1 |
elmex |
1.1 |
/* |
2 |
root |
1.44 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
pippijn |
1.31 |
* |
4 |
root |
1.64 |
* Copyright (©) 2005,2006,2007,2008,2009 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 |
1.70 |
* Deliantra is free software: you can redistribute it and/or modify it under |
9 |
|
|
* the terms of the Affero GNU General Public License as published by the |
10 |
|
|
* Free Software Foundation, either version 3 of the License, or (at your |
11 |
|
|
* 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 |
1.70 |
* You should have received a copy of the Affero GNU General Public License |
19 |
|
|
* and the GNU General Public License along with this program. If not, see |
20 |
|
|
* <http://www.gnu.org/licenses/>. |
21 |
root |
1.37 |
* |
22 |
root |
1.44 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
pippijn |
1.31 |
*/ |
24 |
elmex |
1.1 |
|
25 |
|
|
#include <global.h> |
26 |
|
|
#include <spells.h> |
27 |
|
|
#include <skills.h> |
28 |
|
|
#include <living.h> |
29 |
root |
1.24 |
#include <sproto.h> |
30 |
elmex |
1.1 |
#include <math.h> |
31 |
|
|
|
32 |
|
|
/* this is a measure of how effective store specialisation is. A general store |
33 |
|
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* will offer this proportion of the 'maximum' price, a specialised store will |
34 |
|
|
* offer a range of prices around it such that the maximum price is always one |
35 |
|
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* therefore making this number higher, makes specialisation less effective. |
36 |
|
|
* setting this value above 1 or to a negative value would have interesting, |
37 |
|
|
* (though not useful) effects. |
38 |
|
|
*/ |
39 |
root |
1.41 |
#define SPECIALISATION_EFFECT .5 |
40 |
elmex |
1.1 |
|
41 |
root |
1.42 |
// price a shopkeeper will give someone that is not of their race |
42 |
|
|
#define DISLIKE_RATIO 0.8 |
43 |
elmex |
1.1 |
|
44 |
root |
1.12 |
static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); |
45 |
|
|
static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); |
46 |
root |
1.18 |
static double shop_specialisation_ratio (const object *item, const maptile *map); |
47 |
|
|
static double shop_greed (const maptile *map); |
48 |
elmex |
1.1 |
|
49 |
|
|
/* Added F_TRUE flag to define.h to mean that the price should not |
50 |
|
|
* be adjusted by players charisma. With F_TRUE, it returns the amount |
51 |
|
|
* that the item is worth, if it was sold, but unadjusted by charisma. |
52 |
|
|
* This is needed for alchemy, to to determine what value of gold nuggets |
53 |
|
|
* should be given (the gold nuggets, when sold, will have the adjustment |
54 |
|
|
* by charisma done at that time). NULL could have been passed as the |
55 |
|
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* who parameter, but then the adjustment for expensive items (>10000) |
56 |
|
|
* would not be done. |
57 |
|
|
* |
58 |
|
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* Added F_APPROX flag, which means that the price returned should be wrong by |
59 |
|
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* an amount related to the player's bargaining skill. |
60 |
|
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* |
61 |
|
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* Added F_SHOP flag to mean that the specialisation of the shop on the player's |
62 |
|
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* current map should be taken into account when determining the price. Shops that |
63 |
|
|
* specialise in what is being traded will give better prices than those that do not. |
64 |
|
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* |
65 |
|
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* CF 0.91.4 - This function got changed around a bit. Now the |
66 |
|
|
* number of object is multiplied by the value early on. This fixes problems |
67 |
|
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* with items worth very little. What happened before is that various |
68 |
|
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* divisions took place, the value got rounded to 0 (Being an int), and |
69 |
|
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* thus remained 0. |
70 |
|
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* |
71 |
|
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* Mark Wedel (mwedel@pyramid.com) |
72 |
|
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*/ |
73 |
|
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|
74 |
root |
1.12 |
static sint64 approx_range; |
75 |
elmex |
1.1 |
|
76 |
root |
1.12 |
sint64 |
77 |
root |
1.10 |
query_cost (const object *tmp, object *who, int flag) |
78 |
|
|
{ |
79 |
|
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double val; |
80 |
|
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int no_bargain; |
81 |
|
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int identified; |
82 |
|
|
int not_cursed; |
83 |
|
|
int approximate; |
84 |
|
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int shop; |
85 |
|
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double diff; |
86 |
|
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|
87 |
|
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approx_range = 0; |
88 |
|
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|
89 |
|
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no_bargain = flag & F_NO_BARGAIN; |
90 |
|
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identified = flag & F_IDENTIFIED; |
91 |
|
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not_cursed = flag & F_NOT_CURSED; |
92 |
|
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approximate = flag & F_APPROX; |
93 |
|
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shop = flag & F_SHOP; |
94 |
|
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flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
95 |
|
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|
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 |
1.63 |
int number = tmp->number_of (); |
115 |
|
|
|
116 |
root |
1.10 |
if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
117 |
|
|
{ |
118 |
|
|
if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
