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Revision: 1.10
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +876 -738 lines
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# Content
1
2 /*
3 * static char *rcsid_shop_c =
4 * "$Id: shop.C,v 1.9 2006-09-07 10:01:58 pippijn Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <spells.h>
32 #include <skills.h>
33 #include <living.h>
34 #include <newclient.h>
35 #ifndef __CEXTRACT__
36 # include <sproto.h>
37 #endif
38 #include <math.h>
39
40 /* this is a measure of how effective store specialisation is. A general store
41 * will offer this proportion of the 'maximum' price, a specialised store will
42 * offer a range of prices around it such that the maximum price is always one
43 * therefore making this number higher, makes specialisation less effective.
44 * setting this value above 1 or to a negative value would have interesting,
45 * (though not useful) effects.
46 */
47 #define SPECIALISATION_EFFECT 0.5
48
49 /* price a shopkeeper will give someone they neither like nor dislike */
50 #define NEUTRAL_RATIO 0.8
51
52 static uint64 pay_from_container (object *pl, object *pouch, uint64 to_pay);
53 static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop);
54 static double shop_specialisation_ratio (const object *item, const mapstruct *map);
55 static double shop_greed (const mapstruct *map);
56
57 #define NUM_COINS 4 /* number of coin types */
58 static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
59
60 /* Added F_TRUE flag to define.h to mean that the price should not
61 * be adjusted by players charisma. With F_TRUE, it returns the amount
62 * that the item is worth, if it was sold, but unadjusted by charisma.
63 * This is needed for alchemy, to to determine what value of gold nuggets
64 * should be given (the gold nuggets, when sold, will have the adjustment
65 * by charisma done at that time). NULL could have been passed as the
66 * who parameter, but then the adjustment for expensive items (>10000)
67 * would not be done.
68 *
69 * Added F_APPROX flag, which means that the price returned should be wrong by
70 * an amount related to the player's bargaining skill.
71 *
72 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
73 * current map should be taken into account when determining the price. Shops that
74 * specialise in what is being traded will give better prices than those that do not.
75 *
76 * CF 0.91.4 - This function got changed around a bit. Now the
77 * number of object is multiplied by the value early on. This fixes problems
78 * with items worth very little. What happened before is that various
79 * divisions took place, the value got rounded to 0 (Being an int), and
80 * thus remained 0.
81 *
82 * Mark Wedel (mwedel@pyramid.com)
83 */
84
85 static uint64 approx_range;
86
87 uint64
88 query_cost (const object *tmp, object *who, int flag)
89 {
90 double val;
91 int number; /* used to better calculate value */
92 int no_bargain;
93 int identified;
94 int not_cursed;
95 int approximate;
96 int shop;
97 double diff;
98
99 approx_range = 0;
100
101 no_bargain = flag & F_NO_BARGAIN;
102 identified = flag & F_IDENTIFIED;
103 not_cursed = flag & F_NOT_CURSED;
104 approximate = flag & F_APPROX;
105 shop = flag & F_SHOP;
106 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
107
108 if (tmp->type == MONEY)
109 return (tmp->nrof * tmp->value);
110 if (tmp->type == GEM)
111 {
112 if (flag == F_TRUE)
113 return (tmp->nrof * tmp->value);
114 if (flag == F_BUY)
115 return (uint64) (1.03 * tmp->nrof * tmp->value);
116 if (flag == F_SELL)
117 return (uint64) (0.97 * tmp->nrof * tmp->value);
118 LOG (llevError, "Query_cost: Gem type with unknown flag : %d\n", flag);
119 return 0;
120 }
121 number = tmp->nrof;
122 if (number == 0)
123 number = 1;
124 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
125 {
126 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
127 return 0;
128 else
129 val = tmp->value * number;
130 }
131 /* This area deals with objects that are not identified, but can be */
132 else
133 {
134 if (tmp->arch != NULL)
135 {
136 if (flag == F_BUY)
137 {
138 LOG (llevError, "Asking for buy-value of unidentified object.\n");
139 val = tmp->arch->clone.value * 50 * number;
140 }
141 else
142 { /* Trying to sell something, or get true value */
143 if (tmp->type == POTION)
144 val = number * 40; /* Don't want to give anything away */
145 else
146 {
147 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
148 * unknown objects
149 */
150 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
151 val = number * tmp->arch->clone.value * 2 / 3;
152 else
153 val = number * tmp->arch->clone.value / 3;
154 }
155 }
156 }
157 else
158 { /* No archetype with this object */
159 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
160 if (flag == F_BUY)
161 {
162 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
163 val = number * tmp->value * 10;
164 }
165 else
166 val = number * tmp->value / 5;
167 }
168 }
169
170 /* If the item has been applied or identifed or does not need to be
171 * identified, AND the object is magical and the archetype is non
172 * magical, then change values accordingly. The tmp->arch==NULL is
173 * really just a check to prevent core dumps for when it checks
174 * tmp->arch->clone.magic for any magic. The check for archetype
175 * magic is to not give extra money for archetypes that are by
176 * default magical. This is because the archetype value should have
177 * already figured in that value.
