This returns a string of how much something is worth based on
343     * an integer being passed.
344     * cost is the cost we need to represent.
345     * While cost is 64 bit, the number of any coin is still really
346     * limited to 32 bit (size of nrof field). If it turns out players
347     * have so much money that they have more than 2 billion platinum
348     * coins, there are certainly issues - the easiest fix at that
349     * time is to add a higher denomination (mithril piece with
350     * 10,000 silver or something)
351     */
352 root 1.10 const char *
353 root 1.12 cost_string_from_value (sint64 cost, int approx)
354 elmex 1.1 {
355 root 1.10 static char buf[MAX_BUF];
356     archetype *coin, *next_coin;
357     int num, cointype = 0;
358    
359     coin = find_next_coin (cost, &cointype);
360     if (coin == NULL)
361     return "nothing";
362    
363     num = cost / coin->clone.value;
364     /* so long as nrof is 32 bit, this is true.
365     * If it takes more coins than a person can possibly carry, this
366     * is basically true.
367     */
368     if ((cost / coin->clone.value) > UINT32_MAX)
369     {
370     strcpy (buf, "an unimaginable sum of money");
371     return buf;
372     }
373    
374 root 1.12 cost -= num * (sint64)coin->clone.value;
375 elmex 1.1
376 root 1.10 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
377    
378     next_coin = find_next_coin (cost, &cointype);
379     if (next_coin == NULL || approx)
380 elmex 1.1 return buf;
381 root 1.10
382     coin = next_coin;
383     num = cost / coin->clone.value;
384 root 1.12 cost -= num * (sint64)coin->clone.value;
385 root 1.10
386     sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
387    
388     return buf;
389 elmex 1.1 }
390    
391 root 1.10 const char *
392     query_cost_string (const object *tmp, object *who, int flag)
393     {
394 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
395 root 1.10 int idskill1 = 0;
396     int idskill2 = 0;
397     const typedata *tmptype;
398    
399     tmptype = get_typedata (tmp->type);
400     if (tmptype)
401     {
402     idskill1 = tmptype->identifyskill;
403     idskill2 = tmptype->identifyskill2;
404     }
405    
406     /* we show an approximate price if
407     * 1) we are approximating
408     * 2) there either is no id skill(s) for the item, or we don't have them
409     * 3) we don't have bargaining skill either
410     */
411     if (flag & F_APPROX)
412     {
413     if (!idskill1 || !find_skill_by_number (who, idskill1))
414     {
415     if (!idskill2 || !find_skill_by_number (who, idskill2))
416     {
417     if (!find_skill_by_number (who, SK_BARGAINING))
418     {
419     static char buf[MAX_BUF];
420     int num, cointype = 0;
421     archetype *coin = find_next_coin (real_value, &cointype);
422    
423     if (coin == NULL)
424     return "nothing";
425    
426     num = real_value / coin->clone.value;
427     if (num == 1)
428     sprintf (buf, "about one %s", &coin->clone.name);
429     else if (num < 5)
430     sprintf (buf, "a few %s", &coin->clone.name_pl);
431     else if (num < 10)
432     sprintf (buf, "several %s", &coin->clone.name_pl);
433     else if (num < 25)
434     sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
435     else if (num < 100)
436     sprintf (buf, "lots of %s", &coin->clone.name_pl);
437     else if (num < 1000)
438     sprintf (buf, "a great many %s", &coin->clone.name_pl);
439     else
440     sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
441     return buf;
442 root 1.6 }
443     }
444     }
445 elmex 1.1
446 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
447 elmex 1.1
448 root 1.10 if (approx_range)
449     {
450 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
451 root 1.10 static char buf[MAX_BUF];
452 elmex 1.1
453 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
454     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
455 elmex 1.1
456 root 1.10 return buf;
457     }
458 elmex 1.1 }
459    
460 root 1.10 return cost_string_from_value (real_value, 0);
461 elmex 1.1 }
462    
463     /* This function finds out how much money the player is carrying,
464     * including what is in containers.
