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Revision 1.14 by root, Tue Sep 12 19:20:08 2006 UTC vs.
Revision 1.81 by root, Wed Apr 28 19:20:48 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * 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 Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <spells.h> 26#include <spells.h>
32#include <skills.h> 27#include <skills.h>
33#include <living.h> 28#include <living.h>
34#include <newclient.h>
35#ifndef __CEXTRACT__
36# include <sproto.h> 29#include <sproto.h>
37#endif
38#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
86 74
87sint64 75sint64
88query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
89{ 77{
90 double val; 78 double val;
91 int number; /* used to better calculate value */
92 int no_bargain; 79 int no_bargain;
93 int identified; 80 int identified;
94 int not_cursed; 81 int not_cursed;
95 int approximate; 82 int approximate;
96 int shop; 83 int shop;
103 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
104 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
105 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
106 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 93 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
107 94
95 int number = tmp->number_of ();
96
108 if (tmp->type == MONEY) 97 if (tmp->type == MONEY)
109 return tmp->nrof * tmp->value; 98 return number * tmp->value;
110 99
111 if (tmp->type == GEM) 100 if (tmp->type == GEM)
112 { 101 {
113 if (flag == F_TRUE) 102 if (flag == F_TRUE)
114 return (tmp->nrof * tmp->value); 103 return number * tmp->value;
115 104
116 if (flag == F_BUY) 105 if (flag == F_BUY)
117 return (sint64) (1.03 * tmp->nrof * tmp->value); 106 return 1.03 * number * tmp->value;
118 107
119 if (flag == F_SELL) 108 if (flag == F_SELL)
120 return (sint64) (0.97 * tmp->nrof * tmp->value); 109 return 0.97 * number * tmp->value;
121 110
122 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 111 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
123 return 0; 112 return 0;
124 } 113 }
125 114
126 number = tmp->nrof;
127 if (number == 0)
128 number = 1;
129 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
130 { 116 {
131 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 117 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
132 return 0; 118 return 0;
133 else 119 else
134 val = tmp->value * number; 120 val = number * tmp->value;
135 } 121 }
136 /* This area deals with objects that are not identified, but can be */ 122 /* This area deals with objects that are not identified, but can be */
137 else 123 else
138 { 124 {
139 if (tmp->arch != NULL)
140 {
141 if (flag == F_BUY) 125 if (flag == F_BUY)
126 {
127 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
128 val = tmp->arch->value * 50 * number;
129 }
130 else
131 { /* Trying to sell something, or get true value */
132 if (tmp->type == POTION)
133 val = number * 40; /* Don't want to give anything away */
134 else
142 { 135 {
143 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
144 val = tmp->arch->clone.value * 50 * number; 137 * unknown objects
138 */
139 if (tmp->flag [FLAG_BEEN_APPLIED])
140 val = number * tmp->arch->value * 2 / 3;
141 else
142 val = number * tmp->arch->value / 3;
145 } 143 }
146 else
147 { /* Trying to sell something, or get true value */
148 if (tmp->type == POTION)
149 val = number * 40; /* Don't want to give anything away */
150 else
151 {
152 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
153 * unknown objects
154 */
155 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
156 val = number * tmp->arch->clone.value * 2 / 3;
157 else
158 val = number * tmp->arch->clone.value / 3;
159 }
160 }
161 }
162 else
163 { /* No archetype with this object */
164 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
165 if (flag == F_BUY)
166 {
167 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
168 val = number * tmp->value * 10;
169 }
170 else
171 val = number * tmp->value / 5;
172 } 144 }
173 } 145 }
174 146
175 /* If the item has been applied or identifed or does not need to be 147 /* 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 148 * identified, AND the object is magical and the archetype is non
177 * magical, then change values accordingly. The tmp->arch==NULL is 149 * magical, then change values accordingly. The tmp->arch==NULL is
178 * really just a check to prevent core dumps for when it checks 150 * really just a check to prevent core dumps for when it checks
179 * tmp->arch->clone.magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
180 * magic is to not give extra money for archetypes that are by 152 * magic is to not give extra money for archetypes that are by
181 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
182 * already figured in that value. 154 * already figured in that value.
183 */ 155 */
184 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 156 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
185 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 157 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
186 { 158 {
187 if (tmp->magic > 0) 159 if (tmp->magic > 0)
188 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
189 else 161 else
190 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
191 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
192 */ 164 */
193 val /= (1 - tmp->magic); 165 val /= 1 - tmp->magic;
194 } 166 }
195 167
196 if (tmp->type == WAND) 168 if (tmp->type == WAND)
197 { 169 {
198 /* Value of the wand is multiplied by the number of 170 /* Value of the wand is multiplied by the number of
199 * charges. the treasure code already sets up the value 171 * charges. the treasure code already sets up the value
200 * 50 charges is used as the baseline. 172 * 50 charges is used as the baseline.
201 */ 173 */
202 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
203 val = (val * tmp->stats.food) / 50; 175 val *= tmp->stats.food / 50;
204 else /* if not identified, presume one charge */ 176 else /* if not identified, presume one charge */
205 val /= 50; 177 val /= 50;
206 } 178 }
207 179
208 /* Limit amount of money you can get for really great items. */ 180 /* Limit amount of money you can get for really great items. */
209 if (flag == F_SELL) 181 if (flag == F_SELL)
210 val = value_limit ((sint64) val, number, who, shop); 182 val = value_limit (val, number, who, shop);
211 183
212 // use a nonlinear price adjustment. as my predecessor said, don't change 184 // use a nonlinear price adjustment. as my predecessor said, don't change
213 // the archetypes, its work required for balancing, and we don't care. 185 // the archetypes, its work required for balancing, and we don't care.
