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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.47 by root, Sun Apr 13 01:34:09 2008 UTC vs.
Revision 1.95 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <spells.h> 27#include <spells.h>
26#include <skills.h> 28#include <skills.h>
27#include <living.h> 29#include <living.h>
28#include <sproto.h> 30#include <sproto.h>
29#include <math.h>
30 31
31/* this is a measure of how effective store specialisation is. A general store 32/* this is a measure of how effective store specialisation is. A general store
32 * will offer this proportion of the 'maximum' price, a specialised store will 33 * will offer this proportion of the 'maximum' price, a specialised store will
33 * offer a range of prices around it such that the maximum price is always one 34 * offer a range of prices around it such that the maximum price is always one
34 * therefore making this number higher, makes specialisation less effective. 35 * therefore making this number higher, makes specialisation less effective.
35 * setting this value above 1 or to a negative value would have interesting, 36 * setting this value above 1 or to a negative value would have interesting,
36 * (though not useful) effects. 37 * (though not useful) effects.
37 */ 38 */
38#define SPECIALISATION_EFFECT .5 39#define SPECIALISATION_EFFECT .5
39 40
55 * would not be done. 56 * would not be done.
56 * 57 *
57 * Added F_APPROX flag, which means that the price returned should be wrong by 58 * Added F_APPROX flag, which means that the price returned should be wrong by
58 * an amount related to the player's bargaining skill. 59 * an amount related to the player's bargaining skill.
59 * 60 *
60 * Added F_SHOP flag to mean that the specialisation of the shop on the player's 61 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
61 * current map should be taken into account when determining the price. Shops that 62 * current map should be taken into account when determining the price. Shops that
62 * specialise in what is being traded will give better prices than those that do not. 63 * specialise in what is being traded will give better prices than those that do not.
63 * 64 *
64 * CF 0.91.4 - This function got changed around a bit. Now the 65 * CF 0.91.4 - This function got changed around a bit. Now the
65 * number of object is multiplied by the value early on. This fixes problems 66 * number of object is multiplied by the value early on. This fixes problems
66 * with items worth very little. What happened before is that various 67 * with items worth very little. What happened before is that various
67 * divisions took place, the value got rounded to 0 (Being an int), and 68 * divisions took place, the value got rounded to 0 (Being an int), and
74 75
75sint64 76sint64
76query_cost (const object *tmp, object *who, int flag) 77query_cost (const object *tmp, object *who, int flag)
77{ 78{
78 double val; 79 double val;
79 int number; /* used to better calculate value */
80 int no_bargain; 80 int no_bargain;
81 int identified; 81 int identified;
82 int not_cursed; 82 int not_cursed;
83 int approximate; 83 int approximate;
84 int shop; 84 int shop;
85 double diff;
86 85
87 approx_range = 0; 86 approx_range = 0;
88 87
89 no_bargain = flag & F_NO_BARGAIN; 88 no_bargain = flag & F_NO_BARGAIN;
90 identified = flag & F_IDENTIFIED; 89 identified = flag & F_IDENTIFIED;
91 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
92 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
93 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
94 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 93 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
95 94
95 int number = tmp->number_of ();
96
96 if (tmp->type == MONEY) 97 if (tmp->type == MONEY)
97 return tmp->nrof * tmp->value; 98 return number * tmp->value;
98 99
99 if (tmp->type == GEM) 100 if (tmp->type == GEM)
100 { 101 {
101 if (flag == F_TRUE) 102 if (flag == F_TRUE)
102 return (tmp->nrof * tmp->value); 103 return number * tmp->value;
103 104
104 if (flag == F_BUY) 105 if (flag == F_BUY)
105 return (sint64) (1.03 * tmp->nrof * tmp->value); 106 return 1.03 * number * tmp->value;
106 107
107 if (flag == F_SELL) 108 if (flag == F_SELL)
108 return (sint64) (0.97 * tmp->nrof * tmp->value); 109 return 0.97 * number * tmp->value;
109 110
110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 111 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
111 return 0; 112 return 0;
112 } 113 }
113 114
114 number = tmp->nrof;
115 if (number == 0)
116 number = 1;
117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
118 { 116 {
119 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 117 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
120 return 0; 118 return 0;
121 else 119 else
122 val = tmp->value * number; 120 val = number * tmp->value;
123 } 121 }
124 /* This area deals with objects that are not identified, but can be */ 122 /* This area deals with objects that are not identified, but can be */
125 else 123 else
126 { 124 {
127 if (tmp->arch != NULL)
128 {
129 if (flag == F_BUY) 125 if (flag == F_BUY)
126 {
127 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
128 val = tmp->arch->value * 50 * number;
129 }
130 else
131 { /* Trying to sell something, or get true value */
132 if (tmp->type == POTION)
133 val = number * 40; /* Don't want to give anything away */
134 else
130 { 135 {
131 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
132 val = tmp->arch->value * 50 * number; 137 * unknown objects
138 */
139 if (tmp->flag [FLAG_BEEN_APPLIED])
140 val = number * tmp->arch->value * 2 / 3;
141 else
142 val = number * tmp->arch->value / 3;
133 } 143 }
134 else
135 { /* Trying to sell something, or get true value */
136 if (tmp->type == POTION)
137 val = number * 40; /* Don't want to give anything away */
138 else
139 {
140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
141 * unknown objects
142 */
143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
144 val = number * tmp->arch->value * 2 / 3;
145 else
146 val = number * tmp->arch->value / 3;
147 }
148 }
149 }
150 else
151 { /* No archetype with this object */
152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
153 if (flag == F_BUY)
154 {
155 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
156 val = number * tmp->value * 10;
157 }
158 else
159 val = number * tmp->value / 5;
160 } 144 }
161 } 145 }
162 146
163 /* If the item has been applied or identifed or does not need to be 147 /* If the item has been applied or identifed or does not need to be
164 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
167 * tmp->arch->magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
168 * magic is to not give extra money for archetypes that are by 152 * magic is to not give extra money for archetypes that are by
169 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
170 * already figured in that value. 154 * already figured in that value.
