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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.11 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.46 by root, Wed Apr 9 14:36:47 2008 UTC

1
2/* 1/*
3 * static char *rcsid_shop_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: shop.C,v 1.11 2006/09/11 20:26:41 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <spells.h> 25#include <spells.h>
32#include <skills.h> 26#include <skills.h>
33#include <living.h> 27#include <living.h>
34#include <newclient.h>
35#ifndef __CEXTRACT__
36# include <sproto.h> 28#include <sproto.h>
37#endif
38#include <math.h> 29#include <math.h>
39 30
40/* 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
41 * 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
42 * 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
43 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
44 * 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,
45 * (though not useful) effects. 36 * (though not useful) effects.
46 */ 37 */
47#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
48 39
49/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
50#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
51 42
52static uint64 pay_from_container (object *pl, object *pouch, uint64 to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
53static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
54static double shop_specialisation_ratio (const object *item, const mapstruct *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
55static double shop_greed (const mapstruct *map); 46static double shop_greed (const maptile *map);
56
57#define NUM_COINS 4 /* number of coin types */
58static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
59 47
60/* 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
61 * 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
62 * 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.
63 * This is needed for alchemy, to to determine what value of gold nuggets 51 * This is needed for alchemy, to to determine what value of gold nuggets
80 * thus remained 0. 68 * thus remained 0.
81 * 69 *
82 * Mark Wedel (mwedel@pyramid.com) 70 * Mark Wedel (mwedel@pyramid.com)
83 */ 71 */
84 72
85static uint64 approx_range; 73static sint64 approx_range;
86 74
87uint64 75sint64
88query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
89{ 77{
90 double val; 78 double val;
91 int number; /* used to better calculate value */ 79 int number; /* used to better calculate value */
92 int no_bargain; 80 int no_bargain;
104 approximate = flag & F_APPROX; 92 approximate = flag & F_APPROX;
105 shop = flag & F_SHOP; 93 shop = flag & F_SHOP;
106 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 94 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
107 95
108 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
109 return (tmp->nrof * tmp->value); 97 return tmp->nrof * tmp->value;
98
110 if (tmp->type == GEM) 99 if (tmp->type == GEM)
111 { 100 {
112 if (flag == F_TRUE) 101 if (flag == F_TRUE)
113 return (tmp->nrof * tmp->value); 102 return (tmp->nrof * tmp->value);
103
114 if (flag == F_BUY) 104 if (flag == F_BUY)
115 return (uint64) (1.03 * tmp->nrof * tmp->value); 105 return (sint64) (1.03 * tmp->nrof * tmp->value);
106
116 if (flag == F_SELL) 107 if (flag == F_SELL)
117 return (uint64) (0.97 * tmp->nrof * tmp->value); 108 return (sint64) (0.97 * tmp->nrof * tmp->value);
109
118 LOG (llevError, "Query_cost: Gem type with unknown flag : %d\n", flag); 110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
119 return 0; 111 return 0;
120 } 112 }
113
121 number = tmp->nrof; 114 number = tmp->nrof;
122 if (number == 0) 115 if (number == 0)
123 number = 1; 116 number = 1;
124 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
125 { 118 {
134 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
135 { 128 {
136 if (flag == F_BUY) 129 if (flag == F_BUY)
137 { 130 {
138 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError, "Asking for buy-value of unidentified object.\n");
139 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
140 } 133 }
141 else 134 else
142 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
143 if (tmp->type == POTION) 136 if (tmp->type == POTION)
144 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
146 { 139 {
147 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
148 * unknown objects 141 * unknown objects
149 */ 142 */
150 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
151 val = number * tmp->arch->clone.value * 2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
152 else 145 else
153 val = number * tmp->arch->clone.value / 3; 146 val = number * tmp->arch->value / 3;
154 } 147 }
155 } 148 }
156 } 149 }
157 else 150 else
158 { /* No archetype with this object */ 151 { /* No archetype with this object */
169 162
170 /* If the item has been applied or identifed or does not need to be 163 /* If the item has been applied or identifed or does not need to be
171 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
172 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
173 * really just a check to prevent core dumps for when it checks 166 * really just a check to prevent core dumps for when it checks
174 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
175 * magic is to not give extra money for archetypes that are by 168 * magic is to not give extra money for archetypes that are by
176 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
177 * already figured in that value. 170 * already figured in that value.
178 */ 171 */
179 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
180 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
181 { 174 {
182 if (tmp->magic > 0) 175 if (tmp->magic > 0)
183 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
184 else 177 else
185 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
200 val /= 50; 193 val /= 50;
201 } 194 }
202 195
203 /* Limit amount of money you can get for really great items. */ 196 /* Limit amount of money you can get for really great items. */
204 if (flag == F_SELL) 197 if (flag == F_SELL)
205 val = value_limit ((uint64) val, number, who, shop); 198 val = value_limit ((sint64) val, number, who, shop);
206 199
207 // use a nonlinear price adjustment. as my predecessor said, don't change 200 // use a nonlinear price adjustment. as my predecessor said, don't change
208 // the archetypes, its work required for balancing, and we don't care. 201 // the archetypes, its work required for balancing, and we don't care.
