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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.6 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.14 by root, Tue Sep 12 19:20:08 2006 UTC

1
1/* 2/*
2 * static char *rcsid_shop_c = 3 * static char *rcsid_shop_c =
3 * "$Id: shop.C,v 1.6 2006/08/29 08:01:38 root Exp $"; 4 * "$Id: shop.C,v 1.14 2006/09/12 19:20:08 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <living.h> 33#include <living.h>
33#include <newclient.h> 34#include <newclient.h>
34#ifndef __CEXTRACT__ 35#ifndef __CEXTRACT__
35#include <sproto.h> 36# include <sproto.h>
36#endif 37#endif
37#include <math.h> 38#include <math.h>
38 39
39/* this is a measure of how effective store specialisation is. A general store 40/* this is a measure of how effective store specialisation is. A general store
40 * will offer this proportion of the 'maximum' price, a specialised store will 41 * will offer this proportion of the 'maximum' price, a specialised store will
46#define SPECIALISATION_EFFECT 0.5 47#define SPECIALISATION_EFFECT 0.5
47 48
48/* price a shopkeeper will give someone they neither like nor dislike */ 49/* price a shopkeeper will give someone they neither like nor dislike */
49#define NEUTRAL_RATIO 0.8 50#define NEUTRAL_RATIO 0.8
50 51
51static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); 52static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
52static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); 53static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
53static double shop_specialisation_ratio(const object *item, const mapstruct *map); 54static double shop_specialisation_ratio (const object *item, const mapstruct *map);
54static double shop_greed(const mapstruct *map); 55static double shop_greed (const mapstruct *map);
55 56
56#define NUM_COINS 4 /* number of coin types */ 57#define NUM_COINS 4 /* number of coin types */
57static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL}; 58static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
58 59
59/* Added F_TRUE flag to define.h to mean that the price should not 60/* Added F_TRUE flag to define.h to mean that the price should not
60 * be adjusted by players charisma. With F_TRUE, it returns the amount 61 * be adjusted by players charisma. With F_TRUE, it returns the amount
61 * that the item is worth, if it was sold, but unadjusted by charisma. 62 * that the item is worth, if it was sold, but unadjusted by charisma.
62 * This is needed for alchemy, to to determine what value of gold nuggets 63 * This is needed for alchemy, to to determine what value of gold nuggets
79 * thus remained 0. 80 * thus remained 0.
80 * 81 *
81 * Mark Wedel (mwedel@pyramid.com) 82 * Mark Wedel (mwedel@pyramid.com)
82 */ 83 */
83 84
84static uint64 approx_range; 85static sint64 approx_range;
85 86
87sint64
86uint64 query_cost(const object *tmp, object *who, int flag) { 88query_cost (const object *tmp, object *who, int flag)
89{
87 double val; 90 double val;
88 int number; /* used to better calculate value */ 91 int number; /* used to better calculate value */
89 int no_bargain; 92 int no_bargain;
90 int identified; 93 int identified;
91 int not_cursed; 94 int not_cursed;
92 int approximate; 95 int approximate;
93 int shop; 96 int shop;
94 double diff; 97 double diff;
95 98
96 approx_range = 0; 99 approx_range = 0;
97 100
98 no_bargain = flag & F_NO_BARGAIN; 101 no_bargain = flag & F_NO_BARGAIN;
99 identified = flag & F_IDENTIFIED; 102 identified = flag & F_IDENTIFIED;
100 not_cursed = flag & F_NOT_CURSED; 103 not_cursed = flag & F_NOT_CURSED;
101 approximate = flag & F_APPROX; 104 approximate = flag & F_APPROX;
102 shop = flag & F_SHOP; 105 shop = flag & F_SHOP;
103 flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP); 106 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
104 107
105 if (tmp->type==MONEY) return (tmp->nrof * tmp->value); 108 if (tmp->type == MONEY)
109 return tmp->nrof * tmp->value;
110
106 if (tmp->type==GEM) { 111 if (tmp->type == GEM)
112 {
113 if (flag == F_TRUE)
107 if (flag==F_TRUE) return (tmp->nrof * tmp->value); 114 return (tmp->nrof * tmp->value);
115
116 if (flag == F_BUY)
108 if (flag==F_BUY) return (uint64) (1.03 * tmp->nrof * tmp->value); 117 return (sint64) (1.03 * tmp->nrof * tmp->value);
118
119 if (flag == F_SELL)
109 if (flag==F_SELL) return (uint64) (0.97 * tmp->nrof * tmp->value); 120 return (sint64) (0.97 * tmp->nrof * tmp->value);
121
110 LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag); 122 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
123 return 0;
124 }
125
126 number = tmp->nrof;
127 if (number == 0)
128 number = 1;
129 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
130 {
131 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
111 return 0; 132 return 0;
112 }
113 number = tmp->nrof;
114 if (number==0) number=1;
115 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) {
116 if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))
117 return 0;
118 else 133 else
119 val=tmp->value * number; 134 val = tmp->value * number;
120 } 135 }
121 /* This area deals with objects that are not identified, but can be */ 136 /* This area deals with objects that are not identified, but can be */
122 else { 137 else
138 {
123 if (tmp->arch != NULL) { 139 if (tmp->arch != NULL)
140 {
124 if (flag == F_BUY) { 141 if (flag == F_BUY)
142 {
125 LOG(llevError, "Asking for buy-value of unidentified object.\n"); 143 LOG (llevError, "Asking for buy-value of unidentified object.\n");
126 val = tmp->arch->clone.value * 50 * number; 144 val = tmp->arch->clone.value * 50 * number;
127 } 145 }
146 else
128 else { /* Trying to sell something, or get true value */ 147 { /* Trying to sell something, or get true value */
129 if (tmp->type == POTION) 148 if (tmp->type == POTION)
130 val = number * 40; /* Don't want to give anything away */ 149 val = number * 40; /* Don't want to give anything away */
131 else { 150 else
151 {
132 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 152 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
133 * unknown objects 153 * unknown objects
134 */ 154 */
135 if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) 155 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
136 val = number * tmp->arch->clone.value *2 / 3; 156 val = number * tmp->arch->clone.value * 2 / 3;
137 else 157 else
138 val = number * tmp->arch->clone.value / 3; 158 val = number * tmp->arch->clone.value / 3;
139 } 159 }
140 } 160 }
161 }
162 else
141 } else { /* No archetype with this object */ 163 { /* No archetype with this object */
142 LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name); 164 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
143 if (flag == F_BUY) { 165 if (flag == F_BUY)
166 {
144 LOG(llevError, "Asking for buy-value of unidentified object without arch.\n"); 167 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
145 val = number * tmp->value * 10; 168 val = number * tmp->value * 10;
146 } 169 }
147 else 170 else
148 val = number * tmp->value / 5; 171 val = number * tmp->value / 5;
149 } 172 }
150 } 173 }
151 174
152 /* If the item has been applied or identifed or does not need to be 175 /* If the item has been applied or identifed or does not need to be
153 * identified, AND the object is magical and the archetype is non 176 * identified, AND the object is magical and the archetype is non
154 * magical, then change values accordingly. The tmp->arch==NULL is 177 * magical, then change values accordingly. The tmp->arch==NULL is
155 * really just a check to prevent core dumps for when it checks 178 * really just a check to prevent core dumps for when it checks
156 * tmp->arch->clone.magic for any magic. The check for archetype 179 * tmp->arch->clone.magic for any magic. The check for archetype
157 * magic is to not give extra money for archetypes that are by 180 * magic is to not give extra money for archetypes that are by
158 * default magical. This is because the archetype value should have 181 * default magical. This is because the archetype value should have
159 * already figured in that value. 182 * already figured in that value.
160 */ 183 */
161 if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| 184 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
162 QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && 185 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
163 tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { 186 {
164 if(tmp->magic>0) 187 if (tmp->magic > 0)
165 val*=(3*tmp->magic*tmp->magic*tmp->magic); 188 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
166 else 189 else
167 /* Note that tmp->magic is negative, so that this 190 /* Note that tmp->magic is negative, so that this
168 * will actually be something like val /=2, /=3, etc. 191 * will actually be something like val /=2, /=3, etc.