171 */ 155 */
172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 156 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) 157 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
174 { 158 {
175 if (tmp->magic > 0) 159 if (tmp->magic > 0)
176 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
177 else 161 else
178 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
179 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
180 */ 164 */
181 val /= (1 - tmp->magic); 165 val /= 1 - tmp->magic;
182 } 166 }
183 167
184 if (tmp->type == WAND) 168 if (tmp->type == WAND)
185 { 169 {
186 /* Value of the wand is multiplied by the number of 170 /* Value of the wand is multiplied by the number of
187 * charges. the treasure code already sets up the value 171 * charges. the treasure code already sets up the value
188 * 50 charges is used as the baseline. 172 * 50 charges is used as the baseline.
189 */ 173 */
190 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
191 val = (val * tmp->stats.food) / 50; 175 val *= tmp->stats.food;
192 else /* if not identified, presume one charge */ 176 /* if not identified, presume one charge */
193 val /= 50; 177 val /= 50;
194 } 178 }
195 179
196 /* Limit amount of money you can get for really great items. */ 180 /* Limit amount of money you can get for really great items. */
197 if (flag == F_SELL) 181 if (flag == F_SELL)
198 val = value_limit ((sint64) val, number, who, shop); 182 val = value_limit (val, number, who, shop);
199 183
200 // use a nonlinear price adjustment. as my predecessor said, don't change 184 // use a nonlinear price adjustment. as my predecessor said, don't change
201 // the archetypes, its work required for balancing, and we don't care. 185 // the archetypes, its work required for balancing, and we don't care.
202 //val = pow (val, 1.05); 186 //val = pow (val, 1.05);
203 187
206 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
207 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
208 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
209 */ 193 */
210 194
211 if (who != NULL && who->type == PLAYER) 195 if (who && who->is_player ())
212 { 196 {
213 int lev_bargain = 0; 197 int lev_bargain = 0;
214 int lev_identify = 0; 198 int lev_identify = 0;
215 int idskill1 = 0;
216 int idskill2 = 0;
217 const typedata *tmptype;
218 199
200 if (!no_bargain)
201 if (object *skill = find_skill_by_name (who, shstr_bargaining))
202 lev_bargain = skill->level;
203
219 tmptype = get_typedata (tmp->type); 204 if (const typedata *tmptype = get_typedata (tmp->type))
220
221 if (find_skill_by_number (who, SK_BARGAINING))
222 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
223
224 if (tmptype)
225 { 205 {
226 idskill1 = tmptype->identifyskill; 206 if (int idskill1 = tmptype->identifyskill)
227
228 if (idskill1)
229 { 207 {
230 idskill2 = tmptype->identifyskill2; 208 int idskill2 = tmptype->identifyskill2;
231 209
232 if (find_skill_by_number (who, idskill1)) 210 if (find_skill_by_number (who, idskill1))
233 lev_identify = find_skill_by_number (who, idskill1)->level; 211 lev_identify = find_skill_by_number (who, idskill1)->level;
234 212
235 if (idskill2 && find_skill_by_number (who, idskill2)) 213 if (idskill2 && find_skill_by_number (who, idskill2))
236 lev_identify += find_skill_by_number (who, idskill2)->level; 214 lev_identify += find_skill_by_number (who, idskill2)->level;
237 } 215 }
238 } 216 }
239 else
240 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
241 217
242 /* ratio determines how much of the price modification 218 /* ratio determines how much of the price modification
243 * will come from the basic stat charisma 219 * will come from the basic stat charisma
244 * the rest will come from the level in bargaining skill 220 * the rest will come from the level in bargaining skill
245 */ 221 */
246 const double cha_ratio = 0.40; 222 const double cha_ratio = 0.40;
247 223 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
248 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
249 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 224 double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
250 diff = .02 + (.80 - .02) * diff; 225
226 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
227
228 // scale 0..1 to 2 .. 80%
229 factor = lerp (factor, 0., 1., 0.02, 0.80);
251 230
252 if (flag == F_BUY) 231 if (flag == F_BUY)
253 val += val * diff; 232 val += val * factor;
254 else if (flag == F_SELL) 233 else if (flag == F_SELL)
255 val -= val * diff; 234 val -= val * factor;
256 235
257 // now find a price range. the less good we can judge, the larger the range is 236 // now find a price range. the less good we can judge, the larger the range is
258 // then the range is adjusted randomly around the correct value 237 // then the range is adjusted randomly around the correct value
259 if (approximate) 238 if (approximate)
260 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 239 approx_range = val / sqrt (lev_identify * 3 + 1);
261 } 240 }
262 241
263 /* I don't think this should really happen - if it does, it indicates and 242 /* I don't think this should really happen - if it does, it indicates and
264 * overflow of diff above. That should only happen if 243 * overflow of diff above. That should only happen if
265 * we are selling objects - in that case, the person just 244 * we are selling objects - in that case, the person just
266 * gets no money. 245 * gets no money.
267 */ 246 */
268 if ((sint64) val < 0) 247 if ((sint64) val < 0)
269 val = 0; 248 val = 0;
270 249
271 /* Unidentified stuff won't sell for more than 60gp */ 250 /* Unidentified stuff won't sell for more than 10gp */
272 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) 251 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
273 { 252 min_it (val, 1000);
274 val = (val > 600) ? 600 : val;
275 }
276 253
277 /* if we are in a shop, check how the type of shop should affect the price */ 254 /* if we are in a shop, check how the type of shop should affect the price */
278 if (shop && who) 255 if (shop && who)
279 { 256 {
280 if (flag == F_SELL) 257 if (flag == F_SELL)
281 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 258 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
282 else if (flag == F_BUY) 259 else if (flag == F_BUY)
283 { 260 {
284 /* 261 /*
285 * when buying, if the item was sold by another player, it is ok to 262 * when buying, if the item was sold by another player, it is ok to
286 * let the item be sold cheaper, according to the specialisation of 263 * let the item be sold cheaper, according to the specialisation of
287 * the shop. If a player sold an item here, then his sale price was 264 * the shop. If a player sold an item here, then his sale price was
288 * multiplied by the specialisation ratio, to do the same to the buy 265 * multiplied by the specialisation ratio, to do the same to the buy
289 * price will not generate extra money. However, the 266 * price will not generate extra money. However, the
290 * same is not true of generated items, these have to /divide/ by the 267 * same is not true of generated items, these have to /divide/ by the
291 * specialisation, so that the price is never less than what they could 268 * specialisation, so that the price is never less than what they could
292 * be sold for (otherwise players could camp map resets to make money). 269 * be sold for (otherwise players could camp map resets to make money).
