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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.14 by root, Tue Sep 12 19:20:08 2006 UTC vs.
Revision 1.50 by elmex, Thu Apr 24 11:26:41 2008 UTC

1
2/* 1/*
3 * static char *rcsid_shop_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: shop.C,v 1.14 2006/09/12 19:20:08 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * 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 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <spells.h> 25#include <spells.h>
32#include <skills.h> 26#include <skills.h>
33#include <living.h> 27#include <living.h>
34#include <newclient.h>
35#ifndef __CEXTRACT__
36# include <sproto.h> 28#include <sproto.h>
37#endif
38#include <math.h> 29#include <math.h>
39 30
40/* this is a measure of how effective store specialisation is. A general store 31/* 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 32 * 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 33 * 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. 34 * therefore making this number higher, makes specialisation less effective.
44 * setting this value above 1 or to a negative value would have interesting, 35 * setting this value above 1 or to a negative value would have interesting,
45 * (though not useful) effects. 36 * (though not useful) effects.
46 */ 37 */
47#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
48 39
49/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
50#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
51 42
52static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
53static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
54static double shop_specialisation_ratio (const object *item, const mapstruct *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
55static double shop_greed (const mapstruct *map); 46static double shop_greed (const maptile *map);
56
57#define NUM_COINS 4 /* number of coin types */
58static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
59 47
60/* Added F_TRUE flag to define.h to mean that the price should not 48/* 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 49 * 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. 50 * 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 51 * This is needed for alchemy, to to determine what value of gold nuggets
139 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
140 { 128 {
141 if (flag == F_BUY) 129 if (flag == F_BUY)
142 { 130 {
143 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError, "Asking for buy-value of unidentified object.\n");
144 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
145 } 133 }
146 else 134 else
147 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
148 if (tmp->type == POTION) 136 if (tmp->type == POTION)
149 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
151 { 139 {
152 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
153 * unknown objects 141 * unknown objects
154 */ 142 */
155 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
156 val = number * tmp->arch->clone.value * 2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
157 else 145 else
158 val = number * tmp->arch->clone.value / 3; 146 val = number * tmp->arch->value / 3;
159 } 147 }
160 } 148 }
161 } 149 }
162 else 150 else
163 { /* No archetype with this object */ 151 { /* No archetype with this object */
174 162
175 /* If the item has been applied or identifed or does not need to be 163 /* If the item has been applied or identifed or does not need to be
176 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
177 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
178 * really just a check to prevent core dumps for when it checks 166 * really just a check to prevent core dumps for when it checks
179 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
180 * magic is to not give extra money for archetypes that are by 168 * magic is to not give extra money for archetypes that are by
181 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
182 * already figured in that value. 170 * already figured in that value.
183 */ 171 */
184 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
185 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
186 { 174 {
187 if (tmp->magic > 0) 175 if (tmp->magic > 0)
188 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
189 else 177 else
190 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
256 * the rest will come from the level in bargaining skill 244 * the rest will come from the level in bargaining skill
257 */ 245 */
258 const double cha_ratio = 0.40; 246 const double cha_ratio = 0.40;
259 247
260 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); 248 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
261
262 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 249 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
263
264 diff = .02 + (.80 - .02) * diff; 250 diff = .02 + (.80 - .02) * diff;
265 251
266 if (flag == F_BUY) 252 if (flag == F_BUY)
267 val += (val * diff); 253 val += val * diff;
268 else if (flag == F_SELL) 254 else if (flag == F_SELL)
269 val -= (val * diff); 255 val -= val * diff;
270 256
271 // now find a price range. the less good we can judge, the larger the range is 257 // now find a price range. the less good we can judge, the larger the range is
272 // then the range is adjusted randomly around the correct value 258 // then the range is adjusted randomly around the correct value
273 if (approximate) 259 if (approximate)
274 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 260 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
275 } 261 }
276 262
277 /* I don't think this should really happen - if it does, it indicates and 263 /* I don't think this should really happen - if it does, it indicates and
278 * overflow of diff above. That shoudl only happen if 264 * overflow of diff above. That should only happen if
279 * we are selling objects - in that case, the person just 265 * we are selling objects - in that case, the person just
280 * gets no money. 266 * gets no money.
281 */ 267 */
282 if ((sint64) val < 0) 268 if ((sint64) val < 0)
283 val = 0; 269 val = 0;
311 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 297 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
312 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 298 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
313 else 299 else
314 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 300 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
315 } 301 }
302
316 /* we will also have an extra 0-5% variation between shops of the same type 303 /* we will also have an extra 0-5% variation between shops of the same type
317 * for valuable items (below a value of 50 this effect wouldn't be very 304 * for valuable items (below a value of 50 this effect wouldn't be very
318 * pointful, and could give fun with rounding. 305 * pointful, and could give fun with rounding.
319 */ 306 */
320 if (who->map->path != NULL && val > 50) 307 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
321 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 308 if (val > 50)
309 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
322 } 310 }
311
323 return (sint64) val; 312 return (sint64) val;
324} 313}
325 314
326/* Find the coin type that is worth more the 'c'. Starts at the 315/* Find the coin type that is worth more the 'c'. Starts at the
327 * cointype placement. 316 * cointype placement.
334 323
335 do 324 do
336 { 325 {
337 if (coins[*cointype] == NULL) 326 if (coins[*cointype] == NULL)
338 return NULL; 327 return NULL;
339 coin = find_archetype (coins[*cointype]); 328 coin = archetype::find (coins[*cointype]);
340 if (coin == NULL) 329 if (coin == NULL)
341 return NULL; 330 return NULL;
342 *cointype += 1; 331 *cointype += 1;
343 } 332 }
344 while (coin->clone.value > c); 333 while (coin->value > c);
345 334
346 return coin; 335 return coin;
347} 336}
348 337
349/* This returns a string of how much something is worth based on 338/* This returns a string of how much something is worth based on
365 354
366 coin = find_next_coin (cost, &cointype); 355 coin = find_next_coin (cost, &cointype);
367 if (coin == NULL) 356 if (coin == NULL)
368 return "nothing"; 357 return "nothing";
369 358
370 num = cost / coin->clone.value; 359 num = cost / coin->value;
371 /* so long as nrof is 32 bit, this is true. 360 /* so long as nrof is 32 bit, this is true.
372 * If it takes more coins than a person can possibly carry, this 361 * If it takes more coins than a person can possibly carry, this
373 * is basically true. 362 * is basically true.
374 */ 363 */
375 if ((cost / coin->clone.value) > UINT32_MAX) 364 if ((cost / coin->value) > UINT32_MAX)
376 { 365 {
377 strcpy (buf, "an unimaginable sum of money"); 366 strcpy (buf, "an unimaginable sum of money");
378 return buf; 367 return buf;
379 } 368 }
380 369
381 cost -= num * (sint64)coin->clone.value; 370 cost -= num * (sint64)coin->value;
382 371
383 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 372 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
384 373
385 next_coin = find_next_coin (cost, &cointype); 374 next_coin = find_next_coin (cost, &cointype);
386 if (next_coin == NULL || approx) 375 if (next_coin == NULL || approx)
387 return buf; 376 return buf;
388 377
389 coin = next_coin; 378 coin = next_coin;
390 num = cost / coin->clone.value; 379 num = cost / coin->value;
391 cost -= num * (sint64)coin->clone.value; 380 cost -= num * (sint64)coin->value;
392 381
393 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 382 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
394 383
395 return buf; 384 return buf;
396} 385}
397 386
398const char * 387const char *
428 archetype *coin = find_next_coin (real_value, &cointype); 417 archetype *coin = find_next_coin (real_value, &cointype);
429 418
430 if (coin == NULL) 419 if (coin == NULL)
431 return "nothing"; 420 return "nothing";
432 421
433 num = real_value / coin->clone.value; 422 num = real_value / coin->value;
434 if (num == 1) 423 if (num == 1)
435 sprintf (buf, "about one %s", &coin->clone.name); 424 sprintf (buf, "about one %s", &coin->object::name);
436 else if (num < 5) 425 else if (num < 5)
437 sprintf (buf, "a few %s", &coin->clone.name_pl); 426 sprintf (buf, "a few %s", &coin->object::name_pl);
438 else if (num < 10) 427 else if (num < 10)
439 sprintf (buf, "several %s", &coin->clone.name_pl); 428 sprintf (buf, "several %s", &coin->object::name_pl);
440 else if (num < 25) 429 else if (num < 25)
441 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 430 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
442 else if (num < 100) 431 else if (num < 100)
443 sprintf (buf, "lots of %s", &coin->clone.name_pl); 432 sprintf (buf, "lots of %s", &coin->object::name_pl);
444 else if (num < 1000) 433 else if (num < 1000)
445 sprintf (buf, "a great many %s", &coin->clone.name_pl); 434 sprintf (buf, "a great many %s", &coin->object::name_pl);
446 else 435 else
447 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 436 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
448 return buf; 437 return buf;
449 } 438 }
450 } 439 }
451 } 440 }
452 441
511 500
512 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 501 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
513 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 502 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
514 pay_from_container (pl, pouch, to_pay); 503 pay_from_container (pl, pouch, to_pay);
515 504
516 fix_player (pl); 505 pl->update_stats ();
517 return 1; 506 return 1;
518} 507}
519 508
520/* DAMN: This is now a wrapper for pay_from_container, which is 509/* DAMN: This is now a wrapper for pay_from_container, which is
521 * called for the player, then for each active container that can hold 510 * called for the player, then for each active container that can hold
548 537
549 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 538 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
550 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 539 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
551 pay_from_container (pl, pouch, to_pay); 540 pay_from_container (pl, pouch, to_pay);
552 541
553 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 542 pl->update_stats ();
554 SET_FLAG (op, FLAG_WAS_WIZ);
555 543
556 fix_player (pl);
557 return 1; 544 return 1;
558} 545}
559 546
560/* This pays for the item, and takes the proper amount of money off 547/* This pays for the item, and takes the proper amount of money off
561 * the player. 548 * the player.
590 577
591 if (tmp->type == MONEY) 578 if (tmp->type == MONEY)
592 { 579 {
593 for (i = 0; i < NUM_COINS; i++) 580 for (i = 0; i < NUM_COINS; i++)
594 { 581 {
595 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 582 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
596 { 583 {
597 // This should not happen, but if it does, just merge the two. 584 // This should not happen, but if it does, just merge the two.
598 if (coin_objs [i]) 585 if (coin_objs [i])
599 { 586 {
600 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 587 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
601 remove_ob (tmp);
602 coin_objs[i]->nrof += tmp->nrof; 588 coin_objs[i]->nrof += tmp->nrof;
603 esrv_del_item (pl->contr, tmp->count); 589 tmp->destroy ();
604 free_object (tmp);
605 } 590 }
606 else 591 else
607 { 592 {
608 remove_ob (tmp); 593 tmp->remove ();
609
610 if (pouch->type == PLAYER)
611 esrv_del_item (pl->contr, tmp->count);
612
613 coin_objs[i] = tmp; 594 coin_objs[i] = tmp;
614 } 595 }
615 596
616 break; 597 break;
617 } 598 }
618 } 599 }
619 600
620 if (i == NUM_COINS) 601 if (i == NUM_COINS)
621 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 602 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
622 } 603 }
623 } 604 }
624 605
