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Revision: 1.13
Committed: Tue Sep 12 01:09:54 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +3 -3 lines
Log Message:
convert to more stable depth-firts iterator

File Contents

# Content
1
2 /*
3 * static char *rcsid_shop_c =
4 * "$Id: shop.C,v 1.12 2006-09-11 23:33:30 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 if (tmp->type == GEM)
111 {
112 if (flag == F_TRUE)
113 return (tmp->nrof * tmp->value);
114 if (flag == F_BUY)
115 return (sint64) (1.03 * tmp->nrof * tmp->value);
116 if (flag == F_SELL)
117 return (sint64) (0.97 * tmp->nrof * tmp->value);
118 LOG (llevError, "Query_cost: Gem type with unknown flag : %d\n", flag);
119 return 0;
120 }
121 number = tmp->nrof;
122 if (number == 0)
123 number = 1;
124 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
125 {
126 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
127 return 0;
128 else
129 val = tmp->value * number;
130 }
131 /* This area deals with objects that are not identified, but can be */
132 else
133 {
134 if (tmp->arch != NULL)
135 {
136 if (flag == F_BUY)
137 {
138 LOG (llevError, "Asking for buy-value of unidentified object.\n");
139 val = tmp->arch->clone.value * 50 * number;
140 }
141 else
142 { /* Trying to sell something, or get true value */
143 if (tmp->type == POTION)
144 val = number * 40; /* Don't want to give anything away */
145 else
146 {
147 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
148 * unknown objects
149 */
150 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
151 val = number * tmp->arch->clone.value * 2 / 3;
152 else
153 val = number * tmp->arch->clone.value / 3;
154 }
155 }
156 }
157 else
158 { /* No archetype with this object */
159 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
160 if (flag == F_BUY)
161 {
162 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
163 val = number * tmp->value * 10;
164 }
165 else
166 val = number * tmp->value / 5;
167 }
168 }
169
170 /* If the item has been applied or identifed or does not need to be
171 * identified, AND the object is magical and the archetype is non
172 * magical, then change values accordingly. The tmp->arch==NULL is
173 * really just a check to prevent core dumps for when it checks
174 * tmp->arch->clone.magic for any magic. The check for archetype
175 * magic is to not give extra money for archetypes that are by
176 * default magical. This is because the archetype value should have
177 * already figured in that value.
178 */
179 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
180 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
181 {
182 if (tmp->magic > 0)
183 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
184 else
185 /* Note that tmp->magic is negative, so that this
186 * will actually be something like val /=2, /=3, etc.
187 */
188 val /= (1 - tmp->magic);
189 }
190
191 if (tmp->type == WAND)
192 {
193 /* Value of the wand is multiplied by the number of
194 * charges. the treasure code already sets up the value
195 * 50 charges is used as the baseline.
196 */
197 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
198 val = (val * tmp->stats.food) / 50;
199 else /* if not identified, presume one charge */
200 val /= 50;
201 }
202
203 /* Limit amount of money you can get for really great items. */
204 if (flag == F_SELL)
205 val = value_limit ((sint64) val, number, who, shop);
206
207 // use a nonlinear price adjustment. as my predecessor said, don't change
208 // the archetypes, its work required for balancing, and we don't care.
209 //val = pow (val, 1.05);
210
211 /* This modification is for bargaining skill.
212 * Now only players with max level in bargaining
213 * AND Cha = 30 will get optimal price.
214 * Thus charisma will never get useless.
