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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.36 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.56 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <skills.h> 26#include <skills.h>
34 * 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
35 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
36 * 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,
37 * (though not useful) effects. 36 * (though not useful) effects.
38 */ 37 */
39#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
40 39
41/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
42#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
43 42
44static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
45static 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);
46static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
47static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
48
49#define NUM_COINS 4 /* number of coin types */
50static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
51 47
52/* 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
53 * 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
54 * 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.
55 * 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
130 { 126 {
131 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
132 { 128 {
133 if (flag == F_BUY) 129 if (flag == F_BUY)
134 { 130 {
135 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object.\n");
136 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
137 } 133 }
138 else 134 else
139 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
140 if (tmp->type == POTION) 136 if (tmp->type == POTION)
141 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
143 { 139 {
144 /* 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
145 * unknown objects 141 * unknown objects
146 */ 142 */
147 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
148 val = number * tmp->arch->clone.value * 2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
149 else 145 else
150 val = number * tmp->arch->clone.value / 3; 146 val = number * tmp->arch->value / 3;
151 } 147 }
152 } 148 }
153 } 149 }
154 else 150 else
155 { /* No archetype with this object */ 151 { /* No archetype with this object */
156 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);
157 if (flag == F_BUY) 153 if (flag == F_BUY)
158 { 154 {
159 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");
160 val = number * tmp->value * 10; 156 val = number * tmp->value * 10;
161 } 157 }
162 else 158 else
163 val = number * tmp->value / 5; 159 val = number * tmp->value / 5;
164 } 160 }
166 162
167 /* 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
168 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
169 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
170 * 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
171 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
172 * 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
173 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
174 * already figured in that value. 170 * already figured in that value.
175 */ 171 */
176 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
177 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))
178 { 174 {
179 if (tmp->magic > 0) 175 if (tmp->magic > 0)
180 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
181 else 177 else
182 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
210 * AND Cha = 30 will get optimal price. 206 * AND Cha = 30 will get optimal price.
211 * Thus charisma will never get useless. 207 * Thus charisma will never get useless.
212 * -b.e. edler@heydernet.de 208 * -b.e. edler@heydernet.de
213 */ 209 */
214 210
215 if (who != NULL && who->type == PLAYER) 211 if (who && who->type == PLAYER)
216 { 212 {
217 int lev_bargain = 0; 213 int lev_bargain = 0;
218 int lev_identify = 0; 214 int lev_identify = 0;
219 int idskill1 = 0;
220 int idskill2 = 0;
221 const typedata *tmptype;
222
223 tmptype = get_typedata (tmp->type);
224 215
225 if (find_skill_by_number (who, SK_BARGAINING)) 216 if (find_skill_by_number (who, SK_BARGAINING))
226 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
227 218
228 if (tmptype) 219 if (const typedata *tmptype = get_typedata (tmp->type))
229 { 220 {
230 idskill1 = tmptype->identifyskill; 221 if (int idskill1 = tmptype->identifyskill)
231
232 if (idskill1)
233 { 222 {
234 idskill2 = tmptype->identifyskill2; 223 int idskill2 = tmptype->identifyskill2;
235 224
236 if (find_skill_by_number (who, idskill1)) 225 if (find_skill_by_number (who, idskill1))
237 lev_identify = find_skill_by_number (who, idskill1)->level; 226 lev_identify = find_skill_by_number (who, idskill1)->level;
238 227
239 if (idskill2 && find_skill_by_number (who, idskill2)) 228 if (idskill2 && find_skill_by_number (who, idskill2))
240 lev_identify += find_skill_by_number (who, idskill2)->level; 229 lev_identify += find_skill_by_number (who, idskill2)->level;
241 } 230 }
242 } 231 }
243 else
244 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
245 232
246 /* ratio determines how much of the price modification 233 /* ratio determines how much of the price modification
247 * will come from the basic stat charisma 234 * will come from the basic stat charisma
248 * the rest will come from the level in bargaining skill 235 * the rest will come from the level in bargaining skill
249 */ 236 */
332 coin = archetype::find (coins[*cointype]); 319 coin = archetype::find (coins[*cointype]);
333 if (coin == NULL) 320 if (coin == NULL)
334 return NULL; 321 return NULL;
335 *cointype += 1; 322 *cointype += 1;
336 } 323 }
337 while (coin->clone.value > c); 324 while (coin->value > c);
338 325
339 return coin; 326 return coin;
340} 327}
341 328
342/* 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
358 345
359 coin = find_next_coin (cost, &cointype); 346 coin = find_next_coin (cost, &cointype);
360 if (coin == NULL) 347 if (coin == NULL)
361 return "nothing"; 348 return "nothing";
362 349
363 num = cost / coin->clone.value; 350 num = cost / coin->value;
364 /* so long as nrof is 32 bit, this is true. 351 /* so long as nrof is 32 bit, this is true.
365 * 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
366 * is basically true. 353 * is basically true.
367 */ 354 */
368 if ((cost / coin->clone.value) > UINT32_MAX) 355 if ((cost / coin->value) > UINT32_MAX)
369 { 356 {
370 strcpy (buf, "an unimaginable sum of money"); 357 strcpy (buf, "an unimaginable sum of money");
371 return buf; 358 return buf;
372 } 359 }
373 360
374 cost -= num * (sint64)coin->clone.value; 361 cost -= num * (sint64)coin->value;
375 362
376 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);
377 364
378 next_coin = find_next_coin (cost, &cointype); 365 next_coin = find_next_coin (cost, &cointype);
379 if (next_coin == NULL || approx) 366 if (next_coin == NULL || approx)
380 return buf; 367 return buf;
381 368
382 coin = next_coin; 369 coin = next_coin;
383 num = cost / coin->clone.value; 370 num = cost / coin->value;
384 cost -= num * (sint64)coin->clone.value; 371 cost -= num * (sint64)coin->value;
385 372
386 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);
387 374
388 return buf; 375 return buf;
389} 376}
390 377
391const char * 378const char *
421 archetype *coin = find_next_coin (real_value, &cointype); 408 archetype *coin = find_next_coin (real_value, &cointype);
422 409
423 if (coin == NULL) 410 if (coin == NULL)
424 return "nothing"; 411 return "nothing";
425 412
426 num = real_value / coin->clone.value; 413 num = real_value / coin->value;
414
427 if (num == 1) 415 if (num == 1)
428 sprintf (buf, "about one %s", &coin->clone.name); 416 sprintf (buf, "about one %s", &coin->object::name);
429 else if (num < 5) 417 else if (num < 5)
430 sprintf (buf, "a few %s", &coin->clone.name_pl); 418 sprintf (buf, "a few %s", &coin->object::name_pl);
431 else if (num < 10) 419 else if (num < 10)
432 sprintf (buf, "several %s", &coin->clone.name_pl); 420 sprintf (buf, "several %s", &coin->object::name_pl);
433 else if (num < 25) 421 else if (num < 25)
434 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
435 else if (num < 100) 423 else if (num < 100)
436 sprintf (buf, "lots of %s", &coin->clone.name_pl); 424 sprintf (buf, "lots of %s", &coin->object::name_pl);
437 else if (num < 1000) 425 else if (num < 1000)
438 sprintf (buf, "a great many %s", &coin->clone.name_pl); 426 sprintf (buf, "a great many %s", &coin->object::name_pl);
439 else 427 else
440 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
429
441 return buf; 430 return buf;
442 } 431 }
443 } 432 }
444 } 433 }
445 434
581 570
582 if (tmp->type == MONEY) 571 if (tmp->type == MONEY)
583 { 572 {
584 for (i = 0; i < NUM_COINS; i++) 573 for (i = 0; i < NUM_COINS; i++)
585 { 574 {
586 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))
587 { 576 {
588 // 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.
589 if (coin_objs [i]) 578 if (coin_objs [i])
590 { 579 {
591 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]);
592 tmp->remove ();
593 coin_objs[i]->nrof += tmp->nrof; 581 coin_objs[i]->nrof += tmp->nrof;
594 esrv_del_item (pl->contr, tmp->count);
595 tmp->destroy (); 582 tmp->destroy (true);
596 } 583 }
597 else 584 else
598 { 585 {
599 tmp->remove (); 586 tmp->remove ();
600
601 if (pouch->type == PLAYER)
602 esrv_del_item (pl->contr, tmp->count);
603
604 coin_objs[i] = tmp; 587 coin_objs[i] = tmp;
605 } 588 }
606 589
607 break; 590 break;
608 } 591 }
609 } 592 }
610 593
611 if (i == NUM_COINS) 594 if (i == NUM_COINS)
612 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);
613 } 596 }
614 } 597 }
615 598
616 /* 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. */
617 /* 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 */
648 count--; 631 count--;
649 } 632 }
650 } 633 }
651 634
652 for (i = 0; i < NUM_COINS; i++) 635 for (i = 0; i < NUM_COINS; i++)
653 {
654 if (coin_objs[i]->nrof) 636 if (coin_objs[i]->nrof)
655 {
656 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 637 insert_ob_in_ob (coin_objs [i], pouch);
657
658 esrv_send_item (pl, tmp);
659 esrv_send_item (pl, pouch);
660
661 if (pl != pouch)
662 esrv_update_item (UPD_WEIGHT, pl, pouch);
663
664 if (pl->type != PLAYER)
665 esrv_send_item (pl, pl);
666 }
667 else 638 else
668 coin_objs[i]->destroy (); 639 coin_objs[i]->destroy (true);
669 }
670} 640}
671 641
672/* 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
673 * 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.
674 * 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
694 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 664 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
695 } 665 }
696 666
697 if (unpaid_price > player_wealth) 667 if (unpaid_price > player_wealth)
698 { 668 {
699 char buf[MAX_BUF]; 669 dynbuf_text buf;
700 char cost[MAX_BUF];
701 char missing[MAX_BUF];
702 670
703 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 671 buf << "You have " << unpaid_count
704 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.";
705 675
706 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 676 pl->failmsg (buf);
707 unpaid_count, cost, missing);
708 new_draw_info (NDI_UNIQUE, 0, pl, buf);
709 677
710 return 0; 678 return 0;
711 } 679 }
712 else 680 else
713 return 1; 681 return 1;
742 SET_FLAG (op, FLAG_UNPAID); 710 SET_FLAG (op, FLAG_UNPAID);
743 return 0; 711 return 0;
744 } 712 }
745 else 713 else
746 { 714 {
747 object *tmp;
748
749 CLEAR_FLAG (op, FLAG_UNPAID); 715 CLEAR_FLAG (op, FLAG_UNPAID);
750 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 716 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
751 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
752 tmp = merge_ob (op, NULL);
753 718
754 if (pl->type == PLAYER) 719 if (!merge_ob (op, op->env->inv))
755 {
756 if (tmp)
757 { /* it was merged */
758 esrv_del_item (pl->contr, op->count);
759 op = tmp;
760 }
761
762 esrv_send_item (pl, op); 720 esrv_update_item (UPD_FLAGS, pl, op);
763 }
764 721
765 goto next_item; 722 goto next_item;
766 } 723 }
767 } 724 }
768 } 725 }
787{ 744{
788 int count = 0; 745 int count = 0;
789 archetype *at = 0; 746 archetype *at = 0;
790 object *pouch = 0, *tmp = 0; 747 object *pouch = 0, *tmp = 0;
791 748
792 for (count = 0; coins[count] != NULL; count++) 749 for (count = 0; coins[count]; count++)
793 { 750 {
794 at = archetype::find (coins[count]); 751 at = archetype::find (coins[count]);
795 752
796 if (at == NULL) 753 if (at == NULL)
797 LOG (llevError, "Could not find %s archetype\n", coins[count]); 754 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 else if ((amount / at->clone.value) > 0) 755 else if ((amount / at->value) > 0)
799 { 756 {
800 for (pouch = pl->inv; pouch; pouch = pouch->below) 757 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 { 758 {
802 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 759 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
803 { 760 {
804 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 761 int w = at->weight * (100 - pouch->stats.Str) / 100;
805 int n = amount / at->clone.value; 762 int n = amount / at->value;
806 763
807 if (w == 0) 764 if (w == 0)
808 w = 1; /* Prevent divide by zero */ 765 w = 1; /* Prevent divide by zero */
809 766
810 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 767 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
811 { 768 {
812 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 769 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
813 n = (pouch->weight_limit - pouch->carrying) / w; 770 n = (pouch->weight_limit - pouch->carrying) / w;
814 771
815 tmp = arch_to_object (at); 772 object *tmp = arch_to_object (at);
816 tmp->nrof = n; 773 tmp->nrof = n;
817 amount -= tmp->nrof * tmp->value; 774 amount -= tmp->nrof * tmp->value;
818 tmp = insert_ob_in_ob (tmp, pouch); 775 pouch->insert (tmp);
819 esrv_send_item (pl, tmp);
820 esrv_send_item (pl, pouch);
821 esrv_update_item (UPD_WEIGHT, pl, pouch);
822 esrv_send_item (pl, pl);
823 } 776 }
824 } 777 }
825 } 778 }
826 779
827 if (amount / at->clone.value > 0) 780 if (amount / at->value > 0)
828 { 781 {
829 tmp = arch_to_object (at); 782 object *tmp = arch_to_object (at);
830 tmp->nrof = amount / tmp->value; 783 tmp->nrof = amount / tmp->value;
831 amount -= tmp->nrof * tmp->value; 784 amount -= tmp->nrof * tmp->value;