214 //val = pow (val, 1.05); 186 //val = pow (val, 1.05);
215 187
218 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
219 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
220 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
221 */ 193 */
222 194
223 if (who != NULL && who->type == PLAYER) 195 if (who && who->type == PLAYER)
224 { 196 {
225 int lev_bargain = 0; 197 int lev_bargain = 0;
226 int lev_identify = 0; 198 int lev_identify = 0;
227 int idskill1 = 0;
228 int idskill2 = 0;
229 const typedata *tmptype;
230
231 tmptype = get_typedata (tmp->type);
232 199
233 if (find_skill_by_number (who, SK_BARGAINING)) 200 if (find_skill_by_number (who, SK_BARGAINING))
234 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
235 202
236 if (tmptype) 203 if (const typedata *tmptype = get_typedata (tmp->type))
237 { 204 {
238 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
239
240 if (idskill1)
241 { 206 {
242 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
243 208
244 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
245 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
246 211
247 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
248 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
249 } 214 }
250 } 215 }
251 else
252 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
253 216
254 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
255 * will come from the basic stat charisma 218 * will come from the basic stat charisma
256 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
257 */ 220 */
258 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
259 222
260 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); 223 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / MAXLEVEL_TREASURE, 0.25);
261
262 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 224 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; 225 diff = .02 + (.80 - .02) * diff;
265 226
266 if (flag == F_BUY) 227 if (flag == F_BUY)
267 val += (val * diff); 228 val += val * diff;
268 else if (flag == F_SELL) 229 else if (flag == F_SELL)
269 val -= (val * diff); 230 val -= val * diff;
270 231
271 // now find a price range. the less good we can judge, the larger the range is 232 // 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 233 // then the range is adjusted randomly around the correct value
273 if (approximate) 234 if (approximate)
274 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = val / sqrt (lev_identify * 3 + 1);
275 } 236 }
276 237
277 /* I don't think this should really happen - if it does, it indicates and 238 /* I don't think this should really happen - if it does, it indicates and
278 * overflow of diff above. That shoudl only happen if 239 * overflow of diff above. That should only happen if
279 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
280 * gets no money. 241 * gets no money.
281 */ 242 */
282 if ((sint64) val < 0) 243 if ((sint64) val < 0)
283 val = 0; 244 val = 0;
284 245
285 /* Unidentified stuff won't sell for more than 60gp */ 246 /* Unidentified stuff won't sell for more than 10gp */
286 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) 247 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
287 { 248 min_it (val, 1000);
288 val = (val > 600) ? 600 : val;
289 }
290 249
291 /* if we are in a shop, check how the type of shop should affect the price */ 250 /* if we are in a shop, check how the type of shop should affect the price */
292 if (shop && who) 251 if (shop && who)
293 { 252 {
294 if (flag == F_SELL) 253 if (flag == F_SELL)
295 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 254 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
296 else if (flag == F_BUY) 255 else if (flag == F_BUY)
297 { 256 {
298 /* 257 /*
299 * when buying, if the item was sold by another player, it is ok to 258 * when buying, if the item was sold by another player, it is ok to
300 * let the item be sold cheaper, according to the specialisation of 259 * let the item be sold cheaper, according to the specialisation of
306 * be sold for (otherwise players could camp map resets to make money). 265 * be sold for (otherwise players could camp map resets to make money).
307 * In game terms, a non-specialist shop, might not recognise the true 266 * In game terms, a non-specialist shop, might not recognise the true
308 * value of the items they sell (much like how people sometimes find 267 * value of the items they sell (much like how people sometimes find
309 * antiques in a junk shop in real life). 268 * antiques in a junk shop in real life).
310 */ 269 */
311 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 270 if (tmp->flag [FLAG_PLAYER_SOLD])
312 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 271 val *= shop_specialisation_ratio (tmp, who->map);
313 else 272 else
314 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 273 val /= shop_specialisation_ratio (tmp, who->map);
274
275 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
315 } 276 }
277
316 /* we will also have an extra 0-5% variation between shops of the same type 278 /* 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 279 * for valuable items (below a value of 50 this effect wouldn't be very
318 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
319 */ 281 */
320 if (who->map->path != NULL && val > 50) 282 //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))); 283 if (val > 50)
284 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
322 } 285 }
323 return (sint64) val; 286
287 return val;
324} 288}
325 289
326/* Find the coin type that is worth more the 'c'. Starts at the 290/* Find the coin type that is worth more the 'c'. Starts at the
327 * cointype placement. 291 * cointype placement.
