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Revision 1.36 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.80 by root, Wed Apr 28 19:01:01 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <skills.h> 27#include <skills.h>
28#include <living.h> 28#include <living.h>
29#include <sproto.h> 29#include <sproto.h>
30#include <math.h>
31 30
32/* 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
33 * 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
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;
95 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
96 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
97 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
98 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);
99 94
95 int number = tmp->number_of ();
96
100 if (tmp->type == MONEY) 97 if (tmp->type == MONEY)
101 return tmp->nrof * tmp->value; 98 return number * tmp->value;
102 99
103 if (tmp->type == GEM) 100 if (tmp->type == GEM)
104 { 101 {
105 if (flag == F_TRUE) 102 if (flag == F_TRUE)
106 return (tmp->nrof * tmp->value); 103 return number * tmp->value;
107 104
108 if (flag == F_BUY) 105 if (flag == F_BUY)
109 return (sint64) (1.03 * tmp->nrof * tmp->value); 106 return 1.03 * number * tmp->value;
110 107
111 if (flag == F_SELL) 108 if (flag == F_SELL)
112 return (sint64) (0.97 * tmp->nrof * tmp->value); 109 return 0.97 * number * tmp->value;
113 110
114 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 ());
115 return 0; 112 return 0;
116 } 113 }
117 114
118 number = tmp->nrof;
119 if (number == 0)
120 number = 1;
121 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
122 { 116 {
123 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]))
124 return 0; 118 return 0;
125 else 119 else
126 val = tmp->value * number; 120 val = number * tmp->value;
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)
132 {
133 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
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 (tmp->flag [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 ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
177 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 157 && tmp->magic && (!tmp->arch || !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
183 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
184 */ 164 */
185 val /= (1 - tmp->magic); 165 val /= 1 - tmp->magic;
186 } 166 }
187 167
188 if (tmp->type == WAND) 168 if (tmp->type == WAND)
189 { 169 {
190 /* Value of the wand is multiplied by the number of 170 /* Value of the wand is multiplied by the number of
191 * charges. the treasure code already sets up the value 171 * charges. the treasure code already sets up the value
192 * 50 charges is used as the baseline. 172 * 50 charges is used as the baseline.
193 */ 173 */
194 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
195 val = (val * tmp->stats.food) / 50; 175 val *= tmp->stats.food / 50;
196 else /* if not identified, presume one charge */ 176 else /* if not identified, presume one charge */
197 val /= 50; 177 val /= 50;
198 } 178 }
199 179
200 /* Limit amount of money you can get for really great items. */ 180 /* Limit amount of money you can get for really great items. */
201 if (flag == F_SELL) 181 if (flag == F_SELL)
202 val = value_limit ((sint64) val, number, who, shop); 182 val = value_limit (val, number, who, shop);
203 183
204 // 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
205 // 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.
206 //val = pow (val, 1.05); 186 //val = pow (val, 1.05);
207 187
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 */
250 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
251 222
252 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);
253 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.);
254 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
255 226
256 if (flag == F_BUY) 227 if (flag == F_BUY)
257 val += val * diff; 228 val += val * diff;
259 val -= val * diff; 230 val -= val * diff;
260 231
261 // 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
262 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
263 if (approximate) 234 if (approximate)
264 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = val / sqrt (lev_identify * 3 + 1);
265 } 236 }
266 237
267 /* 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
268 * overflow of diff above. That should only happen if 239 * overflow of diff above. That should only happen if
269 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
270 * gets no money. 241 * gets no money.
271 */ 242 */
272 if ((sint64) val < 0) 243 if ((sint64) val < 0)
273 val = 0; 244 val = 0;
274 245
275 /* Unidentified stuff won't sell for more than 60gp */ 246 /* Unidentified stuff won't sell for more than 10gp */
276 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)
277 { 248 min_it (val, 1000);
278 val = (val > 600) ? 600 : val;
279 }
280 249
281 /* 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 */
282 if (shop && who) 251 if (shop && who)
283 { 252 {
284 if (flag == F_SELL) 253 if (flag == F_SELL)
285 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);
286 else if (flag == F_BUY) 255 else if (flag == F_BUY)
287 { 256 {
288 /* 257 /*
289 * 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
290 * let the item be sold cheaper, according to the specialisation of 259 * let the item be sold cheaper, according to the specialisation of
296 * 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).
297 * 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
298 * 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
299 * antiques in a junk shop in real life). 268 * antiques in a junk shop in real life).
300 */ 269 */
301 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 270 if (tmp->flag [FLAG_PLAYER_SOLD])
302 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);
303 else 272 else
304 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);
305 } 276 }
306 277
307 /* 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
308 * 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
309 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
310 */ 281 */
311 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
312 if (val > 50) 283 if (val > 50)
313 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 284 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
314 } 285 }
315 286
316 return (sint64) val; 287 return val;
317} 288}
318 289
319/* 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
320 * cointype placement. 291 * cointype placement.
321 */ 292 */
325{ 296{
326 archetype *coin; 297 archetype *coin;
327 298
328 do 299 do
329 { 300 {
330 if (coins[*cointype] == NULL) 301 if (!coins [*cointype])
331 return NULL; 302 return 0;
303
332 coin = archetype::find (coins[*cointype]); 304 coin = archetype::find (coins [*cointype]);
305
333 if (coin == NULL) 306 if (!coin)
334 return NULL; 307 return 0;
308
335 *cointype += 1; 309 *cointype += 1;
336 } 310 }
337 while (coin->clone.value > c); 311 while (coin->value > c);
338 312
339 return coin; 313 return coin;
340} 314}
341 315
342/* 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
358 332
359 coin = find_next_coin (cost, &cointype); 333 coin = find_next_coin (cost, &cointype);
360 if (coin == NULL) 334 if (coin == NULL)
361 return "nothing"; 335 return "nothing";
362 336
363 num = cost / coin->clone.value; 337 num = cost / coin->value;
364 /* so long as nrof is 32 bit, this is true. 338 /* so long as nrof is 32 bit, this is true.
365 * 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
366 * is basically true. 340 * is basically true.
367 */ 341 */
368 if ((cost / coin->clone.value) > UINT32_MAX) 342 if ((cost / coin->value) > UINT32_MAX)
369 { 343 {
370 strcpy (buf, "an unimaginable sum of money"); 344 strcpy (buf, "an unimaginable sum of money");
371 return buf; 345 return buf;
372 } 346 }
373 347
374 cost -= num * (sint64)coin->clone.value; 348 cost -= num * (sint64)coin->value;
375 349
376 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);
377 351
378 next_coin = find_next_coin (cost, &cointype); 352 next_coin = find_next_coin (cost, &cointype);
379 if (next_coin == NULL || approx) 353 if (next_coin == NULL || approx)
380 return buf; 354 return buf;
381 355
382 coin = next_coin; 356 coin = next_coin;
383 num = cost / coin->clone.value; 357 num = cost / coin->value;
384 cost -= num * (sint64)coin->clone.value; 358 cost -= num * (sint64)coin->value;
385 359
386 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);
387 361
388 return buf; 362 return buf;
389} 363}
390 364
391const char * 365const char *
421 archetype *coin = find_next_coin (real_value, &cointype); 395 archetype *coin = find_next_coin (real_value, &cointype);
422 396
423 if (coin == NULL) 397 if (coin == NULL)
424 return "nothing"; 398 return "nothing";
425 399
426 num = real_value / coin->clone.value; 400 num = real_value / coin->value;
401
427 if (num == 1) 402 if (num == 1)
428 sprintf (buf, "about one %s", &coin->clone.name); 403 sprintf (buf, "about one %s", &coin->object::name);
429 else if (num < 5) 404 else if (num < 5)
430 sprintf (buf, "a few %s", &coin->clone.name_pl); 405 sprintf (buf, "a few %s", &coin->object::name_pl);
431 else if (num < 10) 406 else if (num < 10)
432 sprintf (buf, "several %s", &coin->clone.name_pl); 407 sprintf (buf, "several %s", &coin->object::name_pl);
433 else if (num < 25) 408 else if (num < 25)
434 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 409 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
435 else if (num < 100) 410 else if (num < 100)
436 sprintf (buf, "lots of %s", &coin->clone.name_pl); 411 sprintf (buf, "lots of %s", &coin->object::name_pl);
437 else if (num < 1000) 412 else if (num < 1000)
438 sprintf (buf, "a great many %s", &coin->clone.name_pl); 413 sprintf (buf, "a great many %s", &coin->object::name_pl);
439 else 414 else
440 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 415 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
416
441 return buf; 417 return buf;
442 } 418 }
443 } 419 }
444 } 420 }
445 421
476 } 452 }
477 453
478 for (tmp = op->inv; tmp; tmp = tmp->below) 454 for (tmp = op->inv; tmp; tmp = tmp->below)
479 if (tmp->type == MONEY) 455 if (tmp->type == MONEY)
480 total += tmp->nrof * (sint64)tmp->value; 456 total += tmp->nrof * (sint64)tmp->value;
481 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")))
482 total += query_money (tmp); 458 total += query_money (tmp);
483 459
484 return total; 460 return total;
485} 461}
486 462
501 return 0; 477 return 0;
502 478
503 pay_from_container (pl, pl, to_pay); 479 pay_from_container (pl, pl, to_pay);
504 480
505 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 481 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"))) 482 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
507 pay_from_container (pl, pouch, to_pay); 483 pay_from_container (pl, pouch, to_pay);
508 484
509 pl->update_stats (); 485 pl->update_stats ();
510 return 1; 486 return 1;
511} 487}
538 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 514 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
539 515
540 pay_from_container (pl, pl, to_pay); 516 pay_from_container (pl, pl, to_pay);
541 517
542 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 518 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"))) 519 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
544 pay_from_container (pl, pouch, to_pay); 520 pay_from_container (pl, pouch, to_pay);
545 521
546 pl->update_stats (); 522 pl->update_stats ();
547 523
548 return 1; 524 return 1;
581 557
582 if (tmp->type == MONEY) 558 if (tmp->type == MONEY)
583 { 559 {
584 for (i = 0; i < NUM_COINS; i++) 560 for (i = 0; i < NUM_COINS; i++)
585 { 561 {
586 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))
587 { 563 {
588 // 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.
589 if (coin_objs [i]) 565 if (coin_objs [i])
590 { 566 {
591 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]);
592 tmp->remove ();
593 coin_objs[i]->nrof += tmp->nrof; 568 coin_objs[i]->nrof += tmp->nrof;
594 esrv_del_item (pl->contr, tmp->count);
595 tmp->destroy (); 569 tmp->destroy ();
596 } 570 }
597 else 571 else
598 { 572 {
599 tmp->remove (); 573 tmp->remove ();
600
601 if (pouch->type == PLAYER)
602 esrv_del_item (pl->contr, tmp->count);
603
604 coin_objs[i] = tmp; 574 coin_objs[i] = tmp;
605 } 575 }
606 576
607 break; 577 break;
608 } 578 }
609 } 579 }
610 580
611 if (i == NUM_COINS) 581 if (i == NUM_COINS)
612 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);
613 } 583 }
614 } 584 }
615 585
616 /* 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. */
617 /* 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 */
621 at = archetype::find (coins[NUM_COINS - 1 - i]); 591 at = archetype::find (coins[NUM_COINS - 1 - i]);
622 592
623 if (at == NULL) 593 if (at == NULL)
624 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]);
625 595
626 coin_objs[i] = arch_to_object (at); 596 coin_objs[i] = at->instance ();
627 coin_objs[i]->nrof = 0; 597 coin_objs[i]->nrof = 0;
628 } 598 }
629 599
630 for (i = 0; i < NUM_COINS; i++) 600 for (i = 0; i < NUM_COINS; i++)
631 { 601 {
632 object &coin = *coin_objs[i]; 602 object &coin = *coin_objs[i];
633 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);
634 to_pay -= num_coins * coin.value; 604 to_pay -= num_coins * coin.value;
635 605
636 coin.nrof -= num_coins; 606 coin.nrof -= num_coins;
637 /* Now start making change. Start at the coin value 607 /* Now start making change. Start at the coin value
638 * below the one we just did, and work down to 608 * below the one we just did, and work down to
648 count--; 618 count--;
649 } 619 }
650 } 620 }
651 621
652 for (i = 0; i < NUM_COINS; i++) 622 for (i = 0; i < NUM_COINS; i++)
653 {
654 if (coin_objs[i]->nrof) 623 if (coin_objs[i]->nrof)
655 {
656 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 624 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 625 else
668 coin_objs[i]->destroy (); 626 coin_objs[i]->destroy ();
669 }
670} 627}
671 628
672/* 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
673 * 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.
674 * 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
686 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");
687 return 0; 644 return 0;
688 } 645 }
689 646
690 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 647 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
691 if (QUERY_FLAG (item, FLAG_UNPAID)) 648 if (item->flag [FLAG_UNPAID])
692 { 649 {
693 unpaid_count++; 650 unpaid_count++;
694 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 651 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
695 } 652 }
696 653
697 if (unpaid_price > player_wealth) 654 if (unpaid_price > player_wealth)
698 { 655 {
699 char buf[MAX_BUF]; 656 dynbuf_text &buf = msg_dynbuf; buf.clear ();
700 char cost[MAX_BUF];
701 char missing[MAX_BUF];
702 657
703 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 658 buf << "You have " << unpaid_count
704 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.>";
705 663
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.", 664 pl->failmsg (buf);
707 unpaid_count, cost, missing);
708 new_draw_info (NDI_UNIQUE, 0, pl, buf);
709 665
710 return 0; 666 return 0;
711 } 667 }
712 else 668 else
713 return 1; 669 return 1;
726 { 682 {
727 next_item: 683 next_item:
728 684
729 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 685 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
730 { 686 {
731 if (QUERY_FLAG (op, FLAG_UNPAID)) 687 if (op->flag [FLAG_UNPAID])
732 { 688 {
733 char buf[MAX_BUF]; 689 char buf[MAX_BUF];
734 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));
735 691
736 if (!pay_for_item (op, pl)) 692 if (!pay_for_item (op, pl))
737 { 693 {
738 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);
739 695
740 CLEAR_FLAG (op, FLAG_UNPAID); 696 op->clr_flag (FLAG_UNPAID);
741 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));
742 SET_FLAG (op, FLAG_UNPAID); 698 op->set_flag (FLAG_UNPAID);
743 return 0; 699 return 0;
744 } 700 }
745 else 701 else
746 { 702 {
747 object *tmp; 703 op->clr_flag (FLAG_UNPAID);
748 704 op->clr_flag (FLAG_PLAYER_SOLD);
749 CLEAR_FLAG (op, FLAG_UNPAID);
750 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
751 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));
752 tmp = merge_ob (op, NULL);
753 706
754 if (pl->type == PLAYER) 707 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); 708 esrv_update_item (UPD_FLAGS, pl, op);
763 }
764 709
765 goto next_item; 710 goto next_item;
766 } 711 }
767 } 712 }
768 } 713 }
787{ 732{
788 int count = 0; 733 int count = 0;
789 archetype *at = 0; 734 archetype *at = 0;
790 object *pouch = 0, *tmp = 0; 735 object *pouch = 0, *tmp = 0;
791 736
792 for (count = 0; coins[count] != NULL; count++) 737 for (count = 0; coins[count]; count++)
793 { 738 {
794 at = archetype::find (coins[count]); 739 at = archetype::find (coins[count]);
795 740
796 if (at == NULL) 741 if (at == NULL)
797 LOG (llevError, "Could not find %s archetype\n", coins[count]); 742 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 else if ((amount / at->clone.value) > 0) 743 else if ((amount / at->value) > 0)
799 { 744 {
800 for (pouch = pl->inv; pouch; pouch = pouch->below) 745 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 { 746 {
802 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"))
803 { 748 {
804 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 749 int w = at->weight * (100 - pouch->stats.Str) / 100;
805 int n = amount / at->clone.value; 750 int n = amount / at->value;
806 751
807 if (w == 0) 752 if (w == 0)
808 w = 1; /* Prevent divide by zero */ 753 w = 1; /* Prevent divide by zero */
809 754
810 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))
811 { 756 {
812 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 757 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
813 n = (pouch->weight_limit - pouch->carrying) / w; 758 n = (pouch->weight_limit - pouch->carrying) / w;
814 759
815 tmp = arch_to_object (at); 760 object *tmp = at->instance ();
816 tmp->nrof = n; 761 tmp->nrof = n;
817 amount -= tmp->nrof * tmp->value; 762 amount -= tmp->nrof * tmp->value;
818 tmp = insert_ob_in_ob (tmp, pouch); 763 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 } 764 }
824 } 765 }
825 } 766 }
826 767
827 if (amount / at->clone.value > 0) 768 if (amount / at->value > 0)
828 { 769 {
829 tmp = arch_to_object (at); 770 object *tmp = at->instance ();
830 tmp->nrof = amount / tmp->value; 771 tmp->nrof = amount / tmp->value;
831 amount -= tmp->nrof * tmp->value; 772 amount -= tmp->nrof * tmp->value;
832 tmp = insert_ob_in_ob (tmp, pl); 773 pl->insert (tmp);
833 esrv_send_item (pl, tmp);
834 esrv_send_item (pl, pl);
835 } 774 }
836 } 775 }
837 } 776 }
838 777
839 if (amount != 0) 778 if (amount != 0)
842 781
843/* elmex: this is for the bank plugin :( */ 782/* elmex: this is for the bank plugin :( */
844sint64 783sint64
845pay_player_arch (object *pl, const char *arch, sint64 amount) 784pay_player_arch (object *pl, const char *arch, sint64 amount)
846{ 785{
847 archetype *at = archetype::find (arch);
848 object *tmp = NULL;
849
850 if (at == NULL)
851 return 0;
852
853 if (amount > 0) 786 if (amount)
854 { 787 {
855 tmp = arch_to_object (at); 788 object *ob = archetype::get (arch);
789
790 if (!ob)
791 return 0;
792
856 tmp->nrof = amount; 793 ob->nrof = amount;
857 tmp = insert_ob_in_ob (tmp, pl); 794 pl->insert (ob);
858 esrv_send_item (pl, tmp);
859 esrv_send_item (pl, pl);
860 } 795 }
861 796
862 return 1; 797 return 1;
863} 798}
864 799
867 * buy item. 802 * buy item.
868 * 803 *
869 * Modified to fill available race: gold containers before dumping 804 * Modified to fill available race: gold containers before dumping
870 * remaining coins in character's inventory. 805 * remaining coins in character's inventory.
871 */ 806 */
872void 807bool
873sell_item (object *op, object *pl) 808sell_item (object *op, object *pl)
874{ 809{
875 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;
876 811
877 if (pl == NULL || pl->type != PLAYER) 812 if (pl == NULL || pl->type != PLAYER)
878 { 813 {
879 LOG (llevDebug, "Object other than player tried to sell something.\n"); 814 LOG (llevDebug, "Object other than player tried to sell something.\n");
880 return; 815 return false;
881 } 816 }
882 817
883 op->custom_name = 0; 818 op->custom_name = 0;
884 819
885 if (!amount) 820 if (!amount)
886 { 821 {
887 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.",
888 823 query_name (op));
889 /* 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
890 * worth something. If so, make it unpaid 825 // 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; 826 return false;
900 } 827 }
901 828
902 /* We compare the price with the one for a player 829 /* We compare the price with the one for a player
903 * without bargaining skill. 830 * without bargaining skill.
904 * This determins the amount of exp (if any) gained for bargaining. 831 * This determins the amount of exp (if any) gained for bargaining.
909 if (extra_gain > 0) 836 if (extra_gain > 0)
910 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 837 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
911 838
912 pay_player (pl, amount); 839 pay_player (pl, amount);
913 840
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)); 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"));
915 844
916 SET_FLAG (op, FLAG_UNPAID); 845 op->set_flag (FLAG_UNPAID);
917 identify (op); 846 identify (op);
918}
919 847
848 return true;
849}
920 850
921/* 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
922 * 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,
923 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 853 * returned value is between SPECIALISATION_EFFECT and 1.
924 * event is never less than 0.1 (calling functions divide by it)
925 */ 854 */
926static double 855static double
927shop_specialisation_ratio (const object *item, const maptile *map) 856shop_specialisation_ratio (const object *item, const maptile *map)
928{ 857{
929 shopitems *items = map->shopitems; 858 shopitems *items = map->shopitems;
930 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 859 int likedness = 0;
931 int i; 860 int i;
932 861
933 if (item == NULL) 862 if (item == NULL)
934 { 863 {
935 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);
941 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");
942 /* 871 /*
943 * 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
944 * 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.."
945 */ 874 */
946 return ratio; 875 return SPECIALISATION_EFFECT;
947 } 876 }
948 877
949 if (map->shopitems) 878 if (map->shopitems)
950 {
951 for (i = 0; i < items[0].index; i++) 879 for (i = 0; i < items[0].index; i++)
952 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 880 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
953 likedness = items[i].strength / 100.0; 881 likedness = items[i].strength;
954 }
955 882
956 if (likedness > 1.0) 883 if (likedness > 100)
957 { /* someone has been rather silly with the map headers. */ 884 { /* someone has been rather silly with the map headers. */
958 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);
959 likedness = 1.0; 886 likedness = 100;
960 } 887 }
961 888
962 if (likedness < -1.0) 889 if (likedness < -100)
963 { 890 {
964 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);
965 likedness = -1.0; 892 likedness = -100;
966 } 893 }
967 894
968 ratio = ratio + (1.0 - ratio) * likedness; 895 return lerp (double (likedness), -100., 100., 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} 896}
975 897
976/*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. */
977static double 899static double
978shop_greed (const maptile *map) 900shop_greed (const maptile *map)
979{ 901{
980 double greed = 1.0;
981
982 if (map->shopgreed)
983 return map->shopgreed; 902 return map->shopgreed
984 return greed; 903 ? map->shopgreed
904 : 1.;
985} 905}
986 906
987/* 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.
988 * 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.
989 */ 909 */
990double 910double
991shopkeeper_approval (const maptile *map, const object *player) 911shopkeeper_approval (const maptile *map, const object *player)
992{ 912{
993 double approval = 1.0; 913 return map->shoprace && player->race != map->shoprace
994 914 ? DISLIKE_RATIO
995 if (map->shoprace) 915 : 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} 916}
1004 917
1005/* 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
1006 * 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
1007 * 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
1037 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 950 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1038 951
1039 if (map->shopmin && unit_price < map->shopmin) 952 if (map->shopmin && unit_price < map->shopmin)
1040 return 0; 953 return 0;
1041 else if (unit_price > tmpshopmax / 2) 954 else if (unit_price > tmpshopmax / 2)
1042 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 955 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1043 else 956 else
1044 newval = unit_price; 957 newval = unit_price;
1045 } 958 }
1046 959
1047 newval *= quantity; 960 newval *= quantity;
1051 964
1052/* 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. */
1053int 966int
1054describe_shop (const object *op) 967describe_shop (const object *op)
1055{ 968{
969 dynbuf_text buf;
1056 maptile *map = op->map; 970 maptile *map = op->map;
1057 971
1058 /*shopitems *items=map->shopitems; */ 972 /*shopitems *items=map->shopitems; */
1059 int pos = 0, i; 973 int pos = 0, i;
1060 double opinion = 0; 974 double opinion = 0;
1061 char tmp[MAX_BUF] = "\0";
1062 975
1063 if (op->type != PLAYER) 976 if (op->type != PLAYER)
1064 return 0; 977 return 0;
1065 978
1066 /*check if there is a shop specified for this map */ 979 /*check if there is a shop specified for this map */
1067 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 980 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1068 { 981 {
1069 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;
1070 984
1071 if (map->shopitems) 985 if (map->shopitems)
1072 for (i = 0; i < map->shopitems[0].index; i++) 986 for (i = 0; i < map->shopitems[0].index; i++)
1073 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 987 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1074 { 988 {
1075 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 989 buf << map->shopitems[i].name_pl;
1076 pos += strlen (tmp + pos); 990 prevcomma = lastcomma;
991 lastcomma = buf.size (); // remember offset
992 buf << ", ";
1077 } 993 }
1078 994
1079 if (!pos) 995 if (lastcomma)
996 {
997 buf.splice (lastcomma, 2);
998
999 if (prevcomma)
1000 buf.splice (prevcomma, 2, " and ");
1001 }
1002 else
1080 strcat (tmp, "a little of everything."); 1003 buf << "a little of everything.";
1081 1004
1082 /* format the string into a list */ 1005 buf << ".\n\n";
1083 make_list_like (tmp);
1084 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1085 1006
1086 if (map->shopmax) 1007 if (map->shopmax)
1087 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";
1088 1009
1089 if (map->shopmin) 1010 if (map->shopmin)
1090 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";
1091 1012
1092 if (map->shopgreed) 1013 if (map->shopgreed)
1093 { 1014 {
1094 if (map->shopgreed > 2.0) 1015 if (map->shopgreed > 2.0)
1095 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1016 buf << "It tends to overcharge massively.\n\n";
1096 else if (map->shopgreed > 1.5) 1017 else if (map->shopgreed > 1.5)
1097 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1018 buf << "It tends to overcharge substantially.\n\n";
1098 else if (map->shopgreed > 1.1) 1019 else if (map->shopgreed > 1.1)
1099 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1020 buf << "It tends to overcharge slightly.\n\n";
1100 else if (map->shopgreed < 0.9) 1021 else if (map->shopgreed < 0.9)
1101 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1022 buf << "It tends to undercharge.\n\n";
1102 } 1023 }
1103 1024
1104 if (map->shoprace) 1025 if (map->shoprace)
1105 { 1026 {
1106 opinion = shopkeeper_approval (map, op); 1027 opinion = shopkeeper_approval (map, op);
1028
1107 if (opinion > 0.8) 1029 if (opinion > 0.8)
1108 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1030 buf << "You think the shopkeeper likes you.\n\n";
1109 else if (opinion > 0.5) 1031 else if (opinion > 0.5)
1110 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1032 buf << "The shopkeeper seems unconcerned by you.\n\n";
1111 else 1033 else
1112 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";
1113 } 1035 }
1114 } 1036 }
1115 else 1037 else
1116 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);
1117 1041
1118 return 1; 1042 return 1;
1119} 1043}
1120 1044
1121struct shopinv 1045struct shopinv
1136{ 1060{
1137 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1061 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1138 1062
1139 if (s1->type < s2->type) 1063 if (s1->type < s2->type)
1140 return -1; 1064 return -1;
1065
1141 if (s1->type > s2->type) 1066 if (s1->type > s2->type)
1142 return 1; 1067 return 1;
1143 1068
1144 /* 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
1145 * via alphabetical order 1070 * via alphabetical order
1156 /* clear unpaid flag so that doesn't come up in query 1081 /* clear unpaid flag so that doesn't come up in query
1157 * string. We clear nrof so that we can better sort 1082 * string. We clear nrof so that we can better sort
1158 * the object names. 1083 * the object names.
1159 */ 1084 */
1160 1085
1161 CLEAR_FLAG (tmp, FLAG_UNPAID); 1086 tmp->clr_flag (FLAG_UNPAID);
1162 items[*numitems].nrof = tmp->nrof; 1087 items[*numitems].nrof = tmp->nrof;
1163 /* 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
1164 * so the display is properly. 1089 * so the display is properly.
1165 */ 1090 */
1166 if (tmp->nrof == 0) 1091 if (tmp->nrof == 0)
1188 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1113 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1189 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1114 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1190 (*numitems)++; 1115 (*numitems)++;
1191 break; 1116 break;
1192 } 1117 }
1193 SET_FLAG (tmp, FLAG_UNPAID); 1118
1119 tmp->set_flag (FLAG_UNPAID);
1194} 1120}
1195 1121
1196void 1122void
1197shop_listing (object *sign, object *op) 1123shop_listing (object *sign, object *op)
1198{ 1124{
1199 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1125 int i, j, x1, x2, y1, y2;
1200 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1126 const char *shop_coords = sign->kv (shstr_shop_coords);
1201 object *stack; 1127 object *stack;
1202 shopinv *items; 1128 shopinv *items;
1203 1129
1204 /* 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 */
1205 if (op->type != PLAYER) 1131 if (!op->is_player ())
1206 return; 1132 return;
1133
1134 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1207 1135
1208 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) 1136 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1209 { 1137 {
1210 x1 = 0; 1138 x1 = 0;
1211 y1 = 0; 1139 y1 = 0;
1212 x2 = op->map->width - 1; 1140 x2 = op->map->width - 1;
1213 y2 = op->map->height - 1; 1141 y2 = op->map->height - 1;
1214 } 1142 }
1215 1143
1216 items = (shopinv *) malloc (40 * sizeof (shopinv));
1217 numallocated = 40; 1144 int numallocated = 40;
1145 int numitems = 0;
1146 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1218 1147
1219 /* Find all the appropriate items */ 1148 /* Find all the appropriate items */
1220 for (i = x1; i <= x2; i++) 1149 for (i = x1; i <= x2; i++)
1221 {
1222 for (j = y1; j < y2; j++) 1150 for (j = y1; j < y2; j++)
1151 if (op->map->is_in_shop (i, j))
1223 { 1152 {
1224 if (is_in_shop (op->map, i, j)) 1153 stack = GET_MAP_OB (op->map, i, j);
1154
1155 while (stack)
1225 { 1156 {
1226 stack = GET_MAP_OB (op->map, i, j); 1157 if (stack->flag [FLAG_UNPAID])
1227
1228 while (stack)
1229 { 1158 {
1230 if (QUERY_FLAG (stack, FLAG_UNPAID))
1231 {
1232 if (numitems == numallocated) 1159 if (numitems == numallocated)
1233 {
1234 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1160 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1235 numallocated += 10;
1236 }
1237 1161
1238 add_shop_item (stack, items, &numitems, &numallocated); 1162 add_shop_item (stack, items, &numitems, &numallocated);
1239 }
1240
1241 stack = stack->above;
1242 } 1163 }
1164
1165 stack = stack->above;
1243 } 1166 }
1244 } 1167 }
1245 }
1246 1168
1247 if (numitems == 0) 1169 buf << (numitems ? "T<This shop contains:>\n\n"
1248 { 1170 : "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 1171
1254 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);
1255
1256 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1257 1173
1258 for (i = 0; i < numitems; i++) 1174 for (i = 0; i < numitems; i++)
1259 { 1175 {
1260 /* Collapse items of the same name together */ 1176 /* Collapse items of the same name together */
1261 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))
1262 {
1263 items[i + 1].nrof += items[i].nrof; 1178 items[i + 1].nrof += items[i].nrof;
1264 free (items[i].item_sort);
1265 free (items[i].item_real);
1266 }
1267 else 1179 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); 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
1271 free (items[i].item_sort); 1182 free (items[i].item_sort);
1272 free (items[i].item_real); 1183 free (items[i].item_real);
1273 }
1274 } 1184 }
1185
1186 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1275 1187
1276 free (items); 1188 free (items);
1277} 1189}
1278 1190
1279/* 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*/
1280bool 1196bool
1281is_in_shop (object *o) 1197maptile::is_in_shop (int x, int y) const
1282{ 1198{
1283 if (!o->map)
1284 return false;
1285
1286 return is_in_shop (o->map, o->x, o->y);
1287}
1288
1289/* elmex: this function checks whether we are in a shop or not */
1290bool
1291is_in_shop (maptile *map, int x, int y)
1292{
1293 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])
1294 if (floor->type == SHOP_FLOOR) 1201 return floor->type == SHOP_FLOOR;
1295 return true;
1296 1202
1297 return false; 1203 return false;
1298} 1204}
1205

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