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Revision: 1.33
Committed: Thu Feb 8 13:47:18 2007 UTC (17 years, 3 months ago) by root
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Branch: MAIN
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# 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 1.33 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
313 root 1.32 if (val > 50)
314     val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
315 elmex 1.1 }
316 root 1.32
317 root 1.12 return (sint64) val;
318 elmex 1.1 }
319    
320     /* Find the coin type that is worth more the 'c'. Starts at the
321     * cointype placement.
322     */
323    
324 root 1.10 static archetype *
325 root 1.12 find_next_coin (sint64 c, int *cointype)
326 root 1.10 {
327 elmex 1.1 archetype *coin;
328    
329 pippijn 1.9 do
330 root 1.10 {
331     if (coins[*cointype] == NULL)
332     return NULL;
333 root 1.15 coin = archetype::find (coins[*cointype]);
334 root 1.10 if (coin == NULL)
335     return NULL;
336     *cointype += 1;
337     }
338 root 1.12 while (coin->clone.value > c);
339 elmex 1.1
340     return coin;
341     }
342    
343     /* This returns a string of how much something is worth based on
344     * an integer being passed.
345     * cost is the cost we need to represent.
346     * While cost is 64 bit, the number of any coin is still really
347     * limited to 32 bit (size of nrof field). If it turns out players
348     * have so much money that they have more than 2 billion platinum
349     * coins, there are certainly issues - the easiest fix at that
350     * time is to add a higher denomination (mithril piece with
351     * 10,000 silver or something)
352     */
353 root 1.10 const char *
354 root 1.12 cost_string_from_value (sint64 cost, int approx)
355 elmex 1.1 {
356 root 1.10 static char buf[MAX_BUF];
357     archetype *coin, *next_coin;
358     int num, cointype = 0;
359    
360     coin = find_next_coin (cost, &cointype);
361     if (coin == NULL)
362     return "nothing";
363    
364     num = cost / coin->clone.value;
365     /* so long as nrof is 32 bit, this is true.
366     * If it takes more coins than a person can possibly carry, this
367     * is basically true.
368     */
369     if ((cost / coin->clone.value) > UINT32_MAX)
370     {
371     strcpy (buf, "an unimaginable sum of money");
372     return buf;
373     }
374    
375 root 1.12 cost -= num * (sint64)coin->clone.value;
376 elmex 1.1
377 root 1.10 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
378    
379     next_coin = find_next_coin (cost, &cointype);
380     if (next_coin == NULL || approx)
381 elmex 1.1 return buf;
382 root 1.10
383     coin = next_coin;
384     num = cost / coin->clone.value;
385 root 1.12 cost -= num * (sint64)coin->clone.value;
386 root 1.10
387     sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
388    
389     return buf;
390 elmex 1.1 }
391    
392 root 1.10 const char *
393     query_cost_string (const object *tmp, object *who, int flag)
394     {
395 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
396 root 1.10 int idskill1 = 0;
397     int idskill2 = 0;
398     const typedata *tmptype;
399    
400     tmptype = get_typedata (tmp->type);
401     if (tmptype)
402     {
403     idskill1 = tmptype->identifyskill;
404     idskill2 = tmptype->identifyskill2;
405     }
406    
407     /* we show an approximate price if
408     * 1) we are approximating
409     * 2) there either is no id skill(s) for the item, or we don't have them
410     * 3) we don't have bargaining skill either
411     */
412     if (flag & F_APPROX)
413     {
414     if (!idskill1 || !find_skill_by_number (who, idskill1))
415     {
416     if (!idskill2 || !find_skill_by_number (who, idskill2))
417     {
418     if (!find_skill_by_number (who, SK_BARGAINING))
419     {
420     static char buf[MAX_BUF];
421     int num, cointype = 0;
422     archetype *coin = find_next_coin (real_value, &cointype);
423    
424     if (coin == NULL)
425     return "nothing";
426    
427     num = real_value / coin->clone.value;
428     if (num == 1)
429     sprintf (buf, "about one %s", &coin->clone.name);
430     else if (num < 5)
431     sprintf (buf, "a few %s", &coin->clone.name_pl);
432     else if (num < 10)
433     sprintf (buf, "several %s", &coin->clone.name_pl);
434     else if (num < 25)
435     sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
436     else if (num < 100)
437     sprintf (buf, "lots of %s", &coin->clone.name_pl);
438     else if (num < 1000)
439     sprintf (buf, "a great many %s", &coin->clone.name_pl);
440     else
441     sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
442     return buf;
443 root 1.6 }
444     }
445     }
446 elmex 1.1
447 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
448 elmex 1.1
449 root 1.10 if (approx_range)
450     {
451 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
452 root 1.10 static char buf[MAX_BUF];
453 elmex 1.1
454 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
455     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
456 elmex 1.1
457 root 1.10 return buf;
458     }
459 elmex 1.1 }
460    
461 root 1.10 return cost_string_from_value (real_value, 0);
462 elmex 1.1 }
463    
464     /* This function finds out how much money the player is carrying,
465     * including what is in containers.