625 /* Fill in any gaps in the coin_objs array - needed to make change. */ 606 /* Fill in any gaps in the coin_objs array - needed to make change. */
626 /* Note that the coin_objs array goes from least value to greatest value */ 607 /* Note that the coin_objs array goes from least value to greatest value */
627 for (i = 0; i < NUM_COINS; i++) 608 for (i = 0; i < NUM_COINS; i++)
628 if (!coin_objs[i]) 609 if (!coin_objs[i])
629 { 610 {
630 at = find_archetype (coins[NUM_COINS - 1 - i]); 611 at = archetype::find (coins[NUM_COINS - 1 - i]);
631 612
632 if (at == NULL) 613 if (at == NULL)
633 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 614 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
634 615
635 coin_objs[i] = arch_to_object (at); 616 coin_objs[i] = arch_to_object (at);
659 } 640 }
660 641
661 for (i = 0; i < NUM_COINS; i++) 642 for (i = 0; i < NUM_COINS; i++)
662 { 643 {
663 if (coin_objs[i]->nrof) 644 if (coin_objs[i]->nrof)
664 {
665 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 645 insert_ob_in_ob (coin_objs [i], pouch);
666
667 esrv_send_item (pl, tmp);
668 esrv_send_item (pl, pouch);
669
670 if (pl != pouch)
671 esrv_update_item (UPD_WEIGHT, pl, pouch);
672
673 if (pl->type != PLAYER)
674 esrv_send_item (pl, pl);
675 }
676 else 646 else
677 free_object (coin_objs[i]); 647 coin_objs[i]->destroy ();
678 } 648 }
679} 649}
680 650
681/* Checks all unpaid items in op's inventory, adds up all the money they 651/* Checks all unpaid items in op's inventory, adds up all the money they
682 * have, and checks that they can actually afford what they want to buy. 652 * have, and checks that they can actually afford what they want to buy.
687can_pay (object *pl) 657can_pay (object *pl)
688{ 658{
689 int unpaid_count = 0; 659 int unpaid_count = 0;
690 sint64 unpaid_price = 0; 660 sint64 unpaid_price = 0;
691 sint64 player_wealth = query_money (pl); 661 sint64 player_wealth = query_money (pl);
692 object *item;
693 662
694 if (!pl || pl->type != PLAYER) 663 if (!pl || pl->type != PLAYER)
695 { 664 {
696 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 665 LOG (llevError, "can_pay(): called against something that isn't a player\n");
697 return 0; 666 return 0;
752 SET_FLAG (op, FLAG_UNPAID); 721 SET_FLAG (op, FLAG_UNPAID);
753 return 0; 722 return 0;
754 } 723 }
755 else 724 else
756 { 725 {
757 object *tmp;
758 tag_t c = op->count;
759
760 CLEAR_FLAG (op, FLAG_UNPAID); 726 CLEAR_FLAG (op, FLAG_UNPAID);
761 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 727 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
762 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 728 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
763 tmp = merge_ob (op, NULL);
764 729
765 if (pl->type == PLAYER) 730 if (!merge_ob (op, op->env->inv))
766 {
767 if (tmp)
768 { /* it was merged */
769 esrv_del_item (pl->contr, c);
770 op = tmp;
771 }
772
773 esrv_send_item (pl, op); 731 esrv_update_item (UPD_FLAGS, pl, op);
774 }
775 732
776 goto next_item; 733 goto next_item;
777 } 734 }
778 } 735 }
779 } 736 }
798{ 755{
799 int count = 0; 756 int count = 0;
800 archetype *at = 0; 757 archetype *at = 0;
801 object *pouch = 0, *tmp = 0; 758 object *pouch = 0, *tmp = 0;
802 759
803 for (count = 0; coins[count] != NULL; count++) 760 for (count = 0; coins[count]; count++)
804 { 761 {
805 at = find_archetype (coins[count]); 762 at = archetype::find (coins[count]);
806 763
807 if (at == NULL) 764 if (at == NULL)
808 LOG (llevError, "Could not find %s archetype\n", coins[count]); 765 LOG (llevError, "Could not find %s archetype\n", coins[count]);
809 else if ((amount / at->clone.value) > 0) 766 else if ((amount / at->value) > 0)
810 { 767 {
811 for (pouch = pl->inv; pouch; pouch = pouch->below) 768 for (pouch = pl->inv; pouch; pouch = pouch->below)
812 { 769 {
813 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 770 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
814 { 771 {