328 */ 292 */
332{ 296{
333 archetype *coin; 297 archetype *coin;
334 298
335 do 299 do
336 { 300 {
337 if (coins[*cointype] == NULL) 301 if (!coins [*cointype])
338 return NULL; 302 return 0;
303
339 coin = find_archetype (coins[*cointype]); 304 coin = archetype::find (coins [*cointype]);
305
340 if (coin == NULL) 306 if (!coin)
341 return NULL; 307 return 0;
308
342 *cointype += 1; 309 *cointype += 1;
343 } 310 }
344 while (coin->clone.value > c); 311 while (coin->value > c);
345 312
346 return coin; 313 return coin;
347} 314}
348 315
349/* This returns a string of how much something is worth based on 316/* This returns a string of how much something is worth based on
357 * 10,000 silver or something) 324 * 10,000 silver or something)
358 */ 325 */
359const char * 326const char *
360cost_string_from_value (sint64 cost, int approx) 327cost_string_from_value (sint64 cost, int approx)
361{ 328{
362 static char buf[MAX_BUF];
363 archetype *coin, *next_coin; 329 archetype *coin, *next_coin;
364 int num, cointype = 0; 330 int num, cointype = 0;
365 331
366 coin = find_next_coin (cost, &cointype); 332 coin = find_next_coin (cost, &cointype);
367 if (coin == NULL) 333 if (!coin)
368 return "nothing"; 334 return "nothing";
369 335
370 num = cost / coin->clone.value; 336 num = cost / coin->value;
371 /* so long as nrof is 32 bit, this is true. 337 /* so long as nrof is 32 bit, this is true.
372 * If it takes more coins than a person can possibly carry, this 338 * If it takes more coins than a person can possibly carry, this
373 * is basically true. 339 * is basically true.
374 */ 340 */
375 if ((cost / coin->clone.value) > UINT32_MAX) 341 if (cost / coin->value > UINT32_MAX)
376 {
377 strcpy (buf, "an unimaginable sum of money"); 342 return "an unimaginable sum of money";
378 return buf;
379 }
380 343
381 cost -= num * (sint64)coin->clone.value; 344 cost -= num * (sint64)coin->value;
382 345
383 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 346 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
384 347
385 next_coin = find_next_coin (cost, &cointype); 348 next_coin = find_next_coin (cost, &cointype);
386 if (next_coin == NULL || approx) 349 if (!next_coin || approx)
387 return buf; 350 return buf;
388 351
389 coin = next_coin; 352 coin = next_coin;
390 num = cost / coin->clone.value; 353 num = cost / coin->value;
391 cost -= num * (sint64)coin->clone.value; 354 cost -= num * (sint64)coin->value;
392 355
393 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 356 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
394
395 return buf;
396} 357}
397 358
398const char * 359const char *
399query_cost_string (const object *tmp, object *who, int flag) 360query_cost_string (const object *tmp, object *who, int flag)
400{ 361{
421 { 382 {
422 if (!idskill2 || !find_skill_by_number (who, idskill2)) 383 if (!idskill2 || !find_skill_by_number (who, idskill2))
423 { 384 {
424 if (!find_skill_by_number (who, SK_BARGAINING)) 385 if (!find_skill_by_number (who, SK_BARGAINING))
425 { 386 {
426 static char buf[MAX_BUF];
427 int num, cointype = 0; 387 int num, cointype = 0;
428 archetype *coin = find_next_coin (real_value, &cointype); 388 archetype *coin = find_next_coin (real_value, &cointype);
429 389
430 if (coin == NULL) 390 if (!coin)
431 return "nothing"; 391 return "nothing";
432 392
433 num = real_value / coin->clone.value; 393 num = real_value / coin->value;
394
434 if (num == 1) 395 if (num == 1)
435 sprintf (buf, "about one %s", &coin->clone.name); 396 return format ("about one %s", &coin->object::name);
436 else if (num < 5) 397 else if (num < 5)
437 sprintf (buf, "a few %s", &coin->clone.name_pl); 398 return format ("a few %s", &coin->object::name_pl);
438 else if (num < 10) 399 else if (num < 10)
439 sprintf (buf, "several %s", &coin->clone.name_pl); 400 return format ("several %s", &coin->object::name_pl);
440 else if (num < 25) 401 else if (num < 25)
441 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 402 return format ("a moderate amount of %s", &coin->object::name_pl);
442 else if (num < 100) 403 else if (num < 100)
443 sprintf (buf, "lots of %s", &coin->clone.name_pl); 404 return format ("lots of %s", &coin->object::name_pl);
444 else if (num < 1000) 405 else if (num < 1000)
445 sprintf (buf, "a great many %s", &coin->clone.name_pl); 406 return format ("a great many %s", &coin->object::name_pl);
446 else 407 else
447 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 408 return format ("a vast quantity of %s", &coin->object::name_pl);
448 return buf;
449 } 409 }
450 } 410 }
451 } 411 }
452 412
453 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
454
455 if (approx_range) 413 if (approx_range)
456 { 414 {
415 int hash = tmp->random_seed () & 1023;
457 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 416 sint64 lo = real_value - (approx_range * hash >> 10);
458 static char buf[MAX_BUF];
459 417
460 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 418 return format ("between %s and %s",
461 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 419 cost_string_from_value (lo, 1),
462 420 cost_string_from_value (lo + approx_range, 1));
463 return buf;
464 } 421 }
465 } 422 }
466 423
467 return cost_string_from_value (real_value, 0); 424 return cost_string_from_value (real_value, 0);
468} 425}
483 } 440 }
484 441
485 for (tmp = op->inv; tmp; tmp = tmp->below) 442 for (tmp = op->inv; tmp; tmp = tmp->below)
486 if (tmp->type == MONEY) 443 if (tmp->type == MONEY)
487 total += tmp->nrof * (sint64)tmp->value; 444 total += tmp->nrof * (sint64)tmp->value;
488 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 445 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
489 total += query_money (tmp); 446 total += query_money (tmp);
490 447
491 return total; 448 return total;
492} 449}
493 450
508 return 0; 465 return 0;
509 466
510 pay_from_container (pl, pl, to_pay); 467 pay_from_container (pl, pl, to_pay);
511 468
512 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 469 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"))) 470 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
514 pay_from_container (pl, pouch, to_pay); 471 pay_from_container (pl, pouch, to_pay);
515 472
516 fix_player (pl); 473 pl->update_stats ();
517 return 1; 474 return 1;
518} 475}
519 476
520/* DAMN: This is now a wrapper for pay_from_container, which is 477/* 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 478 * called for the player, then for each active container that can hold
545 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 502 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
546 503
547 pay_from_container (pl, pl, to_pay); 504 pay_from_container (pl, pl, to_pay);
548 505
549 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 506 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"))) 507 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
551 pay_from_container (pl, pouch, to_pay); 508 pay_from_container (pl, pouch, to_pay);
552 509
553 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 510 pl->update_stats ();
554 SET_FLAG (op, FLAG_WAS_WIZ);
555 511
556 fix_player (pl);
557 return 1; 512 return 1;
558} 513}
559 514
560/* This pays for the item, and takes the proper amount of money off 515/* This pays for the item, and takes the proper amount of money off
561 * the player. 516 * the player.
590 545
591 if (tmp->type == MONEY) 546 if (tmp->type == MONEY)
592 { 547 {
593 for (i = 0; i < NUM_COINS; i++) 548 for (i = 0; i < NUM_COINS; i++)
594 { 549 {
595 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 550 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
596 { 551 {
597 // This should not happen, but if it does, just merge the two. 552 // This should not happen, but if it does, just merge the two.
598 if (coin_objs [i]) 553 if (coin_objs [i])
599 { 554 {
600 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 555 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; 556 coin_objs[i]->nrof += tmp->nrof;
603 esrv_del_item (pl->contr, tmp->count); 557 tmp->destroy ();
604 free_object (tmp);
605 } 558 }
606 else 559 else
607 { 560 {
608 remove_ob (tmp); 561 tmp->remove ();
609
610 if (pouch->type == PLAYER)
611 esrv_del_item (pl->contr, tmp->count);
612
613 coin_objs[i] = tmp; 562 coin_objs[i] = tmp;
614 } 563 }
615 564
616 break; 565 break;
617 } 566 }
618 } 567 }
619 568
620 if (i == NUM_COINS) 569 if (i == NUM_COINS)
621 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 570 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
622 } 571 }
623 } 572 }
624 573
625 /* Fill in any gaps in the coin_objs array - needed to make change. */ 574 /* 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 */ 575 /* Note that the coin_objs array goes from least value to greatest value */
627 for (i = 0; i < NUM_COINS; i++) 576 for (i = 0; i < NUM_COINS; i++)
628 if (!coin_objs[i]) 577 if (!coin_objs[i])
629 { 578 {
630 at = find_archetype (coins[NUM_COINS - 1 - i]); 579 at = archetype::find (coins[NUM_COINS - 1 - i]);
631 580
632 if (at == NULL) 581 if (at == NULL)
633 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 582 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
634 583
635 coin_objs[i] = arch_to_object (at); 584 coin_objs[i] = at->instance ();
636 coin_objs[i]->nrof = 0; 585 coin_objs[i]->nrof = 0;
637 } 586 }
638 587
639 for (i = 0; i < NUM_COINS; i++) 588 for (i = 0; i < NUM_COINS; i++)
640 { 589 {
641 object &coin = *coin_objs[i]; 590 object &coin = *coin_objs[i];
642 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 591 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
643 to_pay -= num_coins * coin.value; 592 to_pay -= num_coins * coin.value;
644 593
645 coin.nrof -= num_coins; 594 coin.nrof -= num_coins;
646 /* Now start making change. Start at the coin value 595 /* Now start making change. Start at the coin value
647 * below the one we just did, and work down to 596 * below the one we just did, and work down to
657 count--; 606 count--;
658 } 607 }
659 } 608 }
660 609
661 for (i = 0; i < NUM_COINS; i++) 610 for (i = 0; i < NUM_COINS; i++)
662 {
663 if (coin_objs[i]->nrof) 611 if (coin_objs[i]->nrof)
664 {
665 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 612 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 613 else
677 free_object (coin_objs[i]); 614 coin_objs[i]->destroy ();
678 }
679} 615}
680 616
681/* Checks all unpaid items in op's inventory, adds up all the money they 617/* 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. 618 * have, and checks that they can actually afford what they want to buy.