465     */
466 root 1.12 sint64
467 root 1.10 query_money (const object *op)
468     {
469     object *tmp;
470 root 1.12 sint64 total = 0;
471 elmex 1.1
472 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
473     {
474     LOG (llevError, "Query money called with non player/container\n");
475     return 0;
476 elmex 1.1 }
477 root 1.12
478 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
479 root 1.12 if (tmp->type == MONEY)
480     total += tmp->nrof * (sint64)tmp->value;
481     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
482     total += query_money (tmp);
483    
484 root 1.10 return total;
485 elmex 1.1 }
486 root 1.10
487 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
488     * the player inventory and from it's various pouches using the
489     * pay_from_container function.
490     * returns 0 if not possible. 1 if success
491     */
492 root 1.10 int
493 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
494 root 1.10 {
495     object *pouch;
496 elmex 1.1
497 root 1.10 if (to_pay == 0)
498     return 1;
499 root 1.12
500 root 1.10 if (to_pay > query_money (pl))
501     return 0;
502 elmex 1.1
503 root 1.12 pay_from_container (pl, pl, to_pay);
504    
505     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
506     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
507     pay_from_container (pl, pouch, to_pay);
508 elmex 1.1
509 root 1.26 pl->update_stats ();
510 root 1.10 return 1;
511 elmex 1.1 }
512    
513     /* DAMN: This is now a wrapper for pay_from_container, which is
514     * called for the player, then for each active container that can hold
515     * money until op is paid for. Change will be left wherever the last
516     * of the price was paid from.
517     */
518 root 1.10 int
519     pay_for_item (object *op, object *pl)
520     {
521 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
522 root 1.10 object *pouch;
523 root 1.12 sint64 saved_money;
524 root 1.10
525     if (to_pay == 0)
526 elmex 1.1 return 1;
527 root 1.12
528 root 1.10 if (to_pay > query_money (pl))
529     return 0;
530    
531     /* We compare the paid price with the one for a player
532     * without bargaining skill.
533     * This determins the amount of exp (if any) gained for bargaining.
534     */
535     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
536    
537     if (saved_money > 0)
538     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
539    
540 root 1.12 pay_from_container (pl, pl, to_pay);
541    
542     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
543     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
544     pay_from_container (pl, pouch, to_pay);
545 root 1.10
546     if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
547     SET_FLAG (op, FLAG_WAS_WIZ);
548 root 1.12
549 root 1.26 pl->update_stats ();
550 root 1.10 return 1;
551 elmex 1.1 }
552    
553     /* This pays for the item, and takes the proper amount of money off
554     * the player.
555     * CF 0.91.4 - this function is mostly redone in order to fix a bug
556     * with weight not be subtracted properly. We now remove and
557     * insert the coin objects - this should update the weight
558     * appropriately
559     *
560     * DAMN: This function is used for the player, then for any active
561     * containers that can hold money.
562     *
563     * pouch is the container (pouch or player) to remove the coins from.
564     * to_pay is the required amount.
565     * returns the amount still missing after using "pouch".
566     */
567 root 1.12 static void
568     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
569 root 1.10 {
570     int count, i;
571 root 1.12 object *tmp, *next;
572 root 1.10 archetype *at;
573    
574     if (pouch->type != PLAYER && pouch->type != CONTAINER)
575 root 1.12 return;
576 root 1.10
577 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
578 root 1.10
579     /* This hunk should remove all the money objects from the player/container */
580     for (tmp = pouch->inv; tmp; tmp = next)
581     {
582     next = tmp->below;
583    
584     if (tmp->type == MONEY)
585     {
586     for (i = 0; i < NUM_COINS; i++)
587     {
588 root 1.12 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
589 root 1.10 {
590 root 1.12 // This should not happen, but if it does, just merge the two.
591     if (coin_objs [i])
592 root 1.10 {
593     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
594 root 1.21 tmp->remove ();
595 root 1.10 coin_objs[i]->nrof += tmp->nrof;
596     esrv_del_item (pl->contr, tmp->count);
597 root 1.22 tmp->destroy ();
598 root 1.6 }
599 root 1.10 else
600     {
601 root 1.21 tmp->remove ();
602 root 1.12
603 root 1.10 if (pouch->type == PLAYER)
604     esrv_del_item (pl->contr, tmp->count);
605 root 1.12
606 root 1.10 coin_objs[i] = tmp;
607 root 1.6 }
608 root 1.12
609 root 1.10 break;
610 root 1.6 }
611     }
612 root 1.12
613 root 1.10 if (i == NUM_COINS)
614     LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
615 root 1.6 }
616 elmex 1.1 }
617    
618 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
619     /* Note that the coin_objs array goes from least value to greatest value */
620     for (i = 0; i < NUM_COINS; i++)
621 root 1.12 if (!coin_objs[i])
622 root 1.10 {
623 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
624 root 1.12
625 root 1.10 if (at == NULL)
626     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
627 root 1.12
628 root 1.10 coin_objs[i] = arch_to_object (at);
629     coin_objs[i]->nrof = 0;
630     }
631    
632     for (i = 0; i < NUM_COINS; i++)
633     {
634 root 1.12 object &coin = *coin_objs[i];
635     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
636     to_pay -= num_coins * coin.value;
637 root 1.10
638 root 1.12 coin.nrof -= num_coins;
639 root 1.10 /* Now start making change. Start at the coin value
640     * below the one we just did, and work down to
641     * the lowest value.
642     */
643     count = i - 1;
644 root 1.12
645     while (to_pay < 0 && count >= 0)
646 root 1.10 {
647 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
648 root 1.10 coin_objs[count]->nrof += num_coins;
649 root 1.12 to_pay += num_coins * coin_objs[count]->value;
650 root 1.10 count--;
651     }
652     }
653 root 1.12
654 root 1.10 for (i = 0; i < NUM_COINS; i++)
655     {
656     if (coin_objs[i]->nrof)
657     {
658     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
659    
660     esrv_send_item (pl, tmp);
661     esrv_send_item (pl, pouch);
662 root 1.11
663 root 1.10 if (pl != pouch)
664     esrv_update_item (UPD_WEIGHT, pl, pouch);
665 root 1.11
666 root 1.10 if (pl->type != PLAYER)
667 root 1.11 esrv_send_item (pl, pl);
668 root 1.10 }
669     else
670 root 1.22 coin_objs[i]->destroy ();
671 elmex 1.1 }
672     }
673    
674     /* Checks all unpaid items in op's inventory, adds up all the money they
675     * have, and checks that they can actually afford what they want to buy.
676     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
677     * to the player
678     */
679 root 1.10 int
680     can_pay (object *pl)
681     {
682 root 1.12 int unpaid_count = 0;
683     sint64 unpaid_price = 0;
684     sint64 player_wealth = query_money (pl);
685 root 1.10
686     if (!pl || pl->type != PLAYER)
687     {
688     LOG (llevError, "can_pay(): called against something that isn't a player\n");
689     return 0;
690 elmex 1.1 }
691 root 1.11
692 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
693 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
694     {
695     unpaid_count++;
696     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
697     }
698 root 1.11
699 root 1.10 if (unpaid_price > player_wealth)
700     {
701     char buf[MAX_BUF];
702     char cost[MAX_BUF];
703     char missing[MAX_BUF];
704    
705 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
706     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
707 root 1.10
708 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.",
709     unpaid_count, cost, missing);
710 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
711 root 1.12
712 root 1.10 return 0;
713 elmex 1.1 }
714 root 1.10 else
715     return 1;
716 elmex 1.1 }
717    
718     /* Better get_payment, descends containers looking for
719     * unpaid items, and pays for them.
720     * returns 0 if the player still has unpaid items.
721     * returns 1 if the player has paid for everything.
722     * pl is the player buying the stuff.
