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

Comparing deliantra/server/server/shop.C (file contents):
Revision 1.36 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.95 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <spells.h> 27#include <spells.h>
27#include <skills.h> 28#include <skills.h>
28#include <living.h> 29#include <living.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <math.h>
31 31
32/* this is a measure of how effective store specialisation is. A general store 32/* 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 33 * 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 34 * 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. 35 * therefore making this number higher, makes specialisation less effective.
36 * setting this value above 1 or to a negative value would have interesting, 36 * setting this value above 1 or to a negative value would have interesting,
37 * (though not useful) effects. 37 * (though not useful) effects.
38 */ 38 */
39#define SPECIALISATION_EFFECT 0.5 39#define SPECIALISATION_EFFECT .5
40 40
41/* price a shopkeeper will give someone they neither like nor dislike */ 41// price a shopkeeper will give someone that is not of their race
42#define NEUTRAL_RATIO 0.8 42#define DISLIKE_RATIO 0.8
43 43
44static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 44static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
45static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); 45static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
46static double shop_specialisation_ratio (const object *item, const maptile *map); 46static double shop_specialisation_ratio (const object *item, const maptile *map);
47static double shop_greed (const maptile *map); 47static 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 48
52/* Added F_TRUE flag to define.h to mean that the price should not 49/* 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 50 * 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. 51 * 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 52 * This is needed for alchemy, to to determine what value of gold nuggets
59 * would not be done. 56 * would not be done.
60 * 57 *
61 * Added F_APPROX flag, which means that the price returned should be wrong by 58 * Added F_APPROX flag, which means that the price returned should be wrong by
62 * an amount related to the player's bargaining skill. 59 * an amount related to the player's bargaining skill.
63 * 60 *
64 * Added F_SHOP flag to mean that the specialisation of the shop on the player's 61 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
65 * current map should be taken into account when determining the price. Shops that 62 * current map should be taken into account when determining the price. Shops that
66 * specialise in what is being traded will give better prices than those that do not. 63 * specialise in what is being traded will give better prices than those that do not.
67 * 64 *
68 * CF 0.91.4 - This function got changed around a bit. Now the 65 * CF 0.91.4 - This function got changed around a bit. Now the
69 * number of object is multiplied by the value early on. This fixes problems 66 * number of object is multiplied by the value early on. This fixes problems
70 * with items worth very little. What happened before is that various 67 * with items worth very little. What happened before is that various
71 * divisions took place, the value got rounded to 0 (Being an int), and 68 * divisions took place, the value got rounded to 0 (Being an int), and
78 75
79sint64 76sint64
80query_cost (const object *tmp, object *who, int flag) 77query_cost (const object *tmp, object *who, int flag)
81{ 78{
82 double val; 79 double val;
83 int number; /* used to better calculate value */
84 int no_bargain; 80 int no_bargain;
85 int identified; 81 int identified;
86 int not_cursed; 82 int not_cursed;
87 int approximate; 83 int approximate;
88 int shop; 84 int shop;
89 double diff;
90 85
91 approx_range = 0; 86 approx_range = 0;
92 87
93 no_bargain = flag & F_NO_BARGAIN; 88 no_bargain = flag & F_NO_BARGAIN;
94 identified = flag & F_IDENTIFIED; 89 identified = flag & F_IDENTIFIED;
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;
196 else /* if not identified, presume one charge */ 176 /* 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->is_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;
222 199
200 if (!no_bargain)
201 if (object *skill = find_skill_by_name (who, shstr_bargaining))
202 lev_bargain = skill->level;
203
223 tmptype = get_typedata (tmp->type); 204 if (const typedata *tmptype = get_typedata (tmp->type))
224
225 if (find_skill_by_number (who, SK_BARGAINING))
226 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
227
228 if (tmptype)
229 { 205 {
230 idskill1 = tmptype->identifyskill; 206 if (int idskill1 = tmptype->identifyskill)
231
232 if (idskill1)
233 { 207 {
234 idskill2 = tmptype->identifyskill2; 208 int idskill2 = tmptype->identifyskill2;
235 209
236 if (find_skill_by_number (who, idskill1)) 210 if (find_skill_by_number (who, idskill1))
237 lev_identify = find_skill_by_number (who, idskill1)->level; 211 lev_identify = find_skill_by_number (who, idskill1)->level;
238 212
239 if (idskill2 && find_skill_by_number (who, idskill2)) 213 if (idskill2 && find_skill_by_number (who, idskill2))
240 lev_identify += find_skill_by_number (who, idskill2)->level; 214 lev_identify += find_skill_by_number (who, idskill2)->level;
241 } 215 }
242 } 216 }
243 else
244 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
245 217
246 /* ratio determines how much of the price modification 218 /* ratio determines how much of the price modification
247 * will come from the basic stat charisma 219 * will come from the basic stat charisma
248 * the rest will come from the level in bargaining skill 220 * the rest will come from the level in bargaining skill
249 */ 221 */
250 const double cha_ratio = 0.40; 222 const double cha_ratio = 0.40;
251 223 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
252 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
253 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 224 double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
254 diff = .02 + (.80 - .02) * diff; 225
226 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
227
228 // scale 0..1 to 2 .. 80%
229 factor = lerp (factor, 0., 1., 0.02, 0.80);
255 230
256 if (flag == F_BUY) 231 if (flag == F_BUY)
257 val += val * diff; 232 val += val * factor;
258 else if (flag == F_SELL) 233 else if (flag == F_SELL)
259 val -= val * diff; 234 val -= val * factor;
260 235
261 // now find a price range. the less good we can judge, the larger the range is 236 // 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 237 // then the range is adjusted randomly around the correct value
263 if (approximate) 238 if (approximate)
264 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 239 approx_range = val / sqrt (lev_identify * 3 + 1);
265 } 240 }
266 241
267 /* I don't think this should really happen - if it does, it indicates and 242 /* I don't think this should really happen - if it does, it indicates and
268 * overflow of diff above. That should only happen if 243 * overflow of diff above. That should only happen if
269 * we are selling objects - in that case, the person just 244 * we are selling objects - in that case, the person just
270 * gets no money. 245 * gets no money.
271 */ 246 */
272 if ((sint64) val < 0) 247 if ((sint64) val < 0)
273 val = 0; 248 val = 0;
274 249
275 /* Unidentified stuff won't sell for more than 60gp */ 250 /* Unidentified stuff won't sell for more than 10gp */
276 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) 251 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
277 { 252 min_it (val, 1000);
278 val = (val > 600) ? 600 : val;
279 }
280 253
281 /* if we are in a shop, check how the type of shop should affect the price */ 254 /* if we are in a shop, check how the type of shop should affect the price */
282 if (shop && who) 255 if (shop && who)
283 { 256 {
284 if (flag == F_SELL) 257 if (flag == F_SELL)
285 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 258 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
286 else if (flag == F_BUY) 259 else if (flag == F_BUY)
287 { 260 {
288 /* 261 /*
289 * when buying, if the item was sold by another player, it is ok to 262 * 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 263 * let the item be sold cheaper, according to the specialisation of
291 * the shop. If a player sold an item here, then his sale price was 264 * the shop. If a player sold an item here, then his sale price was
292 * multiplied by the specialisation ratio, to do the same to the buy 265 * multiplied by the specialisation ratio, to do the same to the buy
293 * price will not generate extra money. However, the 266 * price will not generate extra money. However, the
294 * same is not true of generated items, these have to /divide/ by the 267 * same is not true of generated items, these have to /divide/ by the
295 * specialisation, so that the price is never less than what they could 268 * specialisation, so that the price is never less than what they could
296 * be sold for (otherwise players could camp map resets to make money). 269 * 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 270 * 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 271 * value of the items they sell (much like how people sometimes find
299 * antiques in a junk shop in real life). 272 * antiques in a junk shop in real life).
300 */ 273 */
301 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 274 if (tmp->flag [FLAG_PLAYER_SOLD])
302 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 275 val *= shop_specialisation_ratio (tmp, who->map);
303 else 276 else
304 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 277 val /= shop_specialisation_ratio (tmp, who->map);
305 }
306 278
279 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
280 }
281
307 /* we will also have an extra 0-5% variation between shops of the same type 282 /* 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 283 * for valuable items (below a value of 50 this effect wouldn't be very
309 * pointful, and could give fun with rounding. 284 * pointful, and could give fun with rounding.
310 */ 285 */
311 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 286 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
312 if (val > 50) 287 if (val > 50)
313 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 288 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
314 } 289 }
315 290
316 return (sint64) val; 291 return val;
317} 292}
318 293
319/* Find the coin type that is worth more the 'c'. Starts at the 294/* Find the coin type that is worth more the 'c'. Starts at the
320 * cointype placement. 295 * cointype placement.
321 */ 296 */
325{ 300{
326 archetype *coin; 301 archetype *coin;
327 302
328 do 303 do
329 { 304 {
330 if (coins[*cointype] == NULL) 305 if (!coins [*cointype])
331 return NULL; 306 return 0;
307
332 coin = archetype::find (coins[*cointype]); 308 coin = archetype::find (coins [*cointype]);
309
333 if (coin == NULL) 310 if (!coin)
334 return NULL; 311 return 0;
312
335 *cointype += 1; 313 *cointype += 1;
336 } 314 }
337 while (coin->clone.value > c); 315 while (coin->value > c);
338 316
339 return coin; 317 return coin;
340} 318}
341 319
342/* This returns a string of how much something is worth based on 320/* This returns a string of how much something is worth based on
350 * 10,000 silver or something) 328 * 10,000 silver or something)
351 */ 329 */
352const char * 330const char *
353cost_string_from_value (sint64 cost, int approx) 331cost_string_from_value (sint64 cost, int approx)
354{ 332{
355 static char buf[MAX_BUF];
356 archetype *coin, *next_coin; 333 archetype *coin, *next_coin;
357 int num, cointype = 0; 334 int num, cointype = 0;
358 335
359 coin = find_next_coin (cost, &cointype); 336 coin = find_next_coin (cost, &cointype);
360 if (coin == NULL) 337 if (!coin)
361 return "nothing"; 338 return "nothing";
362 339
363 num = cost / coin->clone.value; 340 num = cost / coin->value;
364 /* so long as nrof is 32 bit, this is true. 341 /* so long as nrof is 32 bit, this is true.
365 * If it takes more coins than a person can possibly carry, this 342 * If it takes more coins than a person can possibly carry, this
366 * is basically true. 343 * is basically true.
367 */ 344 */
368 if ((cost / coin->clone.value) > UINT32_MAX) 345 if (cost / coin->value > UINT32_MAX)
369 {
370 strcpy (buf, "an unimaginable sum of money"); 346 return "an unimaginable sum of money";
371 return buf;
372 }
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 char *buf = format ("%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 || 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 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
387
388 return buf;
389} 361}
390 362
391const char * 363const char *
392query_cost_string (const object *tmp, object *who, int flag) 364query_cost_string (const object *tmp, object *who, int flag)
393{ 365{
412 { 384 {
413 if (!idskill1 || !find_skill_by_number (who, idskill1)) 385 if (!idskill1 || !find_skill_by_number (who, idskill1))
414 { 386 {
415 if (!idskill2 || !find_skill_by_number (who, idskill2)) 387 if (!idskill2 || !find_skill_by_number (who, idskill2))
416 { 388 {
417 if (!find_skill_by_number (who, SK_BARGAINING)) 389 if (!find_skill_by_name (who, shstr_bargaining))
418 { 390 {
419 static char buf[MAX_BUF];
420 int num, cointype = 0; 391 int num, cointype = 0;
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)
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 return format ("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 return format ("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 return format ("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 return format ("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 return format ("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 return format ("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 return format ("a vast quantity of %s", &coin->object::name_pl);
441 return buf;
442 } 413 }
443 } 414 }
444 } 415 }
445 416
446 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
447
448 if (approx_range) 417 if (approx_range)
449 { 418 {
419 int hash = tmp->random_seed () & 1023;
450 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 420 sint64 lo = real_value - (approx_range * hash >> 10);
451 static char buf[MAX_BUF];
452 421
453 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 422 return format ("between %s and %s",
454 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 423 cost_string_from_value (lo, 1),
455 424 cost_string_from_value (lo + approx_range, 1));
456 return buf;
457 } 425 }
458 } 426 }
459 427
460 return cost_string_from_value (real_value, 0); 428 return cost_string_from_value (real_value, 0);
461} 429}
476 } 444 }
477 445
478 for (tmp = op->inv; tmp; tmp = tmp->below) 446 for (tmp = op->inv; tmp; tmp = tmp->below)
479 if (tmp->type == MONEY) 447 if (tmp->type == MONEY)
480 total += tmp->nrof * (sint64)tmp->value; 448 total += tmp->nrof * (sint64)tmp->value;
481 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 449 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains (shstr_gold)))
482 total += query_money (tmp); 450 total += query_money (tmp);
483 451
484 return total; 452 return total;
485} 453}
486 454
501 return 0; 469 return 0;
502 470
503 pay_from_container (pl, pl, to_pay); 471 pay_from_container (pl, pl, to_pay);
504 472
505 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 473 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"))) 474 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
507 pay_from_container (pl, pouch, to_pay); 475 pay_from_container (pl, pouch, to_pay);
508 476
509 pl->update_stats (); 477 pl->update_stats ();
510 return 1; 478 return 1;
511} 479}
533 * This determins the amount of exp (if any) gained for bargaining. 501 * This determins the amount of exp (if any) gained for bargaining.
534 */ 502 */
535 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; 503 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
536 504
537 if (saved_money > 0) 505 if (saved_money > 0)
538 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 506 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
539 507
540 pay_from_container (pl, pl, to_pay); 508 pay_from_container (pl, pl, to_pay);
541 509
542 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 510 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"))) 511 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
544 pay_from_container (pl, pouch, to_pay); 512 pay_from_container (pl, pouch, to_pay);
545 513
546 pl->update_stats (); 514 pl->update_stats ();
547 515
548 return 1; 516 return 1;
581 549
582 if (tmp->type == MONEY) 550 if (tmp->type == MONEY)
583 { 551 {
584 for (i = 0; i < NUM_COINS; i++) 552 for (i = 0; i < NUM_COINS; i++)
585 { 553 {
586 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 554 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
587 { 555 {
588 // This should not happen, but if it does, just merge the two. 556 // This should not happen, but if it does, just merge the two.