293 * In game terms, a non-specialist shop, might not recognise the true 270 * In game terms, a non-specialist shop, might not recognise the true
294 * value of the items they sell (much like how people sometimes find 271 * value of the items they sell (much like how people sometimes find
295 * antiques in a junk shop in real life). 272 * antiques in a junk shop in real life).
296 */ 273 */
297 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 274 if (tmp->flag [FLAG_PLAYER_SOLD])
298 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 275 val *= shop_specialisation_ratio (tmp, who->map);
299 else 276 else
300 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 277 val /= shop_specialisation_ratio (tmp, who->map);
301 }
302 278
279 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
280 }
281
303 /* we will also have an extra 0-5% variation between shops of the same type 282 /* we will also have an extra 0-5% variation between shops of the same type
304 * for valuable items (below a value of 50 this effect wouldn't be very 283 * for valuable items (below a value of 50 this effect wouldn't be very
305 * pointful, and could give fun with rounding. 284 * pointful, and could give fun with rounding.
306 */ 285 */
307 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 286 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
308 if (val > 50) 287 if (val > 50)
309 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 288 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
310 } 289 }
311 290
312 return (sint64) val; 291 return val;
313} 292}
314 293
315/* Find the coin type that is worth more the 'c'. Starts at the 294/* Find the coin type that is worth more the 'c'. Starts at the
316 * cointype placement. 295 * cointype placement.
317 */ 296 */
321{ 300{
322 archetype *coin; 301 archetype *coin;
323 302
324 do 303 do
325 { 304 {
326 if (coins[*cointype] == NULL) 305 if (!coins [*cointype])
327 return NULL; 306 return 0;
307
328 coin = archetype::find (coins[*cointype]); 308 coin = archetype::find (coins [*cointype]);
309
329 if (coin == NULL) 310 if (!coin)
330 return NULL; 311 return 0;
312
331 *cointype += 1; 313 *cointype += 1;
332 } 314 }
333 while (coin->value > c); 315 while (coin->value > c);
334 316
335 return coin; 317 return coin;
346 * 10,000 silver or something) 328 * 10,000 silver or something)
347 */ 329 */
348const char * 330const char *
349cost_string_from_value (sint64 cost, int approx) 331cost_string_from_value (sint64 cost, int approx)
350{ 332{
351 static char buf[MAX_BUF];
352 archetype *coin, *next_coin; 333 archetype *coin, *next_coin;
353 int num, cointype = 0; 334 int num, cointype = 0;
354 335
355 coin = find_next_coin (cost, &cointype); 336 coin = find_next_coin (cost, &cointype);
356 if (coin == NULL) 337 if (!coin)
357 return "nothing"; 338 return "nothing";
358 339
359 num = cost / coin->value; 340 num = cost / coin->value;
360 /* so long as nrof is 32 bit, this is true. 341 /* so long as nrof is 32 bit, this is true.
361 * If it takes more coins than a person can possibly carry, this 342 * If it takes more coins than a person can possibly carry, this
362 * is basically true. 343 * is basically true.
363 */ 344 */
364 if ((cost / coin->value) > UINT32_MAX) 345 if (cost / coin->value > UINT32_MAX)
365 {
366 strcpy (buf, "an unimaginable sum of money"); 346 return "an unimaginable sum of money";
367 return buf;
368 }
369 347
370 cost -= num * (sint64)coin->value; 348 cost -= num * (sint64)coin->value;
371 349
372 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 350 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
373 351
374 next_coin = find_next_coin (cost, &cointype); 352 next_coin = find_next_coin (cost, &cointype);
375 if (next_coin == NULL || approx) 353 if (!next_coin || approx)
376 return buf; 354 return buf;
377 355
378 coin = next_coin; 356 coin = next_coin;
379 num = cost / coin->value; 357 num = cost / coin->value;
380 cost -= num * (sint64)coin->value; 358 cost -= num * (sint64)coin->value;
381 359
382 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 360 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
383
384 return buf;
385} 361}
386 362
387const char * 363const char *
388query_cost_string (const object *tmp, object *who, int flag) 364query_cost_string (const object *tmp, object *who, int flag)
389{ 365{
408 { 384 {
409 if (!idskill1 || !find_skill_by_number (who, idskill1)) 385 if (!idskill1 || !find_skill_by_number (who, idskill1))
410 { 386 {
411 if (!idskill2 || !find_skill_by_number (who, idskill2)) 387 if (!idskill2 || !find_skill_by_number (who, idskill2))
412 { 388 {
413 if (!find_skill_by_number (who, SK_BARGAINING)) 389 if (!find_skill_by_name (who, shstr_bargaining))
414 { 390 {
415 static char buf[MAX_BUF];
416 int num, cointype = 0; 391 int num, cointype = 0;
417 archetype *coin = find_next_coin (real_value, &cointype); 392 archetype *coin = find_next_coin (real_value, &cointype);
418 393
419 if (coin == NULL) 394 if (!coin)
420 return "nothing"; 395 return "nothing";
421 396
422 num = real_value / coin->value; 397 num = real_value / coin->value;
398
423 if (num == 1) 399 if (num == 1)
424 sprintf (buf, "about one %s", &coin->object::name); 400 return format ("about one %s", &coin->object::name);
425 else if (num < 5) 401 else if (num < 5)
426 sprintf (buf, "a few %s", &coin->object::name_pl); 402 return format ("a few %s", &coin->object::name_pl);
427 else if (num < 10) 403 else if (num < 10)
428 sprintf (buf, "several %s", &coin->object::name_pl); 404 return format ("several %s", &coin->object::name_pl);
429 else if (num < 25) 405 else if (num < 25)
430 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 406 return format ("a moderate amount of %s", &coin->object::name_pl);
431 else if (num < 100) 407 else if (num < 100)
432 sprintf (buf, "lots of %s", &coin->object::name_pl); 408 return format ("lots of %s", &coin->object::name_pl);
