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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.14 by root, Tue Sep 12 19:20:08 2006 UTC vs.
Revision 1.85 by elmex, Wed May 5 09:42:52 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;
97 double diff;
98 84
99 approx_range = 0; 85 approx_range = 0;
100 86
101 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
102 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
103 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
104 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
105 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
106 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 92 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
107 93
94 int number = tmp->number_of ();
95
108 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
109 return tmp->nrof * tmp->value; 97 return number * tmp->value;
110 98
111 if (tmp->type == GEM) 99 if (tmp->type == GEM)
112 { 100 {
113 if (flag == F_TRUE) 101 if (flag == F_TRUE)
114 return (tmp->nrof * tmp->value); 102 return number * tmp->value;
115 103
116 if (flag == F_BUY) 104 if (flag == F_BUY)
117 return (sint64) (1.03 * tmp->nrof * tmp->value); 105 return 1.03 * number * tmp->value;
118 106
119 if (flag == F_SELL) 107 if (flag == F_SELL)
120 return (sint64) (0.97 * tmp->nrof * tmp->value); 108 return 0.97 * number * tmp->value;
121 109
122 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
123 return 0; 111 return 0;
124 } 112 }
125 113
126 number = tmp->nrof;
127 if (number == 0)
128 number = 1;
129 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
130 { 115 {
131 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 116 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
132 return 0; 117 return 0;
133 else 118 else
134 val = tmp->value * number; 119 val = number * tmp->value;
135 } 120 }
136 /* This area deals with objects that are not identified, but can be */ 121 /* This area deals with objects that are not identified, but can be */
137 else 122 else
138 { 123 {
139 if (tmp->arch != NULL)
140 {
141 if (flag == F_BUY) 124 if (flag == F_BUY)
125 {
126 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
127 val = tmp->arch->value * 50 * number;
128 }
129 else
130 { /* Trying to sell something, or get true value */
131 if (tmp->type == POTION)
132 val = number * 40; /* Don't want to give anything away */
133 else
142 { 134 {
143 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 135 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
144 val = tmp->arch->clone.value * 50 * number; 136 * unknown objects
137 */
138 if (tmp->flag [FLAG_BEEN_APPLIED])
139 val = number * tmp->arch->value * 2 / 3;
140 else
141 val = number * tmp->arch->value / 3;
145 } 142 }
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 } 143 }
173 } 144 }
174 145
175 /* If the item has been applied or identifed or does not need to be 146 /* 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 147 * identified, AND the object is magical and the archetype is non
177 * magical, then change values accordingly. The tmp->arch==NULL is 148 * magical, then change values accordingly. The tmp->arch==NULL is
178 * really just a check to prevent core dumps for when it checks 149 * really just a check to prevent core dumps for when it checks
179 * tmp->arch->clone.magic for any magic. The check for archetype 150 * tmp->arch->magic for any magic. The check for archetype
180 * magic is to not give extra money for archetypes that are by 151 * magic is to not give extra money for archetypes that are by
181 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
182 * already figured in that value. 153 * already figured in that value.
183 */ 154 */
184 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 155 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)) 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
186 { 157 {
187 if (tmp->magic > 0) 158 if (tmp->magic > 0)
188 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
189 else 160 else
190 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
191 * will actually be something like val /=2, /=3, etc. 162 * will actually be something like val /=2, /=3, etc.
192 */ 163 */
193 val /= (1 - tmp->magic); 164 val /= 1 - tmp->magic;
194 } 165 }
195 166
196 if (tmp->type == WAND) 167 if (tmp->type == WAND)
197 { 168 {
198 /* Value of the wand is multiplied by the number of 169 /* Value of the wand is multiplied by the number of
199 * charges. the treasure code already sets up the value 170 * charges. the treasure code already sets up the value
200 * 50 charges is used as the baseline. 171 * 50 charges is used as the baseline.
201 */ 172 */
202 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
203 val = (val * tmp->stats.food) / 50; 174 val *= tmp->stats.food;
204 else /* if not identified, presume one charge */ 175 /* if not identified, presume one charge */
205 val /= 50; 176 val /= 50;
206 } 177 }
207 178
208 /* Limit amount of money you can get for really great items. */ 179 /* Limit amount of money you can get for really great items. */
209 if (flag == F_SELL) 180 if (flag == F_SELL)
210 val = value_limit ((sint64) val, number, who, shop); 181 val = value_limit (val, number, who, shop);
211 182
212 // use a nonlinear price adjustment. as my predecessor said, don't change 183 // 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. 184 // the archetypes, its work required for balancing, and we don't care.
214 //val = pow (val, 1.05); 185 //val = pow (val, 1.05);
215 186
218 * AND Cha = 30 will get optimal price. 189 * AND Cha = 30 will get optimal price.
219 * Thus charisma will never get useless. 190 * Thus charisma will never get useless.