169 */
170 val/=(1-tmp->magic);
171 }
172
173 if (tmp->type==WAND) {
174 /* Value of the wand is multiplied by the number of
175 * charges. the treasure code already sets up the value
176 * 50 charges is used as the baseline.
177 */ 192 */
193 val /= (1 - tmp->magic);
194 }
195
196 if (tmp->type == WAND)
197 {
198 /* Value of the wand is multiplied by the number of
199 * charges. the treasure code already sets up the value
200 * 50 charges is used as the baseline.
201 */
178 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) 202 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
179 val=(val*tmp->stats.food) / 50; 203 val = (val * tmp->stats.food) / 50;
180 else /* if not identified, presume one charge */ 204 else /* if not identified, presume one charge */
181 val/=50; 205 val /= 50;
182 } 206 }
183 207
184 /* Limit amount of money you can get for really great items. */ 208 /* Limit amount of money you can get for really great items. */
185 if (flag==F_SELL) 209 if (flag == F_SELL)
186 val=value_limit((uint64)val, number, who, shop); 210 val = value_limit ((sint64) val, number, who, shop);
187 211
188 // use a nonlinear price adjustment. as my predecessor said, don't change 212 // use a nonlinear price adjustment. as my predecessor said, don't change
189 // the archetypes, its work required for balancing, and we don't care. 213 // the archetypes, its work required for balancing, and we don't care.
190 //val = pow (val, 1.05); 214 //val = pow (val, 1.05);
191 215
192 /* This modification is for bargaining skill. 216 /* This modification is for bargaining skill.
193 * Now only players with max level in bargaining 217 * Now only players with max level in bargaining
194 * AND Cha = 30 will get optimal price. 218 * AND Cha = 30 will get optimal price.
195 * Thus charisma will never get useless. 219 * Thus charisma will never get useless.
196 * -b.e. edler@heydernet.de 220 * -b.e. edler@heydernet.de
197 */ 221 */
198 222
199 if (who!=NULL && who->type==PLAYER) { 223 if (who != NULL && who->type == PLAYER)
224 {
200 int lev_bargain = 0; 225 int lev_bargain = 0;
201 int lev_identify = 0; 226 int lev_identify = 0;
202 int idskill1=0; 227 int idskill1 = 0;
203 int idskill2=0; 228 int idskill2 = 0;
204 const typedata *tmptype; 229 const typedata *tmptype;
205 230
206 tmptype=get_typedata(tmp->type); 231 tmptype = get_typedata (tmp->type);
207 232
208 if (find_skill_by_number(who,SK_BARGAINING)) { 233 if (find_skill_by_number (who, SK_BARGAINING))
209 lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level; 234 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
210 } 235
211 if (tmptype) { 236 if (tmptype)
237 {
212 idskill1=tmptype->identifyskill; 238 idskill1 = tmptype->identifyskill;
239
213 if (idskill1) { 240 if (idskill1)
241 {
214 idskill2=tmptype->identifyskill2; 242 idskill2 = tmptype->identifyskill2;
243
215 if (find_skill_by_number(who,idskill1)) { 244 if (find_skill_by_number (who, idskill1))
216 lev_identify = find_skill_by_number(who,idskill1)->level; 245 lev_identify = find_skill_by_number (who, idskill1)->level;
246
247 if (idskill2 && find_skill_by_number (who, idskill2))
248 lev_identify += find_skill_by_number (who, idskill2)->level;
217 } 249 }
218 if (idskill2 && find_skill_by_number(who,idskill2)) {
219 lev_identify += find_skill_by_number(who,idskill2)->level;
220 } 250 }
221 } 251 else
222 }
223 else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name); 252 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
224 253
225 /* ratio determines how much of the price modification 254 /* ratio determines how much of the price modification
226 * will come from the basic stat charisma 255 * will come from the basic stat charisma
227 * the rest will come from the level in bargaining skill 256 * the rest will come from the level in bargaining skill
228 */ 257 */
229 const double cha_ratio = 0.40; 258 const double cha_ratio = 0.40;
230 259
231 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25); 260 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
232 261
233 diff = (1. - cha_ratio) * diff
234 + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 262 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
235 263
236 diff = .02 + (.80 - .02) * diff; 264 diff = .02 + (.80 - .02) * diff;
237
238 if (flag == F_BUY) val += (val * diff);
239 else if (flag == F_SELL) val -= (val * diff);
240 265
266 if (flag == F_BUY)
267 val += (val * diff);
268 else if (flag == F_SELL)
269 val -= (val * diff);
270
241 // now find a price range. the less good we can judge, the larger the range is 271 // now find a price range. the less good we can judge, the larger the range is
242 // then the range is adjusted randomly around the correct value 272 // then the range is adjusted randomly around the correct value
243 if (approximate) 273 if (approximate)
244 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); 274 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
245 }
246 275 }
276
247 /* I don't think this should really happen - if it does, it indicates and 277 /* I don't think this should really happen - if it does, it indicates and
248 * overflow of diff above. That shoudl only happen if 278 * overflow of diff above. That shoudl only happen if
249 * we are selling objects - in that case, the person just 279 * we are selling objects - in that case, the person just
250 * gets no money. 280 * gets no money.
251 */ 281 */
252 if((sint64)val<0) 282 if ((sint64) val < 0)
253 val=0; 283 val = 0;
254 284
255 /* Unidentified stuff won't sell for more than 60gp */ 285 /* Unidentified stuff won't sell for more than 60gp */
256 if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { 286 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
287 {
257 val = (val > 600)? 600:val; 288 val = (val > 600) ? 600 : val;
258 }
259 289 }
290
260 /* if we are in a shop, check how the type of shop should affect the price */ 291 /* if we are in a shop, check how the type of shop should affect the price */
261 if (shop && who) { 292 if (shop && who)
293 {
262 if (flag==F_SELL) 294 if (flag == F_SELL)
263 val= ( 295 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
264 val
265 * shop_specialisation_ratio(tmp, who->map)
266 * shopkeeper_approval(who->map, who)
267 / shop_greed(who->map)
268 );
269 else if (flag==F_BUY) { 296 else if (flag == F_BUY)
297 {
270 /* 298 /*
271 * when buying, if the item was sold by another player, it is ok to 299 * when buying, if the item was sold by another player, it is ok to
272 * let the item be sold cheaper, according to the specialisation of 300 * let the item be sold cheaper, according to the specialisation of
273 * the shop. If a player sold an item here, then his sale price was 301 * the shop. If a player sold an item here, then his sale price was
274 * multiplied by the specialisation ratio, to do the same to the buy 302 * multiplied by the specialisation ratio, to do the same to the buy
275 * price will not generate extra money. However, the 303 * price will not generate extra money. However, the
276 * same is not true of generated items, these have to /divide/ by the 304 * same is not true of generated items, these have to /divide/ by the
277 * specialisation, so that the price is never less than what they could 305 * specialisation, so that the price is never less than what they could
278 * be sold for (otherwise players could camp map resets to make money). 306 * be sold for (otherwise players could camp map resets to make money).
279 * In game terms, a non-specialist shop, might not recognise the true 307 * In game terms, a non-specialist shop, might not recognise the true
280 * value of the items they sell (much like how people sometimes find 308 * value of the items they sell (much like how people sometimes find
281 * antiques in a junk shop in real life). 309 * antiques in a junk shop in real life).
282 */ 310 */
283 if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) 311 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
284 val= ( 312 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
285 val
286 * shop_greed(who->map)
287 * shop_specialisation_ratio(tmp, who->map)
288 / shopkeeper_approval(who->map, who)
289 );
290 else 313 else
291 val= (
292 val
293 * shop_greed(who->map)
294 / (shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)) 314 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
295 );
296 } 315 }
297 /* we will also have an extra 0-5% variation between shops of the same type 316 /* we will also have an extra 0-5% variation between shops of the same type
298 * for valuable items (below a value of 50 this effect wouldn't be very 317 * for valuable items (below a value of 50 this effect wouldn't be very
299 * pointful, and could give fun with rounding. 318 * pointful, and could give fun with rounding.
300 */ 319 */
301 if(who->map->path!=NULL && val > 50) 320 if (who->map->path != NULL && val > 50)
302 val= (val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path))); 321 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
303 } 322 }
304 return (uint64)val; 323 return (sint64) val;
305} 324}
306 325
307/* Find the coin type that is worth more the 'c'. Starts at the 326/* Find the coin type that is worth more the 'c'. Starts at the
308 * cointype placement. 327 * cointype placement.