723     */
724 root 1.10 int
725 root 1.12 get_payment (object *pl)
726 root 1.10 {
727 root 1.12 for (;;)
728     {
729     next_item:
730 root 1.10
731 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
732 root 1.12 {
733     if (QUERY_FLAG (op, FLAG_UNPAID))
734     {
735     char buf[MAX_BUF];
736     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
737 root 1.10
738 root 1.12 if (!pay_for_item (op, pl))
739     {
740     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
741 elmex 1.1
742 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
743     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
744     SET_FLAG (op, FLAG_UNPAID);
745     return 0;
746     }
747     else
748     {
749     object *tmp;
750 elmex 1.1
751 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
752     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
753     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
754     tmp = merge_ob (op, NULL);
755 root 1.10
756 root 1.12 if (pl->type == PLAYER)
757     {
758     if (tmp)
759     { /* it was merged */
760 root 1.17 esrv_del_item (pl->contr, op->count);
761 root 1.12 op = tmp;
762     }
763 elmex 1.1
764 root 1.12 esrv_send_item (pl, op);
765     }
766 elmex 1.1
767 root 1.12 goto next_item;
768 root 1.6 }
769     }
770     }
771 root 1.12
772     return 1;
773 elmex 1.1 }
774     }
775    
776     /* written by elmex:
777     * moved this code from sell_item () here to have a function
778     * that pays the player an amount. Mainly put the code here to
779     * be able to call it from a plugin.
780     *
781     * If the player can't carry all the money that is paid, it gets inserted
782     * in his inventory anyway. This is the best alternative to not pay any money
783     * or put it on the ground under the player. This way the player can still
784     * go somewhere and unload the money at a safe place.
785     *
786     */
787 root 1.10 void
788 root 1.12 pay_player (object *pl, sint64 amount)
789 root 1.10 {
790 elmex 1.1 int count = 0;
791     archetype *at = 0;
792     object *pouch = 0, *tmp = 0;
793    
794     for (count = 0; coins[count] != NULL; count++)
795     {
796 root 1.15 at = archetype::find (coins[count]);
797 elmex 1.1
798     if (at == NULL)
799 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
800 elmex 1.1 else if ((amount / at->clone.value) > 0)
801     {
802 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
803 elmex 1.1 {
804 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
805 elmex 1.1 {
806     int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
807     int n = amount / at->clone.value;
808    
809     if (w == 0)
810 root 1.10 w = 1; /* Prevent divide by zero */
811 elmex 1.1
812     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
813     {
814     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
815     n = (pouch->weight_limit - pouch->carrying) / w;
816    
817 root 1.4 tmp = arch_to_object (at);
818 elmex 1.1 tmp->nrof = n;
819 root 1.12 amount -= tmp->nrof * tmp->value;
820 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
821     esrv_send_item (pl, tmp);
822     esrv_send_item (pl, pouch);
823     esrv_update_item (UPD_WEIGHT, pl, pouch);
824     esrv_send_item (pl, pl);
825     }
826     }
827     }
828    
829     if (amount / at->clone.value > 0)
830     {
831 root 1.4 tmp = arch_to_object (at);
832 elmex 1.1 tmp->nrof = amount / tmp->value;
833 root 1.12 amount -= tmp->nrof * tmp->value;
834 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
835     esrv_send_item (pl, tmp);
836     esrv_send_item (pl, pl);
837     }
838     }
839     }
840    
841 root 1.10 if (amount != 0)
842     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
843 elmex 1.1 }
844    
845     /* elmex: this is for the bank plugin :( */
846 root 1.12 sint64
847     pay_player_arch (object *pl, const char *arch, sint64 amount)
848 root 1.10 {
849 root 1.15 archetype *at = archetype::find (arch);
850 elmex 1.1 object *tmp = NULL;
851    
852     if (at == NULL)
853     return 0;
854    
855     if (amount > 0)
856     {
857 root 1.4 tmp = arch_to_object (at);
858 elmex 1.1 tmp->nrof = amount;
859     tmp = insert_ob_in_ob (tmp, pl);
860     esrv_send_item (pl, tmp);
861     esrv_send_item (pl, pl);
862     }
863    
864     return 1;
865     }
866    
867     /* Modified function to give out platinum coins. This function uses
868     * the coins[] array to know what coins are available, just like
869     * buy item.
870     *
871     * Modified to fill available race: gold containers before dumping
872     * remaining coins in character's inventory.
