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Revision: 1.54
Committed: Sat Aug 30 02:26:46 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_7
Changes since 1.53: +15 -18 lines
Log Message:
use failmsg for shop

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <spells.h>
26 #include <skills.h>
27 #include <living.h>
28 #include <sproto.h>
29 #include <math.h>
30
31 /* this is a measure of how effective store specialisation is. A general store
32 * will offer this proportion of the 'maximum' price, a specialised store will
33 * offer a range of prices around it such that the maximum price is always one
34 * therefore making this number higher, makes specialisation less effective.
35 * setting this value above 1 or to a negative value would have interesting,
36 * (though not useful) effects.
37 */
38 #define SPECIALISATION_EFFECT .5
39
40 // price a shopkeeper will give someone that is not of their race
41 #define DISLIKE_RATIO 0.8
42
43 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
44 static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
45 static double shop_specialisation_ratio (const object *item, const maptile *map);
46 static double shop_greed (const maptile *map);
47
48 /* Added F_TRUE flag to define.h to mean that the price should not
49 * be adjusted by players charisma. With F_TRUE, it returns the amount
50 * that the item is worth, if it was sold, but unadjusted by charisma.
51 * This is needed for alchemy, to to determine what value of gold nuggets
52 * should be given (the gold nuggets, when sold, will have the adjustment
53 * by charisma done at that time). NULL could have been passed as the
54 * who parameter, but then the adjustment for expensive items (>10000)
55 * would not be done.
56 *
57 * Added F_APPROX flag, which means that the price returned should be wrong by
58 * an amount related to the player's bargaining skill.
59 *
60 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
61 * current map should be taken into account when determining the price. Shops that
62 * specialise in what is being traded will give better prices than those that do not.
63 *
64 * CF 0.91.4 - This function got changed around a bit. Now the
65 * number of object is multiplied by the value early on. This fixes problems
66 * with items worth very little. What happened before is that various
67 * divisions took place, the value got rounded to 0 (Being an int), and
68 * thus remained 0.
69 *
70 * Mark Wedel (mwedel@pyramid.com)
71 */
72
73 static sint64 approx_range;
74
75 sint64
76 query_cost (const object *tmp, object *who, int flag)
77 {
78 double val;
79 int number; /* used to better calculate value */
80 int no_bargain;
81 int identified;
82 int not_cursed;
83 int approximate;
84 int shop;
85 double diff;
86
87 approx_range = 0;
88
89 no_bargain = flag & F_NO_BARGAIN;
90 identified = flag & F_IDENTIFIED;
91 not_cursed = flag & F_NOT_CURSED;
92 approximate = flag & F_APPROX;
93 shop = flag & F_SHOP;
94 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
95
96 if (tmp->type == MONEY)
97 return tmp->nrof * tmp->value;
98
99 if (tmp->type == GEM)
100 {
101 if (flag == F_TRUE)
102 return (tmp->nrof * tmp->value);
103
104 if (flag == F_BUY)
105 return (sint64) (1.03 * tmp->nrof * tmp->value);
106
107 if (flag == F_SELL)
108 return (sint64) (0.97 * tmp->nrof * tmp->value);
109
110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
111 return 0;
112 }
113
114 number = tmp->nrof;
115 if (number == 0)
116 number = 1;
117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
118 {
119 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
120 return 0;
121 else
122 val = tmp->value * number;
123 }
124 /* This area deals with objects that are not identified, but can be */
125 else
126 {
127 if (tmp->arch != NULL)
128 {
129 if (flag == F_BUY)
130 {
131 LOG (llevError, "Asking for buy-value of unidentified object.\n");
132 val = tmp->arch->value * 50 * number;
133 }
134 else
135 { /* Trying to sell something, or get true value */
136 if (tmp->type == POTION)
137 val = number * 40; /* Don't want to give anything away */
138 else
139 {
140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
141 * unknown objects
142 */
143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
144 val = number * tmp->arch->value * 2 / 3;
145 else
146 val = number * tmp->arch->value / 3;
147 }
148 }
149 }
150 else
151 { /* No archetype with this object */
152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
153 if (flag == F_BUY)
154 {
155 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
156 val = number * tmp->value * 10;
157 }
158 else
159 val = number * tmp->value / 5;
160 }
161 }
162
163 /* If the item has been applied or identifed or does not need to be
164 * identified, AND the object is magical and the archetype is non
165 * magical, then change values accordingly. The tmp->arch==NULL is
166 * really just a check to prevent core dumps for when it checks
167 * tmp->arch->magic for any magic. The check for archetype
168 * magic is to not give extra money for archetypes that are by
169 * default magical. This is because the archetype value should have
170 * already figured in that value.
