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Revision: 1.41
Committed: Sat Jul 21 19:04:45 2007 UTC (16 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.40: +5 -11 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.37 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.31 *
4 root 1.37 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.31 *
8 root 1.40 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.31 *
13 root 1.40 * 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 pippijn 1.31 *
18 root 1.40 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.37 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.31 */
23 elmex 1.1
24     #include <global.h>
25     #include <spells.h>
26     #include <skills.h>
27     #include <living.h>
28 root 1.24 #include <sproto.h>
29 elmex 1.1 #include <math.h>
30    
31     /* this is a measure of how effective store specialisation is. A general store
32     * will offer this proportion of the 'maximum' price, a specialised store will
33     * offer a range of prices around it such that the maximum price is always one
34     * therefore making this number higher, makes specialisation less effective.
35     * setting this value above 1 or to a negative value would have interesting,
36     * (though not useful) effects.
37     */
38 root 1.41 #define SPECIALISATION_EFFECT .5
39 elmex 1.1
40     /* price a shopkeeper will give someone they neither like nor dislike */
41     #define NEUTRAL_RATIO 0.8
42    
43 root 1.12 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
44     static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
45 root 1.18 static double shop_specialisation_ratio (const object *item, const maptile *map);
46     static double shop_greed (const maptile *map);
47 elmex 1.1
48 root 1.10 #define NUM_COINS 4 /* number of coin types */
49     static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
50 elmex 1.1
51     /* Added F_TRUE flag to define.h to mean that the price should not
52     * be adjusted by players charisma. With F_TRUE, it returns the amount
53     * that the item is worth, if it was sold, but unadjusted by charisma.
54     * This is needed for alchemy, to to determine what value of gold nuggets
55     * should be given (the gold nuggets, when sold, will have the adjustment
56     * by charisma done at that time). NULL could have been passed as the
57     * who parameter, but then the adjustment for expensive items (>10000)
58     * would not be done.
59     *
60     * Added F_APPROX flag, which means that the price returned should be wrong by
61     * an amount related to the player's bargaining skill.
62     *
63     * Added F_SHOP flag to mean that the specialisation of the shop on the player's
64     * current map should be taken into account when determining the price. Shops that
65     * specialise in what is being traded will give better prices than those that do not.
66     *
67     * CF 0.91.4 - This function got changed around a bit. Now the
68     * number of object is multiplied by the value early on. This fixes problems
69     * with items worth very little. What happened before is that various
70     * divisions took place, the value got rounded to 0 (Being an int), and
71     * thus remained 0.
72     *
73     * Mark Wedel (mwedel@pyramid.com)
74     */
75    
76 root 1.12 static sint64 approx_range;
77 elmex 1.1
78 root 1.12 sint64
79 root 1.10 query_cost (const object *tmp, object *who, int flag)
80     {
81     double val;
82     int number; /* used to better calculate value */
83     int no_bargain;
84     int identified;
85     int not_cursed;
86     int approximate;
87     int shop;
88     double diff;
89    
90     approx_range = 0;
91    
92     no_bargain = flag & F_NO_BARGAIN;
93     identified = flag & F_IDENTIFIED;
94     not_cursed = flag & F_NOT_CURSED;
95     approximate = flag & F_APPROX;
96     shop = flag & F_SHOP;
97     flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
98    
99     if (tmp->type == MONEY)
100 root 1.14 return tmp->nrof * tmp->value;
101    
102 root 1.10 if (tmp->type == GEM)
103     {
104     if (flag == F_TRUE)
105     return (tmp->nrof * tmp->value);
106 root 1.14
107 root 1.10 if (flag == F_BUY)
108 root 1.12 return (sint64) (1.03 * tmp->nrof * tmp->value);
109 root 1.14
110 root 1.10 if (flag == F_SELL)
111 root 1.12 return (sint64) (0.97 * tmp->nrof * tmp->value);
112 root 1.14
113     LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
114 root 1.10 return 0;
115     }
116 root 1.14
117 root 1.10 number = tmp->nrof;
118     if (number == 0)
119     number = 1;
120     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
121     {
122     if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
123 root 1.6 return 0;
124 root 1.10 else
125     val = tmp->value * number;
126 elmex 1.1 }
127 root 1.10 /* This area deals with objects that are not identified, but can be */
128     else
129     {
130     if (tmp->arch != NULL)
131     {
132     if (flag == F_BUY)
133     {
134     LOG (llevError, "Asking for buy-value of unidentified object.\n");
135 root 1.39 val = tmp->arch->value * 50 * number;
136 root 1.6 }
137 root 1.10 else
138     { /* Trying to sell something, or get true value */
139     if (tmp->type == POTION)
140     val = number * 40; /* Don't want to give anything away */
141     else
142     {
143     /* Get 2/3'rd value for applied objects, 1/3'rd for totally
144     * unknown objects
145     */
146     if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
147 root 1.39 val = number * tmp->arch->value * 2 / 3;
148 root 1.10 else
149 root 1.39 val = number * tmp->arch->value / 3;
150 root 1.6 }
151     }
152 root 1.10 }
153     else
154     { /* No archetype with this object */
155     LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
156     if (flag == F_BUY)
157     {
158     LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
159     val = number * tmp->value * 10;
160 root 1.6 }
161 root 1.10 else
162     val = number * tmp->value / 5;
163 root 1.6 }
164 elmex 1.1 }
165    
166 root 1.10 /* If the item has been applied or identifed or does not need to be
167     * identified, AND the object is magical and the archetype is non
168     * magical, then change values accordingly. The tmp->arch==NULL is
169     * really just a check to prevent core dumps for when it checks
170 root 1.39 * tmp->arch->magic for any magic. The check for archetype
171 root 1.10 * magic is to not give extra money for archetypes that are by
172     * default magical. This is because the archetype value should have
173     * already figured in that value.