309 */ 328 */
310 329
330static archetype *
311static archetype *find_next_coin(uint64 c, int *cointype) { 331find_next_coin (sint64 c, int *cointype)
332{
312 archetype *coin; 333 archetype *coin;
313 334
314 do { 335 do
336 {
315 if (coins[*cointype]==NULL) return NULL; 337 if (coins[*cointype] == NULL)
338 return NULL;
316 coin = find_archetype(coins[*cointype]); 339 coin = find_archetype (coins[*cointype]);
317 if (coin == NULL) 340 if (coin == NULL)
318 return NULL; 341 return NULL;
319 *cointype += 1; 342 *cointype += 1;
343 }
320 } while (coin->clone.value > c); 344 while (coin->clone.value > c);
321 345
322 return coin; 346 return coin;
323} 347}
324 348
325/* This returns a string of how much something is worth based on 349/* This returns a string of how much something is worth based on
330 * have so much money that they have more than 2 billion platinum 354 * have so much money that they have more than 2 billion platinum
331 * coins, there are certainly issues - the easiest fix at that 355 * coins, there are certainly issues - the easiest fix at that
332 * time is to add a higher denomination (mithril piece with 356 * time is to add a higher denomination (mithril piece with
333 * 10,000 silver or something) 357 * 10,000 silver or something)
334 */ 358 */
359const char *
335const char *cost_string_from_value(uint64 cost, int approx) 360cost_string_from_value (sint64 cost, int approx)
336{ 361{
337 static char buf[MAX_BUF]; 362 static char buf[MAX_BUF];
338 archetype *coin, *next_coin; 363 archetype *coin, *next_coin;
339 int num, cointype = 0; 364 int num, cointype = 0;
340 365
341 coin = find_next_coin(cost, &cointype); 366 coin = find_next_coin (cost, &cointype);
342 if (coin == NULL) 367 if (coin == NULL)
343 return "nothing"; 368 return "nothing";
344 369
345 num = cost / coin->clone.value; 370 num = cost / coin->clone.value;
346 /* so long as nrof is 32 bit, this is true. 371 /* so long as nrof is 32 bit, this is true.
347 * If it takes more coins than a person can possibly carry, this 372 * If it takes more coins than a person can possibly carry, this
348 * is basically true. 373 * is basically true.
349 */ 374 */
350 if ( (cost / coin->clone.value) > UINT32_MAX) { 375 if ((cost / coin->clone.value) > UINT32_MAX)
376 {
351 strcpy(buf,"an unimaginable sum of money"); 377 strcpy (buf, "an unimaginable sum of money");
352 return buf; 378 return buf;
353 } 379 }
354 380
355 cost -= (uint64)num * (uint64)coin->clone.value; 381 cost -= num * (sint64)coin->clone.value;
382
356 sprintf(buf, "%d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name); 383 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
357 384
358 next_coin = find_next_coin(cost, &cointype); 385 next_coin = find_next_coin (cost, &cointype);
359 if (next_coin == NULL || approx) 386 if (next_coin == NULL || approx)
360 return buf;
361
362 coin = next_coin;
363 num = cost / coin->clone.value;
364 cost -= (uint64)num * (uint64)coin->clone.value;
365
366 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name);
367
368 return buf; 387 return buf;
369}
370 388
389 coin = next_coin;
390 num = cost / coin->clone.value;
391 cost -= num * (sint64)coin->clone.value;
392
393 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
394
395 return buf;
396}
397
398const char *
371const char *query_cost_string(const object *tmp,object *who,int flag) { 399query_cost_string (const object *tmp, object *who, int flag)
400{
372 uint64 real_value = query_cost(tmp,who,flag); 401 sint64 real_value = query_cost (tmp, who, flag);
373 int idskill1=0; 402 int idskill1 = 0;
374 int idskill2=0; 403 int idskill2 = 0;
375 const typedata *tmptype; 404 const typedata *tmptype;
376 405
377 tmptype=get_typedata(tmp->type); 406 tmptype = get_typedata (tmp->type);
378 if (tmptype) { 407 if (tmptype)
408 {
379 idskill1=tmptype->identifyskill; 409 idskill1 = tmptype->identifyskill;
380 idskill2=tmptype->identifyskill2; 410 idskill2 = tmptype->identifyskill2;
381 } 411 }
382 412
383 /* we show an approximate price if 413 /* we show an approximate price if
384 * 1) we are approximating 414 * 1) we are approximating
385 * 2) there either is no id skill(s) for the item, or we don't have them 415 * 2) there either is no id skill(s) for the item, or we don't have them
386 * 3) we don't have bargaining skill either 416 * 3) we don't have bargaining skill either
387 */ 417 */
388 if (flag & F_APPROX) { 418 if (flag & F_APPROX)
419 {
389 if (!idskill1 || !find_skill_by_number(who, idskill1)) { 420 if (!idskill1 || !find_skill_by_number (who, idskill1))
421 {
390 if (!idskill2 || !find_skill_by_number(who, idskill2)) { 422 if (!idskill2 || !find_skill_by_number (who, idskill2))
423 {
391 if (!find_skill_by_number(who,SK_BARGAINING)) { 424 if (!find_skill_by_number (who, SK_BARGAINING))
425 {
392 static char buf[MAX_BUF]; 426 static char buf[MAX_BUF];
393 int num, cointype = 0; 427 int num, cointype = 0;
394 archetype *coin = find_next_coin(real_value, &cointype); 428 archetype *coin = find_next_coin (real_value, &cointype);
395 429
430 if (coin == NULL)
396 if (coin == NULL) return "nothing"; 431 return "nothing";
397 432
398 num = real_value / coin->clone.value; 433 num = real_value / coin->clone.value;
399 if (num == 1) 434 if (num == 1)
400 sprintf(buf, "about one %s", coin->clone.name); 435 sprintf (buf, "about one %s", &coin->clone.name);
401 else if (num < 5) 436 else if (num < 5)
402 sprintf(buf, "a few %s", coin->clone.name_pl); 437 sprintf (buf, "a few %s", &coin->clone.name_pl);
403 else if (num < 10) 438 else if (num < 10)
404 sprintf(buf, "several %s", coin->clone.name_pl); 439 sprintf (buf, "several %s", &coin->clone.name_pl);
405 else if (num < 25) 440 else if (num < 25)
406 sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); 441 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
407 else if (num < 100) 442 else if (num < 100)
408 sprintf(buf, "lots of %s", coin->clone.name_pl); 443 sprintf (buf, "lots of %s", &coin->clone.name_pl);
409 else if (num < 1000) 444 else if (num < 1000)
410 sprintf(buf, "a great many %s", coin->clone.name_pl); 445 sprintf (buf, "a great many %s", &coin->clone.name_pl);
411 else 446 else
412 sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); 447 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
413 return buf; 448 return buf;
414 } 449 }
415 } 450 }
416 } 451 }
417 452
418 int hash = ((unsigned int)tmp->count * 174364621) & 1023; 453 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
419 454
420 if (approx_range) 455 if (approx_range)
421 { 456 {
422 uint64 lo = (sint64)real_value - (approx_range * hash >> 10); 457 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
423 static char buf[MAX_BUF]; 458 static char buf[MAX_BUF];
424 459
425 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 460 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
426 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 461 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
427 462
428 return buf; 463 return buf;
429 } 464 }
430 } 465 }
431 466
432 return cost_string_from_value (real_value, 0); 467 return cost_string_from_value (real_value, 0);
433} 468}
434 469
435/* This function finds out how much money the player is carrying, 470/* This function finds out how much money the player is carrying,
436 * including what is in containers. 471 * including what is in containers.