683 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 619 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
687can_pay (object *pl) 623can_pay (object *pl)
688{ 624{
689 int unpaid_count = 0; 625 int unpaid_count = 0;
690 sint64 unpaid_price = 0; 626 sint64 unpaid_price = 0;
691 sint64 player_wealth = query_money (pl); 627 sint64 player_wealth = query_money (pl);
692 object *item;
693 628
694 if (!pl || pl->type != PLAYER) 629 if (!pl || pl->type != PLAYER)
695 { 630 {
696 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 631 LOG (llevError, "can_pay(): called against something that isn't a player\n");
697 return 0; 632 return 0;
698 } 633 }
699 634
700 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 635 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
701 if (QUERY_FLAG (item, FLAG_UNPAID)) 636 if (item->flag [FLAG_UNPAID])
702 { 637 {
703 unpaid_count++; 638 unpaid_count++;
704 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 639 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
705 } 640 }
706 641
707 if (unpaid_price > player_wealth) 642 if (unpaid_price > player_wealth)
708 { 643 {
709 char buf[MAX_BUF]; 644 dynbuf_text &buf = msg_dynbuf; buf.clear ();
710 char cost[MAX_BUF];
711 char missing[MAX_BUF];
712 645
713 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 646 buf << "You have " << unpaid_count
714 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 647 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
648 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
649 << " to be able to afford that. "
650 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
715 651
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.", 652 pl->failmsg (buf);
717 unpaid_count, cost, missing);
718 new_draw_info (NDI_UNIQUE, 0, pl, buf);
719 653
720 return 0; 654 return 0;
721 } 655 }
722 else 656 else
723 return 1; 657 return 1;
736 { 670 {
737 next_item: 671 next_item:
738 672
739 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 673 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
740 { 674 {
741 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (op->flag [FLAG_UNPAID])
742 { 676 {
743 char buf[MAX_BUF];
744 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 677 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
745 678
746 if (!pay_for_item (op, pl)) 679 if (!pay_for_item (op, pl))
747 { 680 {
748 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 681 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
749 682
750 CLEAR_FLAG (op, FLAG_UNPAID); 683 op->clr_flag (FLAG_UNPAID);
751 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); 684 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
752 SET_FLAG (op, FLAG_UNPAID); 685 op->set_flag (FLAG_UNPAID);
753 return 0; 686 return 0;
754 } 687 }
755 else 688 else
756 { 689 {
757 object *tmp; 690 op->clr_flag (FLAG_UNPAID);
758 tag_t c = op->count; 691 op->clr_flag (FLAG_PLAYER_SOLD);
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)); 692 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
763 tmp = merge_ob (op, NULL);
764 693
765 if (pl->type == PLAYER) 694 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); 695 esrv_update_item (UPD_FLAGS, pl, op);
774 }
775 696
776 goto next_item; 697 goto next_item;
777 } 698 }
778 } 699 }
779 } 700 }
798{ 719{
799 int count = 0; 720 int count = 0;
800 archetype *at = 0; 721 archetype *at = 0;
801 object *pouch = 0, *tmp = 0; 722 object *pouch = 0, *tmp = 0;
802 723
803 for (count = 0; coins[count] != NULL; count++) 724 for (count = 0; coins[count]; count++)
804 { 725 {
805 at = find_archetype (coins[count]); 726 at = archetype::find (coins[count]);
806 727
807 if (at == NULL) 728 if (at == NULL)
808 LOG (llevError, "Could not find %s archetype\n", coins[count]); 729 LOG (llevError, "Could not find %s archetype\n", coins[count]);
809 else if ((amount / at->clone.value) > 0) 730 else if ((amount / at->value) > 0)
810 { 731 {
811 for (pouch = pl->inv; pouch; pouch = pouch->below) 732 for (pouch = pl->inv; pouch; pouch = pouch->below)
812 { 733 {
813 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 734 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
814 { 735 {
815 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 736 int w = at->weight * (100 - pouch->stats.Str) / 100;
816 int n = amount / at->clone.value; 737 int n = amount / at->value;
817 738
818 if (w == 0) 739 if (w == 0)
819 w = 1; /* Prevent divide by zero */ 740 w = 1; /* Prevent divide by zero */
820 741
821 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 742 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
822 { 743 {
823 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 744 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
824 n = (pouch->weight_limit - pouch->carrying) / w; 745 n = (pouch->weight_limit - pouch->carrying) / w;
825 746
826 tmp = arch_to_object (at); 747 object *tmp = at->instance ();
827 tmp->nrof = n; 748 tmp->nrof = n;
828 amount -= tmp->nrof * tmp->value; 749 amount -= tmp->nrof * tmp->value;
829 tmp = insert_ob_in_ob (tmp, pouch); 750 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 } 751 }
835 } 752 }
836 } 753 }
837 754
838 if (amount / at->clone.value > 0) 755 if (amount / at->value > 0)
839 { 756 {
840 tmp = arch_to_object (at); 757 object *tmp = at->instance ();
841 tmp->nrof = amount / tmp->value; 758 tmp->nrof = amount / tmp->value;
842 amount -= tmp->nrof * tmp->value; 759 amount -= tmp->nrof * tmp->value;
843 tmp = insert_ob_in_ob (tmp, pl); 760 pl->insert (tmp);
844 esrv_send_item (pl, tmp);
845 esrv_send_item (pl, pl);
846 } 761 }
847 } 762 }
848 } 763 }
849 764
850 if (amount != 0) 765 if (amount != 0)
851#ifndef WIN32
852 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); 766 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} 767}
857 768
858/* elmex: this is for the bank plugin :( */ 769/* elmex: this is for the bank plugin :( */
859sint64 770sint64
860pay_player_arch (object *pl, const char *arch, sint64 amount) 771pay_player_arch (object *pl, const char *arch, sint64 amount)
861{ 772{
862 archetype *at = find_archetype (arch);
863 object *tmp = NULL;
864
865 if (at == NULL)
866 return 0;
867
868 if (amount > 0) 773 if (amount)
869 { 774 {
870 tmp = arch_to_object (at); 775 object *ob = archetype::get (arch);
776
777 if (!ob)
778 return 0;
779
871 tmp->nrof = amount; 780 ob->nrof = amount;
872 tmp = insert_ob_in_ob (tmp, pl); 781 pl->insert (ob);
873 esrv_send_item (pl, tmp);
874 esrv_send_item (pl, pl);
875 } 782 }
876 783
877 return 1; 784 return 1;
878} 785}
879 786
882 * buy item. 789 * buy item.