215 * -b.e. edler@heydernet.de
216 */
217
218 if (who != NULL && who->type == PLAYER)
219 {
220 int lev_bargain = 0;
221 int lev_identify = 0;
222 int idskill1 = 0;
223 int idskill2 = 0;
224 const typedata *tmptype;
225
226 tmptype = get_typedata (tmp->type);
227
228 if (find_skill_by_number (who, SK_BARGAINING))
229 {
230 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
231 }
232 if (tmptype)
233 {
234 idskill1 = tmptype->identifyskill;
235 if (idskill1)
236 {
237 idskill2 = tmptype->identifyskill2;
238 if (find_skill_by_number (who, idskill1))
239 {
240 lev_identify = find_skill_by_number (who, idskill1)->level;
241 }
242 if (idskill2 && find_skill_by_number (who, idskill2))
243 {
244 lev_identify += find_skill_by_number (who, idskill2)->level;
245 }
246 }
247 }
248 else
249 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name);
250
251 /* ratio determines how much of the price modification
252 * will come from the basic stat charisma
253 * the rest will come from the level in bargaining skill
254 */
255 const double cha_ratio = 0.40;
256
257 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
258
259 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
260
261 diff = .02 + (.80 - .02) * diff;
262
263 if (flag == F_BUY)
264 val += (val * diff);
265 else if (flag == F_SELL)
266 val -= (val * diff);
267
268 // now find a price range. the less good we can judge, the larger the range is
269 // then the range is adjusted randomly around the correct value
270 if (approximate)
271 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
272 }
273
274 /* I don't think this should really happen - if it does, it indicates and
275 * overflow of diff above. That shoudl only happen if
276 * we are selling objects - in that case, the person just
277 * gets no money.
278 */
279 if ((sint64) val < 0)
280 val = 0;
281
282 /* Unidentified stuff won't sell for more than 60gp */
283 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
284 {
285 val = (val > 600) ? 600 : val;
286 }
287
288 /* if we are in a shop, check how the type of shop should affect the price */
289 if (shop && who)
290 {
291 if (flag == F_SELL)
292 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
293 else if (flag == F_BUY)
294 {
295 /*
296 * when buying, if the item was sold by another player, it is ok to
297 * let the item be sold cheaper, according to the specialisation of
298 * the shop. If a player sold an item here, then his sale price was
299 * multiplied by the specialisation ratio, to do the same to the buy
300 * price will not generate extra money. However, the
301 * same is not true of generated items, these have to /divide/ by the
302 * specialisation, so that the price is never less than what they could
303 * be sold for (otherwise players could camp map resets to make money).
304 * In game terms, a non-specialist shop, might not recognise the true
305 * value of the items they sell (much like how people sometimes find
306 * antiques in a junk shop in real life).
307 */
308 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
309 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
310 else
311 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
312 }
313 /* we will also have an extra 0-5% variation between shops of the same type
314 * for valuable items (below a value of 50 this effect wouldn't be very
315 * pointful, and could give fun with rounding.
316 */
317 if (who->map->path != NULL && val > 50)
318 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
319 }
320 return (sint64) val;
321 }
322
323 /* Find the coin type that is worth more the 'c'. Starts at the
324 * cointype placement.
325 */
326
327 static archetype *
328 find_next_coin (sint64 c, int *cointype)
329 {
330 archetype *coin;
331
332 do
333 {
334 if (coins[*cointype] == NULL)
335 return NULL;
336 coin = find_archetype (coins[*cointype]);
337 if (coin == NULL)
338 return NULL;
339 *cointype += 1;
340 }
341 while (coin->clone.value > c);
342
343 return coin;
344 }
345
346 /* This returns a string of how much something is worth based on
347 * an integer being passed.
348 * cost is the cost we need to represent.
349 * While cost is 64 bit, the number of any coin is still really
350 * limited to 32 bit (size of nrof field). If it turns out players
351 * have so much money that they have more than 2 billion platinum
352 * coins, there are certainly issues - the easiest fix at that
353 * time is to add a higher denomination (mithril piece with
354 * 10,000 silver or something)
355 */
356 const char *
357 cost_string_from_value (sint64 cost, int approx)
358 {
359 static char buf[MAX_BUF];
360 archetype *coin, *next_coin;
361 int num, cointype = 0;
362
363 coin = find_next_coin (cost, &cointype);
364 if (coin == NULL)
365 return "nothing";
366
367 num = cost / coin->clone.value;
368 /* so long as nrof is 32 bit, this is true.
369 * If it takes more coins than a person can possibly carry, this
370 * is basically true.