220 * -b.e. edler@heydernet.de 191 * -b.e. edler@heydernet.de
221 */ 192 */
222 193
223 if (who != NULL && who->type == PLAYER) 194 if (who && who->is_player ())
224 { 195 {
225 int lev_bargain = 0; 196 int lev_bargain = 0;
226 int lev_identify = 0; 197 int lev_identify = 0;
227 int idskill1 = 0;
228 int idskill2 = 0;
229 const typedata *tmptype;
230 198
199 if (!no_bargain)
200 if (object *skill = find_skill_by_name (who, shstr_bargaining))
201 lev_bargain = skill->level;
202
231 tmptype = get_typedata (tmp->type); 203 if (const typedata *tmptype = get_typedata (tmp->type))
232
233 if (find_skill_by_number (who, SK_BARGAINING))
234 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
235
236 if (tmptype)
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 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
260 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
261
262 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 223 double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
263 224
264 diff = .02 + (.80 - .02) * diff; 225 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
226
227 // scale 0..1 to 2 .. 80%
228 factor = lerp (factor, 0., 1., 0.02, 0.80);
265 229
266 if (flag == F_BUY) 230 if (flag == F_BUY)
267 val += (val * diff); 231 val += val * factor;
268 else if (flag == F_SELL) 232 else if (flag == F_SELL)
269 val -= (val * diff); 233 val -= val * factor;
270 234
271 // now find a price range. the less good we can judge, the larger the range is 235 // 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 236 // then the range is adjusted randomly around the correct value
273 if (approximate) 237 if (approximate)
274 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
275 } 239 }
276 240
277 /* I don't think this should really happen - if it does, it indicates and 241 /* I don't think this should really happen - if it does, it indicates and
278 * overflow of diff above. That shoudl only happen if 242 * overflow of diff above. That should only happen if
279 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
280 * gets no money. 244 * gets no money.
281 */ 245 */
282 if ((sint64) val < 0) 246 if ((sint64) val < 0)
283 val = 0; 247 val = 0;
284 248
285 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
286 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) 250 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
287 { 251 min_it (val, 1000);
288 val = (val > 600) ? 600 : val;
289 }
290 252
291 /* if we are in a shop, check how the type of shop should affect the price */ 253 /* if we are in a shop, check how the type of shop should affect the price */
292 if (shop && who) 254 if (shop && who)
293 { 255 {
294 if (flag == F_SELL) 256 if (flag == F_SELL)
295 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 257 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
296 else if (flag == F_BUY) 258 else if (flag == F_BUY)
297 { 259 {
298 /* 260 /*
299 * when buying, if the item was sold by another player, it is ok to 261 * 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 262 * let the item be sold cheaper, according to the specialisation of
306 * be sold for (otherwise players could camp map resets to make money). 268 * 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 269 * 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 270 * value of the items they sell (much like how people sometimes find
309 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
310 */ 272 */
311 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
312 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 274 val *= shop_specialisation_ratio (tmp, who->map);
313 else 275 else
314 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 276 val /= shop_specialisation_ratio (tmp, who->map);
277
278 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
315 } 279 }
280
316 /* we will also have an extra 0-5% variation between shops of the same type 281 /* 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 282 * for valuable items (below a value of 50 this effect wouldn't be very
318 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
319 */ 284 */
320 if (who->map->path != NULL && val > 50) 285 //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))); 286 if (val > 50)
287 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
322 } 288 }
323 return (sint64) val; 289
290 return val;
324} 291}
325 292
326/* Find the coin type that is worth more the 'c'. Starts at the 293/* Find the coin type that is worth more the 'c'. Starts at the
327 * cointype placement. 294 * cointype placement.
328 */ 295 */
332{ 299{
333 archetype *coin; 300 archetype *coin;
334 301
335 do 302 do
336 { 303 {
337 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
338 return NULL; 305 return 0;
306
339 coin = find_archetype (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
340 if (coin == NULL) 309 if (!coin)
341 return NULL; 310 return 0;
311
342 *cointype += 1; 312 *cointype += 1;
343 } 313 }
344 while (coin->clone.value > c); 314 while (coin->value > c);
345 315
346 return coin; 316 return coin;
347} 317}
348 318
349/* This returns a string of how much something is worth based on 319/* This returns a string of how much something is worth based on
357 * 10,000 silver or something) 327 * 10,000 silver or something)
358 */ 328 */
359const char * 329const char *
360cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
361{ 331{
362 static char buf[MAX_BUF];
363 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
364 int num, cointype = 0; 333 int num, cointype = 0;
365 334
366 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
367 if (coin == NULL) 336 if (!coin)
368 return "nothing"; 337 return "nothing";
369 338
370 num = cost / coin->clone.value; 339 num = cost / coin->value;
371 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
372 * If it takes more coins than a person can possibly carry, this 341 * If it takes more coins than a person can possibly carry, this
373 * is basically true. 342 * is basically true.