873     */
874 root 1.10 void
875     sell_item (object *op, object *pl)
876     {
877 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
878 elmex 1.1
879 root 1.10 if (pl == NULL || pl->type != PLAYER)
880 elmex 1.1 {
881 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
882 elmex 1.1 return;
883     }
884    
885 root 1.8 op->custom_name = 0;
886 elmex 1.1
887 root 1.10 if (!amount)
888 elmex 1.1 {
889 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
890 elmex 1.1
891     /* Even if the character doesn't get anything for it, it may still be
892     * worth something. If so, make it unpaid
893     */
894     if (op->value)
895     {
896 root 1.10 SET_FLAG (op, FLAG_UNPAID);
897     SET_FLAG (op, FLAG_PLAYER_SOLD);
898 elmex 1.1 }
899    
900     identify (op);
901     return;
902     }
903    
904     /* We compare the price with the one for a player
905     * without bargaining skill.
906     * This determins the amount of exp (if any) gained for bargaining.
907     * exp/10 -> 1 for each gold coin
908     */
909     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
910    
911     if (extra_gain > 0)
912 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
913 elmex 1.1
914     pay_player (pl, amount);
915    
916 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));
917 elmex 1.1
918     SET_FLAG (op, FLAG_UNPAID);
919     identify (op);
920     }
921    
922    
923     /* returns a double that is the ratio of the price that a shop will offer for
924     * item based on the shops specialisation. Does not take account of greed,
925     * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
926     * event is never less than 0.1 (calling functions divide by it)
927     */
928 root 1.10 static double
929 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
930 root 1.10 {
931     shopitems *items = map->shopitems;
932     double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
933     int i;
934 elmex 1.1
935 root 1.10 if (item == NULL)
936     {
937 root 1.28 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
938 root 1.10 return 0;
939     }
940 root 1.12
941 root 1.10 if (!item->type)
942     {
943     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
944     /*
945     * I'm not really sure what the /right/ thing to do here is, these types of
946     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
947     */
948     return ratio;
949     }
950 root 1.12
951 root 1.10 if (map->shopitems)
952     {
953     for (i = 0; i < items[0].index; i++)
954     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
955     likedness = items[i].strength / 100.0;
956     }
957 root 1.12
958 root 1.10 if (likedness > 1.0)
959     { /* someone has been rather silly with the map headers. */
960 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
961 root 1.10 likedness = 1.0;
962 elmex 1.1 }
963 root 1.12
964 root 1.10 if (likedness < -1.0)
965     {
966 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
967 root 1.10 likedness = -1.0;
968 elmex 1.1 }
969 root 1.12
970 root 1.10 ratio = ratio + (1.0 - ratio) * likedness;
971 root 1.12
972 root 1.10 if (ratio <= 0.1)
973     ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
974 root 1.12
975 root 1.10 return ratio;
976 elmex 1.1 }
977    
978     /*returns the greed of the shop on map, or 1 if it isn't specified. */
979 root 1.10 static double
980 root 1.18 shop_greed (const maptile *map)
981 root 1.10 {
982     double greed = 1.0;
983    
984     if (map->shopgreed)
985     return map->shopgreed;
986     return greed;
987 elmex 1.1 }
988    
989     /* Returns a double based on how much the shopkeeper approves of the player.
990     * this is based on the race of the shopkeeper and that of the player.
991     */
992 root 1.10 double
993 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
994 root 1.10 {
995     double approval = 1.0;
996 elmex 1.1
997 root 1.10 if (map->shoprace)
998     {
999     approval = NEUTRAL_RATIO;
1000     if (player->race && !strcmp (player->race, map->shoprace))
1001     approval = 1.0;
1002 elmex 1.1 }
1003 root 1.12
1004 root 1.10 return approval;
1005 elmex 1.1 }
1006    
1007     /* limit the value of items based on the wealth of the shop. If the item is close
1008     * to the maximum value a shop will offer, we start to reduce it, if the item is
1009     * below the minimum value the shop is prepared to trade in, then we don't
1010     * want it and offer nothing. If it isn't a shop, check whether we should do generic
1011     * value reduction.
1012     *
1013     */
1014 root 1.12 static sint64
1015     value_limit (sint64 val, int quantity, const object *who, int isshop)
1016 root 1.10 {
1017 root 1.12 sint64 newval, unit_price, tmpshopmax;
1018 root 1.18 maptile *map;
1019 elmex 1.1
1020     unit_price = val / quantity;
1021    
1022     if (!isshop || !who)
1023     {
1024     if (unit_price > 250000)
1025 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1026 elmex 1.1 else
1027     newval = unit_price;
1028     }
1029     else
1030     {
1031     if (!who->map)
1032     {
1033 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1034 elmex 1.1 return val;
1035     }
1036    
1037     map = who->map;
1038    
1039 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1040 elmex 1.1
1041     if (map->shopmin && unit_price < map->shopmin)
1042     return 0;
1043     else if (unit_price > tmpshopmax / 2)
1044     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1045     else
1046 root 1.10 newval = unit_price;
1047 elmex 1.1 }
1048    
1049     newval *= quantity;
1050    
1051     return newval;
1052     }
1053    
1054     /* gives a desciption of the shop on their current map to the player op. */
1055 root 1.10 int
1056     describe_shop (const object *op)
1057     {
1058 root 1.18 maptile *map = op->map;
1059 root 1.10
1060     /*shopitems *items=map->shopitems; */
1061     int pos = 0, i;
1062     double opinion = 0;
1063     char tmp[MAX_BUF] = "\0";
1064    
1065     if (op->type != PLAYER)
1066     return 0;
1067    
1068     /*check if there is a shop specified for this map */
1069     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1070     {
1071     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1072 root 1.12
1073 root 1.10 if (map->shopitems)
1074 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1075     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1076 root 1.10 {
1077 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1078     pos += strlen (tmp + pos);
1079 root 1.6 }
1080 root 1.12
1081 root 1.10 if (!pos)
1082     strcat (tmp, "a little of everything.");
1083 root 1.6
1084 root 1.10 /* format the string into a list */
1085     make_list_like (tmp);
1086     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1087    
1088     if (map->shopmax)
1089     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1090 root 1.12
1091 root 1.10 if (map->shopmin)
1092     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));
1093 root 1.12
1094 root 1.10 if (map->shopgreed)
1095     {
1096     if (map->shopgreed > 2.0)
1097     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1098     else if (map->shopgreed > 1.5)
1099     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1100     else if (map->shopgreed > 1.1)
1101     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1102     else if (map->shopgreed < 0.9)
1103     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1104     }
1105 root 1.12
1106 root 1.10 if (map->shoprace)
1107     {
1108     opinion = shopkeeper_approval (map, op);
1109     if (opinion > 0.8)
1110     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1111     else if (opinion > 0.5)
1112     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1113     else
1114     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1115 root 1.6 }
1116 elmex 1.1 }
1117 root 1.10 else
1118     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1119 elmex 1.1
1120 root 1.10 return 1;
1121 elmex 1.1 }
1122 root 1.12
1123     struct shopinv
1124 root 1.10 {
1125     char *item_sort;
1126     char *item_real;
1127     uint16 type;
1128     uint32 nrof;
1129 root 1.12 };
1130 elmex 1.1
1131     /* There are a lot fo extra casts in here just to suppress warnings - it
1132     * makes it look uglier than it really it.
1133     * The format of the strings we get is type:name. So we first want to
1134     * sort by type (numerical) - if the same type, then sort by name.
1135     */
1136 root 1.10 static int
1137     shop_sort (const void *a1, const void *a2)
1138 elmex 1.1 {
1139 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1140 elmex 1.1
1141 root 1.10 if (s1->type < s2->type)
1142     return -1;
1143     if (s1->type > s2->type)
1144     return 1;
1145 root 1.12
1146 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1147     * via alphabetical order
1148     */
1149     return strcasecmp (s1->item_sort, s2->item_sort);
1150 elmex 1.1 }
1151    
1152 root 1.10 static void
1153     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1154 elmex 1.1 {
1155     #if 0
1156 root 1.10 char buf[MAX_BUF];
1157 elmex 1.1 #endif
1158 root 1.10 /* clear unpaid flag so that doesn't come up in query
1159     * string. We clear nrof so that we can better sort
1160     * the object names.
