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 1.80 by root, Wed Apr 28 19:01:01 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <skills.h> 27#include <skills.h>
27#include <living.h> 28#include <living.h>
28#include <newclient.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#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
80 74
81sint64 75sint64
82query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
83{ 77{
84 double val; 78 double val;
85 int number; /* used to better calculate value */
86 int no_bargain; 79 int no_bargain;
87 int identified; 80 int identified;
88 int not_cursed; 81 int not_cursed;
89 int approximate; 82 int approximate;
90 int shop; 83 int shop;
97 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
98 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
99 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
100 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 93 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
101 94
95 int number = tmp->number_of ();
96
102 if (tmp->type == MONEY) 97 if (tmp->type == MONEY)
103 return tmp->nrof * tmp->value; 98 return number * tmp->value;
104 99
105 if (tmp->type == GEM) 100 if (tmp->type == GEM)
106 { 101 {
107 if (flag == F_TRUE) 102 if (flag == F_TRUE)
108 return (tmp->nrof * tmp->value); 103 return number * tmp->value;
109 104
110 if (flag == F_BUY) 105 if (flag == F_BUY)
111 return (sint64) (1.03 * tmp->nrof * tmp->value); 106 return 1.03 * number * tmp->value;
112 107
113 if (flag == F_SELL) 108 if (flag == F_SELL)
114 return (sint64) (0.97 * tmp->nrof * tmp->value); 109 return 0.97 * number * tmp->value;
115 110
116 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 111 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
117 return 0; 112 return 0;
118 } 113 }
119 114
120 number = tmp->nrof;
121 if (number == 0)
122 number = 1;
123 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
124 { 116 {
125 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 117 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
126 return 0; 118 return 0;
127 else 119 else
128 val = tmp->value * number; 120 val = number * tmp->value;
129 } 121 }
130 /* This area deals with objects that are not identified, but can be */ 122 /* This area deals with objects that are not identified, but can be */
131 else 123 else
132 { 124 {
133 if (tmp->arch != NULL)
134 {
135 if (flag == F_BUY) 125 if (flag == F_BUY)
126 {
127 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
128 val = tmp->arch->value * 50 * number;
129 }
130 else
131 { /* Trying to sell something, or get true value */
132 if (tmp->type == POTION)
133 val = number * 40; /* Don't want to give anything away */
134 else
136 { 135 {
137 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
138 val = tmp->arch->clone.value * 50 * number; 137 * unknown objects
138 */
139 if (tmp->flag [FLAG_BEEN_APPLIED])
140 val = number * tmp->arch->value * 2 / 3;
141 else
142 val = number * tmp->arch->value / 3;
139 } 143 }
140 else
141 { /* Trying to sell something, or get true value */
142 if (tmp->type == POTION)
143 val = number * 40; /* Don't want to give anything away */
144 else
145 {
146 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
147 * unknown objects
148 */
149 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
150 val = number * tmp->arch->clone.value * 2 / 3;
151 else
152 val = number * tmp->arch->clone.value / 3;
153 }
154 }
155 }
156 else
157 { /* No archetype with this object */
158 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
159 if (flag == F_BUY)
160 {
161 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
162 val = number * tmp->value * 10;
163 }
164 else
165 val = number * tmp->value / 5;
166 } 144 }
167 } 145 }
168 146
169 /* If the item has been applied or identifed or does not need to be 147 /* If the item has been applied or identifed or does not need to be
170 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
171 * magical, then change values accordingly. The tmp->arch==NULL is 149 * magical, then change values accordingly. The tmp->arch==NULL is
172 * really just a check to prevent core dumps for when it checks 150 * really just a check to prevent core dumps for when it checks
173 * tmp->arch->clone.magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
174 * magic is to not give extra money for archetypes that are by 152 * magic is to not give extra money for archetypes that are by
175 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
176 * already figured in that value. 154 * already figured in that value.
177 */ 155 */
178 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 156 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
179 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 157 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
180 { 158 {
181 if (tmp->magic > 0) 159 if (tmp->magic > 0)
182 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
183 else 161 else
184 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
185 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
186 */ 164 */
187 val /= (1 - tmp->magic); 165 val /= 1 - tmp->magic;
188 } 166 }
189 167
190 if (tmp->type == WAND) 168 if (tmp->type == WAND)
191 { 169 {
192 /* Value of the wand is multiplied by the number of 170 /* Value of the wand is multiplied by the number of
193 * charges. the treasure code already sets up the value 171 * charges. the treasure code already sets up the value
194 * 50 charges is used as the baseline. 172 * 50 charges is used as the baseline.
195 */ 173 */
196 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
197 val = (val * tmp->stats.food) / 50; 175 val *= tmp->stats.food / 50;
198 else /* if not identified, presume one charge */ 176 else /* if not identified, presume one charge */
199 val /= 50; 177 val /= 50;
200 } 178 }
201 179
202 /* Limit amount of money you can get for really great items. */ 180 /* Limit amount of money you can get for really great items. */
203 if (flag == F_SELL) 181 if (flag == F_SELL)
204 val = value_limit ((sint64) val, number, who, shop); 182 val = value_limit (val, number, who, shop);
205 183
206 // use a nonlinear price adjustment. as my predecessor said, don't change 184 // use a nonlinear price adjustment. as my predecessor said, don't change
207 // the archetypes, its work required for balancing, and we don't care. 185 // the archetypes, its work required for balancing, and we don't care.