209 //val = pow (val, 1.05); 202 //val = pow (val, 1.05);
210 203
224 const typedata *tmptype; 217 const typedata *tmptype;
225 218
226 tmptype = get_typedata (tmp->type); 219 tmptype = get_typedata (tmp->type);
227 220
228 if (find_skill_by_number (who, SK_BARGAINING)) 221 if (find_skill_by_number (who, SK_BARGAINING))
229 {
230 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 222 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
231 } 223
232 if (tmptype) 224 if (tmptype)
233 { 225 {
234 idskill1 = tmptype->identifyskill; 226 idskill1 = tmptype->identifyskill;
227
235 if (idskill1) 228 if (idskill1)
236 { 229 {
237 idskill2 = tmptype->identifyskill2; 230 idskill2 = tmptype->identifyskill2;
231
238 if (find_skill_by_number (who, idskill1)) 232 if (find_skill_by_number (who, idskill1))
239 {
240 lev_identify = find_skill_by_number (who, idskill1)->level; 233 lev_identify = find_skill_by_number (who, idskill1)->level;
241 } 234
242 if (idskill2 && find_skill_by_number (who, idskill2)) 235 if (idskill2 && find_skill_by_number (who, idskill2))
243 {
244 lev_identify += find_skill_by_number (who, idskill2)->level; 236 lev_identify += find_skill_by_number (who, idskill2)->level;
245 }
246 } 237 }
247 } 238 }
248 else 239 else
249 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name); 240 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
250 241
251 /* ratio determines how much of the price modification 242 /* ratio determines how much of the price modification
252 * will come from the basic stat charisma 243 * will come from the basic stat charisma
253 * the rest will come from the level in bargaining skill 244 * the rest will come from the level in bargaining skill
254 */ 245 */
255 const double cha_ratio = 0.40; 246 const double cha_ratio = 0.40;
256 247
257 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); 248 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
258
259 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 249 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
260
261 diff = .02 + (.80 - .02) * diff; 250 diff = .02 + (.80 - .02) * diff;
262 251
263 if (flag == F_BUY) 252 if (flag == F_BUY)
264 val += (val * diff); 253 val += val * diff;
265 else if (flag == F_SELL) 254 else if (flag == F_SELL)
266 val -= (val * diff); 255 val -= val * diff;
267 256
268 // now find a price range. the less good we can judge, the larger the range is 257 // now find a price range. the less good we can judge, the larger the range is
269 // then the range is adjusted randomly around the correct value 258 // then the range is adjusted randomly around the correct value
270 if (approximate) 259 if (approximate)
271 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); 260 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
272 } 261 }
273 262
274 /* I don't think this should really happen - if it does, it indicates and 263 /* I don't think this should really happen - if it does, it indicates and
275 * overflow of diff above. That shoudl only happen if 264 * overflow of diff above. That should only happen if
276 * we are selling objects - in that case, the person just 265 * we are selling objects - in that case, the person just
277 * gets no money. 266 * gets no money.
278 */ 267 */
279 if ((sint64) val < 0) 268 if ((sint64) val < 0)
280 val = 0; 269 val = 0;
308 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 297 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
309 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 298 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
310 else 299 else
311 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 300 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
312 } 301 }
302
313 /* we will also have an extra 0-5% variation between shops of the same type 303 /* we will also have an extra 0-5% variation between shops of the same type
314 * for valuable items (below a value of 50 this effect wouldn't be very 304 * for valuable items (below a value of 50 this effect wouldn't be very
315 * pointful, and could give fun with rounding. 305 * pointful, and could give fun with rounding.
316 */ 306 */
317 if (who->map->path != NULL && val > 50) 307 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
318 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 308 if (val > 50)
309 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
319 } 310 }
311
320 return (uint64) val; 312 return (sint64) val;
321} 313}
322 314
323/* Find the coin type that is worth more the 'c'. Starts at the 315/* Find the coin type that is worth more the 'c'. Starts at the
324 * cointype placement. 316 * cointype placement.
325 */ 317 */
326 318
327static archetype * 319static archetype *
328find_next_coin (uint64 c, int *cointype) 320find_next_coin (sint64 c, int *cointype)
329{ 321{
330 archetype *coin; 322 archetype *coin;
331 323
332 do 324 do
333 { 325 {
334 if (coins[*cointype] == NULL) 326 if (coins[*cointype] == NULL)
335 return NULL; 327 return NULL;
336 coin = find_archetype (coins[*cointype]); 328 coin = archetype::find (coins[*cointype]);
337 if (coin == NULL) 329 if (coin == NULL)
338 return NULL; 330 return NULL;
339 *cointype += 1; 331 *cointype += 1;
340 } 332 }
341 while ((uint64) coin->clone.value > c); 333 while (coin->value > c);
342 334
343 return coin; 335 return coin;
344} 336}
345 337
346/* This returns a string of how much something is worth based on 338/* This returns a string of how much something is worth based on
352 * coins, there are certainly issues - the easiest fix at that 344 * coins, there are certainly issues - the easiest fix at that
353 * time is to add a higher denomination (mithril piece with 345 * time is to add a higher denomination (mithril piece with
354 * 10,000 silver or something) 346 * 10,000 silver or something)
355 */ 347 */
356const char * 348const char *
357cost_string_from_value (uint64 cost, int approx) 349cost_string_from_value (sint64 cost, int approx)
358{ 350{
359 static char buf[MAX_BUF]; 351 static char buf[MAX_BUF];
360 archetype *coin, *next_coin; 352 archetype *coin, *next_coin;
361 int num, cointype = 0; 353 int num, cointype = 0;
362 354
363 coin = find_next_coin (cost, &cointype); 355 coin = find_next_coin (cost, &cointype);
364 if (coin == NULL) 356 if (coin == NULL)
365 return "nothing"; 357 return "nothing";
366 358
367 num = cost / coin->clone.value; 359 num = cost / coin->value;
368 /* so long as nrof is 32 bit, this is true. 360 /* so long as nrof is 32 bit, this is true.
369 * If it takes more coins than a person can possibly carry, this 361 * If it takes more coins than a person can possibly carry, this
370 * is basically true. 362 * is basically true.
