ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/shop.C
(Generate patch)

Comparing deliantra/server/server/shop.C (file contents):
Revision 1.23 by root, Thu Dec 14 22:45:41 2006 UTC vs.
Revision 1.60 by root, Thu Jan 1 11:41:17 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <spells.h> 25#include <spells.h>
26#include <skills.h> 26#include <skills.h>
27#include <living.h> 27#include <living.h>
28#include <newclient.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <math.h> 29#include <math.h>
33 30
34/* 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
35 * 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
36 * 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
37 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
38 * 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,
39 * (though not useful) effects. 36 * (though not useful) effects.
40 */ 37 */
41#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
42 39
43/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
44#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
45 42
46static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
47static 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);
48static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
49static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
50
51#define NUM_COINS 4 /* number of coin types */
52static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
53 47
54/* 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
55 * 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
56 * 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.
57 * 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
132 { 126 {
133 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
134 { 128 {
135 if (flag == F_BUY) 129 if (flag == F_BUY)
136 { 130 {
137 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object.\n");
138 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
139 } 133 }
140 else 134 else
141 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
142 if (tmp->type == POTION) 136 if (tmp->type == POTION)
143 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
145 { 139 {
146 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
147 * unknown objects 141 * unknown objects
148 */ 142 */
149 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
150 val = number * tmp->arch->clone.value * 2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
151 else 145 else
152 val = number * tmp->arch->clone.value / 3; 146 val = number * tmp->arch->value / 3;
153 } 147 }
154 } 148 }
155 } 149 }
156 else 150 else
157 { /* No archetype with this object */ 151 { /* No archetype with this object */
158 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name); 152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
159 if (flag == F_BUY) 153 if (flag == F_BUY)
160 { 154 {
161 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n"); 155 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object without arch.\n");
162 val = number * tmp->value * 10; 156 val = number * tmp->value * 10;
163 } 157 }
164 else 158 else
165 val = number * tmp->value / 5; 159 val = number * tmp->value / 5;
166 } 160 }
168 162
169 /* If the item has been applied or identifed or does not need to be 163 /* If the item has been applied or identifed or does not need to be
170 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
171 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
172 * really just a check to prevent core dumps for when it checks 166 * really just a check to prevent core dumps for when it checks
173 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
174 * magic is to not give extra money for archetypes that are by 168 * magic is to not give extra money for archetypes that are by
175 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
176 * already figured in that value. 170 * already figured in that value.
177 */ 171 */
178 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
179 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
180 { 174 {
181 if (tmp->magic > 0) 175 if (tmp->magic > 0)
182 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
183 else 177 else
184 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
212 * AND Cha = 30 will get optimal price. 206 * AND Cha = 30 will get optimal price.
213 * Thus charisma will never get useless. 207 * Thus charisma will never get useless.
214 * -b.e. edler@heydernet.de 208 * -b.e. edler@heydernet.de
215 */ 209 */
216 210
217 if (who != NULL && who->type == PLAYER) 211 if (who && who->type == PLAYER)
218 { 212 {
219 int lev_bargain = 0; 213 int lev_bargain = 0;
220 int lev_identify = 0; 214 int lev_identify = 0;
221 int idskill1 = 0;
222 int idskill2 = 0;
223 const typedata *tmptype;
224
225 tmptype = get_typedata (tmp->type);
226 215
227 if (find_skill_by_number (who, SK_BARGAINING)) 216 if (find_skill_by_number (who, SK_BARGAINING))
228 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
229 218
230 if (tmptype) 219 if (const typedata *tmptype = get_typedata (tmp->type))
231 { 220 {