178 */
179 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
180 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
181 {
182 if (tmp->magic > 0)
183 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
184 else
185 /* Note that tmp->magic is negative, so that this
186 * will actually be something like val /=2, /=3, etc.
187 */
188 val /= (1 - tmp->magic);
189 }
190
191 if (tmp->type == WAND)
192 {
193 /* Value of the wand is multiplied by the number of
194 * charges. the treasure code already sets up the value
195 * 50 charges is used as the baseline.
196 */
197 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
198 val = (val * tmp->stats.food) / 50;
199 else /* if not identified, presume one charge */
200 val /= 50;
201 }
202
203 /* Limit amount of money you can get for really great items. */
204 if (flag == F_SELL)
205 val = value_limit ((uint64) val, number, who, shop);
206
207 // use a nonlinear price adjustment. as my predecessor said, don't change
208 // the archetypes, its work required for balancing, and we don't care.
209 //val = pow (val, 1.05);
210
211 /* This modification is for bargaining skill.
212 * Now only players with max level in bargaining
213 * AND Cha = 30 will get optimal price.
214 * Thus charisma will never get useless.
215 * -b.e. edler@heydernet.de
216 */
217
218 if (who != NULL && who->type == PLAYER)
219 {
220 int lev_bargain = 0;
221 int lev_identify = 0;
222 int idskill1 = 0;
223 int idskill2 = 0;
224 const typedata *tmptype;
225
226 tmptype = get_typedata (tmp->type);
227
228 if (find_skill_by_number (who, SK_BARGAINING))
229 {
230 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
231 }
232 if (tmptype)
233 {
234 idskill1 = tmptype->identifyskill;
235 if (idskill1)
236 {
237 idskill2 = tmptype->identifyskill2;
238 if (find_skill_by_number (who, idskill1))
239 {
240 lev_identify = find_skill_by_number (who, idskill1)->level;
241 }
242 if (idskill2 && find_skill_by_number (who, idskill2))
243 {
244 lev_identify += find_skill_by_number (who, idskill2)->level;
245 }
246 }
247 }
248 else
249 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name);
250
251 /* ratio determines how much of the price modification
252 * will come from the basic stat charisma
253 * the rest will come from the level in bargaining skill
254 */
255 const double cha_ratio = 0.40;
256
257 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
258
259 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
260
261 diff = .02 + (.80 - .02) * diff;
262
263 if (flag == F_BUY)
264 val += (val * diff);
265 else if (flag == F_SELL)
266 val -= (val * diff);
267
268 // now find a price range. the less good we can judge, the larger the range is
269 // then the range is adjusted randomly around the correct value
270 if (approximate)
271 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1));
272 }
273
274 /* I don't think this should really happen - if it does, it indicates and
275 * overflow of diff above. That shoudl only happen if
276 * we are selling objects - in that case, the person just
277 * gets no money.
278 */
279 if ((sint64) val < 0)
280 val = 0;
281
282 /* Unidentified stuff won't sell for more than 60gp */
283 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
284 {
285 val = (val > 600) ? 600 : val;
286 }
287
288 /* if we are in a shop, check how the type of shop should affect the price */
289 if (shop && who)
290 {
291 if (flag == F_SELL)
292 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
293 else if (flag == F_BUY)
294 {
295 /*
296 * when buying, if the item was sold by another player, it is ok to
297 * let the item be sold cheaper, according to the specialisation of
298 * the shop. If a player sold an item here, then his sale price was
299 * multiplied by the specialisation ratio, to do the same to the buy
300 * price will not generate extra money. However, the
301 * same is not true of generated items, these have to /divide/ by the
302 * specialisation, so that the price is never less than what they could
303 * be sold for (otherwise players could camp map resets to make money).
304 * In game terms, a non-specialist shop, might not recognise the true
305 * value of the items they sell (much like how people sometimes find
306 * antiques in a junk shop in real life).
307 */
308 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
309 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
310 else
311 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
312 }
313 /* we will also have an extra 0-5% variation between shops of the same type
314 * for valuable items (below a value of 50 this effect wouldn't be very
315 * pointful, and could give fun with rounding.
