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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.10 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.47 by root, Sun Apr 13 01:34:09 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 1.10 2006/09/10 15:59:57 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);
677 653
678 esrv_send_item (pl, tmp); 654 esrv_send_item (pl, tmp);
679 esrv_send_item (pl, pouch); 655 esrv_send_item (pl, pouch);
656
680 if (pl != pouch) 657 if (pl != pouch)
681 esrv_update_item (UPD_WEIGHT, pl, pouch); 658 esrv_update_item (UPD_WEIGHT, pl, pouch);
659
682 if (pl->type != PLAYER) 660 if (pl->type != PLAYER)
683 {
684 esrv_send_item (pl, pl); 661 esrv_send_item (pl, pl);
685 }
686 } 662 }
687 else 663 else
688 { 664 coin_objs[i]->destroy ();
689 free_object (coin_objs[i]);
690 }
691 } 665 }
692 return (remain);
693} 666}
694 667
695/* 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
696 * 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.
697 * 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
698 * to the player 671 * to the player
699 */ 672 */
700
701int 673int
702can_pay (object *pl) 674can_pay (object *pl)
703{ 675{
704 int unpaid_count = 0, i; 676 int unpaid_count = 0;
705 uint64 unpaid_price = 0; 677 sint64 unpaid_price = 0;
706 uint64 player_wealth = query_money (pl); 678 sint64 player_wealth = query_money (pl);
707 object *item;
708 uint32 coincount[NUM_COINS];
709 679
710 if (!pl || pl->type != PLAYER) 680 if (!pl || pl->type != PLAYER)
711 { 681 {
712 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");
713 return 0; 683 return 0;
714 } 684 }
715 for (i = 0; i < NUM_COINS; i++) 685
716 coincount[i] = 0; 686 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
717 for (item = pl->inv; item;) 687 if (QUERY_FLAG (item, FLAG_UNPAID))
718 {
719 if QUERY_FLAG
720 (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 /* merely converting the player's monetary wealth won't do, if we did that, 692
726 * we could print the wrong numbers for the coins, so we count the money instead
727 */
728 for (i = 0; i < NUM_COINS; i++)
729 if (!strcmp (coins[i], item->arch->name))
730 coincount[i] += item->nrof;
731 if (item->inv)
732 item = item->inv;
733 else if (item->below)
734 item = item->below;
735 else if (item->env && item->env != pl && item->env->below)
736 item = item->env->below;
737 else
738 item = NULL;
739 }
740 if (unpaid_price > player_wealth) 693 if (unpaid_price > player_wealth)
741 { 694 {
742 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
743 char cost[MAX_BUF]; 696 char cost[MAX_BUF];
744 char missing[MAX_BUF]; 697 char missing[MAX_BUF];
745 698
746 sprintf (cost, "%s", cost_string_from_value (unpaid_price, 0)); 699 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
747 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));
748 701
749 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.",
750 unpaid_count, cost, missing); 703 unpaid_count, cost, missing);
751 new_draw_info (NDI_UNIQUE, 0, pl, buf); 704 new_draw_info (NDI_UNIQUE, 0, pl, buf);
705
752 return 0; 706 return 0;
753 } 707 }
754 else 708 else
755 return 1; 709 return 1;
756} 710}
757
758 711
759/* Better get_payment, descends containers looking for 712/* Better get_payment, descends containers looking for
760 * unpaid items, and pays for them. 713 * unpaid items, and pays for them.
761 * returns 0 if the player still has unpaid items. 714 * returns 0 if the player still has unpaid items.
762 * returns 1 if the player has paid for everything. 715 * returns 1 if the player has paid for everything.
763 * pl is the player buying the stuff. 716 * pl is the player buying the stuff.
764 * op is the object we are examining. If op has
765 * and inventory, we examine that. IF there are objects
766 * below op, we descend down.
767 */ 717 */
768int 718int
769get_payment (object *pl, object *op) 719get_payment (object *pl)
770{ 720{
771 char buf[MAX_BUF]; 721 for (;;)
772 int ret = 1;
773
774 if (op != NULL && op->inv)
775 ret = get_payment (pl, op->inv);
776
777 if (!ret)
778 return 0;
779
780 if (op != NULL && op->below)
781 ret = get_payment (pl, op->below);
782
783 if (!ret)
784 return 0;
785
786 if (op != NULL && QUERY_FLAG (op, FLAG_UNPAID))
787 { 722 {
788 strncpy (buf, query_cost_string (op, pl, F_BUY | F_SHOP), MAX_BUF); 723 next_item:
789 buf[MAX_BUF - 1] = '\0';
790 if (!pay_for_item (op, pl))
791 {
792 uint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
793 724
794 CLEAR_FLAG (op, FLAG_UNPAID); 725 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
795 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
796 SET_FLAG (op, FLAG_UNPAID);
797 return 0;
798 } 726 {
799 else
800 {
801 object *tmp;
802 tag_t c = op->count;
803
804 CLEAR_FLAG (op, FLAG_UNPAID); 727 if (QUERY_FLAG (op, FLAG_UNPAID))
805 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
806 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
807 tmp = merge_ob (op, NULL);
808 if (pl->type == PLAYER)
809 { 728 {
810 if (tmp) 729 char buf[MAX_BUF];
811 { /* it was merged */ 730 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
812 esrv_del_item (pl->contr, c); 731
813 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;
814 } 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
815 esrv_send_item (pl, op); 758 esrv_send_item (pl, op);
759 }
760
761 goto next_item;
762 }
816 } 763 }
817 } 764 }
818 } 765
819 return 1; 766 return 1;
767 }
820} 768}
821 769
822/* written by elmex: 770/* written by elmex:
823 * moved this code from sell_item () here to have a function 771 * moved this code from sell_item () here to have a function
824 * 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
829 * 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
830 * go somewhere and unload the money at a safe place. 778 * go somewhere and unload the money at a safe place.
831 * 779 *
832 */ 780 */
833void 781void
834pay_player (object *pl, uint64 amount) 782pay_player (object *pl, sint64 amount)
835{ 783{
836 int count = 0; 784 int count = 0;
837 archetype *at = 0; 785 archetype *at = 0;
838 object *pouch = 0, *tmp = 0; 786 object *pouch = 0, *tmp = 0;
839 787
840 for (count = 0; coins[count] != NULL; count++) 788 for (count = 0; coins[count]; count++)
841 { 789 {
842 at = find_archetype (coins[count]); 790 at = archetype::find (coins[count]);
843 791
844 if (at == NULL) 792 if (at == NULL)
845 LOG (llevError, "Could not find %s archetype\n", coins[count]); 793 LOG (llevError, "Could not find %s archetype\n", coins[count]);
846 else if ((amount / at->clone.value) > 0) 794 else if ((amount / at->value) > 0)
847 { 795 {
848 for (pouch = pl->inv; pouch; pouch = pouch->below) 796 for (pouch = pl->inv; pouch; pouch = pouch->below)
849 { 797 {
850 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"))
851 { 799 {
852 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 800 int w = at->weight * (100 - pouch->stats.Str) / 100;
853 int n = amount / at->clone.value; 801 int n = amount / at->value;
854 802
855 if (w == 0) 803 if (w == 0)
856 w = 1; /* Prevent divide by zero */ 804 w = 1; /* Prevent divide by zero */
857 805
858 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))
860 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 808 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
861 n = (pouch->weight_limit - pouch->carrying) / w; 809 n = (pouch->weight_limit - pouch->carrying) / w;
862 810
863 tmp = arch_to_object (at); 811 tmp = arch_to_object (at);
864 tmp->nrof = n; 812 tmp->nrof = n;
865 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 813 amount -= tmp->nrof * tmp->value;
866 tmp = insert_ob_in_ob (tmp, pouch); 814 tmp = insert_ob_in_ob (tmp, pouch);
867 esrv_send_item (pl, tmp); 815 esrv_send_item (pl, tmp);
868 esrv_send_item (pl, pouch); 816 esrv_send_item (pl, pouch);
869 esrv_update_item (UPD_WEIGHT, pl, pouch); 817 esrv_update_item (UPD_WEIGHT, pl, pouch);
870 esrv_send_item (pl, pl); 818 esrv_send_item (pl, pl);
871 } 819 }
872 } 820 }
873 } 821 }
874 822
875 if (amount / at->clone.value > 0) 823 if (amount / at->value > 0)
876 { 824 {
877 tmp = arch_to_object (at); 825 tmp = arch_to_object (at);
878 tmp->nrof = amount / tmp->value; 826 tmp->nrof = amount / tmp->value;
879 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 827 amount -= tmp->nrof * tmp->value;
880 tmp = insert_ob_in_ob (tmp, pl); 828 tmp = insert_ob_in_ob (tmp, pl);
881 esrv_send_item (pl, tmp); 829 esrv_send_item (pl, tmp);
882 esrv_send_item (pl, pl); 830 esrv_send_item (pl, pl);
883 } 831 }
884 } 832 }
885 } 833 }
886 834
887 if (amount != 0) 835 if (amount != 0)
888#ifndef WIN32
889 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);
890#else
891 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
892#endif
893} 837}
894 838
895/* elmex: this is for the bank plugin :( */ 839/* elmex: this is for the bank plugin :( */
896uint64 840sint64
897pay_player_arch (object *pl, const char *arch, uint64 amount) 841pay_player_arch (object *pl, const char *arch, sint64 amount)
898{ 842{
899 archetype *at = find_archetype (arch); 843 archetype *at = archetype::find (arch);
900 object *tmp = NULL;
901 844
902 if (at == NULL) 845 if (!at)
903 return 0; 846 return 0;
904 847
905 if (amount > 0) 848 if (amount > 0)
906 { 849 {
907 tmp = arch_to_object (at); 850 object *tmp = arch_to_object (at);
908 tmp->nrof = amount; 851 tmp->nrof = amount;
909 tmp = insert_ob_in_ob (tmp, pl); 852 tmp = insert_ob_in_ob (tmp, pl);
910 esrv_send_item (pl, tmp); 853 esrv_send_item (pl, tmp);
911 esrv_send_item (pl, pl); 854 esrv_send_item (pl, pl);
912 } 855 }
922 * remaining coins in character's inventory. 865 * remaining coins in character's inventory.
923 */ 866 */
924void 867void
925sell_item (object *op, object *pl) 868sell_item (object *op, object *pl)
926{ 869{
927 uint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 870 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
928 871
929 if (pl == NULL || pl->type != PLAYER) 872 if (pl == NULL || pl->type != PLAYER)
930 { 873 {
931 LOG (llevDebug, "Object other than player tried to sell something.\n"); 874 LOG (llevDebug, "Object other than player tried to sell something.\n");
932 return; 875 return;
962 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 905 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
963 906
964 pay_player (pl, amount); 907 pay_player (pl, amount);
965 908
966 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)); 909 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 pl->play_sound (sound_find ("shop_sell"));
967 911
968 SET_FLAG (op, FLAG_UNPAID); 912 SET_FLAG (op, FLAG_UNPAID);
969 identify (op); 913 identify (op);
970} 914}
971 915
972
973/* returns a double that is the ratio of the price that a shop will offer for 916/* returns a double that is the ratio of the price that a shop will offer for
974 * item based on the shops specialisation. Does not take account of greed, 917 * item based on the shops specialisation. Does not take account of greed,
975 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 918 * returned value is between SPECIALISATION_EFFECT and 1.
976 * event is never less than 0.1 (calling functions divide by it)
977 */ 919 */
978static double 920static double
979shop_specialisation_ratio (const object *item, const mapstruct *map) 921shop_specialisation_ratio (const object *item, const maptile *map)
980{ 922{
981 shopitems *items = map->shopitems; 923 shopitems *items = map->shopitems;
982 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 924 double likedness = 0.;
983 int i; 925 int i;
984 926
985 if (item == NULL) 927 if (item == NULL)
986 { 928 {
987 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 929 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
988 return 0; 930 return 0;
989 } 931 }
932
990 if (!item->type) 933 if (!item->type)
991 { 934 {
992 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 935 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
993 /* 936 /*
994 * I'm not really sure what the /right/ thing to do here is, these types of 937 * I'm not really sure what the /right/ thing to do here is, these types of
995 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 938 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
996 */ 939 */
997 return ratio; 940 return SPECIALISATION_EFFECT;
998 } 941 }
942
999 if (map->shopitems) 943 if (map->shopitems)
1000 { 944 {
1001 for (i = 0; i < items[0].index; i++) 945 for (i = 0; i < items[0].index; i++)
1002 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 946 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
1003 likedness = items[i].strength / 100.0; 947 likedness = items[i].strength / 100.0;
1004 } 948 }
949
1005 if (likedness > 1.0) 950 if (likedness > 1.0)
1006 { /* someone has been rather silly with the map headers. */ 951 { /* someone has been rather silly with the map headers. */
1007 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 952 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
1008 likedness = 1.0; 953 likedness = 1.0;
1009 } 954 }
955
1010 if (likedness < -1.0) 956 if (likedness < -1.0)
1011 { 957 {
1012 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 958 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
1013 likedness = -1.0; 959 likedness = -1.0;
1014 } 960 }
1015 ratio = ratio + (1.0 - ratio) * likedness; 961
1016 if (ratio <= 0.1) 962 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
1017 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
1018 return ratio;
1019} 963}
1020 964
1021/*returns the greed of the shop on map, or 1 if it isn't specified. */ 965/*returns the greed of the shop on map, or 1 if it isn't specified. */
1022static double 966static double
1023shop_greed (const mapstruct *map) 967shop_greed (const maptile *map)
1024{ 968{
1025 double greed = 1.0;
1026
1027 if (map->shopgreed)
1028 return map->shopgreed; 969 return map->shopgreed
1029 return greed; 970 ? map->shopgreed
971 : 1.;
1030} 972}
1031 973
1032/* Returns a double based on how much the shopkeeper approves of the player. 974/* Returns a double based on how much the shopkeeper approves of the player.
1033 * this is based on the race of the shopkeeper and that of the player. 975 * this is based on the race of the shopkeeper and that of the player.
1034 */ 976 */
1035double 977double
1036shopkeeper_approval (const mapstruct *map, const object *player) 978shopkeeper_approval (const maptile *map, const object *player)
1037{ 979{
1038 double approval = 1.0; 980 return map->shoprace && player->race != map->shoprace
1039 981 ? DISLIKE_RATIO
1040 if (map->shoprace) 982 : 1.;
1041 {
1042 approval = NEUTRAL_RATIO;
1043 if (player->race && !strcmp (player->race, map->shoprace))
1044 approval = 1.0;
1045 }
1046 return approval;
1047} 983}
1048 984
1049/* limit the value of items based on the wealth of the shop. If the item is close 985/* limit the value of items based on the wealth of the shop. If the item is close
1050 * to the maximum value a shop will offer, we start to reduce it, if the item is 986 * to the maximum value a shop will offer, we start to reduce it, if the item is
1051 * below the minimum value the shop is prepared to trade in, then we don't 987 * below the minimum value the shop is prepared to trade in, then we don't
1052 * want it and offer nothing. If it isn't a shop, check whether we should do generic 988 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1053 * value reduction. 989 * value reduction.
1054 * 990 *
1055 */ 991 */
1056static uint64 992static sint64
1057value_limit (uint64 val, int quantity, const object *who, int isshop) 993value_limit (sint64 val, int quantity, const object *who, int isshop)
1058{ 994{
1059 uint64 newval, unit_price, tmpshopmax; 995 sint64 newval, unit_price, tmpshopmax;
1060 mapstruct *map; 996 maptile *map;
1061 997
1062 unit_price = val / quantity; 998 unit_price = val / quantity;
1063 999
1064 if (!isshop || !who) 1000 if (!isshop || !who)
1065 { 1001 {
1066 if (unit_price > 250000) 1002 if (unit_price > 250000)
1067 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 1003 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1068 else 1004 else
1069 newval = unit_price; 1005 newval = unit_price;
1070 } 1006 }
1071 else 1007 else
1072 { 1008 {
1095 1031
1096/* gives a desciption of the shop on their current map to the player op. */ 1032/* gives a desciption of the shop on their current map to the player op. */
1097int 1033int
1098describe_shop (const object *op) 1034describe_shop (const object *op)
1099{ 1035{
1100 mapstruct *map = op->map; 1036 maptile *map = op->map;
1101 1037
1102 /*shopitems *items=map->shopitems; */ 1038 /*shopitems *items=map->shopitems; */
1103 int pos = 0, i; 1039 int pos = 0, i;
1104 double opinion = 0; 1040 double opinion = 0;
1105 char tmp[MAX_BUF] = "\0"; 1041 char tmp[MAX_BUF] = "\0";
1109 1045
1110 /*check if there is a shop specified for this map */ 1046 /*check if there is a shop specified for this map */
1111 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 1047 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1112 { 1048 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 1049 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1050
1114 if (map->shopitems) 1051 if (map->shopitems)
1115 {
1116 for (i = 0; i < map->shopitems[0].index; i++) 1052 for (i = 0; i < map->shopitems[0].index; i++)
1053 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1117 { 1054 {
1118 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1119 {
1120 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 1055 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1121 pos += strlen (tmp + pos); 1056 pos += strlen (tmp + pos);
1122 }
1123 } 1057 }
1124 } 1058
1125 if (!pos) 1059 if (!pos)
1126 strcat (tmp, "a little of everything."); 1060 strcat (tmp, "a little of everything.");
1127 1061
1128 /* format the string into a list */ 1062 /* format the string into a list */
1129 make_list_like (tmp); 1063 make_list_like (tmp);
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1131 1065
1132 if (map->shopmax) 1066 if (map->shopmax)
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1068
1134 if (map->shopmin) 1069 if (map->shopmin)
1135 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)); 1070 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
1136 if (map->shopgreed) 1072 if (map->shopgreed)
1137 { 1073 {
1138 if (map->shopgreed > 2.0) 1074 if (map->shopgreed > 2.0)
1139 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1075 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1140 else if (map->shopgreed > 1.5) 1076 else if (map->shopgreed > 1.5)
1142 else if (map->shopgreed > 1.1) 1078 else if (map->shopgreed > 1.1)
1143 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1079 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1144 else if (map->shopgreed < 0.9) 1080 else if (map->shopgreed < 0.9)
1145 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1081 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1146 } 1082 }
1083
1147 if (map->shoprace) 1084 if (map->shoprace)
1148 { 1085 {
1149 opinion = shopkeeper_approval (map, op); 1086 opinion = shopkeeper_approval (map, op);
1150 if (opinion > 0.8) 1087 if (opinion > 0.8)
1151 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1158 else 1095 else
1159 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1096 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1160 1097
1161 return 1; 1098 return 1;
1162} 1099}
1100
1163typedef struct shopinv 1101struct shopinv
1164{ 1102{
1165 char *item_sort; 1103 char *item_sort;
1166 char *item_real; 1104 char *item_real;
1167 uint16 type; 1105 uint16 type;
1168 uint32 nrof; 1106 uint32 nrof;
1169} shopinv; 1107};
1170 1108
1171/* There are a lot fo extra casts in here just to suppress warnings - it 1109/* There are a lot fo extra casts in here just to suppress warnings - it
1172 * makes it look uglier than it really it. 1110 * makes it look uglier than it really it.
1173 * The format of the strings we get is type:name. So we first want to 1111 * The format of the strings we get is type:name. So we first want to
1174 * sort by type (numerical) - if the same type, then sort by name. 1112 * sort by type (numerical) - if the same type, then sort by name.
1180 1118
1181 if (s1->type < s2->type) 1119 if (s1->type < s2->type)
1182 return -1; 1120 return -1;
1183 if (s1->type > s2->type) 1121 if (s1->type > s2->type)
1184 return 1; 1122 return 1;
1123
1185 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1124 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1186 * via alphabetical order 1125 * via alphabetical order
1187 */ 1126 */
1188 return strcasecmp (s1->item_sort, s2->item_sort); 1127 return strcasecmp (s1->item_sort, s2->item_sort);
1189} 1128}
1216 case RING: 1155 case RING:
1217 case AMULET: 1156 case AMULET:
1218 case BRACERS: 1157 case BRACERS:
1219 case GIRDLE: 1158 case GIRDLE:
1220 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1159 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1221 items[*numitems].item_sort = strdup_local (buf); 1160 items[*numitems].item_sort = strdup (buf);
1222 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1161 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1223 items[*numitems].item_real = strdup_local (buf); 1162 items[*numitems].item_real = strdup (buf);
1224 (*numitems)++; 1163 (*numitems)++;
1225 break; 1164 break;
1226#endif 1165#endif
1227 1166
1228 default: 1167 default:
1229 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1168 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1230 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1169 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1231 (*numitems)++; 1170 (*numitems)++;
1232 break; 1171 break;
1233 } 1172 }
1234 SET_FLAG (tmp, FLAG_UNPAID); 1173 SET_FLAG (tmp, FLAG_UNPAID);
1235} 1174}
1236 1175
1237void 1176void
1238shop_listing (object *op) 1177shop_listing (object *sign, object *op)
1239{ 1178{
1240 int i, j, numitems = 0, numallocated = 0, nx, ny; 1179 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1241 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1180 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1242 object *stack; 1181 object *stack;