589 if (coin_objs [i]) 557 if (coin_objs [i])
590 { 558 {
591 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 559 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; 560 coin_objs[i]->nrof += tmp->nrof;
594 esrv_del_item (pl->contr, tmp->count);
595 tmp->destroy (); 561 tmp->destroy ();
596 } 562 }
597 else 563 else
598 { 564 {
599 tmp->remove (); 565 tmp->remove ();
600
601 if (pouch->type == PLAYER)
602 esrv_del_item (pl->contr, tmp->count);
603
604 coin_objs[i] = tmp; 566 coin_objs[i] = tmp;
605 } 567 }
606 568
607 break; 569 break;
608 } 570 }
609 } 571 }
610 572
611 if (i == NUM_COINS) 573 if (i == NUM_COINS)
612 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 574 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
613 } 575 }
614 } 576 }
615 577
616 /* Fill in any gaps in the coin_objs array - needed to make change. */ 578 /* 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 */ 579 /* Note that the coin_objs array goes from least value to greatest value */
621 at = archetype::find (coins[NUM_COINS - 1 - i]); 583 at = archetype::find (coins[NUM_COINS - 1 - i]);
622 584
623 if (at == NULL) 585 if (at == NULL)
624 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 586 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
625 587
626 coin_objs[i] = arch_to_object (at); 588 coin_objs[i] = at->instance ();
627 coin_objs[i]->nrof = 0; 589 coin_objs[i]->nrof = 0;
628 } 590 }
629 591
630 for (i = 0; i < NUM_COINS; i++) 592 for (i = 0; i < NUM_COINS; i++)
631 { 593 {
632 object &coin = *coin_objs[i]; 594 object &coin = *coin_objs[i];
633 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 595 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
634 to_pay -= num_coins * coin.value; 596 to_pay -= num_coins * coin.value;
635 597
636 coin.nrof -= num_coins; 598 coin.nrof -= num_coins;
637 /* Now start making change. Start at the coin value 599 /* Now start making change. Start at the coin value
638 * below the one we just did, and work down to 600 * below the one we just did, and work down to
648 count--; 610 count--;
649 } 611 }
650 } 612 }
651 613
652 for (i = 0; i < NUM_COINS; i++) 614 for (i = 0; i < NUM_COINS; i++)
653 {
654 if (coin_objs[i]->nrof) 615 if (coin_objs[i]->nrof)
655 {
656 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 616 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 617 else
668 coin_objs[i]->destroy (); 618 coin_objs[i]->destroy ();
669 }
670} 619}
671 620
672/* Checks all unpaid items in op's inventory, adds up all the money they 621/* 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. 622 * 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 623 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
675 * to the player 624 * to the player
676 */ 625 */
677int 626int
678can_pay (object *pl) 627can_pay (object *pl)
679{ 628{
686 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 635 LOG (llevError, "can_pay(): called against something that isn't a player\n");
687 return 0; 636 return 0;
688 } 637 }
689 638
690 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 639 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
691 if (QUERY_FLAG (item, FLAG_UNPAID)) 640 if (item->flag [FLAG_UNPAID])
692 { 641 {
693 unpaid_count++; 642 unpaid_count++;
694 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 643 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
695 } 644 }
696 645
697 if (unpaid_price > player_wealth) 646 if (unpaid_price > player_wealth)
698 { 647 {
699 char buf[MAX_BUF]; 648 dynbuf_text &buf = msg_dynbuf; buf.clear ();
700 char cost[MAX_BUF];
701 char missing[MAX_BUF];
702 649
703 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 650 buf << "You have " << unpaid_count
704 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 651 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
652 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
653 << " to be able to afford that. "
654 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
705 655
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.", 656 pl->failmsg (buf);
707 unpaid_count, cost, missing);
708 new_draw_info (NDI_UNIQUE, 0, pl, buf);
709 657
710 return 0; 658 return 0;
711 } 659 }
712 else 660 else
713 return 1; 661 return 1;
726 { 674 {
727 next_item: 675 next_item:
728 676
729 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 677 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
730 { 678 {
731 if (QUERY_FLAG (op, FLAG_UNPAID)) 679 if (op->flag [FLAG_UNPAID])
732 { 680 {
733 char buf[MAX_BUF];
734 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 681 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
735 682
736 if (!pay_for_item (op, pl)) 683 if (!pay_for_item (op, pl))
737 { 684 {
738 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 685 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
739 686
740 CLEAR_FLAG (op, FLAG_UNPAID); 687 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)); 688 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); 689 op->set_flag (FLAG_UNPAID);
743 return 0; 690 return 0;
744 } 691 }
745 else 692 else
746 { 693 {
747 object *tmp; 694 op->clr_flag (FLAG_UNPAID);
748 695 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)); 696 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
752 tmp = merge_ob (op, NULL);
753 697
754 if (pl->type == PLAYER) 698 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); 699 esrv_update_item (UPD_FLAGS, pl, op);
763 }
764 700
765 goto next_item; 701 goto next_item;
766 } 702 }
767 } 703 }
768 } 704 }
785void 721void
786pay_player (object *pl, sint64 amount) 722pay_player (object *pl, sint64 amount)
787{ 723{
788 int count = 0; 724 int count = 0;
789 archetype *at = 0; 725 archetype *at = 0;
790 object *pouch = 0, *tmp = 0; 726 object *pouch = 0;
791 727
792 for (count = 0; coins[count] != NULL; count++) 728 for (count = 0; coins[count]; count++)
793 { 729 {
794 at = archetype::find (coins[count]); 730 at = archetype::find (coins[count]);
795 731
796 if (at == NULL) 732 if (at == NULL)
797 LOG (llevError, "Could not find %s archetype\n", coins[count]); 733 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 else if ((amount / at->clone.value) > 0) 734 else if ((amount / at->value) > 0)
799 { 735 {
800 for (pouch = pl->inv; pouch; pouch = pouch->below) 736 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 { 737 {
802 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 738 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains (shstr_gold))
803 { 739 {
804 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 740 int w = at->weight * (100 - pouch->stats.Str) / 100;
805 int n = amount / at->clone.value; 741 int n = amount / at->value;
806 742
807 if (w == 0) 743 if (w == 0)
808 w = 1; /* Prevent divide by zero */ 744 w = 1; /* Prevent divide by zero */
809 745
810 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 746 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
811 { 747 {
812 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 748 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
813 n = (pouch->weight_limit - pouch->carrying) / w; 749 n = (pouch->weight_limit - pouch->carrying) / w;
814 750
815 tmp = arch_to_object (at); 751 object *tmp = at->instance ();
816 tmp->nrof = n; 752 tmp->nrof = n;
817 amount -= tmp->nrof * tmp->value; 753 amount -= tmp->nrof * tmp->value;
818 tmp = insert_ob_in_ob (tmp, pouch); 754 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 } 755 }
824 } 756 }
825 } 757 }
826 758
827 if (amount / at->clone.value > 0) 759 if (amount / at->value > 0)
828 { 760 {
829 tmp = arch_to_object (at); 761 object *tmp = at->instance ();
830 tmp->nrof = amount / tmp->value; 762 tmp->nrof = amount / tmp->value;
831 amount -= tmp->nrof * tmp->value; 763 amount -= tmp->nrof * tmp->value;
832 tmp = insert_ob_in_ob (tmp, pl); 764 pl->insert (tmp);
833 esrv_send_item (pl, tmp);
834 esrv_send_item (pl, pl);
835 } 765 }
836 } 766 }
837 } 767 }
838 768
839 if (amount != 0) 769 if (amount != 0)
842 772
843/* elmex: this is for the bank plugin :( */ 773/* elmex: this is for the bank plugin :( */
844sint64 774sint64
845pay_player_arch (object *pl, const char *arch, sint64 amount) 775pay_player_arch (object *pl, const char *arch, sint64 amount)
846{ 776{
847 archetype *at = archetype::find (arch);
848 object *tmp = NULL;
849
850 if (at == NULL)
851 return 0;
852
853 if (amount > 0) 777 if (amount)
854 { 778 {
855 tmp = arch_to_object (at); 779 object *ob = archetype::get (arch);
780
781 if (!ob)
782 return 0;
783
856 tmp->nrof = amount; 784 ob->nrof = amount;
857 tmp = insert_ob_in_ob (tmp, pl); 785 pl->insert (ob);
858 esrv_send_item (pl, tmp);
859 esrv_send_item (pl, pl);
860 } 786 }
861 787
862 return 1; 788 return 1;
863} 789}
864 790
867 * buy item. 793 * buy item.
868 * 794 *
869 * Modified to fill available race: gold containers before dumping 795 * Modified to fill available race: gold containers before dumping
870 * remaining coins in character's inventory. 796 * remaining coins in character's inventory.
871 */ 797 */
872void 798bool
873sell_item (object *op, object *pl) 799sell_item (object *op, object *pl)
874{ 800{
875 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 801 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
876 802
877 if (pl == NULL || pl->type != PLAYER) 803 if (pl == NULL || pl->type != PLAYER)
878 { 804 {
879 LOG (llevDebug, "Object other than player tried to sell something.\n"); 805 LOG (llevDebug, "Object other than player tried to sell something.\n");
880 return; 806 return false;
881 } 807 }
882 808
883 op->custom_name = 0; 809 op->custom_name = 0;
884 810
885 if (!amount) 811 if (!amount)
886 { 812 {
887 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 813 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
888 814 query_name (op));
889 /* Even if the character doesn't get anything for it, it may still be 815 // elmex: change: the player now gets the item back if the shop is not
890 * worth something. If so, make it unpaid 816 // 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; 817 return false;
900 } 818 }
901 819
902 /* We compare the price with the one for a player 820 /* We compare the price with the one for a player
903 * without bargaining skill. 821 * without bargaining skill.
904 * This determins the amount of exp (if any) gained for bargaining. 822 * This determins the amount of exp (if any) gained for bargaining.
905 * exp/10 -> 1 for each gold coin 823 * exp/10 -> 1 for each gold coin
906 */ 824 */
907 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 825 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
908 826
909 if (extra_gain > 0) 827 if (extra_gain > 0)
910 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 828 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
911 829
912 pay_player (pl, amount); 830 pay_player (pl, amount);
913 831
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)); 832 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
833 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
834 pl->play_sound (sound_find ("shop_sell"));
915 835
916 SET_FLAG (op, FLAG_UNPAID); 836 op->set_flag (FLAG_UNPAID);
917 identify (op); 837 identify (op);
918}
919 838
839 return true;
840}
920 841
921/* returns a double that is the ratio of the price that a shop will offer for 842/* 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, 843 * 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 844 * returned value is between SPECIALISATION_EFFECT and 1.
924 * event is never less than 0.1 (calling functions divide by it)
925 */ 845 */
926static double 846static double
927shop_specialisation_ratio (const object *item, const maptile *map) 847shop_specialisation_ratio (const object *item, const maptile *map)
928{ 848{
929 shopitems *items = map->shopitems; 849 shopitems *items = map->shopitems;
930 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 850 int likedness = 0;
931 int i; 851 int i;
932 852
933 if (item == NULL) 853 if (item == NULL)
934 { 854 {
935 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); 855 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
936 return 0; 856 return 0;
937 } 857 }
938 858
939 if (!item->type) 859 if (!item->type)
940 { 860 {
941 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 861 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type: %s\n", item->debug_desc ());
942 /* 862 /*
943 * I'm not really sure what the /right/ thing to do here is, these types of 863 * 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.." 864 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
945 */ 865 */
946 return ratio; 866 return SPECIALISATION_EFFECT;
947 } 867 }
948 868
949 if (map->shopitems) 869 if (map->shopitems)
950 {
951 for (i = 0; i < items[0].index; i++) 870 for (i = 0; i < items[0].index; i++)
952 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 871 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
953 likedness = items[i].strength / 100.0; 872 likedness = items[i].strength;
954 }
955 873
956 if (likedness > 1.0) 874 if (likedness > 100)
957 { /* someone has been rather silly with the map headers. */ 875 { /* 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); 876 LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is above 100%%\n", item->debug_desc (), &map->path);
959 likedness = 1.0; 877 likedness = 100;
960 } 878 }
961 879
962 if (likedness < -1.0) 880 if (likedness < -100)
963 { 881 {
964 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); 882 LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is below -100%%\n", item->debug_desc (), &map->path);
965 likedness = -1.0; 883 likedness = -100;
966 } 884 }
967 885
968 ratio = ratio + (1.0 - ratio) * likedness; 886 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} 887}
975 888
976/*returns the greed of the shop on map, or 1 if it isn't specified. */ 889/*returns the greed of the shop on map, or 1 if it isn't specified. */
977static double 890static double
978shop_greed (const maptile *map) 891shop_greed (const maptile *map)
979{ 892{
980 double greed = 1.0;
981
982 if (map->shopgreed)
983 return map->shopgreed; 893 return map->shopgreed
984 return greed; 894 ? map->shopgreed
895 : 1.;
985} 896}
986 897
987/* Returns a double based on how much the shopkeeper approves of the player. 898/* 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. 899 * this is based on the race of the shopkeeper and that of the player.
989 */ 900 */
990double 901double
991shopkeeper_approval (const maptile *map, const object *player) 902shopkeeper_approval (const maptile *map, const object *player)
992{ 903{
993 double approval = 1.0; 904 return map->shoprace && player->race != map->shoprace
994 905 ? DISLIKE_RATIO
995 if (map->shoprace) 906 : 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} 907}
1004 908
1005/* limit the value of items based on the wealth of the shop. If the item is close 909/* 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 910 * 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 911 * below the minimum value the shop is prepared to trade in, then we don't
1008 * want it and offer nothing. If it isn't a shop, check whether we should do generic 912 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1009 * value reduction. 913 * value reduction.
1010 * 914 *
1011 */ 915 */
1012static sint64 916static sint64
1013value_limit (sint64 val, int quantity, const object *who, int isshop) 917value_limit (sint64 val, int quantity, const object *who, int isshop)
1014{ 918{
1015 sint64 newval, unit_price, tmpshopmax; 919 sint64 newval, unit_price, tmpshopmax;
1037 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 941 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1038 942
1039 if (map->shopmin && unit_price < map->shopmin) 943 if (map->shopmin && unit_price < map->shopmin)
1040 return 0; 944 return 0;
1041 else if (unit_price > tmpshopmax / 2) 945 else if (unit_price > tmpshopmax / 2)
1042 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 946 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1043 else 947 else
1044 newval = unit_price; 948 newval = unit_price;
1045 } 949 }
1046 950
1047 newval *= quantity; 951 newval *= quantity;
1051 955
1052/* gives a desciption of the shop on their current map to the player op. */ 956/* gives a desciption of the shop on their current map to the player op. */
1053int 957int
1054describe_shop (const object *op) 958describe_shop (const object *op)
1055{ 959{
960 dynbuf_text buf;
1056 maptile *map = op->map; 961 maptile *map = op->map;
1057 962
1058 /*shopitems *items=map->shopitems; */ 963 /*shopitems *items=map->shopitems; */
1059 int pos = 0, i; 964 int i;
1060 double opinion = 0; 965 double opinion = 0;
1061 char tmp[MAX_BUF] = "\0";
1062 966
1063 if (op->type != PLAYER) 967 if (op->type != PLAYER)
1064 return 0; 968 return 0;
1065 969
1066 /*check if there is a shop specified for this map */ 970 /*check if there is a shop specified for this map */
1067 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 971 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1068 { 972 {
1069 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 973 buf << "From looking at the nearby shop you determine that it trades in ";
974 int lastcomma = 0, prevcomma = 0;
1070 975
1071 if (map->shopitems) 976 if (map->shopitems)
1072 for (i = 0; i < map->shopitems[0].index; i++) 977 for (i = 0; i < map->shopitems[0].index; i++)
1073 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 978 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1074 { 979 {
1075 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 980 buf << map->shopitems[i].name_pl;
1076 pos += strlen (tmp + pos); 981 prevcomma = lastcomma;
982 lastcomma = buf.size (); // remember offset
983 buf << ", ";
1077 } 984 }
1078 985
1079 if (!pos) 986 if (lastcomma)
987 {
988 buf.splice (lastcomma, 2);
989
990 if (prevcomma)
991 buf.splice (prevcomma, 2, " and ");
992 }
993 else
1080 strcat (tmp, "a little of everything."); 994 buf << "a little of everything.";
1081 995
1082 /* format the string into a list */ 996 buf << ".\n\n";
1083 make_list_like (tmp);
1084 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1085 997
1086 if (map->shopmax) 998 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)); 999 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1088 1000
1089 if (map->shopmin) 1001 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)); 1002 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1091 1003
1092 if (map->shopgreed) 1004 if (map->shopgreed)
1093 { 1005 {
1094 if (map->shopgreed > 2.0) 1006 if (map->shopgreed > 2.0)
1095 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1007 buf << "It tends to overcharge massively.\n\n";
1096 else if (map->shopgreed > 1.5) 1008 else if (map->shopgreed > 1.5)
1097 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1009 buf << "It tends to overcharge substantially.\n\n";
1098 else if (map->shopgreed > 1.1) 1010 else if (map->shopgreed > 1.1)
1099 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1011 buf << "It tends to overcharge slightly.\n\n";
1100 else if (map->shopgreed < 0.9) 1012 else if (map->shopgreed < 0.9)
1101 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1013 buf << "It tends to undercharge.\n\n";
1102 } 1014 }
1103 1015
1104 if (map->shoprace) 1016 if (map->shoprace)
1105 { 1017 {
1106 opinion = shopkeeper_approval (map, op); 1018 opinion = shopkeeper_approval (map, op);
1019
1107 if (opinion > 0.8) 1020 if (opinion > 0.8)
1108 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1021 buf << "You think the shopkeeper likes you.\n\n";
1109 else if (opinion > 0.5) 1022 else if (opinion > 0.5)
1110 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1023 buf << "The shopkeeper seems unconcerned by you.\n\n";
1111 else 1024 else
1112 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1025 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1113 } 1026 }
1114 } 1027 }
1115 else 1028 else
1116 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1029 buf << "There is no shop nearby.\n\n";
1030
1031 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1117 1032
1118 return 1; 1033 return 1;
1119} 1034}
1120 1035
1121struct shopinv 1036struct shopinv
1122{ 1037{
1123 char *item_sort; 1038 char *item_sort;
1124 char *item_real; 1039 char *item_real;
1040 sint64 value;
1125 uint16 type; 1041 uint16 type;
1126 uint32 nrof; 1042 uint32 nrof;
1127}; 1043};
1128 1044
1129/* There are a lot fo extra casts in here just to suppress warnings - it 1045/* There are a lot fo extra casts in here just to suppress warnings - it
1136{ 1052{
1137 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1053 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1138 1054
1139 if (s1->type < s2->type) 1055 if (s1->type < s2->type)
1140 return -1; 1056 return -1;
1057
1141 if (s1->type > s2->type) 1058 if (s1->type > s2->type)
1142 return 1; 1059 return 1;
1143 1060
1144 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1061 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1145 * via alphabetical order 1062 * via alphabetical order
1148} 1065}
1149 1066
1150static void 1067static void
1151add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1068add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1152{ 1069{
1153#if 0
1154 char buf[MAX_BUF];
1155#endif
1156 /* clear unpaid flag so that doesn't come up in query 1070 /* clear unpaid flag so that doesn't come up in query
1157 * string. We clear nrof so that we can better sort 1071 * string. We clear nrof so that we can better sort
1158 * the object names. 1072 * the object names.
1159 */ 1073 */
1160 1074
1161 CLEAR_FLAG (tmp, FLAG_UNPAID); 1075 tmp->clr_flag (FLAG_UNPAID);
1162 items[*numitems].nrof = tmp->nrof; 1076 items[*numitems].nrof = tmp->nrof;
1163 /* Non mergable items have nrof of 0, but count them as one 1077 /* Non mergable items have nrof of 0, but count them as one
1164 * so the display is properly. 1078 * so the display is properly.