371 */
372 if ((cost / coin->clone.value) > UINT32_MAX)
373 {
374 strcpy (buf, "an unimaginable sum of money");
375 return buf;
376 }
377
378 cost -= num * (sint64)coin->clone.value;
379
380 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
381
382 next_coin = find_next_coin (cost, &cointype);
383 if (next_coin == NULL || approx)
384 return buf;
385
386 coin = next_coin;
387 num = cost / coin->clone.value;
388 cost -= num * (sint64)coin->clone.value;
389
390 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
391
392 return buf;
393 }
394
395 const char *
396 query_cost_string (const object *tmp, object *who, int flag)
397 {
398 sint64 real_value = query_cost (tmp, who, flag);
399 int idskill1 = 0;
400 int idskill2 = 0;
401 const typedata *tmptype;
402
403 tmptype = get_typedata (tmp->type);
404 if (tmptype)
405 {
406 idskill1 = tmptype->identifyskill;
407 idskill2 = tmptype->identifyskill2;
408 }
409
410 /* we show an approximate price if
411 * 1) we are approximating
412 * 2) there either is no id skill(s) for the item, or we don't have them
413 * 3) we don't have bargaining skill either
414 */
415 if (flag & F_APPROX)
416 {
417 if (!idskill1 || !find_skill_by_number (who, idskill1))
418 {
419 if (!idskill2 || !find_skill_by_number (who, idskill2))
420 {
421 if (!find_skill_by_number (who, SK_BARGAINING))
422 {
423 static char buf[MAX_BUF];
424 int num, cointype = 0;
425 archetype *coin = find_next_coin (real_value, &cointype);
426
427 if (coin == NULL)
428 return "nothing";
429
430 num = real_value / coin->clone.value;
431 if (num == 1)
432 sprintf (buf, "about one %s", &coin->clone.name);
433 else if (num < 5)
434 sprintf (buf, "a few %s", &coin->clone.name_pl);
435 else if (num < 10)
436 sprintf (buf, "several %s", &coin->clone.name_pl);
437 else if (num < 25)
438 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
439 else if (num < 100)
440 sprintf (buf, "lots of %s", &coin->clone.name_pl);
441 else if (num < 1000)
442 sprintf (buf, "a great many %s", &coin->clone.name_pl);
443 else
444 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
445 return buf;
446 }
447 }
448 }
449
450 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
451
452 if (approx_range)
453 {
454 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
455 static char buf[MAX_BUF];
456
457 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
458 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
459
460 return buf;
461 }
462 }
463
464 return cost_string_from_value (real_value, 0);
465 }
466
467 /* This function finds out how much money the player is carrying,
468 * including what is in containers.
469 */
470 sint64
471 query_money (const object *op)
472 {
473 object *tmp;
474 sint64 total = 0;
475
476 if (op->type != PLAYER && op->type != CONTAINER)
477 {
478 LOG (llevError, "Query money called with non player/container\n");
479 return 0;
480 }
481
482 for (tmp = op->inv; tmp; tmp = tmp->below)
483 if (tmp->type == MONEY)
484 total += tmp->nrof * (sint64)tmp->value;
485 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
486 total += query_money (tmp);
487
488 return total;
489 }
490
491 /* TCHIZE: This function takes the amount of money from the
492 * the player inventory and from it's various pouches using the
493 * pay_from_container function.
494 * returns 0 if not possible. 1 if success
495 */
496 int
497 pay_for_amount (sint64 to_pay, object *pl)
498 {
499 object *pouch;
500
501 if (to_pay == 0)
502 return 1;
503
504 if (to_pay > query_money (pl))
505 return 0;
506
507 pay_from_container (pl, pl, to_pay);
508
509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
510 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
511 pay_from_container (pl, pouch, to_pay);
512
513 fix_player (pl);
514 return 1;
515 }
516
517 /* DAMN: This is now a wrapper for pay_from_container, which is
518 * called for the player, then for each active container that can hold
519 * money until op is paid for. Change will be left wherever the last
520 * of the price was paid from.