119 |
root |
1.6 |
return 0; |
120 |
root |
1.10 |
else |
121 |
|
|
val = tmp->value * number; |
122 |
elmex |
1.1 |
} |
123 |
root |
1.10 |
/* This area deals with objects that are not identified, but can be */ |
124 |
|
|
else |
125 |
|
|
{ |
126 |
root |
1.63 |
if (flag == F_BUY) |
127 |
root |
1.10 |
{ |
128 |
root |
1.63 |
LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ()); |
129 |
|
|
val = tmp->arch->value * 50 * number; |
130 |
root |
1.10 |
} |
131 |
|
|
else |
132 |
root |
1.63 |
{ /* Trying to sell something, or get true value */ |
133 |
|
|
if (tmp->type == POTION) |
134 |
|
|
val = number * 40; /* Don't want to give anything away */ |
135 |
|
|
else |
136 |
root |
1.10 |
{ |
137 |
root |
1.63 |
/* Get 2/3'rd value for applied objects, 1/3'rd for totally |
138 |
|
|
* unknown objects |
139 |
|
|
*/ |
140 |
|
|
if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
141 |
|
|
val = number * tmp->arch->value * 2 / 3; |
142 |
|
|
else |
143 |
|
|
val = number * tmp->arch->value / 3; |
144 |
root |
1.6 |
} |
145 |
|
|
} |
146 |
elmex |
1.1 |
} |
147 |
|
|
|
148 |
root |
1.10 |
/* If the item has been applied or identifed or does not need to be |
149 |
|
|
* identified, AND the object is magical and the archetype is non |
150 |
|
|
* magical, then change values accordingly. The tmp->arch==NULL is |
151 |
|
|
* really just a check to prevent core dumps for when it checks |
152 |
root |
1.39 |
* tmp->arch->magic for any magic. The check for archetype |
153 |
root |
1.10 |
* magic is to not give extra money for archetypes that are by |
154 |
|
|
* default magical. This is because the archetype value should have |
155 |
|
|
* already figured in that value. |
156 |
|
|
*/ |
157 |
|
|
if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
158 |
root |
1.39 |
QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) |
159 |
root |
1.10 |
{ |
160 |
|
|
if (tmp->magic > 0) |
161 |
|
|
val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
162 |
|
|
else |
163 |
|
|
/* Note that tmp->magic is negative, so that this |
164 |
|
|
* will actually be something like val /=2, /=3, etc. |
165 |
root |
1.6 |
*/ |
166 |
root |
1.10 |
val /= (1 - tmp->magic); |
167 |
|
|
} |
168 |
|
|
|
169 |
|
|
if (tmp->type == WAND) |
170 |
|
|
{ |
171 |
|
|
/* Value of the wand is multiplied by the number of |
172 |
|
|
* charges. the treasure code already sets up the value |
173 |
|
|
* 50 charges is used as the baseline. |
174 |
|
|
*/ |
175 |
|
|
if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
176 |
|
|
val = (val * tmp->stats.food) / 50; |
177 |
|
|
else /* if not identified, presume one charge */ |
178 |
|
|
val /= 50; |
179 |
|
|
} |
180 |
|
|
|
181 |
|
|
/* Limit amount of money you can get for really great items. */ |
182 |
|
|
if (flag == F_SELL) |
183 |
root |
1.12 |
val = value_limit ((sint64) val, number, who, shop); |
184 |
root |
1.10 |
|
185 |
|
|
// use a nonlinear price adjustment. as my predecessor said, don't change |
186 |
|
|
// the archetypes, its work required for balancing, and we don't care. |
187 |
|
|
//val = pow (val, 1.05); |
188 |
|
|
|
189 |
|
|
/* This modification is for bargaining skill. |
190 |
|
|
* Now only players with max level in bargaining |
191 |
|
|
* AND Cha = 30 will get optimal price. |
192 |
|
|
* Thus charisma will never get useless. |
193 |
|
|
* -b.e. edler@heydernet.de |
194 |
|
|
*/ |
195 |
|
|
|
196 |
root |
1.51 |
if (who && who->type == PLAYER) |
197 |
root |
1.10 |
{ |
198 |
|
|
int lev_bargain = 0; |
199 |
|
|
int lev_identify = 0; |
200 |
|
|
|
201 |
|
|
if (find_skill_by_number (who, SK_BARGAINING)) |
202 |
root |
1.14 |
lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
203 |
|
|
|
204 |
root |
1.51 |
if (const typedata *tmptype = get_typedata (tmp->type)) |
205 |
root |
1.10 |
{ |
206 |
root |
1.51 |
if (int idskill1 = tmptype->identifyskill) |
207 |
root |
1.10 |
{ |
208 |
root |
1.51 |
int idskill2 = tmptype->identifyskill2; |
209 |
root |
1.14 |
|
210 |
root |
1.10 |
if (find_skill_by_number (who, idskill1)) |
211 |
root |
1.14 |
lev_identify = find_skill_by_number (who, idskill1)->level; |
212 |
|
|
|
213 |
root |
1.10 |
if (idskill2 && find_skill_by_number (who, idskill2)) |
214 |
root |
1.14 |
lev_identify += find_skill_by_number (who, idskill2)->level; |
215 |
root |
1.6 |
} |
216 |
|
|
} |
217 |
root |
1.10 |
|
218 |
|
|
/* ratio determines how much of the price modification |
219 |
|
|
* will come from the basic stat charisma |
220 |
|
|
* the rest will come from the level in bargaining skill |
221 |
|
|
*/ |
222 |
|
|
const double cha_ratio = 0.40; |
223 |
elmex |
1.1 |
|
224 |
root |
1.10 |
diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
225 |
|
|
diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
226 |
|
|
diff = .02 + (.80 - .02) * diff; |
227 |
|
|
|
228 |
|
|
if (flag == F_BUY) |
229 |
root |
1.34 |
val += val * diff; |
230 |
root |
1.10 |
else if (flag == F_SELL) |
231 |
root |
1.34 |
val -= val * diff; |
232 |
root |
1.10 |
|
233 |
|
|
// now find a price range. the less good we can judge, the larger the range is |
234 |
|
|
// then the range is adjusted randomly around the correct value |
235 |
|
|
if (approximate) |
236 |
root |
1.12 |
approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
237 |
root |
1.10 |
} |
238 |
|
|
|
239 |
|
|
/* I don't think this should really happen - if it does, it indicates and |
240 |
root |
1.34 |
* overflow of diff above. That should only happen if |
241 |
root |
1.10 |
* we are selling objects - in that case, the person just |
242 |
|
|
* gets no money. |
243 |
|
|
*/ |
244 |
|
|
if ((sint64) val < 0) |
245 |
|
|
val = 0; |
246 |
|
|
|
247 |
|
|
/* Unidentified stuff won't sell for more than 60gp */ |
248 |
|
|
if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) |
249 |
|
|
{ |
250 |
|
|
val = (val > 600) ? 600 : val; |
251 |
|
|
} |
252 |
elmex |
1.1 |
|
253 |
root |
1.10 |
/* if we are in a shop, check how the type of shop should affect the price */ |
254 |
|
|
if (shop && who) |
255 |
|
|
{ |
256 |
|
|
if (flag == F_SELL) |
257 |
|
|
val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); |
258 |
|
|
else if (flag == F_BUY) |
259 |
|
|
{ |
260 |
|
|
/* |
261 |
|
|
* when buying, if the item was sold by another player, it is ok to |