208 //val = pow (val, 1.05); 186 //val = pow (val, 1.05);
209 187
212 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
213 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
214 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
215 */ 193 */
216 194
217 if (who != NULL && who->type == PLAYER) 195 if (who && who->type == PLAYER)
218 { 196 {
219 int lev_bargain = 0; 197 int lev_bargain = 0;
220 int lev_identify = 0; 198 int lev_identify = 0;
221 int idskill1 = 0;
222 int idskill2 = 0;
223 const typedata *tmptype;
224
225 tmptype = get_typedata (tmp->type);
226 199
227 if (find_skill_by_number (who, SK_BARGAINING)) 200 if (find_skill_by_number (who, SK_BARGAINING))
228 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
229 202
230 if (tmptype) 203 if (const typedata *tmptype = get_typedata (tmp->type))
231 { 204 {
232 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
233
234 if (idskill1)
235 { 206 {
236 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
237 208
238 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
239 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
240 211
241 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
242 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
243 } 214 }
244 } 215 }
245 else
246 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
247 216
248 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
249 * will come from the basic stat charisma 218 * will come from the basic stat charisma
250 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
251 */ 220 */
252 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
253 222
254 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); 223 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / MAXLEVEL_TREASURE, 0.25);
255
256 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 224 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
257
258 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
259 226
260 if (flag == F_BUY) 227 if (flag == F_BUY)
261 val += (val * diff); 228 val += val * diff;
262 else if (flag == F_SELL) 229 else if (flag == F_SELL)
263 val -= (val * diff); 230 val -= val * diff;
264 231
265 // now find a price range. the less good we can judge, the larger the range is 232 // now find a price range. the less good we can judge, the larger the range is
266 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
267 if (approximate) 234 if (approximate)
268 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = val / sqrt (lev_identify * 3 + 1);
269 } 236 }
270 237
271 /* I don't think this should really happen - if it does, it indicates and 238 /* I don't think this should really happen - if it does, it indicates and
272 * overflow of diff above. That shoudl only happen if 239 * overflow of diff above. That should only happen if
273 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
274 * gets no money. 241 * gets no money.
275 */ 242 */
276 if ((sint64) val < 0) 243 if ((sint64) val < 0)
277 val = 0; 244 val = 0;
278 245
279 /* Unidentified stuff won't sell for more than 60gp */ 246 /* Unidentified stuff won't sell for more than 10gp */
280 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) 247 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
281 { 248 min_it (val, 1000);
282 val = (val > 600) ? 600 : val;
283 }
284 249
285 /* if we are in a shop, check how the type of shop should affect the price */ 250 /* if we are in a shop, check how the type of shop should affect the price */
286 if (shop && who) 251 if (shop && who)
287 { 252 {
288 if (flag == F_SELL) 253 if (flag == F_SELL)
289 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 254 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
290 else if (flag == F_BUY) 255 else if (flag == F_BUY)
291 { 256 {
292 /* 257 /*
293 * when buying, if the item was sold by another player, it is ok to 258 * when buying, if the item was sold by another player, it is ok to
294 * let the item be sold cheaper, according to the specialisation of 259 * let the item be sold cheaper, according to the specialisation of
300 * be sold for (otherwise players could camp map resets to make money). 265 * be sold for (otherwise players could camp map resets to make money).
301 * In game terms, a non-specialist shop, might not recognise the true 266 * In game terms, a non-specialist shop, might not recognise the true
302 * value of the items they sell (much like how people sometimes find 267 * value of the items they sell (much like how people sometimes find
303 * antiques in a junk shop in real life). 268 * antiques in a junk shop in real life).
304 */ 269 */
305 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 270 if (tmp->flag [FLAG_PLAYER_SOLD])
306 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 271 val *= shop_specialisation_ratio (tmp, who->map);
307 else 272 else
308 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 273 val /= shop_specialisation_ratio (tmp, who->map);
274
275 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
309 } 276 }
277
310 /* we will also have an extra 0-5% variation between shops of the same type 278 /* we will also have an extra 0-5% variation between shops of the same type
311 * for valuable items (below a value of 50 this effect wouldn't be very 279 * for valuable items (below a value of 50 this effect wouldn't be very
312 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
313 */ 281 */
314 if (who->map->path != NULL && val > 50) 282 //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))); 283 if (val > 50)
284 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
316 } 285 }
317 return (sint64) val; 286
287 return val;
318} 288}
319 289
320/* Find the coin type that is worth more the 'c'. Starts at the 290/* Find the coin type that is worth more the 'c'. Starts at the
321 * cointype placement. 291 * cointype placement.