374 */ 343 */
375 if ((cost / coin->clone.value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
376 {
377 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
378 return buf;
379 }
380 346
381 cost -= num * (sint64)coin->clone.value; 347 cost -= num * (sint64)coin->value;
382 348
383 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 349 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
384 350
385 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
386 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
387 return buf; 353 return buf;
388 354
389 coin = next_coin; 355 coin = next_coin;
390 num = cost / coin->clone.value; 356 num = cost / coin->value;
391 cost -= num * (sint64)coin->clone.value; 357 cost -= num * (sint64)coin->value;
392 358
393 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 359 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
394
395 return buf;
396} 360}
397 361
398const char * 362const char *
399query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
400{ 364{
419 { 383 {
420 if (!idskill1 || !find_skill_by_number (who, idskill1)) 384 if (!idskill1 || !find_skill_by_number (who, idskill1))
421 { 385 {
422 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
423 { 387 {
424 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_name (who, shstr_bargaining))
425 { 389 {
426 static char buf[MAX_BUF];
427 int num, cointype = 0; 390 int num, cointype = 0;
428 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
429 392
430 if (coin == NULL) 393 if (!coin)
431 return "nothing"; 394 return "nothing";
432 395
433 num = real_value / coin->clone.value; 396 num = real_value / coin->value;
397
434 if (num == 1) 398 if (num == 1)
435 sprintf (buf, "about one %s", &coin->clone.name); 399 return format ("about one %s", &coin->object::name);
436 else if (num < 5) 400 else if (num < 5)
437 sprintf (buf, "a few %s", &coin->clone.name_pl); 401 return format ("a few %s", &coin->object::name_pl);
438 else if (num < 10) 402 else if (num < 10)
439 sprintf (buf, "several %s", &coin->clone.name_pl); 403 return format ("several %s", &coin->object::name_pl);
440 else if (num < 25) 404 else if (num < 25)
441 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
442 else if (num < 100) 406 else if (num < 100)
443 sprintf (buf, "lots of %s", &coin->clone.name_pl); 407 return format ("lots of %s", &coin->object::name_pl);
444 else if (num < 1000) 408 else if (num < 1000)
445 sprintf (buf, "a great many %s", &coin->clone.name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
446 else 410 else
447 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
448 return buf;
449 } 412 }
450 } 413 }
451 } 414 }
452 415
453 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
454
455 if (approx_range) 416 if (approx_range)
456 { 417 {
418 int hash = tmp->random_seed () & 1023;
457 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
458 static char buf[MAX_BUF];
459 420
460 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
461 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
462 423 cost_string_from_value (lo + approx_range, 1));
463 return buf;
464 } 424 }
465 } 425 }
466 426
467 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
468} 428}
483 } 443 }
484 444
485 for (tmp = op->inv; tmp; tmp = tmp->below) 445 for (tmp = op->inv; tmp; tmp = tmp->below)
486 if (tmp->type == MONEY) 446 if (tmp->type == MONEY)
487 total += tmp->nrof * (sint64)tmp->value; 447 total += tmp->nrof * (sint64)tmp->value;
488 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 448 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
489 total += query_money (tmp); 449 total += query_money (tmp);
490 450
491 return total; 451 return total;
492} 452}
493 453
508 return 0; 468 return 0;
509 469
510 pay_from_container (pl, pl, to_pay); 470 pay_from_container (pl, pl, to_pay);
511 471
512 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 472 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"))) 473 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
514 pay_from_container (pl, pouch, to_pay); 474 pay_from_container (pl, pouch, to_pay);
515 475
516 fix_player (pl); 476 pl->update_stats ();
517 return 1; 477 return 1;
518} 478}
519 479
520/* DAMN: This is now a wrapper for pay_from_container, which is 480/* 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 481 * called for the player, then for each active container that can hold
540 * This determins the amount of exp (if any) gained for bargaining. 500 * This determins the amount of exp (if any) gained for bargaining.
541 */ 501 */
542 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; 502 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
543 503
544 if (saved_money > 0) 504 if (saved_money > 0)
545 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
546 506
547 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
548 508
549 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 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"))) 510 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
551 pay_from_container (pl, pouch, to_pay); 511 pay_from_container (pl, pouch, to_pay);
552 512
553 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 513 pl->update_stats ();
554 SET_FLAG (op, FLAG_WAS_WIZ);
555 514
556 fix_player (pl);
557 return 1; 515 return 1;
558} 516}
559 517
560/* This pays for the item, and takes the proper amount of money off 518/* This pays for the item, and takes the proper amount of money off
561 * the player. 519 * the player.
590 548
591 if (tmp->type == MONEY) 549 if (tmp->type == MONEY)
592 { 550 {
593 for (i = 0; i < NUM_COINS; i++) 551 for (i = 0; i < NUM_COINS; i++)
594 { 552 {
595 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 553 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
596 { 554 {
597 // This should not happen, but if it does, just merge the two. 555 // This should not happen, but if it does, just merge the two.