262 |
|
|
* let the item be sold cheaper, according to the specialisation of |
263 |
|
|
* the shop. If a player sold an item here, then his sale price was |
264 |
|
|
* multiplied by the specialisation ratio, to do the same to the buy |
265 |
|
|
* price will not generate extra money. However, the |
266 |
|
|
* same is not true of generated items, these have to /divide/ by the |
267 |
|
|
* specialisation, so that the price is never less than what they could |
268 |
|
|
* be sold for (otherwise players could camp map resets to make money). |
269 |
|
|
* In game terms, a non-specialist shop, might not recognise the true |
270 |
|
|
* value of the items they sell (much like how people sometimes find |
271 |
|
|
* antiques in a junk shop in real life). |
272 |
|
|
*/ |
273 |
|
|
if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
274 |
|
|
val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
275 |
|
|
else |
276 |
|
|
val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
277 |
|
|
} |
278 |
root |
1.34 |
|
279 |
root |
1.10 |
/* we will also have an extra 0-5% variation between shops of the same type |
280 |
|
|
* for valuable items (below a value of 50 this effect wouldn't be very |
281 |
|
|
* pointful, and could give fun with rounding. |
282 |
|
|
*/ |
283 |
root |
1.33 |
//TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
284 |
root |
1.32 |
if (val > 50) |
285 |
|
|
val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
286 |
elmex |
1.1 |
} |
287 |
root |
1.32 |
|
288 |
root |
1.12 |
return (sint64) val; |
289 |
elmex |
1.1 |
} |
290 |
|
|
|
291 |
|
|
/* Find the coin type that is worth more the 'c'. Starts at the |
292 |
|
|
* cointype placement. |
293 |
|
|
*/ |
294 |
|
|
|
295 |
root |
1.10 |
static archetype * |
296 |
root |
1.12 |
find_next_coin (sint64 c, int *cointype) |
297 |
root |
1.10 |
{ |
298 |
elmex |
1.1 |
archetype *coin; |
299 |
|
|
|
300 |
pippijn |
1.9 |
do |
301 |
root |
1.10 |
{ |
302 |
|
|
if (coins[*cointype] == NULL) |
303 |
|
|
return NULL; |
304 |
root |
1.15 |
coin = archetype::find (coins[*cointype]); |
305 |
root |
1.10 |
if (coin == NULL) |
306 |
|
|
return NULL; |
307 |
|
|
*cointype += 1; |
308 |
|
|
} |
309 |
root |
1.39 |
while (coin->value > c); |
310 |
elmex |
1.1 |
|
311 |
|
|
return coin; |
312 |
|
|
} |
313 |
|
|
|
314 |
|
|
/* This returns a string of how much something is worth based on |
315 |
|
|
* an integer being passed. |
316 |
|
|
* cost is the cost we need to represent. |
317 |
|
|
* While cost is 64 bit, the number of any coin is still really |
318 |
|
|
* limited to 32 bit (size of nrof field). If it turns out players |
319 |
|
|
* have so much money that they have more than 2 billion platinum |
320 |
|
|
* coins, there are certainly issues - the easiest fix at that |
321 |
|
|
* time is to add a higher denomination (mithril piece with |
322 |
|
|
* 10,000 silver or something) |
323 |
|
|
*/ |
324 |
root |
1.10 |
const char * |
325 |
root |
1.12 |
cost_string_from_value (sint64 cost, int approx) |
326 |
elmex |
1.1 |
{ |
327 |
root |
1.10 |
static char buf[MAX_BUF]; |
328 |
|
|
archetype *coin, *next_coin; |
329 |
|
|
int num, cointype = 0; |
330 |
|
|
|
331 |
|
|
coin = find_next_coin (cost, &cointype); |
332 |
|
|
if (coin == NULL) |
333 |
|
|
return "nothing"; |
334 |
|
|
|
335 |
root |
1.39 |
num = cost / coin->value; |
336 |
root |
1.10 |
/* so long as nrof is 32 bit, this is true. |
337 |
|
|
* If it takes more coins than a person can possibly carry, this |
338 |
|
|
* is basically true. |
339 |
|
|
*/ |
340 |
root |
1.39 |
if ((cost / coin->value) > UINT32_MAX) |
341 |
root |
1.10 |
{ |
342 |
|
|
strcpy (buf, "an unimaginable sum of money"); |
343 |
|
|
return buf; |
344 |
|
|
} |
345 |
|
|
|
346 |
root |
1.39 |
cost -= num * (sint64)coin->value; |
347 |
elmex |
1.1 |
|
348 |
root |
1.39 |
sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
349 |
root |
1.10 |
|
350 |
|
|
next_coin = find_next_coin (cost, &cointype); |
351 |
|
|
if (next_coin == NULL || approx) |
352 |
elmex |
1.1 |
return buf; |
353 |
root |
1.10 |
|
354 |
|
|
coin = next_coin; |
355 |
root |
1.39 |
num = cost / coin->value; |
356 |
|
|
cost -= num * (sint64)coin->value; |
357 |
root |
1.10 |
|
358 |
root |
1.39 |
sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
359 |
root |
1.10 |
|
360 |
|
|
return buf; |
361 |
elmex |
1.1 |
} |
362 |
|
|
|
363 |
root |
1.10 |
const char * |
364 |
|
|
query_cost_string (const object *tmp, object *who, int flag) |
365 |
|
|
{ |
366 |
root |
1.12 |
sint64 real_value = query_cost (tmp, who, flag); |
367 |
root |
1.10 |
int idskill1 = 0; |
368 |
|
|
int idskill2 = 0; |
369 |
|
|
const typedata *tmptype; |
370 |
|
|
|
371 |
|
|
tmptype = get_typedata (tmp->type); |
372 |
|
|
if (tmptype) |
373 |
|
|
{ |
374 |
|
|
idskill1 = tmptype->identifyskill; |
375 |
|
|
idskill2 = tmptype->identifyskill2; |
376 |
|
|
} |
377 |
|
|
|
378 |
|
|
/* we show an approximate price if |
379 |
|
|
* 1) we are approximating |
380 |
|
|
* 2) there either is no id skill(s) for the item, or we don't have them |
381 |
|
|
* 3) we don't have bargaining skill either |
382 |
|
|
*/ |
383 |
|
|
if (flag & F_APPROX) |
384 |
|
|
{ |
385 |
|
|
if (!idskill1 || !find_skill_by_number (who, idskill1)) |
386 |
|
|
{ |
387 |
|
|
if (!idskill2 || !find_skill_by_number (who, idskill2)) |
388 |
|
|
{ |
389 |
|
|
if (!find_skill_by_number (who, SK_BARGAINING)) |
390 |
|
|
{ |
391 |
|
|
static char buf[MAX_BUF]; |
392 |
|
|
int num, cointype = 0; |
393 |
|
|
archetype *coin = find_next_coin (real_value, &cointype); |
394 |
|
|
|
395 |
|
|
if (coin == NULL) |
396 |
|
|
return "nothing"; |
397 |
|
|
|
398 |
root |
1.39 |
num = real_value / coin->value; |
399 |
root |
1.51 |
|
400 |
root |
1.10 |
if (num == 1) |
401 |
root |
1.39 |
sprintf (buf, "about one %s", &coin->object::name); |
402 |
root |
1.10 |
else if (num < 5) |
403 |
root |
1.39 |
sprintf (buf, "a few %s", &coin->object::name_pl); |
404 |
root |
1.10 |
else if (num < 10) |
405 |
root |
1.39 |
sprintf (buf, "several %s", &coin->object::name_pl); |
406 |
root |
1.10 |
else if (num < 25) |
407 |
root |
1.39 |
sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
408 |
root |
1.10 |
else if (num < 100) |
409 |
root |
1.39 |