322 */ 292 */
326{ 296{
327 archetype *coin; 297 archetype *coin;
328 298
329 do 299 do
330 { 300 {
331 if (coins[*cointype] == NULL) 301 if (!coins [*cointype])
332 return NULL; 302 return 0;
303
333 coin = archetype::find (coins[*cointype]); 304 coin = archetype::find (coins [*cointype]);
305
334 if (coin == NULL) 306 if (!coin)
335 return NULL; 307 return 0;
308
336 *cointype += 1; 309 *cointype += 1;
337 } 310 }
338 while (coin->clone.value > c); 311 while (coin->value > c);
339 312
340 return coin; 313 return coin;
341} 314}
342 315
343/* This returns a string of how much something is worth based on 316/* This returns a string of how much something is worth based on
359 332
360 coin = find_next_coin (cost, &cointype); 333 coin = find_next_coin (cost, &cointype);
361 if (coin == NULL) 334 if (coin == NULL)
362 return "nothing"; 335 return "nothing";
363 336
364 num = cost / coin->clone.value; 337 num = cost / coin->value;
365 /* so long as nrof is 32 bit, this is true. 338 /* so long as nrof is 32 bit, this is true.
366 * If it takes more coins than a person can possibly carry, this 339 * If it takes more coins than a person can possibly carry, this
367 * is basically true. 340 * is basically true.
368 */ 341 */
369 if ((cost / coin->clone.value) > UINT32_MAX) 342 if ((cost / coin->value) > UINT32_MAX)
370 { 343 {
371 strcpy (buf, "an unimaginable sum of money"); 344 strcpy (buf, "an unimaginable sum of money");
372 return buf; 345 return buf;
373 } 346 }
374 347
375 cost -= num * (sint64)coin->clone.value; 348 cost -= num * (sint64)coin->value;
376 349
377 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 350 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
378 351
379 next_coin = find_next_coin (cost, &cointype); 352 next_coin = find_next_coin (cost, &cointype);
380 if (next_coin == NULL || approx) 353 if (next_coin == NULL || approx)
381 return buf; 354 return buf;
382 355
383 coin = next_coin; 356 coin = next_coin;
384 num = cost / coin->clone.value; 357 num = cost / coin->value;
385 cost -= num * (sint64)coin->clone.value; 358 cost -= num * (sint64)coin->value;
386 359
387 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 360 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
388 361
389 return buf; 362 return buf;
390} 363}
391 364
392const char * 365const char *
422 archetype *coin = find_next_coin (real_value, &cointype); 395 archetype *coin = find_next_coin (real_value, &cointype);
423 396
424 if (coin == NULL) 397 if (coin == NULL)
425 return "nothing"; 398 return "nothing";
426 399
427 num = real_value / coin->clone.value; 400 num = real_value / coin->value;
401
428 if (num == 1) 402 if (num == 1)
429 sprintf (buf, "about one %s", &coin->clone.name); 403 sprintf (buf, "about one %s", &coin->object::name);
430 else if (num < 5) 404 else if (num < 5)
431 sprintf (buf, "a few %s", &coin->clone.name_pl); 405 sprintf (buf, "a few %s", &coin->object::name_pl);
432 else if (num < 10) 406 else if (num < 10)
433 sprintf (buf, "several %s", &coin->clone.name_pl); 407 sprintf (buf, "several %s", &coin->object::name_pl);
434 else if (num < 25) 408 else if (num < 25)
435 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 409 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
436 else if (num < 100) 410 else if (num < 100)
437 sprintf (buf, "lots of %s", &coin->clone.name_pl); 411 sprintf (buf, "lots of %s", &coin->object::name_pl);
438 else if (num < 1000) 412 else if (num < 1000)
439 sprintf (buf, "a great many %s", &coin->clone.name_pl); 413 sprintf (buf, "a great many %s", &coin->object::name_pl);
440 else 414 else
441 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 415 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
416
442 return buf; 417 return buf;
443 } 418 }
444 } 419 }
445 } 420 }
446 421
477 } 452 }
478 453
479 for (tmp = op->inv; tmp; tmp = tmp->below) 454 for (tmp = op->inv; tmp; tmp = tmp->below)
480 if (tmp->type == MONEY) 455 if (tmp->type == MONEY)
481 total += tmp->nrof * (sint64)tmp->value; 456 total += tmp->nrof * (sint64)tmp->value;
482 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 457 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
483 total += query_money (tmp); 458 total += query_money (tmp);
484 459
485 return total; 460 return total;
486} 461}
487 462
502 return 0; 477 return 0;
503 478
504 pay_from_container (pl, pl, to_pay); 479 pay_from_container (pl, pl, to_pay);
505 480
506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 481 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"))) 482 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
508 pay_from_container (pl, pouch, to_pay); 483 pay_from_container (pl, pouch, to_pay);
509 484
510 fix_player (pl); 485 pl->update_stats ();
511 return 1; 486 return 1;
512} 487}
513 488
514/* DAMN: This is now a wrapper for pay_from_container, which is 489/* 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 490 * called for the player, then for each active container that can hold
539 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 514 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
540 515
541 pay_from_container (pl, pl, to_pay); 516 pay_from_container (pl, pl, to_pay);
542 517
543 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 518 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"))) 519 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
545 pay_from_container (pl, pouch, to_pay); 520 pay_from_container (pl, pouch, to_pay);
546 521
547 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 522 pl->update_stats ();
548 SET_FLAG (op, FLAG_WAS_WIZ);
549 523
550 fix_player (pl);
551 return 1; 524 return 1;
552} 525}
553 526
554/* This pays for the item, and takes the proper amount of money off 527/* This pays for the item, and takes the proper amount of money off
555 * the player. 528 * the player.