883 * 790 *
884 * Modified to fill available race: gold containers before dumping 791 * Modified to fill available race: gold containers before dumping
885 * remaining coins in character's inventory. 792 * remaining coins in character's inventory.
886 */ 793 */
887void 794bool
888sell_item (object *op, object *pl) 795sell_item (object *op, object *pl)
889{ 796{
890 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 797 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
891 798
892 if (pl == NULL || pl->type != PLAYER) 799 if (pl == NULL || pl->type != PLAYER)
893 { 800 {
894 LOG (llevDebug, "Object other than player tried to sell something.\n"); 801 LOG (llevDebug, "Object other than player tried to sell something.\n");
895 return; 802 return false;
896 } 803 }
897 804
898 op->custom_name = 0; 805 op->custom_name = 0;
899 806
900 if (!amount) 807 if (!amount)
901 { 808 {
902 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 809 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
903 810 query_name (op));
904 /* Even if the character doesn't get anything for it, it may still be 811 // elmex: change: the player now gets the item back if the shop is not
905 * worth something. If so, make it unpaid 812 // 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; 813 return false;
915 } 814 }
916 815
917 /* We compare the price with the one for a player 816 /* We compare the price with the one for a player
918 * without bargaining skill. 817 * without bargaining skill.
919 * This determins the amount of exp (if any) gained for bargaining. 818 * This determins the amount of exp (if any) gained for bargaining.
924 if (extra_gain > 0) 823 if (extra_gain > 0)
925 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 824 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
926 825
927 pay_player (pl, amount); 826 pay_player (pl, amount);
928 827
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)); 828 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
829 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
830 pl->play_sound (sound_find ("shop_sell"));
930 831
931 SET_FLAG (op, FLAG_UNPAID); 832 op->set_flag (FLAG_UNPAID);
932 identify (op); 833 identify (op);
933}
934 834
835 return true;
836}
935 837
936/* returns a double that is the ratio of the price that a shop will offer for 838/* 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, 839 * 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 840 * returned value is between SPECIALISATION_EFFECT and 1.
939 * event is never less than 0.1 (calling functions divide by it)
940 */ 841 */
941static double 842static double
942shop_specialisation_ratio (const object *item, const mapstruct *map) 843shop_specialisation_ratio (const object *item, const maptile *map)
943{ 844{
944 shopitems *items = map->shopitems; 845 shopitems *items = map->shopitems;
945 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 846 int likedness = 0;
946 int i; 847 int i;
947 848
948 if (item == NULL) 849 if (item == NULL)
949 { 850 {
950 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 851 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
951 return 0; 852 return 0;
952 } 853 }
953 854
954 if (!item->type) 855 if (!item->type)
955 { 856 {
956 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 857 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
957 /* 858 /*
958 * I'm not really sure what the /right/ thing to do here is, these types of 859 * 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.." 860 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
960 */ 861 */
961 return ratio; 862 return SPECIALISATION_EFFECT;
962 } 863 }
963 864
964 if (map->shopitems) 865 if (map->shopitems)
965 {
966 for (i = 0; i < items[0].index; i++) 866 for (i = 0; i < items[0].index; i++)
967 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 867 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
968 likedness = items[i].strength / 100.0; 868 likedness = items[i].strength;
969 }
970 869
971 if (likedness > 1.0) 870 if (likedness > 100)
972 { /* someone has been rather silly with the map headers. */ 871 { /* 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); 872 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
974 likedness = 1.0; 873 likedness = 100;
975 } 874 }
976 875
977 if (likedness < -1.0) 876 if (likedness < -100)
978 { 877 {
979 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 878 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
980 likedness = -1.0; 879 likedness = -100;
981 } 880 }
982 881
983 ratio = ratio + (1.0 - ratio) * likedness; 882 return lerp (double (likedness), -100., 100., 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} 883}
990 884
991/*returns the greed of the shop on map, or 1 if it isn't specified. */ 885/*returns the greed of the shop on map, or 1 if it isn't specified. */
992static double 886static double
993shop_greed (const mapstruct *map) 887shop_greed (const maptile *map)
994{ 888{
995 double greed = 1.0;
996
997 if (map->shopgreed)
998 return map->shopgreed; 889 return map->shopgreed
999 return greed; 890 ? map->shopgreed
891 : 1.;
1000} 892}
1001 893
1002/* Returns a double based on how much the shopkeeper approves of the player. 894/* 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. 895 * this is based on the race of the shopkeeper and that of the player.