232 idskill1 = tmptype->identifyskill; 221 if (int idskill1 = tmptype->identifyskill)
233
234 if (idskill1)
235 { 222 {
236 idskill2 = tmptype->identifyskill2; 223 int idskill2 = tmptype->identifyskill2;
237 224
238 if (find_skill_by_number (who, idskill1)) 225 if (find_skill_by_number (who, idskill1))
239 lev_identify = find_skill_by_number (who, idskill1)->level; 226 lev_identify = find_skill_by_number (who, idskill1)->level;
240 227
241 if (idskill2 && find_skill_by_number (who, idskill2)) 228 if (idskill2 && find_skill_by_number (who, idskill2))
242 lev_identify += find_skill_by_number (who, idskill2)->level; 229 lev_identify += find_skill_by_number (who, idskill2)->level;
243 } 230 }
244 } 231 }
245 else
246 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
247 232
248 /* ratio determines how much of the price modification 233 /* ratio determines how much of the price modification
249 * will come from the basic stat charisma 234 * will come from the basic stat charisma
250 * the rest will come from the level in bargaining skill 235 * the rest will come from the level in bargaining skill
251 */ 236 */
252 const double cha_ratio = 0.40; 237 const double cha_ratio = 0.40;
253 238
254 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); 239 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
255
256 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 240 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
257
258 diff = .02 + (.80 - .02) * diff; 241 diff = .02 + (.80 - .02) * diff;
259 242
260 if (flag == F_BUY) 243 if (flag == F_BUY)
261 val += (val * diff); 244 val += val * diff;
262 else if (flag == F_SELL) 245 else if (flag == F_SELL)
263 val -= (val * diff); 246 val -= val * diff;
264 247
265 // now find a price range. the less good we can judge, the larger the range is 248 // now find a price range. the less good we can judge, the larger the range is
266 // then the range is adjusted randomly around the correct value 249 // then the range is adjusted randomly around the correct value
267 if (approximate) 250 if (approximate)
268 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 251 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
269 } 252 }
270 253
271 /* I don't think this should really happen - if it does, it indicates and 254 /* I don't think this should really happen - if it does, it indicates and
272 * overflow of diff above. That shoudl only happen if 255 * overflow of diff above. That should only happen if
273 * we are selling objects - in that case, the person just 256 * we are selling objects - in that case, the person just
274 * gets no money. 257 * gets no money.
275 */ 258 */
276 if ((sint64) val < 0) 259 if ((sint64) val < 0)
277 val = 0; 260 val = 0;
305 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 288 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
306 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 289 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
307 else 290 else
308 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 291 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
309 } 292 }
293
310 /* we will also have an extra 0-5% variation between shops of the same type 294 /* we will also have an extra 0-5% variation between shops of the same type
311 * for valuable items (below a value of 50 this effect wouldn't be very 295 * for valuable items (below a value of 50 this effect wouldn't be very
312 * pointful, and could give fun with rounding. 296 * pointful, and could give fun with rounding.
313 */ 297 */
314 if (who->map->path != NULL && val > 50) 298 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
315 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 299 if (val > 50)
300 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
316 } 301 }
302
317 return (sint64) val; 303 return (sint64) val;
318} 304}
319 305
320/* Find the coin type that is worth more the 'c'. Starts at the 306/* Find the coin type that is worth more the 'c'. Starts at the
321 * cointype placement. 307 * cointype placement.
333 coin = archetype::find (coins[*cointype]); 319 coin = archetype::find (coins[*cointype]);
334 if (coin == NULL) 320 if (coin == NULL)
335 return NULL; 321 return NULL;
336 *cointype += 1; 322 *cointype += 1;
337 } 323 }
338 while (coin->clone.value > c); 324 while (coin->value > c);
339 325
340 return coin; 326 return coin;
341} 327}
342 328
343/* This returns a string of how much something is worth based on 329/* This returns a string of how much something is worth based on
359 345
360 coin = find_next_coin (cost, &cointype); 346 coin = find_next_coin (cost, &cointype);
361 if (coin == NULL) 347 if (coin == NULL)
362 return "nothing"; 348 return "nothing";
363 349
364 num = cost / coin->clone.value; 350 num = cost / coin->value;
365 /* so long as nrof is 32 bit, this is true. 351 /* so long as nrof is 32 bit, this is true.
366 * If it takes more coins than a person can possibly carry, this 352 * If it takes more coins than a person can possibly carry, this
367 * is basically true. 353 * is basically true.