433 else if (num < 1000) 409 else if (num < 1000)
434 sprintf (buf, "a great many %s", &coin->object::name_pl); 410 return format ("a great many %s", &coin->object::name_pl);
435 else 411 else
436 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 412 return format ("a vast quantity of %s", &coin->object::name_pl);
437 return buf;
438 } 413 }
439 } 414 }
440 } 415 }
441 416
442 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
443
444 if (approx_range) 417 if (approx_range)
445 { 418 {
419 int hash = tmp->random_seed () & 1023;
446 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 420 sint64 lo = real_value - (approx_range * hash >> 10);
447 static char buf[MAX_BUF];
448 421
449 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 422 return format ("between %s and %s",
450 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 423 cost_string_from_value (lo, 1),
451 424 cost_string_from_value (lo + approx_range, 1));
452 return buf;
453 } 425 }
454 } 426 }
455 427
456 return cost_string_from_value (real_value, 0); 428 return cost_string_from_value (real_value, 0);
457} 429}
472 } 444 }
473 445
474 for (tmp = op->inv; tmp; tmp = tmp->below) 446 for (tmp = op->inv; tmp; tmp = tmp->below)
475 if (tmp->type == MONEY) 447 if (tmp->type == MONEY)
476 total += tmp->nrof * (sint64)tmp->value; 448 total += tmp->nrof * (sint64)tmp->value;
477 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 449 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains (shstr_gold)))
478 total += query_money (tmp); 450 total += query_money (tmp);
479 451
480 return total; 452 return total;
481} 453}
482 454
497 return 0; 469 return 0;
498 470
499 pay_from_container (pl, pl, to_pay); 471 pay_from_container (pl, pl, to_pay);
500 472
501 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 473 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
502 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 474 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
503 pay_from_container (pl, pouch, to_pay); 475 pay_from_container (pl, pouch, to_pay);
504 476
505 pl->update_stats (); 477 pl->update_stats ();
506 return 1; 478 return 1;
507} 479}
529 * This determins the amount of exp (if any) gained for bargaining. 501 * This determins the amount of exp (if any) gained for bargaining.
530 */ 502 */
531 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; 503 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
532 504
533 if (saved_money > 0) 505 if (saved_money > 0)
534 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 506 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
535 507
536 pay_from_container (pl, pl, to_pay); 508 pay_from_container (pl, pl, to_pay);
537 509
538 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 510 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
539 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 511 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
540 pay_from_container (pl, pouch, to_pay); 512 pay_from_container (pl, pouch, to_pay);
541 513
542 pl->update_stats (); 514 pl->update_stats ();
543 515
544 return 1; 516 return 1;
583 { 555 {
584 // This should not happen, but if it does, just merge the two. 556 // This should not happen, but if it does, just merge the two.
585 if (coin_objs [i]) 557 if (coin_objs [i])
586 { 558 {
587 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 559 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
588 tmp->remove ();
589 coin_objs[i]->nrof += tmp->nrof; 560 coin_objs[i]->nrof += tmp->nrof;
590 esrv_del_item (pl->contr, tmp->count);
591 tmp->destroy (); 561 tmp->destroy ();
592 } 562 }
593 else 563 else
594 { 564 {
595 tmp->remove (); 565 tmp->remove ();
596
597 if (pouch->type == PLAYER)
598 esrv_del_item (pl->contr, tmp->count);
599
600 coin_objs[i] = tmp; 566 coin_objs[i] = tmp;
601 } 567 }
602 568
603 break; 569 break;
604 } 570 }
617 at = archetype::find (coins[NUM_COINS - 1 - i]); 583 at = archetype::find (coins[NUM_COINS - 1 - i]);
618 584
619 if (at == NULL) 585 if (at == NULL)
620 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 586 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
621 587
622 coin_objs[i] = arch_to_object (at); 588 coin_objs[i] = at->instance ();
623 coin_objs[i]->nrof = 0; 589 coin_objs[i]->nrof = 0;
624 } 590 }
625 591
626 for (i = 0; i < NUM_COINS; i++) 592 for (i = 0; i < NUM_COINS; i++)
627 { 593 {
628 object &coin = *coin_objs[i]; 594 object &coin = *coin_objs[i];
629 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 595 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
630 to_pay -= num_coins * coin.value; 596 to_pay -= num_coins * coin.value;
631 597
632 coin.nrof -= num_coins; 598 coin.nrof -= num_coins;
633 /* Now start making change. Start at the coin value 599 /* Now start making change. Start at the coin value
634 * below the one we just did, and work down to 600 * below the one we just did, and work down to
644 count--; 610 count--;
645 } 611 }
646 } 612 }
647 613
648 for (i = 0; i < NUM_COINS; i++) 614 for (i = 0; i < NUM_COINS; i++)
649 {
650 if (coin_objs[i]->nrof) 615 if (coin_objs[i]->nrof)
651 {
652 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 616 insert_ob_in_ob (coin_objs [i], pouch);
653
654 esrv_send_item (pl, tmp);
655 esrv_send_item (pl, pouch);
656
657 if (pl != pouch)
658 esrv_update_item (UPD_WEIGHT, pl, pouch);
659
660 if (pl->type != PLAYER)
661 esrv_send_item (pl, pl);
662 }
663 else 617 else
664 coin_objs[i]->destroy (); 618 coin_objs[i]->destroy ();
665 }
666} 619}
667 620
668/* Checks all unpaid items in op's inventory, adds up all the money they 621/* Checks all unpaid items in op's inventory, adds up all the money they
669 * have, and checks that they can actually afford what they want to buy. 622 * have, and checks that they can actually afford what they want to buy.
670 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 623 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
671 * to the player 624 * to the player
672 */ 625 */
673int 626int
674can_pay (object *pl) 627can_pay (object *pl)
675{ 628{
682 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 635 LOG (llevError, "can_pay(): called against something that isn't a player\n");
683 return 0; 636 return 0;
684 } 637 }
685 638
686 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 639 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
687 if (QUERY_FLAG (item, FLAG_UNPAID)) 640 if (item->flag [FLAG_UNPAID])
688 { 641 {
689 unpaid_count++; 642 unpaid_count++;
690 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 643 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
691 } 644 }
692 645
693 if (unpaid_price > player_wealth) 646 if (unpaid_price > player_wealth)
694 { 647 {
695 char buf[MAX_BUF]; 648 dynbuf_text &buf = msg_dynbuf; buf.clear ();
696 char cost[MAX_BUF];
697 char missing[MAX_BUF];
698 649
699 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 650 buf << "You have " << unpaid_count
700 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 651 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
652 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
653 << " to be able to afford that. "
654 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
701 655
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.", 656 pl->failmsg (buf);
703 unpaid_count, cost, missing);
704 new_draw_info (NDI_UNIQUE, 0, pl, buf);
705 657
706 return 0; 658 return 0;
707 } 659 }
708 else 660 else
709 return 1; 661 return 1;
722 { 674 {
723 next_item: 675 next_item:
724 676
725 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 677 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
726 { 678 {
727 if (QUERY_FLAG (op, FLAG_UNPAID)) 679 if (op->flag [FLAG_UNPAID])
728 { 680 {
729 char buf[MAX_BUF];
730 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 681 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
731 682
732 if (!pay_for_item (op, pl)) 683 if (!pay_for_item (op, pl))
733 { 684 {
734 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 685 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
735 686
736 CLEAR_FLAG (op, FLAG_UNPAID); 687 op->clr_flag (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)); 688 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); 689 op->set_flag (FLAG_UNPAID);
739 return 0; 690 return 0;
740 } 691 }
741 else 692 else
742 { 693 {
743 object *tmp; 694 op->clr_flag (FLAG_UNPAID);
744 695 op->clr_flag (FLAG_PLAYER_SOLD);
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)); 696 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
748 tmp = merge_ob (op, NULL);
749 697
750 if (pl->type == PLAYER) 698 if (!merge_ob (op, op->env->inv))
751 {
752 if (tmp)
753 { /* it was merged */
754 esrv_del_item (pl->contr, op->count);
755 op = tmp;
756 }
757
758 esrv_send_item (pl, op); 699 esrv_update_item (UPD_FLAGS, pl, op);
759 }
760 700
761 goto next_item; 701 goto next_item;
762 } 702 }
763 } 703 }
764 } 704 }
781void 721void
782pay_player (object *pl, sint64 amount) 722pay_player (object *pl, sint64 amount)
783{ 723{
784 int count = 0; 724 int count = 0;
785 archetype *at = 0; 725 archetype *at = 0;
786 object *pouch = 0, *tmp = 0; 726 object *pouch = 0;
787 727
788 for (count = 0; coins[count]; count++) 728 for (count = 0; coins[count]; count++)
789 { 729 {
790 at = archetype::find (coins[count]); 730 at = archetype::find (coins[count]);
791 731
793 LOG (llevError, "Could not find %s archetype\n", coins[count]); 733 LOG (llevError, "Could not find %s archetype\n", coins[count]);
794 else if ((amount / at->value) > 0) 734 else if ((amount / at->value) > 0)
795 { 735 {
796 for (pouch = pl->inv; pouch; pouch = pouch->below) 736 for (pouch = pl->inv; pouch; pouch = pouch->below)
797 { 737 {
798 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 738 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains (shstr_gold))
799 { 739 {
800 int w = at->weight * (100 - pouch->stats.Str) / 100; 740 int w = at->weight * (100 - pouch->stats.Str) / 100;
801 int n = amount / at->value; 741 int n = amount / at->value;
802 742
803 if (w == 0) 743 if (w == 0)
806 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 746 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
807 { 747 {
808 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 748 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
809 n = (pouch->weight_limit - pouch->carrying) / w; 749 n = (pouch->weight_limit - pouch->carrying) / w;
810 750
811 tmp = arch_to_object (at); 751 object *tmp = at->instance ();
812 tmp->nrof = n; 752 tmp->nrof = n;
813 amount -= tmp->nrof * tmp->value; 753 amount -= tmp->nrof * tmp->value;
814 tmp = insert_ob_in_ob (tmp, pouch); 754 pouch->insert (tmp);
815 esrv_send_item (pl, tmp);
816 esrv_send_item (pl, pouch);
817 esrv_update_item (UPD_WEIGHT, pl, pouch);
818 esrv_send_item (pl, pl);
819 } 755 }
820 } 756 }
821 } 757 }
822 758
823 if (amount / at->value > 0) 759 if (amount / at->value > 0)
824 { 760 {
825 tmp = arch_to_object (at); 761 object *tmp = at->instance ();
826 tmp->nrof = amount / tmp->value; 762 tmp->nrof = amount / tmp->value;
827 amount -= tmp->nrof * tmp->value; 763 amount -= tmp->nrof * tmp->value;
828 tmp = insert_ob_in_ob (tmp, pl); 764 pl->insert (tmp);
829 esrv_send_item (pl, tmp);
830 esrv_send_item (pl, pl);
831 } 765 }
832 } 766 }
833 } 767 }
834 768
835 if (amount != 0) 769 if (amount != 0)
838 772
839/* elmex: this is for the bank plugin :( */ 773/* elmex: this is for the bank plugin :( */
840sint64 774sint64
841pay_player_arch (object *pl, const char *arch, sint64 amount) 775pay_player_arch (object *pl, const char *arch, sint64 amount)
842{ 776{
843 archetype *at = archetype::find (arch);
844
845 if (!at)
846 return 0;
847
848 if (amount > 0) 777 if (amount)
849 { 778 {
850 object *tmp = arch_to_object (at); 779 object *ob = archetype::get (arch);
780
781 if (!ob)
782 return 0;
783
851 tmp->nrof = amount; 784 ob->nrof = amount;
852 tmp = insert_ob_in_ob (tmp, pl); 785 pl->insert (ob);
853 esrv_send_item (pl, tmp);
854 esrv_send_item (pl, pl);
855 } 786 }
856 787
857 return 1; 788 return 1;
858} 789}
859 790
862 * buy item. 793 * buy item.
863 * 794 *
864 * Modified to fill available race: gold containers before dumping 795 * Modified to fill available race: gold containers before dumping
865 * remaining coins in character's inventory. 796 * remaining coins in character's inventory.
866 */ 797 */
867void 798bool
868sell_item (object *op, object *pl) 799sell_item (object *op, object *pl)
869{ 800{
870 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 801 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
871 802
872 if (pl == NULL || pl->type != PLAYER) 803 if (pl == NULL || pl->type != PLAYER)
873 { 804 {
874 LOG (llevDebug, "Object other than player tried to sell something.\n"); 805 LOG (llevDebug, "Object other than player tried to sell something.\n");
875 return; 806 return false;
876 } 807 }
877 808
878 op->custom_name = 0; 809 op->custom_name = 0;
879 810
880 if (!amount) 811 if (!amount)
881 { 812 {
882 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 813 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
883 814 query_name (op));
884 /* Even if the character doesn't get anything for it, it may still be 815 // elmex: change: the player now gets the item back if the shop is not
885 * worth something. If so, make it unpaid 816 // interested in it.
886 */
887 if (op->value)
888 {
889 SET_FLAG (op, FLAG_UNPAID);
890 SET_FLAG (op, FLAG_PLAYER_SOLD);
891 }
892
893 identify (op);
894 return; 817 return false;
895 } 818 }
896 819
897 /* We compare the price with the one for a player 820 /* We compare the price with the one for a player
898 * without bargaining skill. 821 * without bargaining skill.
899 * This determins the amount of exp (if any) gained for bargaining. 822 * This determins the amount of exp (if any) gained for bargaining.
900 * exp/10 -> 1 for each gold coin 823 * exp/10 -> 1 for each gold coin
901 */ 824 */
902 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 825 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
903 826
904 if (extra_gain > 0) 827 if (extra_gain > 0)
905 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 828 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
906 829
907 pay_player (pl, amount); 830 pay_player (pl, amount);
908 831
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)); 832 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
833 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
910 pl->play_sound (sound_find ("shop_sell")); 834 pl->play_sound (sound_find ("shop_sell"));
911 835
912 SET_FLAG (op, FLAG_UNPAID); 836 op->set_flag (FLAG_UNPAID);
913 identify (op); 837 identify (op);
838
839 return true;
914} 840}
915 841
916/* returns a double that is the ratio of the price that a shop will offer for 842/* returns a double that is the ratio of the price that a shop will offer for
917 * item based on the shops specialisation. Does not take account of greed, 843 * item based on the shops specialisation. Does not take account of greed,
918 * returned value is between SPECIALISATION_EFFECT and 1. 844 * returned value is between SPECIALISATION_EFFECT and 1.
919 */ 845 */
920static double 846static double
921shop_specialisation_ratio (const object *item, const maptile *map) 847shop_specialisation_ratio (const object *item, const maptile *map)
922{ 848{
923 shopitems *items = map->shopitems; 849 shopitems *items = map->shopitems;
924 double likedness = 0.; 850 int likedness = 0;
925 int i; 851 int i;
926 852
927 if (item == NULL) 853 if (item == NULL)
928 { 854 {
929 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); 855 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
930 return 0; 856 return 0;
931 } 857 }
932 858
933 if (!item->type) 859 if (!item->type)
934 { 860 {
935 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 861 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type: %s\n", item->debug_desc ());
936 /* 862 /*
937 * I'm not really sure what the /right/ thing to do here is, these types of 863 * I'm not really sure what the /right/ thing to do here is, these types of
938 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 864 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
939 */ 865 */
940 return SPECIALISATION_EFFECT; 866 return SPECIALISATION_EFFECT;
941 } 867 }
942 868
943 if (map->shopitems) 869 if (map->shopitems)
944 {
945 for (i = 0; i < items[0].index; i++) 870 for (i = 0; i < items[0].index; i++)
946 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 871 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
947 likedness = items[i].strength / 100.0; 872 likedness = items[i].strength;
948 }
949 873
950 if (likedness > 1.0) 874 if (likedness > 100)
951 { /* someone has been rather silly with the map headers. */ 875 { /* someone has been rather silly with the map headers. */
952 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); 876 LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is above 100%%\n", item->debug_desc (), &map->path);
953 likedness = 1.0; 877 likedness = 100;
954 } 878 }
955 879
956 if (likedness < -1.0) 880 if (likedness < -100)
957 { 881 {
958 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); 882 LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is below -100%%\n", item->debug_desc (), &map->path);
959 likedness = -1.0; 883 likedness = -100;
960 } 884 }
961 885
962 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); 886 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
963} 887}
964 888
965/*returns the greed of the shop on map, or 1 if it isn't specified. */ 889/*returns the greed of the shop on map, or 1 if it isn't specified. */
966static double 890static double
967shop_greed (const maptile *map) 891shop_greed (const maptile *map)
981 ? DISLIKE_RATIO 905 ? DISLIKE_RATIO
982 : 1.; 906 : 1.;
983} 907}
984 908
985/* limit the value of items based on the wealth of the shop. If the item is close 909/* limit the value of items based on the wealth of the shop. If the item is close
986 * to the maximum value a shop will offer, we start to reduce it, if the item is 910 * to the maximum value a shop will offer, we start to reduce it, if the item is
987 * below the minimum value the shop is prepared to trade in, then we don't 911 * below the minimum value the shop is prepared to trade in, then we don't
988 * want it and offer nothing. If it isn't a shop, check whether we should do generic 912 * want it and offer nothing. If it isn't a shop, check whether we should do generic
989 * value reduction. 913 * value reduction.