815 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 772 int w = at->weight * (100 - pouch->stats.Str) / 100;
816 int n = amount / at->clone.value; 773 int n = amount / at->value;
817 774
818 if (w == 0) 775 if (w == 0)
819 w = 1; /* Prevent divide by zero */ 776 w = 1; /* Prevent divide by zero */
820 777
821 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 778 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
822 { 779 {
823 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 780 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
824 n = (pouch->weight_limit - pouch->carrying) / w; 781 n = (pouch->weight_limit - pouch->carrying) / w;
825 782
826 tmp = arch_to_object (at); 783 object *tmp = arch_to_object (at);
827 tmp->nrof = n; 784 tmp->nrof = n;
828 amount -= tmp->nrof * tmp->value; 785 amount -= tmp->nrof * tmp->value;
829 tmp = insert_ob_in_ob (tmp, pouch); 786 pouch->insert (tmp);
830 esrv_send_item (pl, tmp);
831 esrv_send_item (pl, pouch);
832 esrv_update_item (UPD_WEIGHT, pl, pouch);
833 esrv_send_item (pl, pl);
834 } 787 }
835 } 788 }
836 } 789 }
837 790
838 if (amount / at->clone.value > 0) 791 if (amount / at->value > 0)
839 { 792 {
840 tmp = arch_to_object (at); 793 object *tmp = arch_to_object (at);
841 tmp->nrof = amount / tmp->value; 794 tmp->nrof = amount / tmp->value;
842 amount -= tmp->nrof * tmp->value; 795 amount -= tmp->nrof * tmp->value;
843 tmp = insert_ob_in_ob (tmp, pl); 796 pl->insert (tmp);
844 esrv_send_item (pl, tmp);
845 esrv_send_item (pl, pl);
846 } 797 }
847 } 798 }
848 } 799 }
849 800
850 if (amount != 0) 801 if (amount != 0)
851#ifndef WIN32
852 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); 802 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
853#else
854 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
855#endif
856} 803}
857 804
858/* elmex: this is for the bank plugin :( */ 805/* elmex: this is for the bank plugin :( */
859sint64 806sint64
860pay_player_arch (object *pl, const char *arch, sint64 amount) 807pay_player_arch (object *pl, const char *arch, sint64 amount)
861{ 808{
862 archetype *at = find_archetype (arch); 809 archetype *at = archetype::find (arch);
863 object *tmp = NULL;
864 810
865 if (at == NULL) 811 if (!at)
866 return 0; 812 return 0;
867 813
868 if (amount > 0) 814 if (amount > 0)
869 { 815 {
870 tmp = arch_to_object (at); 816 object *tmp = arch_to_object (at);
871 tmp->nrof = amount; 817 tmp->nrof = amount;
872 tmp = insert_ob_in_ob (tmp, pl); 818 insert_ob_in_ob (tmp, pl);
873 esrv_send_item (pl, tmp);
874 esrv_send_item (pl, pl);
875 } 819 }
876 820
877 return 1; 821 return 1;
878} 822}
879 823
882 * buy item. 826 * buy item.
883 * 827 *
884 * Modified to fill available race: gold containers before dumping 828 * Modified to fill available race: gold containers before dumping
885 * remaining coins in character's inventory. 829 * remaining coins in character's inventory.
886 */ 830 */
887void 831bool
888sell_item (object *op, object *pl) 832sell_item (object *op, object *pl)
889{ 833{
890 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 834 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
891 835
892 if (pl == NULL || pl->type != PLAYER) 836 if (pl == NULL || pl->type != PLAYER)
893 { 837 {
894 LOG (llevDebug, "Object other than player tried to sell something.\n"); 838 LOG (llevDebug, "Object other than player tried to sell something.\n");
895 return; 839 return false;
896 } 840 }
897 841
898 op->custom_name = 0; 842 op->custom_name = 0;
899 843
900 if (!amount) 844 if (!amount)
901 { 845 {
902 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 846 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
903 847 query_name (op));
904 /* Even if the character doesn't get anything for it, it may still be 848 // elmex: change: the player now gets the item back if the shop is not
905 * worth something. If so, make it unpaid 849 // interested in it.
