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Revision: 1.47
Committed: Sun Apr 13 01:34:09 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5
Changes since 1.46: +2 -3 lines
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File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.44 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.31 *
4 root 1.44 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.37 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.31 *
8 root 1.44 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.40 * 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 root 1.44 * The authors can be reached via e-mail to <support@deliantra.net>
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 root 1.42 // price a shopkeeper will give someone that is not of their race
41     #define DISLIKE_RATIO 0.8
42 elmex 1.1
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     /* Added F_TRUE flag to define.h to mean that the price should not
49     * be adjusted by players charisma. With F_TRUE, it returns the amount
50     * that the item is worth, if it was sold, but unadjusted by charisma.
51     * This is needed for alchemy, to to determine what value of gold nuggets
52     * should be given (the gold nuggets, when sold, will have the adjustment
53     * by charisma done at that time). NULL could have been passed as the
54     * who parameter, but then the adjustment for expensive items (>10000)
55     * would not be done.
56     *
57     * Added F_APPROX flag, which means that the price returned should be wrong by
58     * an amount related to the player's bargaining skill.
59     *
60     * Added F_SHOP flag to mean that the specialisation of the shop on the player's
61     * current map should be taken into account when determining the price. Shops that
62     * specialise in what is being traded will give better prices than those that do not.
63     *
64     * CF 0.91.4 - This function got changed around a bit. Now the
65     * number of object is multiplied by the value early on. This fixes problems
66     * with items worth very little. What happened before is that various
67     * divisions took place, the value got rounded to 0 (Being an int), and
68     * thus remained 0.
69     *
70     * Mark Wedel (mwedel@pyramid.com)
71     */
72    
73 root 1.12 static sint64 approx_range;
74 elmex 1.1
75 root 1.12 sint64
76 root 1.10 query_cost (const object *tmp, object *who, int flag)
77     {
78     double val;
79     int number; /* used to better calculate value */
80     int no_bargain;
81     int identified;
82     int not_cursed;
83     int approximate;
84     int shop;
85     double diff;
86    
87     approx_range = 0;
88    
89     no_bargain = flag & F_NO_BARGAIN;
90     identified = flag & F_IDENTIFIED;
91     not_cursed = flag & F_NOT_CURSED;
92     approximate = flag & F_APPROX;
93     shop = flag & F_SHOP;
94     flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
95    
96     if (tmp->type == MONEY)
97 root 1.14 return tmp->nrof * tmp->value;
98    
99 root 1.10 if (tmp->type == GEM)
100     {
101     if (flag == F_TRUE)
102     return (tmp->nrof * tmp->value);
103 root 1.14
104 root 1.10 if (flag == F_BUY)
105 root 1.12 return (sint64) (1.03 * tmp->nrof * tmp->value);
106 root 1.14
107 root 1.10 if (flag == F_SELL)
108 root 1.12 return (sint64) (0.97 * tmp->nrof * tmp->value);
109 root 1.14
110     LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
111 root 1.10 return 0;
112     }
113 root 1.14
114 root 1.10 number = tmp->nrof;
115     if (number == 0)
116     number = 1;
117     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
118     {
119     if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
120 root 1.6 return 0;
121 root 1.10 else
122     val = tmp->value * number;
123 elmex 1.1 }
124 root 1.10 /* This area deals with objects that are not identified, but can be */
125     else
126     {
127     if (tmp->arch != NULL)
128     {
129     if (flag == F_BUY)
130     {
131     LOG (llevError, "Asking for buy-value of unidentified object.\n");
132 root 1.39 val = tmp->arch->value * 50 * number;
133 root 1.6 }
134 root 1.10 else
135     { /* Trying to sell something, or get true value */
136     if (tmp->type == POTION)
137     val = number * 40; /* Don't want to give anything away */
138     else
139     {
140     /* Get 2/3'rd value for applied objects, 1/3'rd for totally
141     * unknown objects
142     */
143     if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
144 root 1.39 val = number * tmp->arch->value * 2 / 3;
145 root 1.10 else
146 root 1.39 val = number * tmp->arch->value / 3;
147 root 1.6 }
148     }
149 root 1.10 }
150     else
151     { /* No archetype with this object */
152     LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
153     if (flag == F_BUY)
154     {
155     LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
156     val = number * tmp->value * 10;
157 root 1.6 }
158 root 1.10 else
159     val = number * tmp->value / 5;
160 root 1.6 }
161 elmex 1.1 }
162    
163 root 1.10 /* If the item has been applied or identifed or does not need to be
164     * identified, AND the object is magical and the archetype is non
165     * magical, then change values accordingly. The tmp->arch==NULL is
166     * really just a check to prevent core dumps for when it checks
167 root 1.39 * tmp->arch->magic for any magic. The check for archetype
168 root 1.10 * magic is to not give extra money for archetypes that are by
169     * default magical. This is because the archetype value should have
170     * already figured in that value.