832 tmp = insert_ob_in_ob (tmp, pl); 785 pl->insert (tmp);
833 esrv_send_item (pl, tmp);
834 esrv_send_item (pl, pl);
835 } 786 }
836 } 787 }
837 } 788 }
838 789
839 if (amount != 0) 790 if (amount != 0)
842 793
843/* elmex: this is for the bank plugin :( */ 794/* elmex: this is for the bank plugin :( */
844sint64 795sint64
845pay_player_arch (object *pl, const char *arch, sint64 amount) 796pay_player_arch (object *pl, const char *arch, sint64 amount)
846{ 797{
847 archetype *at = archetype::find (arch);
848 object *tmp = NULL;
849
850 if (at == NULL)
851 return 0;
852
853 if (amount > 0) 798 if (amount)
854 { 799 {
855 tmp = arch_to_object (at); 800 object *ob = archetype::get (arch);
801
802 if (!ob)
803 return 0;
804
856 tmp->nrof = amount; 805 ob->nrof = amount;
857 tmp = insert_ob_in_ob (tmp, pl); 806 pl->insert (ob);
858 esrv_send_item (pl, tmp);
859 esrv_send_item (pl, pl);
860 } 807 }
861 808
862 return 1; 809 return 1;
863} 810}
864 811
867 * buy item. 814 * buy item.
868 * 815 *
869 * Modified to fill available race: gold containers before dumping 816 * Modified to fill available race: gold containers before dumping
870 * remaining coins in character's inventory. 817 * remaining coins in character's inventory.
871 */ 818 */
872void 819bool
873sell_item (object *op, object *pl) 820sell_item (object *op, object *pl)
874{ 821{
875 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 822 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
876 823
877 if (pl == NULL || pl->type != PLAYER) 824 if (pl == NULL || pl->type != PLAYER)
878 { 825 {
879 LOG (llevDebug, "Object other than player tried to sell something.\n"); 826 LOG (llevDebug, "Object other than player tried to sell something.\n");
880 return; 827 return false;
881 } 828 }
882 829
883 op->custom_name = 0; 830 op->custom_name = 0;
884 831
885 if (!amount) 832 if (!amount)
886 { 833 {
887 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 834 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
888 835 query_name (op));
889 /* Even if the character doesn't get anything for it, it may still be 836 // elmex: change: the player now gets the item back if the shop is not
890 * worth something. If so, make it unpaid 837 // interested in it.
891 */
892 if (op->value)
893 {
894 SET_FLAG (op, FLAG_UNPAID);
895 SET_FLAG (op, FLAG_PLAYER_SOLD);
896 }
897
898 identify (op);
899 return; 838 return false;
900 } 839 }
901 840
902 /* We compare the price with the one for a player 841 /* We compare the price with the one for a player
903 * without bargaining skill. 842 * without bargaining skill.
904 * This determins the amount of exp (if any) gained for bargaining. 843 * This determins the amount of exp (if any) gained for bargaining.
909 if (extra_gain > 0) 848 if (extra_gain > 0)
910 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 849 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
911 850
912 pay_player (pl, amount); 851 pay_player (pl, amount);
913 852
914 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)); 853 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
854 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
855 pl->play_sound (sound_find ("shop_sell"));
915 856
916 SET_FLAG (op, FLAG_UNPAID); 857 SET_FLAG (op, FLAG_UNPAID);
917 identify (op); 858 identify (op);
918}
919 859
860 return true;
861}
920 862
921/* returns a double that is the ratio of the price that a shop will offer for 863/* returns a double that is the ratio of the price that a shop will offer for
922 * item based on the shops specialisation. Does not take account of greed, 864 * item based on the shops specialisation. Does not take account of greed,
923 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 865 * returned value is between SPECIALISATION_EFFECT and 1.