584 557
585 if (tmp->type == MONEY) 558 if (tmp->type == MONEY)
586 { 559 {
587 for (i = 0; i < NUM_COINS; i++) 560 for (i = 0; i < NUM_COINS; i++)
588 { 561 {
589 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 562 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
590 { 563 {
591 // This should not happen, but if it does, just merge the two. 564 // This should not happen, but if it does, just merge the two.
592 if (coin_objs [i]) 565 if (coin_objs [i])
593 { 566 {
594 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 567 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; 568 coin_objs[i]->nrof += tmp->nrof;
597 esrv_del_item (pl->contr, tmp->count);
598 tmp->destroy (); 569 tmp->destroy ();
599 } 570 }
600 else 571 else
601 { 572 {
602 tmp->remove (); 573 tmp->remove ();
603
604 if (pouch->type == PLAYER)
605 esrv_del_item (pl->contr, tmp->count);
606
607 coin_objs[i] = tmp; 574 coin_objs[i] = tmp;
608 } 575 }
609 576
610 break; 577 break;
611 } 578 }
612 } 579 }
613 580
614 if (i == NUM_COINS) 581 if (i == NUM_COINS)
615 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 582 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
616 } 583 }
617 } 584 }
618 585
619 /* Fill in any gaps in the coin_objs array - needed to make change. */ 586 /* 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 */ 587 /* Note that the coin_objs array goes from least value to greatest value */
624 at = archetype::find (coins[NUM_COINS - 1 - i]); 591 at = archetype::find (coins[NUM_COINS - 1 - i]);
625 592
626 if (at == NULL) 593 if (at == NULL)
627 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 594 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
628 595
629 coin_objs[i] = arch_to_object (at); 596 coin_objs[i] = at->instance ();
630 coin_objs[i]->nrof = 0; 597 coin_objs[i]->nrof = 0;
631 } 598 }
632 599
633 for (i = 0; i < NUM_COINS; i++) 600 for (i = 0; i < NUM_COINS; i++)
634 { 601 {
635 object &coin = *coin_objs[i]; 602 object &coin = *coin_objs[i];
636 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 603 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
637 to_pay -= num_coins * coin.value; 604 to_pay -= num_coins * coin.value;
638 605
639 coin.nrof -= num_coins; 606 coin.nrof -= num_coins;
640 /* Now start making change. Start at the coin value 607 /* Now start making change. Start at the coin value
641 * below the one we just did, and work down to 608 * below the one we just did, and work down to
651 count--; 618 count--;
652 } 619 }
653 } 620 }
654 621
655 for (i = 0; i < NUM_COINS; i++) 622 for (i = 0; i < NUM_COINS; i++)
656 {
657 if (coin_objs[i]->nrof) 623 if (coin_objs[i]->nrof)
658 {
659 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 624 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 625 else
671 coin_objs[i]->destroy (); 626 coin_objs[i]->destroy ();
672 }
673} 627}
674 628
675/* Checks all unpaid items in op's inventory, adds up all the money they 629/* 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. 630 * 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 631 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
689 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 643 LOG (llevError, "can_pay(): called against something that isn't a player\n");
690 return 0; 644 return 0;
691 } 645 }
692 646
693 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 647 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
694 if (QUERY_FLAG (item, FLAG_UNPAID)) 648 if (item->flag [FLAG_UNPAID])
695 { 649 {
696 unpaid_count++; 650 unpaid_count++;
697 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 651 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
698 } 652 }
699 653
700 if (unpaid_price > player_wealth) 654 if (unpaid_price > player_wealth)
701 { 655 {
702 char buf[MAX_BUF]; 656 dynbuf_text &buf = msg_dynbuf; buf.clear ();
703 char cost[MAX_BUF];
704 char missing[MAX_BUF];
705 657
706 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 658 buf << "You have " << unpaid_count
707 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 659 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
660 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
661 << " to be able to afford that. "
662 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
708 663
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.", 664 pl->failmsg (buf);
710 unpaid_count, cost, missing);
711 new_draw_info (NDI_UNIQUE, 0, pl, buf);
712 665
713 return 0; 666 return 0;
714 } 667 }
715 else 668 else
716 return 1; 669 return 1;
729 { 682 {
730 next_item: 683 next_item:
731 684