598 if (coin_objs [i]) 556 if (coin_objs [i])
599 { 557 {
600 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 558 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; 559 coin_objs[i]->nrof += tmp->nrof;
603 esrv_del_item (pl->contr, tmp->count); 560 tmp->destroy ();
604 free_object (tmp);
605 } 561 }
606 else 562 else
607 { 563 {
608 remove_ob (tmp); 564 tmp->remove ();
609
610 if (pouch->type == PLAYER)
611 esrv_del_item (pl->contr, tmp->count);
612
613 coin_objs[i] = tmp; 565 coin_objs[i] = tmp;
614 } 566 }
615 567
616 break; 568 break;
617 } 569 }
618 } 570 }
619 571
620 if (i == NUM_COINS) 572 if (i == NUM_COINS)
621 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 573 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
622 } 574 }
623 } 575 }
624 576
625 /* Fill in any gaps in the coin_objs array - needed to make change. */ 577 /* 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 */ 578 /* Note that the coin_objs array goes from least value to greatest value */
627 for (i = 0; i < NUM_COINS; i++) 579 for (i = 0; i < NUM_COINS; i++)
628 if (!coin_objs[i]) 580 if (!coin_objs[i])
629 { 581 {
630 at = find_archetype (coins[NUM_COINS - 1 - i]); 582 at = archetype::find (coins[NUM_COINS - 1 - i]);
631 583
632 if (at == NULL) 584 if (at == NULL)
633 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 585 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
634 586
635 coin_objs[i] = arch_to_object (at); 587 coin_objs[i] = at->instance ();
636 coin_objs[i]->nrof = 0; 588 coin_objs[i]->nrof = 0;
637 } 589 }
638 590
639 for (i = 0; i < NUM_COINS; i++) 591 for (i = 0; i < NUM_COINS; i++)
640 { 592 {
641 object &coin = *coin_objs[i]; 593 object &coin = *coin_objs[i];
642 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 594 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
643 to_pay -= num_coins * coin.value; 595 to_pay -= num_coins * coin.value;
644 596
645 coin.nrof -= num_coins; 597 coin.nrof -= num_coins;
646 /* Now start making change. Start at the coin value 598 /* Now start making change. Start at the coin value
647 * below the one we just did, and work down to 599 * below the one we just did, and work down to
657 count--; 609 count--;
658 } 610 }
659 } 611 }
660 612
661 for (i = 0; i < NUM_COINS; i++) 613 for (i = 0; i < NUM_COINS; i++)
662 {
663 if (coin_objs[i]->nrof) 614 if (coin_objs[i]->nrof)
664 {
665 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 615 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 616 else
677 free_object (coin_objs[i]); 617 coin_objs[i]->destroy ();
678 }
679} 618}
680 619
681/* Checks all unpaid items in op's inventory, adds up all the money they 620/* 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. 621 * 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 622 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
687can_pay (object *pl) 626can_pay (object *pl)
688{ 627{
689 int unpaid_count = 0; 628 int unpaid_count = 0;
690 sint64 unpaid_price = 0; 629 sint64 unpaid_price = 0;
691 sint64 player_wealth = query_money (pl); 630 sint64 player_wealth = query_money (pl);
692 object *item;
693 631
694 if (!pl || pl->type != PLAYER) 632 if (!pl || pl->type != PLAYER)
695 { 633 {
696 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 634 LOG (llevError, "can_pay(): called against something that isn't a player\n");
697 return 0; 635 return 0;
698 } 636 }
699 637
700 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 638 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
701 if (QUERY_FLAG (item, FLAG_UNPAID)) 639 if (item->flag [FLAG_UNPAID])
702 { 640 {
703 unpaid_count++; 641 unpaid_count++;
704 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 642 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
705 } 643 }
706 644
707 if (unpaid_price > player_wealth) 645 if (unpaid_price > player_wealth)
708 { 646 {
709 char buf[MAX_BUF]; 647 dynbuf_text &buf = msg_dynbuf; buf.clear ();
710 char cost[MAX_BUF];
711 char missing[MAX_BUF];
712 648
713 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 649 buf << "You have " << unpaid_count
714 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 650 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
651 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
652 << " to be able to afford that. "
653 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
715 654
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.", 655 pl->failmsg (buf);
717 unpaid_count, cost, missing);
718 new_draw_info (NDI_UNIQUE, 0, pl, buf);
719 656
720 return 0; 657 return 0;
721 } 658 }
722 else 659 else
723 return 1; 660 return 1;
736 { 673 {
737 next_item: 674 next_item:
738 675
739 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
740 { 677 {
741 if (QUERY_FLAG (op, FLAG_UNPAID)) 678 if (op->flag [FLAG_UNPAID])
742 { 679 {
743 char buf[MAX_BUF];
744 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 680 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
745 681
746 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
747 { 683 {
748 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 684 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
749 685
750 CLEAR_FLAG (op, FLAG_UNPAID); 686 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)); 687 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); 688 op->set_flag (FLAG_UNPAID);
753 return 0; 689 return 0;
754 } 690 }
755 else 691 else
756 { 692 {
757 object *tmp; 693 op->clr_flag (FLAG_UNPAID);
758 tag_t c = op->count; 694 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)); 695 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
763 tmp = merge_ob (op, NULL);
764 696
765 if (pl->type == PLAYER) 697 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); 698 esrv_update_item (UPD_FLAGS, pl, op);
774 }
775 699
776 goto next_item; 700 goto next_item;
777 } 701 }
778 } 702 }
779 } 703 }
798{ 722{
799 int count = 0; 723 int count = 0;
800 archetype *at = 0; 724 archetype *at = 0;
801 object *pouch = 0, *tmp = 0; 725 object *pouch = 0, *tmp = 0;
802 726
803 for (count = 0; coins[count] != NULL; count++) 727 for (count = 0; coins[count]; count++)
804 { 728 {
805 at = find_archetype (coins[count]); 729 at = archetype::find (coins[count]);
806 730
807 if (at == NULL) 731 if (at == NULL)
808 LOG (llevError, "Could not find %s archetype\n", coins[count]); 732 LOG (llevError, "Could not find %s archetype\n", coins[count]);
809 else if ((amount / at->clone.value) > 0) 733 else if ((amount / at->value) > 0)
810 { 734 {
811 for (pouch = pl->inv; pouch; pouch = pouch->below) 735 for (pouch = pl->inv; pouch; pouch = pouch->below)
812 { 736 {
813 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 737 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
814 { 738 {
815 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 739 int w = at->weight * (100 - pouch->stats.Str) / 100;
816 int n = amount / at->clone.value; 740 int n = amount / at->value;
817 741
818 if (w == 0) 742 if (w == 0)
819 w = 1; /* Prevent divide by zero */ 743 w = 1; /* Prevent divide by zero */
820 744
821 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 745 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
822 { 746 {
823 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 747 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
824 n = (pouch->weight_limit - pouch->carrying) / w; 748 n = (pouch->weight_limit - pouch->carrying) / w;
825 749
826 tmp = arch_to_object (at); 750 object *tmp = at->instance ();
827 tmp->nrof = n; 751 tmp->nrof = n;
828 amount -= tmp->nrof * tmp->value; 752 amount -= tmp->nrof * tmp->value;
829 tmp = insert_ob_in_ob (tmp, pouch); 753 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 } 754 }
835 } 755 }
836 } 756 }
837 757
838 if (amount / at->clone.value > 0) 758 if (amount / at->value > 0)
839 { 759 {
840 tmp = arch_to_object (at); 760 object *tmp = at->instance ();
841 tmp->nrof = amount / tmp->value; 761 tmp->nrof = amount / tmp->value;
842 amount -= tmp->nrof * tmp->value; 762 amount -= tmp->nrof * tmp->value;
843 tmp = insert_ob_in_ob (tmp, pl); 763 pl->insert (tmp);
844 esrv_send_item (pl, tmp);
845 esrv_send_item (pl, pl);
846 } 764 }
847 } 765 }
848 } 766 }
849 767
850 if (amount != 0) 768 if (amount != 0)
851#ifndef WIN32
852 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); 769 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} 770}
857 771
858/* elmex: this is for the bank plugin :( */ 772/* elmex: this is for the bank plugin :( */
859sint64 773sint64
860pay_player_arch (object *pl, const char *arch, sint64 amount) 774pay_player_arch (object *pl, const char *arch, sint64 amount)
861{ 775{
862 archetype *at = find_archetype (arch);
863 object *tmp = NULL;
864
865 if (at == NULL)
866 return 0;
867
868 if (amount > 0) 776 if (amount)
869 { 777 {
870 tmp = arch_to_object (at); 778 object *ob = archetype::get (arch);
779
780 if (!ob)
781 return 0;
782
871 tmp->nrof = amount; 783 ob->nrof = amount;
872 tmp = insert_ob_in_ob (tmp, pl); 784 pl->insert (ob);
873 esrv_send_item (pl, tmp);
874 esrv_send_item (pl, pl);
875 } 785 }
876 786
877 return 1; 787 return 1;
878} 788}
879 789
882 * buy item. 792 * buy item.
883 * 793 *
884 * Modified to fill available race: gold containers before dumping 794 * Modified to fill available race: gold containers before dumping
885 * remaining coins in character's inventory. 795 * remaining coins in character's inventory.
886 */ 796 */
887void 797bool
888sell_item (object *op, object *pl) 798sell_item (object *op, object *pl)
889{ 799{
890 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 800 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
891 801
892 if (pl == NULL || pl->type != PLAYER) 802 if (pl == NULL || pl->type != PLAYER)
893 { 803 {
894 LOG (llevDebug, "Object other than player tried to sell something.\n"); 804 LOG (llevDebug, "Object other than player tried to sell something.\n");
895 return; 805 return false;
896 } 806 }
897 807
898 op->custom_name = 0; 808 op->custom_name = 0;
899 809
900 if (!amount) 810 if (!amount)
901 { 811 {
902 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 812 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
903 813 query_name (op));
904 /* Even if the character doesn't get anything for it, it may still be 814 // elmex: change: the player now gets the item back if the shop is not
905 * worth something. If so, make it unpaid 815 // 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; 816 return false;
915 } 817 }
916 818
917 /* We compare the price with the one for a player 819 /* We compare the price with the one for a player
918 * without bargaining skill. 820 * without bargaining skill.
919 * This determins the amount of exp (if any) gained for bargaining. 821 * This determins the amount of exp (if any) gained for bargaining.
920 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
921 */ 823 */
922 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 824 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
923 825
924 if (extra_gain > 0) 826 if (extra_gain > 0)
925 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
926 828
927 pay_player (pl, amount); 829 pay_player (pl, amount);
928 830
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)); 831 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
832 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
833 pl->play_sound (sound_find ("shop_sell"));
930 834
931 SET_FLAG (op, FLAG_UNPAID); 835 op->set_flag (FLAG_UNPAID);
932 identify (op); 836 identify (op);
933}
934 837
838 return true;
839}
935 840
936/* returns a double that is the ratio of the price that a shop will offer for 841/* 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, 842 * 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 843 * returned value is between SPECIALISATION_EFFECT and 1.
939 * event is never less than 0.1 (calling functions divide by it)
940 */ 844 */
941static double 845static double
942shop_specialisation_ratio (const object *item, const mapstruct *map) 846shop_specialisation_ratio (const object *item, const maptile *map)
943{ 847{
944 shopitems *items = map->shopitems; 848 shopitems *items = map->shopitems;
945 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 849 int likedness = 0;
946 int i; 850 int i;
947 851
948 if (item == NULL) 852 if (item == NULL)
949 { 853 {
950 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 854 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
951 return 0; 855 return 0;
952 } 856 }
953 857
954 if (!item->type) 858 if (!item->type)
955 { 859 {
956 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 860 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
957 /* 861 /*
958 * I'm not really sure what the /right/ thing to do here is, these types of 862 * 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.." 863 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
960 */ 864 */
961 return ratio; 865 return SPECIALISATION_EFFECT;
962 } 866 }
963 867
964 if (map->shopitems) 868 if (map->shopitems)
965 {
966 for (i = 0; i < items[0].index; i++) 869 for (i = 0; i < items[0].index; i++)
967 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 870 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
968 likedness = items[i].strength / 100.0; 871 likedness = items[i].strength;
969 }
970 872
971 if (likedness > 1.0) 873 if (likedness > 100)
972 { /* someone has been rather silly with the map headers. */ 874 { /* 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); 875 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
974 likedness = 1.0; 876 likedness = 100;
975 } 877 }
976 878
977 if (likedness < -1.0) 879 if (likedness < -100)
978 { 880 {
979 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 881 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
980 likedness = -1.0; 882 likedness = -100;
981 } 883 }
982 884
983 ratio = ratio + (1.0 - ratio) * likedness; 885 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} 886}
990 887
991/*returns the greed of the shop on map, or 1 if it isn't specified. */ 888/*returns the greed of the shop on map, or 1 if it isn't specified. */
992static double 889static double
993shop_greed (const mapstruct *map) 890shop_greed (const maptile *map)
994{ 891{
995 double greed = 1.0;
996
997 if (map->shopgreed)
998 return map->shopgreed; 892 return map->shopgreed
999 return greed; 893 ? map->shopgreed
894 : 1.;
1000} 895}
1001 896
1002/* Returns a double based on how much the shopkeeper approves of the player. 897/* 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. 898 * this is based on the race of the shopkeeper and that of the player.
1004 */ 899 */
1005double 900double
1006shopkeeper_approval (const mapstruct *map, const object *player) 901shopkeeper_approval (const maptile *map, const object *player)
1007{ 902{
1008 double approval = 1.0; 903 return map->shoprace && player->race != map->shoprace
1009 904 ? DISLIKE_RATIO
1010 if (map->shoprace) 905 : 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} 906}
1019 907
1020/* limit the value of items based on the wealth of the shop. If the item is close 908/* 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 909 * 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 910 * below the minimum value the shop is prepared to trade in, then we don't
1026 */ 914 */
1027static sint64 915static sint64
1028value_limit (sint64 val, int quantity, const object *who, int isshop) 916value_limit (sint64 val, int quantity, const object *who, int isshop)
1029{ 917{
1030 sint64 newval, unit_price, tmpshopmax; 918 sint64 newval, unit_price, tmpshopmax;
1031 mapstruct *map; 919 maptile *map;
1032 920
1033 unit_price = val / quantity; 921 unit_price = val / quantity;
1034 922
1035 if (!isshop || !who) 923 if (!isshop || !who)
1036 { 924 {
1052 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 940 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1053 941
1054 if (map->shopmin && unit_price < map->shopmin) 942 if (map->shopmin && unit_price < map->shopmin)
1055 return 0; 943 return 0;
1056 else if (unit_price > tmpshopmax / 2) 944 else if (unit_price > tmpshopmax / 2)
1057 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 945 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1058 else 946 else
1059 newval = unit_price; 947 newval = unit_price;
1060 } 948 }
1061 949
1062 newval *= quantity; 950 newval *= quantity;
1066 954
1067/* gives a desciption of the shop on their current map to the player op. */ 955/* gives a desciption of the shop on their current map to the player op. */
1068int 956int
1069describe_shop (const object *op) 957describe_shop (const object *op)
1070{ 958{
959 dynbuf_text buf;
1071 mapstruct *map = op->map; 960 maptile *map = op->map;
1072 961
1073 /*shopitems *items=map->shopitems; */ 962 /*shopitems *items=map->shopitems; */
1074 int pos = 0, i; 963 int pos = 0, i;
1075 double opinion = 0; 964 double opinion = 0;
1076 char tmp[MAX_BUF] = "\0";
1077 965
1078 if (op->type != PLAYER) 966 if (op->type != PLAYER)
