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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 1.68 by elmex, Thu Aug 20 18:12:13 2009 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 (©) 2005,2006,2007,2008,2009 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
78 74
79sint64 75sint64
80query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
81{ 77{
82 double val; 78 double val;
83 int number; /* used to better calculate value */
84 int no_bargain; 79 int no_bargain;
85 int identified; 80 int identified;
86 int not_cursed; 81 int not_cursed;
87 int approximate; 82 int approximate;
88 int shop; 83 int shop;
113 108
114 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 109 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
115 return 0; 110 return 0;
116 } 111 }
117 112
118 number = tmp->nrof; 113 int number = tmp->number_of ();
119 if (number == 0) 114
120 number = 1;
121 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
122 { 116 {
123 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 117 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
124 return 0; 118 return 0;
125 else 119 else
126 val = tmp->value * number; 120 val = tmp->value * number;
127 } 121 }
128 /* 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 */
129 else 123 else
130 { 124 {
131 if (tmp->arch != NULL) 125 if (flag == F_BUY)
132 { 126 {
133 if (flag == F_BUY) 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
134 { 135 {
135 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
136 val = tmp->arch->clone.value * 50 * number; 137 * unknown objects
138 */
139 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
140 val = number * tmp->arch->value * 2 / 3;
141 else
142 val = number * tmp->arch->value / 3;
137 } 143 }
138 else
139 { /* Trying to sell something, or get true value */
140 if (tmp->type == POTION)
141 val = number * 40; /* Don't want to give anything away */
142 else
143 {
144 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
145 * unknown objects
146 */
147 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
148 val = number * tmp->arch->clone.value * 2 / 3;
149 else
150 val = number * tmp->arch->clone.value / 3;
151 }
152 }
153 }
154 else
155 { /* No archetype with this object */
156 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
157 if (flag == F_BUY)
158 {
159 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
160 val = number * tmp->value * 10;
161 }
162 else
163 val = number * tmp->value / 5;
164 } 144 }
165 } 145 }
166 146
167 /* 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
168 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
169 * magical, then change values accordingly. The tmp->arch==NULL is 149 * magical, then change values accordingly. The tmp->arch==NULL is
170 * 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
171 * tmp->arch->clone.magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
172 * 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
173 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
174 * already figured in that value. 154 * already figured in that value.
175 */ 155 */
176 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 156 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)) 157 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
178 { 158 {
179 if (tmp->magic > 0) 159 if (tmp->magic > 0)
180 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
181 else 161 else
182 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
210 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
211 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
212 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
213 */ 193 */
214 194
215 if (who != NULL && who->type == PLAYER) 195 if (who && who->type == PLAYER)
216 { 196 {
217 int lev_bargain = 0; 197 int lev_bargain = 0;
218 int lev_identify = 0; 198 int lev_identify = 0;
219 int idskill1 = 0;
220 int idskill2 = 0;
221 const typedata *tmptype;
222
223 tmptype = get_typedata (tmp->type);
224 199
225 if (find_skill_by_number (who, SK_BARGAINING)) 200 if (find_skill_by_number (who, SK_BARGAINING))
226 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
227 202
228 if (tmptype) 203 if (const typedata *tmptype = get_typedata (tmp->type))
229 { 204 {
230 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
231
232 if (idskill1)
233 { 206 {
234 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
235 208
236 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
237 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
238 211
239 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
240 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
241 } 214 }
242 } 215 }
243 else
244 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
245 216
246 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
247 * will come from the basic stat charisma 218 * will come from the basic stat charisma
248 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
249 */ 220 */
332 coin = archetype::find (coins[*cointype]); 303 coin = archetype::find (coins[*cointype]);
333 if (coin == NULL) 304 if (coin == NULL)
334 return NULL; 305 return NULL;
335 *cointype += 1; 306 *cointype += 1;
336 } 307 }
337 while (coin->clone.value > c); 308 while (coin->value > c);
338 309
339 return coin; 310 return coin;
340} 311}
341 312
342/* This returns a string of how much something is worth based on 313/* This returns a string of how much something is worth based on
358 329
359 coin = find_next_coin (cost, &cointype); 330 coin = find_next_coin (cost, &cointype);
360 if (coin == NULL) 331 if (coin == NULL)
361 return "nothing"; 332 return "nothing";
362 333
363 num = cost / coin->clone.value; 334 num = cost / coin->value;
364 /* so long as nrof is 32 bit, this is true. 335 /* so long as nrof is 32 bit, this is true.
365 * If it takes more coins than a person can possibly carry, this 336 * If it takes more coins than a person can possibly carry, this
366 * is basically true. 337 * is basically true.
367 */ 338 */
368 if ((cost / coin->clone.value) > UINT32_MAX) 339 if ((cost / coin->value) > UINT32_MAX)
369 { 340 {
370 strcpy (buf, "an unimaginable sum of money"); 341 strcpy (buf, "an unimaginable sum of money");
371 return buf; 342 return buf;
372 } 343 }
373 344
374 cost -= num * (sint64)coin->clone.value; 345 cost -= num * (sint64)coin->value;
375 346
376 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 347 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
377 348
378 next_coin = find_next_coin (cost, &cointype); 349 next_coin = find_next_coin (cost, &cointype);
379 if (next_coin == NULL || approx) 350 if (next_coin == NULL || approx)
380 return buf; 351 return buf;
381 352
382 coin = next_coin; 353 coin = next_coin;
383 num = cost / coin->clone.value; 354 num = cost / coin->value;
384 cost -= num * (sint64)coin->clone.value; 355 cost -= num * (sint64)coin->value;
385 356
386 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 357 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
387 358
388 return buf; 359 return buf;
389} 360}
390 361
391const char * 362const char *
421 archetype *coin = find_next_coin (real_value, &cointype); 392 archetype *coin = find_next_coin (real_value, &cointype);
422 393
423 if (coin == NULL) 394 if (coin == NULL)
424 return "nothing"; 395 return "nothing";
425 396
426 num = real_value / coin->clone.value; 397 num = real_value / coin->value;
398
427 if (num == 1) 399 if (num == 1)
428 sprintf (buf, "about one %s", &coin->clone.name); 400 sprintf (buf, "about one %s", &coin->object::name);
429 else if (num < 5) 401 else if (num < 5)
430 sprintf (buf, "a few %s", &coin->clone.name_pl); 402 sprintf (buf, "a few %s", &coin->object::name_pl);
431 else if (num < 10) 403 else if (num < 10)
432 sprintf (buf, "several %s", &coin->clone.name_pl); 404 sprintf (buf, "several %s", &coin->object::name_pl);
433 else if (num < 25) 405 else if (num < 25)
434 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 406 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
435 else if (num < 100) 407 else if (num < 100)
436 sprintf (buf, "lots of %s", &coin->clone.name_pl); 408 sprintf (buf, "lots of %s", &coin->object::name_pl);
437 else if (num < 1000) 409 else if (num < 1000)
438 sprintf (buf, "a great many %s", &coin->clone.name_pl); 410 sprintf (buf, "a great many %s", &coin->object::name_pl);
439 else 411 else
440 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 412 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
413
441 return buf; 414 return buf;
442 } 415 }
443 } 416 }
444 } 417 }
445 418
476 } 449 }
477 450
478 for (tmp = op->inv; tmp; tmp = tmp->below) 451 for (tmp = op->inv; tmp; tmp = tmp->below)
479 if (tmp->type == MONEY) 452 if (tmp->type == MONEY)
480 total += tmp->nrof * (sint64)tmp->value; 453 total += tmp->nrof * (sint64)tmp->value;
481 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 454 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold")))
482 total += query_money (tmp); 455 total += query_money (tmp);
483 456
484 return total; 457 return total;
485} 458}
486 459
501 return 0; 474 return 0;
502 475
503 pay_from_container (pl, pl, to_pay); 476 pay_from_container (pl, pl, to_pay);
504 477
505 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 478 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
506 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 479 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
507 pay_from_container (pl, pouch, to_pay); 480 pay_from_container (pl, pouch, to_pay);
508 481
509 pl->update_stats (); 482 pl->update_stats ();
510 return 1; 483 return 1;
511} 484}
538 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 511 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
539 512
540 pay_from_container (pl, pl, to_pay); 513 pay_from_container (pl, pl, to_pay);
541 514
542 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 515 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
543 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 516 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
544 pay_from_container (pl, pouch, to_pay); 517 pay_from_container (pl, pouch, to_pay);
545 518
546 pl->update_stats (); 519 pl->update_stats ();
547 520
548 return 1; 521 return 1;
581 554
582 if (tmp->type == MONEY) 555 if (tmp->type == MONEY)
583 { 556 {
584 for (i = 0; i < NUM_COINS; i++) 557 for (i = 0; i < NUM_COINS; i++)
585 { 558 {
586 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 559 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
587 { 560 {
588 // This should not happen, but if it does, just merge the two. 561 // This should not happen, but if it does, just merge the two.
589 if (coin_objs [i]) 562 if (coin_objs [i])
590 { 563 {
591 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 564 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; 565 coin_objs[i]->nrof += tmp->nrof;
594 esrv_del_item (pl->contr, tmp->count);
595 tmp->destroy (); 566 tmp->destroy ();
596 } 567 }
597 else 568 else
598 { 569 {
599 tmp->remove (); 570 tmp->remove ();
600
601 if (pouch->type == PLAYER)
602 esrv_del_item (pl->contr, tmp->count);
603
604 coin_objs[i] = tmp; 571 coin_objs[i] = tmp;
605 } 572 }
606 573
607 break; 574 break;
608 } 575 }
609 } 576 }
610 577
611 if (i == NUM_COINS) 578 if (i == NUM_COINS)
612 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 579 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
613 } 580 }
614 } 581 }
615 582
616 /* Fill in any gaps in the coin_objs array - needed to make change. */ 583 /* 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 */ 584 /* Note that the coin_objs array goes from least value to greatest value */
628 } 595 }
629 596
630 for (i = 0; i < NUM_COINS; i++) 597 for (i = 0; i < NUM_COINS; i++)
631 { 598 {
632 object &coin = *coin_objs[i]; 599 object &coin = *coin_objs[i];
633 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 600 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
634 to_pay -= num_coins * coin.value; 601 to_pay -= num_coins * coin.value;
635 602
636 coin.nrof -= num_coins; 603 coin.nrof -= num_coins;
637 /* Now start making change. Start at the coin value 604 /* Now start making change. Start at the coin value
638 * below the one we just did, and work down to 605 * below the one we just did, and work down to
648 count--; 615 count--;
649 } 616 }
650 } 617 }
651 618
652 for (i = 0; i < NUM_COINS; i++) 619 for (i = 0; i < NUM_COINS; i++)
653 {
654 if (coin_objs[i]->nrof) 620 if (coin_objs[i]->nrof)
655 {
656 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 621 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 622 else
668 coin_objs[i]->destroy (); 623 coin_objs[i]->destroy ();
669 }
670} 624}
671 625
672/* Checks all unpaid items in op's inventory, adds up all the money they 626/* 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. 627 * 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 628 * 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); 648 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
695 } 649 }
696 650
697 if (unpaid_price > player_wealth) 651 if (unpaid_price > player_wealth)
698 { 652 {
699 char buf[MAX_BUF]; 653 dynbuf_text &buf = msg_dynbuf; buf.clear ();
700 char cost[MAX_BUF];
701 char missing[MAX_BUF];
702 654
703 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 655 buf << "You have " << unpaid_count
704 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 656 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
657 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
658 << " to be able to afford that. "
659 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
705 660
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.", 661 pl->failmsg (buf);
707 unpaid_count, cost, missing);
708 new_draw_info (NDI_UNIQUE, 0, pl, buf);
709 662
710 return 0; 663 return 0;
711 } 664 }
712 else 665 else
713 return 1; 666 return 1;
742 SET_FLAG (op, FLAG_UNPAID); 695 SET_FLAG (op, FLAG_UNPAID);
743 return 0; 696 return 0;
744 } 697 }
745 else 698 else
746 { 699 {
747 object *tmp;
748
749 CLEAR_FLAG (op, FLAG_UNPAID); 700 CLEAR_FLAG (op, FLAG_UNPAID);
750 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 701 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
751 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
752 tmp = merge_ob (op, NULL);
753 703
754 if (pl->type == PLAYER) 704 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); 705 esrv_update_item (UPD_FLAGS, pl, op);
763 }
764 706
765 goto next_item; 707 goto next_item;
766 } 708 }
767 } 709 }
768 } 710 }
787{ 729{
788 int count = 0; 730 int count = 0;
789 archetype *at = 0; 731 archetype *at = 0;
790 object *pouch = 0, *tmp = 0; 732 object *pouch = 0, *tmp = 0;
791 733
792 for (count = 0; coins[count] != NULL; count++) 734 for (count = 0; coins[count]; count++)
793 { 735 {
794 at = archetype::find (coins[count]); 736 at = archetype::find (coins[count]);
795 737
796 if (at == NULL) 738 if (at == NULL)
797 LOG (llevError, "Could not find %s archetype\n", coins[count]); 739 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 else if ((amount / at->clone.value) > 0) 740 else if ((amount / at->value) > 0)
799 { 741 {
800 for (pouch = pl->inv; pouch; pouch = pouch->below) 742 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 { 743 {
802 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 744 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold"))
803 { 745 {
804 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 746 int w = at->weight * (100 - pouch->stats.Str) / 100;
805 int n = amount / at->clone.value; 747 int n = amount / at->value;
806 748
807 if (w == 0) 749 if (w == 0)
808 w = 1; /* Prevent divide by zero */ 750 w = 1; /* Prevent divide by zero */
809 751
810 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 752 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
811 { 753 {
812 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 754 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
813 n = (pouch->weight_limit - pouch->carrying) / w; 755 n = (pouch->weight_limit - pouch->carrying) / w;
814 756
815 tmp = arch_to_object (at); 757 object *tmp = arch_to_object (at);
816 tmp->nrof = n; 758 tmp->nrof = n;
817 amount -= tmp->nrof * tmp->value; 759 amount -= tmp->nrof * tmp->value;
818 tmp = insert_ob_in_ob (tmp, pouch); 760 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 } 761 }
824 } 762 }
825 } 763 }
826 764
827 if (amount / at->clone.value > 0) 765 if (amount / at->value > 0)
828 { 766 {
829 tmp = arch_to_object (at); 767 object *tmp = arch_to_object (at);
830 tmp->nrof = amount / tmp->value; 768 tmp->nrof = amount / tmp->value;
831 amount -= tmp->nrof * tmp->value; 769 amount -= tmp->nrof * tmp->value;
832 tmp = insert_ob_in_ob (tmp, pl); 770 pl->insert (tmp);
833 esrv_send_item (pl, tmp);
834 esrv_send_item (pl, pl);
835 } 771 }
836 } 772 }
837 } 773 }
838 774
839 if (amount != 0) 775 if (amount != 0)
842 778
843/* elmex: this is for the bank plugin :( */ 779/* elmex: this is for the bank plugin :( */
844sint64 780sint64
845pay_player_arch (object *pl, const char *arch, sint64 amount) 781pay_player_arch (object *pl, const char *arch, sint64 amount)
846{ 782{
847 archetype *at = archetype::find (arch);
848 object *tmp = NULL;
849
850 if (at == NULL)
851 return 0;
852
853 if (amount > 0) 783 if (amount)
854 { 784 {
855 tmp = arch_to_object (at); 785 object *ob = archetype::get (arch);
786
787 if (!ob)
788 return 0;
789
856 tmp->nrof = amount; 790 ob->nrof = amount;
857 tmp = insert_ob_in_ob (tmp, pl); 791 pl->insert (ob);
858 esrv_send_item (pl, tmp);
859 esrv_send_item (pl, pl);
860 } 792 }
861 793
862 return 1; 794 return 1;
863} 795}
864 796
867 * buy item. 799 * buy item.
868 * 800 *
869 * Modified to fill available race: gold containers before dumping 801 * Modified to fill available race: gold containers before dumping
870 * remaining coins in character's inventory. 802 * remaining coins in character's inventory.
871 */ 803 */
872void 804bool
873sell_item (object *op, object *pl) 805sell_item (object *op, object *pl)
874{ 806{
875 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 807 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
876 808
877 if (pl == NULL || pl->type != PLAYER) 809 if (pl == NULL || pl->type != PLAYER)
878 { 810 {
879 LOG (llevDebug, "Object other than player tried to sell something.\n"); 811 LOG (llevDebug, "Object other than player tried to sell something.\n");
880 return; 812 return false;
881 } 813 }
882 814
883 op->custom_name = 0; 815 op->custom_name = 0;
884 816
885 if (!amount) 817 if (!amount)
886 { 818 {
887 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 819 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
888 820 query_name (op));
889 /* Even if the character doesn't get anything for it, it may still be 821 // elmex: change: the player now gets the item back if the shop is not
890 * worth something. If so, make it unpaid 822 // 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; 823 return false;
900 } 824 }
901 825
902 /* We compare the price with the one for a player 826 /* We compare the price with the one for a player
903 * without bargaining skill. 827 * without bargaining skill.
904 * This determins the amount of exp (if any) gained for bargaining. 828 * This determins the amount of exp (if any) gained for bargaining.
909 if (extra_gain > 0) 833 if (extra_gain > 0)
910 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 834 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
911 835
912 pay_player (pl, amount); 836 pay_player (pl, amount);
913 837
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)); 838 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
839 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
840 pl->play_sound (sound_find ("shop_sell"));
915 841
916 SET_FLAG (op, FLAG_UNPAID); 842 SET_FLAG (op, FLAG_UNPAID);
917 identify (op); 843 identify (op);
918}
919 844
845 return true;
846}
920 847
921/* returns a double that is the ratio of the price that a shop will offer for 848/* 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, 849 * 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 850 * returned value is between SPECIALISATION_EFFECT and 1.
924 * event is never less than 0.1 (calling functions divide by it)
925 */ 851 */
926static double 852static double
927shop_specialisation_ratio (const object *item, const maptile *map) 853shop_specialisation_ratio (const object *item, const maptile *map)
928{ 854{
929 shopitems *items = map->shopitems; 855 shopitems *items = map->shopitems;
930 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 856 double likedness = 0.;
931 int i; 857 int i;
932 858
933 if (item == NULL) 859 if (item == NULL)
934 { 860 {
935 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); 861 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"); 867 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
942 /* 868 /*
943 * I'm not really sure what the /right/ thing to do here is, these types of 869 * 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.." 870 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
945 */ 871 */
946 return ratio; 872 return SPECIALISATION_EFFECT;
947 } 873 }
948 874
949 if (map->shopitems) 875 if (map->shopitems)
950 { 876 {
951 for (i = 0; i < items[0].index; i++) 877 for (i = 0; i < items[0].index; i++)
963 { 889 {
964 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); 890 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
965 likedness = -1.0; 891 likedness = -1.0;
966 } 892 }
967 893
968 ratio = ratio + (1.0 - ratio) * likedness; 894 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} 895}
975 896
976/*returns the greed of the shop on map, or 1 if it isn't specified. */ 897/*returns the greed of the shop on map, or 1 if it isn't specified. */
977static double 898static double
978shop_greed (const maptile *map) 899shop_greed (const maptile *map)
979{ 900{
980 double greed = 1.0;
981
982 if (map->shopgreed)
983 return map->shopgreed; 901 return map->shopgreed
984 return greed; 902 ? map->shopgreed
903 : 1.;
985} 904}
986 905
987/* Returns a double based on how much the shopkeeper approves of the player. 906/* 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. 907 * this is based on the race of the shopkeeper and that of the player.
989 */ 908 */
990double 909double
991shopkeeper_approval (const maptile *map, const object *player) 910shopkeeper_approval (const maptile *map, const object *player)
992{ 911{
993 double approval = 1.0; 912 return map->shoprace && player->race != map->shoprace
994 913 ? DISLIKE_RATIO
995 if (map->shoprace) 914 : 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} 915}
1004 916
1005/* limit the value of items based on the wealth of the shop. If the item is close 917/* 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 918 * 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 919 * below the minimum value the shop is prepared to trade in, then we don't
1136{ 1048{
1137 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1049 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1138 1050
1139 if (s1->type < s2->type) 1051 if (s1->type < s2->type)
1140 return -1; 1052 return -1;
1053
1141 if (s1->type > s2->type) 1054 if (s1->type > s2->type)
1142 return 1; 1055 return 1;
1143 1056
1144 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1057 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1145 * via alphabetical order 1058 * via alphabetical order
1194} 1107}
1195 1108
1196void 1109void
1197shop_listing (object *sign, object *op) 1110shop_listing (object *sign, object *op)
1198{ 1111{
1199 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1112 int i, j, x1, x2, y1, y2;
1200 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1113 const char *shop_coords = sign->kv (shstr_shop_coords);