437 */ 472 */
473sint64
438uint64 query_money(const object *op) { 474query_money (const object *op)
475{
439 object *tmp; 476 object *tmp;
440 uint64 total=0; 477 sint64 total = 0;
441 478
442 if (op->type!=PLAYER && op->type!=CONTAINER) { 479 if (op->type != PLAYER && op->type != CONTAINER)
480 {
443 LOG(llevError, "Query money called with non player/container\n"); 481 LOG (llevError, "Query money called with non player/container\n");
444 return 0; 482 return 0;
445 } 483 }
484
446 for (tmp = op->inv; tmp; tmp= tmp->below) { 485 for (tmp = op->inv; tmp; tmp = tmp->below)
447 if (tmp->type==MONEY) { 486 if (tmp->type == MONEY)
448 total += (uint64)tmp->nrof * (uint64)tmp->value; 487 total += tmp->nrof * (sint64)tmp->value;
449 } else if (tmp->type==CONTAINER && 488 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
450 QUERY_FLAG(tmp,FLAG_APPLIED) &&
451 (tmp->race==NULL || strstr(tmp->race,"gold"))) {
452 total += query_money(tmp); 489 total += query_money (tmp);
453 } 490
454 }
455 return total; 491 return total;
456} 492}
493
457/* TCHIZE: This function takes the amount of money from the 494/* TCHIZE: This function takes the amount of money from the
458 * the player inventory and from it's various pouches using the 495 * the player inventory and from it's various pouches using the
459 * pay_from_container function. 496 * pay_from_container function.
460 * returns 0 if not possible. 1 if success 497 * returns 0 if not possible. 1 if success
461 */ 498 */
499int
462int pay_for_amount(uint64 to_pay,object *pl) { 500pay_for_amount (sint64 to_pay, object *pl)
501{
463 object *pouch; 502 object *pouch;
464 503
465 if (to_pay==0) return 1; 504 if (to_pay == 0)
466 if (to_pay > query_money(pl)) return 0;
467
468 to_pay = pay_from_container(pl, pl, to_pay);
469
470 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
471 if (pouch->type == CONTAINER
472 && QUERY_FLAG(pouch, FLAG_APPLIED)
473 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
474 to_pay = pay_from_container(pl, pouch, to_pay);
475 }
476 }
477 fix_player(pl);
478 return 1; 505 return 1;
506
507 if (to_pay > query_money (pl))
508 return 0;
509
510 pay_from_container (pl, pl, to_pay);
511
512 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
513 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
514 pay_from_container (pl, pouch, to_pay);
515
516 fix_player (pl);
517 return 1;
479} 518}
480 519
481/* DAMN: This is now a wrapper for pay_from_container, which is 520/* DAMN: This is now a wrapper for pay_from_container, which is
482 * called for the player, then for each active container that can hold 521 * called for the player, then for each active container that can hold
483 * money until op is paid for. Change will be left wherever the last 522 * money until op is paid for. Change will be left wherever the last
484 * of the price was paid from. 523 * of the price was paid from.
485 */ 524 */
525int
486int pay_for_item(object *op,object *pl) { 526pay_for_item (object *op, object *pl)
527{
487 uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); 528 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
488 object *pouch; 529 object *pouch;
489 uint64 saved_money; 530 sint64 saved_money;
490 531
491 if (to_pay==0) return 1; 532 if (to_pay == 0)
492 if (to_pay>query_money(pl)) return 0;
493
494 /* We compare the paid price with the one for a player
495 * without bargaining skill.
496 * This determins the amount of exp (if any) gained for bargaining.
497 */
498 saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
499
500 if (saved_money > 0)
501 change_exp(pl,saved_money,"bargaining",SK_EXP_NONE);
502
503 to_pay = pay_from_container(pl, pl, to_pay);
504
505 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
506 if (pouch->type == CONTAINER
507 && QUERY_FLAG(pouch, FLAG_APPLIED)
508 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
509 to_pay = pay_from_container(pl, pouch, to_pay);
510 }
511 }
512 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
513 SET_FLAG(op, FLAG_WAS_WIZ);
514 fix_player(pl);
515 return 1; 533 return 1;
534
535 if (to_pay > query_money (pl))
536 return 0;
537
538 /* We compare the paid price with the one for a player
539 * without bargaining skill.
540 * This determins the amount of exp (if any) gained for bargaining.
541 */
542 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
543
544 if (saved_money > 0)
545 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
546
547 pay_from_container (pl, pl, to_pay);
548
549 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
550 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
551 pay_from_container (pl, pouch, to_pay);
552
553 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
554 SET_FLAG (op, FLAG_WAS_WIZ);
555
556 fix_player (pl);
557 return 1;
516} 558}
517 559
518/* This pays for the item, and takes the proper amount of money off 560/* This pays for the item, and takes the proper amount of money off
519 * the player. 561 * the player.
520 * CF 0.91.4 - this function is mostly redone in order to fix a bug 562 * CF 0.91.4 - this function is mostly redone in order to fix a bug
527 * 569 *
528 * pouch is the container (pouch or player) to remove the coins from. 570 * pouch is the container (pouch or player) to remove the coins from.
529 * to_pay is the required amount. 571 * to_pay is the required amount.
530 * returns the amount still missing after using "pouch". 572 * returns the amount still missing after using "pouch".
531 */ 573 */
574static void
532static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { 575pay_from_container (object *pl, object *pouch, sint64 &to_pay)
576{
533 int count, i; 577 int count, i;
534 sint64 remain; 578 object *tmp, *next;
535 object *tmp, *coin_objs[NUM_COINS], *next;
536 archetype *at; 579 archetype *at;
537 580
538 if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; 581 if (pouch->type != PLAYER && pouch->type != CONTAINER)
582 return;
539 583
540 remain = to_pay; 584 object *coin_objs[NUM_COINS] = { 0 };
541 for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL;
542 585
543 /* This hunk should remove all the money objects from the player/container */ 586 /* This hunk should remove all the money objects from the player/container */
544 for (tmp=pouch->inv; tmp; tmp=next) { 587 for (tmp = pouch->inv; tmp; tmp = next)
588 {
545 next = tmp->below; 589 next = tmp->below;
546 590
547 if (tmp->type == MONEY) { 591 if (tmp->type == MONEY)
592 {
548 for (i=0; i<NUM_COINS; i++) { 593 for (i = 0; i < NUM_COINS; i++)
549 if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && 594 {
550 (tmp->value == tmp->arch->clone.value) ) { 595 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
551 596 {
552 /* This should not happen, but if it does, just * 597 // This should not happen, but if it does, just merge the two.
553 * merge the two. */
554 if (coin_objs[i]!=NULL) { 598 if (coin_objs [i])
599 {
555 LOG(llevError,"%s has two money entries of (%s)\n", 600 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
556 pouch->name, coins[NUM_COINS-1-i]);
557 remove_ob(tmp); 601 remove_ob (tmp);
558 coin_objs[i]->nrof += tmp->nrof; 602 coin_objs[i]->nrof += tmp->nrof;
559 esrv_del_item(pl->contr, tmp->count); 603 esrv_del_item (pl->contr, tmp->count);
560 free_object(tmp); 604 free_object (tmp);
561 } 605 }
562 else { 606 else
607 {
563 remove_ob(tmp); 608 remove_ob (tmp);
609
610 if (pouch->type == PLAYER)
564 if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count); 611 esrv_del_item (pl->contr, tmp->count);
612
565 coin_objs[i] = tmp; 613 coin_objs[i] = tmp;
566 } 614 }
615
567 break; 616 break;
568 } 617 }
569 } 618 }
619
570 if (i==NUM_COINS) 620 if (i == NUM_COINS)
571 LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name); 621 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
572 } 622 }
573 } 623 }
574 624
575 /* Fill in any gaps in the coin_objs array - needed to make change. */ 625 /* Fill in any gaps in the coin_objs array - needed to make change. */
576 /* Note that the coin_objs array goes from least value to greatest value */ 626 /* Note that the coin_objs array goes from least value to greatest value */
577 for (i=0; i<NUM_COINS; i++) 627 for (i = 0; i < NUM_COINS; i++)
578 if (coin_objs[i]==NULL) { 628 if (!coin_objs[i])
629 {
579 at = find_archetype(coins[NUM_COINS-1-i]); 630 at = find_archetype (coins[NUM_COINS - 1 - i]);
631
632 if (at == NULL)
580 if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); 633 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
634
581 coin_objs[i] = arch_to_object (at); 635 coin_objs[i] = arch_to_object (at);
582 coin_objs[i]->nrof = 0; 636 coin_objs[i]->nrof = 0;
583 } 637 }
584 638
585 for (i=0; i<NUM_COINS; i++) { 639 for (i = 0; i < NUM_COINS; i++)
586 int num_coins; 640 {
641 object &coin = *coin_objs[i];
642 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
643 to_pay -= num_coins * coin.value;
587 644
588 if (coin_objs[i]->nrof*coin_objs[i]->value> remain) {
589 num_coins = remain / coin_objs[i]->value;
590 if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++;
591 } else {
592 num_coins = coin_objs[i]->nrof;
593 }
594 remain -= (sint64) num_coins * (sint64)coin_objs[i]->value;
595 coin_objs[i]->nrof -= num_coins; 645 coin.nrof -= num_coins;
596 /* Now start making change. Start at the coin value 646 /* Now start making change. Start at the coin value
597 * below the one we just did, and work down to 647 * below the one we just did, and work down to
598 * the lowest value. 648 * the lowest value.
599 */ 649 */
600 count=i-1; 650 count = i - 1;
651
601 while (remain<0 && count>=0) { 652 while (to_pay < 0 && count >= 0)
653 {
602 num_coins = -remain/ coin_objs[count]->value; 654 num_coins = (-to_pay) / coin_objs[count]->value;
603 coin_objs[count]->nrof += num_coins; 655 coin_objs[count]->nrof += num_coins;
604 remain += num_coins * coin_objs[count]->value; 656 to_pay += num_coins * coin_objs[count]->value;
605 count--; 657 count--;
606 } 658 }
607 } 659 }
660
608 for (i=0; i<NUM_COINS; i++) { 661 for (i = 0; i < NUM_COINS; i++)
662 {
609 if (coin_objs[i]->nrof) { 663 if (coin_objs[i]->nrof)
664 {
610 object *tmp = insert_ob_in_ob(coin_objs[i], pouch); 665 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
611 666
612 esrv_send_item(pl, tmp); 667 esrv_send_item (pl, tmp);
613 esrv_send_item (pl, pouch); 668 esrv_send_item (pl, pouch);
669
670 if (pl != pouch)
614 if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch); 671 esrv_update_item (UPD_WEIGHT, pl, pouch);
672
615 if (pl->type != PLAYER) { 673 if (pl->type != PLAYER)
616 esrv_send_item (pl, pl); 674 esrv_send_item (pl, pl);
617 } 675 }
618 } else { 676 else
619 free_object(coin_objs[i]); 677 free_object (coin_objs[i]);
620 }
621 } 678 }
622 return(remain);
623} 679}
624 680
625/* Checks all unpaid items in op's inventory, adds up all the money they 681/* Checks all unpaid items in op's inventory, adds up all the money they
626 * have, and checks that they can actually afford what they want to buy. 682 * have, and checks that they can actually afford what they want to buy.
627 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 683 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
628 * to the player 684 * to the player
629 */ 685 */
630 686int
631int can_pay(object *pl) { 687can_pay (object *pl)
688{
632 int unpaid_count = 0, i; 689 int unpaid_count = 0;
633 uint64 unpaid_price = 0; 690 sint64 unpaid_price = 0;
634 uint64 player_wealth = query_money(pl); 691 sint64 player_wealth = query_money (pl);
635 object *item; 692 object *item;
636 uint32 coincount[NUM_COINS]; 693
637 if (!pl || pl->type != PLAYER) { 694 if (!pl || pl->type != PLAYER)
695 {
638 LOG(llevError, "can_pay(): called against something that isn't a player\n"); 696 LOG (llevError, "can_pay(): called against something that isn't a player\n");
639 return 0; 697 return 0;
640 } 698 }
641 for (i=0; i< NUM_COINS; i++) coincount[i] = 0; 699
642 for (item = pl->inv;item;) { 700 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
643 if QUERY_FLAG(item, FLAG_UNPAID) { 701 if (QUERY_FLAG (item, FLAG_UNPAID))
702 {
644 unpaid_count++; 703 unpaid_count++;
645 unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); 704 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
646 } 705 }
647 /* merely converting the player's monetary wealth won't do, if we did that, 706
648 * we could print the wrong numbers for the coins, so we count the money instead
649 */
650 for (i=0; i< NUM_COINS; i++)
651 if (!strcmp(coins[i], item->arch->name))
652 coincount[i] += item->nrof;
653 if (item->inv) item = item->inv;
654 else if (item->below) item = item->below;
655 else if (item->env && item->env != pl && item->env->below) item = item->env->below;
656 else item = NULL;
657 }
658 if (unpaid_price > player_wealth) { 707 if (unpaid_price > player_wealth)
659 char buf[MAX_BUF], coinbuf[MAX_BUF]; 708 {
660 int denominations = 0; 709 char buf[MAX_BUF];
661 int has_coins = NUM_COINS;
662 char cost[MAX_BUF]; 710 char cost[MAX_BUF];
663 char missing[MAX_BUF]; 711 char missing[MAX_BUF];
664 712
665 sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0)); 713 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
666 sprintf(missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 714 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
667 715
668 sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 716 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
669 unpaid_count, cost, missing); 717 unpaid_count, cost, missing);
670 new_draw_info(NDI_UNIQUE, 0, pl, buf); 718 new_draw_info (NDI_UNIQUE, 0, pl, buf);
719
671 return 0; 720 return 0;
672 } 721 }
722 else
673 else return 1; 723 return 1;
674} 724}
675
676 725
677/* Better get_payment, descends containers looking for 726/* Better get_payment, descends containers looking for
678 * unpaid items, and pays for them. 727 * unpaid items, and pays for them.
679 * returns 0 if the player still has unpaid items. 728 * returns 0 if the player still has unpaid items.
680 * returns 1 if the player has paid for everything. 729 * returns 1 if the player has paid for everything.
681 * pl is the player buying the stuff. 730 * pl is the player buying the stuff.
682 * op is the object we are examining. If op has
683 * and inventory, we examine that. IF there are objects
684 * below op, we descend down.
685 */ 731 */
686int get_payment(object *pl, object *op) { 732int
733get_payment (object *pl)
734{
735 for (;;)
736 {
737 next_item:
738
739 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
740 {
741 if (QUERY_FLAG (op, FLAG_UNPAID))
742 {
687 char buf[MAX_BUF]; 743 char buf[MAX_BUF];
688 int ret=1; 744 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
689 745
690 if (op!=NULL&&op->inv)
691 ret = get_payment(pl, op->inv);
692
693 if (!ret)
694 return 0;
695
696 if (op!=NULL&&op->below)
697 ret = get_payment (pl, op->below);
698
699 if (!ret)
700 return 0;
701
702 if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) {
703 strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF);
704 buf[MAX_BUF-1] = '\0';
705 if(!pay_for_item(op,pl)) { 746 if (!pay_for_item (op, pl))
747 {
706 uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); 748 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
749
707 CLEAR_FLAG(op, FLAG_UNPAID); 750 CLEAR_FLAG (op, FLAG_UNPAID);
708 new_draw_info_format(NDI_UNIQUE, 0, pl, 751 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
709 "You lack %s to buy %s.", cost_string_from_value (i, 0),
710 query_name(op));
711 SET_FLAG(op, FLAG_UNPAID); 752 SET_FLAG (op, FLAG_UNPAID);
712 return 0; 753 return 0;
713 } else {
714 object *tmp;
715 tag_t c = op->count;
716
717 CLEAR_FLAG(op, FLAG_UNPAID);
718 CLEAR_FLAG(op, FLAG_PLAYER_SOLD);
719 new_draw_info_format(NDI_UNIQUE, 0, op,
720 "You paid %s for %s.",buf,query_name(op));
721 tmp=merge_ob(op,NULL);
722 if (pl->type == PLAYER) {
723 if (tmp) { /* it was merged */
724 esrv_del_item (pl->contr, c);
725 op = tmp;
726 } 754 }
755 else
756 {
757 object *tmp;
758 tag_t c = op->count;
759
760 CLEAR_FLAG (op, FLAG_UNPAID);
761 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
762 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
763 tmp = merge_ob (op, NULL);
764
765 if (pl->type == PLAYER)
766 {
767 if (tmp)
768 { /* it was merged */
769 esrv_del_item (pl->contr, c);
770 op = tmp;
771 }
772
727 esrv_send_item(pl, op); 773 esrv_send_item (pl, op);
774 }
775
776 goto next_item;
777 }
728 } 778 }
729 } 779 }
730 } 780
731 return 1; 781 return 1;
782 }
732} 783}
733 784
734/* written by elmex: 785/* written by elmex:
735 * moved this code from sell_item () here to have a function 786 * moved this code from sell_item () here to have a function
736 * that pays the player an amount. Mainly put the code here to 787 * that pays the player an amount. Mainly put the code here to
740 * in his inventory anyway. This is the best alternative to not pay any money 791 * in his inventory anyway. This is the best alternative to not pay any money
741 * or put it on the ground under the player. This way the player can still 792 * or put it on the ground under the player. This way the player can still
742 * go somewhere and unload the money at a safe place. 793 * go somewhere and unload the money at a safe place.
743 * 794 *
744 */ 795 */
796void
745void pay_player (object *pl, uint64 amount) { 797pay_player (object *pl, sint64 amount)
798{
746 int count = 0; 799 int count = 0;
747 archetype *at = 0; 800 archetype *at = 0;
748 object *pouch = 0, *tmp = 0; 801 object *pouch = 0, *tmp = 0;
749 802
750 for (count = 0; coins[count] != NULL; count++) 803 for (count = 0; coins[count] != NULL; count++)
751 { 804 {
752 at = find_archetype (coins[count]); 805 at = find_archetype (coins[count]);
753 806
754 if (at == NULL) 807 if (at == NULL)
755 LOG(llevError, "Could not find %s archetype\n", coins[count]); 808 LOG (llevError, "Could not find %s archetype\n", coins[count]);
756 else if ((amount / at->clone.value) > 0) 809 else if ((amount / at->clone.value) > 0)
757 { 810 {
758 for (pouch=pl->inv; pouch; pouch=pouch->below) 811 for (pouch = pl->inv; pouch; pouch = pouch->below)
759 { 812 {
760 if (pouch->type == CONTAINER 813 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
761 && QUERY_FLAG (pouch, FLAG_APPLIED)
762 && pouch->race
763 && strstr (pouch->race, "gold"))
764 { 814 {
765 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 815 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
766 int n = amount / at->clone.value; 816 int n = amount / at->clone.value;
767 817
768 if (w == 0) 818 if (w == 0)
769 w = 1; /* Prevent divide by zero */ 819 w = 1; /* Prevent divide by zero */
770 820
771 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 821 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
772 { 822 {
773 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 823 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
774 n = (pouch->weight_limit - pouch->carrying) / w; 824 n = (pouch->weight_limit - pouch->carrying) / w;
775 825
776 tmp = arch_to_object (at); 826 tmp = arch_to_object (at);
777 tmp->nrof = n; 827 tmp->nrof = n;
778 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 828 amount -= tmp->nrof * tmp->value;
779 tmp = insert_ob_in_ob (tmp, pouch); 829 tmp = insert_ob_in_ob (tmp, pouch);
780 esrv_send_item (pl, tmp); 830 esrv_send_item (pl, tmp);
781 esrv_send_item (pl, pouch); 831 esrv_send_item (pl, pouch);
782 esrv_update_item (UPD_WEIGHT, pl, pouch); 832 esrv_update_item (UPD_WEIGHT, pl, pouch);
783 esrv_send_item (pl, pl); 833 esrv_send_item (pl, pl);
787 837
788 if (amount / at->clone.value > 0) 838 if (amount / at->clone.value > 0)
789 { 839 {
790 tmp = arch_to_object (at); 840 tmp = arch_to_object (at);
791 tmp->nrof = amount / tmp->value; 841 tmp->nrof = amount / tmp->value;
792 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 842 amount -= tmp->nrof * tmp->value;
793 tmp = insert_ob_in_ob (tmp, pl); 843 tmp = insert_ob_in_ob (tmp, pl);
794 esrv_send_item (pl, tmp); 844 esrv_send_item (pl, tmp);
795 esrv_send_item (pl, pl); 845 esrv_send_item (pl, pl);
796 } 846 }
797 } 847 }
798 } 848 }
799 849
800 if (amount != 0) 850 if (amount != 0)
801#ifndef WIN32 851#ifndef WIN32
802 LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount); 852 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
803#else 853#else
804 LOG (llevError,"Warning - payment in pay_player () not zero: %I64u\n", amount); 854 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
805#endif 855#endif
806} 856}
807 857
808/* elmex: this is for the bank plugin :( */ 858/* elmex: this is for the bank plugin :( */
859sint64
809uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { 860pay_player_arch (object *pl, const char *arch, sint64 amount)
861{
810 archetype *at = find_archetype (arch); 862 archetype *at = find_archetype (arch);
811 object *tmp = NULL; 863 object *tmp = NULL;
812 864
813 if (at == NULL) 865 if (at == NULL)
814 return 0; 866 return 0;
830 * buy item. 882 * buy item.
831 * 883 *
832 * Modified to fill available race: gold containers before dumping 884 * Modified to fill available race: gold containers before dumping
833 * remaining coins in character's inventory. 885 * remaining coins in character's inventory.
834 */ 886 */
887void
835void sell_item(object *op, object *pl) { 888sell_item (object *op, object *pl)
889{
836 uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain; 890 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
837 891
838 if(pl==NULL || pl->type != PLAYER) 892 if (pl == NULL || pl->type != PLAYER)
839 { 893 {
840 LOG(llevDebug,"Object other than player tried to sell something.\n"); 894 LOG (llevDebug, "Object other than player tried to sell something.\n");
841 return; 895 return;
842 } 896 }
843 897
844 if(op->custom_name) 898 op->custom_name = 0;
845 FREE_AND_CLEAR_STR (op->custom_name);
846 899
847 if(!amount) 900 if (!amount)
848 { 901 {
849 new_draw_info_format (NDI_UNIQUE, 0, pl, 902 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
850 "We're not interested in %s.", query_name (op));
851 903
852 /* Even if the character doesn't get anything for it, it may still be 904 /* Even if the character doesn't get anything for it, it may still be
853 * worth something. If so, make it unpaid 905 * worth something. If so, make it unpaid
854 */ 906 */
855 if (op->value) 907 if (op->value)
856 { 908 {
857 SET_FLAG(op, FLAG_UNPAID); 909 SET_FLAG (op, FLAG_UNPAID);
858 SET_FLAG(op, FLAG_PLAYER_SOLD); 910 SET_FLAG (op, FLAG_PLAYER_SOLD);
859 } 911 }
860 912
861 identify (op); 913 identify (op);
862 return; 914 return;
863 } 915 }
868 * exp/10 -> 1 for each gold coin 920 * exp/10 -> 1 for each gold coin
869 */ 921 */
870 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 922 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
871 923
872 if (extra_gain > 0) 924 if (extra_gain > 0)
873 change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 925 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
874 926
875 pay_player (pl, amount); 927 pay_player (pl, amount);
876 928
877 new_draw_info_format (NDI_UNIQUE, 0, pl, 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));
878 "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP),
879 query_name (op));
880 930
881 SET_FLAG (op, FLAG_UNPAID); 931 SET_FLAG (op, FLAG_UNPAID);
882 identify (op); 932 identify (op);
883} 933}
884 934
886/* returns a double that is the ratio of the price that a shop will offer for 936/* returns a double that is the ratio of the price that a shop will offer for
887 * item based on the shops specialisation. Does not take account of greed, 937 * item based on the shops specialisation. Does not take account of greed,
888 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 938 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
889 * event is never less than 0.1 (calling functions divide by it) 939 * event is never less than 0.1 (calling functions divide by it)
890 */ 940 */
941static double
891static double shop_specialisation_ratio(const object *item, const mapstruct *map) { 942shop_specialisation_ratio (const object *item, const mapstruct *map)
943{
892 shopitems *items=map->shopitems; 944 shopitems *items = map->shopitems;
893 double ratio = SPECIALISATION_EFFECT, likedness=0.001; 945 double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
894 int i; 946 int i;
895 947
896 if (item==NULL) { 948 if (item == NULL)
949 {
897 LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 950 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
898 return 0; 951 return 0;
899 } 952 }
953
900 if (!item->type) { 954 if (!item->type)
955 {
901 LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 956 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
902 /* 957 /*
903 * I'm not really sure what the /right/ thing to do here is, these types of 958 * I'm not really sure what the /right/ thing to do here is, these types of
904 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 959 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
905 */ 960 */
906 return ratio; 961 return ratio;
907 } 962 }
963
908 if (map->shopitems) { 964 if (map->shopitems)
965 {
909 for (i=0; i<items[0].index; i++) 966 for (i = 0; i < items[0].index; i++)
910 if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) 967 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
911 likedness = items[i].strength/100.0; 968 likedness = items[i].strength / 100.0;
912 } 969 }
913 if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ 970
971 if (likedness > 1.0)
972 { /* someone has been rather silly with the map headers. */
914 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", 973 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
915 item->type, map->path);
916 likedness = 1.0; 974 likedness = 1.0;
917 } 975 }
976
918 if (likedness < -1.0) { 977 if (likedness < -1.0)
978 {
919 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", 979 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
920 item->type, map->path);
921 likedness = -1.0; 980 likedness = -1.0;
922 } 981 }
982
923 ratio = ratio + (1.0-ratio) * likedness; 983 ratio = ratio + (1.0 - ratio) * likedness;
924 if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ 984
985 if (ratio <= 0.1)
986 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
987
925 return ratio; 988 return ratio;
926} 989}
927 990
928/*returns the greed of the shop on map, or 1 if it isn't specified. */ 991/*returns the greed of the shop on map, or 1 if it isn't specified. */
992static double
929static double shop_greed(const mapstruct *map) { 993shop_greed (const mapstruct *map)
994{
930 double greed=1.0; 995 double greed = 1.0;
996
931 if (map->shopgreed) 997 if (map->shopgreed)
932 return map->shopgreed; 998 return map->shopgreed;
933 return greed; 999 return greed;
934} 1000}
935 1001
936/* Returns a double based on how much the shopkeeper approves of the player. 1002/* Returns a double based on how much the shopkeeper approves of the player.
937 * this is based on the race of the shopkeeper and that of the player. 1003 * this is based on the race of the shopkeeper and that of the player.
938 */ 1004 */
1005double
939double shopkeeper_approval(const mapstruct *map, const object *player) { 1006shopkeeper_approval (const mapstruct *map, const object *player)
1007{
940 double approval=1.0; 1008 double approval = 1.0;
941 1009
942 if (map->shoprace) { 1010 if (map->shoprace)
1011 {
943 approval=NEUTRAL_RATIO; 1012 approval = NEUTRAL_RATIO;
944 if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0; 1013 if (player->race && !strcmp (player->race, map->shoprace))
1014 approval = 1.0;
945 } 1015 }
1016
946 return approval; 1017 return approval;
947} 1018}
948 1019
949/* limit the value of items based on the wealth of the shop. If the item is close 1020/* limit the value of items based on the wealth of the shop. If the item is close
950 * to the maximum value a shop will offer, we start to reduce it, if the item is 1021 * to the maximum value a shop will offer, we start to reduce it, if the item is
951 * below the minimum value the shop is prepared to trade in, then we don't 1022 * below the minimum value the shop is prepared to trade in, then we don't
952 * want it and offer nothing. If it isn't a shop, check whether we should do generic 1023 * want it and offer nothing. If it isn't a shop, check whether we should do generic
953 * value reduction. 1024 * value reduction.
954 * 1025 *
955 */ 1026 */
1027static sint64
956static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { 1028value_limit (sint64 val, int quantity, const object *who, int isshop)
1029{
957 uint64 newval, unit_price, tmpshopmax; 1030 sint64 newval, unit_price, tmpshopmax;
958 mapstruct *map; 1031 mapstruct *map;
959 1032
960 unit_price = val / quantity; 1033 unit_price = val / quantity;
961 1034
962 if (!isshop || !who) 1035 if (!isshop || !who)
963 { 1036 {
964 if (unit_price > 250000) 1037 if (unit_price > 250000)
965 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 1038 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
966 else 1039 else
967 newval = unit_price; 1040 newval = unit_price;
968 } 1041 }
969 else 1042 else
970 { 1043 {
971 if (!who->map) 1044 if (!who->map)
972 { 1045 {
973 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); 1046 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
974 return val; 1047 return val;
975 } 1048 }
976 1049
977 map = who->map; 1050 map = who->map;
978 1051
979 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 1052 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
980 1053
981 if (map->shopmin && unit_price < map->shopmin) 1054 if (map->shopmin && unit_price < map->shopmin)
982 return 0; 1055 return 0;
983 else if (unit_price > tmpshopmax / 2) 1056 else if (unit_price > tmpshopmax / 2)
984 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 1057 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
985 else 1058 else
986 newval=unit_price; 1059 newval = unit_price;
987 } 1060 }
988 1061
989 newval *= quantity; 1062 newval *= quantity;
990 1063
991 return newval; 1064 return newval;
992} 1065}
993 1066
994/* gives a desciption of the shop on their current map to the player op. */ 1067/* gives a desciption of the shop on their current map to the player op. */
1068int
995int describe_shop(const object *op) { 1069describe_shop (const object *op)
1070{
996 mapstruct *map = op->map; 1071 mapstruct *map = op->map;
1072
997 /*shopitems *items=map->shopitems;*/ 1073 /*shopitems *items=map->shopitems; */
998 int pos=0, i; 1074 int pos = 0, i;
999 double opinion=0; 1075 double opinion = 0;
1000 char tmp[MAX_BUF]="\0"; 1076 char tmp[MAX_BUF] = "\0";
1077
1001 if (op->type != PLAYER) return 0; 1078 if (op->type != PLAYER)
1079 return 0;
1002 1080
1003 /*check if there is a shop specified for this map */ 1081 /*check if there is a shop specified for this map */
1004 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { 1082 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1083 {
1005 new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); 1084 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1085
1006 if (map->shopitems) { 1086 if (map->shopitems)
1007 for (i=0; i < map->shopitems[0].index; i++) { 1087 for (i = 0; i < map->shopitems[0].index; i++)
1008 if (map->shopitems[i].name && map->shopitems[i].strength > 10) { 1088 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1089 {
1009 snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); 1090 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1010 pos += strlen(tmp+pos); 1091 pos += strlen (tmp + pos);
1011 }
1012 } 1092 }
1013 } 1093
1094 if (!pos)
1014 if (!pos) strcat(tmp, "a little of everything."); 1095 strcat (tmp, "a little of everything.");
1015 1096
1016 /* format the string into a list */ 1097 /* format the string into a list */
1017 make_list_like(tmp); 1098 make_list_like (tmp);
1018 new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); 1099 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1019 1100
1020 if (map->shopmax) 1101 if (map->shopmax)
1021 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", 1102 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1022 cost_string_from_value(map->shopmax, 0)); 1103
1023 if (map->shopmin) 1104 if (map->shopmin)
1024 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", 1105 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0));
1025 cost_string_from_value(map->shopmin, 0)); 1106
1026 if (map->shopgreed) { 1107 if (map->shopgreed)
1108 {
1027 if (map->shopgreed >2.0) 1109 if (map->shopgreed > 2.0)
1028 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); 1110 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1029 else if (map->shopgreed >1.5) 1111 else if (map->shopgreed > 1.5)
1030 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); 1112 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1031 else if (map->shopgreed >1.1) 1113 else if (map->shopgreed > 1.1)
1032 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1033 else if (map->shopgreed <0.9) 1115 else if (map->shopgreed < 0.9)
1034 new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); 1116 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1035 } 1117 }
1118
1036 if (map->shoprace) { 1119 if (map->shoprace)
1120 {
1037 opinion=shopkeeper_approval(map, op); 1121 opinion = shopkeeper_approval (map, op);
1038 if (opinion > 0.8) 1122 if (opinion > 0.8)
1039 new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); 1123 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1040 else if (opinion > 0.5) 1124 else if (opinion > 0.5)
1041 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); 1125 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1042 else 1126 else
1043 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); 1127 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1044 } 1128 }
1045 } 1129 }
1130 else
1046 else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); 1131 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1047 1132
1048 return 1; 1133 return 1;
1049} 1134}
1050typedef struct shopinv { 1135
1136struct shopinv
1137{
1051 char *item_sort; 1138 char *item_sort;
1052 char *item_real; 1139 char *item_real;
1053 uint16 type; 1140 uint16 type;
1054 uint32 nrof; 1141 uint32 nrof;
1055} shopinv; 1142};
1056 1143
1057/* There are a lot fo extra casts in here just to suppress warnings - it 1144/* There are a lot fo extra casts in here just to suppress warnings - it
1058 * makes it look uglier than it really it. 1145 * makes it look uglier than it really it.
1059 * The format of the strings we get is type:name. So we first want to 1146 * The format of the strings we get is type:name. So we first want to
1060 * sort by type (numerical) - if the same type, then sort by name. 1147 * sort by type (numerical) - if the same type, then sort by name.
1061 */ 1148 */
1149static int
1062static int shop_sort(const void *a1, const void *a2) 1150shop_sort (const void *a1, const void *a2)
1063{ 1151{
1064 shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; 1152 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1065 1153
1066 if (s1->type<s2->type) return -1; 1154 if (s1->type < s2->type)
1155 return -1;
1067 if (s1->type>s2->type) return 1; 1156 if (s1->type > s2->type)
1157 return 1;
1158
1068 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1159 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1069 * via alphabetical order 1160 * via alphabetical order
1070 */ 1161 */
1071 return strcasecmp(s1->item_sort, s2->item_sort); 1162 return strcasecmp (s1->item_sort, s2->item_sort);
1072} 1163}
1073 1164
1165static void
1074static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) 1166add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1075{ 1167{
1076#if 0 1168#if 0
1077 char buf[MAX_BUF]; 1169 char buf[MAX_BUF];
1078#endif 1170#endif
1079 /* clear unpaid flag so that doesn't come up in query 1171 /* clear unpaid flag so that doesn't come up in query
1080 * string. We clear nrof so that we can better sort 1172 * string. We clear nrof so that we can better sort
1081 * the object names. 1173 * the object names.
1082 */ 1174 */
1083 1175
1084 CLEAR_FLAG(tmp, FLAG_UNPAID); 1176 CLEAR_FLAG (tmp, FLAG_UNPAID);
1085 items[*numitems].nrof=tmp->nrof; 1177 items[*numitems].nrof = tmp->nrof;
1086 /* Non mergable items have nrof of 0, but count them as one 1178 /* Non mergable items have nrof of 0, but count them as one
1087 * so the display is properly. 1179 * so the display is properly.
1088 */ 1180 */
1089 if (tmp->nrof == 0) items[*numitems].nrof++; 1181 if (tmp->nrof == 0)
1182 items[*numitems].nrof++;
1090 items[*numitems].type=tmp->type; 1183 items[*numitems].type = tmp->type;
1091 1184
1092 switch (tmp->type) { 1185 switch (tmp->type)
1186 {
1093#if 0 1187#if 0
1094 case BOOTS: 1188 case BOOTS:
1095 case GLOVES: 1189 case GLOVES:
1096 case RING: 1190 case RING:
1097 case AMULET: 1191 case AMULET:
1098 case BRACERS: 1192 case BRACERS:
1099 case GIRDLE: 1193 case GIRDLE:
1100 sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); 1194 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1101 items[*numitems].item_sort = strdup_local(buf); 1195 items[*numitems].item_sort = strdup_local (buf);
1102 sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); 1196 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1103 items[*numitems].item_real = strdup_local(buf); 1197 items[*numitems].item_real = strdup_local (buf);
1104 (*numitems)++; 1198 (*numitems)++;
1105 break; 1199 break;
1106#endif 1200#endif
1107 1201
1108 default: 1202 default:
1109 items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); 1203 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0));
1110 items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); 1204 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1));
1111 (*numitems)++; 1205 (*numitems)++;
1112 break; 1206 break;
1113 } 1207 }
1114 SET_FLAG(tmp, FLAG_UNPAID); 1208 SET_FLAG (tmp, FLAG_UNPAID);
1115} 1209}
1116 1210
1211void
1117void shop_listing(object *op) 1212shop_listing (object *op)
1118{ 1213{
1119 int i,j,numitems=0,numallocated=0, nx, ny; 1214 int i, j, numitems = 0, numallocated = 0, nx, ny;
1120 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); 1215 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1121 object *stack; 1216 object *stack;
1122 shopinv *items; 1217 shopinv *items;
1123 1218
1124 /* Should never happen, but just in case a monster does apply a sign */ 1219 /* Should never happen, but just in case a monster does apply a sign */
1125 if (op->type!=PLAYER) return; 1220 if (op->type != PLAYER)
1221 return;
1126 1222
1127 new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1223 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1128 1224
1129 magic_mapping_mark(op, map_mark, 3); 1225 magic_mapping_mark (op, map_mark, 3);
1130 items=(shopinv*)malloc(40*sizeof(shopinv)); 1226 items = (shopinv *) malloc (40 * sizeof (shopinv));
1131 numallocated=40; 1227 numallocated = 40;
1132 1228
1133 /* Find all the appropriate items */ 1229 /* Find all the appropriate items */
1134 for (i=0; i<MAP_WIDTH(op->map); i++) { 1230 for (i = 0; i < MAP_WIDTH (op->map); i++)
1231 {
1135 for (j=0; j<MAP_HEIGHT(op->map); j++) { 1232 for (j = 0; j < MAP_HEIGHT (op->map); j++)
1233 {
1136 /* magic map code now centers the map on the object at MAGIC_MAP_HALF. 1234 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1137 * 1235 *
1138 */ 1236 */
1139 nx = i - op->x + MAGIC_MAP_HALF; 1237 nx = i - op->x + MAGIC_MAP_HALF;
1140 ny = j - op->y + MAGIC_MAP_HALF; 1238 ny = j - op->y + MAGIC_MAP_HALF;
1141 /* unlikely, but really big shops could run into this issue */ 1239 /* unlikely, but really big shops could run into this issue */
1142 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue; 1240 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1241 continue;
1143 1242
1144 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { 1243 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1244 {
1145 stack =get_map_ob(op->map,i,j); 1245 stack = get_map_ob (op->map, i, j);
1146 1246
1147 while (stack) { 1247 while (stack)
1248 {
1148 if (QUERY_FLAG(stack, FLAG_UNPAID)) { 1249 if (QUERY_FLAG (stack, FLAG_UNPAID))
1250 {
1149 if (numitems==numallocated) { 1251 if (numitems == numallocated)
1252 {
1150 items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10)); 1253 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1151 numallocated+=10; 1254 numallocated += 10;
1152 } 1255 }
1153 add_shop_item(stack, items, &numitems, &numallocated); 1256 add_shop_item (stack, items, &numitems, &numallocated);
1154 } 1257 }
1155 stack = stack->above; 1258 stack = stack->above;
1156 } 1259 }
1157 } 1260 }
1158 } 1261 }
1159 } 1262 }
1263
1160 free(map_mark); 1264 free (map_mark);
1265
1161 if (numitems == 0) { 1266 if (numitems == 0)
1267 {
1162 new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1268 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1163 free(items); 1269 free (items);
1164 return; 1270 return;
1165 } 1271 }
1272
1166 qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort); 1273 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1167 1274
1168 for (i=0; i<numitems; i++) { 1275 for (i = 0; i < numitems; i++)
1276 {
1169 /* Collapse items of the same name together */ 1277 /* Collapse items of the same name together */
1170 if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { 1278 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1279 {
1171 items[i+1].nrof += items[i].nrof; 1280 items[i + 1].nrof += items[i].nrof;
1172 free(items[i].item_sort); 1281 free (items[i].item_sort);
1173 free(items[i].item_real); 1282 free (items[i].item_real);
1283 }
1174 } else { 1284 else
1285 {
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s", 1286 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1176 items[i].nrof? items[i].nrof:1,
1177 items[i].nrof==1?items[i].item_sort: items[i].item_real); 1287 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1178 free(items[i].item_sort); 1288 free (items[i].item_sort);
1179 free(items[i].item_real); 1289 free (items[i].item_real);
1180 } 1290 }
1181 } 1291 }
1182 free(items); 1292 free (items);
1183} 1293}
1294
1295/* elmex: this function checks whether the object is in a shop */
1296bool
1297is_in_shop (object *o)
1298{
1299 if (!o->map)
1300 return false;
1301
1302 return is_in_shop (o->map, o->x, o->y);
1303}
1304
1305/* elmex: this function checks whether we are in a shop or not */
1306bool
1307is_in_shop (mapstruct *map, int x, int y)
1308{
1309 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1310 if (floor->type == SHOP_FLOOR)
1311 return true;
1312
1313 return false;
1314}

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