174     */
175     if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
176 root 1.39 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
177 root 1.10 {
178     if (tmp->magic > 0)
179     val *= (3 * tmp->magic * tmp->magic * tmp->magic);
180     else
181     /* Note that tmp->magic is negative, so that this
182     * will actually be something like val /=2, /=3, etc.
183 root 1.6 */
184 root 1.10 val /= (1 - tmp->magic);
185     }
186    
187     if (tmp->type == WAND)
188     {
189     /* Value of the wand is multiplied by the number of
190     * charges. the treasure code already sets up the value
191     * 50 charges is used as the baseline.
192     */
193     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
194     val = (val * tmp->stats.food) / 50;
195     else /* if not identified, presume one charge */
196     val /= 50;
197     }
198    
199     /* Limit amount of money you can get for really great items. */
200     if (flag == F_SELL)
201 root 1.12 val = value_limit ((sint64) val, number, who, shop);
202 root 1.10
203     // use a nonlinear price adjustment. as my predecessor said, don't change
204     // the archetypes, its work required for balancing, and we don't care.
205     //val = pow (val, 1.05);
206    
207     /* This modification is for bargaining skill.
208     * Now only players with max level in bargaining
209     * AND Cha = 30 will get optimal price.
210     * Thus charisma will never get useless.
211     * -b.e. edler@heydernet.de
212     */
213    
214     if (who != NULL && who->type == PLAYER)
215     {
216     int lev_bargain = 0;
217     int lev_identify = 0;
218     int idskill1 = 0;
219     int idskill2 = 0;
220     const typedata *tmptype;
221    
222     tmptype = get_typedata (tmp->type);
223    
224     if (find_skill_by_number (who, SK_BARGAINING))
225 root 1.14 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
226    
227 root 1.10 if (tmptype)
228     {
229     idskill1 = tmptype->identifyskill;
230 root 1.14
231 root 1.10 if (idskill1)
232     {
233     idskill2 = tmptype->identifyskill2;
234 root 1.14
235 root 1.10 if (find_skill_by_number (who, idskill1))
236 root 1.14 lev_identify = find_skill_by_number (who, idskill1)->level;
237    
238 root 1.10 if (idskill2 && find_skill_by_number (who, idskill2))
239 root 1.14 lev_identify += find_skill_by_number (who, idskill2)->level;
240 root 1.6 }
241     }
242 root 1.10 else
243 root 1.14 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
244 root 1.10
245     /* ratio determines how much of the price modification
246     * will come from the basic stat charisma
247     * the rest will come from the level in bargaining skill
248     */
249     const double cha_ratio = 0.40;
250 elmex 1.1
251 root 1.10 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
252     diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
253     diff = .02 + (.80 - .02) * diff;
254    
255     if (flag == F_BUY)
256 root 1.34 val += val * diff;
257 root 1.10 else if (flag == F_SELL)
258 root 1.34 val -= val * diff;
259 root 1.10
260     // now find a price range. the less good we can judge, the larger the range is
261     // then the range is adjusted randomly around the correct value
262     if (approximate)
263 root 1.12 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
264 root 1.10 }
265    
266     /* I don't think this should really happen - if it does, it indicates and
267 root 1.34 * overflow of diff above. That should only happen if
268 root 1.10 * we are selling objects - in that case, the person just
269     * gets no money.
270     */
271     if ((sint64) val < 0)
272     val = 0;
273    
274     /* Unidentified stuff won't sell for more than 60gp */
275     if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
276     {
277     val = (val > 600) ? 600 : val;
278     }
279 elmex 1.1
280 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
281     if (shop && who)
282     {
283     if (flag == F_SELL)
284     val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
285     else if (flag == F_BUY)
286     {
287     /*
288     * when buying, if the item was sold by another player, it is ok to
289     * let the item be sold cheaper, according to the specialisation of
290     * the shop. If a player sold an item here, then his sale price was
291     * multiplied by the specialisation ratio, to do the same to the buy
292     * price will not generate extra money. However, the
293     * same is not true of generated items, these have to /divide/ by the
294     * specialisation, so that the price is never less than what they could
295     * be sold for (otherwise players could camp map resets to make money).
296     * In game terms, a non-specialist shop, might not recognise the true
297     * value of the items they sell (much like how people sometimes find
298     * antiques in a junk shop in real life).