171 */
172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
174 {
175 if (tmp->magic > 0)
176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
177 else
178 /* Note that tmp->magic is negative, so that this
179 * will actually be something like val /=2, /=3, etc.
180 */
181 val /= (1 - tmp->magic);
182 }
183
184 if (tmp->type == WAND)
185 {
186 /* Value of the wand is multiplied by the number of
187 * charges. the treasure code already sets up the value
188 * 50 charges is used as the baseline.
189 */
190 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
191 val = (val * tmp->stats.food) / 50;
192 else /* if not identified, presume one charge */
193 val /= 50;
194 }
195
196 /* Limit amount of money you can get for really great items. */
197 if (flag == F_SELL)
198 val = value_limit ((sint64) val, number, who, shop);
199
200 // use a nonlinear price adjustment. as my predecessor said, don't change
201 // the archetypes, its work required for balancing, and we don't care.
202 //val = pow (val, 1.05);
203
204 /* This modification is for bargaining skill.
205 * Now only players with max level in bargaining
206 * AND Cha = 30 will get optimal price.
207 * Thus charisma will never get useless.
208 * -b.e. edler@heydernet.de
209 */
210
211 if (who && who->type == PLAYER)
212 {
213 int lev_bargain = 0;
214 int lev_identify = 0;
215
216 if (find_skill_by_number (who, SK_BARGAINING))
217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
218
219 if (const typedata *tmptype = get_typedata (tmp->type))
220 {
221 if (int idskill1 = tmptype->identifyskill)
222 {
223 int idskill2 = tmptype->identifyskill2;
224
225 if (find_skill_by_number (who, idskill1))
226 lev_identify = find_skill_by_number (who, idskill1)->level;
227
228 if (idskill2 && find_skill_by_number (who, idskill2))
229 lev_identify += find_skill_by_number (who, idskill2)->level;
230 }
231 }
232
233 /* ratio determines how much of the price modification
234 * will come from the basic stat charisma
235 * the rest will come from the level in bargaining skill
236 */
237 const double cha_ratio = 0.40;
238
239 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
240 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
241 diff = .02 + (.80 - .02) * diff;
242
243 if (flag == F_BUY)
244 val += val * diff;
245 else if (flag == F_SELL)
246 val -= val * diff;
247
248 // now find a price range. the less good we can judge, the larger the range is
249 // then the range is adjusted randomly around the correct value
250 if (approximate)
251 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
252 }
253
254 /* I don't think this should really happen - if it does, it indicates and
255 * overflow of diff above. That should only happen if
256 * we are selling objects - in that case, the person just
257 * gets no money.
258 */
259 if ((sint64) val < 0)
260 val = 0;
261
262 /* Unidentified stuff won't sell for more than 60gp */
263 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
264 {
265 val = (val > 600) ? 600 : val;
266 }
267
268 /* if we are in a shop, check how the type of shop should affect the price */
269 if (shop && who)
270 {
271 if (flag == F_SELL)
272 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
273 else if (flag == F_BUY)
274 {
275 /*
276 * when buying, if the item was sold by another player, it is ok to
277 * let the item be sold cheaper, according to the specialisation of
278 * the shop. If a player sold an item here, then his sale price was
279 * multiplied by the specialisation ratio, to do the same to the buy
280 * price will not generate extra money. However, the
281 * same is not true of generated items, these have to /divide/ by the
282 * specialisation, so that the price is never less than what they could
283 * be sold for (otherwise players could camp map resets to make money).