466     */
467 root 1.12 sint64
468 root 1.10 query_money (const object *op)
469     {
470     object *tmp;
471 root 1.12 sint64 total = 0;
472 elmex 1.1
473 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
474     {
475     LOG (llevError, "Query money called with non player/container\n");
476     return 0;
477 elmex 1.1 }
478 root 1.12
479 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
480 root 1.12 if (tmp->type == MONEY)
481     total += tmp->nrof * (sint64)tmp->value;
482     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
483     total += query_money (tmp);
484    
485 root 1.10 return total;
486 elmex 1.1 }
487 root 1.10
488 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
489     * the player inventory and from it's various pouches using the
490     * pay_from_container function.
491     * returns 0 if not possible. 1 if success
492     */
493 root 1.10 int
494 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
495 root 1.10 {
496     object *pouch;
497 elmex 1.1
498 root 1.10 if (to_pay == 0)
499     return 1;
500 root 1.12
501 root 1.10 if (to_pay > query_money (pl))
502     return 0;
503 elmex 1.1
504 root 1.12 pay_from_container (pl, pl, to_pay);
505    
506     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
507     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
508     pay_from_container (pl, pouch, to_pay);
509 elmex 1.1
510 root 1.26 pl->update_stats ();
511 root 1.10 return 1;
512 elmex 1.1 }
513    
514     /* DAMN: This is now a wrapper for pay_from_container, which is
515     * called for the player, then for each active container that can hold
516     * money until op is paid for. Change will be left wherever the last
517     * of the price was paid from.
518     */
519 root 1.10 int
520     pay_for_item (object *op, object *pl)
521     {
522 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
523 root 1.10 object *pouch;
524 root 1.12 sint64 saved_money;
525 root 1.10
526     if (to_pay == 0)
527 elmex 1.1 return 1;
528 root 1.12
529 root 1.10 if (to_pay > query_money (pl))
530     return 0;
531    
532     /* We compare the paid price with the one for a player
533     * without bargaining skill.
534     * This determins the amount of exp (if any) gained for bargaining.
535     */
536     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
537    
538     if (saved_money > 0)
539     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
540    
541 root 1.12 pay_from_container (pl, pl, to_pay);
542    
543     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
544     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
545     pay_from_container (pl, pouch, to_pay);
546 root 1.10
547     if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
548     SET_FLAG (op, FLAG_WAS_WIZ);
549 root 1.12
550 root 1.26 pl->update_stats ();
551 root 1.10 return 1;
552 elmex 1.1 }
553    
554     /* This pays for the item, and takes the proper amount of money off
555     * the player.
556     * CF 0.91.4 - this function is mostly redone in order to fix a bug
557     * with weight not be subtracted properly. We now remove and
558     * insert the coin objects - this should update the weight
559     * appropriately
560     *
561     * DAMN: This function is used for the player, then for any active
562     * containers that can hold money.
563     *
564     * pouch is the container (pouch or player) to remove the coins from.
565     * to_pay is the required amount.
566     * returns the amount still missing after using "pouch".