299     */
300     if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
301     val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
302     else
303     val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
304     }
305 root 1.34
306 root 1.10 /* we will also have an extra 0-5% variation between shops of the same type
307     * for valuable items (below a value of 50 this effect wouldn't be very
308     * pointful, and could give fun with rounding.
309     */
310 root 1.33 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
311 root 1.32 if (val > 50)
312     val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
313 elmex 1.1 }
314 root 1.32
315 root 1.12 return (sint64) val;
316 elmex 1.1 }
317    
318     /* Find the coin type that is worth more the 'c'. Starts at the
319     * cointype placement.
320     */
321    
322 root 1.10 static archetype *
323 root 1.12 find_next_coin (sint64 c, int *cointype)
324 root 1.10 {
325 elmex 1.1 archetype *coin;
326    
327 pippijn 1.9 do
328 root 1.10 {
329     if (coins[*cointype] == NULL)
330     return NULL;
331 root 1.15 coin = archetype::find (coins[*cointype]);
332 root 1.10 if (coin == NULL)
333     return NULL;
334     *cointype += 1;
335     }
336 root 1.39 while (coin->value > c);
337 elmex 1.1
338     return coin;
339     }
340    
341     /* This returns a string of how much something is worth based on
342     * an integer being passed.
343     * cost is the cost we need to represent.
344     * While cost is 64 bit, the number of any coin is still really
345     * limited to 32 bit (size of nrof field). If it turns out players
346     * have so much money that they have more than 2 billion platinum
347     * coins, there are certainly issues - the easiest fix at that
348     * time is to add a higher denomination (mithril piece with
349     * 10,000 silver or something)
350     */
351 root 1.10 const char *
352 root 1.12 cost_string_from_value (sint64 cost, int approx)
353 elmex 1.1 {
354 root 1.10 static char buf[MAX_BUF];
355     archetype *coin, *next_coin;
356     int num, cointype = 0;
357    
358     coin = find_next_coin (cost, &cointype);
359     if (coin == NULL)
360     return "nothing";
361    
362 root 1.39 num = cost / coin->value;
363 root 1.10 /* so long as nrof is 32 bit, this is true.
364     * If it takes more coins than a person can possibly carry, this
365     * is basically true.
366     */
367 root 1.39 if ((cost / coin->value) > UINT32_MAX)
368 root 1.10 {
369     strcpy (buf, "an unimaginable sum of money");
370     return buf;
371     }
372    
373 root 1.39 cost -= num * (sint64)coin->value;
374 elmex 1.1
375 root 1.39 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
376 root 1.10
377     next_coin = find_next_coin (cost, &cointype);
378     if (next_coin == NULL || approx)
379 elmex 1.1 return buf;
380 root 1.10
381     coin = next_coin;
382 root 1.39 num = cost / coin->value;
383     cost -= num * (sint64)coin->value;
384 root 1.10
385 root 1.39 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
386 root 1.10
387     return buf;
388 elmex 1.1 }
389    
390 root 1.10 const char *
391     query_cost_string (const object *tmp, object *who, int flag)
392     {
393 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
394 root 1.10 int idskill1 = 0;
395     int idskill2 = 0;
396     const typedata *tmptype;
397    
398     tmptype = get_typedata (tmp->type);
399     if (tmptype)
400     {
401     idskill1 = tmptype->identifyskill;
402     idskill2 = tmptype->identifyskill2;
403     }
404    
405     /* we show an approximate price if
406     * 1) we are approximating
407     * 2) there either is no id skill(s) for the item, or we don't have them
408     * 3) we don't have bargaining skill either
409     */
410     if (flag & F_APPROX)
411     {
412     if (!idskill1 || !find_skill_by_number (who, idskill1))
413     {
414     if (!idskill2 || !find_skill_by_number (who, idskill2))
415     {
416     if (!find_skill_by_number (who, SK_BARGAINING))
417     {
418     static char buf[MAX_BUF];
419     int num, cointype = 0;
420     archetype *coin = find_next_coin (real_value, &cointype);
421    
422     if (coin == NULL)
423     return "nothing";
424    
425 root 1.39 num = real_value / coin->value;
426 root 1.10 if (num == 1)
427 root 1.39 sprintf (buf, "about one %s", &coin->object::name);
428 root 1.10 else if (num < 5)
429 root 1.39 sprintf (buf, "a few %s", &coin->object::name_pl);
430 root 1.10 else if (num < 10)
431 root 1.39 sprintf (buf, "several %s", &coin->object::name_pl);
432 root 1.10 else if (num < 25)
433 root 1.39 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
434 root 1.10 else if (num < 100)
435 root 1.39 sprintf (buf, "lots of %s", &coin->object::name_pl);
436 root 1.10 else if (num < 1000)
437 root 1.39 sprintf (buf, "a great many %s", &coin->object::name_pl);
438 root 1.10 else
439 root 1.39 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
440 root 1.10 return buf;
441 root 1.6 }
442     }
443     }
444 elmex 1.1
445 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
446 elmex 1.1
447 root 1.10 if (approx_range)
448     {
449 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
450 root 1.10 static char buf[MAX_BUF];
451 elmex 1.1
452 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
453     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
454 elmex 1.1
455 root 1.10 return buf;
456     }
457 elmex 1.1 }
458    
459 root 1.10 return cost_string_from_value (real_value, 0);
460 elmex 1.1 }
461    
462     /* This function finds out how much money the player is carrying,
463     * including what is in containers.
464     */
465 root 1.12 sint64
466 root 1.10 query_money (const object *op)
467     {
468     object *tmp;
469 root 1.12 sint64 total = 0;
470 elmex 1.1
471 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
472     {
473     LOG (llevError, "Query money called with non player/container\n");
474     return 0;
475 elmex 1.1 }
476 root 1.12
477 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
478 root 1.12 if (tmp->type == MONEY)
479     total += tmp->nrof * (sint64)tmp->value;
480     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
481     total += query_money (tmp);
482    
483 root 1.10 return total;
484 elmex 1.1 }
485 root 1.10
486 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
487     * the player inventory and from it's various pouches using the
488     * pay_from_container function.
489     * returns 0 if not possible. 1 if success
490     */
491 root 1.10 int
492 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
493 root 1.10 {
494     object *pouch;
495 elmex 1.1
496 root 1.10 if (to_pay == 0)
497     return 1;
498 root 1.12
499 root 1.10 if (to_pay > query_money (pl))
500     return 0;
501 elmex 1.1
502 root 1.12 pay_from_container (pl, pl, to_pay);
503    
504     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
505     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
506     pay_from_container (pl, pouch, to_pay);
507 elmex 1.1
508 root 1.26 pl->update_stats ();
509 root 1.10 return 1;
510 elmex 1.1 }
511    
512     /* DAMN: This is now a wrapper for pay_from_container, which is
513     * called for the player, then for each active container that can hold
514     * money until op is paid for. Change will be left wherever the last
515     * of the price was paid from.
516     */
517 root 1.10 int
518     pay_for_item (object *op, object *pl)
519     {
520 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
521 root 1.10 object *pouch;
522 root 1.12 sint64 saved_money;
523 root 1.10
524     if (to_pay == 0)
525 elmex 1.1 return 1;
526 root 1.12
527 root 1.10 if (to_pay > query_money (pl))
528     return 0;
529    
530     /* We compare the paid price with the one for a player
531     * without bargaining skill.
532     * This determins the amount of exp (if any) gained for bargaining.
533     */
534     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
535    
536     if (saved_money > 0)
537     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
538    
539 root 1.12 pay_from_container (pl, pl, to_pay);
540    
541     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
542     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
543     pay_from_container (pl, pouch, to_pay);
544 root 1.10
545 root 1.36 pl->update_stats ();
546 root 1.12
547 root 1.10 return 1;
548 elmex 1.1 }
549    
550     /* This pays for the item, and takes the proper amount of money off
551     * the player.
552     * CF 0.91.4 - this function is mostly redone in order to fix a bug
553     * with weight not be subtracted properly. We now remove and
554     * insert the coin objects - this should update the weight
555     * appropriately
556     *
557     * DAMN: This function is used for the player, then for any active
558     * containers that can hold money.
559     *
560     * pouch is the container (pouch or player) to remove the coins from.
561     * to_pay is the required amount.
562     * returns the amount still missing after using "pouch".
563     */
564 root 1.12 static void
565     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
566 root 1.10 {
567     int count, i;
568 root 1.12 object *tmp, *next;
569 root 1.10 archetype *at;
570    
571     if (pouch->type != PLAYER && pouch->type != CONTAINER)
572 root 1.12 return;
573 root 1.10
574 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
575 root 1.10
576     /* This hunk should remove all the money objects from the player/container */
577     for (tmp = pouch->inv; tmp; tmp = next)
578     {
579     next = tmp->below;
580    
581     if (tmp->type == MONEY)
582     {
583     for (i = 0; i < NUM_COINS; i++)
584     {
585 root 1.39 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
586 root 1.10 {
587 root 1.12 // This should not happen, but if it does, just merge the two.
588     if (coin_objs [i])
589 root 1.10 {
590     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
591 root 1.21 tmp->remove ();
592 root 1.10 coin_objs[i]->nrof += tmp->nrof;
593     esrv_del_item (pl->contr, tmp->count);
594 root 1.22 tmp->destroy ();
595 root 1.6 }
596 root 1.10 else
597     {
598 root 1.21 tmp->remove ();
599 root 1.12
600 root 1.10 if (pouch->type == PLAYER)
601     esrv_del_item (pl->contr, tmp->count);
602 root 1.12
603 root 1.10 coin_objs[i] = tmp;
604 root 1.6 }
605 root 1.12
606 root 1.10 break;
607 root 1.6 }
608     }
609 root 1.12
610 root 1.10 if (i == NUM_COINS)
611 root 1.38 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
612 root 1.6 }
613 elmex 1.1 }
614    
615 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
616     /* Note that the coin_objs array goes from least value to greatest value */
617     for (i = 0; i < NUM_COINS; i++)
618 root 1.12 if (!coin_objs[i])
619 root 1.10 {
620 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
621 root 1.12
622 root 1.10 if (at == NULL)
623     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
624 root 1.12
625 root 1.10 coin_objs[i] = arch_to_object (at);
626     coin_objs[i]->nrof = 0;
627     }
628    
629     for (i = 0; i < NUM_COINS; i++)
630     {
631 root 1.12 object &coin = *coin_objs[i];
632     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
633     to_pay -= num_coins * coin.value;
634 root 1.10
635 root 1.12 coin.nrof -= num_coins;
636 root 1.10 /* Now start making change. Start at the coin value
637     * below the one we just did, and work down to
638     * the lowest value.