sprintf (buf, "lots of %s", &coin->object::name_pl); |
410 |
root |
1.10 |
else if (num < 1000) |
411 |
root |
1.39 |
sprintf (buf, "a great many %s", &coin->object::name_pl); |
412 |
root |
1.10 |
else |
413 |
root |
1.39 |
sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); |
414 |
root |
1.51 |
|
415 |
root |
1.10 |
return buf; |
416 |
root |
1.6 |
} |
417 |
|
|
} |
418 |
|
|
} |
419 |
elmex |
1.1 |
|
420 |
root |
1.10 |
int hash = ((unsigned int) tmp->count * 174364621) & 1023; |
421 |
elmex |
1.1 |
|
422 |
root |
1.10 |
if (approx_range) |
423 |
|
|
{ |
424 |
root |
1.12 |
sint64 lo = (sint64) real_value - (approx_range * hash >> 10); |
425 |
root |
1.10 |
static char buf[MAX_BUF]; |
426 |
elmex |
1.1 |
|
427 |
root |
1.10 |
sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
428 |
|
|
sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
429 |
elmex |
1.1 |
|
430 |
root |
1.10 |
return buf; |
431 |
|
|
} |
432 |
elmex |
1.1 |
} |
433 |
|
|
|
434 |
root |
1.10 |
return cost_string_from_value (real_value, 0); |
435 |
elmex |
1.1 |
} |
436 |
|
|
|
437 |
|
|
/* This function finds out how much money the player is carrying, |
438 |
|
|
* including what is in containers. |
439 |
|
|
*/ |
440 |
root |
1.12 |
sint64 |
441 |
root |
1.10 |
query_money (const object *op) |
442 |
|
|
{ |
443 |
|
|
object *tmp; |
444 |
root |
1.12 |
sint64 total = 0; |
445 |
elmex |
1.1 |
|
446 |
root |
1.10 |
if (op->type != PLAYER && op->type != CONTAINER) |
447 |
|
|
{ |
448 |
|
|
LOG (llevError, "Query money called with non player/container\n"); |
449 |
|
|
return 0; |
450 |
elmex |
1.1 |
} |
451 |
root |
1.12 |
|
452 |
root |
1.10 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
453 |
root |
1.12 |
if (tmp->type == MONEY) |
454 |
|
|
total += tmp->nrof * (sint64)tmp->value; |
455 |
root |
1.60 |
else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold"))) |
456 |
root |
1.12 |
total += query_money (tmp); |
457 |
|
|
|
458 |
root |
1.10 |
return total; |
459 |
elmex |
1.1 |
} |
460 |
root |
1.10 |
|
461 |
elmex |
1.1 |
/* TCHIZE: This function takes the amount of money from the |
462 |
|
|
* the player inventory and from it's various pouches using the |
463 |
|
|
* pay_from_container function. |
464 |
|
|
* returns 0 if not possible. 1 if success |
465 |
|
|
*/ |
466 |
root |
1.10 |
int |
467 |
root |
1.12 |
pay_for_amount (sint64 to_pay, object *pl) |
468 |
root |
1.10 |
{ |
469 |
|
|
object *pouch; |
470 |
elmex |
1.1 |
|
471 |
root |
1.10 |
if (to_pay == 0) |
472 |
|
|
return 1; |
473 |
root |
1.12 |
|
474 |
root |
1.10 |
if (to_pay > query_money (pl)) |
475 |
|
|
return 0; |
476 |
elmex |
1.1 |
|
477 |
root |
1.12 |
pay_from_container (pl, pl, to_pay); |
478 |
|
|
|
479 |
|
|
for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
480 |
root |
1.60 |
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) |
481 |
root |
1.12 |
pay_from_container (pl, pouch, to_pay); |
482 |
elmex |
1.1 |
|
483 |
root |
1.26 |
pl->update_stats (); |
484 |
root |
1.10 |
return 1; |
485 |
elmex |
1.1 |
} |
486 |
|
|
|
487 |
|
|
/* DAMN: This is now a wrapper for pay_from_container, which is |
488 |
|
|
* called for the player, then for each active container that can hold |
489 |
|
|
* money until op is paid for. Change will be left wherever the last |
490 |
|
|
* of the price was paid from. |
491 |
|
|
*/ |
492 |
root |
1.10 |
int |
493 |
|
|
pay_for_item (object *op, object *pl) |
494 |
|
|
{ |
495 |
root |
1.12 |
sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); |
496 |
root |
1.10 |
object *pouch; |
497 |
root |
1.12 |
sint64 saved_money; |
498 |
root |
1.10 |
|
499 |
|
|
if (to_pay == 0) |
500 |
elmex |
1.1 |
return 1; |
501 |
root |
1.12 |
|
502 |
root |
1.10 |
if (to_pay > query_money (pl)) |
503 |
|
|
return 0; |
504 |
|
|
|
505 |
|
|
/* We compare the paid price with the one for a player |
506 |
|
|
* without bargaining skill. |
507 |
|
|
* This determins the amount of exp (if any) gained for bargaining. |
508 |
|
|
*/ |
509 |
|
|
saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
510 |
|
|
|
511 |
|
|
if (saved_money > 0) |
512 |
|
|
change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); |
513 |
|
|
|
514 |
root |
1.12 |
pay_from_container (pl, pl, to_pay); |
515 |
|
|
|
516 |
|
|
for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
517 |
root |
1.60 |
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) |
518 |
root |
1.12 |
pay_from_container (pl, pouch, to_pay); |
519 |
root |
1.10 |
|
520 |
root |
1.36 |
pl->update_stats (); |
521 |
root |
1.12 |
|
522 |
root |
1.10 |
return 1; |
523 |
elmex |
1.1 |
} |
524 |
|
|
|
525 |
|
|
/* This pays for the item, and takes the proper amount of money off |
526 |
|
|
* the player. |
527 |
|
|
* CF 0.91.4 - this function is mostly redone in order to fix a bug |
528 |
|
|
* with weight not be subtracted properly. We now remove and |
529 |
|
|
* insert the coin objects - this should update the weight |
530 |
|
|
* appropriately |
531 |
|
|
* |
532 |
|
|
* DAMN: This function is used for the player, then for any active |
533 |
|
|
* containers that can hold money. |
534 |
|
|
* |
535 |
|
|
* pouch is the container (pouch or player) to remove the coins from. |
536 |
|
|
* to_pay is the required amount. |
537 |
|
|
* returns the amount still missing after using "pouch". |
538 |
|
|
*/ |
539 |
root |
1.12 |
static void |
540 |
|
|
pay_from_container (object *pl, object *pouch, sint64 &to_pay) |
541 |
root |
1.10 |
{ |
542 |
|
|
int count, i; |
543 |
root |
1.12 |
object *tmp, *next; |
544 |
root |
1.10 |
archetype *at; |
545 |
|
|
|
546 |
|
|
if (pouch->type != PLAYER && pouch->type != CONTAINER) |
547 |
root |
1.12 |
return; |
548 |
root |
1.10 |
|
549 |
root |
1.12 |
object *coin_objs[NUM_COINS] = { 0 }; |
550 |
root |
1.10 |
|
551 |
|
|
/* This hunk should remove all the money objects from the player/container */ |
552 |
|
|
for (tmp = pouch->inv; tmp; tmp = next) |
553 |
|
|
{ |
554 |
|
|
next = tmp->below; |
555 |
|
|
|
556 |
|
|
if (tmp->type == MONEY) |
557 |
|
|
{ |
558 |
|
|
for (i = 0; i < NUM_COINS; i++) |
559 |
|
|
{ |
560 |
root |
1.39 |
if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
561 |
root |
1.10 |
{ |
562 |
root |
1.12 |
// This should not happen, but if it does, just merge the two. |
563 |
|
|
if (coin_objs [i]) |
564 |
root |
1.10 |
{ |
565 |
|
|
LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
566 |
|
|
coin_objs[i]->nrof += tmp->nrof; |
567 |
root |
1.57 |
tmp->destroy (); |
568 |
root |
1.6 |
} |
569 |
root |
1.10 |
else |
570 |
|
|
{ |
571 |
root |
1.21 |
tmp->remove (); |
572 |
root |
1.10 |
coin_objs[i] = tmp; |
573 |
root |
1.6 |
} |
574 |
root |
1.12 |
|
575 |
root |
1.10 |
break; |
576 |
root |
1.6 |
} |
577 |
|
|
} |
578 |
root |
1.12 |
|
579 |
root |
1.10 |
if (i == NUM_COINS) |
580 |
root |
1.38 |
LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
581 |
root |
1.6 |
} |
582 |
elmex |
1.1 |
} |
583 |
|
|
|
584 |
root |
1.10 |
/* Fill in any gaps in the coin_objs array - needed to make change. */ |
585 |
|
|
/* Note that the coin_objs array goes from least value to greatest value */ |
586 |
|
|
for (i = 0; i < NUM_COINS; i++) |
587 |
root |
1.12 |
if (!coin_objs[i]) |
588 |
root |
1.10 |
{ |
589 |
root |
1.15 |
at = archetype::find (coins[NUM_COINS - 1 - i]); |
590 |
root |
1.12 |
|
591 |
root |
1.10 |
if (at == NULL) |
592 |
|
|
LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); |
593 |
root |
1.12 |
|
594 |
root |
1.10 |
coin_objs[i] = arch_to_object (at); |
595 |
|
|
coin_objs[i]->nrof = 0; |
596 |
|
|
} |
597 |
|
|
|
598 |
|
|
for (i = 0; i < NUM_COINS; i++) |
599 |
|
|
{ |
600 |
root |
1.12 |
object &coin = *coin_objs[i]; |
601 |
elmex |
1.68 |
sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof); |
602 |
root |
1.12 |
to_pay -= num_coins * coin.value; |
603 |
root |
1.10 |
|
604 |
root |
1.12 |
coin.nrof -= num_coins; |
605 |
root |
1.10 |
/* Now start making change. Start at the coin value |
606 |
|
|
* below the one we just did, and work down to |
607 |
|
|
* the lowest value. |
608 |
|
|
*/ |
609 |
|
|
count = i - 1; |
610 |
root |
1.12 |
|
611 |
|
|
while (to_pay < 0 && count >= 0) |
612 |
root |
1.10 |
{ |
613 |
root |
1.12 |
num_coins = (-to_pay) / coin_objs[count]->value; |
614 |
root |
1.10 |
coin_objs[count]->nrof += num_coins; |
615 |
root |
1.12 |
to_pay += num_coins * coin_objs[count]->value; |
616 |
root |
1.10 |
count--; |
617 |
|
|
} |
618 |
|
|
} |
619 |
root |
1.12 |
|
620 |
root |
1.10 |
for (i = 0; i < NUM_COINS; i++) |
621 |
root |
1.56 |
if (coin_objs[i]->nrof) |
622 |
|
|
insert_ob_in_ob (coin_objs [i], pouch); |
623 |
|
|
else |
624 |
root |
1.57 |
coin_objs[i]->destroy (); |
625 |
elmex |
1.1 |
} |
626 |
|
|
|
627 |
|
|
/* Checks all unpaid items in op's inventory, adds up all the money they |
628 |
|
|
* have, and checks that they can actually afford what they want to buy. |
629 |
|
|
* Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
630 |
|
|
* to the player |
631 |
|
|
*/ |
632 |
root |
1.10 |
int |
633 |
|
|
can_pay (object *pl) |
634 |
|
|
{ |
635 |
root |
1.12 |
int unpaid_count = 0; |
636 |
|
|
sint64 unpaid_price = 0; |
637 |
|
|
sint64 player_wealth = query_money (pl); |
638 |
root |
1.10 |
|
639 |
|
|
if (!pl || pl->type != PLAYER) |
640 |
|
|
{ |
641 |
|
|
LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
642 |
|
|
return 0; |
643 |
elmex |
1.1 |
} |
644 |
root |
1.11 |
|
645 |
root |
1.13 |
for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
646 |
root |
1.12 |
if (QUERY_FLAG (item, FLAG_UNPAID)) |
647 |
|
|
{ |
648 |
|
|
unpaid_count++; |
649 |
|
|
unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
650 |
|
|
} |
651 |
root |
1.11 |
|
652 |
root |
1.10 |
if (unpaid_price > player_wealth) |
653 |
|
|
{ |
654 |
root |
1.67 |
dynbuf_text &buf = msg_dynbuf; buf.clear (); |
655 |
root |
1.54 |
|
656 |
|
|
buf << "You have " << unpaid_count |
657 |
|
|
<< " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0) |
658 |
|
|
<< ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0) |
659 |
root |
1.58 |
<< " to be able to afford that. " |
660 |
root |
1.59 |
"H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>"; |
661 |
root |
1.54 |
|
662 |
|
|
pl->failmsg (buf); |
663 |
root |
1.12 |
|
664 |
root |
1.10 |
return 0; |
665 |
elmex |
1.1 |
} |
666 |
root |
1.10 |
else |
667 |
|
|
return 1; |
668 |
elmex |
1.1 |
} |
669 |
|
|
|
670 |
|
|
/* Better get_payment, descends containers looking for |
671 |
|
|
* unpaid items, and pays for them. |
672 |
|
|
* returns 0 if the player still has unpaid items. |
673 |
|
|
* returns 1 if the player has paid for everything. |
674 |
|
|
* pl is the player buying the stuff. |
675 |
|
|
*/ |
676 |
root |
1.10 |
int |
677 |
root |
1.12 |
get_payment (object *pl) |
678 |
root |
1.10 |
{ |
679 |
root |
1.12 |
for (;;) |
680 |
|
|
{ |
681 |
|
|
next_item: |
682 |
root |
1.10 |
|
683 |
root |
1.13 |
for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
684 |
root |
1.12 |
{ |
685 |
|
|
if (QUERY_FLAG (op, FLAG_UNPAID)) |
686 |
|
|
{ |
687 |
|
|
char buf[MAX_BUF]; |
688 |
|
|
snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); |
689 |
root |
1.10 |
|
690 |
root |
1.12 |
if (!pay_for_item (op, pl)) |
691 |
|
|
{ |
692 |
|
|
sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
693 |
elmex |
1.1 |
|
694 |
root |
1.12 |
CLEAR_FLAG (op, FLAG_UNPAID); |
695 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); |
696 |
|
|
SET_FLAG (op, FLAG_UNPAID); |
697 |
|
|
return 0; |
698 |
|
|
} |
699 |
|
|
else |
700 |
|
|
{ |
701 |
|
|
CLEAR_FLAG (op, FLAG_UNPAID); |
702 |
|
|
CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
703 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
704 |
root |
1.10 |
|
705 |
root |
1.49 |
if (!merge_ob (op, op->env->inv)) |
706 |
|
|
esrv_update_item (UPD_FLAGS, pl, op); |
707 |
elmex |
1.1 |
|
708 |
root |
1.12 |
goto next_item; |
709 |
root |
1.6 |
} |
710 |
|
|
} |
711 |
|
|
} |
712 |
root |
1.12 |
|
713 |
|
|
return 1; |
714 |
elmex |
1.1 |
} |
715 |
|
|
} |
716 |
|
|
|
717 |
|
|
/* written by elmex: |
718 |
|
|
* moved this code from sell_item () here to have a function |
719 |
|
|
* that pays the player an amount. Mainly put the code here to |
720 |
|
|
* be able to call it from a plugin. |
721 |
|
|
* |
722 |
|
|
* If the player can't carry all the money that is paid, it gets inserted |
723 |
|
|
* in his inventory anyway. This is the best alternative to not pay any money |
724 |
|
|
* or put it on the ground under the player. This way the player can still |