924 * event is never less than 0.1 (calling functions divide by it)
925 */ 866 */
926static double 867static double
927shop_specialisation_ratio (const object *item, const maptile *map) 868shop_specialisation_ratio (const object *item, const maptile *map)
928{ 869{
929 shopitems *items = map->shopitems; 870 shopitems *items = map->shopitems;
930 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 871 double likedness = 0.;
931 int i; 872 int i;
932 873
933 if (item == NULL) 874 if (item == NULL)
934 { 875 {
935 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); 876 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
941 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 882 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
942 /* 883 /*
943 * I'm not really sure what the /right/ thing to do here is, these types of 884 * I'm not really sure what the /right/ thing to do here is, these types of
944 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 885 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
945 */ 886 */
946 return ratio; 887 return SPECIALISATION_EFFECT;
947 } 888 }
948 889
949 if (map->shopitems) 890 if (map->shopitems)
950 { 891 {
951 for (i = 0; i < items[0].index; i++) 892 for (i = 0; i < items[0].index; i++)
963 { 904 {
964 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); 905 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
965 likedness = -1.0; 906 likedness = -1.0;
966 } 907 }
967 908
968 ratio = ratio + (1.0 - ratio) * likedness; 909 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
969
970 if (ratio <= 0.1)
971 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
972
973 return ratio;
974} 910}
975 911
976/*returns the greed of the shop on map, or 1 if it isn't specified. */ 912/*returns the greed of the shop on map, or 1 if it isn't specified. */
977static double 913static double
978shop_greed (const maptile *map) 914shop_greed (const maptile *map)
979{ 915{
980 double greed = 1.0;
981
982 if (map->shopgreed)
983 return map->shopgreed; 916 return map->shopgreed
984 return greed; 917 ? map->shopgreed
918 : 1.;
985} 919}
986 920
987/* Returns a double based on how much the shopkeeper approves of the player. 921/* Returns a double based on how much the shopkeeper approves of the player.
988 * this is based on the race of the shopkeeper and that of the player. 922 * this is based on the race of the shopkeeper and that of the player.
989 */ 923 */
990double 924double
991shopkeeper_approval (const maptile *map, const object *player) 925shopkeeper_approval (const maptile *map, const object *player)
992{ 926{
993 double approval = 1.0; 927 return map->shoprace && player->race != map->shoprace
994 928 ? DISLIKE_RATIO
995 if (map->shoprace) 929 : 1.;
996 {
997 approval = NEUTRAL_RATIO;
998 if (player->race && !strcmp (player->race, map->shoprace))
999 approval = 1.0;
1000 }
1001
1002 return approval;
1003} 930}
1004 931
1005/* limit the value of items based on the wealth of the shop. If the item is close 932/* limit the value of items based on the wealth of the shop. If the item is close
1006 * to the maximum value a shop will offer, we start to reduce it, if the item is 933 * to the maximum value a shop will offer, we start to reduce it, if the item is
1007 * below the minimum value the shop is prepared to trade in, then we don't 934 * below the minimum value the shop is prepared to trade in, then we don't
1136{ 1063{
1137 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1064 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1138 1065
1139 if (s1->type < s2->type) 1066 if (s1->type < s2->type)
1140 return -1; 1067 return -1;
1068
1141 if (s1->type > s2->type) 1069 if (s1->type > s2->type)
1142 return 1; 1070 return 1;
1143 1071
1144 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1072 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1145 * via alphabetical order 1073 * via alphabetical order
1195 1123
1196void 1124void
1197shop_listing (object *sign, object *op) 1125shop_listing (object *sign, object *op)
1198{ 1126{
1199 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1127 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1200 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1128 const char *shop_coords = sign->kv (shstr_shop_coords);
1201 object *stack; 1129 object *stack;
1202 shopinv *items; 1130 shopinv *items;
1203 1131
1204 /* Should never happen, but just in case a monster does apply a sign */ 1132 /* Should never happen, but just in case a monster does apply a sign */
1205 if (op->type != PLAYER) 1133 if (op->type != PLAYER)
1278 1206
1279/* elmex: this function checks whether the object is in a shop */ 1207/* elmex: this function checks whether the object is in a shop */
1280bool 1208bool
1281is_in_shop (object *o) 1209is_in_shop (object *o)
1282{ 1210{
1283 if (!o->map) 1211 if (!o->is_on_map ())
1284 return false; 1212 return false;
1285 1213
1286 return is_in_shop (o->map, o->x, o->y); 1214 return is_in_shop (o->map, o->x, o->y);
1287} 1215}
1288 1216
1289/* elmex: this function checks whether we are in a shop or not */ 1217/* elmex: this function checks whether we are in a shop or not
1218 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1219 floor tile. this possibly will make map bugs where shopfloors are above
1220 floors more obvious.
1221*/
1222
1290bool 1223bool
1291is_in_shop (maptile *map, int x, int y) 1224is_in_shop (maptile *map, int x, int y)
1292{ 1225{
1293 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1226 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1227 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1294 if (floor->type == SHOP_FLOOR) 1228 return floor->type == SHOP_FLOOR;
1295 return true;
1296 1229
1297 return false; 1230 return false;
1298} 1231}
1232

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