1201 object *stack; 1114 object *stack;
1202 shopinv *items; 1115 shopinv *items;
1203 1116
1204 /* Should never happen, but just in case a monster does apply a sign */ 1117 /* Should never happen, but just in case a monster does apply a sign */
1205 if (op->type != PLAYER) 1118 if (!op->is_player ())
1206 return; 1119 return;
1120
1121 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1207 1122
1208 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) 1123 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1209 { 1124 {
1210 x1 = 0; 1125 x1 = 0;
1211 y1 = 0; 1126 y1 = 0;
1212 x2 = op->map->width - 1; 1127 x2 = op->map->width - 1;
1213 y2 = op->map->height - 1; 1128 y2 = op->map->height - 1;
1214 } 1129 }
1215 1130
1216 items = (shopinv *) malloc (40 * sizeof (shopinv));
1217 numallocated = 40; 1131 int numallocated = 40;
1132 int numitems = 0;
1133 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1218 1134
1219 /* Find all the appropriate items */ 1135 /* Find all the appropriate items */
1220 for (i = x1; i <= x2; i++) 1136 for (i = x1; i <= x2; i++)
1221 {
1222 for (j = y1; j < y2; j++) 1137 for (j = y1; j < y2; j++)
1138 if (is_in_shop (op->map, i, j))
1223 { 1139 {
1224 if (is_in_shop (op->map, i, j)) 1140 stack = GET_MAP_OB (op->map, i, j);
1141
1142 while (stack)
1225 { 1143 {
1226 stack = GET_MAP_OB (op->map, i, j); 1144 if (QUERY_FLAG (stack, FLAG_UNPAID))
1227
1228 while (stack)
1229 { 1145 {
1230 if (QUERY_FLAG (stack, FLAG_UNPAID))
1231 {
1232 if (numitems == numallocated) 1146 if (numitems == numallocated)
1233 {
1234 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1147 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1235 numallocated += 10;
1236 }
1237 1148
1238 add_shop_item (stack, items, &numitems, &numallocated); 1149 add_shop_item (stack, items, &numitems, &numallocated);
1239 }
1240
1241 stack = stack->above;
1242 } 1150 }
1151
1152 stack = stack->above;
1243 } 1153 }
1244 } 1154 }
1245 }
1246 1155
1247 if (numitems == 0) 1156 buf << (numitems ? "T<This shop contains:>\n\n"
1248 { 1157 : "T<This shop is currently empty.>");
1249 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1250 free (items);
1251 return;
1252 }
1253 1158
1254 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1159 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1255
1256 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1257 1160
1258 for (i = 0; i < numitems; i++) 1161 for (i = 0; i < numitems; i++)
1259 { 1162 {
1260 /* Collapse items of the same name together */ 1163 /* Collapse items of the same name together */
1261 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1164 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1262 {
1263 items[i + 1].nrof += items[i].nrof; 1165 items[i + 1].nrof += items[i].nrof;
1264 free (items[i].item_sort);
1265 free (items[i].item_real);
1266 }
1267 else 1166 else
1268 {
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1270 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1167 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1168
1271 free (items[i].item_sort); 1169 free (items[i].item_sort);
1272 free (items[i].item_real); 1170 free (items[i].item_real);
1273 }
1274 } 1171 }
1172
1173 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1275 1174
1276 free (items); 1175 free (items);
1277} 1176}
1278 1177
1279/* elmex: this function checks whether the object is in a shop */ 1178/* elmex: this function checks whether the object is in a shop */
1280bool 1179bool
1281is_in_shop (object *o) 1180is_in_shop (object *o)
1282{ 1181{
1283 if (!o->map) 1182 if (!o->is_on_map ())
1284 return false; 1183 return false;
1285 1184
1286 return is_in_shop (o->map, o->x, o->y); 1185 return is_in_shop (o->map, o->x, o->y);
1287} 1186}
1288 1187
1289/* elmex: this function checks whether we are in a shop or not */ 1188/* elmex: this function checks whether we are in a shop or not
1189 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1190 floor tile. this possibly will make map bugs where shopfloors are above
1191 floors more obvious.
1192*/
1193
1290bool 1194bool
1291is_in_shop (maptile *map, int x, int y) 1195is_in_shop (maptile *map, int x, int y)
1292{ 1196{
1293 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1197 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1198 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1294 if (floor->type == SHOP_FLOOR) 1199 return floor->type == SHOP_FLOOR;
1295 return true;
1296 1200
1297 return false; 1201 return false;
1298} 1202}
1203

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