521 */
522 int
523 pay_for_item (object *op, object *pl)
524 {
525 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
526 object *pouch;
527 sint64 saved_money;
528
529 if (to_pay == 0)
530 return 1;
531
532 if (to_pay > query_money (pl))
533 return 0;
534
535 /* We compare the paid price with the one for a player
536 * without bargaining skill.
537 * This determins the amount of exp (if any) gained for bargaining.
538 */
539 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
540
541 if (saved_money > 0)
542 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
543
544 pay_from_container (pl, pl, to_pay);
545
546 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
547 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
548 pay_from_container (pl, pouch, to_pay);
549
550 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
551 SET_FLAG (op, FLAG_WAS_WIZ);
552
553 fix_player (pl);
554 return 1;
555 }
556
557 /* This pays for the item, and takes the proper amount of money off
558 * the player.
559 * CF 0.91.4 - this function is mostly redone in order to fix a bug
560 * with weight not be subtracted properly. We now remove and
561 * insert the coin objects - this should update the weight
562 * appropriately
563 *
564 * DAMN: This function is used for the player, then for any active
565 * containers that can hold money.
566 *
567 * pouch is the container (pouch or player) to remove the coins from.
568 * to_pay is the required amount.
569 * returns the amount still missing after using "pouch".
570 */
571 static void
572 pay_from_container (object *pl, object *pouch, sint64 &to_pay)
573 {
574 int count, i;
575 object *tmp, *next;
576 archetype *at;
577
578 if (pouch->type != PLAYER && pouch->type != CONTAINER)
579 return;
580
581 object *coin_objs[NUM_COINS] = { 0 };
582
583 /* This hunk should remove all the money objects from the player/container */
584 for (tmp = pouch->inv; tmp; tmp = next)
585 {
586 next = tmp->below;
587
588 if (tmp->type == MONEY)
589 {
590 for (i = 0; i < NUM_COINS; i++)
591 {
592 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
593 {
594 // This should not happen, but if it does, just merge the two.
595 if (coin_objs [i])
596 {
597 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
598 remove_ob (tmp);
599 coin_objs[i]->nrof += tmp->nrof;
600 esrv_del_item (pl->contr, tmp->count);
601 free_object (tmp);
602 }
603 else
604 {
605 remove_ob (tmp);
606
607 if (pouch->type == PLAYER)
608 esrv_del_item (pl->contr, tmp->count);
609
610 coin_objs[i] = tmp;
611 }
612
613 break;
614 }
615 }
616
617 if (i == NUM_COINS)
618 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
619 }
620 }
621
622 /* Fill in any gaps in the coin_objs array - needed to make change. */
623 /* Note that the coin_objs array goes from least value to greatest value */
624 for (i = 0; i < NUM_COINS; i++)
625 if (!coin_objs[i])
626 {
627 at = find_archetype (coins[NUM_COINS - 1 - i]);
628
629 if (at == NULL)
630 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
631
632 coin_objs[i] = arch_to_object (at);
633 coin_objs[i]->nrof = 0;
634 }
635
636 for (i = 0; i < NUM_COINS; i++)
637 {
638 object &coin = *coin_objs[i];
639 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
640 to_pay -= num_coins * coin.value;
641
642 coin.nrof -= num_coins;
643 /* Now start making change. Start at the coin value
644 * below the one we just did, and work down to
645 * the lowest value.
646 */
647 count = i - 1;
648
649 while (to_pay < 0 && count >= 0)
650 {
651 num_coins = (-to_pay) / coin_objs[count]->value;
652 coin_objs[count]->nrof += num_coins;
653 to_pay += num_coins * coin_objs[count]->value;
654 count--;
655 }
656 }
657
658 for (i = 0; i < NUM_COINS; i++)
659 {
660 if (coin_objs[i]->nrof)
661 {
662 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
663
664 esrv_send_item (pl, tmp);
665 esrv_send_item (pl, pouch);
666
667 if (pl != pouch)
668 esrv_update_item (UPD_WEIGHT, pl, pouch);
669
670 if (pl->type != PLAYER)
671 esrv_send_item (pl, pl);
672 }
673 else
674 free_object (coin_objs[i]);
675 }
676 }
677
678 /* Checks all unpaid items in op's inventory, adds up all the money they
679 * have, and checks that they can actually afford what they want to buy.