316 */
317 if (who->map->path != NULL && val > 50)
318 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
319 }
320 return (uint64) val;
321 }
322
323 /* Find the coin type that is worth more the 'c'. Starts at the
324 * cointype placement.
325 */
326
327 static archetype *
328 find_next_coin (uint64 c, int *cointype)
329 {
330 archetype *coin;
331
332 do
333 {
334 if (coins[*cointype] == NULL)
335 return NULL;
336 coin = find_archetype (coins[*cointype]);
337 if (coin == NULL)
338 return NULL;
339 *cointype += 1;
340 }
341 while ((uint64) coin->clone.value > c);
342
343 return coin;
344 }
345
346 /* This returns a string of how much something is worth based on
347 * an integer being passed.
348 * cost is the cost we need to represent.
349 * While cost is 64 bit, the number of any coin is still really
350 * limited to 32 bit (size of nrof field). If it turns out players
351 * have so much money that they have more than 2 billion platinum
352 * coins, there are certainly issues - the easiest fix at that
353 * time is to add a higher denomination (mithril piece with
354 * 10,000 silver or something)
355 */
356 const char *
357 cost_string_from_value (uint64 cost, int approx)
358 {
359 static char buf[MAX_BUF];
360 archetype *coin, *next_coin;
361 int num, cointype = 0;
362
363 coin = find_next_coin (cost, &cointype);
364 if (coin == NULL)
365 return "nothing";
366
367 num = cost / coin->clone.value;
368 /* so long as nrof is 32 bit, this is true.
369 * If it takes more coins than a person can possibly carry, this
370 * is basically true.
371 */
372 if ((cost / coin->clone.value) > UINT32_MAX)
373 {
374 strcpy (buf, "an unimaginable sum of money");
375 return buf;
376 }
377
378 cost -= (uint64) num *(uint64) coin->clone.value;
379
380 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
381
382 next_coin = find_next_coin (cost, &cointype);
383 if (next_coin == NULL || approx)
384 return buf;
385
386 coin = next_coin;
387 num = cost / coin->clone.value;
388 cost -= (uint64) num *(uint64) coin->clone.value;
389
390 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
391
392 return buf;
393 }
394
395 const char *
396 query_cost_string (const object *tmp, object *who, int flag)
397 {
398 uint64 real_value = query_cost (tmp, who, flag);
399 int idskill1 = 0;
400 int idskill2 = 0;
401 const typedata *tmptype;
402
403 tmptype = get_typedata (tmp->type);
404 if (tmptype)
405 {
406 idskill1 = tmptype->identifyskill;
407 idskill2 = tmptype->identifyskill2;
408 }
409
410 /* we show an approximate price if
411 * 1) we are approximating
412 * 2) there either is no id skill(s) for the item, or we don't have them
413 * 3) we don't have bargaining skill either
414 */
415 if (flag & F_APPROX)
416 {
417 if (!idskill1 || !find_skill_by_number (who, idskill1))
418 {
419 if (!idskill2 || !find_skill_by_number (who, idskill2))
420 {
421 if (!find_skill_by_number (who, SK_BARGAINING))
422 {
423 static char buf[MAX_BUF];
424 int num, cointype = 0;
425 archetype *coin = find_next_coin (real_value, &cointype);
426
427 if (coin == NULL)
428 return "nothing";
429
430 num = real_value / coin->clone.value;
431 if (num == 1)
432 sprintf (buf, "about one %s", &coin->clone.name);
433 else if (num < 5)
434 sprintf (buf, "a few %s", &coin->clone.name_pl);
435 else if (num < 10)
436 sprintf (buf, "several %s", &coin->clone.name_pl);
437 else if (num < 25)
438 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
439 else if (num < 100)
440 sprintf (buf, "lots of %s", &coin->clone.name_pl);
441 else if (num < 1000)
442 sprintf (buf, "a great many %s", &coin->clone.name_pl);
443 else
444 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
445 return buf;
446 }
447 }
448 }
449
450 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
451
452 if (approx_range)
453 {
454 uint64 lo = (sint64) real_value - (approx_range * hash >> 10);
455 static char buf[MAX_BUF];
456
457 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
458 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
459
460 return buf;
461 }
462 }
463
464 return cost_string_from_value (real_value, 0);
465 }
466
467 /* This function finds out how much money the player is carrying,
468 * including what is in containers.
469 */
470 uint64
471 query_money (const object *op)
472 {
473 object *tmp;
474 uint64 total = 0;
475
476 if (op->type != PLAYER && op->type != CONTAINER)
477 {
478 LOG (llevError, "Query money called with non player/container\n");
479 return 0;
480 }
481 for (tmp = op->inv; tmp; tmp = tmp->below)
482 {
483 if (tmp->type == MONEY)
484 {
485 total += (uint64) tmp->nrof * (uint64) tmp->value;
486 }
487 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
488 {
489 total += query_money (tmp);
490 }
491 }
492 return total;
493 }
494
495 /* TCHIZE: This function takes the amount of money from the
496 * the player inventory and from it's various pouches using the
497 * pay_from_container function.