368 */ 354 */
369 if ((cost / coin->clone.value) > UINT32_MAX) 355 if ((cost / coin->value) > UINT32_MAX)
370 { 356 {
371 strcpy (buf, "an unimaginable sum of money"); 357 strcpy (buf, "an unimaginable sum of money");
372 return buf; 358 return buf;
373 } 359 }
374 360
375 cost -= num * (sint64)coin->clone.value; 361 cost -= num * (sint64)coin->value;
376 362
377 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 363 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
378 364
379 next_coin = find_next_coin (cost, &cointype); 365 next_coin = find_next_coin (cost, &cointype);
380 if (next_coin == NULL || approx) 366 if (next_coin == NULL || approx)
381 return buf; 367 return buf;
382 368
383 coin = next_coin; 369 coin = next_coin;
384 num = cost / coin->clone.value; 370 num = cost / coin->value;
385 cost -= num * (sint64)coin->clone.value; 371 cost -= num * (sint64)coin->value;
386 372
387 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 373 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
388 374
389 return buf; 375 return buf;
390} 376}
391 377
392const char * 378const char *
422 archetype *coin = find_next_coin (real_value, &cointype); 408 archetype *coin = find_next_coin (real_value, &cointype);
423 409
424 if (coin == NULL) 410 if (coin == NULL)
425 return "nothing"; 411 return "nothing";
426 412
427 num = real_value / coin->clone.value; 413 num = real_value / coin->value;
414
428 if (num == 1) 415 if (num == 1)
429 sprintf (buf, "about one %s", &coin->clone.name); 416 sprintf (buf, "about one %s", &coin->object::name);
430 else if (num < 5) 417 else if (num < 5)
431 sprintf (buf, "a few %s", &coin->clone.name_pl); 418 sprintf (buf, "a few %s", &coin->object::name_pl);
432 else if (num < 10) 419 else if (num < 10)
433 sprintf (buf, "several %s", &coin->clone.name_pl); 420 sprintf (buf, "several %s", &coin->object::name_pl);
434 else if (num < 25) 421 else if (num < 25)
435 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
436 else if (num < 100) 423 else if (num < 100)
437 sprintf (buf, "lots of %s", &coin->clone.name_pl); 424 sprintf (buf, "lots of %s", &coin->object::name_pl);
438 else if (num < 1000) 425 else if (num < 1000)
439 sprintf (buf, "a great many %s", &coin->clone.name_pl); 426 sprintf (buf, "a great many %s", &coin->object::name_pl);
440 else 427 else
441 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
429
442 return buf; 430 return buf;
443 } 431 }
444 } 432 }
445 } 433 }
446 434
477 } 465 }
478 466
479 for (tmp = op->inv; tmp; tmp = tmp->below) 467 for (tmp = op->inv; tmp; tmp = tmp->below)
480 if (tmp->type == MONEY) 468 if (tmp->type == MONEY)
481 total += tmp->nrof * (sint64)tmp->value; 469 total += tmp->nrof * (sint64)tmp->value;
482 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 470 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold")))
483 total += query_money (tmp); 471 total += query_money (tmp);
484 472
485 return total; 473 return total;
486} 474}
487 475
502 return 0; 490 return 0;
503 491
504 pay_from_container (pl, pl, to_pay); 492 pay_from_container (pl, pl, to_pay);
505 493
506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 494 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
507 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 495 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
508 pay_from_container (pl, pouch, to_pay); 496 pay_from_container (pl, pouch, to_pay);
509 497
510 fix_player (pl); 498 pl->update_stats ();
511 return 1; 499 return 1;
512} 500}
513 501
514/* DAMN: This is now a wrapper for pay_from_container, which is 502/* DAMN: This is now a wrapper for pay_from_container, which is
515 * called for the player, then for each active container that can hold 503 * called for the player, then for each active container that can hold
539 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 527 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
540 528
541 pay_from_container (pl, pl, to_pay); 529 pay_from_container (pl, pl, to_pay);
542 530
543 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 531 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
544 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 532 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
545 pay_from_container (pl, pouch, to_pay); 533 pay_from_container (pl, pouch, to_pay);
546 534
547 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 535 pl->update_stats ();
548 SET_FLAG (op, FLAG_WAS_WIZ);
549 536
550 fix_player (pl);
551 return 1; 537 return 1;
552} 538}
553 539
554/* This pays for the item, and takes the proper amount of money off 540/* This pays for the item, and takes the proper amount of money off
555 * the player. 541 * the player.