1161     */
1162 elmex 1.1
1163 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1164     items[*numitems].nrof = tmp->nrof;
1165     /* Non mergable items have nrof of 0, but count them as one
1166     * so the display is properly.
1167     */
1168     if (tmp->nrof == 0)
1169     items[*numitems].nrof++;
1170     items[*numitems].type = tmp->type;
1171    
1172     switch (tmp->type)
1173     {
1174 elmex 1.1 #if 0
1175 root 1.6 case BOOTS:
1176     case GLOVES:
1177     case RING:
1178     case AMULET:
1179     case BRACERS:
1180     case GIRDLE:
1181 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1182 root 1.23 items[*numitems].item_sort = strdup (buf);
1183 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1184 root 1.23 items[*numitems].item_real = strdup (buf);
1185 root 1.10 (*numitems)++;
1186     break;
1187 elmex 1.1 #endif
1188    
1189 root 1.6 default:
1190 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1191     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1192 root 1.10 (*numitems)++;
1193     break;
1194     }
1195     SET_FLAG (tmp, FLAG_UNPAID);
1196     }
1197    
1198     void
1199     shop_listing (object *op)
1200     {
1201     int i, j, numitems = 0, numallocated = 0, nx, ny;
1202     char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1203     object *stack;
1204     shopinv *items;
1205    
1206     /* Should never happen, but just in case a monster does apply a sign */
1207     if (op->type != PLAYER)
1208     return;
1209    
1210     new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1211    
1212     magic_mapping_mark (op, map_mark, 3);
1213     items = (shopinv *) malloc (40 * sizeof (shopinv));
1214     numallocated = 40;
1215    
1216     /* Find all the appropriate items */
1217 root 1.27 for (i = 0; i < op->map->width; i++)
1218 root 1.10 {
1219 root 1.27 for (j = 0; j < op->map->height; j++)
1220 root 1.10 {
1221 root 1.30 // magic map code now centers the map on the object at MAGIC_MAP_HALF.
1222 root 1.10 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 root 1.25 stack = GET_MAP_OB (op->map, i, j);
1231 root 1.10
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 1.30
1242 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1243 root 1.6 }
1244 root 1.30
1245 root 1.10 stack = stack->above;
1246 root 1.6 }
1247     }
1248     }
1249 elmex 1.1 }
1250 root 1.12
1251 root 1.10 free (map_mark);
1252 root 1.12
1253 root 1.10 if (numitems == 0)
1254     {
1255     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1256     free (items);
1257     return;
1258     }
1259 root 1.12
1260 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1261    
1262     for (i = 0; i < numitems; i++)
1263     {
1264     /* Collapse items of the same name together */
1265     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1266     {
1267     items[i + 1].nrof += items[i].nrof;
1268     free (items[i].item_sort);
1269     free (items[i].item_real);
1270     }
1271     else
1272     {
1273     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1274     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1275     free (items[i].item_sort);
1276     free (items[i].item_real);
1277 root 1.6 }
1278 elmex 1.1 }
1279 root 1.30
1280 root 1.10 free (items);
1281 elmex 1.1 }
1282 elmex 1.7
1283     /* elmex: this function checks whether the object is in a shop */
1284 root 1.10 bool
1285     is_in_shop (object *o)
1286 elmex 1.7 {
1287     if (!o->map)
1288     return false;
1289    
1290     return is_in_shop (o->map, o->x, o->y);
1291     }
1292    
1293     /* elmex: this function checks whether we are in a shop or not */
1294 root 1.10 bool
1295 root 1.18 is_in_shop (maptile *map, int x, int y)
1296 elmex 1.7 {
1297 root 1.25 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1298 elmex 1.7 if (floor->type == SHOP_FLOOR)
1299     return true;
1300    
1301     return false;
1302     }