906 */
907 if (op->value)
908 {
909 SET_FLAG (op, FLAG_UNPAID);
910 SET_FLAG (op, FLAG_PLAYER_SOLD);
911 }
912
913 identify (op);
914 return; 850 return false;
915 } 851 }
916 852
917 /* We compare the price with the one for a player 853 /* We compare the price with the one for a player
918 * without bargaining skill. 854 * without bargaining skill.
919 * This determins the amount of exp (if any) gained for bargaining. 855 * This determins the amount of exp (if any) gained for bargaining.
924 if (extra_gain > 0) 860 if (extra_gain > 0)
925 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 861 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
926 862
927 pay_player (pl, amount); 863 pay_player (pl, amount);
928 864
929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); 865 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
866 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
867 pl->play_sound (sound_find ("shop_sell"));
930 868
931 SET_FLAG (op, FLAG_UNPAID); 869 SET_FLAG (op, FLAG_UNPAID);
932 identify (op); 870 identify (op);
933}
934 871
872 return true;
873}
935 874
936/* returns a double that is the ratio of the price that a shop will offer for 875/* returns a double that is the ratio of the price that a shop will offer for
937 * item based on the shops specialisation. Does not take account of greed, 876 * item based on the shops specialisation. Does not take account of greed,
938 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 877 * returned value is between SPECIALISATION_EFFECT and 1.
939 * event is never less than 0.1 (calling functions divide by it)
940 */ 878 */
941static double 879static double
942shop_specialisation_ratio (const object *item, const mapstruct *map) 880shop_specialisation_ratio (const object *item, const maptile *map)
943{ 881{
944 shopitems *items = map->shopitems; 882 shopitems *items = map->shopitems;
945 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 883 double likedness = 0.;
946 int i; 884 int i;
947 885
948 if (item == NULL) 886 if (item == NULL)
949 { 887 {
950 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 888 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
951 return 0; 889 return 0;
952 } 890 }
953 891
954 if (!item->type) 892 if (!item->type)
955 { 893 {
956 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 894 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
957 /* 895 /*
958 * I'm not really sure what the /right/ thing to do here is, these types of 896 * I'm not really sure what the /right/ thing to do here is, these types of
959 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 897 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
960 */ 898 */
961 return ratio; 899 return SPECIALISATION_EFFECT;
962 } 900 }
963 901
964 if (map->shopitems) 902 if (map->shopitems)
965 { 903 {
966 for (i = 0; i < items[0].index; i++) 904 for (i = 0; i < items[0].index; i++)
968 likedness = items[i].strength / 100.0; 906 likedness = items[i].strength / 100.0;
969 } 907 }
970 908
971 if (likedness > 1.0) 909 if (likedness > 1.0)
972 { /* someone has been rather silly with the map headers. */ 910 { /* someone has been rather silly with the map headers. */
973 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 911 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
974 likedness = 1.0; 912 likedness = 1.0;
975 } 913 }
976 914
977 if (likedness < -1.0) 915 if (likedness < -1.0)
978 { 916 {
979 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 917 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
980 likedness = -1.0; 918 likedness = -1.0;
981 } 919 }
982 920
983 ratio = ratio + (1.0 - ratio) * likedness; 921 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
984
985 if (ratio <= 0.1)
986 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
987
988 return ratio;
989} 922}
990 923
991/*returns the greed of the shop on map, or 1 if it isn't specified. */ 924/*returns the greed of the shop on map, or 1 if it isn't specified. */
992static double 925static double
993shop_greed (const mapstruct *map) 926shop_greed (const maptile *map)
994{ 927{
995 double greed = 1.0;
996
997 if (map->shopgreed)
998 return map->shopgreed; 928 return map->shopgreed
999 return greed; 929 ? map->shopgreed
930 : 1.;
1000} 931}
1001 932
1002/* Returns a double based on how much the shopkeeper approves of the player. 933/* Returns a double based on how much the shopkeeper approves of the player.