732 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 685 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
733 { 686 {
734 if (QUERY_FLAG (op, FLAG_UNPAID)) 687 if (op->flag [FLAG_UNPAID])
735 { 688 {
736 char buf[MAX_BUF]; 689 char buf[MAX_BUF];
737 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 690 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
738 691
739 if (!pay_for_item (op, pl)) 692 if (!pay_for_item (op, pl))
740 { 693 {
741 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 694 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
742 695
743 CLEAR_FLAG (op, FLAG_UNPAID); 696 op->clr_flag (FLAG_UNPAID);
744 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); 697 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
745 SET_FLAG (op, FLAG_UNPAID); 698 op->set_flag (FLAG_UNPAID);
746 return 0; 699 return 0;
747 } 700 }
748 else 701 else
749 { 702 {
750 object *tmp; 703 op->clr_flag (FLAG_UNPAID);
751 704 op->clr_flag (FLAG_PLAYER_SOLD);
752 CLEAR_FLAG (op, FLAG_UNPAID);
753 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
754 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 705 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
755 tmp = merge_ob (op, NULL);
756 706
757 if (pl->type == PLAYER) 707 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); 708 esrv_update_item (UPD_FLAGS, pl, op);
766 }
767 709
768 goto next_item; 710 goto next_item;
769 } 711 }
770 } 712 }
771 } 713 }
790{ 732{
791 int count = 0; 733 int count = 0;
792 archetype *at = 0; 734 archetype *at = 0;
793 object *pouch = 0, *tmp = 0; 735 object *pouch = 0, *tmp = 0;
794 736
795 for (count = 0; coins[count] != NULL; count++) 737 for (count = 0; coins[count]; count++)
796 { 738 {
797 at = archetype::find (coins[count]); 739 at = archetype::find (coins[count]);
798 740
799 if (at == NULL) 741 if (at == NULL)
800 LOG (llevError, "Could not find %s archetype\n", coins[count]); 742 LOG (llevError, "Could not find %s archetype\n", coins[count]);
801 else if ((amount / at->clone.value) > 0) 743 else if ((amount / at->value) > 0)
802 { 744 {
803 for (pouch = pl->inv; pouch; pouch = pouch->below) 745 for (pouch = pl->inv; pouch; pouch = pouch->below)
804 { 746 {
805 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 747 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
806 { 748 {
807 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 749 int w = at->weight * (100 - pouch->stats.Str) / 100;
808 int n = amount / at->clone.value; 750 int n = amount / at->value;
809 751
810 if (w == 0) 752 if (w == 0)
811 w = 1; /* Prevent divide by zero */ 753 w = 1; /* Prevent divide by zero */
812 754
813 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 755 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
814 { 756 {
815 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 757 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
816 n = (pouch->weight_limit - pouch->carrying) / w; 758 n = (pouch->weight_limit - pouch->carrying) / w;
817 759
818 tmp = arch_to_object (at); 760 object *tmp = at->instance ();
819 tmp->nrof = n; 761 tmp->nrof = n;
820 amount -= tmp->nrof * tmp->value; 762 amount -= tmp->nrof * tmp->value;
821 tmp = insert_ob_in_ob (tmp, pouch); 763 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 } 764 }
827 } 765 }
828 } 766 }
829 767
830 if (amount / at->clone.value > 0) 768 if (amount / at->value > 0)
831 { 769 {
832 tmp = arch_to_object (at); 770 object *tmp = at->instance ();
833 tmp->nrof = amount / tmp->value; 771 tmp->nrof = amount / tmp->value;
834 amount -= tmp->nrof * tmp->value; 772 amount -= tmp->nrof * tmp->value;
835 tmp = insert_ob_in_ob (tmp, pl); 773 pl->insert (tmp);
836 esrv_send_item (pl, tmp);
837 esrv_send_item (pl, pl);
838 } 774 }
839 } 775 }
840 } 776 }
841 777
842 if (amount != 0) 778 if (amount != 0)
845 781
846/* elmex: this is for the bank plugin :( */ 782/* elmex: this is for the bank plugin :( */
847sint64 783sint64
848pay_player_arch (object *pl, const char *arch, sint64 amount) 784pay_player_arch (object *pl, const char *arch, sint64 amount)
849{ 785{
850 archetype *at = archetype::find (arch);
851 object *tmp = NULL;
852
853 if (at == NULL)
854 return 0;
855
856 if (amount > 0) 786 if (amount)
857 { 787 {
858 tmp = arch_to_object (at); 788 object *ob = archetype::get (arch);
789
790 if (!ob)
791 return 0;
792
859 tmp->nrof = amount; 793 ob->nrof = amount;
860 tmp = insert_ob_in_ob (tmp, pl); 794 pl->insert (ob);
861 esrv_send_item (pl, tmp);
862 esrv_send_item (pl, pl);
863 } 795 }
864 796
865 return 1; 797 return 1;
866} 798}
867 799
870 * buy item. 802 * buy item.
871 * 803 *
872 * Modified to fill available race: gold containers before dumping 804 * Modified to fill available race: gold containers before dumping
873 * remaining coins in character's inventory. 805 * remaining coins in character's inventory.
874 */ 806 */
875void 807bool
876sell_item (object *op, object *pl) 808sell_item (object *op, object *pl)
877{ 809{
878 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 810 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
879 811
880 if (pl == NULL || pl->type != PLAYER) 812 if (pl == NULL || pl->type != PLAYER)
881 { 813 {
882 LOG (llevDebug, "Object other than player tried to sell something.\n"); 814 LOG (llevDebug, "Object other than player tried to sell something.\n");
883 return; 815 return false;
884 } 816 }
885 817
886 op->custom_name = 0; 818 op->custom_name = 0;
887 819
888 if (!amount) 820 if (!amount)
889 { 821 {
890 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 822 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
891 823 query_name (op));
892 /* Even if the character doesn't get anything for it, it may still be 824 // elmex: change: the player now gets the item back if the shop is not
893 * worth something. If so, make it unpaid 825 // 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; 826 return false;
903 } 827 }
904 828
905 /* We compare the price with the one for a player 829 /* We compare the price with the one for a player
906 * without bargaining skill. 830 * without bargaining skill.
907 * This determins the amount of exp (if any) gained for bargaining. 831 * This determins the amount of exp (if any) gained for bargaining.
912 if (extra_gain > 0) 836 if (extra_gain > 0)
913 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 837 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
914 838
915 pay_player (pl, amount); 839 pay_player (pl, amount);
916 840
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)); 841 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
842 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
843 pl->play_sound (sound_find ("shop_sell"));
918 844
919 SET_FLAG (op, FLAG_UNPAID); 845 op->set_flag (FLAG_UNPAID);
920 identify (op); 846 identify (op);
921}
922 847
848 return true;
849}
923 850
924/* returns a double that is the ratio of the price that a shop will offer for 851/* 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, 852 * 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 853 * returned value is between SPECIALISATION_EFFECT and 1.
927 * event is never less than 0.1 (calling functions divide by it)
928 */ 854 */
929static double 855static double
930shop_specialisation_ratio (const object *item, const maptile *map) 856shop_specialisation_ratio (const object *item, const maptile *map)
931{ 857{
932 shopitems *items = map->shopitems; 858 shopitems *items = map->shopitems;
933 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 859 int likedness = 0;
934 int i; 860 int i;
935 861
936 if (item == NULL) 862 if (item == NULL)
937 { 863 {
938 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 864 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
939 return 0; 865 return 0;
940 } 866 }
941 867
942 if (!item->type) 868 if (!item->type)
943 { 869 {
944 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 870 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
945 /* 871 /*
946 * I'm not really sure what the /right/ thing to do here is, these types of 872 * 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.." 873 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
948 */ 874 */
949 return ratio; 875 return SPECIALISATION_EFFECT;
950 } 876 }
951 877
952 if (map->shopitems) 878 if (map->shopitems)
953 {
954 for (i = 0; i < items[0].index; i++) 879 for (i = 0; i < items[0].index; i++)
955 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 880 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
956 likedness = items[i].strength / 100.0; 881 likedness = items[i].strength;
957 }
958 882
959 if (likedness > 1.0) 883 if (likedness > 100)
960 { /* someone has been rather silly with the map headers. */ 884 { /* 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); 885 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
962 likedness = 1.0; 886 likedness = 100;
963 } 887 }
964 888
965 if (likedness < -1.0) 889 if (likedness < -100)
966 { 890 {
967 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 891 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
968 likedness = -1.0; 892 likedness = -100;
969 } 893 }
970 894
971 ratio = ratio + (1.0 - ratio) * likedness; 895 return lerp (double (likedness), -100., 100., 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} 896}
978 897
979/*returns the greed of the shop on map, or 1 if it isn't specified. */ 898/*returns the greed of the shop on map, or 1 if it isn't specified. */
980static double 899static double
981shop_greed (const maptile *map) 900shop_greed (const maptile *map)
982{ 901{
983 double greed = 1.0;
984
985 if (map->shopgreed)
986 return map->shopgreed; 902 return map->shopgreed
987 return greed; 903 ? map->shopgreed
904 : 1.;
988} 905}
989 906
990/* Returns a double based on how much the shopkeeper approves of the player. 907/* 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. 908 * this is based on the race of the shopkeeper and that of the player.