567     */
568 root 1.12 static void
569     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
570 root 1.10 {
571     int count, i;
572 root 1.12 object *tmp, *next;
573 root 1.10 archetype *at;
574    
575     if (pouch->type != PLAYER && pouch->type != CONTAINER)
576 root 1.12 return;
577 root 1.10
578 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
579 root 1.10
580     /* This hunk should remove all the money objects from the player/container */
581     for (tmp = pouch->inv; tmp; tmp = next)
582     {
583     next = tmp->below;
584    
585     if (tmp->type == MONEY)
586     {
587     for (i = 0; i < NUM_COINS; i++)
588     {
589 root 1.12 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
590 root 1.10 {
591 root 1.12 // This should not happen, but if it does, just merge the two.
592     if (coin_objs [i])
593 root 1.10 {
594     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
595 root 1.21 tmp->remove ();
596 root 1.10 coin_objs[i]->nrof += tmp->nrof;
597     esrv_del_item (pl->contr, tmp->count);
598 root 1.22 tmp->destroy ();
599 root 1.6 }
600 root 1.10 else
601     {
602 root 1.21 tmp->remove ();
603 root 1.12
604 root 1.10 if (pouch->type == PLAYER)
605     esrv_del_item (pl->contr, tmp->count);
606 root 1.12
607 root 1.10 coin_objs[i] = tmp;
608 root 1.6 }
609 root 1.12
610 root 1.10 break;
611 root 1.6 }
612     }
613 root 1.12
614 root 1.10 if (i == NUM_COINS)
615     LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
616 root 1.6 }
617 elmex 1.1 }
618    
619 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
620     /* Note that the coin_objs array goes from least value to greatest value */
621     for (i = 0; i < NUM_COINS; i++)
622 root 1.12 if (!coin_objs[i])
623 root 1.10 {
624 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
625 root 1.12
626 root 1.10 if (at == NULL)
627     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
628 root 1.12
629 root 1.10 coin_objs[i] = arch_to_object (at);
630     coin_objs[i]->nrof = 0;
631     }
632    
633     for (i = 0; i < NUM_COINS; i++)
634     {
635 root 1.12 object &coin = *coin_objs[i];
636     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
637     to_pay -= num_coins * coin.value;
638 root 1.10
639 root 1.12 coin.nrof -= num_coins;
640 root 1.10 /* Now start making change. Start at the coin value
641     * below the one we just did, and work down to
642     * the lowest value.
643     */
644     count = i - 1;
645 root 1.12
646     while (to_pay < 0 && count >= 0)
647 root 1.10 {
648 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
649 root 1.10 coin_objs[count]->nrof += num_coins;
650 root 1.12 to_pay += num_coins * coin_objs[count]->value;
651 root 1.10 count--;
652     }
653     }
654 root 1.12
655 root 1.10 for (i = 0; i < NUM_COINS; i++)
656     {
657     if (coin_objs[i]->nrof)
658     {
659     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
660    
661     esrv_send_item (pl, tmp);
662     esrv_send_item (pl, pouch);
663 root 1.11
664 root 1.10 if (pl != pouch)
665     esrv_update_item (UPD_WEIGHT, pl, pouch);
666 root 1.11
667 root 1.10 if (pl->type != PLAYER)
668 root 1.11 esrv_send_item (pl, pl);
669 root 1.10 }
670     else
671 root 1.22 coin_objs[i]->destroy ();
672 elmex 1.1 }
673     }
674    
675     /* Checks all unpaid items in op's inventory, adds up all the money they
676     * have, and checks that they can actually afford what they want to buy.
677     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
678     * to the player
679     */
680 root 1.10 int
681     can_pay (object *pl)
682     {
683 root 1.12 int unpaid_count = 0;
684     sint64 unpaid_price = 0;
685     sint64 player_wealth = query_money (pl);
686 root 1.10
687     if (!pl || pl->type != PLAYER)
688     {
689     LOG (llevError, "can_pay(): called against something that isn't a player\n");
690     return 0;
691 elmex 1.1 }
692 root 1.11
693 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
694 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
695     {
696     unpaid_count++;
697     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
698     }
699 root 1.11
700 root 1.10 if (unpaid_price > player_wealth)
701     {
702     char buf[MAX_BUF];
703     char cost[MAX_BUF];
704     char missing[MAX_BUF];
705    
706 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
707     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
708 root 1.10
709 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.",
710     unpaid_count, cost, missing);
711 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
712 root 1.12
713 root 1.10 return 0;
714 elmex 1.1 }
715 root 1.10 else
716     return 1;
717 elmex 1.1 }
718    
719     /* Better get_payment, descends containers looking for
720     * unpaid items, and pays for them.
721     * returns 0 if the player still has unpaid items.
722     * returns 1 if the player has paid for everything.
723     * pl is the player buying the stuff.
724     */
725 root 1.10 int
726 root 1.12 get_payment (object *pl)
727 root 1.10 {
728 root 1.12 for (;;)
729     {
730     next_item:
731 root 1.10
732 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
733 root 1.12 {
734     if (QUERY_FLAG (op, FLAG_UNPAID))
735     {
736     char buf[MAX_BUF];
737     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
738 root 1.10
739 root 1.12 if (!pay_for_item (op, pl))
740     {
741     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
742 elmex 1.1
743 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
744     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
745     SET_FLAG (op, FLAG_UNPAID);
746     return 0;
747     }
748     else
749     {
750     object *tmp;
751 elmex 1.1
752 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
753     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
754     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
755     tmp = merge_ob (op, NULL);
756 root 1.10
757 root 1.12 if (pl->type == PLAYER)
758     {
759     if (tmp)
760     { /* it was merged */
761 root 1.17 esrv_del_item (pl->contr, op->count);
762 root 1.12 op = tmp;
763     }
764 elmex 1.1
765 root 1.12 esrv_send_item (pl, op);
766     }
767 elmex 1.1
768 root 1.12 goto next_item;
769 root 1.6 }
770     }
771     }
772 root 1.12
773     return 1;
774 elmex 1.1 }
775     }
776    
777     /* written by elmex:
778     * moved this code from sell_item () here to have a function
779     * that pays the player an amount. Mainly put the code here to
780     * be able to call it from a plugin.
781     *
782     * If the player can't carry all the money that is paid, it gets inserted
783     * in his inventory anyway. This is the best alternative to not pay any money
784     * or put it on the ground under the player. This way the player can still
785     * go somewhere and unload the money at a safe place.
786     *
787     */
788 root 1.10 void
789 root 1.12 pay_player (object *pl, sint64 amount)
790 root 1.10 {
791 elmex 1.1 int count = 0;
792     archetype *at = 0;
793     object *pouch = 0, *tmp = 0;
794    
795     for (count = 0; coins[count] != NULL; count++)
796     {
797 root 1.15 at = archetype::find (coins[count]);
798 elmex 1.1
799     if (at == NULL)
800 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
801 elmex 1.1 else if ((amount / at->clone.value) > 0)
802     {
803 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
804 elmex 1.1 {
805 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
806 elmex 1.1 {
807     int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
808     int n = amount / at->clone.value;
809    
810     if (w == 0)
811 root 1.10 w = 1; /* Prevent divide by zero */
812 elmex 1.1
813     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
814     {
815     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
816     n = (pouch->weight_limit - pouch->carrying) / w;
817    
818 root 1.4 tmp = arch_to_object (at);
819 elmex 1.1 tmp->nrof = n;
820 root 1.12 amount -= tmp->nrof * tmp->value;
821 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
822     esrv_send_item (pl, tmp);
823     esrv_send_item (pl, pouch);
824     esrv_update_item (UPD_WEIGHT, pl, pouch);
825     esrv_send_item (pl, pl);
826     }
827     }
828     }
829    
830     if (amount / at->clone.value > 0)
831     {
832 root 1.4 tmp = arch_to_object (at);
833 elmex 1.1 tmp->nrof = amount / tmp->value;
834 root 1.12 amount -= tmp->nrof * tmp->value;
835 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
836     esrv_send_item (pl, tmp);
837     esrv_send_item (pl, pl);
838     }
839     }
840     }
841    
842 root 1.10 if (amount != 0)
843     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
844 elmex 1.1 }
845    
846     /* elmex: this is for the bank plugin :( */
847 root 1.12 sint64
848     pay_player_arch (object *pl, const char *arch, sint64 amount)
849 root 1.10 {
850 root 1.15 archetype *at = archetype::find (arch);
851 elmex 1.1 object *tmp = NULL;
852    
853     if (at == NULL)
854     return 0;
855    
856     if (amount > 0)
857     {
858 root 1.4 tmp = arch_to_object (at);
859 elmex 1.1 tmp->nrof = amount;
860     tmp = insert_ob_in_ob (tmp, pl);
861     esrv_send_item (pl, tmp);
862     esrv_send_item (pl, pl);
863     }
864    
865     return 1;
866     }
867    
868     /* Modified function to give out platinum coins. This function uses
869     * the coins[] array to know what coins are available, just like
870     * buy item.
871     *
872     * Modified to fill available race: gold containers before dumping
873     * remaining coins in character's inventory.
874     */
875 root 1.10 void
876     sell_item (object *op, object *pl)
877     {
878 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
879 elmex 1.1
880 root 1.10 if (pl == NULL || pl->type != PLAYER)
881 elmex 1.1 {
882 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
883 elmex 1.1 return;
884     }
885    
886 root 1.8 op->custom_name = 0;
887 elmex 1.1
888 root 1.10 if (!amount)
889 elmex 1.1 {
890 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
891 elmex 1.1
892     /* Even if the character doesn't get anything for it, it may still be
893     * worth something. If so, make it unpaid
894     */
895     if (op->value)
896     {
897 root 1.10 SET_FLAG (op, FLAG_UNPAID);
898     SET_FLAG (op, FLAG_PLAYER_SOLD);
899 elmex 1.1 }
900    
901     identify (op);
902     return;
903     }
904    
905     /* We compare the price with the one for a player
906     * without bargaining skill.
907     * This determins the amount of exp (if any) gained for bargaining.
908     * exp/10 -> 1 for each gold coin
909     */
910     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
911    
912     if (extra_gain > 0)
913 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
914 elmex 1.1
915     pay_player (pl, amount);
916    
917 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));
918 elmex 1.1
919     SET_FLAG (op, FLAG_UNPAID);
920     identify (op);
921     }
922    
923    
924     /* returns a double that is the ratio of the price that a shop will offer for
925     * item based on the shops specialisation. Does not take account of greed,
926     * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
927     * event is never less than 0.1 (calling functions divide by it)
928     */
929 root 1.10 static double
930 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
931 root 1.10 {
932     shopitems *items = map->shopitems;
933     double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
934     int i;
935 elmex 1.1
936 root 1.10 if (item == NULL)
937     {
938 root 1.28 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
939 root 1.10 return 0;
940     }
941 root 1.12
942 root 1.10 if (!item->type)
943     {
944     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
945     /*
946     * I'm not really sure what the /right/ thing to do here is, these types of
947     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
948     */
949     return ratio;
950     }
951 root 1.12
952 root 1.10 if (map->shopitems)
953     {
954     for (i = 0; i < items[0].index; i++)
955     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
956     likedness = items[i].strength / 100.0;
957     }
958 root 1.12
959 root 1.10 if (likedness > 1.0)
960     { /* someone has been rather silly with the map headers. */
961 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
962 root 1.10 likedness = 1.0;
963 elmex 1.1 }
964 root 1.12
965 root 1.10 if (likedness < -1.0)
966     {
967 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
968 root 1.10 likedness = -1.0;
969 elmex 1.1 }
970 root 1.12
971 root 1.10 ratio = ratio + (1.0 - ratio) * likedness;
972 root 1.12
973 root 1.10 if (ratio <= 0.1)
974     ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
975 root 1.12
976 root 1.10 return ratio;
977 elmex 1.1 }
978    
979     /*returns the greed of the shop on map, or 1 if it isn't specified. */
980 root 1.10 static double
981 root 1.18 shop_greed (const maptile *map)
982 root 1.10 {
983     double greed = 1.0;
984    
985     if (map->shopgreed)
986     return map->shopgreed;
987     return greed;
988 elmex 1.1 }
989    
990     /* Returns a double based on how much the shopkeeper approves of the player.
991     * this is based on the race of the shopkeeper and that of the player.
992     */
993 root 1.10 double
994 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
995 root 1.10 {
996     double approval = 1.0;
997 elmex 1.1
998 root 1.10 if (map->shoprace)
999     {
1000     approval = NEUTRAL_RATIO;
1001     if (player->race && !strcmp (player->race, map->shoprace))
1002     approval = 1.0;
1003 elmex 1.1 }
1004 root 1.12
1005 root 1.10 return approval;
1006 elmex 1.1 }
1007    
1008     /* limit the value of items based on the wealth of the shop. If the item is close
1009     * to the maximum value a shop will offer, we start to reduce it, if the item is
1010     * below the minimum value the shop is prepared to trade in, then we don't
1011     * want it and offer nothing. If it isn't a shop, check whether we should do generic
1012     * value reduction.
1013     *
1014     */
1015 root 1.12 static sint64
1016     value_limit (sint64 val, int quantity, const object *who, int isshop)
1017 root 1.10 {
1018 root 1.12 sint64 newval, unit_price, tmpshopmax;
1019 root 1.18 maptile *map;
1020 elmex 1.1
1021     unit_price = val / quantity;
1022    
1023     if (!isshop || !who)
1024     {
1025     if (unit_price > 250000)
1026 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1027 elmex 1.1 else
1028     newval = unit_price;
1029     }
1030     else
1031     {
1032     if (!who->map)
1033     {
1034 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1035 elmex 1.1 return val;
1036     }
1037    
1038     map = who->map;
1039    
1040 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1041 elmex 1.1
1042     if (map->shopmin && unit_price < map->shopmin)
1043     return 0;
1044     else if (unit_price > tmpshopmax / 2)
1045     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1046     else
1047 root 1.10 newval = unit_price;
1048 elmex 1.1 }
1049    
1050     newval *= quantity;
1051    
1052     return newval;
1053     }
1054    
1055     /* gives a desciption of the shop on their current map to the player op. */
1056 root 1.10 int
1057     describe_shop (const object *op)
1058     {
1059 root 1.18 maptile *map = op->map;
1060 root 1.10
1061     /*shopitems *items=map->shopitems; */
1062     int pos = 0, i;
1063     double opinion = 0;
1064     char tmp[MAX_BUF] = "\0";
1065    
1066     if (op->type != PLAYER)
1067     return 0;
1068    
1069     /*check if there is a shop specified for this map */
1070     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1071     {
1072     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1073 root 1.12
1074 root 1.10 if (map->shopitems)
1075 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1076     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1077 root 1.10 {
1078 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1079     pos += strlen (tmp + pos);
1080 root 1.6 }
1081 root 1.12
1082 root 1.10 if (!pos)
1083     strcat (tmp, "a little of everything.");
1084 root 1.6
1085 root 1.10 /* format the string into a list */
1086     make_list_like (tmp);
1087     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1088    
1089     if (map->shopmax)
1090     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1091 root 1.12
1092 root 1.10 if (map->shopmin)
1093     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));
1094 root 1.12
1095 root 1.10 if (map->shopgreed)
1096     {
1097     if (map->shopgreed > 2.0)
1098     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1099     else if (map->shopgreed > 1.5)
1100     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1101     else if (map->shopgreed > 1.1)
1102     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1103     else if (map->shopgreed < 0.9)
1104     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1105     }
1106 root 1.12
1107 root 1.10 if (map->shoprace)
1108     {
1109     opinion = shopkeeper_approval (map, op);
1110     if (opinion > 0.8)
1111     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1112     else if (opinion > 0.5)
1113     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1114     else
1115     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1116 root 1.6 }
1117 elmex 1.1 }
1118 root 1.10 else
1119     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1120 elmex 1.1
1121 root 1.10 return 1;
1122 elmex 1.1 }
1123 root 1.12
1124     struct shopinv
1125 root 1.10 {
1126     char *item_sort;
1127     char *item_real;
1128     uint16 type;
1129     uint32 nrof;
1130 root 1.12 };
1131 elmex 1.1
1132     /* There are a lot fo extra casts in here just to suppress warnings - it
1133     * makes it look uglier than it really it.
1134     * The format of the strings we get is type:name. So we first want to
1135     * sort by type (numerical) - if the same type, then sort by name.
1136     */
1137 root 1.10 static int
1138     shop_sort (const void *a1, const void *a2)
1139 elmex 1.1 {
1140 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1141 elmex 1.1
1142 root 1.10 if (s1->type < s2->type)
1143     return -1;
1144     if (s1->type > s2->type)
1145     return 1;
1146 root 1.12
1147 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1148     * via alphabetical order
1149     */
1150     return strcasecmp (s1->item_sort, s2->item_sort);
1151 elmex 1.1 }
1152    
1153 root 1.10 static void
1154     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1155 elmex 1.1 {
1156     #if 0
1157 root 1.10 char buf[MAX_BUF];
1158 elmex 1.1 #endif
1159 root 1.10 /* clear unpaid flag so that doesn't come up in query
1160     * string. We clear nrof so that we can better sort
1161     * the object names.
1162     */
1163 elmex 1.1
1164 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1165     items[*numitems].nrof = tmp->nrof;
1166     /* Non mergable items have nrof of 0, but count them as one
1167     * so the display is properly.
1168     */
1169     if (tmp->nrof == 0)
1170     items[*numitems].nrof++;
1171     items[*numitems].type = tmp->type;
1172    
1173     switch (tmp->type)
1174     {
1175 elmex 1.1 #if 0
1176 root 1.6 case BOOTS:
1177     case GLOVES:
1178     case RING:
1179     case AMULET:
1180     case BRACERS:
1181     case GIRDLE:
1182 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1183 root 1.23 items[*numitems].item_sort = strdup (buf);
1184 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1185 root 1.23 items[*numitems].item_real = strdup (buf);
1186 root 1.10 (*numitems)++;
1187     break;
1188 elmex 1.1 #endif
1189    
1190 root 1.6 default:
1191 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1192     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1193 root 1.10 (*numitems)++;
1194     break;
1195     }
1196     SET_FLAG (tmp, FLAG_UNPAID);
1197     }
1198    
1199     void
1200     shop_listing (object *op)
1201     {
1202     int i, j, numitems = 0, numallocated = 0, nx, ny;
1203     char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1204     object *stack;
1205     shopinv *items;
1206    
1207     /* Should never happen, but just in case a monster does apply a sign */
1208     if (op->type != PLAYER)
1209     return;
1210    
1211     new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1212    
1213     magic_mapping_mark (op, map_mark, 3);
1214     items = (shopinv *) malloc (40 * sizeof (shopinv));
1215     numallocated = 40;
1216    
1217     /* Find all the appropriate items */
1218 root 1.27 for (i = 0; i < op->map->width; i++)
1219 root 1.10 {
1220 root 1.27 for (j = 0; j < op->map->height; j++)
1221 root 1.10 {
1222 root 1.30 // magic map code now centers the map on the object at MAGIC_MAP_HALF.
1223 root 1.10 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 1.30
1243 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1244 root 1.6 }
1245 root 1.30
1246 root 1.10 stack = stack->above;
1247 root 1.6 }
1248     }
1249     }
1250 elmex 1.1 }
1251 root 1.12
1252 root 1.10 free (map_mark);
1253 root 1.12
1254 root 1.10 if (numitems == 0)
1255     {
1256     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1257     free (items);
1258     return;
1259     }
1260 root 1.12
1261 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1262    
1263     for (i = 0; i < numitems; i++)
1264     {
1265     /* Collapse items of the same name together */
1266     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1267     {
1268     items[i + 1].nrof += items[i].nrof;
1269     free (items[i].item_sort);
1270     free (items[i].item_real);
1271     }
1272     else
1273     {
1274     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1275     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1276     free (items[i].item_sort);
1277     free (items[i].item_real);
1278 root 1.6 }
1279 elmex 1.1 }
1280 root 1.30
1281 root 1.10 free (items);
1282 elmex 1.1 }
1283 elmex 1.7
1284     /* elmex: this function checks whether the object is in a shop */
1285 root 1.10 bool
1286     is_in_shop (object *o)
1287 elmex 1.7 {
1288     if (!o->map)
1289     return false;
1290    
1291     return is_in_shop (o->map, o->x, o->y);
1292     }
1293    
1294     /* elmex: this function checks whether we are in a shop or not */
1295 root 1.10 bool
1296 root 1.18 is_in_shop (maptile *map, int x, int y)
1297 elmex 1.7 {
1298 root 1.25 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1299 elmex 1.7 if (floor->type == SHOP_FLOOR)
1300     return true;
1301    
1302     return false;
1303     }