1243 shopinv *items; 1182 shopinv *items;
1244 1183
1245 /* Should never happen, but just in case a monster does apply a sign */ 1184 /* Should never happen, but just in case a monster does apply a sign */
1246 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1247 return; 1186 return;
1248 1187
1249 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1188 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1189 {
1190 x1 = 0;
1191 y1 = 0;
1192 x2 = op->map->width - 1;
1193 y2 = op->map->height - 1;
1194 }
1250 1195
1251 magic_mapping_mark (op, map_mark, 3);
1252 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1196 items = (shopinv *) malloc (40 * sizeof (shopinv));
1253 numallocated = 40; 1197 numallocated = 40;
1254 1198
1255 /* Find all the appropriate items */ 1199 /* Find all the appropriate items */
1256 for (i = 0; i < MAP_WIDTH (op->map); i++) 1200 for (i = x1; i <= x2; i++)
1257 { 1201 {
1258 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1202 for (j = y1; j < y2; j++)
1259 {
1260 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1261 * 1203 {
1262 */ 1204 if (is_in_shop (op->map, i, j))
1263 nx = i - op->x + MAGIC_MAP_HALF;
1264 ny = j - op->y + MAGIC_MAP_HALF;
1265 /* unlikely, but really big shops could run into this issue */
1266 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1267 continue;
1268
1269 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1270 { 1205 {
1271 stack = get_map_ob (op->map, i, j); 1206 stack = GET_MAP_OB (op->map, i, j);
1272 1207
1273 while (stack) 1208 while (stack)
1274 { 1209 {
1275 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1210 if (QUERY_FLAG (stack, FLAG_UNPAID))
1276 { 1211 {
1277 if (numitems == numallocated) 1212 if (numitems == numallocated)
1278 { 1213 {
1279 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1214 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1280 numallocated += 10; 1215 numallocated += 10;
1281 } 1216 }
1217
1282 add_shop_item (stack, items, &numitems, &numallocated); 1218 add_shop_item (stack, items, &numitems, &numallocated);
1283 } 1219 }
1220
1284 stack = stack->above; 1221 stack = stack->above;
1285 } 1222 }
1286 } 1223 }
1287 } 1224 }
1288 } 1225 }
1289 free (map_mark); 1226
1290 if (numitems == 0) 1227 if (numitems == 0)
1291 { 1228 {
1292 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1229 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1293 free (items); 1230 free (items);
1294 return; 1231 return;
1295 } 1232 }
1233
1296 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1234 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1235
1236 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1297 1237
1298 for (i = 0; i < numitems; i++) 1238 for (i = 0; i < numitems; i++)
1299 { 1239 {
1300 /* Collapse items of the same name together */ 1240 /* Collapse items of the same name together */
1301 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1241 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1310 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1250 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1311 free (items[i].item_sort); 1251 free (items[i].item_sort);
1312 free (items[i].item_real); 1252 free (items[i].item_real);
1313 } 1253 }
1314 } 1254 }
1255
1315 free (items); 1256 free (items);
1316} 1257}
1317 1258
1318/* elmex: this function checks whether the object is in a shop */ 1259/* elmex: this function checks whether the object is in a shop */
1319bool 1260bool
1323 return false; 1264 return false;
1324 1265
1325 return is_in_shop (o->map, o->x, o->y); 1266 return is_in_shop (o->map, o->x, o->y);
1326} 1267}
1327 1268
1328/* elmex: this function checks whether we are in a shop or not */ 1269/* elmex: this function checks whether we are in a shop or not
1270 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1271 floor tile. this possibly will make map bugs where shopfloors are above
1272 floors more obvious.
1273*/
1274
1329bool 1275bool
1330is_in_shop (mapstruct *map, int x, int y) 1276is_in_shop (maptile *map, int x, int y)
1331{ 1277{
1332 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1278 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1279 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1333 if (floor->type == SHOP_FLOOR) 1280 return floor->type == SHOP_FLOOR;
1334 return true;
1335
1336 return false; 1281 return false;
1337} 1282}
1283

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