498 * returns 0 if not possible. 1 if success
499 */
500 int
501 pay_for_amount (uint64 to_pay, object *pl)
502 {
503 object *pouch;
504
505 if (to_pay == 0)
506 return 1;
507 if (to_pay > query_money (pl))
508 return 0;
509
510 to_pay = pay_from_container (pl, pl, to_pay);
511
512 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below)
513 {
514 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
515 {
516 to_pay = pay_from_container (pl, pouch, to_pay);
517 }
518 }
519 fix_player (pl);
520 return 1;
521 }
522
523 /* DAMN: This is now a wrapper for pay_from_container, which is
524 * called for the player, then for each active container that can hold
525 * money until op is paid for. Change will be left wherever the last
526 * of the price was paid from.
527 */
528 int
529 pay_for_item (object *op, object *pl)
530 {
531 uint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
532 object *pouch;
533 uint64 saved_money;
534
535 if (to_pay == 0)
536 return 1;
537 if (to_pay > query_money (pl))
538 return 0;
539
540 /* We compare the paid price with the one for a player
541 * without bargaining skill.
542 * This determins the amount of exp (if any) gained for bargaining.
543 */
544 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
545
546 if (saved_money > 0)
547 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
548
549 to_pay = pay_from_container (pl, pl, to_pay);
550
551 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below)
552 {
553 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
554 {
555 to_pay = pay_from_container (pl, pouch, to_pay);
556 }
557 }
558 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
559 SET_FLAG (op, FLAG_WAS_WIZ);
560 fix_player (pl);
561 return 1;
562 }
563
564 /* This pays for the item, and takes the proper amount of money off
565 * the player.
566 * CF 0.91.4 - this function is mostly redone in order to fix a bug
567 * with weight not be subtracted properly. We now remove and
568 * insert the coin objects - this should update the weight
569 * appropriately
570 *
571 * DAMN: This function is used for the player, then for any active
572 * containers that can hold money.
573 *
574 * pouch is the container (pouch or player) to remove the coins from.
575 * to_pay is the required amount.
576 * returns the amount still missing after using "pouch".
577 */
578 static uint64
579 pay_from_container (object *pl, object *pouch, uint64 to_pay)
580 {
581 int count, i;
582 uint64 remain;
583 object *tmp, *coin_objs[NUM_COINS], *next;
584 archetype *at;
585
586 if (pouch->type != PLAYER && pouch->type != CONTAINER)
587 return to_pay;
588
589 remain = to_pay;
590 for (i = 0; i < NUM_COINS; i++)
591 coin_objs[i] = NULL;
592
593 /* This hunk should remove all the money objects from the player/container */
594 for (tmp = pouch->inv; tmp; tmp = next)
595 {
596 next = tmp->below;
597
598 if (tmp->type == MONEY)
599 {
600 for (i = 0; i < NUM_COINS; i++)
601 {
602 if (!strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name) && (tmp->value == tmp->arch->clone.value))
603 {
604
605 /* This should not happen, but if it does, just *
606 * merge the two. */
607 if (coin_objs[i] != NULL)
608 {
609 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
610 remove_ob (tmp);
611 coin_objs[i]->nrof += tmp->nrof;
612 esrv_del_item (pl->contr, tmp->count);
613 free_object (tmp);
614 }
615 else
616 {
617 remove_ob (tmp);
618 if (pouch->type == PLAYER)
619 esrv_del_item (pl->contr, tmp->count);
620 coin_objs[i] = tmp;
621 }
622 break;
623 }
624 }
625 if (i == NUM_COINS)
626 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
627 }
628 }
629
630 /* Fill in any gaps in the coin_objs array - needed to make change. */
631 /* Note that the coin_objs array goes from least value to greatest value */
632 for (i = 0; i < NUM_COINS; i++)
633 if (coin_objs[i] == NULL)
634 {
635 at = find_archetype (coins[NUM_COINS - 1 - i]);
636 if (at == NULL)
637 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
638 coin_objs[i] = arch_to_object (at);
639 coin_objs[i]->nrof = 0;
640 }
641
642 for (i = 0; i < NUM_COINS; i++)
643 {
644 int num_coins;
645
646 if (coin_objs[i]->nrof * coin_objs[i]->value > remain)
647 {
648 num_coins = remain / coin_objs[i]->value;
649 if ((uint64) num_coins * (uint64) coin_objs[i]->value < remain)
650 num_coins++;
651 }
652 else
653 {
654 num_coins = coin_objs[i]->nrof;
655 }
656 remain -= (sint64) num_coins *(sint64) coin_objs[i]->value;
657
658 coin_objs[i]->nrof -= num_coins;
659 /* Now start making change. Start at the coin value
660 * below the one we just did, and work down to
661 * the lowest value.