992 */ 909 */
993double 910double
994shopkeeper_approval (const maptile *map, const object *player) 911shopkeeper_approval (const maptile *map, const object *player)
995{ 912{
996 double approval = 1.0; 913 return map->shoprace && player->race != map->shoprace
997 914 ? DISLIKE_RATIO
998 if (map->shoprace) 915 : 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} 916}
1007 917
1008/* limit the value of items based on the wealth of the shop. If the item is close 918/* 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 919 * 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 920 * below the minimum value the shop is prepared to trade in, then we don't
1040 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 950 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1041 951
1042 if (map->shopmin && unit_price < map->shopmin) 952 if (map->shopmin && unit_price < map->shopmin)
1043 return 0; 953 return 0;
1044 else if (unit_price > tmpshopmax / 2) 954 else if (unit_price > tmpshopmax / 2)
1045 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 955 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1046 else 956 else
1047 newval = unit_price; 957 newval = unit_price;
1048 } 958 }
1049 959
1050 newval *= quantity; 960 newval *= quantity;
1054 964
1055/* gives a desciption of the shop on their current map to the player op. */ 965/* gives a desciption of the shop on their current map to the player op. */
1056int 966int
1057describe_shop (const object *op) 967describe_shop (const object *op)
1058{ 968{
969 dynbuf_text buf;
1059 maptile *map = op->map; 970 maptile *map = op->map;
1060 971
1061 /*shopitems *items=map->shopitems; */ 972 /*shopitems *items=map->shopitems; */
1062 int pos = 0, i; 973 int pos = 0, i;
1063 double opinion = 0; 974 double opinion = 0;
1064 char tmp[MAX_BUF] = "\0";
1065 975
1066 if (op->type != PLAYER) 976 if (op->type != PLAYER)
1067 return 0; 977 return 0;
1068 978
1069 /*check if there is a shop specified for this map */ 979 /*check if there is a shop specified for this map */
1070 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 980 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1071 { 981 {
1072 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 982 buf << "From looking at the nearby shop you determine that it trades in ";
983 int lastcomma = 0, prevcomma = 0;
1073 984
1074 if (map->shopitems) 985 if (map->shopitems)
1075 for (i = 0; i < map->shopitems[0].index; i++) 986 for (i = 0; i < map->shopitems[0].index; i++)
1076 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 987 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1077 { 988 {
1078 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 989 buf << map->shopitems[i].name_pl;
1079 pos += strlen (tmp + pos); 990 prevcomma = lastcomma;
991 lastcomma = buf.size (); // remember offset
992 buf << ", ";
1080 } 993 }
1081 994
1082 if (!pos) 995 if (lastcomma)
996 {
997 buf.splice (lastcomma, 2);
998
999 if (prevcomma)
1000 buf.splice (prevcomma, 2, " and ");
1001 }
1002 else
1083 strcat (tmp, "a little of everything."); 1003 buf << "a little of everything.";
1084 1004
1085 /* format the string into a list */ 1005 buf << ".\n\n";
1086 make_list_like (tmp);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1088 1006
1089 if (map->shopmax) 1007 if (map->shopmax)
1090 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 1008 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1091 1009
1092 if (map->shopmin) 1010 if (map->shopmin)
1093 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)); 1011 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1094 1012
1095 if (map->shopgreed) 1013 if (map->shopgreed)
1096 { 1014 {
1097 if (map->shopgreed > 2.0) 1015 if (map->shopgreed > 2.0)
1098 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1016 buf << "It tends to overcharge massively.\n\n";
1099 else if (map->shopgreed > 1.5) 1017 else if (map->shopgreed > 1.5)
1100 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1018 buf << "It tends to overcharge substantially.\n\n";
1101 else if (map->shopgreed > 1.1) 1019 else if (map->shopgreed > 1.1)
1102 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1020 buf << "It tends to overcharge slightly.\n\n";
1103 else if (map->shopgreed < 0.9) 1021 else if (map->shopgreed < 0.9)
1104 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1022 buf << "It tends to undercharge.\n\n";
1105 } 1023 }
1106 1024
1107 if (map->shoprace) 1025 if (map->shoprace)
1108 { 1026 {
1109 opinion = shopkeeper_approval (map, op); 1027 opinion = shopkeeper_approval (map, op);
1028
1110 if (opinion > 0.8) 1029 if (opinion > 0.8)
1111 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1030 buf << "You think the shopkeeper likes you.\n\n";
1112 else if (opinion > 0.5) 1031 else if (opinion > 0.5)
1113 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1032 buf << "The shopkeeper seems unconcerned by you.\n\n";
1114 else 1033 else
1115 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1034 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1116 } 1035 }
1117 } 1036 }
1118 else 1037 else
1119 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1038 buf << "There is no shop nearby.\n\n";
1039
1040 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1120 1041
1121 return 1; 1042 return 1;
1122} 1043}
1123 1044
1124struct shopinv 1045struct shopinv
1139{ 1060{
1140 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1061 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1141 1062
1142 if (s1->type < s2->type) 1063 if (s1->type < s2->type)
1143 return -1; 1064 return -1;
1065
1144 if (s1->type > s2->type) 1066 if (s1->type > s2->type)
1145 return 1; 1067 return 1;
1146 1068
1147 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1069 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1148 * via alphabetical order 1070 * via alphabetical order
1159 /* clear unpaid flag so that doesn't come up in query 1081 /* clear unpaid flag so that doesn't come up in query
1160 * string. We clear nrof so that we can better sort 1082 * string. We clear nrof so that we can better sort
1161 * the object names. 1083 * the object names.
