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Revision: 1.7
Committed: Tue Aug 29 10:51:43 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.6: +20 -1 lines
Log Message:
removed all the broken SHOP_FLOOR checks and replaced them with the is_in_shop ()
check function.

File Contents

# Content
1 /*
2 * static char *rcsid_shop_c =
3 * "$Id: shop.C,v 1.6 2006-08-29 08:01:38 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <spells.h>
31 #include <skills.h>
32 #include <living.h>
33 #include <newclient.h>
34 #ifndef __CEXTRACT__
35 #include <sproto.h>
36 #endif
37 #include <math.h>
38
39 /* this is a measure of how effective store specialisation is. A general store
40 * will offer this proportion of the 'maximum' price, a specialised store will
41 * offer a range of prices around it such that the maximum price is always one
42 * therefore making this number higher, makes specialisation less effective.
43 * setting this value above 1 or to a negative value would have interesting,
44 * (though not useful) effects.
45 */
46 #define SPECIALISATION_EFFECT 0.5
47
48 /* price a shopkeeper will give someone they neither like nor dislike */
49 #define NEUTRAL_RATIO 0.8
50
51 static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay);
52 static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop);
53 static double shop_specialisation_ratio(const object *item, const mapstruct *map);
54 static double shop_greed(const mapstruct *map);
55
56 #define NUM_COINS 4 /* number of coin types */
57 static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL};
58
59 /* Added F_TRUE flag to define.h to mean that the price should not
60 * be adjusted by players charisma. With F_TRUE, it returns the amount
61 * that the item is worth, if it was sold, but unadjusted by charisma.
62 * This is needed for alchemy, to to determine what value of gold nuggets
63 * should be given (the gold nuggets, when sold, will have the adjustment
64 * by charisma done at that time). NULL could have been passed as the
65 * who parameter, but then the adjustment for expensive items (>10000)
66 * would not be done.
67 *
68 * Added F_APPROX flag, which means that the price returned should be wrong by
69 * an amount related to the player's bargaining skill.
70 *
71 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
72 * current map should be taken into account when determining the price. Shops that
73 * specialise in what is being traded will give better prices than those that do not.
74 *
75 * CF 0.91.4 - This function got changed around a bit. Now the
76 * number of object is multiplied by the value early on. This fixes problems
77 * with items worth very little. What happened before is that various
78 * divisions took place, the value got rounded to 0 (Being an int), and
79 * thus remained 0.
80 *
81 * Mark Wedel (mwedel@pyramid.com)
82 */
83
84 static uint64 approx_range;
85
86 uint64 query_cost(const object *tmp, object *who, int flag) {
87 double val;
88 int number; /* used to better calculate value */
89 int no_bargain;
90 int identified;
91 int not_cursed;
92 int approximate;
93 int shop;
94 double diff;
95
96 approx_range = 0;
97
98 no_bargain = flag & F_NO_BARGAIN;
99 identified = flag & F_IDENTIFIED;
100 not_cursed = flag & F_NOT_CURSED;
101 approximate = flag & F_APPROX;
102 shop = flag & F_SHOP;
103 flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP);
104
105 if (tmp->type==MONEY) return (tmp->nrof * tmp->value);
106 if (tmp->type==GEM) {
107 if (flag==F_TRUE) return (tmp->nrof * tmp->value);
108 if (flag==F_BUY) return (uint64) (1.03 * tmp->nrof * tmp->value);
109 if (flag==F_SELL) return (uint64) (0.97 * tmp->nrof * tmp->value);
110 LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag);
111 return 0;
112 }
113 number = tmp->nrof;
114 if (number==0) number=1;
115 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) {
116 if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))
117 return 0;
118 else
119 val=tmp->value * number;
120 }
121 /* This area deals with objects that are not identified, but can be */
122 else {
123 if (tmp->arch != NULL) {
124 if (flag == F_BUY) {
125 LOG(llevError, "Asking for buy-value of unidentified object.\n");
126 val = tmp->arch->clone.value * 50 * number;
127 }
128 else { /* Trying to sell something, or get true value */
129 if (tmp->type == POTION)
130 val = number * 40; /* Don't want to give anything away */
131 else {
132 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
133 * unknown objects
134 */
135 if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED))
136 val = number * tmp->arch->clone.value *2 / 3;
137 else
138 val = number * tmp->arch->clone.value / 3;
139 }
140 }
141 } else { /* No archetype with this object */
142 LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name);
143 if (flag == F_BUY) {
144 LOG(llevError, "Asking for buy-value of unidentified object without arch.\n");
145 val = number * tmp->value * 10;
146 }
147 else
148 val = number * tmp->value / 5;
149 }
150 }
151
152 /* If the item has been applied or identifed or does not need to be
153 * identified, AND the object is magical and the archetype is non
154 * magical, then change values accordingly. The tmp->arch==NULL is
155 * really just a check to prevent core dumps for when it checks
156 * tmp->arch->clone.magic for any magic. The check for archetype
157 * magic is to not give extra money for archetypes that are by
158 * default magical. This is because the archetype value should have
159 * already figured in that value.
160 */
161 if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified||
162 QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) &&
163 tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) {
164 if(tmp->magic>0)
165 val*=(3*tmp->magic*tmp->magic*tmp->magic);
166 else
167 /* Note that tmp->magic is negative, so that this
168 * will actually be something like val /=2, /=3, etc.
169 */
170 val/=(1-tmp->magic);
171 }
172
173 if (tmp->type==WAND) {
174 /* Value of the wand is multiplied by the number of
175 * charges. the treasure code already sets up the value
176 * 50 charges is used as the baseline.
177 */
178 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified)
179 val=(val*tmp->stats.food) / 50;
180 else /* if not identified, presume one charge */
181 val/=50;
182 }
183
184 /* Limit amount of money you can get for really great items. */
185 if (flag==F_SELL)
186 val=value_limit((uint64)val, number, who, shop);
187
188 // use a nonlinear price adjustment. as my predecessor said, don't change
189 // the archetypes, its work required for balancing, and we don't care.
190 //val = pow (val, 1.05);
191
192 /* This modification is for bargaining skill.
193 * Now only players with max level in bargaining
194 * AND Cha = 30 will get optimal price.
195 * Thus charisma will never get useless.
196 * -b.e. edler@heydernet.de
197 */
198
199 if (who!=NULL && who->type==PLAYER) {
200 int lev_bargain = 0;
201 int lev_identify = 0;
202 int idskill1=0;
203 int idskill2=0;
204 const typedata *tmptype;
205
206 tmptype=get_typedata(tmp->type);
207
208 if (find_skill_by_number(who,SK_BARGAINING)) {
209 lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level;
210 }
211 if (tmptype) {
212 idskill1=tmptype->identifyskill;
213 if (idskill1) {
214 idskill2=tmptype->identifyskill2;
215 if (find_skill_by_number(who,idskill1)) {
216 lev_identify = find_skill_by_number(who,idskill1)->level;
217 }
218 if (idskill2 && find_skill_by_number(who,idskill2)) {
219 lev_identify += find_skill_by_number(who,idskill2)->level;
220 }
221 }
222 }
223 else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name);
224
225 /* ratio determines how much of the price modification
226 * will come from the basic stat charisma
227 * the rest will come from the level in bargaining skill
228 */
229 const double cha_ratio = 0.40;
230
231 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25);
232
233 diff = (1. - cha_ratio) * diff
234 + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
235
236 diff = .02 + (.80 - .02) * diff;
237
238 if (flag == F_BUY) val += (val * diff);
239 else if (flag == F_SELL) val -= (val * diff);
240
241 // now find a price range. the less good we can judge, the larger the range is
242 // then the range is adjusted randomly around the correct value
243 if (approximate)
244 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1));
245 }
246
247 /* I don't think this should really happen - if it does, it indicates and
248 * overflow of diff above. That shoudl only happen if
249 * we are selling objects - in that case, the person just
250 * gets no money.
251 */
252 if((sint64)val<0)
253 val=0;
254
255 /* Unidentified stuff won't sell for more than 60gp */
256 if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) {
257 val = (val > 600)? 600:val;
258 }
259
260 /* if we are in a shop, check how the type of shop should affect the price */
261 if (shop && who) {
262 if (flag==F_SELL)
263 val= (
264 val
265 * shop_specialisation_ratio(tmp, who->map)
266 * shopkeeper_approval(who->map, who)
267 / shop_greed(who->map)
268 );
269 else if (flag==F_BUY) {
270 /*
271 * when buying, if the item was sold by another player, it is ok to
272 * let the item be sold cheaper, according to the specialisation of
273 * the shop. If a player sold an item here, then his sale price was
274 * multiplied by the specialisation ratio, to do the same to the buy
275 * price will not generate extra money. However, the
276 * same is not true of generated items, these have to /divide/ by the
277 * specialisation, so that the price is never less than what they could
278 * be sold for (otherwise players could camp map resets to make money).
279 * In game terms, a non-specialist shop, might not recognise the true
280 * value of the items they sell (much like how people sometimes find
281 * antiques in a junk shop in real life).
282 */
283 if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD))
284 val= (
285 val
286 * shop_greed(who->map)
287 * shop_specialisation_ratio(tmp, who->map)
288 / shopkeeper_approval(who->map, who)
289 );
290 else
291 val= (
292 val
293 * shop_greed(who->map)
294 / (shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who))
295 );
296 }
297 /* we will also have an extra 0-5% variation between shops of the same type
298 * for valuable items (below a value of 50 this effect wouldn't be very
299 * pointful, and could give fun with rounding.
300 */
301 if(who->map->path!=NULL && val > 50)
302 val= (val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path)));
303 }
304 return (uint64)val;
305 }
306
307 /* Find the coin type that is worth more the 'c'. Starts at the
308 * cointype placement.
309 */
310
311 static archetype *find_next_coin(uint64 c, int *cointype) {
312 archetype *coin;
313
314 do {
315 if (coins[*cointype]==NULL) return NULL;
316 coin = find_archetype(coins[*cointype]);
317 if (coin == NULL)
318 return NULL;
319 *cointype += 1;
320 } while (coin->clone.value > c);
321
322 return coin;
323 }
324
325 /* This returns a string of how much something is worth based on
326 * an integer being passed.
327 * cost is the cost we need to represent.
328 * While cost is 64 bit, the number of any coin is still really
329 * limited to 32 bit (size of nrof field). If it turns out players
330 * have so much money that they have more than 2 billion platinum
331 * coins, there are certainly issues - the easiest fix at that
332 * time is to add a higher denomination (mithril piece with
333 * 10,000 silver or something)
334 */
335 const char *cost_string_from_value(uint64 cost, int approx)
336 {
337 static char buf[MAX_BUF];
338 archetype *coin, *next_coin;
339 int num, cointype = 0;
340
341 coin = find_next_coin(cost, &cointype);
342 if (coin == NULL)
343 return "nothing";
344
345 num = cost / coin->clone.value;
346 /* so long as nrof is 32 bit, this is true.
347 * If it takes more coins than a person can possibly carry, this
348 * is basically true.
349 */
350 if ( (cost / coin->clone.value) > UINT32_MAX) {
351 strcpy(buf,"an unimaginable sum of money");
352 return buf;
353 }
354
355 cost -= (uint64)num * (uint64)coin->clone.value;
356 sprintf(buf, "%d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name);
357
358 next_coin = find_next_coin(cost, &cointype);
359 if (next_coin == NULL || approx)
360 return buf;
361
362 coin = next_coin;
363 num = cost / coin->clone.value;
364 cost -= (uint64)num * (uint64)coin->clone.value;
365
366 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name);
367
368 return buf;
369 }
370
371 const char *query_cost_string(const object *tmp,object *who,int flag) {
372 uint64 real_value = query_cost(tmp,who,flag);
373 int idskill1=0;
374 int idskill2=0;
375 const typedata *tmptype;
376
377 tmptype=get_typedata(tmp->type);
378 if (tmptype) {
379 idskill1=tmptype->identifyskill;
380 idskill2=tmptype->identifyskill2;
381 }
382
383 /* we show an approximate price if
384 * 1) we are approximating
385 * 2) there either is no id skill(s) for the item, or we don't have them
386 * 3) we don't have bargaining skill either
387 */
388 if (flag & F_APPROX) {
389 if (!idskill1 || !find_skill_by_number(who, idskill1)) {
390 if (!idskill2 || !find_skill_by_number(who, idskill2)) {
391 if (!find_skill_by_number(who,SK_BARGAINING)) {
392 static char buf[MAX_BUF];
393 int num, cointype = 0;
394 archetype *coin = find_next_coin(real_value, &cointype);
395
396 if (coin == NULL) return "nothing";
397
398 num = real_value / coin->clone.value;
399 if (num == 1)
400 sprintf(buf, "about one %s", coin->clone.name);
401 else if (num < 5)
402 sprintf(buf, "a few %s", coin->clone.name_pl);
403 else if (num < 10)
404 sprintf(buf, "several %s", coin->clone.name_pl);
405 else if (num < 25)
406 sprintf(buf, "a moderate amount of %s", coin->clone.name_pl);
407 else if (num < 100)
408 sprintf(buf, "lots of %s", coin->clone.name_pl);
409 else if (num < 1000)
410 sprintf(buf, "a great many %s", coin->clone.name_pl);
411 else
412 sprintf(buf, "a vast quantity of %s", coin->clone.name_pl);
413 return buf;
414 }
415 }
416 }
417
418 int hash = ((unsigned int)tmp->count * 174364621) & 1023;
419
420 if (approx_range)
421 {
422 uint64 lo = (sint64)real_value - (approx_range * hash >> 10);
423 static char buf[MAX_BUF];
424
425 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
426 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
427
428 return buf;
429 }
430 }
431
432 return cost_string_from_value (real_value, 0);
433 }
434
435 /* This function finds out how much money the player is carrying,
436 * including what is in containers.
437 */
438 uint64 query_money(const object *op) {
439 object *tmp;
440 uint64 total=0;
441
442 if (op->type!=PLAYER && op->type!=CONTAINER) {
443 LOG(llevError, "Query money called with non player/container\n");
444 return 0;
445 }
446 for (tmp = op->inv; tmp; tmp= tmp->below) {
447 if (tmp->type==MONEY) {
448 total += (uint64)tmp->nrof * (uint64)tmp->value;
449 } else if (tmp->type==CONTAINER &&
450 QUERY_FLAG(tmp,FLAG_APPLIED) &&
451 (tmp->race==NULL || strstr(tmp->race,"gold"))) {
452 total += query_money(tmp);
453 }
454 }
455 return total;
456 }
457 /* TCHIZE: This function takes the amount of money from the
458 * the player inventory and from it's various pouches using the
459 * pay_from_container function.
460 * returns 0 if not possible. 1 if success
461 */
462 int pay_for_amount(uint64 to_pay,object *pl) {
463 object *pouch;
464
465 if (to_pay==0) return 1;
466 if (to_pay > query_money(pl)) return 0;
467
468 to_pay = pay_from_container(pl, pl, to_pay);
469
470 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
471 if (pouch->type == CONTAINER
472 && QUERY_FLAG(pouch, FLAG_APPLIED)
473 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
474 to_pay = pay_from_container(pl, pouch, to_pay);
475 }
476 }
477 fix_player(pl);
478 return 1;
479 }
480
481 /* DAMN: This is now a wrapper for pay_from_container, which is
482 * called for the player, then for each active container that can hold
483 * money until op is paid for. Change will be left wherever the last
484 * of the price was paid from.
485 */
486 int pay_for_item(object *op,object *pl) {
487 uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP);
488 object *pouch;
489 uint64 saved_money;
490
491 if (to_pay==0) return 1;
492 if (to_pay>query_money(pl)) return 0;
493
494 /* We compare the paid price with the one for a player
495 * without bargaining skill.
496 * This determins the amount of exp (if any) gained for bargaining.
497 */
498 saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
499
500 if (saved_money > 0)
501 change_exp(pl,saved_money,"bargaining",SK_EXP_NONE);
502
503 to_pay = pay_from_container(pl, pl, to_pay);
504
505 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
506 if (pouch->type == CONTAINER
507 && QUERY_FLAG(pouch, FLAG_APPLIED)
508 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
509 to_pay = pay_from_container(pl, pouch, to_pay);
510 }
511 }
512 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
513 SET_FLAG(op, FLAG_WAS_WIZ);
514 fix_player(pl);
515 return 1;
516 }
517
518 /* This pays for the item, and takes the proper amount of money off
519 * the player.
520 * CF 0.91.4 - this function is mostly redone in order to fix a bug
521 * with weight not be subtracted properly. We now remove and
522 * insert the coin objects - this should update the weight
523 * appropriately
524 *
525 * DAMN: This function is used for the player, then for any active
526 * containers that can hold money.
527 *
528 * pouch is the container (pouch or player) to remove the coins from.
529 * to_pay is the required amount.
530 * returns the amount still missing after using "pouch".
531 */
532 static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) {
533 int count, i;
534 sint64 remain;
535 object *tmp, *coin_objs[NUM_COINS], *next;
536 archetype *at;
537
538 if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay;
539
540 remain = to_pay;
541 for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL;
542
543 /* This hunk should remove all the money objects from the player/container */
544 for (tmp=pouch->inv; tmp; tmp=next) {
545 next = tmp->below;
546
547 if (tmp->type == MONEY) {
548 for (i=0; i<NUM_COINS; i++) {
549 if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) &&
550 (tmp->value == tmp->arch->clone.value) ) {
551
552 /* This should not happen, but if it does, just *
553 * merge the two. */
554 if (coin_objs[i]!=NULL) {
555 LOG(llevError,"%s has two money entries of (%s)\n",
556 pouch->name, coins[NUM_COINS-1-i]);
557 remove_ob(tmp);
558 coin_objs[i]->nrof += tmp->nrof;
559 esrv_del_item(pl->contr, tmp->count);
560 free_object(tmp);
561 }
562 else {
563 remove_ob(tmp);
564 if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count);
565 coin_objs[i] = tmp;
566 }
567 break;
568 }
569 }
570 if (i==NUM_COINS)
571 LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name);
572 }
573 }
574
575 /* Fill in any gaps in the coin_objs array - needed to make change. */
576 /* Note that the coin_objs array goes from least value to greatest value */
577 for (i=0; i<NUM_COINS; i++)
578 if (coin_objs[i]==NULL) {
579 at = find_archetype(coins[NUM_COINS-1-i]);
580 if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]);
581 coin_objs[i] = arch_to_object (at);
582 coin_objs[i]->nrof = 0;
583 }
584
585 for (i=0; i<NUM_COINS; i++) {
586 int num_coins;
587
588 if (coin_objs[i]->nrof*coin_objs[i]->value> remain) {
589 num_coins = remain / coin_objs[i]->value;
590 if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++;
591 } else {
592 num_coins = coin_objs[i]->nrof;
593 }
594 remain -= (sint64) num_coins * (sint64)coin_objs[i]->value;
595 coin_objs[i]->nrof -= num_coins;
596 /* Now start making change. Start at the coin value
597 * below the one we just did, and work down to
598 * the lowest value.
599 */
600 count=i-1;
601 while (remain<0 && count>=0) {
602 num_coins = -remain/ coin_objs[count]->value;
603 coin_objs[count]->nrof += num_coins;
604 remain += num_coins * coin_objs[count]->value;
605 count--;
606 }
607 }
608 for (i=0; i<NUM_COINS; i++) {
609 if (coin_objs[i]->nrof) {
610 object *tmp = insert_ob_in_ob(coin_objs[i], pouch);
611
612 esrv_send_item(pl, tmp);
613 esrv_send_item (pl, pouch);
614 if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch);
615 if (pl->type != PLAYER) {
616 esrv_send_item (pl, pl);
617 }
618 } else {
619 free_object(coin_objs[i]);
620 }
621 }
622 return(remain);
623 }
624
625 /* Checks all unpaid items in op's inventory, adds up all the money they
626 * have, and checks that they can actually afford what they want to buy.
627 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
628 * to the player
629 */
630
631 int can_pay(object *pl) {
632 int unpaid_count = 0, i;
633 uint64 unpaid_price = 0;
634 uint64 player_wealth = query_money(pl);
635 object *item;
636 uint32 coincount[NUM_COINS];
637 if (!pl || pl->type != PLAYER) {
638 LOG(llevError, "can_pay(): called against something that isn't a player\n");
639 return 0;
640 }
641 for (i=0; i< NUM_COINS; i++) coincount[i] = 0;
642 for (item = pl->inv;item;) {
643 if QUERY_FLAG(item, FLAG_UNPAID) {
644 unpaid_count++;
645 unpaid_price += query_cost(item, pl, F_BUY | F_SHOP);
646 }
647 /* merely converting the player's monetary wealth won't do, if we did that,
648 * we could print the wrong numbers for the coins, so we count the money instead
649 */
650 for (i=0; i< NUM_COINS; i++)
651 if (!strcmp(coins[i], item->arch->name))
652 coincount[i] += item->nrof;
653 if (item->inv) item = item->inv;
654 else if (item->below) item = item->below;
655 else if (item->env && item->env != pl && item->env->below) item = item->env->below;
656 else item = NULL;
657 }
658 if (unpaid_price > player_wealth) {
659 char buf[MAX_BUF], coinbuf[MAX_BUF];
660 int denominations = 0;
661 int has_coins = NUM_COINS;
662 char cost[MAX_BUF];
663 char missing[MAX_BUF];
664
665 sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0));
666 sprintf(missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
667
668 sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
669 unpaid_count, cost, missing);
670 new_draw_info(NDI_UNIQUE, 0, pl, buf);
671 return 0;
672 }
673 else return 1;
674 }
675
676
677 /* Better get_payment, descends containers looking for
678 * unpaid items, and pays for them.
679 * returns 0 if the player still has unpaid items.
680 * returns 1 if the player has paid for everything.
681 * pl is the player buying the stuff.
682 * op is the object we are examining. If op has
683 * and inventory, we examine that. IF there are objects
684 * below op, we descend down.
685 */
686 int get_payment(object *pl, object *op) {
687 char buf[MAX_BUF];
688 int ret=1;
689
690 if (op!=NULL&&op->inv)
691 ret = get_payment(pl, op->inv);
692
693 if (!ret)
694 return 0;
695
696 if (op!=NULL&&op->below)
697 ret = get_payment (pl, op->below);
698
699 if (!ret)
700 return 0;
701
702 if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) {
703 strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF);
704 buf[MAX_BUF-1] = '\0';
705 if(!pay_for_item(op,pl)) {
706 uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl);
707 CLEAR_FLAG(op, FLAG_UNPAID);
708 new_draw_info_format(NDI_UNIQUE, 0, pl,
709 "You lack %s to buy %s.", cost_string_from_value (i, 0),
710 query_name(op));
711 SET_FLAG(op, FLAG_UNPAID);
712 return 0;
713 } else {
714 object *tmp;
715 tag_t c = op->count;
716
717 CLEAR_FLAG(op, FLAG_UNPAID);
718 CLEAR_FLAG(op, FLAG_PLAYER_SOLD);
719 new_draw_info_format(NDI_UNIQUE, 0, op,
720 "You paid %s for %s.",buf,query_name(op));
721 tmp=merge_ob(op,NULL);
722 if (pl->type == PLAYER) {
723 if (tmp) { /* it was merged */
724 esrv_del_item (pl->contr, c);
725 op = tmp;
726 }
727 esrv_send_item(pl, op);
728 }
729 }
730 }
731 return 1;
732 }
733
734 /* written by elmex:
735 * moved this code from sell_item () here to have a function
736 * that pays the player an amount. Mainly put the code here to
737 * be able to call it from a plugin.
738 *
739 * If the player can't carry all the money that is paid, it gets inserted
740 * in his inventory anyway. This is the best alternative to not pay any money
741 * or put it on the ground under the player. This way the player can still
742 * go somewhere and unload the money at a safe place.
743 *
744 */
745 void pay_player (object *pl, uint64 amount) {
746 int count = 0;
747 archetype *at = 0;
748 object *pouch = 0, *tmp = 0;
749
750 for (count = 0; coins[count] != NULL; count++)
751 {
752 at = find_archetype (coins[count]);
753
754 if (at == NULL)
755 LOG(llevError, "Could not find %s archetype\n", coins[count]);
756 else if ((amount / at->clone.value) > 0)
757 {
758 for (pouch=pl->inv; pouch; pouch=pouch->below)
759 {
760 if (pouch->type == CONTAINER
761 && QUERY_FLAG (pouch, FLAG_APPLIED)
762 && pouch->race
763 && strstr (pouch->race, "gold"))
764 {
765 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
766 int n = amount / at->clone.value;
767
768 if (w == 0)
769 w = 1; /* Prevent divide by zero */
770
771 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
772 {
773 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
774 n = (pouch->weight_limit - pouch->carrying) / w;
775
776 tmp = arch_to_object (at);
777 tmp->nrof = n;
778 amount -= (uint64)tmp->nrof * (uint64)tmp->value;
779 tmp = insert_ob_in_ob (tmp, pouch);
780 esrv_send_item (pl, tmp);
781 esrv_send_item (pl, pouch);
782 esrv_update_item (UPD_WEIGHT, pl, pouch);
783 esrv_send_item (pl, pl);
784 }
785 }
786 }
787
788 if (amount / at->clone.value > 0)
789 {
790 tmp = arch_to_object (at);
791 tmp->nrof = amount / tmp->value;
792 amount -= (uint64)tmp->nrof * (uint64)tmp->value;
793 tmp = insert_ob_in_ob (tmp, pl);
794 esrv_send_item (pl, tmp);
795 esrv_send_item (pl, pl);
796 }
797 }
798 }
799
800 if (amount != 0)
801 #ifndef WIN32
802 LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount);
803 #else
804 LOG (llevError,"Warning - payment in pay_player () not zero: %I64u\n", amount);
805 #endif
806 }
807
808 /* elmex: this is for the bank plugin :( */
809 uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) {
810 archetype *at = find_archetype (arch);
811 object *tmp = NULL;
812
813 if (at == NULL)
814 return 0;
815
816 if (amount > 0)
817 {
818 tmp = arch_to_object (at);
819 tmp->nrof = amount;
820 tmp = insert_ob_in_ob (tmp, pl);
821 esrv_send_item (pl, tmp);
822 esrv_send_item (pl, pl);
823 }
824
825 return 1;
826 }
827
828 /* Modified function to give out platinum coins. This function uses
829 * the coins[] array to know what coins are available, just like
830 * buy item.
831 *
832 * Modified to fill available race: gold containers before dumping
833 * remaining coins in character's inventory.
834 */
835 void sell_item(object *op, object *pl) {
836 uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain;
837
838 if(pl==NULL || pl->type != PLAYER)
839 {
840 LOG(llevDebug,"Object other than player tried to sell something.\n");
841 return;
842 }
843
844 if(op->custom_name)
845 FREE_AND_CLEAR_STR (op->custom_name);
846
847 if(!amount)
848 {
849 new_draw_info_format (NDI_UNIQUE, 0, pl,
850 "We're not interested in %s.", query_name (op));
851
852 /* Even if the character doesn't get anything for it, it may still be
853 * worth something. If so, make it unpaid
854 */
855 if (op->value)
856 {
857 SET_FLAG(op, FLAG_UNPAID);
858 SET_FLAG(op, FLAG_PLAYER_SOLD);
859 }
860
861 identify (op);
862 return;
863 }
864
865 /* We compare the price with the one for a player
866 * without bargaining skill.
867 * This determins the amount of exp (if any) gained for bargaining.
868 * exp/10 -> 1 for each gold coin
869 */
870 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
871
872 if (extra_gain > 0)
873 change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
874
875 pay_player (pl, amount);
876
877 new_draw_info_format (NDI_UNIQUE, 0, pl,
878 "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP),
879 query_name (op));
880
881 SET_FLAG (op, FLAG_UNPAID);
882 identify (op);
883 }
884
885
886 /* returns a double that is the ratio of the price that a shop will offer for
887 * item based on the shops specialisation. Does not take account of greed,
888 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
889 * event is never less than 0.1 (calling functions divide by it)
890 */
891 static double shop_specialisation_ratio(const object *item, const mapstruct *map) {
892 shopitems *items=map->shopitems;
893 double ratio = SPECIALISATION_EFFECT, likedness=0.001;
894 int i;
895
896 if (item==NULL) {
897 LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
898 return 0;
899 }
900 if (!item->type) {
901 LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
902 /*
903 * I'm not really sure what the /right/ thing to do here is, these types of
904 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
905 */
906 return ratio;
907 }
908 if (map->shopitems) {
909 for (i=0; i<items[0].index; i++)
910 if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001))
911 likedness = items[i].strength/100.0;
912 }
913 if (likedness > 1.0) { /* someone has been rather silly with the map headers. */
914 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n",
915 item->type, map->path);
916 likedness = 1.0;
917 }
918 if (likedness < -1.0) {
919 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n",
920 item->type, map->path);
921 likedness = -1.0;
922 }
923 ratio = ratio + (1.0-ratio) * likedness;
924 if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */
925 return ratio;
926 }
927
928 /*returns the greed of the shop on map, or 1 if it isn't specified. */
929 static double shop_greed(const mapstruct *map) {
930 double greed=1.0;
931 if (map->shopgreed)
932 return map->shopgreed;
933 return greed;
934 }
935
936 /* Returns a double based on how much the shopkeeper approves of the player.
937 * this is based on the race of the shopkeeper and that of the player.
938 */
939 double shopkeeper_approval(const mapstruct *map, const object *player) {
940 double approval=1.0;
941
942 if (map->shoprace) {
943 approval=NEUTRAL_RATIO;
944 if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0;
945 }
946 return approval;
947 }
948
949 /* limit the value of items based on the wealth of the shop. If the item is close
950 * to the maximum value a shop will offer, we start to reduce it, if the item is
951 * below the minimum value the shop is prepared to trade in, then we don't
952 * want it and offer nothing. If it isn't a shop, check whether we should do generic
953 * value reduction.
954 *
955 */
956 static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) {
957 uint64 newval, unit_price, tmpshopmax;
958 mapstruct *map;
959
960 unit_price = val / quantity;
961
962 if (!isshop || !who)
963 {
964 if (unit_price > 250000)
965 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
966 else
967 newval = unit_price;
968 }
969 else
970 {
971 if (!who->map)
972 {
973 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name);
974 return val;
975 }
976
977 map = who->map;
978
979 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
980
981 if (map->shopmin && unit_price < map->shopmin)
982 return 0;
983 else if (unit_price > tmpshopmax / 2)
984 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
985 else
986 newval=unit_price;
987 }
988
989 newval *= quantity;
990
991 return newval;
992 }
993
994 /* gives a desciption of the shop on their current map to the player op. */
995 int describe_shop(const object *op) {
996 mapstruct *map = op->map;
997 /*shopitems *items=map->shopitems;*/
998 int pos=0, i;
999 double opinion=0;
1000 char tmp[MAX_BUF]="\0";
1001 if (op->type != PLAYER) return 0;
1002
1003 /*check if there is a shop specified for this map */
1004 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) {
1005 new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:");
1006 if (map->shopitems) {
1007 for (i=0; i < map->shopitems[0].index; i++) {
1008 if (map->shopitems[i].name && map->shopitems[i].strength > 10) {
1009 snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl);
1010 pos += strlen(tmp+pos);
1011 }
1012 }
1013 }
1014 if (!pos) strcat(tmp, "a little of everything.");
1015
1016 /* format the string into a list */
1017 make_list_like(tmp);
1018 new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp);
1019
1020 if (map->shopmax)
1021 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.",
1022 cost_string_from_value(map->shopmax, 0));
1023 if (map->shopmin)
1024 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.",
1025 cost_string_from_value(map->shopmin, 0));
1026 if (map->shopgreed) {
1027 if (map->shopgreed >2.0)
1028 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively.");
1029 else if (map->shopgreed >1.5)
1030 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially.");
1031 else if (map->shopgreed >1.1)
1032 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly.");
1033 else if (map->shopgreed <0.9)
1034 new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge.");
1035 }
1036 if (map->shoprace) {
1037 opinion=shopkeeper_approval(map, op);
1038 if (opinion > 0.8)
1039 new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you.");
1040 else if (opinion > 0.5)
1041 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you.");
1042 else
1043 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you.");
1044 }
1045 }
1046 else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby.");
1047
1048 return 1;
1049 }
1050 typedef struct shopinv {
1051 char *item_sort;
1052 char *item_real;
1053 uint16 type;
1054 uint32 nrof;
1055 } shopinv;
1056
1057 /* There are a lot fo extra casts in here just to suppress warnings - it
1058 * makes it look uglier than it really it.
1059 * The format of the strings we get is type:name. So we first want to
1060 * sort by type (numerical) - if the same type, then sort by name.
1061 */
1062 static int shop_sort(const void *a1, const void *a2)
1063 {
1064 shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2;
1065
1066 if (s1->type<s2->type) return -1;
1067 if (s1->type>s2->type) return 1;
1068 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1069 * via alphabetical order
1070 */
1071 return strcasecmp(s1->item_sort, s2->item_sort);
1072 }
1073
1074 static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated)
1075 {
1076 #if 0
1077 char buf[MAX_BUF];
1078 #endif
1079 /* clear unpaid flag so that doesn't come up in query
1080 * string. We clear nrof so that we can better sort
1081 * the object names.
1082 */
1083
1084 CLEAR_FLAG(tmp, FLAG_UNPAID);
1085 items[*numitems].nrof=tmp->nrof;
1086 /* Non mergable items have nrof of 0, but count them as one
1087 * so the display is properly.
1088 */
1089 if (tmp->nrof == 0) items[*numitems].nrof++;
1090 items[*numitems].type=tmp->type;
1091
1092 switch (tmp->type) {
1093 #if 0
1094 case BOOTS:
1095 case GLOVES:
1096 case RING:
1097 case AMULET:
1098 case BRACERS:
1099 case GIRDLE:
1100 sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL));
1101 items[*numitems].item_sort = strdup_local(buf);
1102 sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL));
1103 items[*numitems].item_real = strdup_local(buf);
1104 (*numitems)++;
1105 break;
1106 #endif
1107
1108 default:
1109 items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0));
1110 items[*numitems].item_real = strdup_local(query_base_name(tmp, 1));
1111 (*numitems)++;
1112 break;
1113 }
1114 SET_FLAG(tmp, FLAG_UNPAID);
1115 }
1116
1117 void shop_listing(object *op)
1118 {
1119 int i,j,numitems=0,numallocated=0, nx, ny;
1120 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1);
1121 object *stack;
1122 shopinv *items;
1123
1124 /* Should never happen, but just in case a monster does apply a sign */
1125 if (op->type!=PLAYER) return;
1126
1127 new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:");
1128
1129 magic_mapping_mark(op, map_mark, 3);
1130 items=(shopinv*)malloc(40*sizeof(shopinv));
1131 numallocated=40;
1132
1133 /* Find all the appropriate items */
1134 for (i=0; i<MAP_WIDTH(op->map); i++) {
1135 for (j=0; j<MAP_HEIGHT(op->map); j++) {
1136 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1137 *
1138 */
1139 nx = i - op->x + MAGIC_MAP_HALF;
1140 ny = j - op->y + MAGIC_MAP_HALF;
1141 /* unlikely, but really big shops could run into this issue */
1142 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue;
1143
1144 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) {
1145 stack =get_map_ob(op->map,i,j);
1146
1147 while (stack) {
1148 if (QUERY_FLAG(stack, FLAG_UNPAID)) {
1149 if (numitems==numallocated) {
1150 items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10));
1151 numallocated+=10;
1152 }
1153 add_shop_item(stack, items, &numitems, &numallocated);
1154 }
1155 stack = stack->above;
1156 }
1157 }
1158 }
1159 }
1160 free(map_mark);
1161 if (numitems == 0) {
1162 new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1163 free(items);
1164 return;
1165 }
1166 qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort);
1167
1168 for (i=0; i<numitems; i++) {
1169 /* Collapse items of the same name together */
1170 if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) {
1171 items[i+1].nrof += items[i].nrof;
1172 free(items[i].item_sort);
1173 free(items[i].item_real);
1174 } else {
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s",
1176 items[i].nrof? items[i].nrof:1,
1177 items[i].nrof==1?items[i].item_sort: items[i].item_real);
1178 free(items[i].item_sort);
1179 free(items[i].item_real);
1180 }
1181 }
1182 free(items);
1183 }
1184
1185 /* elmex: this function checks whether the object is in a shop */
1186 bool is_in_shop (object *o)
1187 {
1188 if (!o->map)
1189 return false;
1190
1191 return is_in_shop (o->map, o->x, o->y);
1192 }
1193
1194 /* elmex: this function checks whether we are in a shop or not */
1195 bool is_in_shop (mapstruct *map, int x, int y)
1196 {
1197 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1198 if (floor->type == SHOP_FLOOR)
1199 return true;
1200
1201 return false;
1202 }