1004 */ 896 */
1005double 897double
1006shopkeeper_approval (const mapstruct *map, const object *player) 898shopkeeper_approval (const maptile *map, const object *player)
1007{ 899{
1008 double approval = 1.0; 900 return map->shoprace && player->race != map->shoprace
1009 901 ? DISLIKE_RATIO
1010 if (map->shoprace) 902 : 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} 903}
1019 904
1020/* limit the value of items based on the wealth of the shop. If the item is close 905/* 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 906 * 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 907 * below the minimum value the shop is prepared to trade in, then we don't
1026 */ 911 */
1027static sint64 912static sint64
1028value_limit (sint64 val, int quantity, const object *who, int isshop) 913value_limit (sint64 val, int quantity, const object *who, int isshop)
1029{ 914{
1030 sint64 newval, unit_price, tmpshopmax; 915 sint64 newval, unit_price, tmpshopmax;
1031 mapstruct *map; 916 maptile *map;
1032 917
1033 unit_price = val / quantity; 918 unit_price = val / quantity;
1034 919
1035 if (!isshop || !who) 920 if (!isshop || !who)
1036 { 921 {
1052 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 937 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1053 938
1054 if (map->shopmin && unit_price < map->shopmin) 939 if (map->shopmin && unit_price < map->shopmin)
1055 return 0; 940 return 0;
1056 else if (unit_price > tmpshopmax / 2) 941 else if (unit_price > tmpshopmax / 2)
1057 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 942 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1058 else 943 else
1059 newval = unit_price; 944 newval = unit_price;
1060 } 945 }
1061 946
1062 newval *= quantity; 947 newval *= quantity;
1066 951
1067/* gives a desciption of the shop on their current map to the player op. */ 952/* gives a desciption of the shop on their current map to the player op. */
1068int 953int
1069describe_shop (const object *op) 954describe_shop (const object *op)
1070{ 955{
956 dynbuf_text buf;
1071 mapstruct *map = op->map; 957 maptile *map = op->map;
1072 958
1073 /*shopitems *items=map->shopitems; */ 959 /*shopitems *items=map->shopitems; */
1074 int pos = 0, i; 960 int pos = 0, i;
1075 double opinion = 0; 961 double opinion = 0;
1076 char tmp[MAX_BUF] = "\0";
1077 962
1078 if (op->type != PLAYER) 963 if (op->type != PLAYER)
1079 return 0; 964 return 0;
1080 965
1081 /*check if there is a shop specified for this map */ 966 /*check if there is a shop specified for this map */
1082 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 967 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1083 { 968 {
1084 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 969 buf << "From looking at the nearby shop you determine that it trades in ";
970 int lastcomma = 0, prevcomma = 0;
1085 971
1086 if (map->shopitems) 972 if (map->shopitems)
1087 for (i = 0; i < map->shopitems[0].index; i++) 973 for (i = 0; i < map->shopitems[0].index; i++)
1088 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 974 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1089 { 975 {
1090 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 976 buf << map->shopitems[i].name_pl;
1091 pos += strlen (tmp + pos); 977 prevcomma = lastcomma;
978 lastcomma = buf.size (); // remember offset
979 buf << ", ";
1092 } 980 }
1093 981
1094 if (!pos) 982 if (lastcomma)
983 {
984 buf.splice (lastcomma, 2);
985
986 if (prevcomma)
987 buf.splice (prevcomma, 2, " and ");
988 }
989 else
1095 strcat (tmp, "a little of everything."); 990 buf << "a little of everything.";
1096 991
1097 /* format the string into a list */ 992 buf << ".\n\n";
1098 make_list_like (tmp);
1099 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1100 993
1101 if (map->shopmax) 994 if (map->shopmax)
1102 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 995 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1103 996
1104 if (map->shopmin) 997 if (map->shopmin)
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)); 998 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1106 999
1107 if (map->shopgreed) 1000 if (map->shopgreed)
1108 { 1001 {
1109 if (map->shopgreed > 2.0) 1002 if (map->shopgreed > 2.0)
1110 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1003 buf << "It tends to overcharge massively.\n\n";
1111 else if (map->shopgreed > 1.5) 1004 else if (map->shopgreed > 1.5)
1112 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1005 buf << "It tends to overcharge substantially.\n\n";
1113 else if (map->shopgreed > 1.1) 1006 else if (map->shopgreed > 1.1)
1114 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1007 buf << "It tends to overcharge slightly.\n\n";
1115 else if (map->shopgreed < 0.9) 1008 else if (map->shopgreed < 0.9)
1116 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1009 buf << "It tends to undercharge.\n\n";
1117 } 1010 }
1118 1011
1119 if (map->shoprace) 1012 if (map->shoprace)
1120 { 1013 {
1121 opinion = shopkeeper_approval (map, op); 1014 opinion = shopkeeper_approval (map, op);
1015
1122 if (opinion > 0.8) 1016 if (opinion > 0.8)
1123 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1017 buf << "You think the shopkeeper likes you.\n\n";
1124 else if (opinion > 0.5) 1018 else if (opinion > 0.5)
1125 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1019 buf << "The shopkeeper seems unconcerned by you.\n\n";
1126 else 1020 else
1127 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1021 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1128 } 1022 }
1129 } 1023 }
1130 else 1024 else
1131 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1025 buf << "There is no shop nearby.\n\n";
1026
1027 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1132 1028
1133 return 1; 1029 return 1;
1134} 1030}
1135 1031
1136struct shopinv 1032struct shopinv
1151{ 1047{
1152 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1048 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1153 1049
1154 if (s1->type < s2->type) 1050 if (s1->type < s2->type)
1155 return -1; 1051 return -1;
1052
1156 if (s1->type > s2->type) 1053 if (s1->type > s2->type)
1157 return 1; 1054 return 1;
1158 1055
1159 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1056 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1160 * via alphabetical order 1057 * via alphabetical order
1163} 1060}
1164 1061
1165static void 1062static void
1166add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1063add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1167{ 1064{
1168#if 0
1169 char buf[MAX_BUF];
1170#endif
1171 /* clear unpaid flag so that doesn't come up in query 1065 /* clear unpaid flag so that doesn't come up in query
1172 * string. We clear nrof so that we can better sort 1066 * string. We clear nrof so that we can better sort
1173 * the object names. 1067 * the object names.