639     */
640     count = i - 1;
641 root 1.12
642     while (to_pay < 0 && count >= 0)
643 root 1.10 {
644 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
645 root 1.10 coin_objs[count]->nrof += num_coins;
646 root 1.12 to_pay += num_coins * coin_objs[count]->value;
647 root 1.10 count--;
648     }
649     }
650 root 1.12
651 root 1.10 for (i = 0; i < NUM_COINS; i++)
652     {
653     if (coin_objs[i]->nrof)
654     {
655     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
656    
657     esrv_send_item (pl, tmp);
658     esrv_send_item (pl, pouch);
659 root 1.11
660 root 1.10 if (pl != pouch)
661     esrv_update_item (UPD_WEIGHT, pl, pouch);
662 root 1.11
663 root 1.10 if (pl->type != PLAYER)
664 root 1.11 esrv_send_item (pl, pl);
665 root 1.10 }
666     else
667 root 1.22 coin_objs[i]->destroy ();
668 elmex 1.1 }
669     }
670    
671     /* Checks all unpaid items in op's inventory, adds up all the money they
672     * have, and checks that they can actually afford what they want to buy.
673     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
674     * to the player
675     */
676 root 1.10 int
677     can_pay (object *pl)
678     {
679 root 1.12 int unpaid_count = 0;
680     sint64 unpaid_price = 0;
681     sint64 player_wealth = query_money (pl);
682 root 1.10
683     if (!pl || pl->type != PLAYER)
684     {
685     LOG (llevError, "can_pay(): called against something that isn't a player\n");
686     return 0;
687 elmex 1.1 }
688 root 1.11
689 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
690 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
691     {
692     unpaid_count++;
693     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
694     }
695 root 1.11
696 root 1.10 if (unpaid_price > player_wealth)
697     {
698     char buf[MAX_BUF];
699     char cost[MAX_BUF];
700     char missing[MAX_BUF];
701    
702 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
703     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
704 root 1.10
705 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.",
706     unpaid_count, cost, missing);
707 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
708 root 1.12
709 root 1.10 return 0;
710 elmex 1.1 }
711 root 1.10 else
712     return 1;
713 elmex 1.1 }
714    
715     /* Better get_payment, descends containers looking for
716     * unpaid items, and pays for them.
717     * returns 0 if the player still has unpaid items.
718     * returns 1 if the player has paid for everything.
719     * pl is the player buying the stuff.
720     */
721 root 1.10 int
722 root 1.12 get_payment (object *pl)
723 root 1.10 {
724 root 1.12 for (;;)
725     {
726     next_item:
727 root 1.10
728 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
729 root 1.12 {
730     if (QUERY_FLAG (op, FLAG_UNPAID))
731     {
732     char buf[MAX_BUF];
733     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
734 root 1.10
735 root 1.12 if (!pay_for_item (op, pl))
736     {
737     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
738 elmex 1.1
739 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
740     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
741     SET_FLAG (op, FLAG_UNPAID);
742     return 0;
743     }
744     else
745     {
746     object *tmp;
747 elmex 1.1
748 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
749     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
750     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
751     tmp = merge_ob (op, NULL);
752 root 1.10
753 root 1.12 if (pl->type == PLAYER)
754     {
755     if (tmp)
756     { /* it was merged */
757 root 1.17 esrv_del_item (pl->contr, op->count);
758 root 1.12 op = tmp;
759     }
760 elmex 1.1
761 root 1.12 esrv_send_item (pl, op);
762     }
763 elmex 1.1
764 root 1.12 goto next_item;
765 root 1.6 }
766     }
767     }
768 root 1.12
769     return 1;
770 elmex 1.1 }
771     }
772    
773     /* written by elmex:
774     * moved this code from sell_item () here to have a function
775     * that pays the player an amount. Mainly put the code here to
776     * be able to call it from a plugin.
777     *
778     * If the player can't carry all the money that is paid, it gets inserted
779     * in his inventory anyway. This is the best alternative to not pay any money
780     * or put it on the ground under the player. This way the player can still
781     * go somewhere and unload the money at a safe place.
782     *
783     */
784 root 1.10 void
785 root 1.12 pay_player (object *pl, sint64 amount)
786 root 1.10 {
787 elmex 1.1 int count = 0;
788     archetype *at = 0;
789     object *pouch = 0, *tmp = 0;
790    
791     for (count = 0; coins[count] != NULL; count++)
792     {
793 root 1.15 at = archetype::find (coins[count]);
794 elmex 1.1
795     if (at == NULL)
796 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
797 root 1.39 else if ((amount / at->value) > 0)
798 elmex 1.1 {
799 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
800 elmex 1.1 {
801 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
802 elmex 1.1 {
803 root 1.39 int w = at->weight * (100 - pouch->stats.Str) / 100;
804     int n = amount / at->value;
805 elmex 1.1
806     if (w == 0)
807 root 1.10 w = 1; /* Prevent divide by zero */
808 elmex 1.1
809     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
810     {
811     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
812     n = (pouch->weight_limit - pouch->carrying) / w;
813    
814 root 1.4 tmp = arch_to_object (at);
815 elmex 1.1 tmp->nrof = n;
816 root 1.12 amount -= tmp->nrof * tmp->value;
817 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
818     esrv_send_item (pl, tmp);
819     esrv_send_item (pl, pouch);
820     esrv_update_item (UPD_WEIGHT, pl, pouch);
821     esrv_send_item (pl, pl);
822     }
823     }
824     }
825    
826 root 1.39 if (amount / at->value > 0)
827 elmex 1.1 {
828 root 1.4 tmp = arch_to_object (at);
829 elmex 1.1 tmp->nrof = amount / tmp->value;
830 root 1.12 amount -= tmp->nrof * tmp->value;
831 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
832     esrv_send_item (pl, tmp);
833     esrv_send_item (pl, pl);
834     }
835     }
836     }
837    
838 root 1.10 if (amount != 0)
839     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
840 elmex 1.1 }
841    
842     /* elmex: this is for the bank plugin :( */
843 root 1.12 sint64
844     pay_player_arch (object *pl, const char *arch, sint64 amount)
845 root 1.10 {
846 root 1.15 archetype *at = archetype::find (arch);
847 elmex 1.1 object *tmp = NULL;
848    
849     if (at == NULL)
850     return 0;
851    
852     if (amount > 0)
853     {
854 root 1.4 tmp = arch_to_object (at);
855 elmex 1.1 tmp->nrof = amount;
856     tmp = insert_ob_in_ob (tmp, pl);
857     esrv_send_item (pl, tmp);
858     esrv_send_item (pl, pl);
859     }
860    
861     return 1;
862     }
863    
864     /* Modified function to give out platinum coins. This function uses
865     * the coins[] array to know what coins are available, just like
866     * buy item.
867     *
868     * Modified to fill available race: gold containers before dumping
869     * remaining coins in character's inventory.
870     */
871 root 1.10 void
872     sell_item (object *op, object *pl)
873     {
874 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
875 elmex 1.1
876 root 1.10 if (pl == NULL || pl->type != PLAYER)
877 elmex 1.1 {
878 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
879 elmex 1.1 return;
880     }
881    
882 root 1.8 op->custom_name = 0;
883 elmex 1.1
884 root 1.10 if (!amount)
885 elmex 1.1 {
886 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
887 elmex 1.1
888     /* Even if the character doesn't get anything for it, it may still be
889     * worth something. If so, make it unpaid
890     */
891     if (op->value)
892     {
893 root 1.10 SET_FLAG (op, FLAG_UNPAID);
894     SET_FLAG (op, FLAG_PLAYER_SOLD);
895 elmex 1.1 }
896    
897     identify (op);
898     return;
899     }
900    
901     /* We compare the price with the one for a player
902     * without bargaining skill.
903     * This determins the amount of exp (if any) gained for bargaining.
904     * exp/10 -> 1 for each gold coin
905     */
906     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
907    
908     if (extra_gain > 0)
909 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
910 elmex 1.1
911     pay_player (pl, amount);
912    
913 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));
914 elmex 1.1
915     SET_FLAG (op, FLAG_UNPAID);
916     identify (op);
917     }
918    
919    
920     /* returns a double that is the ratio of the price that a shop will offer for
921     * item based on the shops specialisation. Does not take account of greed,
922 root 1.41 * returned value is between SPECIALISATION_EFFECT and 1.
923 elmex 1.1 */
924 root 1.10 static double
925 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
926 root 1.10 {
927     shopitems *items = map->shopitems;
928 root 1.41 double likedness = 0.;
929 root 1.10 int i;
930 elmex 1.1
931 root 1.10 if (item == NULL)
932     {
933 root 1.28 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
934 root 1.10 return 0;
935     }
936 root 1.12
937 root 1.10 if (!item->type)
938     {
939     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
940     /*
941     * I'm not really sure what the /right/ thing to do here is, these types of
942     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
943     */
944 root 1.41 return SPECIALISATION_EFFECT;
945 root 1.10 }
946 root 1.12
947 root 1.10 if (map->shopitems)
948     {
949     for (i = 0; i < items[0].index; i++)
950     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
951     likedness = items[i].strength / 100.0;
952     }
953 root 1.12
954 root 1.10 if (likedness > 1.0)
955     { /* someone has been rather silly with the map headers. */
956 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
957 root 1.10 likedness = 1.0;
958 elmex 1.1 }
959 root 1.12
960 root 1.10 if (likedness < -1.0)
961     {
962 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
963 root 1.10 likedness = -1.0;
964 elmex 1.1 }
965 root 1.12
966 root 1.41 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
967 elmex 1.1 }
968    
969     /*returns the greed of the shop on map, or 1 if it isn't specified. */
970 root 1.10 static double
971 root 1.18 shop_greed (const maptile *map)
972 root 1.10 {
973     double greed = 1.0;
974    
975     if (map->shopgreed)
976     return map->shopgreed;
977     return greed;
978 elmex 1.1 }
979    
980     /* Returns a double based on how much the shopkeeper approves of the player.
981     * this is based on the race of the shopkeeper and that of the player.
982     */
983 root 1.10 double
984 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
985 root 1.10 {
986     double approval = 1.0;
987 elmex 1.1
988 root 1.10 if (map->shoprace)
989     {
990     approval = NEUTRAL_RATIO;
991     if (player->race && !strcmp (player->race, map->shoprace))
992     approval = 1.0;
993 elmex 1.1 }
994 root 1.12
995 root 1.10 return approval;
996 elmex 1.1 }
997    
998     /* limit the value of items based on the wealth of the shop. If the item is close
999     * to the maximum value a shop will offer, we start to reduce it, if the item is
1000     * below the minimum value the shop is prepared to trade in, then we don't
1001     * want it and offer nothing. If it isn't a shop, check whether we should do generic
1002     * value reduction.
1003     *
1004     */
1005 root 1.12 static sint64
1006     value_limit (sint64 val, int quantity, const object *who, int isshop)
1007 root 1.10 {
1008 root 1.12 sint64 newval, unit_price, tmpshopmax;
1009 root 1.18 maptile *map;
1010 elmex 1.1
1011     unit_price = val / quantity;
1012    
1013     if (!isshop || !who)
1014     {
1015     if (unit_price > 250000)
1016 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1017 elmex 1.1 else
1018     newval = unit_price;
1019     }
1020     else
1021     {
1022     if (!who->map)
1023     {
1024 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1025 elmex 1.1 return val;
1026     }
1027    
1028     map = who->map;
1029    
1030 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1031 elmex 1.1
1032     if (map->shopmin && unit_price < map->shopmin)
1033     return 0;
1034     else if (unit_price > tmpshopmax / 2)
1035     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1036     else
1037 root 1.10 newval = unit_price;
1038 elmex 1.1 }
1039    
1040     newval *= quantity;
1041    
1042     return newval;
1043     }
1044    
1045     /* gives a desciption of the shop on their current map to the player op. */
1046 root 1.10 int
1047     describe_shop (const object *op)
1048     {
1049 root 1.18 maptile *map = op->map;
1050 root 1.10
1051     /*shopitems *items=map->shopitems; */
1052     int pos = 0, i;
1053     double opinion = 0;
1054     char tmp[MAX_BUF] = "\0";
1055    
1056     if (op->type != PLAYER)
1057     return 0;
1058    
1059     /*check if there is a shop specified for this map */
1060     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1061     {
1062     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1063 root 1.12
1064 root 1.10 if (map->shopitems)
1065 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1066     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1067 root 1.10 {
1068 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1069     pos += strlen (tmp + pos);
1070 root 1.6 }
1071 root 1.12
1072 root 1.10 if (!pos)
1073     strcat (tmp, "a little of everything.");
1074 root 1.6
1075 root 1.10 /* format the string into a list */
1076     make_list_like (tmp);
1077     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1078    
1079     if (map->shopmax)
1080     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1081 root 1.12
1082 root 1.10 if (map->shopmin)
1083     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));
1084 root 1.12
1085 root 1.10 if (map->shopgreed)
1086     {
1087     if (map->shopgreed > 2.0)
1088     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1089     else if (map->shopgreed > 1.5)
1090     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1091     else if (map->shopgreed > 1.1)
1092     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1093     else if (map->shopgreed < 0.9)
1094     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1095     }
1096 root 1.12
1097 root 1.10 if (map->shoprace)
1098     {
1099     opinion = shopkeeper_approval (map, op);
1100     if (opinion > 0.8)
1101     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1102     else if (opinion > 0.5)
1103     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1104     else
1105     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1106 root 1.6 }
1107 elmex 1.1 }
1108 root 1.10 else
1109     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1110 elmex 1.1
1111 root 1.10 return 1;
1112 elmex 1.1 }
1113 root 1.12
1114     struct shopinv
1115 root 1.10 {
1116     char *item_sort;
1117     char *item_real;
1118     uint16 type;
1119     uint32 nrof;
1120 root 1.12 };
1121 elmex 1.1
1122     /* There are a lot fo extra casts in here just to suppress warnings - it
1123     * makes it look uglier than it really it.
1124     * The format of the strings we get is type:name. So we first want to
1125     * sort by type (numerical) - if the same type, then sort by name.
1126     */
1127 root 1.10 static int
1128     shop_sort (const void *a1, const void *a2)
1129 elmex 1.1 {
1130 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1131 elmex 1.1
1132 root 1.10 if (s1->type < s2->type)
1133     return -1;
1134     if (s1->type > s2->type)
1135     return 1;
1136 root 1.12
1137 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1138     * via alphabetical order
1139     */
1140     return strcasecmp (s1->item_sort, s2->item_sort);
1141 elmex 1.1 }
1142    
1143 root 1.10 static void
1144     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1145 elmex 1.1 {
1146     #if 0
1147 root 1.10 char buf[MAX_BUF];
1148 elmex 1.1 #endif
1149 root 1.10 /* clear unpaid flag so that doesn't come up in query
1150     * string. We clear nrof so that we can better sort
1151     * the object names.
1152     */
1153 elmex 1.1
1154 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1155     items[*numitems].nrof = tmp->nrof;
1156     /* Non mergable items have nrof of 0, but count them as one
1157     * so the display is properly.
1158     */
1159     if (tmp->nrof == 0)
1160     items[*numitems].nrof++;
1161     items[*numitems].type = tmp->type;
1162    
1163     switch (tmp->type)
1164     {
1165 elmex 1.1 #if 0
1166 root 1.6 case BOOTS:
1167     case GLOVES:
1168     case RING:
1169     case AMULET:
1170     case BRACERS:
1171     case GIRDLE:
1172 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1173 root 1.23 items[*numitems].item_sort = strdup (buf);
1174 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1175 root 1.23 items[*numitems].item_real = strdup (buf);
1176 root 1.10 (*numitems)++;
1177     break;
1178 elmex 1.1 #endif
1179    
1180 root 1.6 default:
1181 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1182     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1183 root 1.10 (*numitems)++;
1184     break;
1185     }
1186     SET_FLAG (tmp, FLAG_UNPAID);
1187     }
1188    
1189     void
1190 elmex 1.35 shop_listing (object *sign, object *op)
1191 root 1.10 {
1192 elmex 1.35 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1193     const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1194 root 1.10 object *stack;
1195     shopinv *items;
1196    
1197     /* Should never happen, but just in case a monster does apply a sign */
1198     if (op->type != PLAYER)
1199     return;
1200    
1201 elmex 1.35 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1202     {
1203     x1 = 0;
1204     y1 = 0;
1205     x2 = op->map->width - 1;
1206     y2 = op->map->height - 1;
1207     }
1208 root 1.10
1209     items = (shopinv *) malloc (40 * sizeof (shopinv));
1210     numallocated = 40;
1211    
1212     /* Find all the appropriate items */
1213 elmex 1.35 for (i = x1; i <= x2; i++)
1214 root 1.10 {
1215 elmex 1.35 for (j = y1; j < y2; j++)
1216 root 1.10 {
1217 elmex 1.35 if (is_in_shop (op->map, i, j))
1218 root 1.10 {
1219 root 1.25 stack = GET_MAP_OB (op->map, i, j);
1220 root 1.10
1221     while (stack)
1222     {
1223     if (QUERY_FLAG (stack, FLAG_UNPAID))
1224     {
1225     if (numitems == numallocated)
1226     {
1227     items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1228     numallocated += 10;
1229 root 1.6 }
1230 root 1.30
1231 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1232 root 1.6 }
1233 root 1.30
1234 root 1.10 stack = stack->above;
1235 root 1.6 }
1236     }
1237     }
1238 elmex 1.1 }
1239 root 1.12
1240 root 1.10 if (numitems == 0)
1241     {
1242     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1243     free (items);
1244     return;
1245     }
1246 root 1.12
1247 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1248    
1249 elmex 1.35 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1250    
1251 root 1.10 for (i = 0; i < numitems; i++)
1252     {
1253     /* Collapse items of the same name together */
1254     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1255     {
1256     items[i + 1].nrof += items[i].nrof;
1257     free (items[i].item_sort);
1258     free (items[i].item_real);
1259     }
1260     else
1261     {
1262     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1263     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1264     free (items[i].item_sort);
1265     free (items[i].item_real);
1266 root 1.6 }
1267 elmex 1.1 }
1268 root 1.30
1269 root 1.10 free (items);
1270 elmex 1.1 }
1271 elmex 1.7
1272     /* elmex: this function checks whether the object is in a shop */
1273 root 1.10 bool
1274     is_in_shop (object *o)
1275 elmex 1.7 {
1276     if (!o->map)
1277     return false;
1278    
1279     return is_in_shop (o->map, o->x, o->y);
1280     }
1281    
1282     /* elmex: this function checks whether we are in a shop or not */
1283 root 1.10 bool
1284 root 1.18 is_in_shop (maptile *map, int x, int y)
1285 elmex 1.7 {
1286 root 1.25 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1287 elmex 1.7 if (floor->type == SHOP_FLOOR)
1288     return true;
1289    
1290     return false;
1291     }