171     */
172     if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
173 root 1.39 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
174 root 1.10 {
175     if (tmp->magic > 0)
176     val *= (3 * tmp->magic * tmp->magic * tmp->magic);
177     else
178     /* Note that tmp->magic is negative, so that this
179     * will actually be something like val /=2, /=3, etc.
180 root 1.6 */
181 root 1.10 val /= (1 - tmp->magic);
182     }
183    
184     if (tmp->type == WAND)
185     {
186     /* Value of the wand is multiplied by the number of
187     * charges. the treasure code already sets up the value
188     * 50 charges is used as the baseline.
189     */
190     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
191     val = (val * tmp->stats.food) / 50;
192     else /* if not identified, presume one charge */
193     val /= 50;
194     }
195    
196     /* Limit amount of money you can get for really great items. */
197     if (flag == F_SELL)
198 root 1.12 val = value_limit ((sint64) val, number, who, shop);
199 root 1.10
200     // use a nonlinear price adjustment. as my predecessor said, don't change
201     // the archetypes, its work required for balancing, and we don't care.
202     //val = pow (val, 1.05);
203    
204     /* This modification is for bargaining skill.
205     * Now only players with max level in bargaining
206     * AND Cha = 30 will get optimal price.
207     * Thus charisma will never get useless.
208     * -b.e. edler@heydernet.de
209     */
210    
211     if (who != NULL && who->type == PLAYER)
212     {
213     int lev_bargain = 0;
214     int lev_identify = 0;
215     int idskill1 = 0;
216     int idskill2 = 0;
217     const typedata *tmptype;
218    
219     tmptype = get_typedata (tmp->type);
220    
221     if (find_skill_by_number (who, SK_BARGAINING))
222 root 1.14 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
223    
224 root 1.10 if (tmptype)
225     {
226     idskill1 = tmptype->identifyskill;
227 root 1.14
228 root 1.10 if (idskill1)
229     {
230     idskill2 = tmptype->identifyskill2;
231 root 1.14
232 root 1.10 if (find_skill_by_number (who, idskill1))
233 root 1.14 lev_identify = find_skill_by_number (who, idskill1)->level;
234    
235 root 1.10 if (idskill2 && find_skill_by_number (who, idskill2))
236 root 1.14 lev_identify += find_skill_by_number (who, idskill2)->level;
237 root 1.6 }
238     }
239 root 1.10 else
240 root 1.14 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
241 root 1.10
242     /* ratio determines how much of the price modification
243     * will come from the basic stat charisma
244     * the rest will come from the level in bargaining skill
245     */
246     const double cha_ratio = 0.40;
247 elmex 1.1
248 root 1.10 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
249     diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
250     diff = .02 + (.80 - .02) * diff;
251    
252     if (flag == F_BUY)
253 root 1.34 val += val * diff;
254 root 1.10 else if (flag == F_SELL)
255 root 1.34 val -= val * diff;
256 root 1.10
257     // now find a price range. the less good we can judge, the larger the range is
258     // then the range is adjusted randomly around the correct value
259     if (approximate)
260 root 1.12 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
261 root 1.10 }
262    
263     /* I don't think this should really happen - if it does, it indicates and
264 root 1.34 * overflow of diff above. That should only happen if
265 root 1.10 * we are selling objects - in that case, the person just
266     * gets no money.
267     */
268     if ((sint64) val < 0)
269     val = 0;
270    
271     /* Unidentified stuff won't sell for more than 60gp */
272     if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
273     {
274     val = (val > 600) ? 600 : val;
275     }
276 elmex 1.1
277 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
278     if (shop && who)
279     {
280     if (flag == F_SELL)
281     val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
282     else if (flag == F_BUY)
283     {
284     /*
285     * when buying, if the item was sold by another player, it is ok to
286     * let the item be sold cheaper, according to the specialisation of
287     * the shop. If a player sold an item here, then his sale price was
288     * multiplied by the specialisation ratio, to do the same to the buy
289     * price will not generate extra money. However, the
290     * same is not true of generated items, these have to /divide/ by the
291     * specialisation, so that the price is never less than what they could
292     * be sold for (otherwise players could camp map resets to make money).
293     * In game terms, a non-specialist shop, might not recognise the true
294     * value of the items they sell (much like how people sometimes find
295     * antiques in a junk shop in real life).
296     */
297     if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
298     val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
299     else
300     val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
301     }
302 root 1.34
303 root 1.10 /* we will also have an extra 0-5% variation between shops of the same type
304     * for valuable items (below a value of 50 this effect wouldn't be very
305     * pointful, and could give fun with rounding.
306     */
307 root 1.33 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
308 root 1.32 if (val > 50)
309     val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
310 elmex 1.1 }
311 root 1.32
312 root 1.12 return (sint64) val;
313 elmex 1.1 }
314    
315     /* Find the coin type that is worth more the 'c'. Starts at the
316     * cointype placement.