284 * In game terms, a non-specialist shop, might not recognise the true
285 * value of the items they sell (much like how people sometimes find
286 * antiques in a junk shop in real life).
287 */
288 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
289 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
290 else
291 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
292 }
293
294 /* we will also have an extra 0-5% variation between shops of the same type
295 * for valuable items (below a value of 50 this effect wouldn't be very
296 * pointful, and could give fun with rounding.
297 */
298 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
299 if (val > 50)
300 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
301 }
302
303 return (sint64) val;
304 }
305
306 /* Find the coin type that is worth more the 'c'. Starts at the
307 * cointype placement.
308 */
309
310 static archetype *
311 find_next_coin (sint64 c, int *cointype)
312 {
313 archetype *coin;
314
315 do
316 {
317 if (coins[*cointype] == NULL)
318 return NULL;
319 coin = archetype::find (coins[*cointype]);
320 if (coin == NULL)
321 return NULL;
322 *cointype += 1;
323 }
324 while (coin->value > c);
325
326 return coin;
327 }
328
329 /* This returns a string of how much something is worth based on
330 * an integer being passed.
331 * cost is the cost we need to represent.
332 * While cost is 64 bit, the number of any coin is still really
333 * limited to 32 bit (size of nrof field). If it turns out players
334 * have so much money that they have more than 2 billion platinum
335 * coins, there are certainly issues - the easiest fix at that
336 * time is to add a higher denomination (mithril piece with
337 * 10,000 silver or something)
338 */
339 const char *
340 cost_string_from_value (sint64 cost, int approx)
341 {
342 static char buf[MAX_BUF];
343 archetype *coin, *next_coin;
344 int num, cointype = 0;
345
346 coin = find_next_coin (cost, &cointype);
347 if (coin == NULL)
348 return "nothing";
349
350 num = cost / coin->value;
351 /* so long as nrof is 32 bit, this is true.
352 * If it takes more coins than a person can possibly carry, this
353 * is basically true.
354 */
355 if ((cost / coin->value) > UINT32_MAX)
356 {
357 strcpy (buf, "an unimaginable sum of money");
358 return buf;
359 }
360
361 cost -= num * (sint64)coin->value;
362
363 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
364
365 next_coin = find_next_coin (cost, &cointype);
366 if (next_coin == NULL || approx)
367 return buf;
368
369 coin = next_coin;
370 num = cost / coin->value;
371 cost -= num * (sint64)coin->value;
372
373 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
374
375 return buf;
376 }
377
378 const char *
379 query_cost_string (const object *tmp, object *who, int flag)
380 {
381 sint64 real_value = query_cost (tmp, who, flag);
382 int idskill1 = 0;
383 int idskill2 = 0;
384 const typedata *tmptype;
385
386 tmptype = get_typedata (tmp->type);
387 if (tmptype)
388 {
389 idskill1 = tmptype->identifyskill;
390 idskill2 = tmptype->identifyskill2;
391 }
392
393 /* we show an approximate price if
394 * 1) we are approximating
395 * 2) there either is no id skill(s) for the item, or we don't have them
396 * 3) we don't have bargaining skill either
397 */
398 if (flag & F_APPROX)
399 {
400 if (!idskill1 || !find_skill_by_number (who, idskill1))
401 {
402 if (!idskill2 || !find_skill_by_number (who, idskill2))
403 {
404 if (!find_skill_by_number (who, SK_BARGAINING))
405 {
406 static char buf[MAX_BUF];
407 int num, cointype = 0;
408 archetype *coin = find_next_coin (real_value, &cointype);
409
410 if (coin == NULL)
411 return "nothing";
412
413 num = real_value / coin->value;
414
415 if (num == 1)
416 sprintf (buf, "about one %s", &coin->object::name);
417 else if (num < 5)
418 sprintf (buf, "a few %s", &coin->object::name_pl);
419 else if (num < 10)
420 sprintf (buf, "several %s", &coin->object::name_pl);
421 else if (num < 25)
422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
423 else if (num < 100)
424 sprintf (buf, "lots of %s", &coin->object::name_pl);
425 else if (num < 1000)
426 sprintf (buf, "a great many %s", &coin->object::name_pl);
427 else
428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
429
430 return buf;
431 }
432 }
433 }
434
435 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
436
437 if (approx_range)
438 {
439 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
440 static char buf[MAX_BUF];
441
442 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
443 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
444
445 return buf;
446 }
447 }
448
449 return cost_string_from_value (real_value, 0);
450 }
451
452 /* This function finds out how much money the player is carrying,
453 * including what is in containers.