990 * 914 *
991 */ 915 */
992static sint64 916static sint64
993value_limit (sint64 val, int quantity, const object *who, int isshop) 917value_limit (sint64 val, int quantity, const object *who, int isshop)
994{ 918{
995 sint64 newval, unit_price, tmpshopmax; 919 sint64 newval, unit_price, tmpshopmax;
1017 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 941 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1018 942
1019 if (map->shopmin && unit_price < map->shopmin) 943 if (map->shopmin && unit_price < map->shopmin)
1020 return 0; 944 return 0;
1021 else if (unit_price > tmpshopmax / 2) 945 else if (unit_price > tmpshopmax / 2)
1022 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 946 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1023 else 947 else
1024 newval = unit_price; 948 newval = unit_price;
1025 } 949 }
1026 950
1027 newval *= quantity; 951 newval *= quantity;
1031 955
1032/* gives a desciption of the shop on their current map to the player op. */ 956/* gives a desciption of the shop on their current map to the player op. */
1033int 957int
1034describe_shop (const object *op) 958describe_shop (const object *op)
1035{ 959{
960 dynbuf_text buf;
1036 maptile *map = op->map; 961 maptile *map = op->map;
1037 962
1038 /*shopitems *items=map->shopitems; */ 963 /*shopitems *items=map->shopitems; */
1039 int pos = 0, i; 964 int i;
1040 double opinion = 0; 965 double opinion = 0;
1041 char tmp[MAX_BUF] = "\0";
1042 966
1043 if (op->type != PLAYER) 967 if (op->type != PLAYER)
1044 return 0; 968 return 0;
1045 969
1046 /*check if there is a shop specified for this map */ 970 /*check if there is a shop specified for this map */
1047 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 971 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1048 { 972 {
1049 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 973 buf << "From looking at the nearby shop you determine that it trades in ";
974 int lastcomma = 0, prevcomma = 0;
1050 975
1051 if (map->shopitems) 976 if (map->shopitems)
1052 for (i = 0; i < map->shopitems[0].index; i++) 977 for (i = 0; i < map->shopitems[0].index; i++)
1053 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 978 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1054 { 979 {
1055 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 980 buf << map->shopitems[i].name_pl;
1056 pos += strlen (tmp + pos); 981 prevcomma = lastcomma;
982 lastcomma = buf.size (); // remember offset
983 buf << ", ";
1057 } 984 }
1058 985
1059 if (!pos) 986 if (lastcomma)
987 {
988 buf.splice (lastcomma, 2);
989
990 if (prevcomma)
991 buf.splice (prevcomma, 2, " and ");
992 }
993 else
1060 strcat (tmp, "a little of everything."); 994 buf << "a little of everything.";
1061 995
1062 /* format the string into a list */ 996 buf << ".\n\n";
1063 make_list_like (tmp);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1065 997
1066 if (map->shopmax) 998 if (map->shopmax)
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 999 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1068 1000
1069 if (map->shopmin) 1001 if (map->shopmin)
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)); 1002 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1071 1003
1072 if (map->shopgreed) 1004 if (map->shopgreed)
1073 { 1005 {
1074 if (map->shopgreed > 2.0) 1006 if (map->shopgreed > 2.0)
1075 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1007 buf << "It tends to overcharge massively.\n\n";
1076 else if (map->shopgreed > 1.5) 1008 else if (map->shopgreed > 1.5)
1077 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1009 buf << "It tends to overcharge substantially.\n\n";
1078 else if (map->shopgreed > 1.1) 1010 else if (map->shopgreed > 1.1)
1079 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1011 buf << "It tends to overcharge slightly.\n\n";
1080 else if (map->shopgreed < 0.9) 1012 else if (map->shopgreed < 0.9)
1081 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1013 buf << "It tends to undercharge.\n\n";
1082 } 1014 }
1083 1015
1084 if (map->shoprace) 1016 if (map->shoprace)
1085 { 1017 {
1086 opinion = shopkeeper_approval (map, op); 1018 opinion = shopkeeper_approval (map, op);
1019
1087 if (opinion > 0.8) 1020 if (opinion > 0.8)
1088 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1021 buf << "You think the shopkeeper likes you.\n\n";
1089 else if (opinion > 0.5) 1022 else if (opinion > 0.5)
1090 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1023 buf << "The shopkeeper seems unconcerned by you.\n\n";
1091 else 1024 else
1092 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1025 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1093 } 1026 }
1094 } 1027 }
1095 else 1028 else
1096 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1029 buf << "There is no shop nearby.\n\n";
1030
1031 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1097 1032
1098 return 1; 1033 return 1;
1099} 1034}
1100 1035
1101struct shopinv 1036struct shopinv
1102{ 1037{
1103 char *item_sort; 1038 char *item_sort;
1104 char *item_real; 1039 char *item_real;
1040 sint64 value;
1105 uint16 type; 1041 uint16 type;
1106 uint32 nrof; 1042 uint32 nrof;
1107}; 1043};
1108 1044
1109/* There are a lot fo extra casts in here just to suppress warnings - it 1045/* There are a lot fo extra casts in here just to suppress warnings - it
1116{ 1052{
1117 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1053 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1118 1054
1119 if (s1->type < s2->type) 1055 if (s1->type < s2->type)
1120 return -1; 1056 return -1;
1057
1121 if (s1->type > s2->type) 1058 if (s1->type > s2->type)
1122 return 1; 1059 return 1;
1123 1060
1124 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1061 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1125 * via alphabetical order 1062 * via alphabetical order
1128} 1065}
1129 1066
1130static void 1067static void
1131add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1068add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1132{ 1069{
1133#if 0
1134 char buf[MAX_BUF];
1135#endif
1136 /* clear unpaid flag so that doesn't come up in query 1070 /* clear unpaid flag so that doesn't come up in query
1137 * string. We clear nrof so that we can better sort 1071 * string. We clear nrof so that we can better sort
1138 * the object names. 1072 * the object names.