680 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
681 * to the player
682 */
683 int
684 can_pay (object *pl)
685 {
686 int unpaid_count = 0;
687 sint64 unpaid_price = 0;
688 sint64 player_wealth = query_money (pl);
689 object *item;
690
691 if (!pl || pl->type != PLAYER)
692 {
693 LOG (llevError, "can_pay(): called against something that isn't a player\n");
694 return 0;
695 }
696
697 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
698 if (QUERY_FLAG (item, FLAG_UNPAID))
699 {
700 unpaid_count++;
701 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
702 }
703
704 if (unpaid_price > player_wealth)
705 {
706 char buf[MAX_BUF];
707 char cost[MAX_BUF];
708 char missing[MAX_BUF];
709
710 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
711 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
712
713 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
714 unpaid_count, cost, missing);
715 new_draw_info (NDI_UNIQUE, 0, pl, buf);
716
717 return 0;
718 }
719 else
720 return 1;
721 }
722
723 /* Better get_payment, descends containers looking for
724 * unpaid items, and pays for them.
725 * returns 0 if the player still has unpaid items.
726 * returns 1 if the player has paid for everything.
727 * pl is the player buying the stuff.
728 */
729 int
730 get_payment (object *pl)
731 {
732 for (;;)
733 {
734 next_item:
735
736 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
737 {
738 if (QUERY_FLAG (op, FLAG_UNPAID))
739 {
740 char buf[MAX_BUF];
741 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
742
743 if (!pay_for_item (op, pl))
744 {
745 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
746
747 CLEAR_FLAG (op, FLAG_UNPAID);
748 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
749 SET_FLAG (op, FLAG_UNPAID);
750 return 0;
751 }
752 else
753 {
754 object *tmp;
755 tag_t c = op->count;
756
757 CLEAR_FLAG (op, FLAG_UNPAID);
758 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
759 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
760 tmp = merge_ob (op, NULL);
761
762 if (pl->type == PLAYER)
763 {
764 if (tmp)
765 { /* it was merged */
766 esrv_del_item (pl->contr, c);
767 op = tmp;
768 }
769
770 esrv_send_item (pl, op);
771 }
772
773 goto next_item;
774 }
775 }
776 }
777
778 return 1;
779 }
780 }
781
782 /* written by elmex:
783 * moved this code from sell_item () here to have a function
784 * that pays the player an amount. Mainly put the code here to
785 * be able to call it from a plugin.
786 *
787 * If the player can't carry all the money that is paid, it gets inserted
788 * in his inventory anyway. This is the best alternative to not pay any money
789 * or put it on the ground under the player. This way the player can still
790 * go somewhere and unload the money at a safe place.
791 *
792 */
793 void
794 pay_player (object *pl, sint64 amount)
795 {
796 int count = 0;
797 archetype *at = 0;
798 object *pouch = 0, *tmp = 0;
799
800 for (count = 0; coins[count] != NULL; count++)
801 {
802 at = find_archetype (coins[count]);
803
804 if (at == NULL)
805 LOG (llevError, "Could not find %s archetype\n", coins[count]);
806 else if ((amount / at->clone.value) > 0)
807 {
808 for (pouch = pl->inv; pouch; pouch = pouch->below)
809 {
810 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
811 {
812 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
813 int n = amount / at->clone.value;
814
815 if (w == 0)
816 w = 1; /* Prevent divide by zero */
817
818 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
819 {
820 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
821 n = (pouch->weight_limit - pouch->carrying) / w;
822
823 tmp = arch_to_object (at);
824 tmp->nrof = n;
825 amount -= tmp->nrof * tmp->value;
826 tmp = insert_ob_in_ob (tmp, pouch);
827 esrv_send_item (pl, tmp);
828 esrv_send_item (pl, pouch);
829 esrv_update_item (UPD_WEIGHT, pl, pouch);
830 esrv_send_item (pl, pl);
831 }
832 }
833 }
834
835 if (amount / at->clone.value > 0)
836 {
837 tmp = arch_to_object (at);
838 tmp->nrof = amount / tmp->value;
839 amount -= tmp->nrof * tmp->value;
840 tmp = insert_ob_in_ob (tmp, pl);
841 esrv_send_item (pl, tmp);
842 esrv_send_item (pl, pl);
843 }
844 }
845 }
846
847 if (amount != 0)
848 #ifndef WIN32
849 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
850 #else
851 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
852 #endif
853 }
854
855 /* elmex: this is for the bank plugin :( */
856 sint64
857 pay_player_arch (object *pl, const char *arch, sint64 amount)
858 {
859 archetype *at = find_archetype (arch);
860 object *tmp = NULL;
861
862 if (at == NULL)
863 return 0;
864
865 if (amount > 0)
866 {
867 tmp = arch_to_object (at);
868 tmp->nrof = amount;
869 tmp = insert_ob_in_ob (tmp, pl);
870 esrv_send_item (pl, tmp);
871 esrv_send_item (pl, pl);
872 }
873
874 return 1;
875 }
876
877 /* Modified function to give out platinum coins. This function uses
878 * the coins[] array to know what coins are available, just like
879 * buy item.
880 *
881 * Modified to fill available race: gold containers before dumping
882 * remaining coins in character's inventory.
883 */
884 void
885 sell_item (object *op, object *pl)
886 {
887 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
888
889 if (pl == NULL || pl->type != PLAYER)
890 {
891 LOG (llevDebug, "Object other than player tried to sell something.\n");
892 return;
893 }
894
895 op->custom_name = 0;
896
897 if (!amount)
898 {
899 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
900
901 /* Even if the character doesn't get anything for it, it may still be
902 * worth something. If so, make it unpaid
903 */
904 if (op->value)
905 {
906 SET_FLAG (op, FLAG_UNPAID);
907 SET_FLAG (op, FLAG_PLAYER_SOLD);
908 }
909
910 identify (op);
911 return;
912 }
913
914 /* We compare the price with the one for a player
915 * without bargaining skill.
916 * This determins the amount of exp (if any) gained for bargaining.
917 * exp/10 -> 1 for each gold coin
918 */
919 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
920
921 if (extra_gain > 0)
922 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
923
924 pay_player (pl, amount);
925
926 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));
927
928 SET_FLAG (op, FLAG_UNPAID);
929 identify (op);
930 }
931
932
933 /* returns a double that is the ratio of the price that a shop will offer for
934 * item based on the shops specialisation. Does not take account of greed,
935 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
936 * event is never less than 0.1 (calling functions divide by it)
937 */
938 static double
939 shop_specialisation_ratio (const object *item, const mapstruct *map)
940 {
941 shopitems *items = map->shopitems;
942 double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
943 int i;
944
945 if (item == NULL)
946 {
947 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
948 return 0;
949 }
950
951 if (!item->type)
952 {
953 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
954 /*
955 * I'm not really sure what the /right/ thing to do here is, these types of
956 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
957 */
958 return ratio;
959 }
960
961 if (map->shopitems)
962 {
963 for (i = 0; i < items[0].index; i++)
964 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
965 likedness = items[i].strength / 100.0;
966 }
967
968 if (likedness > 1.0)
969 { /* someone has been rather silly with the map headers. */
970 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
971 likedness = 1.0;
972 }
973
974 if (likedness < -1.0)
975 {
976 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
977 likedness = -1.0;
978 }
979
980 ratio = ratio + (1.0 - ratio) * likedness;
981
982 if (ratio <= 0.1)
983 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
984
985 return ratio;
986 }
987
988 /*returns the greed of the shop on map, or 1 if it isn't specified. */
989 static double
990 shop_greed (const mapstruct *map)
991 {
992 double greed = 1.0;
993
994 if (map->shopgreed)
995 return map->shopgreed;
996 return greed;
997 }
998
999 /* Returns a double based on how much the shopkeeper approves of the player.
1000 * this is based on the race of the shopkeeper and that of the player.
1001 */
1002 double
1003 shopkeeper_approval (const mapstruct *map, const object *player)
1004 {
1005 double approval = 1.0;
1006
1007 if (map->shoprace)
1008 {
1009 approval = NEUTRAL_RATIO;
1010 if (player->race && !strcmp (player->race, map->shoprace))
1011 approval = 1.0;
1012 }
1013
1014 return approval;
1015 }
1016
1017 /* limit the value of items based on the wealth of the shop. If the item is close
1018 * to the maximum value a shop will offer, we start to reduce it, if the item is
1019 * below the minimum value the shop is prepared to trade in, then we don't
1020 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1021 * value reduction.
1022 *
1023 */
1024 static sint64
1025 value_limit (sint64 val, int quantity, const object *who, int isshop)
1026 {
1027 sint64 newval, unit_price, tmpshopmax;
1028 mapstruct *map;
1029
1030 unit_price = val / quantity;
1031
1032 if (!isshop || !who)
1033 {
1034 if (unit_price > 250000)
1035 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1036 else
1037 newval = unit_price;
1038 }
1039 else
1040 {
1041 if (!who->map)
1042 {
1043 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1044 return val;
1045 }
1046
1047 map = who->map;
1048
1049 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1050
1051 if (map->shopmin && unit_price < map->shopmin)
1052 return 0;
1053 else if (unit_price > tmpshopmax / 2)
1054 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1055 else
1056 newval = unit_price;
1057 }
1058
1059 newval *= quantity;
1060
1061 return newval;
1062 }
1063
1064 /* gives a desciption of the shop on their current map to the player op. */
1065 int
1066 describe_shop (const object *op)
1067 {
1068 mapstruct *map = op->map;
1069
1070 /*shopitems *items=map->shopitems; */
1071 int pos = 0, i;
1072 double opinion = 0;
1073 char tmp[MAX_BUF] = "\0";
1074
1075 if (op->type != PLAYER)
1076 return 0;
1077
1078 /*check if there is a shop specified for this map */
1079 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1080 {
1081 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1082
1083 if (map->shopitems)
1084 for (i = 0; i < map->shopitems[0].index; i++)
1085 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1086 {
1087 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1088 pos += strlen (tmp + pos);
1089 }
1090
1091 if (!pos)
1092 strcat (tmp, "a little of everything.");
1093
1094 /* format the string into a list */
1095 make_list_like (tmp);
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1097
1098 if (map->shopmax)
1099 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1100
1101 if (map->shopmin)
1102 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));
1103
1104 if (map->shopgreed)
1105 {
1106 if (map->shopgreed > 2.0)
1107 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1108 else if (map->shopgreed > 1.5)
1109 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1110 else if (map->shopgreed > 1.1)
1111 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1112 else if (map->shopgreed < 0.9)
1113 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1114 }
1115
1116 if (map->shoprace)
1117 {
1118 opinion = shopkeeper_approval (map, op);
1119 if (opinion > 0.8)
1120 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1121 else if (opinion > 0.5)
1122 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1123 else
1124 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1125 }
1126 }
1127 else
1128 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1129
1130 return 1;
1131 }
1132
1133 struct shopinv
1134 {
1135 char *item_sort;
1136 char *item_real;
1137 uint16 type;
1138 uint32 nrof;
1139 };
1140
1141 /* There are a lot fo extra casts in here just to suppress warnings - it
1142 * makes it look uglier than it really it.
1143 * The format of the strings we get is type:name. So we first want to
1144 * sort by type (numerical) - if the same type, then sort by name.
1145 */
1146 static int
1147 shop_sort (const void *a1, const void *a2)
1148 {
1149 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1150
1151 if (s1->type < s2->type)
1152 return -1;
1153 if (s1->type > s2->type)
1154 return 1;
1155
1156 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1157 * via alphabetical order
1158 */
1159 return strcasecmp (s1->item_sort, s2->item_sort);
1160 }
1161
1162 static void
1163 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1164 {
1165 #if 0
1166 char buf[MAX_BUF];
1167 #endif
1168 /* clear unpaid flag so that doesn't come up in query
1169 * string. We clear nrof so that we can better sort
1170 * the object names.
1171 */
1172
1173 CLEAR_FLAG (tmp, FLAG_UNPAID);
1174 items[*numitems].nrof = tmp->nrof;
1175 /* Non mergable items have nrof of 0, but count them as one
1176 * so the display is properly.
1177 */
1178 if (tmp->nrof == 0)
1179 items[*numitems].nrof++;
1180 items[*numitems].type = tmp->type;
1181
1182 switch (tmp->type)
1183 {
1184 #if 0
1185 case BOOTS:
1186 case GLOVES:
1187 case RING:
1188 case AMULET:
1189 case BRACERS:
1190 case GIRDLE:
1191 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1192 items[*numitems].item_sort = strdup_local (buf);
1193 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1194 items[*numitems].item_real = strdup_local (buf);
1195 (*numitems)++;
1196 break;
1197 #endif
1198
1199 default:
1200 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0));
1201 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1));
1202 (*numitems)++;
1203 break;
1204 }
1205 SET_FLAG (tmp, FLAG_UNPAID);
1206 }
1207
1208 void
1209 shop_listing (object *op)
1210 {
1211 int i, j, numitems = 0, numallocated = 0, nx, ny;
1212 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1213 object *stack;
1214 shopinv *items;
1215
1216 /* Should never happen, but just in case a monster does apply a sign */
1217 if (op->type != PLAYER)
1218 return;
1219
1220 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1221
1222 magic_mapping_mark (op, map_mark, 3);
1223 items = (shopinv *) malloc (40 * sizeof (shopinv));
1224 numallocated = 40;
1225
1226 /* Find all the appropriate items */
1227 for (i = 0; i < MAP_WIDTH (op->map); i++)
1228 {
1229 for (j = 0; j < MAP_HEIGHT (op->map); j++)
1230 {
1231 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1232 *
1233 */
1234 nx = i - op->x + MAGIC_MAP_HALF;
1235 ny = j - op->y + MAGIC_MAP_HALF;
1236 /* unlikely, but really big shops could run into this issue */
1237 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1238 continue;
1239
1240 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1241 {
1242 stack = get_map_ob (op->map, i, j);
1243
1244 while (stack)
1245 {
1246 if (QUERY_FLAG (stack, FLAG_UNPAID))
1247 {
1248 if (numitems == numallocated)
1249 {
1250 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1251 numallocated += 10;
1252 }
1253 add_shop_item (stack, items, &numitems, &numallocated);
1254 }
1255 stack = stack->above;
1256 }
1257 }
1258 }
1259 }
1260
1261 free (map_mark);
1262
1263 if (numitems == 0)
1264 {
1265 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1266 free (items);
1267 return;
1268 }
1269
1270 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1271
1272 for (i = 0; i < numitems; i++)
1273 {
1274 /* Collapse items of the same name together */
1275 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1276 {
1277 items[i + 1].nrof += items[i].nrof;
1278 free (items[i].item_sort);
1279 free (items[i].item_real);
1280 }
1281 else
1282 {
1283 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1284 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1285 free (items[i].item_sort);
1286 free (items[i].item_real);
1287 }
1288 }
1289 free (items);
1290 }
1291
1292 /* elmex: this function checks whether the object is in a shop */
1293 bool
1294 is_in_shop (object *o)
1295 {
1296 if (!o->map)
1297 return false;
1298
1299 return is_in_shop (o->map, o->x, o->y);
1300 }
1301
1302 /* elmex: this function checks whether we are in a shop or not */
1303 bool
1304 is_in_shop (mapstruct *map, int x, int y)
1305 {
1306 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1307 if (floor->type == SHOP_FLOOR)
1308 return true;
1309
1310 return false;
1311 }