1003 * this is based on the race of the shopkeeper and that of the player. 934 * this is based on the race of the shopkeeper and that of the player.
1004 */ 935 */
1005double 936double
1006shopkeeper_approval (const mapstruct *map, const object *player) 937shopkeeper_approval (const maptile *map, const object *player)
1007{ 938{
1008 double approval = 1.0; 939 return map->shoprace && player->race != map->shoprace
1009 940 ? DISLIKE_RATIO
1010 if (map->shoprace) 941 : 1.;
1011 {
1012 approval = NEUTRAL_RATIO;
1013 if (player->race && !strcmp (player->race, map->shoprace))
1014 approval = 1.0;
1015 }
1016
1017 return approval;
1018} 942}
1019 943
1020/* limit the value of items based on the wealth of the shop. If the item is close 944/* limit the value of items based on the wealth of the shop. If the item is close
1021 * to the maximum value a shop will offer, we start to reduce it, if the item is 945 * to the maximum value a shop will offer, we start to reduce it, if the item is
1022 * below the minimum value the shop is prepared to trade in, then we don't 946 * below the minimum value the shop is prepared to trade in, then we don't
1026 */ 950 */
1027static sint64 951static sint64
1028value_limit (sint64 val, int quantity, const object *who, int isshop) 952value_limit (sint64 val, int quantity, const object *who, int isshop)
1029{ 953{
1030 sint64 newval, unit_price, tmpshopmax; 954 sint64 newval, unit_price, tmpshopmax;
1031 mapstruct *map; 955 maptile *map;
1032 956
1033 unit_price = val / quantity; 957 unit_price = val / quantity;
1034 958
1035 if (!isshop || !who) 959 if (!isshop || !who)
1036 { 960 {
1066 990
1067/* gives a desciption of the shop on their current map to the player op. */ 991/* gives a desciption of the shop on their current map to the player op. */
1068int 992int
1069describe_shop (const object *op) 993describe_shop (const object *op)
1070{ 994{
1071 mapstruct *map = op->map; 995 maptile *map = op->map;
1072 996
1073 /*shopitems *items=map->shopitems; */ 997 /*shopitems *items=map->shopitems; */
1074 int pos = 0, i; 998 int pos = 0, i;
1075 double opinion = 0; 999 double opinion = 0;
1076 char tmp[MAX_BUF] = "\0"; 1000 char tmp[MAX_BUF] = "\0";
1190 case RING: 1114 case RING:
1191 case AMULET: 1115 case AMULET:
1192 case BRACERS: 1116 case BRACERS:
1193 case GIRDLE: 1117 case GIRDLE:
1194 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1118 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1195 items[*numitems].item_sort = strdup_local (buf); 1119 items[*numitems].item_sort = strdup (buf);
1196 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1120 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1197 items[*numitems].item_real = strdup_local (buf); 1121 items[*numitems].item_real = strdup (buf);
1198 (*numitems)++; 1122 (*numitems)++;
1199 break; 1123 break;
1200#endif 1124#endif
1201 1125
1202 default: 1126 default:
1203 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1127 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1204 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1128 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1205 (*numitems)++; 1129 (*numitems)++;
1206 break; 1130 break;
1207 } 1131 }
1208 SET_FLAG (tmp, FLAG_UNPAID); 1132 SET_FLAG (tmp, FLAG_UNPAID);
1209} 1133}
1210 1134
1211void 1135void
1212shop_listing (object *op) 1136shop_listing (object *sign, object *op)
1213{ 1137{
1214 int i, j, numitems = 0, numallocated = 0, nx, ny; 1138 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1215 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1139 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1216 object *stack; 1140 object *stack;
1217 shopinv *items; 1141 shopinv *items;
1218 1142
1219 /* Should never happen, but just in case a monster does apply a sign */ 1143 /* Should never happen, but just in case a monster does apply a sign */
1220 if (op->type != PLAYER) 1144 if (op->type != PLAYER)
1221 return; 1145 return;
1222 1146
1223 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1147 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1148 {
1149 x1 = 0;
1150 y1 = 0;
1151 x2 = op->map->width - 1;
1152 y2 = op->map->height - 1;
1153 }
1224 1154
1225 magic_mapping_mark (op, map_mark, 3);
1226 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1155 items = (shopinv *) malloc (40 * sizeof (shopinv));
1227 numallocated = 40; 1156 numallocated = 40;
1228 1157
1229 /* Find all the appropriate items */ 1158 /* Find all the appropriate items */
1230 for (i = 0; i < MAP_WIDTH (op->map); i++) 1159 for (i = x1; i <= x2; i++)
1231 { 1160 {
1232 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1161 for (j = y1; j < y2; j++)
1233 {
1234 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1235 * 1162 {
1236 */ 1163 if (is_in_shop (op->map, i, j))
1237 nx = i - op->x + MAGIC_MAP_HALF;
1238 ny = j - op->y + MAGIC_MAP_HALF;
1239 /* unlikely, but really big shops could run into this issue */
1240 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1241 continue;
1242
1243 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1244 { 1164 {
1245 stack = get_map_ob (op->map, i, j); 1165 stack = GET_MAP_OB (op->map, i, j);
1246 1166
1247 while (stack) 1167 while (stack)
1248 { 1168 {
1249 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1169 if (QUERY_FLAG (stack, FLAG_UNPAID))
1250 { 1170 {
1251 if (numitems == numallocated) 1171 if (numitems == numallocated)
1252 { 1172 {
1253 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1173 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1254 numallocated += 10; 1174 numallocated += 10;
1255 } 1175 }
1176
1256 add_shop_item (stack, items, &numitems, &numallocated); 1177 add_shop_item (stack, items, &numitems, &numallocated);
1257 } 1178 }
1179
1258 stack = stack->above; 1180 stack = stack->above;
1259 } 1181 }
1260 } 1182 }
1261 } 1183 }
1262 } 1184 }
1263 1185
1264 free (map_mark);
1265
1266 if (numitems == 0) 1186 if (numitems == 0)
1267 { 1187 {
1268 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1188 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1269 free (items); 1189 free (items);
1270 return; 1190 return;
1271 } 1191 }
1272 1192
1273 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1193 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1194
1195 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1274 1196
1275 for (i = 0; i < numitems; i++) 1197 for (i = 0; i < numitems; i++)
1276 { 1198 {
1277 /* Collapse items of the same name together */ 1199 /* Collapse items of the same name together */
1278 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1200 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1287 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1209 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1288 free (items[i].item_sort); 1210 free (items[i].item_sort);
1289 free (items[i].item_real); 1211 free (items[i].item_real);
1290 } 1212 }
1291 } 1213 }
1214
1292 free (items); 1215 free (items);
1293} 1216}
1294 1217
1295/* elmex: this function checks whether the object is in a shop */ 1218/* elmex: this function checks whether the object is in a shop */
1296bool 1219bool
1300 return false; 1223 return false;
1301 1224
1302 return is_in_shop (o->map, o->x, o->y); 1225 return is_in_shop (o->map, o->x, o->y);
1303} 1226}
1304 1227
1305/* elmex: this function checks whether we are in a shop or not */ 1228/* elmex: this function checks whether we are in a shop or not
1229 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1230 floor tile. this possibly will make map bugs where shopfloors are above
1231 floors more obvious.
1232*/
1233
1306bool 1234bool
1307is_in_shop (mapstruct *map, int x, int y) 1235is_in_shop (maptile *map, int x, int y)
1308{ 1236{
1309 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1237 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1238 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1310 if (floor->type == SHOP_FLOOR) 1239 return floor->type == SHOP_FLOOR;
1311 return true;
1312
1313 return false; 1240 return false;
1314} 1241}
1242

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