317     */
318    
319 root 1.10 static archetype *
320 root 1.12 find_next_coin (sint64 c, int *cointype)
321 root 1.10 {
322 elmex 1.1 archetype *coin;
323    
324 pippijn 1.9 do
325 root 1.10 {
326     if (coins[*cointype] == NULL)
327     return NULL;
328 root 1.15 coin = archetype::find (coins[*cointype]);
329 root 1.10 if (coin == NULL)
330     return NULL;
331     *cointype += 1;
332     }
333 root 1.39 while (coin->value > c);
334 elmex 1.1
335     return coin;
336     }
337    
338     /* This returns a string of how much something is worth based on
339     * an integer being passed.
340     * cost is the cost we need to represent.
341     * While cost is 64 bit, the number of any coin is still really
342     * limited to 32 bit (size of nrof field). If it turns out players
343     * have so much money that they have more than 2 billion platinum
344     * coins, there are certainly issues - the easiest fix at that
345     * time is to add a higher denomination (mithril piece with
346     * 10,000 silver or something)
347     */
348 root 1.10 const char *
349 root 1.12 cost_string_from_value (sint64 cost, int approx)
350 elmex 1.1 {
351 root 1.10 static char buf[MAX_BUF];
352     archetype *coin, *next_coin;
353     int num, cointype = 0;
354    
355     coin = find_next_coin (cost, &cointype);
356     if (coin == NULL)
357     return "nothing";
358    
359 root 1.39 num = cost / coin->value;
360 root 1.10 /* so long as nrof is 32 bit, this is true.
361     * If it takes more coins than a person can possibly carry, this
362     * is basically true.
363     */
364 root 1.39 if ((cost / coin->value) > UINT32_MAX)
365 root 1.10 {
366     strcpy (buf, "an unimaginable sum of money");
367     return buf;
368     }
369    
370 root 1.39 cost -= num * (sint64)coin->value;
371 elmex 1.1
372 root 1.39 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
373 root 1.10
374     next_coin = find_next_coin (cost, &cointype);
375     if (next_coin == NULL || approx)
376 elmex 1.1 return buf;
377 root 1.10
378     coin = next_coin;
379 root 1.39 num = cost / coin->value;
380     cost -= num * (sint64)coin->value;
381 root 1.10
382 root 1.39 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
383 root 1.10
384     return buf;
385 elmex 1.1 }
386    
387 root 1.10 const char *
388     query_cost_string (const object *tmp, object *who, int flag)
389     {
390 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
391 root 1.10 int idskill1 = 0;
392     int idskill2 = 0;
393     const typedata *tmptype;
394    
395     tmptype = get_typedata (tmp->type);
396     if (tmptype)
397     {
398     idskill1 = tmptype->identifyskill;
399     idskill2 = tmptype->identifyskill2;
400     }
401    
402     /* we show an approximate price if
403     * 1) we are approximating
404     * 2) there either is no id skill(s) for the item, or we don't have them
405     * 3) we don't have bargaining skill either
406     */
407     if (flag & F_APPROX)
408     {
409     if (!idskill1 || !find_skill_by_number (who, idskill1))
410     {
411     if (!idskill2 || !find_skill_by_number (who, idskill2))
412     {
413     if (!find_skill_by_number (who, SK_BARGAINING))
414     {
415     static char buf[MAX_BUF];
416     int num, cointype = 0;
417     archetype *coin = find_next_coin (real_value, &cointype);
418    
419     if (coin == NULL)
420     return "nothing";
421    
422 root 1.39 num = real_value / coin->value;
423 root 1.10 if (num == 1)
424 root 1.39 sprintf (buf, "about one %s", &coin->object::name);
425 root 1.10 else if (num < 5)
426 root 1.39 sprintf (buf, "a few %s", &coin->object::name_pl);
427 root 1.10 else if (num < 10)
428 root 1.39 sprintf (buf, "several %s", &coin->object::name_pl);
429 root 1.10 else if (num < 25)
430 root 1.39 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
431 root 1.10 else if (num < 100)
432 root 1.39 sprintf (buf, "lots of %s", &coin->object::name_pl);
433 root 1.10 else if (num < 1000)
434 root 1.39 sprintf (buf, "a great many %s", &coin->object::name_pl);
435 root 1.10 else
436 root 1.39 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
437 root 1.10 return buf;
438 root 1.6 }
439     }
440     }
441 elmex 1.1
442 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
443 elmex 1.1
444 root 1.10 if (approx_range)
445     {
446 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
447 root 1.10 static char buf[MAX_BUF];
448 elmex 1.1
449 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
450     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
451 elmex 1.1
452 root 1.10 return buf;
453     }
454 elmex 1.1 }
455    
456 root 1.10 return cost_string_from_value (real_value, 0);
457 elmex 1.1 }
458    
459     /* This function finds out how much money the player is carrying,
460     * including what is in containers.
461     */
462 root 1.12 sint64
463 root 1.10 query_money (const object *op)
464     {
465     object *tmp;
466 root 1.12 sint64 total = 0;
467 elmex 1.1
468 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
469     {
470     LOG (llevError, "Query money called with non player/container\n");
471     return 0;
472 elmex 1.1 }
473 root 1.12
474 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
475 root 1.12 if (tmp->type == MONEY)
476     total += tmp->nrof * (sint64)tmp->value;
477     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
478     total += query_money (tmp);
479    
480 root 1.10 return total;
481 elmex 1.1 }
482 root 1.10
483 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
484     * the player inventory and from it's various pouches using the
485     * pay_from_container function.
486     * returns 0 if not possible. 1 if success
487     */
488 root 1.10 int
489 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
490 root 1.10 {
491     object *pouch;
492 elmex 1.1
493 root 1.10 if (to_pay == 0)
494     return 1;
495 root 1.12
496 root 1.10 if (to_pay > query_money (pl))
497     return 0;
498 elmex 1.1
499 root 1.12 pay_from_container (pl, pl, to_pay);
500    
501     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
502     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
503     pay_from_container (pl, pouch, to_pay);
504 elmex 1.1
505 root 1.26 pl->update_stats ();
506 root 1.10 return 1;
507 elmex 1.1 }
508    
509     /* DAMN: This is now a wrapper for pay_from_container, which is
510     * called for the player, then for each active container that can hold
511     * money until op is paid for. Change will be left wherever the last
512     * of the price was paid from.
513     */
514 root 1.10 int
515     pay_for_item (object *op, object *pl)
516     {
517 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
518 root 1.10 object *pouch;
519 root 1.12 sint64 saved_money;
520 root 1.10
521     if (to_pay == 0)
522 elmex 1.1 return 1;
523 root 1.12
524 root 1.10 if (to_pay > query_money (pl))
525     return 0;
526    
527     /* We compare the paid price with the one for a player
528     * without bargaining skill.
529     * This determins the amount of exp (if any) gained for bargaining.
530     */
531     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
532    
533     if (saved_money > 0)
534     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
535    
536 root 1.12 pay_from_container (pl, pl, to_pay);
537    
538     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
539     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
540     pay_from_container (pl, pouch, to_pay);
541 root 1.10
542 root 1.36 pl->update_stats ();
543 root 1.12
544 root 1.10 return 1;
545 elmex 1.1 }
546    
547     /* This pays for the item, and takes the proper amount of money off
548     * the player.
549     * CF 0.91.4 - this function is mostly redone in order to fix a bug
550     * with weight not be subtracted properly. We now remove and
551     * insert the coin objects - this should update the weight
552     * appropriately
553     *
554     * DAMN: This function is used for the player, then for any active
555     * containers that can hold money.
556     *
557     * pouch is the container (pouch or player) to remove the coins from.
558     * to_pay is the required amount.
559     * returns the amount still missing after using "pouch".
560     */
561 root 1.12 static void
562     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
563 root 1.10 {
564     int count, i;
565 root 1.12 object *tmp, *next;
566 root 1.10 archetype *at;
567    
568     if (pouch->type != PLAYER && pouch->type != CONTAINER)
569 root 1.12 return;
570 root 1.10
571 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
572 root 1.10
573     /* This hunk should remove all the money objects from the player/container */
574     for (tmp = pouch->inv; tmp; tmp = next)
575     {
576     next = tmp->below;
577    
578     if (tmp->type == MONEY)
579     {
580     for (i = 0; i < NUM_COINS; i++)
581     {
582 root 1.39 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
583 root 1.10 {
584 root 1.12 // This should not happen, but if it does, just merge the two.
585     if (coin_objs [i])
586 root 1.10 {
587     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
588 root 1.21 tmp->remove ();
589 root 1.10 coin_objs[i]->nrof += tmp->nrof;
590     esrv_del_item (pl->contr, tmp->count);
591 root 1.22 tmp->destroy ();
592 root 1.6 }
593 root 1.10 else
594     {
595 root 1.21 tmp->remove ();
596 root 1.12
597 root 1.10 if (pouch->type == PLAYER)
598     esrv_del_item (pl->contr, tmp->count);
599 root 1.12
600 root 1.10 coin_objs[i] = tmp;
601 root 1.6 }
602 root 1.12
603 root 1.10 break;
604 root 1.6 }
605     }
606 root 1.12
607 root 1.10 if (i == NUM_COINS)
608 root 1.38 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
609 root 1.6 }
610 elmex 1.1 }
611    
612 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
613     /* Note that the coin_objs array goes from least value to greatest value */
614     for (i = 0; i < NUM_COINS; i++)
615 root 1.12 if (!coin_objs[i])
616 root 1.10 {
617 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
618 root 1.12
619 root 1.10 if (at == NULL)
620     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
621 root 1.12
622 root 1.10 coin_objs[i] = arch_to_object (at);
623     coin_objs[i]->nrof = 0;
624     }
625    
626     for (i = 0; i < NUM_COINS; i++)
627     {
628 root 1.12 object &coin = *coin_objs[i];
629     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
630     to_pay -= num_coins * coin.value;
631 root 1.10
632 root 1.12 coin.nrof -= num_coins;
633 root 1.10 /* Now start making change. Start at the coin value
634     * below the one we just did, and work down to
635     * the lowest value.
636     */
637     count = i - 1;
638 root 1.12
639     while (to_pay < 0 && count >= 0)
640 root 1.10 {
641 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
642 root 1.10 coin_objs[count]->nrof += num_coins;
643 root 1.12 to_pay += num_coins * coin_objs[count]->value;
644 root 1.10 count--;
645     }
646     }
647 root 1.12
648 root 1.10 for (i = 0; i < NUM_COINS; i++)
649     {
650     if (coin_objs[i]->nrof)
651     {
652     object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
653    
654     esrv_send_item (pl, tmp);
655     esrv_send_item (pl, pouch);
656 root 1.11
657 root 1.10 if (pl != pouch)
658     esrv_update_item (UPD_WEIGHT, pl, pouch);
659 root 1.11
660 root 1.10 if (pl->type != PLAYER)
661 root 1.11 esrv_send_item (pl, pl);
662 root 1.10 }
663     else
664 root 1.22 coin_objs[i]->destroy ();
665 elmex 1.1 }
666     }
667    
668     /* Checks all unpaid items in op's inventory, adds up all the money they
669     * have, and checks that they can actually afford what they want to buy.
670     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
671     * to the player
672     */
673 root 1.10 int
674     can_pay (object *pl)
675     {
676 root 1.12 int unpaid_count = 0;
677     sint64 unpaid_price = 0;
678     sint64 player_wealth = query_money (pl);
679 root 1.10
680     if (!pl || pl->type != PLAYER)
681     {
682     LOG (llevError, "can_pay(): called against something that isn't a player\n");
683     return 0;
684 elmex 1.1 }
685 root 1.11
686 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
687 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
688     {
689     unpaid_count++;
690     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
691     }
692 root 1.11
693 root 1.10 if (unpaid_price > player_wealth)
694     {
695     char buf[MAX_BUF];
696     char cost[MAX_BUF];
697     char missing[MAX_BUF];
698    
699 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
700     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
701 root 1.10
702 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.",
703     unpaid_count, cost, missing);
704 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
705 root 1.12
706 root 1.10 return 0;
707 elmex 1.1 }
708 root 1.10 else
709     return 1;
710 elmex 1.1 }
711    
712     /* Better get_payment, descends containers looking for
713     * unpaid items, and pays for them.
714     * returns 0 if the player still has unpaid items.
715     * returns 1 if the player has paid for everything.
716     * pl is the player buying the stuff.
717     */
718 root 1.10 int
719 root 1.12 get_payment (object *pl)
720 root 1.10 {
721 root 1.12 for (;;)
722     {
723     next_item:
724 root 1.10
725 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
726 root 1.12 {
727     if (QUERY_FLAG (op, FLAG_UNPAID))
728     {
729     char buf[MAX_BUF];
730     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
731 root 1.10
732 root 1.12 if (!pay_for_item (op, pl))
733     {
734     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
735 elmex 1.1
736 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
737     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
738     SET_FLAG (op, FLAG_UNPAID);
739     return 0;
740     }
741     else
742     {
743     object *tmp;
744 elmex 1.1
745 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
746     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
747     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
748     tmp = merge_ob (op, NULL);
749 root 1.10
750 root 1.12 if (pl->type == PLAYER)
751     {
752     if (tmp)
753     { /* it was merged */
754 root 1.17 esrv_del_item (pl->contr, op->count);
755 root 1.12 op = tmp;
756     }
757 elmex 1.1
758 root 1.12 esrv_send_item (pl, op);
759     }
760 elmex 1.1
761 root 1.12 goto next_item;
762 root 1.6 }
763     }
764     }
765 root 1.12
766     return 1;
767 elmex 1.1 }
768     }
769    
770     /* written by elmex:
771     * moved this code from sell_item () here to have a function
772     * that pays the player an amount. Mainly put the code here to
773     * be able to call it from a plugin.
774     *
775     * If the player can't carry all the money that is paid, it gets inserted
776     * in his inventory anyway. This is the best alternative to not pay any money
777     * or put it on the ground under the player. This way the player can still
778     * go somewhere and unload the money at a safe place.
779     *
780     */
781 root 1.10 void
782 root 1.12 pay_player (object *pl, sint64 amount)
783 root 1.10 {
784 elmex 1.1 int count = 0;
785     archetype *at = 0;
786     object *pouch = 0, *tmp = 0;
787    
788 root 1.43 for (count = 0; coins[count]; count++)
789 elmex 1.1 {
790 root 1.15 at = archetype::find (coins[count]);
791 elmex 1.1
792     if (at == NULL)
793 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
794 root 1.39 else if ((amount / at->value) > 0)
795 elmex 1.1 {
796 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
797 elmex 1.1 {
798 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
799 elmex 1.1 {
800 root 1.39 int w = at->weight * (100 - pouch->stats.Str) / 100;
801     int n = amount / at->value;
802 elmex 1.1
803     if (w == 0)
804 root 1.10 w = 1; /* Prevent divide by zero */
805 elmex 1.1
806     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
807     {
808     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
809     n = (pouch->weight_limit - pouch->carrying) / w;
810    
811 root 1.4 tmp = arch_to_object (at);
812 elmex 1.1 tmp->nrof = n;
813 root 1.12 amount -= tmp->nrof * tmp->value;
814 elmex 1.1 tmp = insert_ob_in_ob (tmp, pouch);
815     esrv_send_item (pl, tmp);
816     esrv_send_item (pl, pouch);
817     esrv_update_item (UPD_WEIGHT, pl, pouch);
818     esrv_send_item (pl, pl);
819     }
820     }
821     }
822    
823 root 1.39 if (amount / at->value > 0)
824 elmex 1.1 {
825 root 1.4 tmp = arch_to_object (at);
826 elmex 1.1 tmp->nrof = amount / tmp->value;
827 root 1.12 amount -= tmp->nrof * tmp->value;
828 elmex 1.1 tmp = insert_ob_in_ob (tmp, pl);
829     esrv_send_item (pl, tmp);
830     esrv_send_item (pl, pl);
831     }
832     }
833     }
834    
835 root 1.10 if (amount != 0)
836     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
837 elmex 1.1 }
838    
839     /* elmex: this is for the bank plugin :( */
840 root 1.12 sint64
841     pay_player_arch (object *pl, const char *arch, sint64 amount)
842 root 1.10 {
843 root 1.15 archetype *at = archetype::find (arch);
844 elmex 1.1
845 root 1.47 if (!at)
846 elmex 1.1 return 0;
847    
848     if (amount > 0)
849     {
850 root 1.47 object *tmp = arch_to_object (at);
851 elmex 1.1 tmp->nrof = amount;
852     tmp = insert_ob_in_ob (tmp, pl);
853     esrv_send_item (pl, tmp);
854     esrv_send_item (pl, pl);
855     }
856    
857     return 1;
858     }
859    
860     /* Modified function to give out platinum coins. This function uses
861     * the coins[] array to know what coins are available, just like
862     * buy item.
863     *
864     * Modified to fill available race: gold containers before dumping
865     * remaining coins in character's inventory.
866     */
867 root 1.10 void
868     sell_item (object *op, object *pl)
869     {
870 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
871 elmex 1.1
872 root 1.10 if (pl == NULL || pl->type != PLAYER)
873 elmex 1.1 {
874 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
875 elmex 1.1 return;
876     }
877    
878 root 1.8 op->custom_name = 0;
879 elmex 1.1
880 root 1.10 if (!amount)
881 elmex 1.1 {
882 root 1.10 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
883 elmex 1.1
884     /* Even if the character doesn't get anything for it, it may still be
885     * worth something. If so, make it unpaid
886     */
887     if (op->value)
888     {
889 root 1.10 SET_FLAG (op, FLAG_UNPAID);
890     SET_FLAG (op, FLAG_PLAYER_SOLD);
891 elmex 1.1 }
892    
893     identify (op);
894     return;
895     }
896    
897     /* We compare the price with the one for a player
898     * without bargaining skill.
899     * This determins the amount of exp (if any) gained for bargaining.
900     * exp/10 -> 1 for each gold coin
901     */
902     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
903    
904     if (extra_gain > 0)
905 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
906 elmex 1.1
907     pay_player (pl, amount);
908    
909 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));
910 root 1.43 pl->play_sound (sound_find ("shop_sell"));
911 elmex 1.1
912     SET_FLAG (op, FLAG_UNPAID);
913     identify (op);
914     }
915    
916     /* returns a double that is the ratio of the price that a shop will offer for
917     * item based on the shops specialisation. Does not take account of greed,
918 root 1.41 * returned value is between SPECIALISATION_EFFECT and 1.
919 elmex 1.1 */
920 root 1.10 static double
921 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
922 root 1.10 {
923     shopitems *items = map->shopitems;
924 root 1.41 double likedness = 0.;
925 root 1.10 int i;
926 elmex 1.1
927 root 1.10 if (item == NULL)
928     {
929 root 1.28 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
930 root 1.10 return 0;
931     }
932 root 1.12
933 root 1.10 if (!item->type)
934     {
935     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
936     /*
937     * I'm not really sure what the /right/ thing to do here is, these types of
938     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
939     */
940 root 1.41 return SPECIALISATION_EFFECT;
941 root 1.10 }
942 root 1.12
943 root 1.10 if (map->shopitems)
944     {
945     for (i = 0; i < items[0].index; i++)
946     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
947     likedness = items[i].strength / 100.0;
948     }
949 root 1.12
950 root 1.10 if (likedness > 1.0)
951     { /* someone has been rather silly with the map headers. */
952 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
953 root 1.10 likedness = 1.0;
954 elmex 1.1 }
955 root 1.12
956 root 1.10 if (likedness < -1.0)
957     {
958 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
959 root 1.10 likedness = -1.0;
960 elmex 1.1 }
961 root 1.12
962 root 1.41 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
963 elmex 1.1 }
964    
965     /*returns the greed of the shop on map, or 1 if it isn't specified. */
966 root 1.10 static double
967 root 1.18 shop_greed (const maptile *map)
968 root 1.10 {
969 root 1.42 return map->shopgreed
970     ? map->shopgreed
971     : 1.;
972 elmex 1.1 }
973    
974     /* Returns a double based on how much the shopkeeper approves of the player.
975     * this is based on the race of the shopkeeper and that of the player.
976     */
977 root 1.10 double
978 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
979 root 1.10 {
980 root 1.42 return map->shoprace && player->race != map->shoprace
981     ? DISLIKE_RATIO
982     : 1.;
983 elmex 1.1 }
984    
985     /* limit the value of items based on the wealth of the shop. If the item is close
986     * to the maximum value a shop will offer, we start to reduce it, if the item is
987     * below the minimum value the shop is prepared to trade in, then we don't
988     * want it and offer nothing. If it isn't a shop, check whether we should do generic
989     * value reduction.
990     *
991     */
992 root 1.12 static sint64
993     value_limit (sint64 val, int quantity, const object *who, int isshop)
994 root 1.10 {
995 root 1.12 sint64 newval, unit_price, tmpshopmax;
996 root 1.18 maptile *map;
997 elmex 1.1
998     unit_price = val / quantity;
999    
1000     if (!isshop || !who)
1001     {
1002     if (unit_price > 250000)
1003 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1004 elmex 1.1 else
1005     newval = unit_price;
1006     }
1007     else
1008     {
1009     if (!who->map)
1010     {
1011 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1012 elmex 1.1 return val;
1013     }
1014    
1015     map = who->map;
1016    
1017 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1018 elmex 1.1
1019     if (map->shopmin && unit_price < map->shopmin)
1020     return 0;
1021     else if (unit_price > tmpshopmax / 2)
1022     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1023     else
1024 root 1.10 newval = unit_price;
1025 elmex 1.1 }
1026    
1027     newval *= quantity;
1028    
1029     return newval;
1030     }
1031    
1032     /* gives a desciption of the shop on their current map to the player op. */
1033 root 1.10 int
1034     describe_shop (const object *op)
1035     {
1036 root 1.18 maptile *map = op->map;
1037 root 1.10
1038     /*shopitems *items=map->shopitems; */
1039     int pos = 0, i;
1040     double opinion = 0;
1041     char tmp[MAX_BUF] = "\0";
1042    
1043     if (op->type != PLAYER)
1044     return 0;
1045    
1046     /*check if there is a shop specified for this map */
1047     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1048     {
1049     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1050 root 1.12
1051 root 1.10 if (map->shopitems)
1052 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1053     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1054 root 1.10 {
1055 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1056     pos += strlen (tmp + pos);
1057 root 1.6 }
1058 root 1.12
1059 root 1.10 if (!pos)
1060     strcat (tmp, "a little of everything.");
1061 root 1.6
1062 root 1.10 /* format the string into a list */
1063     make_list_like (tmp);
1064     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1065    
1066     if (map->shopmax)
1067     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1068 root 1.12
1069 root 1.10 if (map->shopmin)
1070     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));
1071 root 1.12
1072 root 1.10 if (map->shopgreed)
1073     {
1074     if (map->shopgreed > 2.0)
1075     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1076     else if (map->shopgreed > 1.5)
1077     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1078     else if (map->shopgreed > 1.1)
1079     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1080     else if (map->shopgreed < 0.9)
1081     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1082     }
1083 root 1.12
1084 root 1.10 if (map->shoprace)
1085     {
1086     opinion = shopkeeper_approval (map, op);
1087     if (opinion > 0.8)
1088     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1089     else if (opinion > 0.5)
1090     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1091     else
1092     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1093 root 1.6 }
1094 elmex 1.1 }
1095 root 1.10 else
1096     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1097 elmex 1.1
1098 root 1.10 return 1;
1099 elmex 1.1 }
1100 root 1.12
1101     struct shopinv
1102 root 1.10 {
1103     char *item_sort;
1104     char *item_real;
1105     uint16 type;
1106     uint32 nrof;
1107 root 1.12 };
1108 elmex 1.1
1109     /* There are a lot fo extra casts in here just to suppress warnings - it
1110     * makes it look uglier than it really it.
1111     * The format of the strings we get is type:name. So we first want to
1112     * sort by type (numerical) - if the same type, then sort by name.
1113     */
1114 root 1.10 static int
1115     shop_sort (const void *a1, const void *a2)
1116 elmex 1.1 {
1117 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1118 elmex 1.1
1119 root 1.10 if (s1->type < s2->type)
1120     return -1;
1121     if (s1->type > s2->type)
1122     return 1;
1123 root 1.12
1124 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1125     * via alphabetical order
1126     */
1127     return strcasecmp (s1->item_sort, s2->item_sort);
1128 elmex 1.1 }
1129    
1130 root 1.10 static void
1131     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1132 elmex 1.1 {
1133     #if 0
1134 root 1.10 char buf[MAX_BUF];
1135 elmex 1.1 #endif
1136 root 1.10 /* clear unpaid flag so that doesn't come up in query
1137     * string. We clear nrof so that we can better sort
1138     * the object names.
1139     */
1140 elmex 1.1
1141 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1142     items[*numitems].nrof = tmp->nrof;
1143     /* Non mergable items have nrof of 0, but count them as one
1144     * so the display is properly.
1145     */
1146     if (tmp->nrof == 0)
1147     items[*numitems].nrof++;
1148     items[*numitems].type = tmp->type;
1149    
1150     switch (tmp->type)
1151     {
1152 elmex 1.1 #if 0
1153 root 1.6 case BOOTS:
1154     case GLOVES:
1155     case RING:
1156     case AMULET:
1157     case BRACERS:
1158     case GIRDLE:
1159 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1160 root 1.23 items[*numitems].item_sort = strdup (buf);
1161 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1162 root 1.23 items[*numitems].item_real = strdup (buf);
1163 root 1.10 (*numitems)++;
1164     break;
1165 elmex 1.1 #endif
1166    
1167 root 1.6 default:
1168 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1169     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1170 root 1.10 (*numitems)++;
1171     break;
1172     }
1173     SET_FLAG (tmp, FLAG_UNPAID);
1174     }
1175    
1176     void
1177 elmex 1.35 shop_listing (object *sign, object *op)
1178 root 1.10 {
1179 elmex 1.35 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1180     const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1181 root 1.10 object *stack;
1182     shopinv *items;
1183    
1184     /* Should never happen, but just in case a monster does apply a sign */
1185     if (op->type != PLAYER)
1186     return;
1187    
1188 elmex 1.35 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1189     {
1190     x1 = 0;
1191     y1 = 0;
1192     x2 = op->map->width - 1;
1193     y2 = op->map->height - 1;
1194     }
1195 root 1.10
1196     items = (shopinv *) malloc (40 * sizeof (shopinv));
1197     numallocated = 40;
1198    
1199     /* Find all the appropriate items */
1200 elmex 1.35 for (i = x1; i <= x2; i++)
1201 root 1.10 {
1202 elmex 1.35 for (j = y1; j < y2; j++)
1203 root 1.10 {
1204 elmex 1.35 if (is_in_shop (op->map, i, j))
1205 root 1.10 {
1206 root 1.25 stack = GET_MAP_OB (op->map, i, j);
1207 root 1.10
1208     while (stack)
1209     {
1210     if (QUERY_FLAG (stack, FLAG_UNPAID))
1211     {
1212     if (numitems == numallocated)
1213     {
1214     items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1215     numallocated += 10;
1216 root 1.6 }
1217 root 1.30
1218 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1219 root 1.6 }
1220 root 1.30
1221 root 1.10 stack = stack->above;
1222 root 1.6 }
1223     }
1224     }
1225 elmex 1.1 }
1226 root 1.12
1227 root 1.10 if (numitems == 0)
1228     {
1229     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1230     free (items);
1231     return;
1232     }
1233 root 1.12
1234 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1235    
1236 elmex 1.35 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1237    
1238 root 1.10 for (i = 0; i < numitems; i++)
1239     {
1240     /* Collapse items of the same name together */
1241     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1242     {
1243     items[i + 1].nrof += items[i].nrof;
1244     free (items[i].item_sort);
1245     free (items[i].item_real);
1246     }
1247     else
1248     {
1249     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1250     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1251     free (items[i].item_sort);
1252     free (items[i].item_real);
1253 root 1.6 }
1254 elmex 1.1 }
1255 root 1.30
1256 root 1.10 free (items);
1257 elmex 1.1 }
1258 elmex 1.7
1259     /* elmex: this function checks whether the object is in a shop */
1260 root 1.10 bool
1261     is_in_shop (object *o)
1262 elmex 1.7 {
1263     if (!o->map)
1264     return false;
1265    
1266     return is_in_shop (o->map, o->x, o->y);
1267     }
1268    
1269 elmex 1.45 /* elmex: this function checks whether we are in a shop or not
1270     - change 2007-11-26: enhanced the O(n) case by stopping at the first
1271     floor tile. this possibly will make map bugs where shopfloors are above
1272     floors more obvious.
1273     */
1274    
1275 root 1.10 bool
1276 root 1.18 is_in_shop (maptile *map, int x, int y)
1277 elmex 1.7 {
1278 root 1.25 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1279 elmex 1.45 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1280     return floor->type == SHOP_FLOOR;
1281 elmex 1.7 return false;
1282     }
1283 root 1.43