1079 return 0; 967 return 0;
1080 968
1081 /*check if there is a shop specified for this map */ 969 /*check if there is a shop specified for this map */
1082 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 970 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1083 { 971 {
1084 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 972 buf << "From looking at the nearby shop you determine that it trades in ";
973 int lastcomma = 0, prevcomma = 0;
1085 974
1086 if (map->shopitems) 975 if (map->shopitems)
1087 for (i = 0; i < map->shopitems[0].index; i++) 976 for (i = 0; i < map->shopitems[0].index; i++)
1088 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 977 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1089 { 978 {
1090 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 979 buf << map->shopitems[i].name_pl;
1091 pos += strlen (tmp + pos); 980 prevcomma = lastcomma;
981 lastcomma = buf.size (); // remember offset
982 buf << ", ";
1092 } 983 }
1093 984
1094 if (!pos) 985 if (lastcomma)
986 {
987 buf.splice (lastcomma, 2);
988
989 if (prevcomma)
990 buf.splice (prevcomma, 2, " and ");
991 }
992 else
1095 strcat (tmp, "a little of everything."); 993 buf << "a little of everything.";
1096 994
1097 /* format the string into a list */ 995 buf << ".\n\n";
1098 make_list_like (tmp);
1099 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1100 996
1101 if (map->shopmax) 997 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)); 998 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1103 999
1104 if (map->shopmin) 1000 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)); 1001 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1106 1002
1107 if (map->shopgreed) 1003 if (map->shopgreed)
1108 { 1004 {
1109 if (map->shopgreed > 2.0) 1005 if (map->shopgreed > 2.0)
1110 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1006 buf << "It tends to overcharge massively.\n\n";
1111 else if (map->shopgreed > 1.5) 1007 else if (map->shopgreed > 1.5)
1112 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1008 buf << "It tends to overcharge substantially.\n\n";
1113 else if (map->shopgreed > 1.1) 1009 else if (map->shopgreed > 1.1)
1114 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1010 buf << "It tends to overcharge slightly.\n\n";
1115 else if (map->shopgreed < 0.9) 1011 else if (map->shopgreed < 0.9)
1116 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1012 buf << "It tends to undercharge.\n\n";
1117 } 1013 }
1118 1014
1119 if (map->shoprace) 1015 if (map->shoprace)
1120 { 1016 {
1121 opinion = shopkeeper_approval (map, op); 1017 opinion = shopkeeper_approval (map, op);
1018
1122 if (opinion > 0.8) 1019 if (opinion > 0.8)
1123 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1020 buf << "You think the shopkeeper likes you.\n\n";
1124 else if (opinion > 0.5) 1021 else if (opinion > 0.5)
1125 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1022 buf << "The shopkeeper seems unconcerned by you.\n\n";
1126 else 1023 else
1127 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1024 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1128 } 1025 }
1129 } 1026 }
1130 else 1027 else
1131 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1028 buf << "There is no shop nearby.\n\n";
1029
1030 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1132 1031
1133 return 1; 1032 return 1;
1134} 1033}
1135 1034
1136struct shopinv 1035struct shopinv
1137{ 1036{
1138 char *item_sort; 1037 char *item_sort;
1139 char *item_real; 1038 char *item_real;
1039 sint64 value;
1140 uint16 type; 1040 uint16 type;
1141 uint32 nrof; 1041 uint32 nrof;
1142}; 1042};
1143 1043
1144/* There are a lot fo extra casts in here just to suppress warnings - it 1044/* There are a lot fo extra casts in here just to suppress warnings - it
1151{ 1051{
1152 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1052 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1153 1053
1154 if (s1->type < s2->type) 1054 if (s1->type < s2->type)
1155 return -1; 1055 return -1;
1056
1156 if (s1->type > s2->type) 1057 if (s1->type > s2->type)
1157 return 1; 1058 return 1;
1158 1059
1159 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1060 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1160 * via alphabetical order 1061 * via alphabetical order
1163} 1064}
1164 1065
1165static void 1066static void
1166add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1067add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1167{ 1068{
1168#if 0
1169 char buf[MAX_BUF];
1170#endif
1171 /* clear unpaid flag so that doesn't come up in query 1069 /* clear unpaid flag so that doesn't come up in query
1172 * string. We clear nrof so that we can better sort 1070 * string. We clear nrof so that we can better sort
1173 * the object names. 1071 * the object names.
1174 */ 1072 */
1175 1073
1176 CLEAR_FLAG (tmp, FLAG_UNPAID); 1074 tmp->clr_flag (FLAG_UNPAID);
1177 items[*numitems].nrof = tmp->nrof; 1075 items[*numitems].nrof = tmp->nrof;
1178 /* Non mergable items have nrof of 0, but count them as one 1076 /* Non mergable items have nrof of 0, but count them as one
1179 * so the display is properly. 1077 * so the display is properly.