725 |
|
|
* go somewhere and unload the money at a safe place. |
726 |
|
|
* |
727 |
|
|
*/ |
728 |
root |
1.10 |
void |
729 |
root |
1.12 |
pay_player (object *pl, sint64 amount) |
730 |
root |
1.10 |
{ |
731 |
elmex |
1.1 |
int count = 0; |
732 |
|
|
archetype *at = 0; |
733 |
|
|
object *pouch = 0, *tmp = 0; |
734 |
|
|
|
735 |
root |
1.43 |
for (count = 0; coins[count]; count++) |
736 |
elmex |
1.1 |
{ |
737 |
root |
1.15 |
at = archetype::find (coins[count]); |
738 |
elmex |
1.1 |
|
739 |
|
|
if (at == NULL) |
740 |
root |
1.10 |
LOG (llevError, "Could not find %s archetype\n", coins[count]); |
741 |
root |
1.39 |
else if ((amount / at->value) > 0) |
742 |
elmex |
1.1 |
{ |
743 |
root |
1.10 |
for (pouch = pl->inv; pouch; pouch = pouch->below) |
744 |
elmex |
1.1 |
{ |
745 |
root |
1.62 |
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold")) |
746 |
elmex |
1.1 |
{ |
747 |
root |
1.39 |
int w = at->weight * (100 - pouch->stats.Str) / 100; |
748 |
|
|
int n = amount / at->value; |
749 |
elmex |
1.1 |
|
750 |
|
|
if (w == 0) |
751 |
root |
1.10 |
w = 1; /* Prevent divide by zero */ |
752 |
elmex |
1.1 |
|
753 |
|
|
if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
754 |
|
|
{ |
755 |
|
|
if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
756 |
|
|
n = (pouch->weight_limit - pouch->carrying) / w; |
757 |
|
|
|
758 |
root |
1.49 |
object *tmp = arch_to_object (at); |
759 |
elmex |
1.1 |
tmp->nrof = n; |
760 |
root |
1.12 |
amount -= tmp->nrof * tmp->value; |
761 |
root |
1.49 |
pouch->insert (tmp); |
762 |
elmex |
1.1 |
} |
763 |
|
|
} |
764 |
|
|
} |
765 |
|
|
|
766 |
root |
1.39 |
if (amount / at->value > 0) |
767 |
elmex |
1.1 |
{ |
768 |
root |
1.49 |
object *tmp = arch_to_object (at); |
769 |
elmex |
1.1 |
tmp->nrof = amount / tmp->value; |
770 |
root |
1.12 |
amount -= tmp->nrof * tmp->value; |
771 |
root |
1.49 |
pl->insert (tmp); |
772 |
elmex |
1.1 |
} |
773 |
|
|
} |
774 |
|
|
} |
775 |
|
|
|
776 |
root |
1.10 |
if (amount != 0) |
777 |
|
|
LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); |
778 |
elmex |
1.1 |
} |
779 |
|
|
|
780 |
|
|
/* elmex: this is for the bank plugin :( */ |
781 |
root |
1.12 |
sint64 |
782 |
|
|
pay_player_arch (object *pl, const char *arch, sint64 amount) |
783 |
root |
1.10 |
{ |
784 |
root |
1.54 |
if (amount) |
785 |
|
|
{ |
786 |
|
|
object *ob = archetype::get (arch); |
787 |
elmex |
1.1 |
|
788 |
root |
1.54 |
if (!ob) |
789 |
|
|
return 0; |
790 |
elmex |
1.1 |
|
791 |
root |
1.54 |
ob->nrof = amount; |
792 |
|
|
pl->insert (ob); |
793 |
elmex |
1.1 |
} |
794 |
|
|
|
795 |
|
|
return 1; |
796 |
|
|
} |
797 |
|
|
|
798 |
|
|
/* Modified function to give out platinum coins. This function uses |
799 |
|
|
* the coins[] array to know what coins are available, just like |
800 |
|
|
* buy item. |
801 |
|
|
* |
802 |
|
|
* Modified to fill available race: gold containers before dumping |
803 |
|
|
* remaining coins in character's inventory. |
804 |
|
|
*/ |
805 |
elmex |
1.50 |
bool |
806 |
root |
1.10 |
sell_item (object *op, object *pl) |
807 |
|
|
{ |
808 |
root |
1.12 |
sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
809 |
elmex |
1.1 |
|
810 |
root |
1.10 |
if (pl == NULL || pl->type != PLAYER) |
811 |
elmex |
1.1 |
{ |
812 |
root |
1.10 |
LOG (llevDebug, "Object other than player tried to sell something.\n"); |
813 |
elmex |
1.50 |
return false; |
814 |
elmex |
1.1 |
} |
815 |
|
|
|
816 |
root |
1.8 |
op->custom_name = 0; |
817 |
elmex |
1.1 |
|
818 |
root |
1.10 |
if (!amount) |
819 |
elmex |
1.1 |
{ |
820 |
elmex |
1.50 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", |
821 |
|
|
query_name (op)); |
822 |
|
|
// elmex: change: the player now gets the item back if the shop is not |
823 |
|
|
// interested in it. |
824 |
|
|
return false; |
825 |
elmex |
1.1 |
} |
826 |
|
|
|
827 |
|
|
/* We compare the price with the one for a player |
828 |
|
|
* without bargaining skill. |
829 |
|
|
* This determins the amount of exp (if any) gained for bargaining. |
830 |
|
|
* exp/10 -> 1 for each gold coin |
831 |
|
|
*/ |
832 |
|
|
extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
833 |
|
|
|
834 |
|
|
if (extra_gain > 0) |
835 |
root |
1.10 |
change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
836 |
elmex |
1.1 |
|
837 |
|
|
pay_player (pl, amount); |
838 |
|
|
|
839 |
elmex |
1.50 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
840 |
|
|
query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
841 |
root |
1.43 |
pl->play_sound (sound_find ("shop_sell")); |
842 |
elmex |
1.1 |
|
843 |
|
|
SET_FLAG (op, FLAG_UNPAID); |
844 |
|
|
identify (op); |
845 |
elmex |
1.50 |
|
846 |
|
|
return true; |
847 |
elmex |
1.1 |
} |
848 |
|
|
|
849 |
|
|
/* returns a double that is the ratio of the price that a shop will offer for |
850 |
|
|
* item based on the shops specialisation. Does not take account of greed, |
851 |
root |
1.41 |
* returned value is between SPECIALISATION_EFFECT and 1. |
852 |
elmex |
1.1 |
*/ |
853 |
root |
1.10 |
static double |
854 |
root |
1.18 |
shop_specialisation_ratio (const object *item, const maptile *map) |
855 |
root |
1.10 |
{ |
856 |
|
|
shopitems *items = map->shopitems; |
857 |
root |
1.41 |
double likedness = 0.; |
858 |
root |
1.10 |
int i; |
859 |
elmex |
1.1 |
|
860 |
root |
1.10 |
if (item == NULL) |
861 |
|
|
{ |
862 |
root |
1.28 |
LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
863 |
root |
1.10 |
return 0; |
864 |
|
|
} |
865 |
root |
1.12 |
|
866 |
root |
1.10 |
if (!item->type) |
867 |
|
|
{ |
868 |
|
|
LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
869 |
|
|
/* |
870 |
|
|
* I'm not really sure what the /right/ thing to do here is, these types of |
871 |
|
|
* item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
872 |
|
|
*/ |
873 |
root |
1.41 |
return SPECIALISATION_EFFECT; |
874 |
root |
1.10 |
} |
875 |
root |
1.12 |
|
876 |
root |
1.10 |
if (map->shopitems) |
877 |
|
|
{ |
878 |
|
|
for (i = 0; i < items[0].index; i++) |
879 |
|
|
if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) |
880 |
|
|
likedness = items[i].strength / 100.0; |
881 |
|
|
} |
882 |
root |
1.12 |
|
883 |
root |
1.10 |
if (likedness > 1.0) |
884 |
|
|
{ /* someone has been rather silly with the map headers. */ |
885 |
root |
1.28 |
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
886 |
root |
1.10 |
likedness = 1.0; |
887 |
elmex |
1.1 |
} |
888 |
root |
1.12 |
|
889 |
root |
1.10 |
if (likedness < -1.0) |
890 |
|
|
{ |
891 |
root |
1.28 |
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
892 |
root |
1.10 |
likedness = -1.0; |
893 |
elmex |
1.1 |
} |
894 |
root |
1.12 |
|
895 |
root |
1.41 |
return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); |
896 |
elmex |
1.1 |
} |
897 |
|
|
|
898 |
|
|
/*returns the greed of the shop on map, or 1 if it isn't specified. */ |
899 |
root |
1.10 |
static double |
900 |
root |
1.18 |
shop_greed (const maptile *map) |
901 |
root |
1.10 |
{ |
902 |
root |
1.42 |
return map->shopgreed |
903 |
|
|
? map->shopgreed |
904 |
|
|
: 1.; |
905 |
elmex |
1.1 |
} |
906 |
|
|
|
907 |
|
|
/* Returns a double based on how much the shopkeeper approves of the player. |
908 |
|
|
* this is based on the race of the shopkeeper and that of the player. |
909 |
|
|
*/ |
910 |
root |
1.10 |
double |
911 |
root |
1.18 |
shopkeeper_approval (const maptile *map, const object *player) |
912 |
root |
1.10 |
{ |
913 |
root |
1.42 |
return map->shoprace && player->race != map->shoprace |
914 |
|
|
? DISLIKE_RATIO |
915 |
|
|
: 1.; |
916 |
elmex |
1.1 |
} |
917 |
|
|
|
918 |
|
|
/* limit the value of items based on the wealth of the shop. If the item is close |
919 |
|
|
* to the maximum value a shop will offer, we start to reduce it, if the item is |
920 |
|
|
* below the minimum value the shop is prepared to trade in, then we don't |
921 |
|
|
* want it and offer nothing. If it isn't a shop, check whether we should do generic |
922 |
|
|
* value reduction. |
923 |
|
|
* |
924 |
|
|
*/ |
925 |
root |
1.12 |
static sint64 |
926 |
|
|
value_limit (sint64 val, int quantity, const object *who, int isshop) |
927 |
root |
1.10 |
{ |
928 |
root |
1.12 |
sint64 newval, unit_price, tmpshopmax; |
929 |
root |
1.18 |
maptile *map; |
930 |
elmex |
1.1 |
|
931 |
|
|
unit_price = val / quantity; |
932 |
|
|
|
933 |
|
|
if (!isshop || !who) |
934 |
|
|
{ |
935 |
|
|
if (unit_price > 250000) |
936 |
root |
1.12 |
newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
937 |
elmex |
1.1 |
else |
938 |
|
|
newval = unit_price; |
939 |
|
|
} |
940 |
|
|
else |
941 |
|
|
{ |
942 |
|
|
if (!who->map) |
943 |
|
|
{ |
944 |
root |
1.10 |
LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); |
945 |
elmex |
1.1 |
return val; |
946 |
|
|
} |
947 |
|
|
|
948 |
|
|
map = who->map; |
949 |
|
|
|
950 |
root |
1.10 |
tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
951 |
elmex |
1.1 |
|
952 |
|
|
if (map->shopmin && unit_price < map->shopmin) |
953 |
|
|
return 0; |
954 |
|
|
else if (unit_price > tmpshopmax / 2) |
955 |
|
|
newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
956 |
|
|
else |
957 |
root |
1.10 |
newval = unit_price; |
958 |
elmex |
1.1 |
} |
959 |
|
|
|
960 |
|
|
newval *= quantity; |
961 |
|
|
|
962 |
|
|
return newval; |
963 |
|
|
} |
964 |
|
|
|
965 |
|
|
/* gives a desciption of the shop on their current map to the player op. */ |
966 |
root |
1.10 |
int |
967 |
|
|
describe_shop (const object *op) |
968 |
|
|
{ |
969 |
root |
1.18 |
maptile *map = op->map; |
970 |
root |
1.10 |
|
971 |
|
|
/*shopitems *items=map->shopitems; */ |
972 |
|
|
int pos = 0, i; |
973 |
|
|
double opinion = 0; |
974 |
|
|
char tmp[MAX_BUF] = "\0"; |
975 |
|
|
|
976 |
|
|
if (op->type != PLAYER) |
977 |
|
|
return 0; |
978 |
|
|
|
979 |
|
|
/*check if there is a shop specified for this map */ |
980 |
|
|
if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) |
981 |
|
|
{ |
982 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); |
983 |
root |
1.12 |
|
984 |
root |
1.10 |
if (map->shopitems) |
985 |
root |
1.12 |
for (i = 0; i < map->shopitems[0].index; i++) |
986 |
|
|
if (map->shopitems[i].name && map->shopitems[i].strength > 10) |
987 |
root |
1.10 |
{ |
988 |
root |
1.12 |
snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); |
989 |
|
|
pos += strlen (tmp + pos); |
990 |
root |
1.6 |
} |
991 |
root |
1.12 |
|
992 |
root |
1.10 |
if (!pos) |
993 |
|
|
strcat (tmp, "a little of everything."); |
994 |
root |
1.6 |
|
995 |
root |
1.10 |
/* format the string into a list */ |
996 |
|
|
make_list_like (tmp); |
997 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); |
998 |
|
|
|
999 |
|
|
if (map->shopmax) |
1000 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); |
1001 |
root |
1.12 |
|
1002 |
root |
1.10 |
if (map->shopmin) |
1003 |
|
|
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)); |
1004 |
root |
1.12 |
|
1005 |
root |
1.10 |
if (map->shopgreed) |
1006 |
|
|
{ |
1007 |
|
|
if (map->shopgreed > 2.0) |
1008 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); |
1009 |
|
|
else if (map->shopgreed > 1.5) |
1010 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); |
1011 |
|
|
else if (map->shopgreed > 1.1) |
1012 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); |
1013 |
|
|
else if (map->shopgreed < 0.9) |
1014 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); |
1015 |
|
|
} |
1016 |
root |
1.12 |
|
1017 |
root |
1.10 |
if (map->shoprace) |
1018 |
|
|
{ |
1019 |
|
|
opinion = shopkeeper_approval (map, op); |
1020 |
|
|
if (opinion > 0.8) |
1021 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); |
1022 |
|
|
else if (opinion > 0.5) |
1023 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); |
1024 |
|
|
else |
1025 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); |
1026 |
root |
1.6 |
} |
1027 |
elmex |
1.1 |
} |
1028 |
root |
1.10 |
else |
1029 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); |
1030 |
elmex |
1.1 |
|
1031 |
root |
1.10 |
return 1; |
1032 |
elmex |
1.1 |
} |
1033 |
root |
1.12 |
|
1034 |
|
|
struct shopinv |
1035 |
root |
1.10 |
{ |
1036 |
|
|
char *item_sort; |
1037 |
|
|
char *item_real; |
1038 |
|
|
uint16 type; |
1039 |
|
|
uint32 nrof; |
1040 |
root |
1.12 |
}; |
1041 |
elmex |
1.1 |
|
1042 |
|
|
/* There are a lot fo extra casts in here just to suppress warnings - it |
1043 |
|
|
* makes it look uglier than it really it. |
1044 |
|
|
* The format of the strings we get is type:name. So we first want to |
1045 |
|
|
* sort by type (numerical) - if the same type, then sort by name. |