584 570
585 if (tmp->type == MONEY) 571 if (tmp->type == MONEY)
586 { 572 {
587 for (i = 0; i < NUM_COINS; i++) 573 for (i = 0; i < NUM_COINS; i++)
588 { 574 {
589 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 575 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
590 { 576 {
591 // This should not happen, but if it does, just merge the two. 577 // This should not happen, but if it does, just merge the two.
592 if (coin_objs [i]) 578 if (coin_objs [i])
593 { 579 {
594 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 580 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
595 tmp->remove ();
596 coin_objs[i]->nrof += tmp->nrof; 581 coin_objs[i]->nrof += tmp->nrof;
597 esrv_del_item (pl->contr, tmp->count);
598 tmp->destroy (); 582 tmp->destroy ();
599 } 583 }
600 else 584 else
601 { 585 {
602 tmp->remove (); 586 tmp->remove ();
603
604 if (pouch->type == PLAYER)
605 esrv_del_item (pl->contr, tmp->count);
606
607 coin_objs[i] = tmp; 587 coin_objs[i] = tmp;
608 } 588 }
609 589
610 break; 590 break;
611 } 591 }
612 } 592 }
613 593
614 if (i == NUM_COINS) 594 if (i == NUM_COINS)
615 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 595 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
616 } 596 }
617 } 597 }
618 598
619 /* Fill in any gaps in the coin_objs array - needed to make change. */ 599 /* Fill in any gaps in the coin_objs array - needed to make change. */
620 /* Note that the coin_objs array goes from least value to greatest value */ 600 /* Note that the coin_objs array goes from least value to greatest value */
651 count--; 631 count--;
652 } 632 }
653 } 633 }
654 634
655 for (i = 0; i < NUM_COINS; i++) 635 for (i = 0; i < NUM_COINS; i++)
656 {
657 if (coin_objs[i]->nrof) 636 if (coin_objs[i]->nrof)
658 {
659 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 637 insert_ob_in_ob (coin_objs [i], pouch);
660
661 esrv_send_item (pl, tmp);
662 esrv_send_item (pl, pouch);
663
664 if (pl != pouch)
665 esrv_update_item (UPD_WEIGHT, pl, pouch);
666
667 if (pl->type != PLAYER)
668 esrv_send_item (pl, pl);
669 }
670 else 638 else
671 coin_objs[i]->destroy (); 639 coin_objs[i]->destroy ();
672 }
673} 640}
674 641
675/* Checks all unpaid items in op's inventory, adds up all the money they 642/* Checks all unpaid items in op's inventory, adds up all the money they
676 * have, and checks that they can actually afford what they want to buy. 643 * have, and checks that they can actually afford what they want to buy.
677 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 644 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
697 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 664 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
698 } 665 }
699 666
700 if (unpaid_price > player_wealth) 667 if (unpaid_price > player_wealth)
701 { 668 {
702 char buf[MAX_BUF]; 669 dynbuf_text buf;
703 char cost[MAX_BUF];
704 char missing[MAX_BUF];
705 670
706 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 671 buf << "You have " << unpaid_count
707 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 672 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
673 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
674 << " to be able to afford that. "
675 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
708 676
709 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 677 pl->failmsg (buf);
710 unpaid_count, cost, missing);
711 new_draw_info (NDI_UNIQUE, 0, pl, buf);
712 678
713 return 0; 679 return 0;
714 } 680 }
715 else 681 else
716 return 1; 682 return 1;
745 SET_FLAG (op, FLAG_UNPAID); 711 SET_FLAG (op, FLAG_UNPAID);
746 return 0; 712 return 0;
747 } 713 }
748 else 714 else
749 { 715 {
750 object *tmp;
751
752 CLEAR_FLAG (op, FLAG_UNPAID); 716 CLEAR_FLAG (op, FLAG_UNPAID);
753 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 717 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
754 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
755 tmp = merge_ob (op, NULL);
756 719
757 if (pl->type == PLAYER) 720 if (!merge_ob (op, op->env->inv))
758 {
759 if (tmp)
760 { /* it was merged */
761 esrv_del_item (pl->contr, op->count);
762 op = tmp;
763 }
764
765 esrv_send_item (pl, op); 721 esrv_update_item (UPD_FLAGS, pl, op);
766 }
767 722
768 goto next_item; 723 goto next_item;
769 } 724 }
770 } 725 }
771 } 726 }
790{ 745{
791 int count = 0; 746 int count = 0;
792 archetype *at = 0; 747 archetype *at = 0;
793 object *pouch = 0, *tmp = 0; 748 object *pouch = 0, *tmp = 0;
794 749
795 for (count = 0; coins[count] != NULL; count++) 750 for (count = 0; coins[count]; count++)
796 { 751 {
797 at = archetype::find (coins[count]); 752 at = archetype::find (coins[count]);
798 753
799 if (at == NULL) 754 if (at == NULL)
800 LOG (llevError, "Could not find %s archetype\n", coins[count]); 755 LOG (llevError, "Could not find %s archetype\n", coins[count]);
801 else if ((amount / at->clone.value) > 0) 756 else if ((amount / at->value) > 0)
802 { 757 {
803 for (pouch = pl->inv; pouch; pouch = pouch->below) 758 for (pouch = pl->inv; pouch; pouch = pouch->below)
804 { 759 {
805 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 760 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
806 { 761 {
807 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 762 int w = at->weight * (100 - pouch->stats.Str) / 100;
808 int n = amount / at->clone.value; 763 int n = amount / at->value;
809 764
810 if (w == 0) 765 if (w == 0)
811 w = 1; /* Prevent divide by zero */ 766 w = 1; /* Prevent divide by zero */
812 767
813 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 768 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
814 { 769 {
815 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 770 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
816 n = (pouch->weight_limit - pouch->carrying) / w; 771 n = (pouch->weight_limit - pouch->carrying) / w;
817 772
818 tmp = arch_to_object (at); 773 object *tmp = arch_to_object (at);
819 tmp->nrof = n; 774 tmp->nrof = n;
820 amount -= tmp->nrof * tmp->value; 775 amount -= tmp->nrof * tmp->value;
821 tmp = insert_ob_in_ob (tmp, pouch); 776 pouch->insert (tmp);
822 esrv_send_item (pl, tmp);
823 esrv_send_item (pl, pouch);
824 esrv_update_item (UPD_WEIGHT, pl, pouch);
825 esrv_send_item (pl, pl);
826 } 777 }
827 } 778 }
828 } 779 }
829 780
830 if (amount / at->clone.value > 0) 781 if (amount / at->value > 0)
831 { 782 {
832 tmp = arch_to_object (at); 783 object *tmp = arch_to_object (at);
833 tmp->nrof = amount / tmp->value; 784 tmp->nrof = amount / tmp->value;
834 amount -= tmp->nrof * tmp->value; 785 amount -= tmp->nrof * tmp->value;
835 tmp = insert_ob_in_ob (tmp, pl); 786 pl->insert (tmp);
836 esrv_send_item (pl, tmp);
837 esrv_send_item (pl, pl);
838 } 787 }
839 } 788 }
840 } 789 }
841 790
842 if (amount != 0) 791 if (amount != 0)
845 794
846/* elmex: this is for the bank plugin :( */ 795/* elmex: this is for the bank plugin :( */
847sint64 796sint64
848pay_player_arch (object *pl, const char *arch, sint64 amount) 797pay_player_arch (object *pl, const char *arch, sint64 amount)
849{ 798{
850 archetype *at = archetype::find (arch);
851 object *tmp = NULL;
852
853 if (at == NULL)
854 return 0;
855
856 if (amount > 0) 799 if (amount)
857 { 800 {
858 tmp = arch_to_object (at); 801 object *ob = archetype::get (arch);
802
803 if (!ob)
804 return 0;
805
859 tmp->nrof = amount; 806 ob->nrof = amount;
860 tmp = insert_ob_in_ob (tmp, pl); 807 pl->insert (ob);
861 esrv_send_item (pl, tmp);
862 esrv_send_item (pl, pl);
863 } 808 }
864 809
865 return 1; 810 return 1;
866} 811}
867 812
870 * buy item. 815 * buy item.
871 * 816 *
872 * Modified to fill available race: gold containers before dumping 817 * Modified to fill available race: gold containers before dumping
873 * remaining coins in character's inventory. 818 * remaining coins in character's inventory.
874 */ 819 */
875void 820bool
876sell_item (object *op, object *pl) 821sell_item (object *op, object *pl)
877{ 822{
878 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 823 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
879 824
880 if (pl == NULL || pl->type != PLAYER) 825 if (pl == NULL || pl->type != PLAYER)
881 { 826 {
882 LOG (llevDebug, "Object other than player tried to sell something.\n"); 827 LOG (llevDebug, "Object other than player tried to sell something.\n");
883 return; 828 return false;
884 } 829 }
885 830
886 op->custom_name = 0; 831 op->custom_name = 0;
887 832
888 if (!amount) 833 if (!amount)
889 { 834 {
890 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 835 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
891 836 query_name (op));
892 /* Even if the character doesn't get anything for it, it may still be 837 // elmex: change: the player now gets the item back if the shop is not
893 * worth something. If so, make it unpaid 838 // interested in it.
894 */
895 if (op->value)
896 {
897 SET_FLAG (op, FLAG_UNPAID);
898 SET_FLAG (op, FLAG_PLAYER_SOLD);
899 }
900
901 identify (op);
902 return; 839 return false;
903 } 840 }
904 841
905 /* We compare the price with the one for a player 842 /* We compare the price with the one for a player
906 * without bargaining skill. 843 * without bargaining skill.
907 * This determins the amount of exp (if any) gained for bargaining. 844 * This determins the amount of exp (if any) gained for bargaining.
912 if (extra_gain > 0) 849 if (extra_gain > 0)
913 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 850 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
914 851
915 pay_player (pl, amount); 852 pay_player (pl, amount);
916 853
917 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)); 854 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
855 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
856 pl->play_sound (sound_find ("shop_sell"));
918 857
919 SET_FLAG (op, FLAG_UNPAID); 858 SET_FLAG (op, FLAG_UNPAID);
920 identify (op); 859 identify (op);
921}
922 860
861 return true;
862}
923 863
924/* returns a double that is the ratio of the price that a shop will offer for 864/* returns a double that is the ratio of the price that a shop will offer for
925 * item based on the shops specialisation. Does not take account of greed, 865 * item based on the shops specialisation. Does not take account of greed,
926 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 866 * returned value is between SPECIALISATION_EFFECT and 1.
927 * event is never less than 0.1 (calling functions divide by it)
928 */ 867 */
929static double 868static double
930shop_specialisation_ratio (const object *item, const maptile *map) 869shop_specialisation_ratio (const object *item, const maptile *map)
931{ 870{
932 shopitems *items = map->shopitems; 871 shopitems *items = map->shopitems;
933 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 872 double likedness = 0.;
934 int i; 873 int i;
935 874
936 if (item == NULL) 875 if (item == NULL)
937 { 876 {
938 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 877 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
939 return 0; 878 return 0;
940 } 879 }
941 880
942 if (!item->type) 881 if (!item->type)
943 { 882 {
944 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 883 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
945 /* 884 /*
946 * I'm not really sure what the /right/ thing to do here is, these types of 885 * I'm not really sure what the /right/ thing to do here is, these types of
947 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 886 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
948 */ 887 */
949 return ratio; 888 return SPECIALISATION_EFFECT;
950 } 889 }
951 890
952 if (map->shopitems) 891 if (map->shopitems)
953 { 892 {
954 for (i = 0; i < items[0].index; i++) 893 for (i = 0; i < items[0].index; i++)
956 likedness = items[i].strength / 100.0; 895 likedness = items[i].strength / 100.0;
957 } 896 }
958 897
959 if (likedness > 1.0) 898 if (likedness > 1.0)
960 { /* someone has been rather silly with the map headers. */ 899 { /* someone has been rather silly with the map headers. */
961 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 900 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
962 likedness = 1.0; 901 likedness = 1.0;
963 } 902 }
964 903
965 if (likedness < -1.0) 904 if (likedness < -1.0)
966 { 905 {
967 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 906 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
968 likedness = -1.0; 907 likedness = -1.0;
969 } 908 }
970 909
971 ratio = ratio + (1.0 - ratio) * likedness; 910 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
972
973 if (ratio <= 0.1)
974 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
975
976 return ratio;
977} 911}
978 912
979/*returns the greed of the shop on map, or 1 if it isn't specified. */ 913/*returns the greed of the shop on map, or 1 if it isn't specified. */
980static double 914static double
981shop_greed (const maptile *map) 915shop_greed (const maptile *map)
982{ 916{
983 double greed = 1.0;
984
985 if (map->shopgreed)
986 return map->shopgreed; 917 return map->shopgreed
987 return greed; 918 ? map->shopgreed
919 : 1.;
988} 920}
989 921
990/* Returns a double based on how much the shopkeeper approves of the player. 922/* Returns a double based on how much the shopkeeper approves of the player.
991 * this is based on the race of the shopkeeper and that of the player. 923 * this is based on the race of the shopkeeper and that of the player.
992 */ 924 */
993double 925double
994shopkeeper_approval (const maptile *map, const object *player) 926shopkeeper_approval (const maptile *map, const object *player)
995{ 927{
996 double approval = 1.0; 928 return map->shoprace && player->race != map->shoprace
997 929 ? DISLIKE_RATIO
998 if (map->shoprace) 930 : 1.;
999 {
1000 approval = NEUTRAL_RATIO;
1001 if (player->race && !strcmp (player->race, map->shoprace))
1002 approval = 1.0;
1003 }
1004
1005 return approval;
1006} 931}
1007 932
1008/* limit the value of items based on the wealth of the shop. If the item is close 933/* limit the value of items based on the wealth of the shop. If the item is close
1009 * to the maximum value a shop will offer, we start to reduce it, if the item is 934 * to the maximum value a shop will offer, we start to reduce it, if the item is
1010 * below the minimum value the shop is prepared to trade in, then we don't 935 * below the minimum value the shop is prepared to trade in, then we don't
1139{ 1064{
1140 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1065 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1141 1066
1142 if (s1->type < s2->type) 1067 if (s1->type < s2->type)
1143 return -1; 1068 return -1;
1069
1144 if (s1->type > s2->type) 1070 if (s1->type > s2->type)
1145 return 1; 1071 return 1;
1146 1072
1147 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1073 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1148 * via alphabetical order 1074 * via alphabetical order
1195 } 1121 }
1196 SET_FLAG (tmp, FLAG_UNPAID); 1122 SET_FLAG (tmp, FLAG_UNPAID);
1197} 1123}
1198 1124
1199void 1125void
1200shop_listing (object *op) 1126shop_listing (object *sign, object *op)
1201{ 1127{