454 */
455 sint64
456 query_money (const object *op)
457 {
458 object *tmp;
459 sint64 total = 0;
460
461 if (op->type != PLAYER && op->type != CONTAINER)
462 {
463 LOG (llevError, "Query money called with non player/container\n");
464 return 0;
465 }
466
467 for (tmp = op->inv; tmp; tmp = tmp->below)
468 if (tmp->type == MONEY)
469 total += tmp->nrof * (sint64)tmp->value;
470 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
471 total += query_money (tmp);
472
473 return total;
474 }
475
476 /* TCHIZE: This function takes the amount of money from the
477 * the player inventory and from it's various pouches using the
478 * pay_from_container function.
479 * returns 0 if not possible. 1 if success
480 */
481 int
482 pay_for_amount (sint64 to_pay, object *pl)
483 {
484 object *pouch;
485
486 if (to_pay == 0)
487 return 1;
488
489 if (to_pay > query_money (pl))
490 return 0;
491
492 pay_from_container (pl, pl, to_pay);
493
494 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
495 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
496 pay_from_container (pl, pouch, to_pay);
497
498 pl->update_stats ();
499 return 1;
500 }
501
502 /* DAMN: This is now a wrapper for pay_from_container, which is
503 * called for the player, then for each active container that can hold
504 * money until op is paid for. Change will be left wherever the last
505 * of the price was paid from.
506 */
507 int
508 pay_for_item (object *op, object *pl)
509 {
510 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
511 object *pouch;
512 sint64 saved_money;
513
514 if (to_pay == 0)
515 return 1;
516
517 if (to_pay > query_money (pl))
518 return 0;
519
520 /* We compare the paid price with the one for a player
521 * without bargaining skill.
522 * This determins the amount of exp (if any) gained for bargaining.
523 */
524 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
525
526 if (saved_money > 0)
527 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
528
529 pay_from_container (pl, pl, to_pay);
530
531 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
532 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
533 pay_from_container (pl, pouch, to_pay);
534
535 pl->update_stats ();
536
537 return 1;
538 }
539
540 /* This pays for the item, and takes the proper amount of money off
541 * the player.
542 * CF 0.91.4 - this function is mostly redone in order to fix a bug
543 * with weight not be subtracted properly. We now remove and
544 * insert the coin objects - this should update the weight
545 * appropriately
546 *
547 * DAMN: This function is used for the player, then for any active
548 * containers that can hold money.
549 *
550 * pouch is the container (pouch or player) to remove the coins from.
551 * to_pay is the required amount.
552 * returns the amount still missing after using "pouch".
553 */
554 static void
555 pay_from_container (object *pl, object *pouch, sint64 &to_pay)
556 {
557 int count, i;
558 object *tmp, *next;
559 archetype *at;
560
561 if (pouch->type != PLAYER && pouch->type != CONTAINER)
562 return;
563
564 object *coin_objs[NUM_COINS] = { 0 };
565
566 /* This hunk should remove all the money objects from the player/container */
567 for (tmp = pouch->inv; tmp; tmp = next)
568 {
569 next = tmp->below;
570
571 if (tmp->type == MONEY)
572 {
573 for (i = 0; i < NUM_COINS; i++)
574 {
575 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
576 {
577 // This should not happen, but if it does, just merge the two.
578 if (coin_objs [i])
579 {
580 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
581 coin_objs[i]->nrof += tmp->nrof;
582 tmp->destroy ();
583 }
584 else
585 {
586 tmp->remove ();
587 coin_objs[i] = tmp;
588 }
589
590 break;
591 }
592 }
593
594 if (i == NUM_COINS)
595 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
596 }
597 }
598
599 /* Fill in any gaps in the coin_objs array - needed to make change. */
600 /* Note that the coin_objs array goes from least value to greatest value */
601 for (i = 0; i < NUM_COINS; i++)
602 if (!coin_objs[i])
603 {
604 at = archetype::find (coins[NUM_COINS - 1 - i]);
605
606 if (at == NULL)
607 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
608
609 coin_objs[i] = arch_to_object (at);
610 coin_objs[i]->nrof = 0;
611 }
612
613 for (i = 0; i < NUM_COINS; i++)
614 {
615 object &coin = *coin_objs[i];
616 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
617 to_pay -= num_coins * coin.value;
618
619 coin.nrof -= num_coins;
620 /* Now start making change. Start at the coin value
621 * below the one we just did, and work down to
622 * the lowest value.
623 */
624 count = i - 1;
625
626 while (to_pay < 0 && count >= 0)
627 {
628 num_coins = (-to_pay) / coin_objs[count]->value;
629 coin_objs[count]->nrof += num_coins;
630 to_pay += num_coins * coin_objs[count]->value;
631 count--;
632 }
633 }
634
635 for (i = 0; i < NUM_COINS; i++)
636 {
637 if (coin_objs[i]->nrof)
638 insert_ob_in_ob (coin_objs [i], pouch);
639 else
640 coin_objs[i]->destroy ();
641 }
642 }
643
644 /* Checks all unpaid items in op's inventory, adds up all the money they
645 * have, and checks that they can actually afford what they want to buy.
646 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
647 * to the player
648 */
649 int
650 can_pay (object *pl)
651 {
652 int unpaid_count = 0;
653 sint64 unpaid_price = 0;
654 sint64 player_wealth = query_money (pl);
655
656 if (!pl || pl->type != PLAYER)
657 {
658 LOG (llevError, "can_pay(): called against something that isn't a player\n");
659 return 0;
660 }
661
662 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
663 if (QUERY_FLAG (item, FLAG_UNPAID))
664 {
665 unpaid_count++;
666 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
667 }
668
669 if (unpaid_price > player_wealth)
670 {
671 dynbuf_text buf;
672
673 buf << "You have " << unpaid_count
674 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
675 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
676 << " to be able to afford that.";
677
678 pl->failmsg (buf);
679
680 return 0;
681 }
682 else
683 return 1;
684 }
685
686 /* Better get_payment, descends containers looking for
687 * unpaid items, and pays for them.
688 * returns 0 if the player still has unpaid items.
689 * returns 1 if the player has paid for everything.
690 * pl is the player buying the stuff.
691 */
692 int
693 get_payment (object *pl)
694 {
695 for (;;)
696 {
697 next_item:
698
699 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
700 {
701 if (QUERY_FLAG (op, FLAG_UNPAID))
702 {
703 char buf[MAX_BUF];
704 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
705
706 if (!pay_for_item (op, pl))
707 {
708 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
709
710 CLEAR_FLAG (op, FLAG_UNPAID);
711 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
712 SET_FLAG (op, FLAG_UNPAID);
713 return 0;
714 }
715 else
716 {
717 CLEAR_FLAG (op, FLAG_UNPAID);
718 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
719 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
720
721 if (!merge_ob (op, op->env->inv))
722 esrv_update_item (UPD_FLAGS, pl, op);
723
724 goto next_item;
725 }
726 }
727 }
728
729 return 1;
730 }
731 }
732
733 /* written by elmex:
734 * moved this code from sell_item () here to have a function
735 * that pays the player an amount. Mainly put the code here to
736 * be able to call it from a plugin.
737 *
738 * If the player can't carry all the money that is paid, it gets inserted
739 * in his inventory anyway. This is the best alternative to not pay any money
740 * or put it on the ground under the player. This way the player can still
741 * go somewhere and unload the money at a safe place.
742 *
743 */
744 void
745 pay_player (object *pl, sint64 amount)
746 {
747 int count = 0;
748 archetype *at = 0;
749 object *pouch = 0, *tmp = 0;
750
751 for (count = 0; coins[count]; count++)
752 {
753 at = archetype::find (coins[count]);
754
755 if (at == NULL)
756 LOG (llevError, "Could not find %s archetype\n", coins[count]);
757 else if ((amount / at->value) > 0)
758 {
759 for (pouch = pl->inv; pouch; pouch = pouch->below)
760 {
761 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
762 {
763 int w = at->weight * (100 - pouch->stats.Str) / 100;
764 int n = amount / at->value;
765
766 if (w == 0)
767 w = 1; /* Prevent divide by zero */
768
769 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
770 {
771 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
772 n = (pouch->weight_limit - pouch->carrying) / w;
773
774 object *tmp = arch_to_object (at);
775 tmp->nrof = n;
776 amount -= tmp->nrof * tmp->value;
777 pouch->insert (tmp);
778 }
779 }
780 }
781
782 if (amount / at->value > 0)
783 {
784 object *tmp = arch_to_object (at);
785 tmp->nrof = amount / tmp->value;
786 amount -= tmp->nrof * tmp->value;
787 pl->insert (tmp);
788 }
789 }
790 }
791
792 if (amount != 0)
793 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
794 }
795
796 /* elmex: this is for the bank plugin :( */
797 sint64
798 pay_player_arch (object *pl, const char *arch, sint64 amount)
799 {
800 if (amount)
801 {
802 object *ob = archetype::get (arch);
803
804 if (!ob)
805 return 0;
806
807 ob->nrof = amount;
808 pl->insert (ob);
809 }
810
811 return 1;
812 }
813
814 /* Modified function to give out platinum coins. This function uses
815 * the coins[] array to know what coins are available, just like
816 * buy item.
817 *
818 * Modified to fill available race: gold containers before dumping
819 * remaining coins in character's inventory.
820 */
821 bool
822 sell_item (object *op, object *pl)
823 {
824 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
825
826 if (pl == NULL || pl->type != PLAYER)
827 {
828 LOG (llevDebug, "Object other than player tried to sell something.\n");
829 return false;
830 }
831
832 op->custom_name = 0;
833
834 if (!amount)
835 {
836 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
837 query_name (op));
838 // elmex: change: the player now gets the item back if the shop is not
839 // interested in it.
840 return false;
841 }
842
843 /* We compare the price with the one for a player
844 * without bargaining skill.
845 * This determins the amount of exp (if any) gained for bargaining.
846 * exp/10 -> 1 for each gold coin
847 */
848 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
849
850 if (extra_gain > 0)
851 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
852
853 pay_player (pl, amount);
854
855 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
856 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
857 pl->play_sound (sound_find ("shop_sell"));
858
859 SET_FLAG (op, FLAG_UNPAID);
860 identify (op);
861
862 return true;
863 }
864
865 /* returns a double that is the ratio of the price that a shop will offer for
866 * item based on the shops specialisation. Does not take account of greed,
867 * returned value is between SPECIALISATION_EFFECT and 1.
868 */
869 static double
870 shop_specialisation_ratio (const object *item, const maptile *map)
871 {
872 shopitems *items = map->shopitems;
873 double likedness = 0.;
874 int i;
875
876 if (item == NULL)
877 {
878 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
879 return 0;
880 }
881
882 if (!item->type)
883 {
884 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
885 /*
886 * I'm not really sure what the /right/ thing to do here is, these types of
887 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
888 */
889 return SPECIALISATION_EFFECT;
890 }
891
892 if (map->shopitems)
893 {
894 for (i = 0; i < items[0].index; i++)
895 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
896 likedness = items[i].strength / 100.0;
897 }
898
899 if (likedness > 1.0)
900 { /* someone has been rather silly with the map headers. */
901 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
902 likedness = 1.0;
903 }
904
905 if (likedness < -1.0)
906 {
907 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
908 likedness = -1.0;
909 }
910
911 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
912 }
913
914 /*returns the greed of the shop on map, or 1 if it isn't specified. */
915 static double
916 shop_greed (const maptile *map)
917 {
918 return map->shopgreed
919 ? map->shopgreed
920 : 1.;
921 }
922
923 /* Returns a double based on how much the shopkeeper approves of the player.
924 * this is based on the race of the shopkeeper and that of the player.
925 */
926 double
927 shopkeeper_approval (const maptile *map, const object *player)
928 {
929 return map->shoprace && player->race != map->shoprace
930 ? DISLIKE_RATIO
931 : 1.;
932 }
933
934 /* limit the value of items based on the wealth of the shop. If the item is close
935 * to the maximum value a shop will offer, we start to reduce it, if the item is
936 * below the minimum value the shop is prepared to trade in, then we don't
937 * want it and offer nothing. If it isn't a shop, check whether we should do generic
938 * value reduction.
939 *
940 */
941 static sint64
942 value_limit (sint64 val, int quantity, const object *who, int isshop)
943 {
944 sint64 newval, unit_price, tmpshopmax;
945 maptile *map;
946
947 unit_price = val / quantity;
948
949 if (!isshop || !who)
950 {
951 if (unit_price > 250000)
952 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
953 else
954 newval = unit_price;
955 }
956 else
957 {
958 if (!who->map)
959 {
960 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
961 return val;
962 }
963
964 map = who->map;
965
966 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
967
968 if (map->shopmin && unit_price < map->shopmin)
969 return 0;
970 else if (unit_price > tmpshopmax / 2)
971 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
972 else
973 newval = unit_price;
974 }
975
976 newval *= quantity;
977
978 return newval;
979 }
980
981 /* gives a desciption of the shop on their current map to the player op. */
982 int
983 describe_shop (const object *op)
984 {
985 maptile *map = op->map;
986
987 /*shopitems *items=map->shopitems; */
988 int pos = 0, i;
989 double opinion = 0;
990 char tmp[MAX_BUF] = "\0";
991
992 if (op->type != PLAYER)
993 return 0;
994
995 /*check if there is a shop specified for this map */
996 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
997 {
998 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
999
1000 if (map->shopitems)
1001 for (i = 0; i < map->shopitems[0].index; i++)
1002 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1003 {
1004 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1005 pos += strlen (tmp + pos);
1006 }
1007
1008 if (!pos)
1009 strcat (tmp, "a little of everything.");
1010
1011 /* format the string into a list */
1012 make_list_like (tmp);
1013 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1014
1015 if (map->shopmax)
1016 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1017
1018 if (map->shopmin)
1019 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));
1020
1021 if (map->shopgreed)
1022 {
1023 if (map->shopgreed > 2.0)
1024 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1025 else if (map->shopgreed > 1.5)
1026 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1027 else if (map->shopgreed > 1.1)
1028 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1029 else if (map->shopgreed < 0.9)
1030 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1031 }
1032
1033 if (map->shoprace)
1034 {
1035 opinion = shopkeeper_approval (map, op);
1036 if (opinion > 0.8)
1037 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1038 else if (opinion > 0.5)
1039 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1040 else
1041 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1042 }
1043 }
1044 else
1045 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1046
1047 return 1;
1048 }
1049
1050 struct shopinv
1051 {
1052 char *item_sort;
1053 char *item_real;
1054 uint16 type;
1055 uint32 nrof;
1056 };
1057
1058 /* There are a lot fo extra casts in here just to suppress warnings - it
1059 * makes it look uglier than it really it.
1060 * The format of the strings we get is type:name. So we first want to
1061 * sort by type (numerical) - if the same type, then sort by name.
1062 */
1063 static int
1064 shop_sort (const void *a1, const void *a2)
1065 {
1066 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1067
1068 if (s1->type < s2->type)
1069 return -1;
1070
1071 if (s1->type > s2->type)
1072 return 1;
1073
1074 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1075 * via alphabetical order
1076 */
1077 return strcasecmp (s1->item_sort, s2->item_sort);
1078 }
1079
1080 static void
1081 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1082 {
1083 #if 0
1084 char buf[MAX_BUF];
1085 #endif
1086 /* clear unpaid flag so that doesn't come up in query
1087 * string. We clear nrof so that we can better sort
1088 * the object names.
1089 */
1090
1091 CLEAR_FLAG (tmp, FLAG_UNPAID);
1092 items[*numitems].nrof = tmp->nrof;
1093 /* Non mergable items have nrof of 0, but count them as one
1094 * so the display is properly.
1095 */
1096 if (tmp->nrof == 0)
1097 items[*numitems].nrof++;
1098 items[*numitems].type = tmp->type;
1099
1100 switch (tmp->type)
1101 {
1102 #if 0
1103 case BOOTS:
1104 case GLOVES:
1105 case RING:
1106 case AMULET:
1107 case BRACERS:
1108 case GIRDLE:
1109 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1110 items[*numitems].item_sort = strdup (buf);
1111 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1112 items[*numitems].item_real = strdup (buf);
1113 (*numitems)++;
1114 break;
1115 #endif
1116
1117 default:
1118 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1119 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1120 (*numitems)++;
1121 break;
1122 }
1123 SET_FLAG (tmp, FLAG_UNPAID);
1124 }
1125
1126 void
1127 shop_listing (object *sign, object *op)
1128 {
1129 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1130 const char *shop_coords = sign->kv (shstr_shop_coords);
1131 object *stack;
1132 shopinv *items;
1133
1134 /* Should never happen, but just in case a monster does apply a sign */
1135 if (op->type != PLAYER)
1136 return;
1137
1138 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1139 {
1140 x1 = 0;
1141 y1 = 0;
1142 x2 = op->map->width - 1;
1143 y2 = op->map->height - 1;
1144 }
1145
1146 items = (shopinv *) malloc (40 * sizeof (shopinv));
1147 numallocated = 40;
1148
1149 /* Find all the appropriate items */
1150 for (i = x1; i <= x2; i++)
1151 {
1152 for (j = y1; j < y2; j++)
1153 {
1154 if (is_in_shop (op->map, i, j))
1155 {
1156 stack = GET_MAP_OB (op->map, i, j);
1157
1158 while (stack)
1159 {
1160 if (QUERY_FLAG (stack, FLAG_UNPAID))
1161 {
1162 if (numitems == numallocated)
1163 {
1164 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1165 numallocated += 10;
1166 }
1167
1168 add_shop_item (stack, items, &numitems, &numallocated);
1169 }
1170
1171 stack = stack->above;
1172 }
1173 }
1174 }
1175 }
1176
1177 if (numitems == 0)
1178 {
1179 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1180 free (items);
1181 return;
1182 }
1183
1184 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1185
1186 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1187
1188 for (i = 0; i < numitems; i++)
1189 {
1190 /* Collapse items of the same name together */
1191 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1192 {
1193 items[i + 1].nrof += items[i].nrof;
1194 free (items[i].item_sort);
1195 free (items[i].item_real);
1196 }
1197 else
1198 {
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1200 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1201 free (items[i].item_sort);
1202 free (items[i].item_real);
1203 }
1204 }
1205
1206 free (items);
1207 }
1208
1209 /* elmex: this function checks whether the object is in a shop */
1210 bool
1211 is_in_shop (object *o)
1212 {
1213 if (!o->is_on_map ())
1214 return false;
1215
1216 return is_in_shop (o->map, o->x, o->y);
1217 }
1218
1219 /* elmex: this function checks whether we are in a shop or not
1220 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1221 floor tile. this possibly will make map bugs where shopfloors are above
1222 floors more obvious.
1223 */
1224
1225 bool
1226 is_in_shop (maptile *map, int x, int y)
1227 {
1228 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1229 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1230 return floor->type == SHOP_FLOOR;
1231
1232 return false;
1233 }
1234