1046 |
|
|
*/ |
1047 |
root |
1.10 |
static int |
1048 |
|
|
shop_sort (const void *a1, const void *a2) |
1049 |
elmex |
1.1 |
{ |
1050 |
root |
1.10 |
shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1051 |
elmex |
1.1 |
|
1052 |
root |
1.10 |
if (s1->type < s2->type) |
1053 |
|
|
return -1; |
1054 |
root |
1.52 |
|
1055 |
root |
1.10 |
if (s1->type > s2->type) |
1056 |
|
|
return 1; |
1057 |
root |
1.12 |
|
1058 |
root |
1.10 |
/* the type is the same (what atoi gets), so do a strcasecmp to sort |
1059 |
|
|
* via alphabetical order |
1060 |
|
|
*/ |
1061 |
|
|
return strcasecmp (s1->item_sort, s2->item_sort); |
1062 |
elmex |
1.1 |
} |
1063 |
|
|
|
1064 |
root |
1.10 |
static void |
1065 |
|
|
add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1066 |
elmex |
1.1 |
{ |
1067 |
|
|
#if 0 |
1068 |
root |
1.10 |
char buf[MAX_BUF]; |
1069 |
elmex |
1.1 |
#endif |
1070 |
root |
1.10 |
/* clear unpaid flag so that doesn't come up in query |
1071 |
|
|
* string. We clear nrof so that we can better sort |
1072 |
|
|
* the object names. |
1073 |
|
|
*/ |
1074 |
elmex |
1.1 |
|
1075 |
root |
1.10 |
CLEAR_FLAG (tmp, FLAG_UNPAID); |
1076 |
|
|
items[*numitems].nrof = tmp->nrof; |
1077 |
|
|
/* Non mergable items have nrof of 0, but count them as one |
1078 |
|
|
* so the display is properly. |
1079 |
|
|
*/ |
1080 |
|
|
if (tmp->nrof == 0) |
1081 |
|
|
items[*numitems].nrof++; |
1082 |
|
|
items[*numitems].type = tmp->type; |
1083 |
|
|
|
1084 |
|
|
switch (tmp->type) |
1085 |
|
|
{ |
1086 |
elmex |
1.1 |
#if 0 |
1087 |
root |
1.6 |
case BOOTS: |
1088 |
|
|
case GLOVES: |
1089 |
|
|
case RING: |
1090 |
|
|
case AMULET: |
1091 |
|
|
case BRACERS: |
1092 |
|
|
case GIRDLE: |
1093 |
root |
1.10 |
sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); |
1094 |
root |
1.23 |
items[*numitems].item_sort = strdup (buf); |
1095 |
root |
1.10 |
sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); |
1096 |
root |
1.23 |
items[*numitems].item_real = strdup (buf); |
1097 |
root |
1.10 |
(*numitems)++; |
1098 |
|
|
break; |
1099 |
elmex |
1.1 |
#endif |
1100 |
|
|
|
1101 |
root |
1.6 |
default: |
1102 |
root |
1.23 |
items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1103 |
|
|
items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
1104 |
root |
1.10 |
(*numitems)++; |
1105 |
|
|
break; |
1106 |
|
|
} |
1107 |
root |
1.69 |
|
1108 |
root |
1.10 |
SET_FLAG (tmp, FLAG_UNPAID); |
1109 |
|
|
} |
1110 |
|
|
|
1111 |
|
|
void |
1112 |
elmex |
1.35 |
shop_listing (object *sign, object *op) |
1113 |
root |
1.10 |
{ |
1114 |
root |
1.65 |
int i, j, x1, x2, y1, y2; |
1115 |
root |
1.53 |
const char *shop_coords = sign->kv (shstr_shop_coords); |
1116 |
root |
1.10 |
object *stack; |
1117 |
|
|
shopinv *items; |
1118 |
|
|
|
1119 |
|
|
/* Should never happen, but just in case a monster does apply a sign */ |
1120 |
root |
1.65 |
if (!op->is_player ()) |
1121 |
root |
1.10 |
return; |
1122 |
|
|
|
1123 |
root |
1.67 |
dynbuf_text &buf = msg_dynbuf; buf.clear (); |
1124 |
root |
1.65 |
|
1125 |
elmex |
1.35 |
if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
1126 |
|
|
{ |
1127 |
|
|
x1 = 0; |
1128 |
|
|
y1 = 0; |
1129 |
|
|
x2 = op->map->width - 1; |
1130 |
|
|
y2 = op->map->height - 1; |
1131 |
|
|
} |
1132 |
root |
1.10 |
|
1133 |
root |
1.65 |
int numallocated = 40; |
1134 |
|
|
int numitems = 0; |
1135 |
|
|
items = (shopinv *)malloc (sizeof (shopinv) * numallocated); |
1136 |
root |
1.10 |
|
1137 |
|
|
/* Find all the appropriate items */ |
1138 |
elmex |
1.35 |
for (i = x1; i <= x2; i++) |
1139 |
root |
1.65 |
for (j = y1; j < y2; j++) |
1140 |
|
|
if (is_in_shop (op->map, i, j)) |
1141 |
root |
1.10 |
{ |
1142 |
root |
1.65 |
stack = GET_MAP_OB (op->map, i, j); |
1143 |
|
|
|
1144 |
|
|
while (stack) |
1145 |
root |
1.10 |
{ |
1146 |
root |
1.65 |
if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1147 |
root |
1.10 |
{ |
1148 |
root |
1.65 |
if (numitems == numallocated) |
1149 |
|
|
items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2)); |
1150 |
root |
1.30 |
|
1151 |
root |
1.65 |
add_shop_item (stack, items, &numitems, &numallocated); |
1152 |
|
|
} |
1153 |
root |
1.30 |
|
1154 |
root |
1.65 |
stack = stack->above; |
1155 |
root |
1.6 |
} |
1156 |
|
|
} |
1157 |
root |
1.12 |
|
1158 |
root |
1.65 |
buf << (numitems ? "T<This shop contains:>\n\n" |
1159 |
|
|
: "T<This shop is currently empty.>"); |
1160 |
root |
1.12 |
|
1161 |
root |
1.10 |
qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1162 |
|
|
|
1163 |
|
|
for (i = 0; i < numitems; i++) |
1164 |
|
|
{ |
1165 |
|
|
/* Collapse items of the same name together */ |
1166 |
|
|
if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1167 |
root |
1.65 |
items[i + 1].nrof += items[i].nrof; |
1168 |
root |
1.10 |
else |
1169 |
root |
1.66 |
buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1170 |
root |
1.65 |
|
1171 |
|
|
free (items[i].item_sort); |
1172 |
|
|
free (items[i].item_real); |
1173 |
elmex |
1.1 |
} |
1174 |
root |
1.30 |
|
1175 |
root |
1.65 |
op->contr->infobox (MSG_CHANNEL ("shopitems"), buf); |
1176 |
|
|
|
1177 |
root |
1.10 |
free (items); |
1178 |
elmex |
1.1 |
} |
1179 |
elmex |
1.7 |
|
1180 |
|
|
/* elmex: this function checks whether the object is in a shop */ |
1181 |
root |
1.10 |
bool |
1182 |
|
|
is_in_shop (object *o) |
1183 |
elmex |
1.7 |
{ |
1184 |
root |
1.52 |
if (!o->is_on_map ()) |
1185 |
elmex |
1.7 |
return false; |
1186 |
|
|
|
1187 |
|
|
return is_in_shop (o->map, o->x, o->y); |
1188 |
|
|
} |
1189 |
|
|
|
1190 |
elmex |
1.45 |
/* elmex: this function checks whether we are in a shop or not |
1191 |
|
|
- change 2007-11-26: enhanced the O(n) case by stopping at the first |
1192 |
|
|
floor tile. this possibly will make map bugs where shopfloors are above |
1193 |
|
|
floors more obvious. |
1194 |
|
|
*/ |
1195 |
|
|
|
1196 |
root |
1.10 |
bool |
1197 |
root |
1.18 |
is_in_shop (maptile *map, int x, int y) |
1198 |
elmex |
1.7 |
{ |
1199 |
root |
1.25 |
for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
1200 |
elmex |
1.45 |
if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) |
1201 |
|
|
return floor->type == SHOP_FLOOR; |
1202 |
root |
1.52 |
|
1203 |
elmex |
1.7 |
return false; |
1204 |
|
|
} |
1205 |
root |
1.43 |
|