1174 */ 1068 */
1175 1069
1176 CLEAR_FLAG (tmp, FLAG_UNPAID); 1070 tmp->clr_flag (FLAG_UNPAID);
1177 items[*numitems].nrof = tmp->nrof; 1071 items[*numitems].nrof = tmp->nrof;
1178 /* Non mergable items have nrof of 0, but count them as one 1072 /* Non mergable items have nrof of 0, but count them as one
1179 * so the display is properly. 1073 * so the display is properly.
1180 */ 1074 */
1181 if (tmp->nrof == 0) 1075 if (tmp->nrof == 0)
1190 case RING: 1084 case RING:
1191 case AMULET: 1085 case AMULET:
1192 case BRACERS: 1086 case BRACERS:
1193 case GIRDLE: 1087 case GIRDLE:
1194 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1088 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1195 items[*numitems].item_sort = strdup_local (buf); 1089 items[*numitems].item_sort = strdup (buf);
1196 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1090 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1197 items[*numitems].item_real = strdup_local (buf); 1091 items[*numitems].item_real = strdup (buf);
1198 (*numitems)++; 1092 (*numitems)++;
1199 break; 1093 break;
1200#endif 1094#endif
1201 1095
1202 default: 1096 default:
1203 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1097 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1204 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1098 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1205 (*numitems)++; 1099 (*numitems)++;
1206 break; 1100 break;
1207 } 1101 }
1208 SET_FLAG (tmp, FLAG_UNPAID); 1102
1103 tmp->set_flag (FLAG_UNPAID);
1209} 1104}
1210 1105
1211void 1106void
1212shop_listing (object *op) 1107shop_listing (object *sign, object *op)
1213{ 1108{
1214 int i, j, numitems = 0, numallocated = 0, nx, ny; 1109 int i, j, x1, x2, y1, y2;
1215 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1110 const char *shop_coords = sign->kv (shstr_shop_coords);
1216 object *stack; 1111 object *stack;
1217 shopinv *items; 1112 shopinv *items;
1218 1113
1219 /* Should never happen, but just in case a monster does apply a sign */ 1114 /* Should never happen, but just in case a monster does apply a sign */
1220 if (op->type != PLAYER) 1115 if (!op->is_player ())
1221 return; 1116 return;
1222 1117
1223 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1118 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1224 1119
1225 magic_mapping_mark (op, map_mark, 3); 1120 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1226 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1121 {
1122 x1 = 0;
1123 y1 = 0;
1124 x2 = op->map->width - 1;
1125 y2 = op->map->height - 1;
1126 }
1127
1227 numallocated = 40; 1128 int numallocated = 40;
1129 int numitems = 0;
1130 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1228 1131
1229 /* Find all the appropriate items */ 1132 /* Find all the appropriate items */
1230 for (i = 0; i < MAP_WIDTH (op->map); i++) 1133 for (i = x1; i <= x2; i++)
1231 { 1134 for (j = y1; j < y2; j++)
1232 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1135 if (op->map->is_in_shop (i, j))
1233 {
1234 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1235 * 1136 {
1236 */ 1137 stack = GET_MAP_OB (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 1138
1243 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1139 while (stack)
1244 { 1140 {
1245 stack = get_map_ob (op->map, i, j); 1141 if (stack->flag [FLAG_UNPAID])
1246
1247 while (stack)
1248 { 1142 {
1249 if (QUERY_FLAG (stack, FLAG_UNPAID))
1250 {
1251 if (numitems == numallocated) 1143 if (numitems == numallocated)
1252 {
1253 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1144 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1254 numallocated += 10; 1145
1255 }
1256 add_shop_item (stack, items, &numitems, &numallocated); 1146 add_shop_item (stack, items, &numitems, &numallocated);
1257 }
1258 stack = stack->above;
1259 } 1147 }
1148
1149 stack = stack->above;
1260 } 1150 }
1261 } 1151 }
1262 }
1263 1152
1264 free (map_mark); 1153 buf << (numitems ? "T<This shop contains:>\n\n"
1265 1154 : "T<This shop is currently empty.>");
1266 if (numitems == 0)
1267 {
1268 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1269 free (items);
1270 return;
1271 }
1272 1155
1273 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1156 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1274 1157
1275 for (i = 0; i < numitems; i++) 1158 for (i = 0; i < numitems; i++)
1276 { 1159 {
1277 /* Collapse items of the same name together */ 1160 /* Collapse items of the same name together */
1278 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1161 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1279 {
1280 items[i + 1].nrof += items[i].nrof; 1162 items[i + 1].nrof += items[i].nrof;
1281 free (items[i].item_sort);
1282 free (items[i].item_real);
1283 }
1284 else 1163 else
1285 {
1286 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1287 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1164 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1165
1288 free (items[i].item_sort); 1166 free (items[i].item_sort);
1289 free (items[i].item_real); 1167 free (items[i].item_real);
1290 }
1291 } 1168 }
1169
1170 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1171
1292 free (items); 1172 free (items);
1293} 1173}
1294 1174
1295/* elmex: this function checks whether the object is in a shop */ 1175/* elmex: this function checks whether we are in a shop or not
1176 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1177 floor tile. this possibly will make map bugs where shopfloors are above
1178 floors more obvious.
1179*/
1296bool 1180bool
1297is_in_shop (object *o) 1181maptile::is_in_shop (int x, int y) const
1298{ 1182{
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) 1183 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1184 if (floor->flag [FLAG_IS_FLOOR])
1310 if (floor->type == SHOP_FLOOR) 1185 return floor->type == SHOP_FLOOR;
1311 return true;
1312 1186
1313 return false; 1187 return false;
1314} 1188}
1189

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