662 */
663 count = i - 1;
664 while (remain < 0 && count >= 0)
665 {
666 num_coins = -remain / coin_objs[count]->value;
667 coin_objs[count]->nrof += num_coins;
668 remain += num_coins * coin_objs[count]->value;
669 count--;
670 }
671 }
672 for (i = 0; i < NUM_COINS; i++)
673 {
674 if (coin_objs[i]->nrof)
675 {
676 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
677
678 esrv_send_item (pl, tmp);
679 esrv_send_item (pl, pouch);
680 if (pl != pouch)
681 esrv_update_item (UPD_WEIGHT, pl, pouch);
682 if (pl->type != PLAYER)
683 {
684 esrv_send_item (pl, pl);
685 }
686 }
687 else
688 {
689 free_object (coin_objs[i]);
690 }
691 }
692 return (remain);
693 }
694
695 /* Checks all unpaid items in op's inventory, adds up all the money they
696 * have, and checks that they can actually afford what they want to buy.
697 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
698 * to the player
699 */
700
701 int
702 can_pay (object *pl)
703 {
704 int unpaid_count = 0, i;
705 uint64 unpaid_price = 0;
706 uint64 player_wealth = query_money (pl);
707 object *item;
708 uint32 coincount[NUM_COINS];
709
710 if (!pl || pl->type != PLAYER)
711 {
712 LOG (llevError, "can_pay(): called against something that isn't a player\n");
713 return 0;
714 }
715 for (i = 0; i < NUM_COINS; i++)
716 coincount[i] = 0;
717 for (item = pl->inv; item;)
718 {
719 if QUERY_FLAG
720 (item, FLAG_UNPAID)
721 {
722 unpaid_count++;
723 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
724 }
725 /* merely converting the player's monetary wealth won't do, if we did that,
726 * we could print the wrong numbers for the coins, so we count the money instead
727 */
728 for (i = 0; i < NUM_COINS; i++)
729 if (!strcmp (coins[i], item->arch->name))
730 coincount[i] += item->nrof;
731 if (item->inv)
732 item = item->inv;
733 else if (item->below)
734 item = item->below;
735 else if (item->env && item->env != pl && item->env->below)
736 item = item->env->below;
737 else
738 item = NULL;
739 }
740 if (unpaid_price > player_wealth)
741 {
742 char buf[MAX_BUF];
743 char cost[MAX_BUF];
744 char missing[MAX_BUF];
745
746 sprintf (cost, "%s", cost_string_from_value (unpaid_price, 0));
747 sprintf (missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
748
749 sprintf (buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
750 unpaid_count, cost, missing);
751 new_draw_info (NDI_UNIQUE, 0, pl, buf);
752 return 0;
753 }
754 else
755 return 1;
756 }
757
758
759 /* Better get_payment, descends containers looking for
760 * unpaid items, and pays for them.
761 * returns 0 if the player still has unpaid items.
762 * returns 1 if the player has paid for everything.
763 * pl is the player buying the stuff.
764 * op is the object we are examining. If op has
765 * and inventory, we examine that. IF there are objects
766 * below op, we descend down.
767 */
768 int
769 get_payment (object *pl, object *op)
770 {
771 char buf[MAX_BUF];
772 int ret = 1;
773
774 if (op != NULL && op->inv)
775 ret = get_payment (pl, op->inv);
776
777 if (!ret)
778 return 0;
779
780 if (op != NULL && op->below)
781 ret = get_payment (pl, op->below);
782
783 if (!ret)
784 return 0;
785
786 if (op != NULL && QUERY_FLAG (op, FLAG_UNPAID))
787 {
788 strncpy (buf, query_cost_string (op, pl, F_BUY | F_SHOP), MAX_BUF);
789 buf[MAX_BUF - 1] = '\0';
790 if (!pay_for_item (op, pl))
791 {
792 uint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
793
794 CLEAR_FLAG (op, FLAG_UNPAID);
795 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
796 SET_FLAG (op, FLAG_UNPAID);
797 return 0;
798 }
799 else
800 {
801 object *tmp;
802 tag_t c = op->count;
803
804 CLEAR_FLAG (op, FLAG_UNPAID);
805 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
806 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
807 tmp = merge_ob (op, NULL);
808 if (pl->type == PLAYER)
809 {
810 if (tmp)
811 { /* it was merged */
812 esrv_del_item (pl->contr, c);
813 op = tmp;
814 }
815 esrv_send_item (pl, op);
816 }
817 }
818 }
819 return 1;
820 }
821
822 /* written by elmex:
823 * moved this code from sell_item () here to have a function
824 * that pays the player an amount. Mainly put the code here to
825 * be able to call it from a plugin.
826 *
827 * If the player can't carry all the money that is paid, it gets inserted
828 * in his inventory anyway. This is the best alternative to not pay any money
829 * or put it on the ground under the player. This way the player can still
830 * go somewhere and unload the money at a safe place.
831 *
832 */
833 void
834 pay_player (object *pl, uint64 amount)
835 {
836 int count = 0;
837 archetype *at = 0;
838 object *pouch = 0, *tmp = 0;
839
840 for (count = 0; coins[count] != NULL; count++)
841 {
842 at = find_archetype (coins[count]);
843
844 if (at == NULL)
845 LOG (llevError, "Could not find %s archetype\n", coins[count]);
846 else if ((amount / at->clone.value) > 0)
847 {
848 for (pouch = pl->inv; pouch; pouch = pouch->below)
849 {
850 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
851 {
852 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
853 int n = amount / at->clone.value;
854
855 if (w == 0)
856 w = 1; /* Prevent divide by zero */
857
858 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
859 {
860 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
861 n = (pouch->weight_limit - pouch->carrying) / w;
862
863 tmp = arch_to_object (at);
864 tmp->nrof = n;
865 amount -= (uint64) tmp->nrof * (uint64) tmp->value;
866 tmp = insert_ob_in_ob (tmp, pouch);
867 esrv_send_item (pl, tmp);
868 esrv_send_item (pl, pouch);
869 esrv_update_item (UPD_WEIGHT, pl, pouch);
870 esrv_send_item (pl, pl);
871 }
872 }
873 }
874
875 if (amount / at->clone.value > 0)
876 {
877 tmp = arch_to_object (at);
878 tmp->nrof = amount / tmp->value;
879 amount -= (uint64) tmp->nrof * (uint64) tmp->value;
880 tmp = insert_ob_in_ob (tmp, pl);
881 esrv_send_item (pl, tmp);
882 esrv_send_item (pl, pl);
883 }
884 }
885 }
886
887 if (amount != 0)
888 #ifndef WIN32
889 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
890 #else
891 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
892 #endif
893 }
894
895 /* elmex: this is for the bank plugin :( */
896 uint64
897 pay_player_arch (object *pl, const char *arch, uint64 amount)
898 {
899 archetype *at = find_archetype (arch);
900 object *tmp = NULL;
901
902 if (at == NULL)
903 return 0;
904
905 if (amount > 0)
906 {
907 tmp = arch_to_object (at);
908 tmp->nrof = amount;
909 tmp = insert_ob_in_ob (tmp, pl);
910 esrv_send_item (pl, tmp);
911 esrv_send_item (pl, pl);
912 }
913
914 return 1;
915 }
916
917 /* Modified function to give out platinum coins. This function uses
918 * the coins[] array to know what coins are available, just like
919 * buy item.
920 *
921 * Modified to fill available race: gold containers before dumping
922 * remaining coins in character's inventory.
923 */
924 void
925 sell_item (object *op, object *pl)
926 {
927 uint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
928
929 if (pl == NULL || pl->type != PLAYER)
930 {
931 LOG (llevDebug, "Object other than player tried to sell something.\n");
932 return;
933 }
934
935 op->custom_name = 0;
936
937 if (!amount)
938 {
939 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
940
941 /* Even if the character doesn't get anything for it, it may still be
942 * worth something. If so, make it unpaid
943 */
944 if (op->value)
945 {
946 SET_FLAG (op, FLAG_UNPAID);
947 SET_FLAG (op, FLAG_PLAYER_SOLD);
948 }
949
950 identify (op);
951 return;
952 }
953
954 /* We compare the price with the one for a player
955 * without bargaining skill.
956 * This determins the amount of exp (if any) gained for bargaining.
957 * exp/10 -> 1 for each gold coin
958 */
959 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
960
961 if (extra_gain > 0)
962 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
963
964 pay_player (pl, amount);
965
966 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
967
968 SET_FLAG (op, FLAG_UNPAID);
969 identify (op);
970 }
971
972
973 /* returns a double that is the ratio of the price that a shop will offer for
974 * item based on the shops specialisation. Does not take account of greed,
975 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
976 * event is never less than 0.1 (calling functions divide by it)
977 */
978 static double
979 shop_specialisation_ratio (const object *item, const mapstruct *map)
980 {
981 shopitems *items = map->shopitems;
982 double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
983 int i;
984
985 if (item == NULL)
986 {
987 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
988 return 0;
989 }
990 if (!item->type)
991 {
992 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
993 /*
994 * I'm not really sure what the /right/ thing to do here is, these types of
995 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
996 */
997 return ratio;
998 }
999 if (map->shopitems)
1000 {
1001 for (i = 0; i < items[0].index; i++)
1002 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
1003 likedness = items[i].strength / 100.0;
1004 }
1005 if (likedness > 1.0)
1006 { /* someone has been rather silly with the map headers. */
1007 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
1008 likedness = 1.0;
1009 }
1010 if (likedness < -1.0)
1011 {
1012 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
1013 likedness = -1.0;
1014 }
1015 ratio = ratio + (1.0 - ratio) * likedness;
1016 if (ratio <= 0.1)
1017 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
1018 return ratio;
1019 }
1020
1021 /*returns the greed of the shop on map, or 1 if it isn't specified. */
1022 static double
1023 shop_greed (const mapstruct *map)
1024 {
1025 double greed = 1.0;
1026
1027 if (map->shopgreed)
1028 return map->shopgreed;
1029 return greed;
1030 }
1031
1032 /* Returns a double based on how much the shopkeeper approves of the player.
1033 * this is based on the race of the shopkeeper and that of the player.
1034 */
1035 double
1036 shopkeeper_approval (const mapstruct *map, const object *player)
1037 {
1038 double approval = 1.0;
1039
1040 if (map->shoprace)
1041 {
1042 approval = NEUTRAL_RATIO;
1043 if (player->race && !strcmp (player->race, map->shoprace))
1044 approval = 1.0;
1045 }
1046 return approval;
1047 }
1048
1049 /* limit the value of items based on the wealth of the shop. If the item is close
1050 * to the maximum value a shop will offer, we start to reduce it, if the item is
1051 * below the minimum value the shop is prepared to trade in, then we don't
1052 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1053 * value reduction.
1054 *
1055 */
1056 static uint64
1057 value_limit (uint64 val, int quantity, const object *who, int isshop)
1058 {
1059 uint64 newval, unit_price, tmpshopmax;
1060 mapstruct *map;
1061
1062 unit_price = val / quantity;
1063
1064 if (!isshop || !who)
1065 {
1066 if (unit_price > 250000)
1067 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1068 else
1069 newval = unit_price;
1070 }
1071 else
1072 {
1073 if (!who->map)
1074 {
1075 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1076 return val;
1077 }
1078
1079 map = who->map;
1080
1081 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1082
1083 if (map->shopmin && unit_price < map->shopmin)
1084 return 0;
1085 else if (unit_price > tmpshopmax / 2)
1086 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1087 else
1088 newval = unit_price;
1089 }
1090
1091 newval *= quantity;
1092
1093 return newval;
1094 }
1095
1096 /* gives a desciption of the shop on their current map to the player op. */
1097 int
1098 describe_shop (const object *op)
1099 {
1100 mapstruct *map = op->map;
1101
1102 /*shopitems *items=map->shopitems; */
1103 int pos = 0, i;
1104 double opinion = 0;
1105 char tmp[MAX_BUF] = "\0";
1106
1107 if (op->type != PLAYER)
1108 return 0;
1109
1110 /*check if there is a shop specified for this map */
1111 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1112 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1114 if (map->shopitems)
1115 {
1116 for (i = 0; i < map->shopitems[0].index; i++)
1117 {
1118 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1119 {
1120 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1121 pos += strlen (tmp + pos);
1122 }
1123 }
1124 }
1125 if (!pos)
1126 strcat (tmp, "a little of everything.");
1127
1128 /* format the string into a list */
1129 make_list_like (tmp);
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1131
1132 if (map->shopmax)
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1134 if (map->shopmin)
1135 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));
1136 if (map->shopgreed)
1137 {
1138 if (map->shopgreed > 2.0)
1139 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1140 else if (map->shopgreed > 1.5)
1141 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1142 else if (map->shopgreed > 1.1)
1143 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1144 else if (map->shopgreed < 0.9)
1145 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1146 }
1147 if (map->shoprace)
1148 {
1149 opinion = shopkeeper_approval (map, op);
1150 if (opinion > 0.8)
1151 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1152 else if (opinion > 0.5)
1153 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1154 else
1155 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1156 }
1157 }
1158 else
1159 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1160
1161 return 1;
1162 }
1163 typedef struct shopinv
1164 {
1165 char *item_sort;
1166 char *item_real;
1167 uint16 type;
1168 uint32 nrof;
1169 } shopinv;
1170
1171 /* There are a lot fo extra casts in here just to suppress warnings - it
1172 * makes it look uglier than it really it.
1173 * The format of the strings we get is type:name. So we first want to
1174 * sort by type (numerical) - if the same type, then sort by name.
1175 */
1176 static int
1177 shop_sort (const void *a1, const void *a2)
1178 {
1179 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1180
1181 if (s1->type < s2->type)
1182 return -1;
1183 if (s1->type > s2->type)
1184 return 1;
1185 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1186 * via alphabetical order
1187 */
1188 return strcasecmp (s1->item_sort, s2->item_sort);
1189 }
1190
1191 static void
1192 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1193 {
1194 #if 0
1195 char buf[MAX_BUF];
1196 #endif
1197 /* clear unpaid flag so that doesn't come up in query
1198 * string. We clear nrof so that we can better sort
1199 * the object names.
1200 */
1201
1202 CLEAR_FLAG (tmp, FLAG_UNPAID);
1203 items[*numitems].nrof = tmp->nrof;
1204 /* Non mergable items have nrof of 0, but count them as one
1205 * so the display is properly.
1206 */
1207 if (tmp->nrof == 0)
1208 items[*numitems].nrof++;
1209 items[*numitems].type = tmp->type;
1210
1211 switch (tmp->type)
1212 {
1213 #if 0
1214 case BOOTS:
1215 case GLOVES:
1216 case RING:
1217 case AMULET:
1218 case BRACERS:
1219 case GIRDLE:
1220 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1221 items[*numitems].item_sort = strdup_local (buf);
1222 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1223 items[*numitems].item_real = strdup_local (buf);
1224 (*numitems)++;
1225 break;
1226 #endif
1227
1228 default:
1229 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0));
1230 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1));
1231 (*numitems)++;
1232 break;
1233 }
1234 SET_FLAG (tmp, FLAG_UNPAID);
1235 }
1236
1237 void
1238 shop_listing (object *op)
1239 {
1240 int i, j, numitems = 0, numallocated = 0, nx, ny;
1241 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1242 object *stack;
1243 shopinv *items;
1244
1245 /* Should never happen, but just in case a monster does apply a sign */
1246 if (op->type != PLAYER)
1247 return;
1248
1249 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1250
1251 magic_mapping_mark (op, map_mark, 3);
1252 items = (shopinv *) malloc (40 * sizeof (shopinv));
1253 numallocated = 40;
1254
1255 /* Find all the appropriate items */
1256 for (i = 0; i < MAP_WIDTH (op->map); i++)
1257 {
1258 for (j = 0; j < MAP_HEIGHT (op->map); j++)
1259 {
1260 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1261 *
1262 */
1263 nx = i - op->x + MAGIC_MAP_HALF;
1264 ny = j - op->y + MAGIC_MAP_HALF;
1265 /* unlikely, but really big shops could run into this issue */
1266 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1267 continue;
1268
1269 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1270 {
1271 stack = get_map_ob (op->map, i, j);
1272
1273 while (stack)
1274 {
1275 if (QUERY_FLAG (stack, FLAG_UNPAID))
1276 {
1277 if (numitems == numallocated)
1278 {
1279 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1280 numallocated += 10;
1281 }
1282 add_shop_item (stack, items, &numitems, &numallocated);
1283 }
1284 stack = stack->above;
1285 }
1286 }
1287 }
1288 }
1289 free (map_mark);
1290 if (numitems == 0)
1291 {
1292 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1293 free (items);
1294 return;
1295 }
1296 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1297
1298 for (i = 0; i < numitems; i++)
1299 {
1300 /* Collapse items of the same name together */
1301 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1302 {
1303 items[i + 1].nrof += items[i].nrof;
1304 free (items[i].item_sort);
1305 free (items[i].item_real);
1306 }
1307 else
1308 {
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1310 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1311 free (items[i].item_sort);
1312 free (items[i].item_real);
1313 }
1314 }
1315 free (items);
1316 }
1317
1318 /* elmex: this function checks whether the object is in a shop */
1319 bool
1320 is_in_shop (object *o)
1321 {
1322 if (!o->map)
1323 return false;
1324
1325 return is_in_shop (o->map, o->x, o->y);
1326 }
1327
1328 /* elmex: this function checks whether we are in a shop or not */
1329 bool
1330 is_in_shop (mapstruct *map, int x, int y)
1331 {
1332 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1333 if (floor->type == SHOP_FLOOR)
1334 return true;
1335
1336 return false;
1337 }