1202 int i, j, numitems = 0, numallocated = 0, nx, ny; 1128 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1203 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1129 const char *shop_coords = sign->kv (shstr_shop_coords);
1204 object *stack; 1130 object *stack;
1205 shopinv *items; 1131 shopinv *items;
1206 1132
1207 /* Should never happen, but just in case a monster does apply a sign */ 1133 /* Should never happen, but just in case a monster does apply a sign */
1208 if (op->type != PLAYER) 1134 if (op->type != PLAYER)
1209 return; 1135 return;
1210 1136
1211 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1137 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1138 {
1139 x1 = 0;
1140 y1 = 0;
1141 x2 = op->map->width - 1;
1142 y2 = op->map->height - 1;
1143 }
1212 1144
1213 magic_mapping_mark (op, map_mark, 3);
1214 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1145 items = (shopinv *) malloc (40 * sizeof (shopinv));
1215 numallocated = 40; 1146 numallocated = 40;
1216 1147
1217 /* Find all the appropriate items */ 1148 /* Find all the appropriate items */
1218 for (i = 0; i < MAP_WIDTH (op->map); i++) 1149 for (i = x1; i <= x2; i++)
1219 { 1150 {
1220 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1151 for (j = y1; j < y2; j++)
1221 {
1222 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1223 * 1152 {
1224 */ 1153 if (is_in_shop (op->map, i, j))
1225 nx = i - op->x + MAGIC_MAP_HALF;
1226 ny = j - op->y + MAGIC_MAP_HALF;
1227 /* unlikely, but really big shops could run into this issue */
1228 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1229 continue;
1230
1231 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1232 { 1154 {
1233 stack = get_map_ob (op->map, i, j); 1155 stack = GET_MAP_OB (op->map, i, j);
1234 1156
1235 while (stack) 1157 while (stack)
1236 { 1158 {
1237 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1159 if (QUERY_FLAG (stack, FLAG_UNPAID))
1238 { 1160 {
1239 if (numitems == numallocated) 1161 if (numitems == numallocated)
1240 { 1162 {
1241 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1163 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1242 numallocated += 10; 1164 numallocated += 10;
1243 } 1165 }
1166
1244 add_shop_item (stack, items, &numitems, &numallocated); 1167 add_shop_item (stack, items, &numitems, &numallocated);
1245 } 1168 }
1169
1246 stack = stack->above; 1170 stack = stack->above;
1247 } 1171 }
1248 } 1172 }
1249 } 1173 }
1250 } 1174 }
1251 1175
1252 free (map_mark);
1253
1254 if (numitems == 0) 1176 if (numitems == 0)
1255 { 1177 {
1256 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1178 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1257 free (items); 1179 free (items);
1258 return; 1180 return;
1259 } 1181 }
1260 1182
1261 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1183 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1184
1185 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1262 1186
1263 for (i = 0; i < numitems; i++) 1187 for (i = 0; i < numitems; i++)
1264 { 1188 {
1265 /* Collapse items of the same name together */ 1189 /* Collapse items of the same name together */
1266 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1190 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1275 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1199 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1276 free (items[i].item_sort); 1200 free (items[i].item_sort);
1277 free (items[i].item_real); 1201 free (items[i].item_real);
1278 } 1202 }
1279 } 1203 }
1204
1280 free (items); 1205 free (items);
1281} 1206}
1282 1207
1283/* elmex: this function checks whether the object is in a shop */ 1208/* elmex: this function checks whether the object is in a shop */
1284bool 1209bool
1285is_in_shop (object *o) 1210is_in_shop (object *o)
1286{ 1211{
1287 if (!o->map) 1212 if (!o->is_on_map ())
1288 return false; 1213 return false;
1289 1214
1290 return is_in_shop (o->map, o->x, o->y); 1215 return is_in_shop (o->map, o->x, o->y);
1291} 1216}
1292 1217
1293/* elmex: this function checks whether we are in a shop or not */ 1218/* elmex: this function checks whether we are in a shop or not
1219 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1220 floor tile. this possibly will make map bugs where shopfloors are above
1221 floors more obvious.
1222*/
1223
1294bool 1224bool
1295is_in_shop (maptile *map, int x, int y) 1225is_in_shop (maptile *map, int x, int y)
1296{ 1226{
1297 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1227 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1228 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1298 if (floor->type == SHOP_FLOOR) 1229 return floor->type == SHOP_FLOOR;
1299 return true;
1300 1230
1301 return false; 1231 return false;
1302} 1232}
1233

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines