1 |
|
2 |
/* |
3 |
* static char *rcsid_shop_c = |
4 |
* "$Id: shop.C,v 1.14 2006-09-12 19:20:08 root 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 |
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|
13 |
This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
16 |
(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
24 |
along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
27 |
The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
30 |
#include <global.h> |
31 |
#include <spells.h> |
32 |
#include <skills.h> |
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#include <living.h> |
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#include <newclient.h> |
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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
38 |
#include <math.h> |
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|
40 |
/* this is a measure of how effective store specialisation is. A general store |
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* 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 |
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* therefore making this number higher, makes specialisation less effective. |
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* setting this value above 1 or to a negative value would have interesting, |
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* (though not useful) effects. |
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*/ |
47 |
#define SPECIALISATION_EFFECT 0.5 |
48 |
|
49 |
/* price a shopkeeper will give someone they neither like nor dislike */ |
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#define NEUTRAL_RATIO 0.8 |
51 |
|
52 |
static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); |
53 |
static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); |
54 |
static double shop_specialisation_ratio (const object *item, const mapstruct *map); |
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static double shop_greed (const mapstruct *map); |
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|
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#define NUM_COINS 4 /* number of coin types */ |
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static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL }; |
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|
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/* Added F_TRUE flag to define.h to mean that the price should not |
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* be adjusted by players charisma. With F_TRUE, it returns the amount |
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* that the item is worth, if it was sold, but unadjusted by charisma. |
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* This is needed for alchemy, to to determine what value of gold nuggets |
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* should be given (the gold nuggets, when sold, will have the adjustment |
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* by charisma done at that time). NULL could have been passed as the |
66 |
* who parameter, but then the adjustment for expensive items (>10000) |
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* 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 |
* |
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* Added F_SHOP flag to mean that the specialisation of the shop on the player's |
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* current map should be taken into account when determining the price. Shops that |
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* specialise in what is being traded will give better prices than those that do not. |
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* |
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* CF 0.91.4 - This function got changed around a bit. Now the |
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* 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 |
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* thus remained 0. |
81 |
* |
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* Mark Wedel (mwedel@pyramid.com) |
83 |
*/ |
84 |
|
85 |
static sint64 approx_range; |
86 |
|
87 |
sint64 |
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; |
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int not_cursed; |
95 |
int approximate; |
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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 |
|
111 |
if (tmp->type == GEM) |
112 |
{ |
113 |
if (flag == F_TRUE) |
114 |
return (tmp->nrof * tmp->value); |
115 |
|
116 |
if (flag == F_BUY) |
117 |
return (sint64) (1.03 * tmp->nrof * tmp->value); |
118 |
|
119 |
if (flag == F_SELL) |
120 |
return (sint64) (0.97 * tmp->nrof * tmp->value); |
121 |
|
122 |
LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
123 |
return 0; |
124 |
} |
125 |
|
126 |
number = tmp->nrof; |
127 |
if (number == 0) |
128 |
number = 1; |
129 |
if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
130 |
{ |
131 |
if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
132 |
return 0; |
133 |
else |
134 |
val = tmp->value * number; |
135 |
} |
136 |
/* This area deals with objects that are not identified, but can be */ |
137 |
else |
138 |
{ |
139 |
if (tmp->arch != NULL) |
140 |
{ |
141 |
if (flag == F_BUY) |
142 |
{ |
143 |
LOG (llevError, "Asking for buy-value of unidentified object.\n"); |
144 |
val = tmp->arch->clone.value * 50 * number; |
145 |
} |
146 |
else |
147 |
{ /* Trying to sell something, or get true value */ |
148 |
if (tmp->type == POTION) |
149 |
val = number * 40; /* Don't want to give anything away */ |
150 |
else |
151 |
{ |
152 |
/* Get 2/3'rd value for applied objects, 1/3'rd for totally |
153 |
* unknown objects |
154 |
*/ |
155 |
if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
156 |
val = number * tmp->arch->clone.value * 2 / 3; |
157 |
else |
158 |
val = number * tmp->arch->clone.value / 3; |
159 |
} |
160 |
} |
161 |
} |
162 |
else |
163 |
{ /* No archetype with this object */ |
164 |
LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name); |
165 |
if (flag == F_BUY) |
166 |
{ |
167 |
LOG (llevError, "Asking for buy-value of unidentified object without arch.\n"); |
168 |
val = number * tmp->value * 10; |
169 |
} |
170 |
else |
171 |
val = number * tmp->value / 5; |
172 |
} |
173 |
} |
174 |
|
175 |
/* If the item has been applied or identifed or does not need to be |
176 |
* identified, AND the object is magical and the archetype is non |
177 |
* magical, then change values accordingly. The tmp->arch==NULL is |
178 |
* really just a check to prevent core dumps for when it checks |
179 |
* tmp->arch->clone.magic for any magic. The check for archetype |
180 |
* magic is to not give extra money for archetypes that are by |
181 |
* default magical. This is because the archetype value should have |
182 |
* already figured in that value. |
183 |
*/ |
184 |
if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
185 |
QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) |
186 |
{ |
187 |
if (tmp->magic > 0) |
188 |
val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
189 |
else |
190 |
/* Note that tmp->magic is negative, so that this |
191 |
* will actually be something like val /=2, /=3, etc. |
192 |
*/ |
193 |
val /= (1 - tmp->magic); |
194 |
} |
195 |
|
196 |
if (tmp->type == WAND) |
197 |
{ |
198 |
/* Value of the wand is multiplied by the number of |
199 |
* charges. the treasure code already sets up the value |
200 |
* 50 charges is used as the baseline. |
201 |
*/ |
202 |
if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
203 |
val = (val * tmp->stats.food) / 50; |
204 |
else /* if not identified, presume one charge */ |
205 |
val /= 50; |
206 |
} |
207 |
|
208 |
/* Limit amount of money you can get for really great items. */ |
209 |
if (flag == F_SELL) |
210 |
val = value_limit ((sint64) val, number, who, shop); |
211 |
|
212 |
// use a nonlinear price adjustment. as my predecessor said, don't change |
213 |
// the archetypes, its work required for balancing, and we don't care. |
214 |
//val = pow (val, 1.05); |
215 |
|
216 |
/* This modification is for bargaining skill. |
217 |
* Now only players with max level in bargaining |
218 |
* AND Cha = 30 will get optimal price. |
219 |
* Thus charisma will never get useless. |
220 |
* -b.e. edler@heydernet.de |
221 |
*/ |
222 |
|
223 |
if (who != NULL && who->type == PLAYER) |
224 |
{ |
225 |
int lev_bargain = 0; |
226 |
int lev_identify = 0; |
227 |
int idskill1 = 0; |
228 |
int idskill2 = 0; |
229 |
const typedata *tmptype; |
230 |
|
231 |
tmptype = get_typedata (tmp->type); |
232 |
|
233 |
if (find_skill_by_number (who, SK_BARGAINING)) |
234 |
lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
235 |
|
236 |
if (tmptype) |
237 |
{ |
238 |
idskill1 = tmptype->identifyskill; |
239 |
|
240 |
if (idskill1) |
241 |
{ |
242 |
idskill2 = tmptype->identifyskill2; |
243 |
|
244 |
if (find_skill_by_number (who, idskill1)) |
245 |
lev_identify = find_skill_by_number (who, idskill1)->level; |
246 |
|
247 |
if (idskill2 && find_skill_by_number (who, idskill2)) |
248 |
lev_identify += find_skill_by_number (who, idskill2)->level; |
249 |
} |
250 |
} |
251 |
else |
252 |
LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ()); |
253 |
|
254 |
/* ratio determines how much of the price modification |
255 |
* will come from the basic stat charisma |
256 |
* the rest will come from the level in bargaining skill |
257 |
*/ |
258 |
const double cha_ratio = 0.40; |
259 |
|
260 |
diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
261 |
|
262 |
diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
263 |
|
264 |
diff = .02 + (.80 - .02) * diff; |
265 |
|
266 |
if (flag == F_BUY) |
267 |
val += (val * diff); |
268 |
else if (flag == F_SELL) |
269 |
val -= (val * diff); |
270 |
|
271 |
// now find a price range. the less good we can judge, the larger the range is |
272 |
// then the range is adjusted randomly around the correct value |
273 |
if (approximate) |
274 |
approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
275 |
} |
276 |
|
277 |
/* I don't think this should really happen - if it does, it indicates and |
278 |
* overflow of diff above. That shoudl only happen if |
279 |
* we are selling objects - in that case, the person just |
280 |
* gets no money. |
281 |
*/ |
282 |
if ((sint64) val < 0) |
283 |
val = 0; |
284 |
|
285 |
/* Unidentified stuff won't sell for more than 60gp */ |
286 |
if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) |
287 |
{ |
288 |
val = (val > 600) ? 600 : val; |
289 |
} |
290 |
|
291 |
/* if we are in a shop, check how the type of shop should affect the price */ |
292 |
if (shop && who) |
293 |
{ |
294 |
if (flag == F_SELL) |
295 |
val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); |
296 |
else if (flag == F_BUY) |
297 |
{ |
298 |
/* |
299 |
* when buying, if the item was sold by another player, it is ok to |
300 |
* let the item be sold cheaper, according to the specialisation of |
301 |
* the shop. If a player sold an item here, then his sale price was |
302 |
* multiplied by the specialisation ratio, to do the same to the buy |
303 |
* price will not generate extra money. However, the |
304 |
* same is not true of generated items, these have to /divide/ by the |
305 |
* specialisation, so that the price is never less than what they could |
306 |
* be sold for (otherwise players could camp map resets to make money). |
307 |
* In game terms, a non-specialist shop, might not recognise the true |
308 |
* value of the items they sell (much like how people sometimes find |
309 |
* antiques in a junk shop in real life). |
310 |
*/ |
311 |
if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
312 |
val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
313 |
else |
314 |
val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
315 |
} |
316 |
/* we will also have an extra 0-5% variation between shops of the same type |
317 |
* for valuable items (below a value of 50 this effect wouldn't be very |
318 |
* pointful, and could give fun with rounding. |
319 |
*/ |
320 |
if (who->map->path != NULL && val > 50) |
321 |
val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); |
322 |
} |
323 |
return (sint64) val; |
324 |
} |
325 |
|
326 |
/* Find the coin type that is worth more the 'c'. Starts at the |
327 |
* cointype placement. |
328 |
*/ |
329 |
|
330 |
static archetype * |
331 |
find_next_coin (sint64 c, int *cointype) |
332 |
{ |
333 |
archetype *coin; |
334 |
|
335 |
do |
336 |
{ |
337 |
if (coins[*cointype] == NULL) |
338 |
return NULL; |
339 |
coin = archetype::find (coins[*cointype]); |
340 |
if (coin == NULL) |
341 |
return NULL; |
342 |
*cointype += 1; |
343 |
} |
344 |
while (coin->clone.value > c); |
345 |
|
346 |
return coin; |
347 |
} |
348 |
|
349 |
/* This returns a string of how much something is worth based on |
350 |
* an integer being passed. |
351 |
* cost is the cost we need to represent. |
352 |
* While cost is 64 bit, the number of any coin is still really |
353 |
* limited to 32 bit (size of nrof field). If it turns out players |
354 |
* have so much money that they have more than 2 billion platinum |
355 |
* coins, there are certainly issues - the easiest fix at that |
356 |
* time is to add a higher denomination (mithril piece with |
357 |
* 10,000 silver or something) |
358 |
*/ |
359 |
const char * |
360 |
cost_string_from_value (sint64 cost, int approx) |
361 |
{ |
362 |
static char buf[MAX_BUF]; |
363 |
archetype *coin, *next_coin; |
364 |
int num, cointype = 0; |
365 |
|
366 |
coin = find_next_coin (cost, &cointype); |
367 |
if (coin == NULL) |
368 |
return "nothing"; |
369 |
|
370 |
num = cost / coin->clone.value; |
371 |
/* so long as nrof is 32 bit, this is true. |
372 |
* If it takes more coins than a person can possibly carry, this |
373 |
* is basically true. |
374 |
*/ |
375 |
if ((cost / coin->clone.value) > UINT32_MAX) |
376 |
{ |
377 |
strcpy (buf, "an unimaginable sum of money"); |
378 |
return buf; |
379 |
} |
380 |
|
381 |
cost -= num * (sint64)coin->clone.value; |
382 |
|
383 |
sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
384 |
|
385 |
next_coin = find_next_coin (cost, &cointype); |
386 |
if (next_coin == NULL || approx) |
387 |
return buf; |
388 |
|
389 |
coin = next_coin; |
390 |
num = cost / coin->clone.value; |
391 |
cost -= num * (sint64)coin->clone.value; |
392 |
|
393 |
sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
394 |
|
395 |
return buf; |
396 |
} |
397 |
|
398 |
const char * |
399 |
query_cost_string (const object *tmp, object *who, int flag) |
400 |
{ |
401 |
sint64 real_value = query_cost (tmp, who, flag); |
402 |
int idskill1 = 0; |
403 |
int idskill2 = 0; |
404 |
const typedata *tmptype; |
405 |
|
406 |
tmptype = get_typedata (tmp->type); |
407 |
if (tmptype) |
408 |
{ |
409 |
idskill1 = tmptype->identifyskill; |
410 |
idskill2 = tmptype->identifyskill2; |
411 |
} |
412 |
|
413 |
/* we show an approximate price if |
414 |
* 1) we are approximating |
415 |
* 2) there either is no id skill(s) for the item, or we don't have them |
416 |
* 3) we don't have bargaining skill either |
417 |
*/ |
418 |
if (flag & F_APPROX) |
419 |
{ |
420 |
if (!idskill1 || !find_skill_by_number (who, idskill1)) |
421 |
{ |
422 |
if (!idskill2 || !find_skill_by_number (who, idskill2)) |
423 |
{ |
424 |
if (!find_skill_by_number (who, SK_BARGAINING)) |
425 |
{ |
426 |
static char buf[MAX_BUF]; |
427 |
int num, cointype = 0; |
428 |
archetype *coin = find_next_coin (real_value, &cointype); |
429 |
|
430 |
if (coin == NULL) |
431 |
return "nothing"; |
432 |
|
433 |
num = real_value / coin->clone.value; |
434 |
if (num == 1) |
435 |
sprintf (buf, "about one %s", &coin->clone.name); |
436 |
else if (num < 5) |
437 |
sprintf (buf, "a few %s", &coin->clone.name_pl); |
438 |
else if (num < 10) |
439 |
sprintf (buf, "several %s", &coin->clone.name_pl); |
440 |
else if (num < 25) |
441 |
sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); |
442 |
else if (num < 100) |
443 |
sprintf (buf, "lots of %s", &coin->clone.name_pl); |
444 |
else if (num < 1000) |
445 |
sprintf (buf, "a great many %s", &coin->clone.name_pl); |
446 |
else |
447 |
sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); |
448 |
return buf; |
449 |
} |
450 |
} |
451 |
} |
452 |
|
453 |
int hash = ((unsigned int) tmp->count * 174364621) & 1023; |
454 |
|
455 |
if (approx_range) |
456 |
{ |
457 |
sint64 lo = (sint64) real_value - (approx_range * hash >> 10); |
458 |
static char buf[MAX_BUF]; |
459 |
|
460 |
sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
461 |
sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
462 |
|
463 |
return buf; |
464 |
} |
465 |
} |
466 |
|
467 |
return cost_string_from_value (real_value, 0); |
468 |
} |
469 |
|
470 |
/* This function finds out how much money the player is carrying, |
471 |
* including what is in containers. |
472 |
*/ |
473 |
sint64 |
474 |
query_money (const object *op) |
475 |
{ |
476 |
object *tmp; |
477 |
sint64 total = 0; |
478 |
|
479 |
if (op->type != PLAYER && op->type != CONTAINER) |
480 |
{ |
481 |
LOG (llevError, "Query money called with non player/container\n"); |
482 |
return 0; |
483 |
} |
484 |
|
485 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
486 |
if (tmp->type == MONEY) |
487 |
total += tmp->nrof * (sint64)tmp->value; |
488 |
else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) |
489 |
total += query_money (tmp); |
490 |
|
491 |
return total; |
492 |
} |
493 |
|
494 |
/* TCHIZE: This function takes the amount of money from the |
495 |
* the player inventory and from it's various pouches using the |
496 |
* pay_from_container function. |
497 |
* returns 0 if not possible. 1 if success |
498 |
*/ |
499 |
int |
500 |
pay_for_amount (sint64 to_pay, object *pl) |
501 |
{ |
502 |
object *pouch; |
503 |
|
504 |
if (to_pay == 0) |
505 |
return 1; |
506 |
|
507 |
if (to_pay > query_money (pl)) |
508 |
return 0; |
509 |
|
510 |
pay_from_container (pl, pl, to_pay); |
511 |
|
512 |
for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
513 |
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
514 |
pay_from_container (pl, pouch, to_pay); |
515 |
|
516 |
fix_player (pl); |
517 |
return 1; |
518 |
} |
519 |
|
520 |
/* DAMN: This is now a wrapper for pay_from_container, which is |
521 |
* called for the player, then for each active container that can hold |
522 |
* money until op is paid for. Change will be left wherever the last |
523 |
* of the price was paid from. |
524 |
*/ |
525 |
int |
526 |
pay_for_item (object *op, object *pl) |
527 |
{ |
528 |
sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); |
529 |
object *pouch; |
530 |
sint64 saved_money; |
531 |
|
532 |
if (to_pay == 0) |
533 |
return 1; |
534 |
|
535 |
if (to_pay > query_money (pl)) |
536 |
return 0; |
537 |
|
538 |
/* We compare the paid price with the one for a player |
539 |
* without bargaining skill. |
540 |
* This determins the amount of exp (if any) gained for bargaining. |
541 |
*/ |
542 |
saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
543 |
|
544 |
if (saved_money > 0) |
545 |
change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); |
546 |
|
547 |
pay_from_container (pl, pl, to_pay); |
548 |
|
549 |
for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
550 |
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
551 |
pay_from_container (pl, pouch, to_pay); |
552 |
|
553 |
if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
554 |
SET_FLAG (op, FLAG_WAS_WIZ); |
555 |
|
556 |
fix_player (pl); |
557 |
return 1; |
558 |
} |
559 |
|
560 |
/* This pays for the item, and takes the proper amount of money off |
561 |
* the player. |
562 |
* CF 0.91.4 - this function is mostly redone in order to fix a bug |
563 |
* with weight not be subtracted properly. We now remove and |
564 |
* insert the coin objects - this should update the weight |
565 |
* appropriately |
566 |
* |
567 |
* DAMN: This function is used for the player, then for any active |
568 |
* containers that can hold money. |
569 |
* |
570 |
* pouch is the container (pouch or player) to remove the coins from. |
571 |
* to_pay is the required amount. |
572 |
* returns the amount still missing after using "pouch". |
573 |
*/ |
574 |
static void |
575 |
pay_from_container (object *pl, object *pouch, sint64 &to_pay) |
576 |
{ |
577 |
int count, i; |
578 |
object *tmp, *next; |
579 |
archetype *at; |
580 |
|
581 |
if (pouch->type != PLAYER && pouch->type != CONTAINER) |
582 |
return; |
583 |
|
584 |
object *coin_objs[NUM_COINS] = { 0 }; |
585 |
|
586 |
/* This hunk should remove all the money objects from the player/container */ |
587 |
for (tmp = pouch->inv; tmp; tmp = next) |
588 |
{ |
589 |
next = tmp->below; |
590 |
|
591 |
if (tmp->type == MONEY) |
592 |
{ |
593 |
for (i = 0; i < NUM_COINS; i++) |
594 |
{ |
595 |
if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) |
596 |
{ |
597 |
// This should not happen, but if it does, just merge the two. |
598 |
if (coin_objs [i]) |
599 |
{ |
600 |
LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
601 |
remove_ob (tmp); |
602 |
coin_objs[i]->nrof += tmp->nrof; |
603 |
esrv_del_item (pl->contr, tmp->count); |
604 |
free_object (tmp); |
605 |
} |
606 |
else |
607 |
{ |
608 |
remove_ob (tmp); |
609 |
|
610 |
if (pouch->type == PLAYER) |
611 |
esrv_del_item (pl->contr, tmp->count); |
612 |
|
613 |
coin_objs[i] = tmp; |
614 |
} |
615 |
|
616 |
break; |
617 |
} |
618 |
} |
619 |
|
620 |
if (i == NUM_COINS) |
621 |
LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); |
622 |
} |
623 |
} |
624 |
|
625 |
/* Fill in any gaps in the coin_objs array - needed to make change. */ |
626 |
/* Note that the coin_objs array goes from least value to greatest value */ |
627 |
for (i = 0; i < NUM_COINS; i++) |
628 |
if (!coin_objs[i]) |
629 |
{ |
630 |
at = archetype::find (coins[NUM_COINS - 1 - i]); |
631 |
|
632 |
if (at == NULL) |
633 |
LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); |
634 |
|
635 |
coin_objs[i] = arch_to_object (at); |
636 |
coin_objs[i]->nrof = 0; |
637 |
} |
638 |
|
639 |
for (i = 0; i < NUM_COINS; i++) |
640 |
{ |
641 |
object &coin = *coin_objs[i]; |
642 |
sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); |
643 |
to_pay -= num_coins * coin.value; |
644 |
|
645 |
coin.nrof -= num_coins; |
646 |
/* Now start making change. Start at the coin value |
647 |
* below the one we just did, and work down to |
648 |
* the lowest value. |
649 |
*/ |
650 |
count = i - 1; |
651 |
|
652 |
while (to_pay < 0 && count >= 0) |
653 |
{ |
654 |
num_coins = (-to_pay) / coin_objs[count]->value; |
655 |
coin_objs[count]->nrof += num_coins; |
656 |
to_pay += num_coins * coin_objs[count]->value; |
657 |
count--; |
658 |
} |
659 |
} |
660 |
|
661 |
for (i = 0; i < NUM_COINS; i++) |
662 |
{ |
663 |
if (coin_objs[i]->nrof) |
664 |
{ |
665 |
object *tmp = insert_ob_in_ob (coin_objs[i], pouch); |
666 |
|
667 |
esrv_send_item (pl, tmp); |
668 |
esrv_send_item (pl, pouch); |
669 |
|
670 |
if (pl != pouch) |
671 |
esrv_update_item (UPD_WEIGHT, pl, pouch); |
672 |
|
673 |
if (pl->type != PLAYER) |
674 |
esrv_send_item (pl, pl); |
675 |
} |
676 |
else |
677 |
free_object (coin_objs[i]); |
678 |
} |
679 |
} |
680 |
|
681 |
/* Checks all unpaid items in op's inventory, adds up all the money they |
682 |
* have, and checks that they can actually afford what they want to buy. |
683 |
* Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
684 |
* to the player |
685 |
*/ |
686 |
int |
687 |
can_pay (object *pl) |
688 |
{ |
689 |
int unpaid_count = 0; |
690 |
sint64 unpaid_price = 0; |
691 |
sint64 player_wealth = query_money (pl); |
692 |
object *item; |
693 |
|
694 |
if (!pl || pl->type != PLAYER) |
695 |
{ |
696 |
LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
697 |
return 0; |
698 |
} |
699 |
|
700 |
for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
701 |
if (QUERY_FLAG (item, FLAG_UNPAID)) |
702 |
{ |
703 |
unpaid_count++; |
704 |
unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
705 |
} |
706 |
|
707 |
if (unpaid_price > player_wealth) |
708 |
{ |
709 |
char buf[MAX_BUF]; |
710 |
char cost[MAX_BUF]; |
711 |
char missing[MAX_BUF]; |
712 |
|
713 |
snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); |
714 |
snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); |
715 |
|
716 |
snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", |
717 |
unpaid_count, cost, missing); |
718 |
new_draw_info (NDI_UNIQUE, 0, pl, buf); |
719 |
|
720 |
return 0; |
721 |
} |
722 |
else |
723 |
return 1; |
724 |
} |
725 |
|
726 |
/* Better get_payment, descends containers looking for |
727 |
* unpaid items, and pays for them. |
728 |
* returns 0 if the player still has unpaid items. |
729 |
* returns 1 if the player has paid for everything. |
730 |
* pl is the player buying the stuff. |
731 |
*/ |
732 |
int |
733 |
get_payment (object *pl) |
734 |
{ |
735 |
for (;;) |
736 |
{ |
737 |
next_item: |
738 |
|
739 |
for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
740 |
{ |
741 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
742 |
{ |
743 |
char buf[MAX_BUF]; |
744 |
snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); |
745 |
|
746 |
if (!pay_for_item (op, pl)) |
747 |
{ |
748 |
sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
749 |
|
750 |
CLEAR_FLAG (op, FLAG_UNPAID); |
751 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); |
752 |
SET_FLAG (op, FLAG_UNPAID); |
753 |
return 0; |
754 |
} |
755 |
else |
756 |
{ |
757 |
object *tmp; |
758 |
tag_t c = op->count; |
759 |
|
760 |
CLEAR_FLAG (op, FLAG_UNPAID); |
761 |
CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
762 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
763 |
tmp = merge_ob (op, NULL); |
764 |
|
765 |
if (pl->type == PLAYER) |
766 |
{ |
767 |
if (tmp) |
768 |
{ /* it was merged */ |
769 |
esrv_del_item (pl->contr, c); |
770 |
op = tmp; |
771 |
} |
772 |
|
773 |
esrv_send_item (pl, op); |
774 |
} |
775 |
|
776 |
goto next_item; |
777 |
} |
778 |
} |
779 |
} |
780 |
|
781 |
return 1; |
782 |
} |
783 |
} |
784 |
|
785 |
/* written by elmex: |
786 |
* moved this code from sell_item () here to have a function |
787 |
* that pays the player an amount. Mainly put the code here to |
788 |
* be able to call it from a plugin. |
789 |
* |
790 |
* If the player can't carry all the money that is paid, it gets inserted |
791 |
* in his inventory anyway. This is the best alternative to not pay any money |
792 |
* or put it on the ground under the player. This way the player can still |
793 |
* go somewhere and unload the money at a safe place. |
794 |
* |
795 |
*/ |
796 |
void |
797 |
pay_player (object *pl, sint64 amount) |
798 |
{ |
799 |
int count = 0; |
800 |
archetype *at = 0; |
801 |
object *pouch = 0, *tmp = 0; |
802 |
|
803 |
for (count = 0; coins[count] != NULL; count++) |
804 |
{ |
805 |
at = archetype::find (coins[count]); |
806 |
|
807 |
if (at == NULL) |
808 |
LOG (llevError, "Could not find %s archetype\n", coins[count]); |
809 |
else if ((amount / at->clone.value) > 0) |
810 |
{ |
811 |
for (pouch = pl->inv; pouch; pouch = pouch->below) |
812 |
{ |
813 |
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
814 |
{ |
815 |
int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
816 |
int n = amount / at->clone.value; |
817 |
|
818 |
if (w == 0) |
819 |
w = 1; /* Prevent divide by zero */ |
820 |
|
821 |
if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
822 |
{ |
823 |
if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
824 |
n = (pouch->weight_limit - pouch->carrying) / w; |
825 |
|
826 |
tmp = arch_to_object (at); |
827 |
tmp->nrof = n; |
828 |
amount -= tmp->nrof * tmp->value; |
829 |
tmp = insert_ob_in_ob (tmp, pouch); |
830 |
esrv_send_item (pl, tmp); |
831 |
esrv_send_item (pl, pouch); |
832 |
esrv_update_item (UPD_WEIGHT, pl, pouch); |
833 |
esrv_send_item (pl, pl); |
834 |
} |
835 |
} |
836 |
} |
837 |
|
838 |
if (amount / at->clone.value > 0) |
839 |
{ |
840 |
tmp = arch_to_object (at); |
841 |
tmp->nrof = amount / tmp->value; |
842 |
amount -= tmp->nrof * tmp->value; |
843 |
tmp = insert_ob_in_ob (tmp, pl); |
844 |
esrv_send_item (pl, tmp); |
845 |
esrv_send_item (pl, pl); |
846 |
} |
847 |
} |
848 |
} |
849 |
|
850 |
if (amount != 0) |
851 |
#ifndef WIN32 |
852 |
LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); |
853 |
#else |
854 |
LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount); |
855 |
#endif |
856 |
} |
857 |
|
858 |
/* elmex: this is for the bank plugin :( */ |
859 |
sint64 |
860 |
pay_player_arch (object *pl, const char *arch, sint64 amount) |
861 |
{ |
862 |
archetype *at = archetype::find (arch); |
863 |
object *tmp = NULL; |
864 |
|
865 |
if (at == NULL) |
866 |
return 0; |
867 |
|
868 |
if (amount > 0) |
869 |
{ |
870 |
tmp = arch_to_object (at); |
871 |
tmp->nrof = amount; |
872 |
tmp = insert_ob_in_ob (tmp, pl); |
873 |
esrv_send_item (pl, tmp); |
874 |
esrv_send_item (pl, pl); |
875 |
} |
876 |
|
877 |
return 1; |
878 |
} |
879 |
|
880 |
/* Modified function to give out platinum coins. This function uses |
881 |
* the coins[] array to know what coins are available, just like |
882 |
* buy item. |
883 |
* |
884 |
* Modified to fill available race: gold containers before dumping |
885 |
* remaining coins in character's inventory. |
886 |
*/ |
887 |
void |
888 |
sell_item (object *op, object *pl) |
889 |
{ |
890 |
sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
891 |
|
892 |
if (pl == NULL || pl->type != PLAYER) |
893 |
{ |
894 |
LOG (llevDebug, "Object other than player tried to sell something.\n"); |
895 |
return; |
896 |
} |
897 |
|
898 |
op->custom_name = 0; |
899 |
|
900 |
if (!amount) |
901 |
{ |
902 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); |
903 |
|
904 |
/* Even if the character doesn't get anything for it, it may still be |
905 |
* worth something. If so, make it unpaid |
906 |
*/ |
907 |
if (op->value) |
908 |
{ |
909 |
SET_FLAG (op, FLAG_UNPAID); |
910 |
SET_FLAG (op, FLAG_PLAYER_SOLD); |
911 |
} |
912 |
|
913 |
identify (op); |
914 |
return; |
915 |
} |
916 |
|
917 |
/* We compare the price with the one for a player |
918 |
* without bargaining skill. |
919 |
* This determins the amount of exp (if any) gained for bargaining. |
920 |
* exp/10 -> 1 for each gold coin |
921 |
*/ |
922 |
extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
923 |
|
924 |
if (extra_gain > 0) |
925 |
change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
926 |
|
927 |
pay_player (pl, amount); |
928 |
|
929 |
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)); |
930 |
|
931 |
SET_FLAG (op, FLAG_UNPAID); |
932 |
identify (op); |
933 |
} |
934 |
|
935 |
|
936 |
/* returns a double that is the ratio of the price that a shop will offer for |
937 |
* item based on the shops specialisation. Does not take account of greed, |
938 |
* returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any |
939 |
* event is never less than 0.1 (calling functions divide by it) |
940 |
*/ |
941 |
static double |
942 |
shop_specialisation_ratio (const object *item, const mapstruct *map) |
943 |
{ |
944 |
shopitems *items = map->shopitems; |
945 |
double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
946 |
int i; |
947 |
|
948 |
if (item == NULL) |
949 |
{ |
950 |
LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
951 |
return 0; |
952 |
} |
953 |
|
954 |
if (!item->type) |
955 |
{ |
956 |
LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
957 |
/* |
958 |
* I'm not really sure what the /right/ thing to do here is, these types of |
959 |
* item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
960 |
*/ |
961 |
return ratio; |
962 |
} |
963 |
|
964 |
if (map->shopitems) |
965 |
{ |
966 |
for (i = 0; i < items[0].index; i++) |
967 |
if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) |
968 |
likedness = items[i].strength / 100.0; |
969 |
} |
970 |
|
971 |
if (likedness > 1.0) |
972 |
{ /* someone has been rather silly with the map headers. */ |
973 |
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); |
974 |
likedness = 1.0; |
975 |
} |
976 |
|
977 |
if (likedness < -1.0) |
978 |
{ |
979 |
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); |
980 |
likedness = -1.0; |
981 |
} |
982 |
|
983 |
ratio = ratio + (1.0 - ratio) * likedness; |
984 |
|
985 |
if (ratio <= 0.1) |
986 |
ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */ |
987 |
|
988 |
return ratio; |
989 |
} |
990 |
|
991 |
/*returns the greed of the shop on map, or 1 if it isn't specified. */ |
992 |
static double |
993 |
shop_greed (const mapstruct *map) |
994 |
{ |
995 |
double greed = 1.0; |
996 |
|
997 |
if (map->shopgreed) |
998 |
return map->shopgreed; |
999 |
return greed; |
1000 |
} |
1001 |
|
1002 |
/* Returns a double based on how much the shopkeeper approves of the player. |
1003 |
* this is based on the race of the shopkeeper and that of the player. |
1004 |
*/ |
1005 |
double |
1006 |
shopkeeper_approval (const mapstruct *map, const object *player) |
1007 |
{ |
1008 |
double approval = 1.0; |
1009 |
|
1010 |
if (map->shoprace) |
1011 |
{ |
1012 |
approval = NEUTRAL_RATIO; |
1013 |
if (player->race && !strcmp (player->race, map->shoprace)) |
1014 |
approval = 1.0; |
1015 |
} |
1016 |
|
1017 |
return approval; |
1018 |
} |
1019 |
|
1020 |
/* limit the value of items based on the wealth of the shop. If the item is close |
1021 |
* to the maximum value a shop will offer, we start to reduce it, if the item is |
1022 |
* below the minimum value the shop is prepared to trade in, then we don't |
1023 |
* want it and offer nothing. If it isn't a shop, check whether we should do generic |
1024 |
* value reduction. |
1025 |
* |
1026 |
*/ |
1027 |
static sint64 |
1028 |
value_limit (sint64 val, int quantity, const object *who, int isshop) |
1029 |
{ |
1030 |
sint64 newval, unit_price, tmpshopmax; |
1031 |
mapstruct *map; |
1032 |
|
1033 |
unit_price = val / quantity; |
1034 |
|
1035 |
if (!isshop || !who) |
1036 |
{ |
1037 |
if (unit_price > 250000) |
1038 |
newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
1039 |
else |
1040 |
newval = unit_price; |
1041 |
} |
1042 |
else |
1043 |
{ |
1044 |
if (!who->map) |
1045 |
{ |
1046 |
LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); |
1047 |
return val; |
1048 |
} |
1049 |
|
1050 |
map = who->map; |
1051 |
|
1052 |
tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
1053 |
|
1054 |
if (map->shopmin && unit_price < map->shopmin) |
1055 |
return 0; |
1056 |
else if (unit_price > tmpshopmax / 2) |
1057 |
newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
1058 |
else |
1059 |
newval = unit_price; |
1060 |
} |
1061 |
|
1062 |
newval *= quantity; |
1063 |
|
1064 |
return newval; |
1065 |
} |
1066 |
|
1067 |
/* gives a desciption of the shop on their current map to the player op. */ |
1068 |
int |
1069 |
describe_shop (const object *op) |
1070 |
{ |
1071 |
mapstruct *map = op->map; |
1072 |
|
1073 |
/*shopitems *items=map->shopitems; */ |
1074 |
int pos = 0, i; |
1075 |
double opinion = 0; |
1076 |
char tmp[MAX_BUF] = "\0"; |
1077 |
|
1078 |
if (op->type != PLAYER) |
1079 |
return 0; |
1080 |
|
1081 |
/*check if there is a shop specified for this map */ |
1082 |
if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) |
1083 |
{ |
1084 |
new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); |
1085 |
|
1086 |
if (map->shopitems) |
1087 |
for (i = 0; i < map->shopitems[0].index; i++) |
1088 |
if (map->shopitems[i].name && map->shopitems[i].strength > 10) |
1089 |
{ |
1090 |
snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); |
1091 |
pos += strlen (tmp + pos); |
1092 |
} |
1093 |
|
1094 |
if (!pos) |
1095 |
strcat (tmp, "a little of everything."); |
1096 |
|
1097 |
/* format the string into a list */ |
1098 |
make_list_like (tmp); |
1099 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); |
1100 |
|
1101 |
if (map->shopmax) |
1102 |
new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); |
1103 |
|
1104 |
if (map->shopmin) |
1105 |
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)); |
1106 |
|
1107 |
if (map->shopgreed) |
1108 |
{ |
1109 |
if (map->shopgreed > 2.0) |
1110 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); |
1111 |
else if (map->shopgreed > 1.5) |
1112 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); |
1113 |
else if (map->shopgreed > 1.1) |
1114 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); |
1115 |
else if (map->shopgreed < 0.9) |
1116 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); |
1117 |
} |
1118 |
|
1119 |
if (map->shoprace) |
1120 |
{ |
1121 |
opinion = shopkeeper_approval (map, op); |
1122 |
if (opinion > 0.8) |
1123 |
new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); |
1124 |
else if (opinion > 0.5) |
1125 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); |
1126 |
else |
1127 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); |
1128 |
} |
1129 |
} |
1130 |
else |
1131 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); |
1132 |
|
1133 |
return 1; |
1134 |
} |
1135 |
|
1136 |
struct shopinv |
1137 |
{ |
1138 |
char *item_sort; |
1139 |
char *item_real; |
1140 |
uint16 type; |
1141 |
uint32 nrof; |
1142 |
}; |
1143 |
|
1144 |
/* There are a lot fo extra casts in here just to suppress warnings - it |
1145 |
* makes it look uglier than it really it. |
1146 |
* The format of the strings we get is type:name. So we first want to |
1147 |
* sort by type (numerical) - if the same type, then sort by name. |
1148 |
*/ |
1149 |
static int |
1150 |
shop_sort (const void *a1, const void *a2) |
1151 |
{ |
1152 |
shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1153 |
|
1154 |
if (s1->type < s2->type) |
1155 |
return -1; |
1156 |
if (s1->type > s2->type) |
1157 |
return 1; |
1158 |
|
1159 |
/* the type is the same (what atoi gets), so do a strcasecmp to sort |
1160 |
* via alphabetical order |
1161 |
*/ |
1162 |
return strcasecmp (s1->item_sort, s2->item_sort); |
1163 |
} |
1164 |
|
1165 |
static void |
1166 |
add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1167 |
{ |
1168 |
#if 0 |
1169 |
char buf[MAX_BUF]; |
1170 |
#endif |
1171 |
/* clear unpaid flag so that doesn't come up in query |
1172 |
* string. We clear nrof so that we can better sort |
1173 |
* the object names. |
1174 |
*/ |
1175 |
|
1176 |
CLEAR_FLAG (tmp, FLAG_UNPAID); |
1177 |
items[*numitems].nrof = tmp->nrof; |
1178 |
/* Non mergable items have nrof of 0, but count them as one |
1179 |
* so the display is properly. |
1180 |
*/ |
1181 |
if (tmp->nrof == 0) |
1182 |
items[*numitems].nrof++; |
1183 |
items[*numitems].type = tmp->type; |
1184 |
|
1185 |
switch (tmp->type) |
1186 |
{ |
1187 |
#if 0 |
1188 |
case BOOTS: |
1189 |
case GLOVES: |
1190 |
case RING: |
1191 |
case AMULET: |
1192 |
case BRACERS: |
1193 |
case GIRDLE: |
1194 |
sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); |
1195 |
items[*numitems].item_sort = strdup_local (buf); |
1196 |
sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); |
1197 |
items[*numitems].item_real = strdup_local (buf); |
1198 |
(*numitems)++; |
1199 |
break; |
1200 |
#endif |
1201 |
|
1202 |
default: |
1203 |
items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); |
1204 |
items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); |
1205 |
(*numitems)++; |
1206 |
break; |
1207 |
} |
1208 |
SET_FLAG (tmp, FLAG_UNPAID); |
1209 |
} |
1210 |
|
1211 |
void |
1212 |
shop_listing (object *op) |
1213 |
{ |
1214 |
int i, j, numitems = 0, numallocated = 0, nx, ny; |
1215 |
char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); |
1216 |
object *stack; |
1217 |
shopinv *items; |
1218 |
|
1219 |
/* Should never happen, but just in case a monster does apply a sign */ |
1220 |
if (op->type != PLAYER) |
1221 |
return; |
1222 |
|
1223 |
new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1224 |
|
1225 |
magic_mapping_mark (op, map_mark, 3); |
1226 |
items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1227 |
numallocated = 40; |
1228 |
|
1229 |
/* Find all the appropriate items */ |
1230 |
for (i = 0; i < MAP_WIDTH (op->map); i++) |
1231 |
{ |
1232 |
for (j = 0; j < MAP_HEIGHT (op->map); j++) |
1233 |
{ |
1234 |
/* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
1235 |
* |
1236 |
*/ |
1237 |
nx = i - op->x + MAGIC_MAP_HALF; |
1238 |
ny = j - op->y + MAGIC_MAP_HALF; |
1239 |
/* unlikely, but really big shops could run into this issue */ |
1240 |
if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) |
1241 |
continue; |
1242 |
|
1243 |
if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) |
1244 |
{ |
1245 |
stack = get_map_ob (op->map, i, j); |
1246 |
|
1247 |
while (stack) |
1248 |
{ |
1249 |
if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1250 |
{ |
1251 |
if (numitems == numallocated) |
1252 |
{ |
1253 |
items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1254 |
numallocated += 10; |
1255 |
} |
1256 |
add_shop_item (stack, items, &numitems, &numallocated); |
1257 |
} |
1258 |
stack = stack->above; |
1259 |
} |
1260 |
} |
1261 |
} |
1262 |
} |
1263 |
|
1264 |
free (map_mark); |
1265 |
|
1266 |
if (numitems == 0) |
1267 |
{ |
1268 |
new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1269 |
free (items); |
1270 |
return; |
1271 |
} |
1272 |
|
1273 |
qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1274 |
|
1275 |
for (i = 0; i < numitems; i++) |
1276 |
{ |
1277 |
/* Collapse items of the same name together */ |
1278 |
if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1279 |
{ |
1280 |
items[i + 1].nrof += items[i].nrof; |
1281 |
free (items[i].item_sort); |
1282 |
free (items[i].item_real); |
1283 |
} |
1284 |
else |
1285 |
{ |
1286 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", |
1287 |
items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1288 |
free (items[i].item_sort); |
1289 |
free (items[i].item_real); |
1290 |
} |
1291 |
} |
1292 |
free (items); |
1293 |
} |
1294 |
|
1295 |
/* elmex: this function checks whether the object is in a shop */ |
1296 |
bool |
1297 |
is_in_shop (object *o) |
1298 |
{ |
1299 |
if (!o->map) |
1300 |
return false; |
1301 |
|
1302 |
return is_in_shop (o->map, o->x, o->y); |
1303 |
} |
1304 |
|
1305 |
/* elmex: this function checks whether we are in a shop or not */ |
1306 |
bool |
1307 |
is_in_shop (mapstruct *map, int x, int y) |
1308 |
{ |
1309 |
for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) |
1310 |
if (floor->type == SHOP_FLOOR) |
1311 |
return true; |
1312 |
|
1313 |
return false; |
1314 |
} |