1180 */ 1078 */
1181 if (tmp->nrof == 0) 1079 if (tmp->nrof == 0)
1182 items[*numitems].nrof++; 1080 items[*numitems].nrof++;
1183 items[*numitems].type = tmp->type; 1081 items[*numitems].type = tmp->type;
1082
1083 items[*numitems].value = tmp->value;
1184 1084
1185 switch (tmp->type) 1085 switch (tmp->type)
1186 { 1086 {
1187#if 0 1087#if 0
1188 case BOOTS: 1088 case BOOTS:
1190 case RING: 1090 case RING:
1191 case AMULET: 1091 case AMULET:
1192 case BRACERS: 1092 case BRACERS:
1193 case GIRDLE: 1093 case GIRDLE:
1194 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1094 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1195 items[*numitems].item_sort = strdup_local (buf); 1095 items[*numitems].item_sort = strdup (buf);
1196 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1096 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1197 items[*numitems].item_real = strdup_local (buf); 1097 items[*numitems].item_real = strdup (buf);
1198 (*numitems)++; 1098 (*numitems)++;
1199 break; 1099 break;
1200#endif 1100#endif
1201 1101
1202 default: 1102 default:
1203 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1103 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1204 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1104 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1105 items[*numitems].value += tmp->value;
1205 (*numitems)++; 1106 (*numitems)++;
1206 break; 1107 break;
1207 } 1108 }
1208 SET_FLAG (tmp, FLAG_UNPAID); 1109
1110 tmp->set_flag (FLAG_UNPAID);
1209} 1111}
1210 1112
1211void 1113void
1212shop_listing (object *op) 1114shop_listing (object *sign, object *op)
1213{ 1115{
1214 int i, j, numitems = 0, numallocated = 0, nx, ny; 1116 int i, j, x1, x2, y1, y2;
1215 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1117 const char *shop_coords = sign->kv (shstr_shop_coords);
1216 object *stack; 1118 object *stack;
1217 shopinv *items; 1119 shopinv *items;
1218 1120
1219 /* Should never happen, but just in case a monster does apply a sign */ 1121 /* Should never happen, but just in case a monster does apply a sign */
1220 if (op->type != PLAYER) 1122 if (!op->is_player ())
1221 return; 1123 return;
1222 1124
1223 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1125 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1224 1126
1225 magic_mapping_mark (op, map_mark, 3); 1127 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1226 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1128 {
1129 x1 = 0;
1130 y1 = 0;
1131 x2 = op->map->width - 1;
1132 y2 = op->map->height - 1;
1133 }
1134
1227 numallocated = 40; 1135 int numallocated = 40;
1136 int numitems = 0;
1137 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1228 1138
1229 /* Find all the appropriate items */ 1139 /* Find all the appropriate items */
1230 for (i = 0; i < MAP_WIDTH (op->map); i++) 1140 for (i = x1; i <= x2; i++)
1231 { 1141 for (j = y1; j < y2; j++)
1232 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1142 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 * 1143 {
1236 */ 1144 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 1145
1243 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1146 while (stack)
1244 { 1147 {
1245 stack = get_map_ob (op->map, i, j); 1148 if (stack->flag [FLAG_UNPAID])
1246
1247 while (stack)
1248 { 1149 {
1249 if (QUERY_FLAG (stack, FLAG_UNPAID))
1250 {
1251 if (numitems == numallocated) 1150 if (numitems == numallocated)
1252 {
1253 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1151 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1254 numallocated += 10; 1152
1255 }
1256 add_shop_item (stack, items, &numitems, &numallocated); 1153 add_shop_item (stack, items, &numitems, &numallocated);
1257 }
1258 stack = stack->above;
1259 } 1154 }
1155
1156 stack = stack->above;
1260 } 1157 }
1261 } 1158 }
1262 }
1263 1159
1264 free (map_mark); 1160 buf << (numitems ? "T<This shop contains:>\n\n"
1265 1161 : "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 1162
1273 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1163 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1274 1164
1275 for (i = 0; i < numitems; i++) 1165 for (i = 0; i < numitems; i++)
1276 { 1166 {
1277 /* Collapse items of the same name together */ 1167 /* Collapse items of the same name together */
1278 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1168 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1279 {
1280 items[i + 1].nrof += items[i].nrof; 1169 items[i + 1].nrof += items[i].nrof;
1281 free (items[i].item_sort);
1282 free (items[i].item_real);
1283 }
1284 else 1170 else
1285 { 1171 {
1286 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", 1172 buf.printf (
1287 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1173 " %4d %s\n for %s\n",
1174 items[i].nrof ? items[i].nrof : 1,
1175 items[i].nrof == 1 ? items[i].item_sort : items[i].item_real,
1176 cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1));
1177 }
1178
1288 free (items[i].item_sort); 1179 free (items[i].item_sort);
1289 free (items[i].item_real); 1180 free (items[i].item_real);
1290 }
1291 } 1181 }
1182
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1184
1292 free (items); 1185 free (items);
1293} 1186}
1294 1187
1295/* elmex: this function checks whether the object is in a shop */ 1188/* elmex: this function checks whether we are in a shop or not
1189 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1190 floor tile. this possibly will make map bugs where shopfloors are above
1191 floors more obvious.
1192*/
1296bool 1193bool
1297is_in_shop (object *o) 1194maptile::is_in_shop (int x, int y) const
1298{ 1195{
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) 1196 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1197 if (floor->flag [FLAG_IS_FLOOR])
1310 if (floor->type == SHOP_FLOOR) 1198 return floor->type == SHOP_FLOOR;
1311 return true;
1312 1199
1313 return false; 1200 return false;
1314} 1201}
1202

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