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Revision: 1.49
Committed: Tue Apr 22 07:01:47 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52
Changes since 1.48: +8 -38 lines
Log Message:
see Changes

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <spells.h>
26 #include <skills.h>
27 #include <living.h>
28 #include <sproto.h>
29 #include <math.h>
30
31 /* this is a measure of how effective store specialisation is. A general store
32 * will offer this proportion of the 'maximum' price, a specialised store will
33 * offer a range of prices around it such that the maximum price is always one
34 * therefore making this number higher, makes specialisation less effective.
35 * setting this value above 1 or to a negative value would have interesting,
36 * (though not useful) effects.
37 */
38 #define SPECIALISATION_EFFECT .5
39
40 // price a shopkeeper will give someone that is not of their race
41 #define DISLIKE_RATIO 0.8
42
43 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
44 static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
45 static double shop_specialisation_ratio (const object *item, const maptile *map);
46 static double shop_greed (const maptile *map);
47
48 /* Added F_TRUE flag to define.h to mean that the price should not
49 * be adjusted by players charisma. With F_TRUE, it returns the amount
50 * that the item is worth, if it was sold, but unadjusted by charisma.
51 * This is needed for alchemy, to to determine what value of gold nuggets
52 * should be given (the gold nuggets, when sold, will have the adjustment
53 * by charisma done at that time). NULL could have been passed as the
54 * who parameter, but then the adjustment for expensive items (>10000)
55 * would not be done.
56 *
57 * Added F_APPROX flag, which means that the price returned should be wrong by
58 * an amount related to the player's bargaining skill.
59 *
60 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
61 * current map should be taken into account when determining the price. Shops that
62 * specialise in what is being traded will give better prices than those that do not.
63 *
64 * CF 0.91.4 - This function got changed around a bit. Now the
65 * number of object is multiplied by the value early on. This fixes problems
66 * with items worth very little. What happened before is that various
67 * divisions took place, the value got rounded to 0 (Being an int), and
68 * thus remained 0.
69 *
70 * Mark Wedel (mwedel@pyramid.com)
71 */
72
73 static sint64 approx_range;
74
75 sint64
76 query_cost (const object *tmp, object *who, int flag)
77 {
78 double val;
79 int number; /* used to better calculate value */
80 int no_bargain;
81 int identified;
82 int not_cursed;
83 int approximate;
84 int shop;
85 double diff;
86
87 approx_range = 0;
88
89 no_bargain = flag & F_NO_BARGAIN;
90 identified = flag & F_IDENTIFIED;
91 not_cursed = flag & F_NOT_CURSED;
92 approximate = flag & F_APPROX;
93 shop = flag & F_SHOP;
94 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
95
96 if (tmp->type == MONEY)
97 return tmp->nrof * tmp->value;
98
99 if (tmp->type == GEM)
100 {
101 if (flag == F_TRUE)
102 return (tmp->nrof * tmp->value);
103
104 if (flag == F_BUY)
105 return (sint64) (1.03 * tmp->nrof * tmp->value);
106
107 if (flag == F_SELL)
108 return (sint64) (0.97 * tmp->nrof * tmp->value);
109
110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
111 return 0;
112 }
113
114 number = tmp->nrof;
115 if (number == 0)
116 number = 1;
117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
118 {
119 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
120 return 0;
121 else
122 val = tmp->value * number;
123 }
124 /* This area deals with objects that are not identified, but can be */
125 else
126 {
127 if (tmp->arch != NULL)
128 {
129 if (flag == F_BUY)
130 {
131 LOG (llevError, "Asking for buy-value of unidentified object.\n");
132 val = tmp->arch->value * 50 * number;
133 }
134 else
135 { /* Trying to sell something, or get true value */
136 if (tmp->type == POTION)
137 val = number * 40; /* Don't want to give anything away */
138 else
139 {
140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
141 * unknown objects
142 */
143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
144 val = number * tmp->arch->value * 2 / 3;
145 else
146 val = number * tmp->arch->value / 3;
147 }
148 }
149 }
150 else
151 { /* No archetype with this object */
152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
153 if (flag == F_BUY)
154 {
155 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
156 val = number * tmp->value * 10;
157 }
158 else
159 val = number * tmp->value / 5;
160 }
161 }
162
163 /* If the item has been applied or identifed or does not need to be
164 * identified, AND the object is magical and the archetype is non
165 * magical, then change values accordingly. The tmp->arch==NULL is
166 * really just a check to prevent core dumps for when it checks
167 * tmp->arch->magic for any magic. The check for archetype
168 * magic is to not give extra money for archetypes that are by
169 * default magical. This is because the archetype value should have
170 * already figured in that value.
171 */
172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
174 {
175 if (tmp->magic > 0)
176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
177 else
178 /* Note that tmp->magic is negative, so that this
179 * will actually be something like val /=2, /=3, etc.
180 */
181 val /= (1 - tmp->magic);
182 }
183
184 if (tmp->type == WAND)
185 {
186 /* Value of the wand is multiplied by the number of
187 * charges. the treasure code already sets up the value
188 * 50 charges is used as the baseline.
189 */
190 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
191 val = (val * tmp->stats.food) / 50;
192 else /* if not identified, presume one charge */
193 val /= 50;
194 }
195
196 /* Limit amount of money you can get for really great items. */
197 if (flag == F_SELL)
198 val = value_limit ((sint64) val, number, who, shop);
199
200 // use a nonlinear price adjustment. as my predecessor said, don't change
201 // the archetypes, its work required for balancing, and we don't care.
202 //val = pow (val, 1.05);
203
204 /* This modification is for bargaining skill.
205 * Now only players with max level in bargaining
206 * AND Cha = 30 will get optimal price.
207 * Thus charisma will never get useless.
208 * -b.e. edler@heydernet.de
209 */
210
211 if (who != NULL && who->type == PLAYER)
212 {
213 int lev_bargain = 0;
214 int lev_identify = 0;
215 int idskill1 = 0;
216 int idskill2 = 0;
217 const typedata *tmptype;
218
219 tmptype = get_typedata (tmp->type);
220
221 if (find_skill_by_number (who, SK_BARGAINING))
222 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
223
224 if (tmptype)
225 {
226 idskill1 = tmptype->identifyskill;
227
228 if (idskill1)
229 {
230 idskill2 = tmptype->identifyskill2;
231
232 if (find_skill_by_number (who, idskill1))
233 lev_identify = find_skill_by_number (who, idskill1)->level;
234
235 if (idskill2 && find_skill_by_number (who, idskill2))
236 lev_identify += find_skill_by_number (who, idskill2)->level;
237 }
238 }
239 else
240 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
241
242 /* ratio determines how much of the price modification
243 * will come from the basic stat charisma
244 * the rest will come from the level in bargaining skill
245 */
246 const double cha_ratio = 0.40;
247
248 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
249 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
250 diff = .02 + (.80 - .02) * diff;
251
252 if (flag == F_BUY)
253 val += val * diff;
254 else if (flag == F_SELL)
255 val -= val * diff;
256
257 // now find a price range. the less good we can judge, the larger the range is
258 // then the range is adjusted randomly around the correct value
259 if (approximate)
260 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
261 }
262
263 /* I don't think this should really happen - if it does, it indicates and
264 * overflow of diff above. That should only happen if
265 * we are selling objects - in that case, the person just
266 * gets no money.
267 */
268 if ((sint64) val < 0)
269 val = 0;
270
271 /* Unidentified stuff won't sell for more than 60gp */
272 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
273 {
274 val = (val > 600) ? 600 : val;
275 }
276
277 /* if we are in a shop, check how the type of shop should affect the price */
278 if (shop && who)
279 {
280 if (flag == F_SELL)
281 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
282 else if (flag == F_BUY)
283 {
284 /*
285 * when buying, if the item was sold by another player, it is ok to
286 * let the item be sold cheaper, according to the specialisation of
287 * the shop. If a player sold an item here, then his sale price was
288 * multiplied by the specialisation ratio, to do the same to the buy
289 * price will not generate extra money. However, the
290 * same is not true of generated items, these have to /divide/ by the
291 * specialisation, so that the price is never less than what they could
292 * be sold for (otherwise players could camp map resets to make money).
293 * In game terms, a non-specialist shop, might not recognise the true
294 * value of the items they sell (much like how people sometimes find
295 * antiques in a junk shop in real life).
296 */
297 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
298 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
299 else
300 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
301 }
302
303 /* we will also have an extra 0-5% variation between shops of the same type
304 * for valuable items (below a value of 50 this effect wouldn't be very
305 * pointful, and could give fun with rounding.
306 */
307 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
308 if (val > 50)
309 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
310 }
311
312 return (sint64) val;
313 }
314
315 /* Find the coin type that is worth more the 'c'. Starts at the
316 * cointype placement.
317 */
318
319 static archetype *
320 find_next_coin (sint64 c, int *cointype)
321 {
322 archetype *coin;
323
324 do
325 {
326 if (coins[*cointype] == NULL)
327 return NULL;
328 coin = archetype::find (coins[*cointype]);
329 if (coin == NULL)
330 return NULL;
331 *cointype += 1;
332 }
333 while (coin->value > c);
334
335 return coin;
336 }
337
338 /* This returns a string of how much something is worth based on
339 * an integer being passed.
340 * cost is the cost we need to represent.
341 * While cost is 64 bit, the number of any coin is still really
342 * limited to 32 bit (size of nrof field). If it turns out players
343 * have so much money that they have more than 2 billion platinum
344 * coins, there are certainly issues - the easiest fix at that
345 * time is to add a higher denomination (mithril piece with
346 * 10,000 silver or something)
347 */
348 const char *
349 cost_string_from_value (sint64 cost, int approx)
350 {
351 static char buf[MAX_BUF];
352 archetype *coin, *next_coin;
353 int num, cointype = 0;
354
355 coin = find_next_coin (cost, &cointype);
356 if (coin == NULL)
357 return "nothing";
358
359 num = cost / coin->value;
360 /* so long as nrof is 32 bit, this is true.
361 * If it takes more coins than a person can possibly carry, this
362 * is basically true.
363 */
364 if ((cost / coin->value) > UINT32_MAX)
365 {
366 strcpy (buf, "an unimaginable sum of money");
367 return buf;
368 }
369
370 cost -= num * (sint64)coin->value;
371
372 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
373
374 next_coin = find_next_coin (cost, &cointype);
375 if (next_coin == NULL || approx)
376 return buf;
377
378 coin = next_coin;
379 num = cost / coin->value;
380 cost -= num * (sint64)coin->value;
381
382 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
383
384 return buf;
385 }
386
387 const char *
388 query_cost_string (const object *tmp, object *who, int flag)
389 {
390 sint64 real_value = query_cost (tmp, who, flag);
391 int idskill1 = 0;
392 int idskill2 = 0;
393 const typedata *tmptype;
394
395 tmptype = get_typedata (tmp->type);
396 if (tmptype)
397 {
398 idskill1 = tmptype->identifyskill;
399 idskill2 = tmptype->identifyskill2;
400 }
401
402 /* we show an approximate price if
403 * 1) we are approximating
404 * 2) there either is no id skill(s) for the item, or we don't have them
405 * 3) we don't have bargaining skill either
406 */
407 if (flag & F_APPROX)
408 {
409 if (!idskill1 || !find_skill_by_number (who, idskill1))
410 {
411 if (!idskill2 || !find_skill_by_number (who, idskill2))
412 {
413 if (!find_skill_by_number (who, SK_BARGAINING))
414 {
415 static char buf[MAX_BUF];
416 int num, cointype = 0;
417 archetype *coin = find_next_coin (real_value, &cointype);
418
419 if (coin == NULL)
420 return "nothing";
421
422 num = real_value / coin->value;
423 if (num == 1)
424 sprintf (buf, "about one %s", &coin->object::name);
425 else if (num < 5)
426 sprintf (buf, "a few %s", &coin->object::name_pl);
427 else if (num < 10)
428 sprintf (buf, "several %s", &coin->object::name_pl);
429 else if (num < 25)
430 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
431 else if (num < 100)
432 sprintf (buf, "lots of %s", &coin->object::name_pl);
433 else if (num < 1000)
434 sprintf (buf, "a great many %s", &coin->object::name_pl);
435 else
436 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
437 return buf;
438 }
439 }
440 }
441
442 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
443
444 if (approx_range)
445 {
446 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
447 static char buf[MAX_BUF];
448
449 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
450 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
451
452 return buf;
453 }
454 }
455
456 return cost_string_from_value (real_value, 0);
457 }
458
459 /* This function finds out how much money the player is carrying,
460 * including what is in containers.
461 */
462 sint64
463 query_money (const object *op)
464 {
465 object *tmp;
466 sint64 total = 0;
467
468 if (op->type != PLAYER && op->type != CONTAINER)
469 {
470 LOG (llevError, "Query money called with non player/container\n");
471 return 0;
472 }
473
474 for (tmp = op->inv; tmp; tmp = tmp->below)
475 if (tmp->type == MONEY)
476 total += tmp->nrof * (sint64)tmp->value;
477 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
478 total += query_money (tmp);
479
480 return total;
481 }
482
483 /* TCHIZE: This function takes the amount of money from the
484 * the player inventory and from it's various pouches using the
485 * pay_from_container function.
486 * returns 0 if not possible. 1 if success
487 */
488 int
489 pay_for_amount (sint64 to_pay, object *pl)
490 {
491 object *pouch;
492
493 if (to_pay == 0)
494 return 1;
495
496 if (to_pay > query_money (pl))
497 return 0;
498
499 pay_from_container (pl, pl, to_pay);
500
501 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
502 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
503 pay_from_container (pl, pouch, to_pay);
504
505 pl->update_stats ();
506 return 1;
507 }
508
509 /* DAMN: This is now a wrapper for pay_from_container, which is
510 * called for the player, then for each active container that can hold
511 * money until op is paid for. Change will be left wherever the last
512 * of the price was paid from.
513 */
514 int
515 pay_for_item (object *op, object *pl)
516 {
517 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
518 object *pouch;
519 sint64 saved_money;
520
521 if (to_pay == 0)
522 return 1;
523
524 if (to_pay > query_money (pl))
525 return 0;
526
527 /* We compare the paid price with the one for a player
528 * without bargaining skill.
529 * This determins the amount of exp (if any) gained for bargaining.
530 */
531 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
532
533 if (saved_money > 0)
534 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
535
536 pay_from_container (pl, pl, to_pay);
537
538 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
539 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
540 pay_from_container (pl, pouch, to_pay);
541
542 pl->update_stats ();
543
544 return 1;
545 }
546
547 /* This pays for the item, and takes the proper amount of money off
548 * the player.
549 * CF 0.91.4 - this function is mostly redone in order to fix a bug
550 * with weight not be subtracted properly. We now remove and
551 * insert the coin objects - this should update the weight
552 * appropriately
553 *
554 * DAMN: This function is used for the player, then for any active
555 * containers that can hold money.
556 *
557 * pouch is the container (pouch or player) to remove the coins from.
558 * to_pay is the required amount.
559 * returns the amount still missing after using "pouch".
560 */
561 static void
562 pay_from_container (object *pl, object *pouch, sint64 &to_pay)
563 {
564 int count, i;
565 object *tmp, *next;
566 archetype *at;
567
568 if (pouch->type != PLAYER && pouch->type != CONTAINER)
569 return;
570
571 object *coin_objs[NUM_COINS] = { 0 };
572
573 /* This hunk should remove all the money objects from the player/container */
574 for (tmp = pouch->inv; tmp; tmp = next)
575 {
576 next = tmp->below;
577
578 if (tmp->type == MONEY)
579 {
580 for (i = 0; i < NUM_COINS; i++)
581 {
582 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
583 {
584 // This should not happen, but if it does, just merge the two.
585 if (coin_objs [i])
586 {
587 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
588 coin_objs[i]->nrof += tmp->nrof;
589 tmp->destroy ();
590 }
591 else
592 {
593 tmp->remove ();
594 coin_objs[i] = tmp;
595 }
596
597 break;
598 }
599 }
600
601 if (i == NUM_COINS)
602 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
603 }
604 }
605
606 /* Fill in any gaps in the coin_objs array - needed to make change. */
607 /* Note that the coin_objs array goes from least value to greatest value */
608 for (i = 0; i < NUM_COINS; i++)
609 if (!coin_objs[i])
610 {
611 at = archetype::find (coins[NUM_COINS - 1 - i]);
612
613 if (at == NULL)
614 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
615
616 coin_objs[i] = arch_to_object (at);
617 coin_objs[i]->nrof = 0;
618 }
619
620 for (i = 0; i < NUM_COINS; i++)
621 {
622 object &coin = *coin_objs[i];
623 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
624 to_pay -= num_coins * coin.value;
625
626 coin.nrof -= num_coins;
627 /* Now start making change. Start at the coin value
628 * below the one we just did, and work down to
629 * the lowest value.
630 */
631 count = i - 1;
632
633 while (to_pay < 0 && count >= 0)
634 {
635 num_coins = (-to_pay) / coin_objs[count]->value;
636 coin_objs[count]->nrof += num_coins;
637 to_pay += num_coins * coin_objs[count]->value;
638 count--;
639 }
640 }
641
642 for (i = 0; i < NUM_COINS; i++)
643 {
644 if (coin_objs[i]->nrof)
645 insert_ob_in_ob (coin_objs [i], pouch);
646 else
647 coin_objs[i]->destroy ();
648 }
649 }
650
651 /* Checks all unpaid items in op's inventory, adds up all the money they
652 * have, and checks that they can actually afford what they want to buy.
653 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
654 * to the player
655 */
656 int
657 can_pay (object *pl)
658 {
659 int unpaid_count = 0;
660 sint64 unpaid_price = 0;
661 sint64 player_wealth = query_money (pl);
662
663 if (!pl || pl->type != PLAYER)
664 {
665 LOG (llevError, "can_pay(): called against something that isn't a player\n");
666 return 0;
667 }
668
669 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
670 if (QUERY_FLAG (item, FLAG_UNPAID))
671 {
672 unpaid_count++;
673 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
674 }
675
676 if (unpaid_price > player_wealth)
677 {
678 char buf[MAX_BUF];
679 char cost[MAX_BUF];
680 char missing[MAX_BUF];
681
682 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
683 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
684
685 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
686 unpaid_count, cost, missing);
687 new_draw_info (NDI_UNIQUE, 0, pl, buf);
688
689 return 0;
690 }
691 else
692 return 1;
693 }
694
695 /* Better get_payment, descends containers looking for
696 * unpaid items, and pays for them.
697 * returns 0 if the player still has unpaid items.
698 * returns 1 if the player has paid for everything.
699 * pl is the player buying the stuff.
700 */
701 int
702 get_payment (object *pl)
703 {
704 for (;;)
705 {
706 next_item:
707
708 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
709 {
710 if (QUERY_FLAG (op, FLAG_UNPAID))
711 {
712 char buf[MAX_BUF];
713 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
714
715 if (!pay_for_item (op, pl))
716 {
717 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
718
719 CLEAR_FLAG (op, FLAG_UNPAID);
720 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
721 SET_FLAG (op, FLAG_UNPAID);
722 return 0;
723 }
724 else
725 {
726 CLEAR_FLAG (op, FLAG_UNPAID);
727 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
729
730 if (!merge_ob (op, op->env->inv))
731 esrv_update_item (UPD_FLAGS, pl, op);
732
733 goto next_item;
734 }
735 }
736 }
737
738 return 1;
739 }
740 }
741
742 /* written by elmex:
743 * moved this code from sell_item () here to have a function
744 * that pays the player an amount. Mainly put the code here to
745 * be able to call it from a plugin.
746 *
747 * If the player can't carry all the money that is paid, it gets inserted
748 * in his inventory anyway. This is the best alternative to not pay any money
749 * or put it on the ground under the player. This way the player can still
750 * go somewhere and unload the money at a safe place.
751 *
752 */
753 void
754 pay_player (object *pl, sint64 amount)
755 {
756 int count = 0;
757 archetype *at = 0;
758 object *pouch = 0, *tmp = 0;
759
760 for (count = 0; coins[count]; count++)
761 {
762 at = archetype::find (coins[count]);
763
764 if (at == NULL)
765 LOG (llevError, "Could not find %s archetype\n", coins[count]);
766 else if ((amount / at->value) > 0)
767 {
768 for (pouch = pl->inv; pouch; pouch = pouch->below)
769 {
770 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
771 {
772 int w = at->weight * (100 - pouch->stats.Str) / 100;
773 int n = amount / at->value;
774
775 if (w == 0)
776 w = 1; /* Prevent divide by zero */
777
778 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
779 {
780 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
781 n = (pouch->weight_limit - pouch->carrying) / w;
782
783 object *tmp = arch_to_object (at);
784 tmp->nrof = n;
785 amount -= tmp->nrof * tmp->value;
786 pouch->insert (tmp);
787 }
788 }
789 }
790
791 if (amount / at->value > 0)
792 {
793 object *tmp = arch_to_object (at);
794 tmp->nrof = amount / tmp->value;
795 amount -= tmp->nrof * tmp->value;
796 pl->insert (tmp);
797 }
798 }
799 }
800
801 if (amount != 0)
802 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
803 }
804
805 /* elmex: this is for the bank plugin :( */
806 sint64
807 pay_player_arch (object *pl, const char *arch, sint64 amount)
808 {
809 archetype *at = archetype::find (arch);
810
811 if (!at)
812 return 0;
813
814 if (amount > 0)
815 {
816 object *tmp = arch_to_object (at);
817 tmp->nrof = amount;
818 insert_ob_in_ob (tmp, pl);
819 }
820
821 return 1;
822 }
823
824 /* Modified function to give out platinum coins. This function uses
825 * the coins[] array to know what coins are available, just like
826 * buy item.
827 *
828 * Modified to fill available race: gold containers before dumping
829 * remaining coins in character's inventory.
830 */
831 void
832 sell_item (object *op, object *pl)
833 {
834 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
835
836 if (pl == NULL || pl->type != PLAYER)
837 {
838 LOG (llevDebug, "Object other than player tried to sell something.\n");
839 return;
840 }
841
842 op->custom_name = 0;
843
844 if (!amount)
845 {
846 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
847
848 /* Even if the character doesn't get anything for it, it may still be
849 * worth something. If so, make it unpaid
850 */
851 if (op->value)
852 {
853 SET_FLAG (op, FLAG_UNPAID);
854 SET_FLAG (op, FLAG_PLAYER_SOLD);
855 }
856
857 identify (op);
858 return;
859 }
860
861 /* We compare the price with the one for a player
862 * without bargaining skill.
863 * This determins the amount of exp (if any) gained for bargaining.
864 * exp/10 -> 1 for each gold coin
865 */
866 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
867
868 if (extra_gain > 0)
869 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
870
871 pay_player (pl, amount);
872
873 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));
874 pl->play_sound (sound_find ("shop_sell"));
875
876 SET_FLAG (op, FLAG_UNPAID);
877 identify (op);
878 }
879
880 /* returns a double that is the ratio of the price that a shop will offer for
881 * item based on the shops specialisation. Does not take account of greed,
882 * returned value is between SPECIALISATION_EFFECT and 1.
883 */
884 static double
885 shop_specialisation_ratio (const object *item, const maptile *map)
886 {
887 shopitems *items = map->shopitems;
888 double likedness = 0.;
889 int i;
890
891 if (item == NULL)
892 {
893 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
894 return 0;
895 }
896
897 if (!item->type)
898 {
899 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
900 /*
901 * I'm not really sure what the /right/ thing to do here is, these types of
902 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
903 */
904 return SPECIALISATION_EFFECT;
905 }
906
907 if (map->shopitems)
908 {
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
914 if (likedness > 1.0)
915 { /* someone has been rather silly with the map headers. */
916 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
917 likedness = 1.0;
918 }
919
920 if (likedness < -1.0)
921 {
922 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
923 likedness = -1.0;
924 }
925
926 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
927 }
928
929 /*returns the greed of the shop on map, or 1 if it isn't specified. */
930 static double
931 shop_greed (const maptile *map)
932 {
933 return map->shopgreed
934 ? map->shopgreed
935 : 1.;
936 }
937
938 /* Returns a double based on how much the shopkeeper approves of the player.
939 * this is based on the race of the shopkeeper and that of the player.
940 */
941 double
942 shopkeeper_approval (const maptile *map, const object *player)
943 {
944 return map->shoprace && player->race != map->shoprace
945 ? DISLIKE_RATIO
946 : 1.;
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 sint64
957 value_limit (sint64 val, int quantity, const object *who, int isshop)
958 {
959 sint64 newval, unit_price, tmpshopmax;
960 maptile *map;
961
962 unit_price = val / quantity;
963
964 if (!isshop || !who)
965 {
966 if (unit_price > 250000)
967 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
968 else
969 newval = unit_price;
970 }
971 else
972 {
973 if (!who->map)
974 {
975 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
976 return val;
977 }
978
979 map = who->map;
980
981 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
982
983 if (map->shopmin && unit_price < map->shopmin)
984 return 0;
985 else if (unit_price > tmpshopmax / 2)
986 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
987 else
988 newval = unit_price;
989 }
990
991 newval *= quantity;
992
993 return newval;
994 }
995
996 /* gives a desciption of the shop on their current map to the player op. */
997 int
998 describe_shop (const object *op)
999 {
1000 maptile *map = op->map;
1001
1002 /*shopitems *items=map->shopitems; */
1003 int pos = 0, i;
1004 double opinion = 0;
1005 char tmp[MAX_BUF] = "\0";
1006
1007 if (op->type != PLAYER)
1008 return 0;
1009
1010 /*check if there is a shop specified for this map */
1011 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1012 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1014
1015 if (map->shopitems)
1016 for (i = 0; i < map->shopitems[0].index; i++)
1017 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1018 {
1019 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1020 pos += strlen (tmp + pos);
1021 }
1022
1023 if (!pos)
1024 strcat (tmp, "a little of everything.");
1025
1026 /* format the string into a list */
1027 make_list_like (tmp);
1028 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1029
1030 if (map->shopmax)
1031 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1032
1033 if (map->shopmin)
1034 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));
1035
1036 if (map->shopgreed)
1037 {
1038 if (map->shopgreed > 2.0)
1039 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1040 else if (map->shopgreed > 1.5)
1041 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1042 else if (map->shopgreed > 1.1)
1043 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1044 else if (map->shopgreed < 0.9)
1045 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1046 }
1047
1048 if (map->shoprace)
1049 {
1050 opinion = shopkeeper_approval (map, op);
1051 if (opinion > 0.8)
1052 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1053 else if (opinion > 0.5)
1054 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1055 else
1056 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1057 }
1058 }
1059 else
1060 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1061
1062 return 1;
1063 }
1064
1065 struct shopinv
1066 {
1067 char *item_sort;
1068 char *item_real;
1069 uint16 type;
1070 uint32 nrof;
1071 };
1072
1073 /* There are a lot fo extra casts in here just to suppress warnings - it
1074 * makes it look uglier than it really it.
1075 * The format of the strings we get is type:name. So we first want to
1076 * sort by type (numerical) - if the same type, then sort by name.
1077 */
1078 static int
1079 shop_sort (const void *a1, const void *a2)
1080 {
1081 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1082
1083 if (s1->type < s2->type)
1084 return -1;
1085 if (s1->type > s2->type)
1086 return 1;
1087
1088 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1089 * via alphabetical order
1090 */
1091 return strcasecmp (s1->item_sort, s2->item_sort);
1092 }
1093
1094 static void
1095 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1096 {
1097 #if 0
1098 char buf[MAX_BUF];
1099 #endif
1100 /* clear unpaid flag so that doesn't come up in query
1101 * string. We clear nrof so that we can better sort
1102 * the object names.
1103 */
1104
1105 CLEAR_FLAG (tmp, FLAG_UNPAID);
1106 items[*numitems].nrof = tmp->nrof;
1107 /* Non mergable items have nrof of 0, but count them as one
1108 * so the display is properly.
1109 */
1110 if (tmp->nrof == 0)
1111 items[*numitems].nrof++;
1112 items[*numitems].type = tmp->type;
1113
1114 switch (tmp->type)
1115 {
1116 #if 0
1117 case BOOTS:
1118 case GLOVES:
1119 case RING:
1120 case AMULET:
1121 case BRACERS:
1122 case GIRDLE:
1123 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1124 items[*numitems].item_sort = strdup (buf);
1125 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1126 items[*numitems].item_real = strdup (buf);
1127 (*numitems)++;
1128 break;
1129 #endif
1130
1131 default:
1132 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1133 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1134 (*numitems)++;
1135 break;
1136 }
1137 SET_FLAG (tmp, FLAG_UNPAID);
1138 }
1139
1140 void
1141 shop_listing (object *sign, object *op)
1142 {
1143 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1144 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1145 object *stack;
1146 shopinv *items;
1147
1148 /* Should never happen, but just in case a monster does apply a sign */
1149 if (op->type != PLAYER)
1150 return;
1151
1152 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1153 {
1154 x1 = 0;
1155 y1 = 0;
1156 x2 = op->map->width - 1;
1157 y2 = op->map->height - 1;
1158 }
1159
1160 items = (shopinv *) malloc (40 * sizeof (shopinv));
1161 numallocated = 40;
1162
1163 /* Find all the appropriate items */
1164 for (i = x1; i <= x2; i++)
1165 {
1166 for (j = y1; j < y2; j++)
1167 {
1168 if (is_in_shop (op->map, i, j))
1169 {
1170 stack = GET_MAP_OB (op->map, i, j);
1171
1172 while (stack)
1173 {
1174 if (QUERY_FLAG (stack, FLAG_UNPAID))
1175 {
1176 if (numitems == numallocated)
1177 {
1178 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1179 numallocated += 10;
1180 }
1181
1182 add_shop_item (stack, items, &numitems, &numallocated);
1183 }
1184
1185 stack = stack->above;
1186 }
1187 }
1188 }
1189 }
1190
1191 if (numitems == 0)
1192 {
1193 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1194 free (items);
1195 return;
1196 }
1197
1198 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1199
1200 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1201
1202 for (i = 0; i < numitems; i++)
1203 {
1204 /* Collapse items of the same name together */
1205 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1206 {
1207 items[i + 1].nrof += items[i].nrof;
1208 free (items[i].item_sort);
1209 free (items[i].item_real);
1210 }
1211 else
1212 {
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1214 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1215 free (items[i].item_sort);
1216 free (items[i].item_real);
1217 }
1218 }
1219
1220 free (items);
1221 }
1222
1223 /* elmex: this function checks whether the object is in a shop */
1224 bool
1225 is_in_shop (object *o)
1226 {
1227 if (!o->map)
1228 return false;
1229
1230 return is_in_shop (o->map, o->x, o->y);
1231 }
1232
1233 /* elmex: this function checks whether we are in a shop or not
1234 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1235 floor tile. this possibly will make map bugs where shopfloors are above
1236 floors more obvious.
1237 */
1238
1239 bool
1240 is_in_shop (maptile *map, int x, int y)
1241 {
1242 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1243 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1244 return floor->type == SHOP_FLOOR;
1245 return false;
1246 }
1247