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Revision: 1.47
Committed: Sun Apr 13 01:34:09 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5
Changes since 1.46: +2 -3 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 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 tmp->remove ();
589 coin_objs[i]->nrof += tmp->nrof;
590 esrv_del_item (pl->contr, tmp->count);
591 tmp->destroy ();
592 }
593 else
594 {
595 tmp->remove ();
596
597 if (pouch->type == PLAYER)
598 esrv_del_item (pl->contr, tmp->count);
599
600 coin_objs[i] = tmp;
601 }
602
603 break;
604 }
605 }
606
607 if (i == NUM_COINS)
608 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
609 }
610 }
611
612 /* Fill in any gaps in the coin_objs array - needed to make change. */
613 /* Note that the coin_objs array goes from least value to greatest value */
614 for (i = 0; i < NUM_COINS; i++)
615 if (!coin_objs[i])
616 {
617 at = archetype::find (coins[NUM_COINS - 1 - i]);
618
619 if (at == NULL)
620 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
621
622 coin_objs[i] = arch_to_object (at);
623 coin_objs[i]->nrof = 0;
624 }
625
626 for (i = 0; i < NUM_COINS; i++)
627 {
628 object &coin = *coin_objs[i];
629 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
630 to_pay -= num_coins * coin.value;
631
632 coin.nrof -= num_coins;
633 /* Now start making change. Start at the coin value
634 * below the one we just did, and work down to
635 * the lowest value.
636 */
637 count = i - 1;
638
639 while (to_pay < 0 && count >= 0)
640 {
641 num_coins = (-to_pay) / coin_objs[count]->value;
642 coin_objs[count]->nrof += num_coins;
643 to_pay += num_coins * coin_objs[count]->value;
644 count--;
645 }
646 }
647
648 for (i = 0; i < NUM_COINS; i++)
649 {
650 if (coin_objs[i]->nrof)
651 {
652 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
653
654 esrv_send_item (pl, tmp);
655 esrv_send_item (pl, pouch);
656
657 if (pl != pouch)
658 esrv_update_item (UPD_WEIGHT, pl, pouch);
659
660 if (pl->type != PLAYER)
661 esrv_send_item (pl, pl);
662 }
663 else
664 coin_objs[i]->destroy ();
665 }
666 }
667
668 /* Checks all unpaid items in op's inventory, adds up all the money they
669 * have, and checks that they can actually afford what they want to buy.
670 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
671 * to the player
672 */
673 int
674 can_pay (object *pl)
675 {
676 int unpaid_count = 0;
677 sint64 unpaid_price = 0;
678 sint64 player_wealth = query_money (pl);
679
680 if (!pl || pl->type != PLAYER)
681 {
682 LOG (llevError, "can_pay(): called against something that isn't a player\n");
683 return 0;
684 }
685
686 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
687 if (QUERY_FLAG (item, FLAG_UNPAID))
688 {
689 unpaid_count++;
690 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
691 }
692
693 if (unpaid_price > player_wealth)
694 {
695 char buf[MAX_BUF];
696 char cost[MAX_BUF];
697 char missing[MAX_BUF];
698
699 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
700 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
701
702 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
703 unpaid_count, cost, missing);
704 new_draw_info (NDI_UNIQUE, 0, pl, buf);
705
706 return 0;
707 }
708 else
709 return 1;
710 }
711
712 /* Better get_payment, descends containers looking for
713 * unpaid items, and pays for them.
714 * returns 0 if the player still has unpaid items.
715 * returns 1 if the player has paid for everything.
716 * pl is the player buying the stuff.
717 */
718 int
719 get_payment (object *pl)
720 {
721 for (;;)
722 {
723 next_item:
724
725 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
726 {
727 if (QUERY_FLAG (op, FLAG_UNPAID))
728 {
729 char buf[MAX_BUF];
730 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
731
732 if (!pay_for_item (op, pl))
733 {
734 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
735
736 CLEAR_FLAG (op, FLAG_UNPAID);
737 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
738 SET_FLAG (op, FLAG_UNPAID);
739 return 0;
740 }
741 else
742 {
743 object *tmp;
744
745 CLEAR_FLAG (op, FLAG_UNPAID);
746 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
747 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
748 tmp = merge_ob (op, NULL);
749
750 if (pl->type == PLAYER)
751 {
752 if (tmp)
753 { /* it was merged */
754 esrv_del_item (pl->contr, op->count);
755 op = tmp;
756 }
757
758 esrv_send_item (pl, op);
759 }
760
761 goto next_item;
762 }
763 }
764 }
765
766 return 1;
767 }
768 }
769
770 /* written by elmex:
771 * moved this code from sell_item () here to have a function
772 * that pays the player an amount. Mainly put the code here to
773 * be able to call it from a plugin.
774 *
775 * If the player can't carry all the money that is paid, it gets inserted
776 * in his inventory anyway. This is the best alternative to not pay any money
777 * or put it on the ground under the player. This way the player can still
778 * go somewhere and unload the money at a safe place.
779 *
780 */
781 void
782 pay_player (object *pl, sint64 amount)
783 {
784 int count = 0;
785 archetype *at = 0;
786 object *pouch = 0, *tmp = 0;
787
788 for (count = 0; coins[count]; count++)
789 {
790 at = archetype::find (coins[count]);
791
792 if (at == NULL)
793 LOG (llevError, "Could not find %s archetype\n", coins[count]);
794 else if ((amount / at->value) > 0)
795 {
796 for (pouch = pl->inv; pouch; pouch = pouch->below)
797 {
798 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
799 {
800 int w = at->weight * (100 - pouch->stats.Str) / 100;
801 int n = amount / at->value;
802
803 if (w == 0)
804 w = 1; /* Prevent divide by zero */
805
806 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
807 {
808 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
809 n = (pouch->weight_limit - pouch->carrying) / w;
810
811 tmp = arch_to_object (at);
812 tmp->nrof = n;
813 amount -= tmp->nrof * tmp->value;
814 tmp = insert_ob_in_ob (tmp, pouch);
815 esrv_send_item (pl, tmp);
816 esrv_send_item (pl, pouch);
817 esrv_update_item (UPD_WEIGHT, pl, pouch);
818 esrv_send_item (pl, pl);
819 }
820 }
821 }
822
823 if (amount / at->value > 0)
824 {
825 tmp = arch_to_object (at);
826 tmp->nrof = amount / tmp->value;
827 amount -= tmp->nrof * tmp->value;
828 tmp = insert_ob_in_ob (tmp, pl);
829 esrv_send_item (pl, tmp);
830 esrv_send_item (pl, pl);
831 }
832 }
833 }
834
835 if (amount != 0)
836 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
837 }
838
839 /* elmex: this is for the bank plugin :( */
840 sint64
841 pay_player_arch (object *pl, const char *arch, sint64 amount)
842 {
843 archetype *at = archetype::find (arch);
844
845 if (!at)
846 return 0;
847
848 if (amount > 0)
849 {
850 object *tmp = arch_to_object (at);
851 tmp->nrof = amount;
852 tmp = insert_ob_in_ob (tmp, pl);
853 esrv_send_item (pl, tmp);
854 esrv_send_item (pl, pl);
855 }
856
857 return 1;
858 }
859
860 /* Modified function to give out platinum coins. This function uses
861 * the coins[] array to know what coins are available, just like
862 * buy item.
863 *
864 * Modified to fill available race: gold containers before dumping
865 * remaining coins in character's inventory.
866 */
867 void
868 sell_item (object *op, object *pl)
869 {
870 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
871
872 if (pl == NULL || pl->type != PLAYER)
873 {
874 LOG (llevDebug, "Object other than player tried to sell something.\n");
875 return;
876 }
877
878 op->custom_name = 0;
879
880 if (!amount)
881 {
882 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
883
884 /* Even if the character doesn't get anything for it, it may still be
885 * worth something. If so, make it unpaid
886 */
887 if (op->value)
888 {
889 SET_FLAG (op, FLAG_UNPAID);
890 SET_FLAG (op, FLAG_PLAYER_SOLD);
891 }
892
893 identify (op);
894 return;
895 }
896
897 /* We compare the price with the one for a player
898 * without bargaining skill.
899 * This determins the amount of exp (if any) gained for bargaining.
900 * exp/10 -> 1 for each gold coin
901 */
902 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
903
904 if (extra_gain > 0)
905 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
906
907 pay_player (pl, amount);
908
909 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));
910 pl->play_sound (sound_find ("shop_sell"));
911
912 SET_FLAG (op, FLAG_UNPAID);
913 identify (op);
914 }
915
916 /* returns a double that is the ratio of the price that a shop will offer for
917 * item based on the shops specialisation. Does not take account of greed,
918 * returned value is between SPECIALISATION_EFFECT and 1.
919 */
920 static double
921 shop_specialisation_ratio (const object *item, const maptile *map)
922 {
923 shopitems *items = map->shopitems;
924 double likedness = 0.;
925 int i;
926
927 if (item == NULL)
928 {
929 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
930 return 0;
931 }
932
933 if (!item->type)
934 {
935 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
936 /*
937 * I'm not really sure what the /right/ thing to do here is, these types of
938 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
939 */
940 return SPECIALISATION_EFFECT;
941 }
942
943 if (map->shopitems)
944 {
945 for (i = 0; i < items[0].index; i++)
946 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
947 likedness = items[i].strength / 100.0;
948 }
949
950 if (likedness > 1.0)
951 { /* someone has been rather silly with the map headers. */
952 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
953 likedness = 1.0;
954 }
955
956 if (likedness < -1.0)
957 {
958 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
959 likedness = -1.0;
960 }
961
962 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
963 }
964
965 /*returns the greed of the shop on map, or 1 if it isn't specified. */
966 static double
967 shop_greed (const maptile *map)
968 {
969 return map->shopgreed
970 ? map->shopgreed
971 : 1.;
972 }
973
974 /* Returns a double based on how much the shopkeeper approves of the player.
975 * this is based on the race of the shopkeeper and that of the player.
976 */
977 double
978 shopkeeper_approval (const maptile *map, const object *player)
979 {
980 return map->shoprace && player->race != map->shoprace
981 ? DISLIKE_RATIO
982 : 1.;
983 }
984
985 /* limit the value of items based on the wealth of the shop. If the item is close
986 * to the maximum value a shop will offer, we start to reduce it, if the item is
987 * below the minimum value the shop is prepared to trade in, then we don't
988 * want it and offer nothing. If it isn't a shop, check whether we should do generic
989 * value reduction.
990 *
991 */
992 static sint64
993 value_limit (sint64 val, int quantity, const object *who, int isshop)
994 {
995 sint64 newval, unit_price, tmpshopmax;
996 maptile *map;
997
998 unit_price = val / quantity;
999
1000 if (!isshop || !who)
1001 {
1002 if (unit_price > 250000)
1003 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1004 else
1005 newval = unit_price;
1006 }
1007 else
1008 {
1009 if (!who->map)
1010 {
1011 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1012 return val;
1013 }
1014
1015 map = who->map;
1016
1017 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1018
1019 if (map->shopmin && unit_price < map->shopmin)
1020 return 0;
1021 else if (unit_price > tmpshopmax / 2)
1022 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1023 else
1024 newval = unit_price;
1025 }
1026
1027 newval *= quantity;
1028
1029 return newval;
1030 }
1031
1032 /* gives a desciption of the shop on their current map to the player op. */
1033 int
1034 describe_shop (const object *op)
1035 {
1036 maptile *map = op->map;
1037
1038 /*shopitems *items=map->shopitems; */
1039 int pos = 0, i;
1040 double opinion = 0;
1041 char tmp[MAX_BUF] = "\0";
1042
1043 if (op->type != PLAYER)
1044 return 0;
1045
1046 /*check if there is a shop specified for this map */
1047 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1048 {
1049 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1050
1051 if (map->shopitems)
1052 for (i = 0; i < map->shopitems[0].index; i++)
1053 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1054 {
1055 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1056 pos += strlen (tmp + pos);
1057 }
1058
1059 if (!pos)
1060 strcat (tmp, "a little of everything.");
1061
1062 /* format the string into a list */
1063 make_list_like (tmp);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1065
1066 if (map->shopmax)
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1068
1069 if (map->shopmin)
1070 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));
1071
1072 if (map->shopgreed)
1073 {
1074 if (map->shopgreed > 2.0)
1075 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1076 else if (map->shopgreed > 1.5)
1077 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1078 else if (map->shopgreed > 1.1)
1079 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1080 else if (map->shopgreed < 0.9)
1081 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1082 }
1083
1084 if (map->shoprace)
1085 {
1086 opinion = shopkeeper_approval (map, op);
1087 if (opinion > 0.8)
1088 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1089 else if (opinion > 0.5)
1090 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1091 else
1092 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1093 }
1094 }
1095 else
1096 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1097
1098 return 1;
1099 }
1100
1101 struct shopinv
1102 {
1103 char *item_sort;
1104 char *item_real;
1105 uint16 type;
1106 uint32 nrof;
1107 };
1108
1109 /* There are a lot fo extra casts in here just to suppress warnings - it
1110 * makes it look uglier than it really it.
1111 * The format of the strings we get is type:name. So we first want to
1112 * sort by type (numerical) - if the same type, then sort by name.
1113 */
1114 static int
1115 shop_sort (const void *a1, const void *a2)
1116 {
1117 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1118
1119 if (s1->type < s2->type)
1120 return -1;
1121 if (s1->type > s2->type)
1122 return 1;
1123
1124 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1125 * via alphabetical order
1126 */
1127 return strcasecmp (s1->item_sort, s2->item_sort);
1128 }
1129
1130 static void
1131 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1132 {
1133 #if 0
1134 char buf[MAX_BUF];
1135 #endif
1136 /* clear unpaid flag so that doesn't come up in query
1137 * string. We clear nrof so that we can better sort
1138 * the object names.
1139 */
1140
1141 CLEAR_FLAG (tmp, FLAG_UNPAID);
1142 items[*numitems].nrof = tmp->nrof;
1143 /* Non mergable items have nrof of 0, but count them as one
1144 * so the display is properly.
1145 */
1146 if (tmp->nrof == 0)
1147 items[*numitems].nrof++;
1148 items[*numitems].type = tmp->type;
1149
1150 switch (tmp->type)
1151 {
1152 #if 0
1153 case BOOTS:
1154 case GLOVES:
1155 case RING:
1156 case AMULET:
1157 case BRACERS:
1158 case GIRDLE:
1159 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1160 items[*numitems].item_sort = strdup (buf);
1161 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1162 items[*numitems].item_real = strdup (buf);
1163 (*numitems)++;
1164 break;
1165 #endif
1166
1167 default:
1168 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1169 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1170 (*numitems)++;
1171 break;
1172 }
1173 SET_FLAG (tmp, FLAG_UNPAID);
1174 }
1175
1176 void
1177 shop_listing (object *sign, object *op)
1178 {
1179 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1180 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1181 object *stack;
1182 shopinv *items;
1183
1184 /* Should never happen, but just in case a monster does apply a sign */
1185 if (op->type != PLAYER)
1186 return;
1187
1188 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1189 {
1190 x1 = 0;
1191 y1 = 0;
1192 x2 = op->map->width - 1;
1193 y2 = op->map->height - 1;
1194 }
1195
1196 items = (shopinv *) malloc (40 * sizeof (shopinv));
1197 numallocated = 40;
1198
1199 /* Find all the appropriate items */
1200 for (i = x1; i <= x2; i++)
1201 {
1202 for (j = y1; j < y2; j++)
1203 {
1204 if (is_in_shop (op->map, i, j))
1205 {
1206 stack = GET_MAP_OB (op->map, i, j);
1207
1208 while (stack)
1209 {
1210 if (QUERY_FLAG (stack, FLAG_UNPAID))
1211 {
1212 if (numitems == numallocated)
1213 {
1214 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1215 numallocated += 10;
1216 }
1217
1218 add_shop_item (stack, items, &numitems, &numallocated);
1219 }
1220
1221 stack = stack->above;
1222 }
1223 }
1224 }
1225 }
1226
1227 if (numitems == 0)
1228 {
1229 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1230 free (items);
1231 return;
1232 }
1233
1234 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1235
1236 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1237
1238 for (i = 0; i < numitems; i++)
1239 {
1240 /* Collapse items of the same name together */
1241 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1242 {
1243 items[i + 1].nrof += items[i].nrof;
1244 free (items[i].item_sort);
1245 free (items[i].item_real);
1246 }
1247 else
1248 {
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1250 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1251 free (items[i].item_sort);
1252 free (items[i].item_real);
1253 }
1254 }
1255
1256 free (items);
1257 }
1258
1259 /* elmex: this function checks whether the object is in a shop */
1260 bool
1261 is_in_shop (object *o)
1262 {
1263 if (!o->map)
1264 return false;
1265
1266 return is_in_shop (o->map, o->x, o->y);
1267 }
1268
1269 /* elmex: this function checks whether we are in a shop or not
1270 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1271 floor tile. this possibly will make map bugs where shopfloors are above
1272 floors more obvious.
1273 */
1274
1275 bool
1276 is_in_shop (maptile *map, int x, int y)
1277 {
1278 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1279 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1280 return floor->type == SHOP_FLOOR;
1281 return false;
1282 }
1283