371 */ 363 */
372 if ((cost / coin->clone.value) > UINT32_MAX) 364 if ((cost / coin->value) > UINT32_MAX)
373 { 365 {
374 strcpy (buf, "an unimaginable sum of money"); 366 strcpy (buf, "an unimaginable sum of money");
375 return buf; 367 return buf;
376 } 368 }
377 369
378 cost -= (uint64) num *(uint64) coin->clone.value; 370 cost -= num * (sint64)coin->value;
379 371
380 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 372 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
381 373
382 next_coin = find_next_coin (cost, &cointype); 374 next_coin = find_next_coin (cost, &cointype);
383 if (next_coin == NULL || approx) 375 if (next_coin == NULL || approx)
384 return buf; 376 return buf;
385 377
386 coin = next_coin; 378 coin = next_coin;
387 num = cost / coin->clone.value; 379 num = cost / coin->value;
388 cost -= (uint64) num *(uint64) coin->clone.value; 380 cost -= num * (sint64)coin->value;
389 381
390 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 382 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
391 383
392 return buf; 384 return buf;
393} 385}
394 386
395const char * 387const char *
396query_cost_string (const object *tmp, object *who, int flag) 388query_cost_string (const object *tmp, object *who, int flag)
397{ 389{
398 uint64 real_value = query_cost (tmp, who, flag); 390 sint64 real_value = query_cost (tmp, who, flag);
399 int idskill1 = 0; 391 int idskill1 = 0;
400 int idskill2 = 0; 392 int idskill2 = 0;
401 const typedata *tmptype; 393 const typedata *tmptype;
402 394
403 tmptype = get_typedata (tmp->type); 395 tmptype = get_typedata (tmp->type);
425 archetype *coin = find_next_coin (real_value, &cointype); 417 archetype *coin = find_next_coin (real_value, &cointype);
426 418
427 if (coin == NULL) 419 if (coin == NULL)
428 return "nothing"; 420 return "nothing";
429 421
430 num = real_value / coin->clone.value; 422 num = real_value / coin->value;
431 if (num == 1) 423 if (num == 1)
432 sprintf (buf, "about one %s", &coin->clone.name); 424 sprintf (buf, "about one %s", &coin->object::name);
433 else if (num < 5) 425 else if (num < 5)
434 sprintf (buf, "a few %s", &coin->clone.name_pl); 426 sprintf (buf, "a few %s", &coin->object::name_pl);
435 else if (num < 10) 427 else if (num < 10)
436 sprintf (buf, "several %s", &coin->clone.name_pl); 428 sprintf (buf, "several %s", &coin->object::name_pl);
437 else if (num < 25) 429 else if (num < 25)
438 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 430 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
439 else if (num < 100) 431 else if (num < 100)
440 sprintf (buf, "lots of %s", &coin->clone.name_pl); 432 sprintf (buf, "lots of %s", &coin->object::name_pl);
441 else if (num < 1000) 433 else if (num < 1000)
442 sprintf (buf, "a great many %s", &coin->clone.name_pl); 434 sprintf (buf, "a great many %s", &coin->object::name_pl);
443 else 435 else
444 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 436 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
445 return buf; 437 return buf;
446 } 438 }
447 } 439 }
448 } 440 }
449 441
450 int hash = ((unsigned int) tmp->count * 174364621) & 1023; 442 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
451 443
452 if (approx_range) 444 if (approx_range)
453 { 445 {
454 uint64 lo = (sint64) real_value - (approx_range * hash >> 10); 446 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
455 static char buf[MAX_BUF]; 447 static char buf[MAX_BUF];
456 448
457 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 449 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
458 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 450 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
459 451
465} 457}
466 458
467/* This function finds out how much money the player is carrying, 459/* This function finds out how much money the player is carrying,
468 * including what is in containers. 460 * including what is in containers.
469 */ 461 */
470uint64 462sint64
471query_money (const object *op) 463query_money (const object *op)
472{ 464{
473 object *tmp; 465 object *tmp;
474 uint64 total = 0; 466 sint64 total = 0;
475 467
476 if (op->type != PLAYER && op->type != CONTAINER) 468 if (op->type != PLAYER && op->type != CONTAINER)
477 { 469 {
478 LOG (llevError, "Query money called with non player/container\n"); 470 LOG (llevError, "Query money called with non player/container\n");
479 return 0; 471 return 0;
480 } 472 }
473
481 for (tmp = op->inv; tmp; tmp = tmp->below) 474 for (tmp = op->inv; tmp; tmp = tmp->below)
482 {
483 if (tmp->type == MONEY) 475 if (tmp->type == MONEY)
484 {
485 total += (uint64) tmp->nrof * (uint64) tmp->value; 476 total += tmp->nrof * (sint64)tmp->value;
486 }
487 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 477 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
488 {
489 total += query_money (tmp); 478 total += query_money (tmp);
490 } 479
491 }
492 return total; 480 return total;
493} 481}
494 482
495/* TCHIZE: This function takes the amount of money from the 483/* TCHIZE: This function takes the amount of money from the
496 * the player inventory and from it's various pouches using the 484 * the player inventory and from it's various pouches using the
497 * pay_from_container function. 485 * pay_from_container function.
498 * returns 0 if not possible. 1 if success 486 * returns 0 if not possible. 1 if success
499 */ 487 */
500int 488int
501pay_for_amount (uint64 to_pay, object *pl) 489pay_for_amount (sint64 to_pay, object *pl)
502{ 490{
503 object *pouch; 491 object *pouch;
504 492
505 if (to_pay == 0) 493 if (to_pay == 0)
506 return 1; 494 return 1;
495
507 if (to_pay > query_money (pl)) 496 if (to_pay > query_money (pl))
508 return 0; 497 return 0;
509 498
510 to_pay = pay_from_container (pl, pl, to_pay); 499 pay_from_container (pl, pl, to_pay);
511 500
512 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below) 501 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
513 {
514 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 502 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
515 {
516 to_pay = pay_from_container (pl, pouch, to_pay); 503 pay_from_container (pl, pouch, to_pay);
517 } 504
518 } 505 pl->update_stats ();
519 fix_player (pl);
520 return 1; 506 return 1;
521} 507}
522 508
523/* DAMN: This is now a wrapper for pay_from_container, which is 509/* DAMN: This is now a wrapper for pay_from_container, which is
524 * called for the player, then for each active container that can hold 510 * called for the player, then for each active container that can hold
526 * of the price was paid from. 512 * of the price was paid from.
527 */ 513 */
528int 514int
529pay_for_item (object *op, object *pl) 515pay_for_item (object *op, object *pl)
530{ 516{
531 uint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); 517 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
532 object *pouch; 518 object *pouch;
533 uint64 saved_money; 519 sint64 saved_money;
534 520
535 if (to_pay == 0) 521 if (to_pay == 0)
536 return 1; 522 return 1;
523
537 if (to_pay > query_money (pl)) 524 if (to_pay > query_money (pl))
538 return 0; 525 return 0;
539 526
540 /* We compare the paid price with the one for a player 527 /* We compare the paid price with the one for a player
541 * without bargaining skill. 528 * without bargaining skill.
544 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; 531 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
545 532
546 if (saved_money > 0) 533 if (saved_money > 0)
547 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 534 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
548 535
549 to_pay = pay_from_container (pl, pl, to_pay); 536 pay_from_container (pl, pl, to_pay);
550 537
551 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below) 538 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
552 {
553 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 539 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
554 {
555 to_pay = pay_from_container (pl, pouch, to_pay); 540 pay_from_container (pl, pouch, to_pay);
556 } 541
557 } 542 pl->update_stats ();
558 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 543
559 SET_FLAG (op, FLAG_WAS_WIZ);
560 fix_player (pl);
561 return 1; 544 return 1;
562} 545}
563 546
564/* This pays for the item, and takes the proper amount of money off 547/* This pays for the item, and takes the proper amount of money off
565 * the player. 548 * the player.
573 * 556 *
574 * pouch is the container (pouch or player) to remove the coins from. 557 * pouch is the container (pouch or player) to remove the coins from.
575 * to_pay is the required amount. 558 * to_pay is the required amount.
576 * returns the amount still missing after using "pouch". 559 * returns the amount still missing after using "pouch".
577 */ 560 */
578static uint64 561static void
579pay_from_container (object *pl, object *pouch, uint64 to_pay) 562pay_from_container (object *pl, object *pouch, sint64 &to_pay)
580{ 563{
581 int count, i; 564 int count, i;
582 uint64 remain; 565 object *tmp, *next;
583 object *tmp, *coin_objs[NUM_COINS], *next;
584 archetype *at; 566 archetype *at;
585 567
586 if (pouch->type != PLAYER && pouch->type != CONTAINER) 568 if (pouch->type != PLAYER && pouch->type != CONTAINER)
587 return to_pay; 569 return;
588 570
589 remain = to_pay; 571 object *coin_objs[NUM_COINS] = { 0 };
590 for (i = 0; i < NUM_COINS; i++)
591 coin_objs[i] = NULL;
592 572
593 /* This hunk should remove all the money objects from the player/container */ 573 /* This hunk should remove all the money objects from the player/container */
594 for (tmp = pouch->inv; tmp; tmp = next) 574 for (tmp = pouch->inv; tmp; tmp = next)
595 { 575 {
596 next = tmp->below; 576 next = tmp->below;
597 577
598 if (tmp->type == MONEY) 578 if (tmp->type == MONEY)
599 { 579 {
600 for (i = 0; i < NUM_COINS; i++) 580 for (i = 0; i < NUM_COINS; i++)
601 { 581 {
602 if (!strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name) && (tmp->value == tmp->arch->clone.value)) 582 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
603 { 583 {
604
605 /* This should not happen, but if it does, just * 584 // This should not happen, but if it does, just merge the two.
606 * merge the two. */
607 if (coin_objs[i] != NULL) 585 if (coin_objs [i])
608 { 586 {
609 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 587 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
610 remove_ob (tmp); 588 tmp->remove ();
611 coin_objs[i]->nrof += tmp->nrof; 589 coin_objs[i]->nrof += tmp->nrof;
612 esrv_del_item (pl->contr, tmp->count); 590 esrv_del_item (pl->contr, tmp->count);
613 free_object (tmp); 591 tmp->destroy ();
614 } 592 }
615 else 593 else
616 { 594 {
617 remove_ob (tmp); 595 tmp->remove ();
596
618 if (pouch->type == PLAYER) 597 if (pouch->type == PLAYER)
619 esrv_del_item (pl->contr, tmp->count); 598 esrv_del_item (pl->contr, tmp->count);
599
620 coin_objs[i] = tmp; 600 coin_objs[i] = tmp;
621 } 601 }
602
622 break; 603 break;
623 } 604 }
624 } 605 }
606
625 if (i == NUM_COINS) 607 if (i == NUM_COINS)
626 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 608 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
627 } 609 }
628 } 610 }
629 611
630 /* Fill in any gaps in the coin_objs array - needed to make change. */ 612 /* Fill in any gaps in the coin_objs array - needed to make change. */
631 /* Note that the coin_objs array goes from least value to greatest value */ 613 /* Note that the coin_objs array goes from least value to greatest value */
632 for (i = 0; i < NUM_COINS; i++) 614 for (i = 0; i < NUM_COINS; i++)
633 if (coin_objs[i] == NULL) 615 if (!coin_objs[i])
634 { 616 {
635 at = find_archetype (coins[NUM_COINS - 1 - i]); 617 at = archetype::find (coins[NUM_COINS - 1 - i]);
618
636 if (at == NULL) 619 if (at == NULL)
637 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 620 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
621
638 coin_objs[i] = arch_to_object (at); 622 coin_objs[i] = arch_to_object (at);
639 coin_objs[i]->nrof = 0; 623 coin_objs[i]->nrof = 0;
640 } 624 }
641 625
642 for (i = 0; i < NUM_COINS; i++) 626 for (i = 0; i < NUM_COINS; i++)
643 { 627 {
644 int num_coins; 628 object &coin = *coin_objs[i];
629 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
630 to_pay -= num_coins * coin.value;
645 631
646 if (coin_objs[i]->nrof * coin_objs[i]->value > remain)
647 {
648 num_coins = remain / coin_objs[i]->value;
649 if ((uint64) num_coins * (uint64) coin_objs[i]->value < remain)
650 num_coins++;
651 }
652 else
653 {
654 num_coins = coin_objs[i]->nrof;
655 }
656 remain -= (sint64) num_coins *(sint64) coin_objs[i]->value;
657
658 coin_objs[i]->nrof -= num_coins; 632 coin.nrof -= num_coins;
659 /* Now start making change. Start at the coin value 633 /* Now start making change. Start at the coin value
660 * below the one we just did, and work down to 634 * below the one we just did, and work down to
661 * the lowest value. 635 * the lowest value.
662 */ 636 */
663 count = i - 1; 637 count = i - 1;
638
664 while (remain < 0 && count >= 0) 639 while (to_pay < 0 && count >= 0)
665 { 640 {
666 num_coins = -remain / coin_objs[count]->value; 641 num_coins = (-to_pay) / coin_objs[count]->value;
667 coin_objs[count]->nrof += num_coins; 642 coin_objs[count]->nrof += num_coins;
668 remain += num_coins * coin_objs[count]->value; 643 to_pay += num_coins * coin_objs[count]->value;
669 count--; 644 count--;
670 } 645 }
671 } 646 }
647
672 for (i = 0; i < NUM_COINS; i++) 648 for (i = 0; i < NUM_COINS; i++)
673 { 649 {
674 if (coin_objs[i]->nrof) 650 if (coin_objs[i]->nrof)
675 { 651 {
676 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 652 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
683 659
684 if (pl->type != PLAYER) 660 if (pl->type != PLAYER)
685 esrv_send_item (pl, pl); 661 esrv_send_item (pl, pl);
686 } 662 }
687 else 663 else
688 free_object (coin_objs[i]); 664 coin_objs[i]->destroy ();
689 } 665 }
690
691 return (remain);
692} 666}
693 667
694/* Checks all unpaid items in op's inventory, adds up all the money they 668/* Checks all unpaid items in op's inventory, adds up all the money they
695 * have, and checks that they can actually afford what they want to buy. 669 * have, and checks that they can actually afford what they want to buy.
696 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 670 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
697 * to the player 671 * to the player
698 */ 672 */
699
700int 673int
701can_pay (object *pl) 674can_pay (object *pl)
702{ 675{
703 int unpaid_count = 0, i; 676 int unpaid_count = 0;
704 uint64 unpaid_price = 0; 677 sint64 unpaid_price = 0;
705 uint64 player_wealth = query_money (pl); 678 sint64 player_wealth = query_money (pl);
706 object *item;
707 uint32 coincount[NUM_COINS];
708 679
709 if (!pl || pl->type != PLAYER) 680 if (!pl || pl->type != PLAYER)
710 { 681 {
711 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 682 LOG (llevError, "can_pay(): called against something that isn't a player\n");
712 return 0; 683 return 0;
713 } 684 }
714 685
715 for (i = 0; i < NUM_COINS; i++) 686 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
716 coincount[i] = 0;
717
718 for (item = pl->inv; item;)
719 {
720 if (QUERY_FLAG (item, FLAG_UNPAID)) 687 if (QUERY_FLAG (item, FLAG_UNPAID))
721 { 688 {
722 unpaid_count++; 689 unpaid_count++;
723 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 690 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
724 } 691 }
725
726 /* merely converting the player's monetary wealth won't do, if we did that,
727 * we could print the wrong numbers for the coins, so we count the money instead
728 */
729 for (i = 0; i < NUM_COINS; i++)
730 if (!strcmp (coins[i], item->arch->name))
731 coincount[i] += item->nrof;
732
733 if (item->inv)
734 item = item->inv;
735 else if (item->below)
736 item = item->below;
737 else if (item->env && item->env != pl && item->env->below)
738 item = item->env->below;
739 else
740 item = NULL;
741 }
742 692
743 if (unpaid_price > player_wealth) 693 if (unpaid_price > player_wealth)
744 { 694 {
745 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
746 char cost[MAX_BUF]; 696 char cost[MAX_BUF];
747 char missing[MAX_BUF]; 697 char missing[MAX_BUF];
748 698
749 sprintf (cost, "%s", cost_string_from_value (unpaid_price, 0)); 699 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
750 sprintf (missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 700 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
751 701
752 sprintf (buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 702 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
753 unpaid_count, cost, missing); 703 unpaid_count, cost, missing);
754 new_draw_info (NDI_UNIQUE, 0, pl, buf); 704 new_draw_info (NDI_UNIQUE, 0, pl, buf);
705
755 return 0; 706 return 0;
756 } 707 }
757 else 708 else
758 return 1; 709 return 1;
759} 710}
760
761 711
762/* Better get_payment, descends containers looking for 712/* Better get_payment, descends containers looking for
763 * unpaid items, and pays for them. 713 * unpaid items, and pays for them.
764 * returns 0 if the player still has unpaid items. 714 * returns 0 if the player still has unpaid items.
765 * returns 1 if the player has paid for everything. 715 * returns 1 if the player has paid for everything.
766 * pl is the player buying the stuff. 716 * pl is the player buying the stuff.
767 * op is the object we are examining. If op has
768 * and inventory, we examine that. IF there are objects
769 * below op, we descend down.
770 */ 717 */
771int 718int
772get_payment (object *pl, object *op) 719get_payment (object *pl)
773{ 720{
774 char buf[MAX_BUF]; 721 for (;;)
775 int ret = 1;
776
777 if (op != NULL && op->inv)
778 ret = get_payment (pl, op->inv);
779
780 if (!ret)
781 return 0;
782
783 if (op != NULL && op->below)
784 ret = get_payment (pl, op->below);
785
786 if (!ret)
787 return 0;
788
789 if (op != NULL && QUERY_FLAG (op, FLAG_UNPAID))
790 { 722 {
791 strncpy (buf, query_cost_string (op, pl, F_BUY | F_SHOP), MAX_BUF); 723 next_item:
792 buf[MAX_BUF - 1] = '\0';
793 if (!pay_for_item (op, pl))
794 {
795 uint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
796 724
797 CLEAR_FLAG (op, FLAG_UNPAID); 725 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
798 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
799 SET_FLAG (op, FLAG_UNPAID);
800 return 0;
801 } 726 {
802 else
803 {
804 object *tmp;
805 tag_t c = op->count;
806
807 CLEAR_FLAG (op, FLAG_UNPAID); 727 if (QUERY_FLAG (op, FLAG_UNPAID))
808 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
809 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
810 tmp = merge_ob (op, NULL);
811 if (pl->type == PLAYER)
812 { 728 {
813 if (tmp) 729 char buf[MAX_BUF];
814 { /* it was merged */ 730 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
815 esrv_del_item (pl->contr, c); 731
816 op = tmp; 732 if (!pay_for_item (op, pl))
733 {
734 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
735
736 CLEAR_FLAG (op, FLAG_UNPAID);
737 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
738 SET_FLAG (op, FLAG_UNPAID);
739 return 0;
817 } 740 }
741 else
742 {
743 object *tmp;
744
745 CLEAR_FLAG (op, FLAG_UNPAID);
746 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
747 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
748 tmp = merge_ob (op, NULL);
749
750 if (pl->type == PLAYER)
751 {
752 if (tmp)
753 { /* it was merged */
754 esrv_del_item (pl->contr, op->count);
755 op = tmp;
756 }
757
818 esrv_send_item (pl, op); 758 esrv_send_item (pl, op);
759 }
760
761 goto next_item;
762 }
819 } 763 }
820 } 764 }
821 } 765
822 return 1; 766 return 1;
767 }
823} 768}
824 769
825/* written by elmex: 770/* written by elmex:
826 * moved this code from sell_item () here to have a function 771 * moved this code from sell_item () here to have a function
827 * that pays the player an amount. Mainly put the code here to 772 * that pays the player an amount. Mainly put the code here to
832 * or put it on the ground under the player. This way the player can still 777 * or put it on the ground under the player. This way the player can still
833 * go somewhere and unload the money at a safe place. 778 * go somewhere and unload the money at a safe place.
834 * 779 *
835 */ 780 */
836void 781void
837pay_player (object *pl, uint64 amount) 782pay_player (object *pl, sint64 amount)
838{ 783{
839 int count = 0; 784 int count = 0;
840 archetype *at = 0; 785 archetype *at = 0;
841 object *pouch = 0, *tmp = 0; 786 object *pouch = 0, *tmp = 0;
842 787
843 for (count = 0; coins[count] != NULL; count++) 788 for (count = 0; coins[count]; count++)
844 { 789 {
845 at = find_archetype (coins[count]); 790 at = archetype::find (coins[count]);
846 791
847 if (at == NULL) 792 if (at == NULL)
848 LOG (llevError, "Could not find %s archetype\n", coins[count]); 793 LOG (llevError, "Could not find %s archetype\n", coins[count]);
849 else if ((amount / at->clone.value) > 0) 794 else if ((amount / at->value) > 0)
850 { 795 {
851 for (pouch = pl->inv; pouch; pouch = pouch->below) 796 for (pouch = pl->inv; pouch; pouch = pouch->below)
852 { 797 {
853 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 798 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
854 { 799 {
855 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 800 int w = at->weight * (100 - pouch->stats.Str) / 100;
856 int n = amount / at->clone.value; 801 int n = amount / at->value;
857 802
858 if (w == 0) 803 if (w == 0)
859 w = 1; /* Prevent divide by zero */ 804 w = 1; /* Prevent divide by zero */
860 805
861 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 806 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
863 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 808 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
864 n = (pouch->weight_limit - pouch->carrying) / w; 809 n = (pouch->weight_limit - pouch->carrying) / w;
865 810
866 tmp = arch_to_object (at); 811 tmp = arch_to_object (at);
867 tmp->nrof = n; 812 tmp->nrof = n;
868 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 813 amount -= tmp->nrof * tmp->value;
869 tmp = insert_ob_in_ob (tmp, pouch); 814 tmp = insert_ob_in_ob (tmp, pouch);
870 esrv_send_item (pl, tmp); 815 esrv_send_item (pl, tmp);
871 esrv_send_item (pl, pouch); 816 esrv_send_item (pl, pouch);
872 esrv_update_item (UPD_WEIGHT, pl, pouch); 817 esrv_update_item (UPD_WEIGHT, pl, pouch);
873 esrv_send_item (pl, pl); 818 esrv_send_item (pl, pl);
874 } 819 }
875 } 820 }
876 } 821 }
877 822
878 if (amount / at->clone.value > 0) 823 if (amount / at->value > 0)
879 { 824 {
880 tmp = arch_to_object (at); 825 tmp = arch_to_object (at);
881 tmp->nrof = amount / tmp->value; 826 tmp->nrof = amount / tmp->value;
882 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 827 amount -= tmp->nrof * tmp->value;
883 tmp = insert_ob_in_ob (tmp, pl); 828 tmp = insert_ob_in_ob (tmp, pl);
884 esrv_send_item (pl, tmp); 829 esrv_send_item (pl, tmp);
885 esrv_send_item (pl, pl); 830 esrv_send_item (pl, pl);
886 } 831 }
887 } 832 }
888 } 833 }
889 834
890 if (amount != 0) 835 if (amount != 0)
891#ifndef WIN32
892 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); 836 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
893#else
894 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
895#endif
896} 837}
897 838
898/* elmex: this is for the bank plugin :( */ 839/* elmex: this is for the bank plugin :( */
899uint64 840sint64
900pay_player_arch (object *pl, const char *arch, uint64 amount) 841pay_player_arch (object *pl, const char *arch, sint64 amount)
901{ 842{
902 archetype *at = find_archetype (arch); 843 archetype *at = archetype::find (arch);
903 object *tmp = NULL; 844 object *tmp = NULL;
904 845
905 if (at == NULL) 846 if (at == NULL)
906 return 0; 847 return 0;
907 848
925 * remaining coins in character's inventory. 866 * remaining coins in character's inventory.
926 */ 867 */
927void 868void
928sell_item (object *op, object *pl) 869sell_item (object *op, object *pl)
929{ 870{
930 uint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 871 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
931 872
932 if (pl == NULL || pl->type != PLAYER) 873 if (pl == NULL || pl->type != PLAYER)
933 { 874 {
934 LOG (llevDebug, "Object other than player tried to sell something.\n"); 875 LOG (llevDebug, "Object other than player tried to sell something.\n");
935 return; 876 return;
965 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 906 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
966 907
967 pay_player (pl, amount); 908 pay_player (pl, amount);
968 909
969 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)); 910 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));
911 pl->play_sound (sound_find ("shop_sell"));
970 912
971 SET_FLAG (op, FLAG_UNPAID); 913 SET_FLAG (op, FLAG_UNPAID);
972 identify (op); 914 identify (op);
973} 915}
974 916
975
976/* returns a double that is the ratio of the price that a shop will offer for 917/* returns a double that is the ratio of the price that a shop will offer for
977 * item based on the shops specialisation. Does not take account of greed, 918 * item based on the shops specialisation. Does not take account of greed,
978 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 919 * returned value is between SPECIALISATION_EFFECT and 1.
979 * event is never less than 0.1 (calling functions divide by it)
980 */ 920 */
981static double 921static double
982shop_specialisation_ratio (const object *item, const mapstruct *map) 922shop_specialisation_ratio (const object *item, const maptile *map)
983{ 923{
984 shopitems *items = map->shopitems; 924 shopitems *items = map->shopitems;
985 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 925 double likedness = 0.;
986 int i; 926 int i;
987 927
988 if (item == NULL) 928 if (item == NULL)
989 { 929 {
990 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 930 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
991 return 0; 931 return 0;
992 } 932 }
933
993 if (!item->type) 934 if (!item->type)
994 { 935 {
995 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 936 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
996 /* 937 /*
997 * I'm not really sure what the /right/ thing to do here is, these types of 938 * I'm not really sure what the /right/ thing to do here is, these types of
998 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 939 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
999 */ 940 */
1000 return ratio; 941 return SPECIALISATION_EFFECT;
1001 } 942 }
943
1002 if (map->shopitems) 944 if (map->shopitems)
1003 { 945 {
1004 for (i = 0; i < items[0].index; i++) 946 for (i = 0; i < items[0].index; i++)
1005 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 947 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
1006 likedness = items[i].strength / 100.0; 948 likedness = items[i].strength / 100.0;
1007 } 949 }
950
1008 if (likedness > 1.0) 951 if (likedness > 1.0)
1009 { /* someone has been rather silly with the map headers. */ 952 { /* someone has been rather silly with the map headers. */
1010 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 953 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
1011 likedness = 1.0; 954 likedness = 1.0;
1012 } 955 }
956
1013 if (likedness < -1.0) 957 if (likedness < -1.0)
1014 { 958 {
1015 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 959 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
1016 likedness = -1.0; 960 likedness = -1.0;
1017 } 961 }
1018 ratio = ratio + (1.0 - ratio) * likedness; 962
1019 if (ratio <= 0.1) 963 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
1020 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
1021 return ratio;
1022} 964}
1023 965
1024/*returns the greed of the shop on map, or 1 if it isn't specified. */ 966/*returns the greed of the shop on map, or 1 if it isn't specified. */
1025static double 967static double
1026shop_greed (const mapstruct *map) 968shop_greed (const maptile *map)
1027{ 969{
1028 double greed = 1.0;
1029
1030 if (map->shopgreed)
1031 return map->shopgreed; 970 return map->shopgreed
1032 return greed; 971 ? map->shopgreed
972 : 1.;
1033} 973}
1034 974
1035/* Returns a double based on how much the shopkeeper approves of the player. 975/* Returns a double based on how much the shopkeeper approves of the player.
1036 * this is based on the race of the shopkeeper and that of the player. 976 * this is based on the race of the shopkeeper and that of the player.
1037 */ 977 */
1038double 978double
1039shopkeeper_approval (const mapstruct *map, const object *player) 979shopkeeper_approval (const maptile *map, const object *player)
1040{ 980{
1041 double approval = 1.0; 981 return map->shoprace && player->race != map->shoprace
1042 982 ? DISLIKE_RATIO
1043 if (map->shoprace) 983 : 1.;
1044 {
1045 approval = NEUTRAL_RATIO;
1046 if (player->race && !strcmp (player->race, map->shoprace))
1047 approval = 1.0;
1048 }
1049 return approval;
1050} 984}
1051 985
1052/* limit the value of items based on the wealth of the shop. If the item is close 986/* limit the value of items based on the wealth of the shop. If the item is close
1053 * to the maximum value a shop will offer, we start to reduce it, if the item is 987 * to the maximum value a shop will offer, we start to reduce it, if the item is
1054 * below the minimum value the shop is prepared to trade in, then we don't 988 * below the minimum value the shop is prepared to trade in, then we don't
1055 * want it and offer nothing. If it isn't a shop, check whether we should do generic 989 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1056 * value reduction. 990 * value reduction.
1057 * 991 *
1058 */ 992 */
1059static uint64 993static sint64
1060value_limit (uint64 val, int quantity, const object *who, int isshop) 994value_limit (sint64 val, int quantity, const object *who, int isshop)
1061{ 995{
1062 uint64 newval, unit_price, tmpshopmax; 996 sint64 newval, unit_price, tmpshopmax;
1063 mapstruct *map; 997 maptile *map;
1064 998
1065 unit_price = val / quantity; 999 unit_price = val / quantity;
1066 1000
1067 if (!isshop || !who) 1001 if (!isshop || !who)
1068 { 1002 {
1069 if (unit_price > 250000) 1003 if (unit_price > 250000)
1070 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 1004 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1071 else 1005 else
1072 newval = unit_price; 1006 newval = unit_price;
1073 } 1007 }
1074 else 1008 else
1075 { 1009 {
1098 1032
1099/* gives a desciption of the shop on their current map to the player op. */ 1033/* gives a desciption of the shop on their current map to the player op. */
1100int 1034int
1101describe_shop (const object *op) 1035describe_shop (const object *op)
1102{ 1036{
1103 mapstruct *map = op->map; 1037 maptile *map = op->map;
1104 1038
1105 /*shopitems *items=map->shopitems; */ 1039 /*shopitems *items=map->shopitems; */
1106 int pos = 0, i; 1040 int pos = 0, i;
1107 double opinion = 0; 1041 double opinion = 0;
1108 char tmp[MAX_BUF] = "\0"; 1042 char tmp[MAX_BUF] = "\0";
1112 1046
1113 /*check if there is a shop specified for this map */ 1047 /*check if there is a shop specified for this map */
1114 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 1048 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1115 { 1049 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 1050 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1051
1117 if (map->shopitems) 1052 if (map->shopitems)
1118 {
1119 for (i = 0; i < map->shopitems[0].index; i++) 1053 for (i = 0; i < map->shopitems[0].index; i++)
1054 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1120 { 1055 {
1121 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1122 {
1123 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 1056 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1124 pos += strlen (tmp + pos); 1057 pos += strlen (tmp + pos);
1125 }
1126 } 1058 }
1127 } 1059
1128 if (!pos) 1060 if (!pos)
1129 strcat (tmp, "a little of everything."); 1061 strcat (tmp, "a little of everything.");
1130 1062
1131 /* format the string into a list */ 1063 /* format the string into a list */
1132 make_list_like (tmp); 1064 make_list_like (tmp);
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); 1065 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1134 1066
1135 if (map->shopmax) 1067 if (map->shopmax)
1136 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1069
1137 if (map->shopmin) 1070 if (map->shopmin)
1138 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)); 1071 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));
1072
1139 if (map->shopgreed) 1073 if (map->shopgreed)
1140 { 1074 {
1141 if (map->shopgreed > 2.0) 1075 if (map->shopgreed > 2.0)
1142 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1076 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1143 else if (map->shopgreed > 1.5) 1077 else if (map->shopgreed > 1.5)
1145 else if (map->shopgreed > 1.1) 1079 else if (map->shopgreed > 1.1)
1146 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1147 else if (map->shopgreed < 0.9) 1081 else if (map->shopgreed < 0.9)
1148 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1082 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1149 } 1083 }
1084
1150 if (map->shoprace) 1085 if (map->shoprace)
1151 { 1086 {
1152 opinion = shopkeeper_approval (map, op); 1087 opinion = shopkeeper_approval (map, op);
1153 if (opinion > 0.8) 1088 if (opinion > 0.8)
1154 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1161 else 1096 else
1162 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1163 1098
1164 return 1; 1099 return 1;
1165} 1100}
1101
1166typedef struct shopinv 1102struct shopinv
1167{ 1103{
1168 char *item_sort; 1104 char *item_sort;
1169 char *item_real; 1105 char *item_real;
1170 uint16 type; 1106 uint16 type;
1171 uint32 nrof; 1107 uint32 nrof;
1172} shopinv; 1108};
1173 1109
1174/* There are a lot fo extra casts in here just to suppress warnings - it 1110/* There are a lot fo extra casts in here just to suppress warnings - it
1175 * makes it look uglier than it really it. 1111 * makes it look uglier than it really it.
1176 * The format of the strings we get is type:name. So we first want to 1112 * The format of the strings we get is type:name. So we first want to
1177 * sort by type (numerical) - if the same type, then sort by name. 1113 * sort by type (numerical) - if the same type, then sort by name.
1183 1119
1184 if (s1->type < s2->type) 1120 if (s1->type < s2->type)
1185 return -1; 1121 return -1;
1186 if (s1->type > s2->type) 1122 if (s1->type > s2->type)
1187 return 1; 1123 return 1;
1124
1188 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1125 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1189 * via alphabetical order 1126 * via alphabetical order
1190 */ 1127 */
1191 return strcasecmp (s1->item_sort, s2->item_sort); 1128 return strcasecmp (s1->item_sort, s2->item_sort);
1192} 1129}
1219 case RING: 1156 case RING:
1220 case AMULET: 1157 case AMULET:
1221 case BRACERS: 1158 case BRACERS:
1222 case GIRDLE: 1159 case GIRDLE:
1223 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1160 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1224 items[*numitems].item_sort = strdup_local (buf); 1161 items[*numitems].item_sort = strdup (buf);
1225 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1162 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1226 items[*numitems].item_real = strdup_local (buf); 1163 items[*numitems].item_real = strdup (buf);
1227 (*numitems)++; 1164 (*numitems)++;
1228 break; 1165 break;
1229#endif 1166#endif
1230 1167
1231 default: 1168 default:
1232 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1169 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1233 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1170 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1234 (*numitems)++; 1171 (*numitems)++;
1235 break; 1172 break;
1236 } 1173 }
1237 SET_FLAG (tmp, FLAG_UNPAID); 1174 SET_FLAG (tmp, FLAG_UNPAID);
1238} 1175}
1239 1176
1240void 1177void
1241shop_listing (object *op) 1178shop_listing (object *sign, object *op)
1242{ 1179{
1243 int i, j, numitems = 0, numallocated = 0, nx, ny; 1180 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1244 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1181 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1245 object *stack; 1182 object *stack;
1246 shopinv *items; 1183 shopinv *items;
1247 1184
1248 /* Should never happen, but just in case a monster does apply a sign */ 1185 /* Should never happen, but just in case a monster does apply a sign */
1249 if (op->type != PLAYER) 1186 if (op->type != PLAYER)
1250 return; 1187 return;
1251 1188
1252 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1189 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1190 {
1191 x1 = 0;
1192 y1 = 0;
1193 x2 = op->map->width - 1;
1194 y2 = op->map->height - 1;
1195 }
1253 1196
1254 magic_mapping_mark (op, map_mark, 3);
1255 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1197 items = (shopinv *) malloc (40 * sizeof (shopinv));
1256 numallocated = 40; 1198 numallocated = 40;
1257 1199
1258 /* Find all the appropriate items */ 1200 /* Find all the appropriate items */
1259 for (i = 0; i < MAP_WIDTH (op->map); i++) 1201 for (i = x1; i <= x2; i++)
1260 { 1202 {
1261 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1203 for (j = y1; j < y2; j++)
1262 {
1263 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1264 * 1204 {
1265 */ 1205 if (is_in_shop (op->map, i, j))
1266 nx = i - op->x + MAGIC_MAP_HALF;
1267 ny = j - op->y + MAGIC_MAP_HALF;
1268 /* unlikely, but really big shops could run into this issue */
1269 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1270 continue;
1271
1272 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1273 { 1206 {
1274 stack = get_map_ob (op->map, i, j); 1207 stack = GET_MAP_OB (op->map, i, j);
1275 1208
1276 while (stack) 1209 while (stack)
1277 { 1210 {
1278 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1211 if (QUERY_FLAG (stack, FLAG_UNPAID))
1279 { 1212 {
1280 if (numitems == numallocated) 1213 if (numitems == numallocated)
1281 { 1214 {
1282 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1215 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1283 numallocated += 10; 1216 numallocated += 10;
1284 } 1217 }
1218
1285 add_shop_item (stack, items, &numitems, &numallocated); 1219 add_shop_item (stack, items, &numitems, &numallocated);
1286 } 1220 }
1221
1287 stack = stack->above; 1222 stack = stack->above;
1288 } 1223 }
1289 } 1224 }
1290 } 1225 }
1291 } 1226 }
1292 free (map_mark); 1227
1293 if (numitems == 0) 1228 if (numitems == 0)
1294 { 1229 {
1295 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1230 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1296 free (items); 1231 free (items);
1297 return; 1232 return;
1298 } 1233 }
1234
1299 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1235 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1236
1237 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1300 1238
1301 for (i = 0; i < numitems; i++) 1239 for (i = 0; i < numitems; i++)
1302 { 1240 {
1303 /* Collapse items of the same name together */ 1241 /* Collapse items of the same name together */
1304 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1242 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1313 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1251 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1314 free (items[i].item_sort); 1252 free (items[i].item_sort);
1315 free (items[i].item_real); 1253 free (items[i].item_real);
1316 } 1254 }
1317 } 1255 }
1256
1318 free (items); 1257 free (items);
1319} 1258}
1320 1259
1321/* elmex: this function checks whether the object is in a shop */ 1260/* elmex: this function checks whether the object is in a shop */
1322bool 1261bool
1326 return false; 1265 return false;
1327 1266
1328 return is_in_shop (o->map, o->x, o->y); 1267 return is_in_shop (o->map, o->x, o->y);
1329} 1268}
1330 1269
1331/* elmex: this function checks whether we are in a shop or not */ 1270/* elmex: this function checks whether we are in a shop or not
1271 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1272 floor tile. this possibly will make map bugs where shopfloors are above
1273 floors more obvious.
1274*/
1275
1332bool 1276bool
1333is_in_shop (mapstruct *map, int x, int y) 1277is_in_shop (maptile *map, int x, int y)
1334{ 1278{
1335 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1279 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1280 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1336 if (floor->type == SHOP_FLOOR) 1281 return floor->type == SHOP_FLOOR;
1337 return true;
1338
1339 return false; 1282 return false;
1340} 1283}
1284

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