1139 */ 1073 */
1140 1074
1141 CLEAR_FLAG (tmp, FLAG_UNPAID); 1075 tmp->clr_flag (FLAG_UNPAID);
1142 items[*numitems].nrof = tmp->nrof; 1076 items[*numitems].nrof = tmp->nrof;
1143 /* Non mergable items have nrof of 0, but count them as one 1077 /* Non mergable items have nrof of 0, but count them as one
1144 * so the display is properly. 1078 * so the display is properly.
1145 */ 1079 */
1146 if (tmp->nrof == 0) 1080 if (tmp->nrof == 0)
1147 items[*numitems].nrof++; 1081 items[*numitems].nrof++;
1148 items[*numitems].type = tmp->type; 1082 items[*numitems].type = tmp->type;
1083
1084 items[*numitems].value = tmp->value;
1149 1085
1150 switch (tmp->type) 1086 switch (tmp->type)
1151 { 1087 {
1152#if 0 1088#if 0
1153 case BOOTS: 1089 case BOOTS:
1165#endif 1101#endif
1166 1102
1167 default: 1103 default:
1168 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1104 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1169 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1105 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1106 items[*numitems].value += tmp->value;
1170 (*numitems)++; 1107 (*numitems)++;
1171 break; 1108 break;
1172 } 1109 }
1173 SET_FLAG (tmp, FLAG_UNPAID); 1110
1111 tmp->set_flag (FLAG_UNPAID);
1174} 1112}
1175 1113
1176void 1114void
1177shop_listing (object *sign, object *op) 1115shop_listing (object *sign, object *op)
1178{ 1116{
1179 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1117 int i, j, x1, x2, y1, y2;
1180 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1118 const char *shop_coords = sign->kv [shstr_shop_coords];
1181 object *stack; 1119 object *stack;
1182 shopinv *items; 1120 shopinv *items;
1183 1121
1184 /* Should never happen, but just in case a monster does apply a sign */ 1122 /* Should never happen, but just in case a monster does apply a sign */
1185 if (op->type != PLAYER) 1123 if (!op->is_player ())
1186 return; 1124 return;
1125
1126 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1187 1127
1188 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) 1128 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1189 { 1129 {
1190 x1 = 0; 1130 x1 = 0;
1191 y1 = 0; 1131 y1 = 0;
1192 x2 = op->map->width - 1; 1132 x2 = op->map->width - 1;
1193 y2 = op->map->height - 1; 1133 y2 = op->map->height - 1;
1194 } 1134 }
1195 1135
1196 items = (shopinv *) malloc (40 * sizeof (shopinv));
1197 numallocated = 40; 1136 int numallocated = 40;
1137 int numitems = 0;
1138 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1198 1139
1199 /* Find all the appropriate items */ 1140 /* Find all the appropriate items */
1200 for (i = x1; i <= x2; i++) 1141 for (i = x1; i <= x2; i++)
1201 {
1202 for (j = y1; j < y2; j++) 1142 for (j = y1; j < y2; j++)
1143 if (op->map->is_in_shop (i, j))
1203 { 1144 {
1204 if (is_in_shop (op->map, i, j)) 1145 stack = GET_MAP_OB (op->map, i, j);
1146
1147 while (stack)
1205 { 1148 {
1206 stack = GET_MAP_OB (op->map, i, j); 1149 if (stack->flag [FLAG_UNPAID])
1207
1208 while (stack)
1209 { 1150 {
1210 if (QUERY_FLAG (stack, FLAG_UNPAID))
1211 {
1212 if (numitems == numallocated) 1151 if (numitems == numallocated)
1213 {
1214 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1152 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1215 numallocated += 10;
1216 }
1217 1153
1218 add_shop_item (stack, items, &numitems, &numallocated); 1154 add_shop_item (stack, items, &numitems, &numallocated);
1219 }
1220
1221 stack = stack->above;
1222 } 1155 }
1156
1157 stack = stack->above;
1223 } 1158 }
1224 } 1159 }
1225 }
1226 1160
1227 if (numitems == 0) 1161 buf << (numitems ? "T<This shop contains:>\n\n"
1228 { 1162 : "T<This shop is currently empty.>");
1229 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1230 free (items);
1231 return;
1232 }
1233 1163
1234 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1164 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1235
1236 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1237 1165
1238 for (i = 0; i < numitems; i++) 1166 for (i = 0; i < numitems; i++)
1239 { 1167 {
1240 /* Collapse items of the same name together */ 1168 /* Collapse items of the same name together */
1241 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1169 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1242 {
1243 items[i + 1].nrof += items[i].nrof; 1170 items[i + 1].nrof += items[i].nrof;
1244 free (items[i].item_sort);
1245 free (items[i].item_real);
1246 }
1247 else 1171 else
1248 { 1172 {
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", 1173 buf.printf (
1250 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1174 " %4d %s\n for %s\n",
1175 items[i].nrof ? items[i].nrof : 1,
1176 items[i].nrof == 1 ? items[i].item_sort : items[i].item_real,
1177 cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1));
1178 }
1179
1251 free (items[i].item_sort); 1180 free (items[i].item_sort);
1252 free (items[i].item_real); 1181 free (items[i].item_real);
1253 }
1254 } 1182 }
1183
1184 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1255 1185
1256 free (items); 1186 free (items);
1257}
1258
1259/* elmex: this function checks whether the object is in a shop */
1260bool
1261is_in_shop (object *o)
1262{
1263 if (!o->map)
1264 return false;
1265
1266 return is_in_shop (o->map, o->x, o->y);
1267} 1187}
1268 1188
1269/* elmex: this function checks whether we are in a shop or not 1189/* 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 1190 - 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 1191 floor tile. this possibly will make map bugs where shopfloors are above
1272 floors more obvious. 1192 floors more obvious.
1273*/ 1193*/
1274
1275bool 1194bool
1276is_in_shop (maptile *map, int x, int y) 1195maptile::is_in_shop (int x, int y) const
1277{ 1196{
1278 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1197 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1279 if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) 1198 if (floor->flag [FLAG_IS_FLOOR])
1280 return floor->type == SHOP_FLOOR; 1199 return floor->type == SHOP_FLOOR;
1200
1281 return false; 1201 return false;
1282} 1202}
1283 1203

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