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Revision: 1.14
Committed: Tue Sep 12 19:20:08 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +16 -13 lines
Log Message:
- improve assign to prepend "..."
- make more use of assign
- implement op->debug_desc() and make some more use of it

File Contents

# Content
1
2 /*
3 * static char *rcsid_shop_c =
4 * "$Id: shop.C,v 1.13 2006-09-12 01:09:54 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
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <spells.h>
32 #include <skills.h>
33 #include <living.h>
34 #include <newclient.h>
35 #ifndef __CEXTRACT__
36 # include <sproto.h>
37 #endif
38 #include <math.h>
39
40 /* this is a measure of how effective store specialisation is. A general store
41 * will offer this proportion of the 'maximum' price, a specialised store will
42 * offer a range of prices around it such that the maximum price is always one
43 * therefore making this number higher, makes specialisation less effective.
44 * setting this value above 1 or to a negative value would have interesting,
45 * (though not useful) effects.
46 */
47 #define SPECIALISATION_EFFECT 0.5
48
49 /* price a shopkeeper will give someone they neither like nor dislike */
50 #define NEUTRAL_RATIO 0.8
51
52 static 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);
55 static double shop_greed (const mapstruct *map);
56
57 #define NUM_COINS 4 /* number of coin types */
58 static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
59
60 /* Added F_TRUE flag to define.h to mean that the price should not
61 * be adjusted by players charisma. With F_TRUE, it returns the amount
62 * that the item is worth, if it was sold, but unadjusted by charisma.
63 * This is needed for alchemy, to to determine what value of gold nuggets
64 * should be given (the gold nuggets, when sold, will have the adjustment
65 * by charisma done at that time). NULL could have been passed as the
66 * who parameter, but then the adjustment for expensive items (>10000)
67 * would not be done.
68 *
69 * Added F_APPROX flag, which means that the price returned should be wrong by
70 * an amount related to the player's bargaining skill.
71 *
72 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
73 * current map should be taken into account when determining the price. Shops that
74 * specialise in what is being traded will give better prices than those that do not.
75 *
76 * CF 0.91.4 - This function got changed around a bit. Now the
77 * number of object is multiplied by the value early on. This fixes problems
78 * with items worth very little. What happened before is that various
79 * divisions took place, the value got rounded to 0 (Being an int), and
80 * thus remained 0.
81 *
82 * Mark Wedel (mwedel@pyramid.com)
83 */
84
85 static 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;
94 int not_cursed;
95 int approximate;
96 int shop;
97 double diff;
98
99 approx_range = 0;
100
101 no_bargain = flag & F_NO_BARGAIN;
102 identified = flag & F_IDENTIFIED;
103 not_cursed = flag & F_NOT_CURSED;
104 approximate = flag & F_APPROX;
105 shop = flag & F_SHOP;
106 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
107
108 if (tmp->type == MONEY)
109 return tmp->nrof * tmp->value;
110
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 = find_archetype (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 = find_archetype (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 = find_archetype (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 = find_archetype (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 }