1162 */ 1084 */
1163 1085
1164 CLEAR_FLAG (tmp, FLAG_UNPAID); 1086 tmp->clr_flag (FLAG_UNPAID);
1165 items[*numitems].nrof = tmp->nrof; 1087 items[*numitems].nrof = tmp->nrof;
1166 /* Non mergable items have nrof of 0, but count them as one 1088 /* Non mergable items have nrof of 0, but count them as one
1167 * so the display is properly. 1089 * so the display is properly.
1168 */ 1090 */
1169 if (tmp->nrof == 0) 1091 if (tmp->nrof == 0)
1191 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1113 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1192 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1114 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1193 (*numitems)++; 1115 (*numitems)++;
1194 break; 1116 break;
1195 } 1117 }
1196 SET_FLAG (tmp, FLAG_UNPAID); 1118
1119 tmp->set_flag (FLAG_UNPAID);
1197} 1120}
1198 1121
1199void 1122void
1200shop_listing (object *op) 1123shop_listing (object *sign, object *op)
1201{ 1124{
1202 int i, j, numitems = 0, numallocated = 0, nx, ny; 1125 int i, j, x1, x2, y1, y2;
1203 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1126 const char *shop_coords = sign->kv (shstr_shop_coords);
1204 object *stack; 1127 object *stack;
1205 shopinv *items; 1128 shopinv *items;
1206 1129
1207 /* Should never happen, but just in case a monster does apply a sign */ 1130 /* Should never happen, but just in case a monster does apply a sign */
1208 if (op->type != PLAYER) 1131 if (!op->is_player ())
1209 return; 1132 return;
1210 1133
1211 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1134 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1212 1135
1213 magic_mapping_mark (op, map_mark, 3); 1136 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1214 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1137 {
1138 x1 = 0;
1139 y1 = 0;
1140 x2 = op->map->width - 1;
1141 y2 = op->map->height - 1;
1142 }
1143
1215 numallocated = 40; 1144 int numallocated = 40;
1145 int numitems = 0;
1146 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
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 for (j = y1; j < y2; j++)
1220 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1151 if (op->map->is_in_shop (i, j))
1221 {
1222 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1223 * 1152 {
1224 */ 1153 stack = GET_MAP_OB (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 1154
1231 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1155 while (stack)
1232 { 1156 {
1233 stack = get_map_ob (op->map, i, j); 1157 if (stack->flag [FLAG_UNPAID])
1234
1235 while (stack)
1236 { 1158 {
1237 if (QUERY_FLAG (stack, FLAG_UNPAID))
1238 {
1239 if (numitems == numallocated) 1159 if (numitems == numallocated)
1240 {
1241 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1160 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1242 numallocated += 10; 1161
1243 }
1244 add_shop_item (stack, items, &numitems, &numallocated); 1162 add_shop_item (stack, items, &numitems, &numallocated);
1245 }
1246 stack = stack->above;
1247 } 1163 }
1164
1165 stack = stack->above;
1248 } 1166 }
1249 } 1167 }
1250 }
1251 1168
1252 free (map_mark); 1169 buf << (numitems ? "T<This shop contains:>\n\n"
1253 1170 : "T<This shop is currently empty.>");
1254 if (numitems == 0)
1255 {
1256 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1257 free (items);
1258 return;
1259 }
1260 1171
1261 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1172 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1262 1173
1263 for (i = 0; i < numitems; i++) 1174 for (i = 0; i < numitems; i++)
1264 { 1175 {
1265 /* Collapse items of the same name together */ 1176 /* Collapse items of the same name together */
1266 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1177 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1267 {
1268 items[i + 1].nrof += items[i].nrof; 1178 items[i + 1].nrof += items[i].nrof;
1269 free (items[i].item_sort);
1270 free (items[i].item_real);
1271 }
1272 else 1179 else
1273 {
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1275 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1180 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1181
1276 free (items[i].item_sort); 1182 free (items[i].item_sort);
1277 free (items[i].item_real); 1183 free (items[i].item_real);
1278 }
1279 } 1184 }
1185
1186 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1187
1280 free (items); 1188 free (items);
1281} 1189}
1282 1190
1283/* elmex: this function checks whether the object is in a shop */ 1191/* elmex: this function checks whether we are in a shop or not
1192 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1193 floor tile. this possibly will make map bugs where shopfloors are above
1194 floors more obvious.
1195*/
1284bool 1196bool
1285is_in_shop (object *o) 1197maptile::is_in_shop (int x, int y) const
1286{ 1198{
1287 if (!o->map)
1288 return false;
1289
1290 return is_in_shop (o->map, o->x, o->y);
1291}
1292
1293/* elmex: this function checks whether we are in a shop or not */
1294bool
1295is_in_shop (maptile *map, int x, int y)
1296{
1297 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1199 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1200 if (floor->flag [FLAG_IS_FLOOR])
1298 if (floor->type == SHOP_FLOOR) 1201 return floor->type == SHOP_FLOOR;
1299 return true;
1300 1202
1301 return false; 1203 return false;
1302} 1204}
1205

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines