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Revision: 1.51
Committed: Fri Apr 25 11:40:34 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +6 -13 lines
Log Message:
stop bullshitting us

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 1.48 * Copyright (©) 2005,2006,2007,2008 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 root 1.51 if (who && who->type == PLAYER)
212 root 1.10 {
213     int lev_bargain = 0;
214     int lev_identify = 0;
215    
216     if (find_skill_by_number (who, SK_BARGAINING))
217 root 1.14 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
218    
219 root 1.51 if (const typedata *tmptype = get_typedata (tmp->type))
220 root 1.10 {
221 root 1.51 if (int idskill1 = tmptype->identifyskill)
222 root 1.10 {
223 root 1.51 int idskill2 = tmptype->identifyskill2;
224 root 1.14
225 root 1.10 if (find_skill_by_number (who, idskill1))
226 root 1.14 lev_identify = find_skill_by_number (who, idskill1)->level;
227    
228 root 1.10 if (idskill2 && find_skill_by_number (who, idskill2))
229 root 1.14 lev_identify += find_skill_by_number (who, idskill2)->level;
230 root 1.6 }
231     }
232 root 1.10
233     /* ratio determines how much of the price modification
234     * will come from the basic stat charisma
235     * the rest will come from the level in bargaining skill
236     */
237     const double cha_ratio = 0.40;
238 elmex 1.1
239 root 1.10 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
240     diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
241     diff = .02 + (.80 - .02) * diff;
242    
243     if (flag == F_BUY)
244 root 1.34 val += val * diff;
245 root 1.10 else if (flag == F_SELL)
246 root 1.34 val -= val * diff;
247 root 1.10
248     // now find a price range. the less good we can judge, the larger the range is
249     // then the range is adjusted randomly around the correct value
250     if (approximate)
251 root 1.12 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
252 root 1.10 }
253    
254     /* I don't think this should really happen - if it does, it indicates and
255 root 1.34 * overflow of diff above. That should only happen if
256 root 1.10 * we are selling objects - in that case, the person just
257     * gets no money.
258     */
259     if ((sint64) val < 0)
260     val = 0;
261    
262     /* Unidentified stuff won't sell for more than 60gp */
263     if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
264     {
265     val = (val > 600) ? 600 : val;
266     }
267 elmex 1.1
268 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
269     if (shop && who)
270     {
271     if (flag == F_SELL)
272     val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
273     else if (flag == F_BUY)
274     {
275     /*
276     * when buying, if the item was sold by another player, it is ok to
277     * let the item be sold cheaper, according to the specialisation of
278     * the shop. If a player sold an item here, then his sale price was
279     * multiplied by the specialisation ratio, to do the same to the buy
280     * price will not generate extra money. However, the
281     * same is not true of generated items, these have to /divide/ by the
282     * specialisation, so that the price is never less than what they could
283     * be sold for (otherwise players could camp map resets to make money).
284     * In game terms, a non-specialist shop, might not recognise the true
285     * value of the items they sell (much like how people sometimes find
286     * antiques in a junk shop in real life).
287     */
288     if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
289     val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
290     else
291     val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
292     }
293 root 1.34
294 root 1.10 /* we will also have an extra 0-5% variation between shops of the same type
295     * for valuable items (below a value of 50 this effect wouldn't be very
296     * pointful, and could give fun with rounding.
297     */
298 root 1.33 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
299 root 1.32 if (val > 50)
300     val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
301 elmex 1.1 }
302 root 1.32
303 root 1.12 return (sint64) val;
304 elmex 1.1 }
305    
306     /* Find the coin type that is worth more the 'c'. Starts at the
307     * cointype placement.
308     */
309    
310 root 1.10 static archetype *
311 root 1.12 find_next_coin (sint64 c, int *cointype)
312 root 1.10 {
313 elmex 1.1 archetype *coin;
314    
315 pippijn 1.9 do
316 root 1.10 {
317     if (coins[*cointype] == NULL)
318     return NULL;
319 root 1.15 coin = archetype::find (coins[*cointype]);
320 root 1.10 if (coin == NULL)
321     return NULL;
322     *cointype += 1;
323     }
324 root 1.39 while (coin->value > c);
325 elmex 1.1
326     return coin;
327     }
328    
329     /* This returns a string of how much something is worth based on
330     * an integer being passed.
331     * cost is the cost we need to represent.
332     * While cost is 64 bit, the number of any coin is still really
333     * limited to 32 bit (size of nrof field). If it turns out players
334     * have so much money that they have more than 2 billion platinum
335     * coins, there are certainly issues - the easiest fix at that
336     * time is to add a higher denomination (mithril piece with
337     * 10,000 silver or something)
338     */
339 root 1.10 const char *
340 root 1.12 cost_string_from_value (sint64 cost, int approx)
341 elmex 1.1 {
342 root 1.10 static char buf[MAX_BUF];
343     archetype *coin, *next_coin;
344     int num, cointype = 0;
345    
346     coin = find_next_coin (cost, &cointype);
347     if (coin == NULL)
348     return "nothing";
349    
350 root 1.39 num = cost / coin->value;
351 root 1.10 /* so long as nrof is 32 bit, this is true.
352     * If it takes more coins than a person can possibly carry, this
353     * is basically true.
354     */
355 root 1.39 if ((cost / coin->value) > UINT32_MAX)
356 root 1.10 {
357     strcpy (buf, "an unimaginable sum of money");
358     return buf;
359     }
360    
361 root 1.39 cost -= num * (sint64)coin->value;
362 elmex 1.1
363 root 1.39 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
364 root 1.10
365     next_coin = find_next_coin (cost, &cointype);
366     if (next_coin == NULL || approx)
367 elmex 1.1 return buf;
368 root 1.10
369     coin = next_coin;
370 root 1.39 num = cost / coin->value;
371     cost -= num * (sint64)coin->value;
372 root 1.10
373 root 1.39 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
374 root 1.10
375     return buf;
376 elmex 1.1 }
377    
378 root 1.10 const char *
379     query_cost_string (const object *tmp, object *who, int flag)
380     {
381 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
382 root 1.10 int idskill1 = 0;
383     int idskill2 = 0;
384     const typedata *tmptype;
385    
386     tmptype = get_typedata (tmp->type);
387     if (tmptype)
388     {
389     idskill1 = tmptype->identifyskill;
390     idskill2 = tmptype->identifyskill2;
391     }
392    
393     /* we show an approximate price if
394     * 1) we are approximating
395     * 2) there either is no id skill(s) for the item, or we don't have them
396     * 3) we don't have bargaining skill either
397     */
398     if (flag & F_APPROX)
399     {
400     if (!idskill1 || !find_skill_by_number (who, idskill1))
401     {
402     if (!idskill2 || !find_skill_by_number (who, idskill2))
403     {
404     if (!find_skill_by_number (who, SK_BARGAINING))
405     {
406     static char buf[MAX_BUF];
407     int num, cointype = 0;
408     archetype *coin = find_next_coin (real_value, &cointype);
409    
410     if (coin == NULL)
411     return "nothing";
412    
413 root 1.39 num = real_value / coin->value;
414 root 1.51
415 root 1.10 if (num == 1)
416 root 1.39 sprintf (buf, "about one %s", &coin->object::name);
417 root 1.10 else if (num < 5)
418 root 1.39 sprintf (buf, "a few %s", &coin->object::name_pl);
419 root 1.10 else if (num < 10)
420 root 1.39 sprintf (buf, "several %s", &coin->object::name_pl);
421 root 1.10 else if (num < 25)
422 root 1.39 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
423 root 1.10 else if (num < 100)
424 root 1.39 sprintf (buf, "lots of %s", &coin->object::name_pl);
425 root 1.10 else if (num < 1000)
426 root 1.39 sprintf (buf, "a great many %s", &coin->object::name_pl);
427 root 1.10 else
428 root 1.39 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
429 root 1.51
430 root 1.10 return buf;
431 root 1.6 }
432     }
433     }
434 elmex 1.1
435 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
436 elmex 1.1
437 root 1.10 if (approx_range)
438     {
439 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
440 root 1.10 static char buf[MAX_BUF];
441 elmex 1.1
442 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
443     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
444 elmex 1.1
445 root 1.10 return buf;
446     }
447 elmex 1.1 }
448    
449 root 1.10 return cost_string_from_value (real_value, 0);
450 elmex 1.1 }
451    
452     /* This function finds out how much money the player is carrying,
453     * including what is in containers.
454     */
455 root 1.12 sint64
456 root 1.10 query_money (const object *op)
457     {
458     object *tmp;
459 root 1.12 sint64 total = 0;
460 elmex 1.1
461 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
462     {
463     LOG (llevError, "Query money called with non player/container\n");
464     return 0;
465 elmex 1.1 }
466 root 1.12
467 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
468 root 1.12 if (tmp->type == MONEY)
469     total += tmp->nrof * (sint64)tmp->value;
470     else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
471     total += query_money (tmp);
472    
473 root 1.10 return total;
474 elmex 1.1 }
475 root 1.10
476 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
477     * the player inventory and from it's various pouches using the
478     * pay_from_container function.
479     * returns 0 if not possible. 1 if success
480     */
481 root 1.10 int
482 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
483 root 1.10 {
484     object *pouch;
485 elmex 1.1
486 root 1.10 if (to_pay == 0)
487     return 1;
488 root 1.12
489 root 1.10 if (to_pay > query_money (pl))
490     return 0;
491 elmex 1.1
492 root 1.12 pay_from_container (pl, pl, to_pay);
493    
494     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
495     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
496     pay_from_container (pl, pouch, to_pay);
497 elmex 1.1
498 root 1.26 pl->update_stats ();
499 root 1.10 return 1;
500 elmex 1.1 }
501    
502     /* DAMN: This is now a wrapper for pay_from_container, which is
503     * called for the player, then for each active container that can hold
504     * money until op is paid for. Change will be left wherever the last
505     * of the price was paid from.
506     */
507 root 1.10 int
508     pay_for_item (object *op, object *pl)
509     {
510 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
511 root 1.10 object *pouch;
512 root 1.12 sint64 saved_money;
513 root 1.10
514     if (to_pay == 0)
515 elmex 1.1 return 1;
516 root 1.12
517 root 1.10 if (to_pay > query_money (pl))
518     return 0;
519    
520     /* We compare the paid price with the one for a player
521     * without bargaining skill.
522     * This determins the amount of exp (if any) gained for bargaining.
523     */
524     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
525    
526     if (saved_money > 0)
527     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
528    
529 root 1.12 pay_from_container (pl, pl, to_pay);
530    
531     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
532     if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
533     pay_from_container (pl, pouch, to_pay);
534 root 1.10
535 root 1.36 pl->update_stats ();
536 root 1.12
537 root 1.10 return 1;
538 elmex 1.1 }
539    
540     /* This pays for the item, and takes the proper amount of money off
541     * the player.
542     * CF 0.91.4 - this function is mostly redone in order to fix a bug
543     * with weight not be subtracted properly. We now remove and
544     * insert the coin objects - this should update the weight
545     * appropriately
546     *
547     * DAMN: This function is used for the player, then for any active
548     * containers that can hold money.
549     *
550     * pouch is the container (pouch or player) to remove the coins from.
551     * to_pay is the required amount.
552     * returns the amount still missing after using "pouch".
553     */
554 root 1.12 static void
555     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
556 root 1.10 {
557     int count, i;
558 root 1.12 object *tmp, *next;
559 root 1.10 archetype *at;
560    
561     if (pouch->type != PLAYER && pouch->type != CONTAINER)
562 root 1.12 return;
563 root 1.10
564 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
565 root 1.10
566     /* This hunk should remove all the money objects from the player/container */
567     for (tmp = pouch->inv; tmp; tmp = next)
568     {
569     next = tmp->below;
570    
571     if (tmp->type == MONEY)
572     {
573     for (i = 0; i < NUM_COINS; i++)
574     {
575 root 1.39 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
576 root 1.10 {
577 root 1.12 // This should not happen, but if it does, just merge the two.
578     if (coin_objs [i])
579 root 1.10 {
580     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
581     coin_objs[i]->nrof += tmp->nrof;
582 root 1.22 tmp->destroy ();
583 root 1.6 }
584 root 1.10 else
585     {
586 root 1.21 tmp->remove ();
587 root 1.10 coin_objs[i] = tmp;
588 root 1.6 }
589 root 1.12
590 root 1.10 break;
591 root 1.6 }
592     }
593 root 1.12
594 root 1.10 if (i == NUM_COINS)
595 root 1.38 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
596 root 1.6 }
597 elmex 1.1 }
598    
599 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
600     /* Note that the coin_objs array goes from least value to greatest value */
601     for (i = 0; i < NUM_COINS; i++)
602 root 1.12 if (!coin_objs[i])
603 root 1.10 {
604 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
605 root 1.12
606 root 1.10 if (at == NULL)
607     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
608 root 1.12
609 root 1.10 coin_objs[i] = arch_to_object (at);
610     coin_objs[i]->nrof = 0;
611     }
612    
613     for (i = 0; i < NUM_COINS; i++)
614     {
615 root 1.12 object &coin = *coin_objs[i];
616     sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
617     to_pay -= num_coins * coin.value;
618 root 1.10
619 root 1.12 coin.nrof -= num_coins;
620 root 1.10 /* Now start making change. Start at the coin value
621     * below the one we just did, and work down to
622     * the lowest value.
623     */
624     count = i - 1;
625 root 1.12
626     while (to_pay < 0 && count >= 0)
627 root 1.10 {
628 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
629 root 1.10 coin_objs[count]->nrof += num_coins;
630 root 1.12 to_pay += num_coins * coin_objs[count]->value;
631 root 1.10 count--;
632     }
633     }
634 root 1.12
635 root 1.10 for (i = 0; i < NUM_COINS; i++)
636     {
637     if (coin_objs[i]->nrof)
638 root 1.49 insert_ob_in_ob (coin_objs [i], pouch);
639 root 1.10 else
640 root 1.22 coin_objs[i]->destroy ();
641 elmex 1.1 }
642     }
643    
644     /* Checks all unpaid items in op's inventory, adds up all the money they
645     * have, and checks that they can actually afford what they want to buy.
646     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
647     * to the player
648     */
649 root 1.10 int
650     can_pay (object *pl)
651     {
652 root 1.12 int unpaid_count = 0;
653     sint64 unpaid_price = 0;
654     sint64 player_wealth = query_money (pl);
655 root 1.10
656     if (!pl || pl->type != PLAYER)
657     {
658     LOG (llevError, "can_pay(): called against something that isn't a player\n");
659     return 0;
660 elmex 1.1 }
661 root 1.11
662 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
663 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
664     {
665     unpaid_count++;
666     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
667     }
668 root 1.11
669 root 1.10 if (unpaid_price > player_wealth)
670     {
671     char buf[MAX_BUF];
672     char cost[MAX_BUF];
673     char missing[MAX_BUF];
674    
675 root 1.12 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
676     snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
677 root 1.10
678 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.",
679     unpaid_count, cost, missing);
680 root 1.10 new_draw_info (NDI_UNIQUE, 0, pl, buf);
681 root 1.12
682 root 1.10 return 0;
683 elmex 1.1 }
684 root 1.10 else
685     return 1;
686 elmex 1.1 }
687    
688     /* Better get_payment, descends containers looking for
689     * unpaid items, and pays for them.
690     * returns 0 if the player still has unpaid items.
691     * returns 1 if the player has paid for everything.
692     * pl is the player buying the stuff.
693     */
694 root 1.10 int
695 root 1.12 get_payment (object *pl)
696 root 1.10 {
697 root 1.12 for (;;)
698     {
699     next_item:
700 root 1.10
701 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
702 root 1.12 {
703     if (QUERY_FLAG (op, FLAG_UNPAID))
704     {
705     char buf[MAX_BUF];
706     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
707 root 1.10
708 root 1.12 if (!pay_for_item (op, pl))
709     {
710     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
711 elmex 1.1
712 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
713     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
714     SET_FLAG (op, FLAG_UNPAID);
715     return 0;
716     }
717     else
718     {
719     CLEAR_FLAG (op, FLAG_UNPAID);
720     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
721     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
722 root 1.10
723 root 1.49 if (!merge_ob (op, op->env->inv))
724     esrv_update_item (UPD_FLAGS, pl, op);
725 elmex 1.1
726 root 1.12 goto next_item;
727 root 1.6 }
728     }
729     }
730 root 1.12
731     return 1;
732 elmex 1.1 }
733     }
734    
735     /* written by elmex:
736     * moved this code from sell_item () here to have a function
737     * that pays the player an amount. Mainly put the code here to
738     * be able to call it from a plugin.
739     *
740     * If the player can't carry all the money that is paid, it gets inserted
741     * in his inventory anyway. This is the best alternative to not pay any money
742     * or put it on the ground under the player. This way the player can still
743     * go somewhere and unload the money at a safe place.
744     *
745     */
746 root 1.10 void
747 root 1.12 pay_player (object *pl, sint64 amount)
748 root 1.10 {
749 elmex 1.1 int count = 0;
750     archetype *at = 0;
751     object *pouch = 0, *tmp = 0;
752    
753 root 1.43 for (count = 0; coins[count]; count++)
754 elmex 1.1 {
755 root 1.15 at = archetype::find (coins[count]);
756 elmex 1.1
757     if (at == NULL)
758 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
759 root 1.39 else if ((amount / at->value) > 0)
760 elmex 1.1 {
761 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
762 elmex 1.1 {
763 root 1.10 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
764 elmex 1.1 {
765 root 1.39 int w = at->weight * (100 - pouch->stats.Str) / 100;
766     int n = amount / at->value;
767 elmex 1.1
768     if (w == 0)
769 root 1.10 w = 1; /* Prevent divide by zero */
770 elmex 1.1
771     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
772     {
773     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
774     n = (pouch->weight_limit - pouch->carrying) / w;
775    
776 root 1.49 object *tmp = arch_to_object (at);
777 elmex 1.1 tmp->nrof = n;
778 root 1.12 amount -= tmp->nrof * tmp->value;
779 root 1.49 pouch->insert (tmp);
780 elmex 1.1 }
781     }
782     }
783    
784 root 1.39 if (amount / at->value > 0)
785 elmex 1.1 {
786 root 1.49 object *tmp = arch_to_object (at);
787 elmex 1.1 tmp->nrof = amount / tmp->value;
788 root 1.12 amount -= tmp->nrof * tmp->value;
789 root 1.49 pl->insert (tmp);
790 elmex 1.1 }
791     }
792     }
793    
794 root 1.10 if (amount != 0)
795     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
796 elmex 1.1 }
797    
798     /* elmex: this is for the bank plugin :( */
799 root 1.12 sint64
800     pay_player_arch (object *pl, const char *arch, sint64 amount)
801 root 1.10 {
802 root 1.15 archetype *at = archetype::find (arch);
803 elmex 1.1
804 root 1.47 if (!at)
805 elmex 1.1 return 0;
806    
807     if (amount > 0)
808     {
809 root 1.47 object *tmp = arch_to_object (at);
810 elmex 1.1 tmp->nrof = amount;
811 root 1.49 insert_ob_in_ob (tmp, pl);
812 elmex 1.1 }
813    
814     return 1;
815     }
816    
817     /* Modified function to give out platinum coins. This function uses
818     * the coins[] array to know what coins are available, just like
819     * buy item.
820     *
821     * Modified to fill available race: gold containers before dumping
822     * remaining coins in character's inventory.
823     */
824 elmex 1.50 bool
825 root 1.10 sell_item (object *op, object *pl)
826     {
827 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
828 elmex 1.1
829 root 1.10 if (pl == NULL || pl->type != PLAYER)
830 elmex 1.1 {
831 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
832 elmex 1.50 return false;
833 elmex 1.1 }
834    
835 root 1.8 op->custom_name = 0;
836 elmex 1.1
837 root 1.10 if (!amount)
838 elmex 1.1 {
839 elmex 1.50 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
840     query_name (op));
841     // elmex: change: the player now gets the item back if the shop is not
842     // interested in it.
843     return false;
844 elmex 1.1 }
845    
846     /* We compare the price with the one for a player
847     * without bargaining skill.
848     * This determins the amount of exp (if any) gained for bargaining.
849     * exp/10 -> 1 for each gold coin
850     */
851     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
852    
853     if (extra_gain > 0)
854 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
855 elmex 1.1
856     pay_player (pl, amount);
857    
858 elmex 1.50 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
859     query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
860 root 1.43 pl->play_sound (sound_find ("shop_sell"));
861 elmex 1.1
862     SET_FLAG (op, FLAG_UNPAID);
863     identify (op);
864 elmex 1.50
865     return true;
866 elmex 1.1 }
867    
868     /* returns a double that is the ratio of the price that a shop will offer for
869     * item based on the shops specialisation. Does not take account of greed,
870 root 1.41 * returned value is between SPECIALISATION_EFFECT and 1.
871 elmex 1.1 */
872 root 1.10 static double
873 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
874 root 1.10 {
875     shopitems *items = map->shopitems;
876 root 1.41 double likedness = 0.;
877 root 1.10 int i;
878 elmex 1.1
879 root 1.10 if (item == NULL)
880     {
881 root 1.28 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
882 root 1.10 return 0;
883     }
884 root 1.12
885 root 1.10 if (!item->type)
886     {
887     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
888     /*
889     * I'm not really sure what the /right/ thing to do here is, these types of
890     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
891     */
892 root 1.41 return SPECIALISATION_EFFECT;
893 root 1.10 }
894 root 1.12
895 root 1.10 if (map->shopitems)
896     {
897     for (i = 0; i < items[0].index; i++)
898     if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
899     likedness = items[i].strength / 100.0;
900     }
901 root 1.12
902 root 1.10 if (likedness > 1.0)
903     { /* someone has been rather silly with the map headers. */
904 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
905 root 1.10 likedness = 1.0;
906 elmex 1.1 }
907 root 1.12
908 root 1.10 if (likedness < -1.0)
909     {
910 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
911 root 1.10 likedness = -1.0;
912 elmex 1.1 }
913 root 1.12
914 root 1.41 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
915 elmex 1.1 }
916    
917     /*returns the greed of the shop on map, or 1 if it isn't specified. */
918 root 1.10 static double
919 root 1.18 shop_greed (const maptile *map)
920 root 1.10 {
921 root 1.42 return map->shopgreed
922     ? map->shopgreed
923     : 1.;
924 elmex 1.1 }
925    
926     /* Returns a double based on how much the shopkeeper approves of the player.
927     * this is based on the race of the shopkeeper and that of the player.
928     */
929 root 1.10 double
930 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
931 root 1.10 {
932 root 1.42 return map->shoprace && player->race != map->shoprace
933     ? DISLIKE_RATIO
934     : 1.;
935 elmex 1.1 }
936    
937     /* limit the value of items based on the wealth of the shop. If the item is close
938     * to the maximum value a shop will offer, we start to reduce it, if the item is
939     * below the minimum value the shop is prepared to trade in, then we don't
940     * want it and offer nothing. If it isn't a shop, check whether we should do generic
941     * value reduction.
942     *
943     */
944 root 1.12 static sint64
945     value_limit (sint64 val, int quantity, const object *who, int isshop)
946 root 1.10 {
947 root 1.12 sint64 newval, unit_price, tmpshopmax;
948 root 1.18 maptile *map;
949 elmex 1.1
950     unit_price = val / quantity;
951    
952     if (!isshop || !who)
953     {
954     if (unit_price > 250000)
955 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
956 elmex 1.1 else
957     newval = unit_price;
958     }
959     else
960     {
961     if (!who->map)
962     {
963 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
964 elmex 1.1 return val;
965     }
966    
967     map = who->map;
968    
969 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
970 elmex 1.1
971     if (map->shopmin && unit_price < map->shopmin)
972     return 0;
973     else if (unit_price > tmpshopmax / 2)
974     newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
975     else
976 root 1.10 newval = unit_price;
977 elmex 1.1 }
978    
979     newval *= quantity;
980    
981     return newval;
982     }
983    
984     /* gives a desciption of the shop on their current map to the player op. */
985 root 1.10 int
986     describe_shop (const object *op)
987     {
988 root 1.18 maptile *map = op->map;
989 root 1.10
990     /*shopitems *items=map->shopitems; */
991     int pos = 0, i;
992     double opinion = 0;
993     char tmp[MAX_BUF] = "\0";
994    
995     if (op->type != PLAYER)
996     return 0;
997    
998     /*check if there is a shop specified for this map */
999     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1000     {
1001     new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1002 root 1.12
1003 root 1.10 if (map->shopitems)
1004 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
1005     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1006 root 1.10 {
1007 root 1.12 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1008     pos += strlen (tmp + pos);
1009 root 1.6 }
1010 root 1.12
1011 root 1.10 if (!pos)
1012     strcat (tmp, "a little of everything.");
1013 root 1.6
1014 root 1.10 /* format the string into a list */
1015     make_list_like (tmp);
1016     new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1017    
1018     if (map->shopmax)
1019     new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1020 root 1.12
1021 root 1.10 if (map->shopmin)
1022     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));
1023 root 1.12
1024 root 1.10 if (map->shopgreed)
1025     {
1026     if (map->shopgreed > 2.0)
1027     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1028     else if (map->shopgreed > 1.5)
1029     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1030     else if (map->shopgreed > 1.1)
1031     new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1032     else if (map->shopgreed < 0.9)
1033     new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1034     }
1035 root 1.12
1036 root 1.10 if (map->shoprace)
1037     {
1038     opinion = shopkeeper_approval (map, op);
1039     if (opinion > 0.8)
1040     new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1041     else if (opinion > 0.5)
1042     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1043     else
1044     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1045 root 1.6 }
1046 elmex 1.1 }
1047 root 1.10 else
1048     new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1049 elmex 1.1
1050 root 1.10 return 1;
1051 elmex 1.1 }
1052 root 1.12
1053     struct shopinv
1054 root 1.10 {
1055     char *item_sort;
1056     char *item_real;
1057     uint16 type;
1058     uint32 nrof;
1059 root 1.12 };
1060 elmex 1.1
1061     /* There are a lot fo extra casts in here just to suppress warnings - it
1062     * makes it look uglier than it really it.
1063     * The format of the strings we get is type:name. So we first want to
1064     * sort by type (numerical) - if the same type, then sort by name.
1065     */
1066 root 1.10 static int
1067     shop_sort (const void *a1, const void *a2)
1068 elmex 1.1 {
1069 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1070 elmex 1.1
1071 root 1.10 if (s1->type < s2->type)
1072     return -1;
1073     if (s1->type > s2->type)
1074     return 1;
1075 root 1.12
1076 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1077     * via alphabetical order
1078     */
1079     return strcasecmp (s1->item_sort, s2->item_sort);
1080 elmex 1.1 }
1081    
1082 root 1.10 static void
1083     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1084 elmex 1.1 {
1085     #if 0
1086 root 1.10 char buf[MAX_BUF];
1087 elmex 1.1 #endif
1088 root 1.10 /* clear unpaid flag so that doesn't come up in query
1089     * string. We clear nrof so that we can better sort
1090     * the object names.
1091     */
1092 elmex 1.1
1093 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1094     items[*numitems].nrof = tmp->nrof;
1095     /* Non mergable items have nrof of 0, but count them as one
1096     * so the display is properly.
1097     */
1098     if (tmp->nrof == 0)
1099     items[*numitems].nrof++;
1100     items[*numitems].type = tmp->type;
1101    
1102     switch (tmp->type)
1103     {
1104 elmex 1.1 #if 0
1105 root 1.6 case BOOTS:
1106     case GLOVES:
1107     case RING:
1108     case AMULET:
1109     case BRACERS:
1110     case GIRDLE:
1111 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1112 root 1.23 items[*numitems].item_sort = strdup (buf);
1113 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1114 root 1.23 items[*numitems].item_real = strdup (buf);
1115 root 1.10 (*numitems)++;
1116     break;
1117 elmex 1.1 #endif
1118    
1119 root 1.6 default:
1120 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1121     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1122 root 1.10 (*numitems)++;
1123     break;
1124     }
1125     SET_FLAG (tmp, FLAG_UNPAID);
1126     }
1127    
1128     void
1129 elmex 1.35 shop_listing (object *sign, object *op)
1130 root 1.10 {
1131 elmex 1.35 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1132     const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1133 root 1.10 object *stack;
1134     shopinv *items;
1135    
1136     /* Should never happen, but just in case a monster does apply a sign */
1137     if (op->type != PLAYER)
1138     return;
1139    
1140 elmex 1.35 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1141     {
1142     x1 = 0;
1143     y1 = 0;
1144     x2 = op->map->width - 1;
1145     y2 = op->map->height - 1;
1146     }
1147 root 1.10
1148     items = (shopinv *) malloc (40 * sizeof (shopinv));
1149     numallocated = 40;
1150    
1151     /* Find all the appropriate items */
1152 elmex 1.35 for (i = x1; i <= x2; i++)
1153 root 1.10 {
1154 elmex 1.35 for (j = y1; j < y2; j++)
1155 root 1.10 {
1156 elmex 1.35 if (is_in_shop (op->map, i, j))
1157 root 1.10 {
1158 root 1.25 stack = GET_MAP_OB (op->map, i, j);
1159 root 1.10
1160     while (stack)
1161     {
1162     if (QUERY_FLAG (stack, FLAG_UNPAID))
1163     {
1164     if (numitems == numallocated)
1165     {
1166     items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1167     numallocated += 10;
1168 root 1.6 }
1169 root 1.30
1170 root 1.10 add_shop_item (stack, items, &numitems, &numallocated);
1171 root 1.6 }
1172 root 1.30
1173 root 1.10 stack = stack->above;
1174 root 1.6 }
1175     }
1176     }
1177 elmex 1.1 }
1178 root 1.12
1179 root 1.10 if (numitems == 0)
1180     {
1181     new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1182     free (items);
1183     return;
1184     }
1185 root 1.12
1186 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1187    
1188 elmex 1.35 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1189    
1190 root 1.10 for (i = 0; i < numitems; i++)
1191     {
1192     /* Collapse items of the same name together */
1193     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1194     {
1195     items[i + 1].nrof += items[i].nrof;
1196     free (items[i].item_sort);
1197     free (items[i].item_real);
1198     }
1199     else
1200     {
1201     new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1202     items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1203     free (items[i].item_sort);
1204     free (items[i].item_real);
1205 root 1.6 }
1206 elmex 1.1 }
1207 root 1.30
1208 root 1.10 free (items);
1209 elmex 1.1 }
1210 elmex 1.7
1211     /* elmex: this function checks whether the object is in a shop */
1212 root 1.10 bool
1213     is_in_shop (object *o)
1214 elmex 1.7 {
1215     if (!o->map)
1216     return false;
1217    
1218     return is_in_shop (o->map, o->x, o->y);
1219     }
1220    
1221 elmex 1.45 /* elmex: this function checks whether we are in a shop or not
1222     - change 2007-11-26: enhanced the O(n) case by stopping at the first
1223     floor tile. this possibly will make map bugs where shopfloors are above
1224     floors more obvious.
1225     */
1226    
1227 root 1.10 bool
1228 root 1.18 is_in_shop (maptile *map, int x, int y)
1229 elmex 1.7 {
1230 root 1.25 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1231 elmex 1.45 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1232     return floor->type == SHOP_FLOOR;
1233 elmex 1.7 return false;
1234     }
1235 root 1.43