1165 */ 1079 */
1166 if (tmp->nrof == 0) 1080 if (tmp->nrof == 0)
1167 items[*numitems].nrof++; 1081 items[*numitems].nrof++;
1168 items[*numitems].type = tmp->type; 1082 items[*numitems].type = tmp->type;
1083
1084 items[*numitems].value = tmp->value;
1169 1085
1170 switch (tmp->type) 1086 switch (tmp->type)
1171 { 1087 {
1172#if 0 1088#if 0
1173 case BOOTS: 1089 case BOOTS:
1185#endif 1101#endif
1186 1102
1187 default: 1103 default:
1188 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1104 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1189 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1105 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1106 items[*numitems].value += tmp->value;
1190 (*numitems)++; 1107 (*numitems)++;
1191 break; 1108 break;
1192 } 1109 }
1193 SET_FLAG (tmp, FLAG_UNPAID); 1110
1111 tmp->set_flag (FLAG_UNPAID);
1194} 1112}
1195 1113
1196void 1114void
1197shop_listing (object *sign, object *op) 1115shop_listing (object *sign, object *op)
1198{ 1116{
1199 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1117 int i, j, x1, x2, y1, y2;
1200 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1118 const char *shop_coords = sign->kv [shstr_shop_coords];
1201 object *stack; 1119 object *stack;
1202 shopinv *items; 1120 shopinv *items;
1203 1121
1204 /* Should never happen, but just in case a monster does apply a sign */ 1122 /* Should never happen, but just in case a monster does apply a sign */
1205 if (op->type != PLAYER) 1123 if (!op->is_player ())
1206 return; 1124 return;
1125
1126 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1207 1127
1208 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) 1128 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1209 { 1129 {
1210 x1 = 0; 1130 x1 = 0;
1211 y1 = 0; 1131 y1 = 0;
1212 x2 = op->map->width - 1; 1132 x2 = op->map->width - 1;
1213 y2 = op->map->height - 1; 1133 y2 = op->map->height - 1;
1214 } 1134 }
1215 1135
1216 items = (shopinv *) malloc (40 * sizeof (shopinv));
1217 numallocated = 40; 1136 int numallocated = 40;
1137 int numitems = 0;
1138 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1218 1139
1219 /* Find all the appropriate items */ 1140 /* Find all the appropriate items */
1220 for (i = x1; i <= x2; i++) 1141 for (i = x1; i <= x2; i++)
1221 {
1222 for (j = y1; j < y2; j++) 1142 for (j = y1; j < y2; j++)
1143 if (op->map->is_in_shop (i, j))
1223 { 1144 {
1224 if (is_in_shop (op->map, i, j)) 1145 stack = GET_MAP_OB (op->map, i, j);
1146
1147 while (stack)
1225 { 1148 {
1226 stack = GET_MAP_OB (op->map, i, j); 1149 if (stack->flag [FLAG_UNPAID])
1227
1228 while (stack)
1229 { 1150 {
1230 if (QUERY_FLAG (stack, FLAG_UNPAID))
1231 {
1232 if (numitems == numallocated) 1151 if (numitems == numallocated)
1233 {
1234 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1152 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1235 numallocated += 10;
1236 }
1237 1153
1238 add_shop_item (stack, items, &numitems, &numallocated); 1154 add_shop_item (stack, items, &numitems, &numallocated);
1239 }
1240
1241 stack = stack->above;
1242 } 1155 }
1156
1157 stack = stack->above;
1243 } 1158 }
1244 } 1159 }
1245 }
1246 1160
1247 if (numitems == 0) 1161 buf << (numitems ? "T<This shop contains:>\n\n"
1248 { 1162 : "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 1163
1254 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1164 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 1165
1258 for (i = 0; i < numitems; i++) 1166 for (i = 0; i < numitems; i++)
1259 { 1167 {
1260 /* Collapse items of the same name together */ 1168 /* Collapse items of the same name together */
1261 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1169 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1262 {
1263 items[i + 1].nrof += items[i].nrof; 1170 items[i + 1].nrof += items[i].nrof;
1264 free (items[i].item_sort);
1265 free (items[i].item_real);
1266 }
1267 else 1171 else
1268 { 1172 {
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", 1173 buf.printf (
1270 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1174 " %4d %s\n for %s\n",
1175 items[i].nrof ? items[i].nrof : 1,
1176 items[i].nrof == 1 ? items[i].item_sort : items[i].item_real,
1177 cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1));
1178 }
1179
1271 free (items[i].item_sort); 1180 free (items[i].item_sort);
1272 free (items[i].item_real); 1181 free (items[i].item_real);
1273 }
1274 } 1182 }
1183
1184 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1275 1185
1276 free (items); 1186 free (items);
1277} 1187}
1278 1188
1279/* elmex: this function checks whether the object is in a shop */ 1189/* elmex: this function checks whether we are in a shop or not
1190 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1191 floor tile. this possibly will make map bugs where shopfloors are above
1192 floors more obvious.
1193*/
1280bool 1194bool
1281is_in_shop (object *o) 1195maptile::is_in_shop (int x, int y) const
1282{ 1196{
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) 1197 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1198 if (floor->flag [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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines