1 | /* |
1 | /* |
2 | * static char *rcsid_shop_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * "$Id: shop.C,v 1.5 2006/08/29 07:34:00 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
13 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
15 | (at your option) any later version. |
11 | * any later version. |
16 | |
12 | * |
17 | 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, but |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
20 | GNU General Public License for more details. |
16 | * for more details. |
21 | |
17 | * |
22 | 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 along |
23 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
25 | |
21 | * |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
27 | */ |
23 | */ |
28 | |
24 | |
29 | #include <global.h> |
25 | #include <global.h> |
30 | #include <spells.h> |
26 | #include <spells.h> |
31 | #include <skills.h> |
27 | #include <skills.h> |
32 | #include <living.h> |
28 | #include <living.h> |
33 | #include <newclient.h> |
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34 | #ifndef __CEXTRACT__ |
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35 | #include <sproto.h> |
29 | #include <sproto.h> |
36 | #endif |
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37 | #include <math.h> |
30 | #include <math.h> |
38 | |
31 | |
39 | /* 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 |
40 | * 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 |
41 | * 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 |
… | |
… | |
46 | #define SPECIALISATION_EFFECT 0.5 |
39 | #define SPECIALISATION_EFFECT 0.5 |
47 | |
40 | |
48 | /* price a shopkeeper will give someone they neither like nor dislike */ |
41 | /* price a shopkeeper will give someone they neither like nor dislike */ |
49 | #define NEUTRAL_RATIO 0.8 |
42 | #define NEUTRAL_RATIO 0.8 |
50 | |
43 | |
51 | static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); |
44 | static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); |
52 | static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); |
45 | static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); |
53 | static double shop_specialisation_ratio(const object *item, const mapstruct *map); |
46 | static double shop_specialisation_ratio (const object *item, const maptile *map); |
54 | static double shop_greed(const mapstruct *map); |
47 | static double shop_greed (const maptile *map); |
55 | |
48 | |
56 | #define NUM_COINS 4 /* number of coin types */ |
49 | #define NUM_COINS 4 /* number of coin types */ |
57 | static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL}; |
50 | static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL }; |
58 | |
51 | |
59 | /* Added F_TRUE flag to define.h to mean that the price should not |
52 | /* Added F_TRUE flag to define.h to mean that the price should not |
60 | * be adjusted by players charisma. With F_TRUE, it returns the amount |
53 | * be adjusted by players charisma. With F_TRUE, it returns the amount |
61 | * that the item is worth, if it was sold, but unadjusted by charisma. |
54 | * that the item is worth, if it was sold, but unadjusted by charisma. |
62 | * This is needed for alchemy, to to determine what value of gold nuggets |
55 | * This is needed for alchemy, to to determine what value of gold nuggets |
… | |
… | |
79 | * thus remained 0. |
72 | * thus remained 0. |
80 | * |
73 | * |
81 | * Mark Wedel (mwedel@pyramid.com) |
74 | * Mark Wedel (mwedel@pyramid.com) |
82 | */ |
75 | */ |
83 | |
76 | |
84 | static uint64 approx_range; |
77 | static sint64 approx_range; |
85 | |
78 | |
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79 | sint64 |
86 | uint64 query_cost(const object *tmp, object *who, int flag) { |
80 | query_cost (const object *tmp, object *who, int flag) |
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81 | { |
87 | double val; |
82 | double val; |
88 | int number; /* used to better calculate value */ |
83 | int number; /* used to better calculate value */ |
89 | int no_bargain; |
84 | int no_bargain; |
90 | int identified; |
85 | int identified; |
91 | int not_cursed; |
86 | int not_cursed; |
92 | int approximate; |
87 | int approximate; |
93 | int shop; |
88 | int shop; |
94 | double diff; |
89 | double diff; |
95 | |
90 | |
96 | approx_range = 0; |
91 | approx_range = 0; |
97 | |
92 | |
98 | no_bargain = flag & F_NO_BARGAIN; |
93 | no_bargain = flag & F_NO_BARGAIN; |
99 | identified = flag & F_IDENTIFIED; |
94 | identified = flag & F_IDENTIFIED; |
100 | not_cursed = flag & F_NOT_CURSED; |
95 | not_cursed = flag & F_NOT_CURSED; |
101 | approximate = flag & F_APPROX; |
96 | approximate = flag & F_APPROX; |
102 | shop = flag & F_SHOP; |
97 | shop = flag & F_SHOP; |
103 | flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP); |
98 | flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
104 | |
99 | |
105 | if (tmp->type==MONEY) return (tmp->nrof * tmp->value); |
100 | if (tmp->type == MONEY) |
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101 | return tmp->nrof * tmp->value; |
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102 | |
106 | if (tmp->type==GEM) { |
103 | if (tmp->type == GEM) |
107 | if (flag==F_TRUE) return (tmp->nrof * tmp->value); |
|
|
108 | if (flag==F_BUY) return (uint64) (1.03 * tmp->nrof * tmp->value); |
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109 | if (flag==F_SELL) return (uint64) (0.97 * tmp->nrof * tmp->value); |
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110 | LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag); |
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111 | return 0; |
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112 | } |
104 | { |
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105 | if (flag == F_TRUE) |
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106 | return (tmp->nrof * tmp->value); |
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107 | |
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108 | if (flag == F_BUY) |
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109 | return (sint64) (1.03 * tmp->nrof * tmp->value); |
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110 | |
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111 | if (flag == F_SELL) |
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112 | return (sint64) (0.97 * tmp->nrof * tmp->value); |
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113 | |
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114 | LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
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115 | return 0; |
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116 | } |
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117 | |
113 | number = tmp->nrof; |
118 | number = tmp->nrof; |
114 | if (number==0) number=1; |
119 | if (number == 0) |
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120 | number = 1; |
115 | if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { |
121 | if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
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122 | { |
116 | if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) |
123 | if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
117 | return 0; |
124 | return 0; |
118 | else |
125 | else |
119 | val=tmp->value * number; |
126 | val = tmp->value * number; |
120 | } |
127 | } |
121 | /* This area deals with objects that are not identified, but can be */ |
128 | /* This area deals with objects that are not identified, but can be */ |
122 | else { |
129 | else |
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130 | { |
123 | if (tmp->arch != NULL) { |
131 | if (tmp->arch != NULL) |
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132 | { |
124 | if (flag == F_BUY) { |
133 | if (flag == F_BUY) |
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134 | { |
125 | LOG(llevError, "Asking for buy-value of unidentified object.\n"); |
135 | LOG (llevError, "Asking for buy-value of unidentified object.\n"); |
126 | val = tmp->arch->clone.value * 50 * number; |
136 | val = tmp->arch->clone.value * 50 * number; |
127 | } |
137 | } |
128 | else { /* Trying to sell something, or get true value */ |
138 | else |
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|
139 | { /* Trying to sell something, or get true value */ |
129 | if (tmp->type == POTION) |
140 | if (tmp->type == POTION) |
130 | val = number * 40; /* Don't want to give anything away */ |
141 | val = number * 40; /* Don't want to give anything away */ |
131 | else { |
142 | else |
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|
143 | { |
132 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
144 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
133 | * unknown objects |
145 | * unknown objects |
134 | */ |
146 | */ |
135 | if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) |
147 | if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
136 | val = number * tmp->arch->clone.value *2 / 3; |
148 | val = number * tmp->arch->clone.value * 2 / 3; |
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149 | else |
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150 | val = number * tmp->arch->clone.value / 3; |
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151 | } |
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152 | } |
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153 | } |
137 | else |
154 | else |
138 | val = number * tmp->arch->clone.value / 3; |
155 | { /* No archetype with this object */ |
139 | } |
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140 | } |
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141 | } else { /* No archetype with this object */ |
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142 | LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name); |
156 | LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name); |
143 | if (flag == F_BUY) { |
157 | if (flag == F_BUY) |
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158 | { |
144 | LOG(llevError, "Asking for buy-value of unidentified object without arch.\n"); |
159 | LOG (llevError, "Asking for buy-value of unidentified object without arch.\n"); |
145 | val = number * tmp->value * 10; |
160 | val = number * tmp->value * 10; |
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161 | } |
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162 | else |
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163 | val = number * tmp->value / 5; |
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164 | } |
146 | } |
165 | } |
147 | else |
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148 | val = number * tmp->value / 5; |
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149 | } |
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150 | } |
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151 | |
166 | |
152 | /* If the item has been applied or identifed or does not need to be |
167 | /* If the item has been applied or identifed or does not need to be |
153 | * identified, AND the object is magical and the archetype is non |
168 | * identified, AND the object is magical and the archetype is non |
154 | * magical, then change values accordingly. The tmp->arch==NULL is |
169 | * magical, then change values accordingly. The tmp->arch==NULL is |
155 | * really just a check to prevent core dumps for when it checks |
170 | * really just a check to prevent core dumps for when it checks |
156 | * tmp->arch->clone.magic for any magic. The check for archetype |
171 | * tmp->arch->clone.magic for any magic. The check for archetype |
157 | * magic is to not give extra money for archetypes that are by |
172 | * magic is to not give extra money for archetypes that are by |
158 | * default magical. This is because the archetype value should have |
173 | * default magical. This is because the archetype value should have |
159 | * already figured in that value. |
174 | * already figured in that value. |
160 | */ |
175 | */ |
161 | if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| |
176 | if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
162 | QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && |
177 | QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) |
163 | tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { |
178 | { |
164 | if(tmp->magic>0) |
179 | if (tmp->magic > 0) |
165 | val*=(3*tmp->magic*tmp->magic*tmp->magic); |
180 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
166 | else |
181 | else |
167 | /* Note that tmp->magic is negative, so that this |
182 | /* Note that tmp->magic is negative, so that this |
168 | * will actually be something like val /=2, /=3, etc. |
183 | * will actually be something like val /=2, /=3, etc. |
169 | */ |
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170 | val/=(1-tmp->magic); |
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171 | } |
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172 | |
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173 | if (tmp->type==WAND) { |
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174 | /* Value of the wand is multiplied by the number of |
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175 | * charges. the treasure code already sets up the value |
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176 | * 50 charges is used as the baseline. |
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177 | */ |
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178 | if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) |
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179 | val=(val*tmp->stats.food) / 50; |
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180 | else /* if not identified, presume one charge */ |
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181 | val/=50; |
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182 | } |
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183 | |
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184 | /* Limit amount of money you can get for really great items. */ |
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185 | if (flag==F_SELL) |
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186 | val=value_limit((uint64)val, number, who, shop); |
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187 | |
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188 | // use a nonlinear price adjustment. as my predecessor said, don't change |
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189 | // the archetypes, its work required for balancing, and we don't care. |
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190 | //val = pow (val, 1.05); |
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191 | |
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192 | /* This modification is for bargaining skill. |
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193 | * Now only players with max level in bargaining |
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194 | * AND Cha = 30 will get optimal price. |
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195 | * Thus charisma will never get useless. |
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196 | * -b.e. edler@heydernet.de |
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197 | */ |
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198 | |
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199 | if (who!=NULL && who->type==PLAYER) { |
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200 | int lev_bargain = 0; |
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201 | int lev_identify = 0; |
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202 | int idskill1=0; |
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203 | int idskill2=0; |
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204 | const typedata *tmptype; |
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205 | |
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206 | tmptype=get_typedata(tmp->type); |
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207 | |
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208 | if (find_skill_by_number(who,SK_BARGAINING)) { |
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209 | lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level; |
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210 | } |
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211 | if (tmptype) { |
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212 | idskill1=tmptype->identifyskill; |
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213 | if (idskill1) { |
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214 | idskill2=tmptype->identifyskill2; |
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215 | if (find_skill_by_number(who,idskill1)) { |
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216 | lev_identify = find_skill_by_number(who,idskill1)->level; |
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217 | } |
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218 | if (idskill2 && find_skill_by_number(who,idskill2)) { |
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219 | lev_identify += find_skill_by_number(who,idskill2)->level; |
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220 | } |
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221 | } |
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222 | } |
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223 | else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name); |
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224 | |
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225 | /* ratio determines how much of the price modification |
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226 | * will come from the basic stat charisma |
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227 | * the rest will come from the level in bargaining skill |
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228 | */ |
184 | */ |
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185 | val /= (1 - tmp->magic); |
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186 | } |
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187 | |
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188 | if (tmp->type == WAND) |
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189 | { |
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190 | /* Value of the wand is multiplied by the number of |
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191 | * charges. the treasure code already sets up the value |
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192 | * 50 charges is used as the baseline. |
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193 | */ |
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194 | if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
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195 | val = (val * tmp->stats.food) / 50; |
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196 | else /* if not identified, presume one charge */ |
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197 | val /= 50; |
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198 | } |
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199 | |
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200 | /* Limit amount of money you can get for really great items. */ |
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201 | if (flag == F_SELL) |
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202 | val = value_limit ((sint64) val, number, who, shop); |
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203 | |
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204 | // use a nonlinear price adjustment. as my predecessor said, don't change |
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205 | // the archetypes, its work required for balancing, and we don't care. |
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206 | //val = pow (val, 1.05); |
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207 | |
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208 | /* This modification is for bargaining skill. |
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209 | * Now only players with max level in bargaining |
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210 | * AND Cha = 30 will get optimal price. |
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211 | * Thus charisma will never get useless. |
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212 | * -b.e. edler@heydernet.de |
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213 | */ |
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214 | |
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215 | if (who != NULL && who->type == PLAYER) |
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216 | { |
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217 | int lev_bargain = 0; |
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218 | int lev_identify = 0; |
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219 | int idskill1 = 0; |
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220 | int idskill2 = 0; |
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221 | const typedata *tmptype; |
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222 | |
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223 | tmptype = get_typedata (tmp->type); |
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224 | |
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225 | if (find_skill_by_number (who, SK_BARGAINING)) |
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226 | lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
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227 | |
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228 | if (tmptype) |
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229 | { |
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230 | idskill1 = tmptype->identifyskill; |
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231 | |
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232 | if (idskill1) |
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233 | { |
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234 | idskill2 = tmptype->identifyskill2; |
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235 | |
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236 | if (find_skill_by_number (who, idskill1)) |
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237 | lev_identify = find_skill_by_number (who, idskill1)->level; |
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238 | |
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239 | if (idskill2 && find_skill_by_number (who, idskill2)) |
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240 | lev_identify += find_skill_by_number (who, idskill2)->level; |
|
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241 | } |
|
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242 | } |
|
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243 | else |
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244 | LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ()); |
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245 | |
|
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246 | /* ratio determines how much of the price modification |
|
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247 | * will come from the basic stat charisma |
|
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248 | * the rest will come from the level in bargaining skill |
|
|
249 | */ |
229 | const double cha_ratio = 0.40; |
250 | const double cha_ratio = 0.40; |
230 | |
251 | |
231 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25); |
252 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
232 | |
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|
233 | diff = (1. - cha_ratio) * diff |
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|
234 | + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
253 | diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
235 | |
|
|
236 | diff = .02 + (.80 - .02) * diff; |
254 | diff = .02 + (.80 - .02) * diff; |
237 | |
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238 | if (flag == F_BUY) val += (val * diff); |
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239 | else if (flag == F_SELL) val -= (val * diff); |
|
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240 | |
255 | |
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256 | if (flag == F_BUY) |
|
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257 | val += val * diff; |
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258 | else if (flag == F_SELL) |
|
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259 | val -= val * diff; |
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|
260 | |
241 | // now find a price range. the less good we can judge, the larger the range is |
261 | // now find a price range. the less good we can judge, the larger the range is |
242 | // then the range is adjusted randomly around the correct value |
262 | // then the range is adjusted randomly around the correct value |
243 | if (approximate) |
263 | if (approximate) |
244 | approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); |
264 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
245 | } |
|
|
246 | |
265 | } |
|
|
266 | |
247 | /* I don't think this should really happen - if it does, it indicates and |
267 | /* I don't think this should really happen - if it does, it indicates and |
248 | * overflow of diff above. That shoudl only happen if |
268 | * overflow of diff above. That should only happen if |
249 | * we are selling objects - in that case, the person just |
269 | * we are selling objects - in that case, the person just |
250 | * gets no money. |
270 | * gets no money. |
251 | */ |
271 | */ |
252 | if((sint64)val<0) |
272 | if ((sint64) val < 0) |
253 | val=0; |
273 | val = 0; |
254 | |
274 | |
255 | /* Unidentified stuff won't sell for more than 60gp */ |
275 | /* Unidentified stuff won't sell for more than 60gp */ |
256 | if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { |
276 | if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) |
257 | val = (val > 600)? 600:val; |
|
|
258 | } |
|
|
259 | |
277 | { |
|
|
278 | val = (val > 600) ? 600 : val; |
|
|
279 | } |
|
|
280 | |
260 | /* if we are in a shop, check how the type of shop should affect the price */ |
281 | /* if we are in a shop, check how the type of shop should affect the price */ |
261 | if (shop && who) { |
282 | if (shop && who) |
|
|
283 | { |
262 | if (flag==F_SELL) |
284 | if (flag == F_SELL) |
263 | val= ( |
285 | val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); |
264 | val |
|
|
265 | * shop_specialisation_ratio(tmp, who->map) |
|
|
266 | * shopkeeper_approval(who->map, who) |
|
|
267 | / shop_greed(who->map) |
|
|
268 | ); |
|
|
269 | else if (flag==F_BUY) { |
286 | else if (flag == F_BUY) |
270 | /* |
287 | { |
|
|
288 | /* |
271 | * when buying, if the item was sold by another player, it is ok to |
289 | * when buying, if the item was sold by another player, it is ok to |
272 | * let the item be sold cheaper, according to the specialisation of |
290 | * let the item be sold cheaper, according to the specialisation of |
273 | * the shop. If a player sold an item here, then his sale price was |
291 | * the shop. If a player sold an item here, then his sale price was |
274 | * multiplied by the specialisation ratio, to do the same to the buy |
292 | * multiplied by the specialisation ratio, to do the same to the buy |
275 | * price will not generate extra money. However, the |
293 | * price will not generate extra money. However, the |
276 | * same is not true of generated items, these have to /divide/ by the |
294 | * same is not true of generated items, these have to /divide/ by the |
277 | * specialisation, so that the price is never less than what they could |
295 | * specialisation, so that the price is never less than what they could |
278 | * be sold for (otherwise players could camp map resets to make money). |
296 | * be sold for (otherwise players could camp map resets to make money). |
279 | * In game terms, a non-specialist shop, might not recognise the true |
297 | * In game terms, a non-specialist shop, might not recognise the true |
280 | * value of the items they sell (much like how people sometimes find |
298 | * value of the items they sell (much like how people sometimes find |
281 | * antiques in a junk shop in real life). |
299 | * antiques in a junk shop in real life). |
282 | */ |
300 | */ |
283 | if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) |
301 | if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
284 | val= ( |
302 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
285 | val |
303 | else |
286 | * shop_greed(who->map) |
|
|
287 | * shop_specialisation_ratio(tmp, who->map) |
|
|
288 | / shopkeeper_approval(who->map, who) |
|
|
289 | ); |
|
|
290 | else |
|
|
291 | val= ( |
|
|
292 | val |
|
|
293 | * shop_greed(who->map) |
|
|
294 | / (shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)) |
304 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
295 | ); |
305 | } |
296 | } |
306 | |
297 | /* we will also have an extra 0-5% variation between shops of the same type |
307 | /* we will also have an extra 0-5% variation between shops of the same type |
298 | * for valuable items (below a value of 50 this effect wouldn't be very |
308 | * for valuable items (below a value of 50 this effect wouldn't be very |
299 | * pointful, and could give fun with rounding. |
309 | * pointful, and could give fun with rounding. |
300 | */ |
310 | */ |
301 | if(who->map->path!=NULL && val > 50) |
311 | //TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
302 | val= (val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path))); |
312 | if (val > 50) |
|
|
313 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
303 | } |
314 | } |
|
|
315 | |
304 | return (uint64)val; |
316 | return (sint64) val; |
305 | } |
317 | } |
306 | |
318 | |
307 | /* Find the coin type that is worth more the 'c'. Starts at the |
319 | /* Find the coin type that is worth more the 'c'. Starts at the |
308 | * cointype placement. |
320 | * cointype placement. |
309 | */ |
321 | */ |
310 | |
322 | |
|
|
323 | static archetype * |
311 | static archetype *find_next_coin(uint64 c, int *cointype) { |
324 | find_next_coin (sint64 c, int *cointype) |
|
|
325 | { |
312 | archetype *coin; |
326 | archetype *coin; |
313 | |
327 | |
314 | do { |
328 | do |
|
|
329 | { |
315 | if (coins[*cointype]==NULL) return NULL; |
330 | if (coins[*cointype] == NULL) |
|
|
331 | return NULL; |
316 | coin = find_archetype(coins[*cointype]); |
332 | coin = archetype::find (coins[*cointype]); |
317 | if (coin == NULL) |
333 | if (coin == NULL) |
318 | return NULL; |
334 | return NULL; |
319 | *cointype += 1; |
335 | *cointype += 1; |
|
|
336 | } |
320 | } while (coin->clone.value > c); |
337 | while (coin->clone.value > c); |
321 | |
338 | |
322 | return coin; |
339 | return coin; |
323 | } |
340 | } |
324 | |
341 | |
325 | /* This returns a string of how much something is worth based on |
342 | /* This returns a string of how much something is worth based on |
… | |
… | |
330 | * have so much money that they have more than 2 billion platinum |
347 | * have so much money that they have more than 2 billion platinum |
331 | * coins, there are certainly issues - the easiest fix at that |
348 | * coins, there are certainly issues - the easiest fix at that |
332 | * time is to add a higher denomination (mithril piece with |
349 | * time is to add a higher denomination (mithril piece with |
333 | * 10,000 silver or something) |
350 | * 10,000 silver or something) |
334 | */ |
351 | */ |
|
|
352 | const char * |
335 | const char *cost_string_from_value(uint64 cost, int approx) |
353 | cost_string_from_value (sint64 cost, int approx) |
336 | { |
354 | { |
337 | static char buf[MAX_BUF]; |
355 | static char buf[MAX_BUF]; |
338 | archetype *coin, *next_coin; |
356 | archetype *coin, *next_coin; |
339 | int num, cointype = 0; |
357 | int num, cointype = 0; |
340 | |
358 | |
341 | coin = find_next_coin(cost, &cointype); |
359 | coin = find_next_coin (cost, &cointype); |
342 | if (coin == NULL) |
360 | if (coin == NULL) |
343 | return "nothing"; |
361 | return "nothing"; |
344 | |
362 | |
345 | num = cost / coin->clone.value; |
363 | num = cost / coin->clone.value; |
346 | /* so long as nrof is 32 bit, this is true. |
364 | /* so long as nrof is 32 bit, this is true. |
347 | * If it takes more coins than a person can possibly carry, this |
365 | * If it takes more coins than a person can possibly carry, this |
348 | * is basically true. |
366 | * is basically true. |
349 | */ |
367 | */ |
350 | if ( (cost / coin->clone.value) > UINT32_MAX) { |
368 | if ((cost / coin->clone.value) > UINT32_MAX) |
|
|
369 | { |
351 | strcpy(buf,"an unimaginable sum of money"); |
370 | strcpy (buf, "an unimaginable sum of money"); |
352 | return buf; |
371 | return buf; |
353 | } |
372 | } |
354 | |
373 | |
355 | cost -= (uint64)num * (uint64)coin->clone.value; |
374 | cost -= num * (sint64)coin->clone.value; |
|
|
375 | |
356 | sprintf(buf, "%d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name); |
376 | sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
357 | |
377 | |
358 | next_coin = find_next_coin(cost, &cointype); |
378 | next_coin = find_next_coin (cost, &cointype); |
359 | if (next_coin == NULL || approx) |
379 | if (next_coin == NULL || approx) |
360 | return buf; |
|
|
361 | |
|
|
362 | coin = next_coin; |
|
|
363 | num = cost / coin->clone.value; |
|
|
364 | cost -= (uint64)num * (uint64)coin->clone.value; |
|
|
365 | |
|
|
366 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name); |
|
|
367 | |
|
|
368 | return buf; |
380 | return buf; |
369 | } |
|
|
370 | |
381 | |
|
|
382 | coin = next_coin; |
|
|
383 | num = cost / coin->clone.value; |
|
|
384 | cost -= num * (sint64)coin->clone.value; |
|
|
385 | |
|
|
386 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
|
|
387 | |
|
|
388 | return buf; |
|
|
389 | } |
|
|
390 | |
|
|
391 | const char * |
371 | const char *query_cost_string(const object *tmp,object *who,int flag) { |
392 | query_cost_string (const object *tmp, object *who, int flag) |
|
|
393 | { |
372 | uint64 real_value = query_cost(tmp,who,flag); |
394 | sint64 real_value = query_cost (tmp, who, flag); |
373 | int idskill1=0; |
395 | int idskill1 = 0; |
374 | int idskill2=0; |
396 | int idskill2 = 0; |
375 | const typedata *tmptype; |
397 | const typedata *tmptype; |
376 | |
398 | |
377 | tmptype=get_typedata(tmp->type); |
399 | tmptype = get_typedata (tmp->type); |
378 | if (tmptype) { |
400 | if (tmptype) |
|
|
401 | { |
379 | idskill1=tmptype->identifyskill; |
402 | idskill1 = tmptype->identifyskill; |
380 | idskill2=tmptype->identifyskill2; |
403 | idskill2 = tmptype->identifyskill2; |
381 | } |
404 | } |
382 | |
405 | |
383 | /* we show an approximate price if |
406 | /* we show an approximate price if |
384 | * 1) we are approximating |
407 | * 1) we are approximating |
385 | * 2) there either is no id skill(s) for the item, or we don't have them |
408 | * 2) there either is no id skill(s) for the item, or we don't have them |
386 | * 3) we don't have bargaining skill either |
409 | * 3) we don't have bargaining skill either |
387 | */ |
410 | */ |
388 | if (flag & F_APPROX) { |
411 | if (flag & F_APPROX) |
|
|
412 | { |
389 | if (!idskill1 || !find_skill_by_number(who, idskill1)) { |
413 | if (!idskill1 || !find_skill_by_number (who, idskill1)) |
|
|
414 | { |
390 | if (!idskill2 || !find_skill_by_number(who, idskill2)) { |
415 | if (!idskill2 || !find_skill_by_number (who, idskill2)) |
|
|
416 | { |
391 | if (!find_skill_by_number(who,SK_BARGAINING)) { |
417 | if (!find_skill_by_number (who, SK_BARGAINING)) |
|
|
418 | { |
392 | static char buf[MAX_BUF]; |
419 | static char buf[MAX_BUF]; |
393 | int num, cointype = 0; |
420 | int num, cointype = 0; |
394 | archetype *coin = find_next_coin(real_value, &cointype); |
421 | archetype *coin = find_next_coin (real_value, &cointype); |
395 | |
422 | |
396 | if (coin == NULL) return "nothing"; |
423 | if (coin == NULL) |
397 | |
424 | return "nothing"; |
|
|
425 | |
398 | num = real_value / coin->clone.value; |
426 | num = real_value / coin->clone.value; |
399 | if (num == 1) |
427 | if (num == 1) |
400 | sprintf(buf, "about one %s", coin->clone.name); |
428 | sprintf (buf, "about one %s", &coin->clone.name); |
401 | else if (num < 5) |
429 | else if (num < 5) |
402 | sprintf(buf, "a few %s", coin->clone.name_pl); |
430 | sprintf (buf, "a few %s", &coin->clone.name_pl); |
403 | else if (num < 10) |
431 | else if (num < 10) |
404 | sprintf(buf, "several %s", coin->clone.name_pl); |
432 | sprintf (buf, "several %s", &coin->clone.name_pl); |
405 | else if (num < 25) |
433 | else if (num < 25) |
406 | sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); |
434 | sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); |
407 | else if (num < 100) |
435 | else if (num < 100) |
408 | sprintf(buf, "lots of %s", coin->clone.name_pl); |
436 | sprintf (buf, "lots of %s", &coin->clone.name_pl); |
409 | else if (num < 1000) |
437 | else if (num < 1000) |
410 | sprintf(buf, "a great many %s", coin->clone.name_pl); |
438 | sprintf (buf, "a great many %s", &coin->clone.name_pl); |
411 | else |
439 | else |
412 | sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); |
440 | sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); |
413 | return buf; |
441 | return buf; |
|
|
442 | } |
|
|
443 | } |
414 | } |
444 | } |
415 | } |
|
|
416 | } |
|
|
417 | |
445 | |
418 | int hash = ((unsigned int)tmp->count * 174364621) & 1023; |
446 | int hash = ((unsigned int) tmp->count * 174364621) & 1023; |
419 | |
447 | |
420 | if (approx_range) |
448 | if (approx_range) |
421 | { |
449 | { |
422 | uint64 lo = (sint64)real_value - (approx_range * hash >> 10); |
450 | sint64 lo = (sint64) real_value - (approx_range * hash >> 10); |
423 | static char buf[MAX_BUF]; |
451 | static char buf[MAX_BUF]; |
424 | |
452 | |
425 | sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
453 | sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
426 | sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
454 | sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
427 | |
455 | |
428 | return buf; |
456 | return buf; |
429 | } |
457 | } |
430 | } |
458 | } |
431 | |
459 | |
432 | return cost_string_from_value (real_value, 0); |
460 | return cost_string_from_value (real_value, 0); |
433 | } |
461 | } |
434 | |
462 | |
435 | /* This function finds out how much money the player is carrying, |
463 | /* This function finds out how much money the player is carrying, |
436 | * including what is in containers. |
464 | * including what is in containers. |
437 | */ |
465 | */ |
|
|
466 | sint64 |
438 | uint64 query_money(const object *op) { |
467 | query_money (const object *op) |
|
|
468 | { |
439 | object *tmp; |
469 | object *tmp; |
440 | uint64 total=0; |
470 | sint64 total = 0; |
441 | |
471 | |
442 | if (op->type!=PLAYER && op->type!=CONTAINER) { |
472 | if (op->type != PLAYER && op->type != CONTAINER) |
|
|
473 | { |
443 | LOG(llevError, "Query money called with non player/container\n"); |
474 | LOG (llevError, "Query money called with non player/container\n"); |
444 | return 0; |
475 | return 0; |
445 | } |
476 | } |
|
|
477 | |
446 | for (tmp = op->inv; tmp; tmp= tmp->below) { |
478 | for (tmp = op->inv; tmp; tmp = tmp->below) |
447 | if (tmp->type==MONEY) { |
479 | if (tmp->type == MONEY) |
448 | total += (uint64)tmp->nrof * (uint64)tmp->value; |
480 | total += tmp->nrof * (sint64)tmp->value; |
449 | } else if (tmp->type==CONTAINER && |
481 | else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) |
450 | QUERY_FLAG(tmp,FLAG_APPLIED) && |
|
|
451 | (tmp->race==NULL || strstr(tmp->race,"gold"))) { |
|
|
452 | total += query_money(tmp); |
482 | total += query_money (tmp); |
453 | } |
483 | |
454 | } |
|
|
455 | return total; |
484 | return total; |
456 | } |
485 | } |
|
|
486 | |
457 | /* TCHIZE: This function takes the amount of money from the |
487 | /* TCHIZE: This function takes the amount of money from the |
458 | * the player inventory and from it's various pouches using the |
488 | * the player inventory and from it's various pouches using the |
459 | * pay_from_container function. |
489 | * pay_from_container function. |
460 | * returns 0 if not possible. 1 if success |
490 | * returns 0 if not possible. 1 if success |
461 | */ |
491 | */ |
|
|
492 | int |
462 | int pay_for_amount(uint64 to_pay,object *pl) { |
493 | pay_for_amount (sint64 to_pay, object *pl) |
|
|
494 | { |
463 | object *pouch; |
495 | object *pouch; |
464 | |
496 | |
465 | if (to_pay==0) return 1; |
497 | if (to_pay == 0) |
466 | if (to_pay > query_money(pl)) return 0; |
|
|
467 | |
|
|
468 | to_pay = pay_from_container(pl, pl, to_pay); |
|
|
469 | |
|
|
470 | for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { |
|
|
471 | if (pouch->type == CONTAINER |
|
|
472 | && QUERY_FLAG(pouch, FLAG_APPLIED) |
|
|
473 | && (pouch->race == NULL || strstr(pouch->race, "gold"))) { |
|
|
474 | to_pay = pay_from_container(pl, pouch, to_pay); |
|
|
475 | } |
|
|
476 | } |
|
|
477 | fix_player(pl); |
|
|
478 | return 1; |
498 | return 1; |
|
|
499 | |
|
|
500 | if (to_pay > query_money (pl)) |
|
|
501 | return 0; |
|
|
502 | |
|
|
503 | pay_from_container (pl, pl, to_pay); |
|
|
504 | |
|
|
505 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
|
|
506 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
|
|
507 | pay_from_container (pl, pouch, to_pay); |
|
|
508 | |
|
|
509 | pl->update_stats (); |
|
|
510 | return 1; |
479 | } |
511 | } |
480 | |
512 | |
481 | /* DAMN: This is now a wrapper for pay_from_container, which is |
513 | /* DAMN: This is now a wrapper for pay_from_container, which is |
482 | * called for the player, then for each active container that can hold |
514 | * called for the player, then for each active container that can hold |
483 | * money until op is paid for. Change will be left wherever the last |
515 | * money until op is paid for. Change will be left wherever the last |
484 | * of the price was paid from. |
516 | * of the price was paid from. |
485 | */ |
517 | */ |
|
|
518 | int |
486 | int pay_for_item(object *op,object *pl) { |
519 | pay_for_item (object *op, object *pl) |
|
|
520 | { |
487 | uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); |
521 | sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); |
488 | object *pouch; |
522 | object *pouch; |
489 | uint64 saved_money; |
523 | sint64 saved_money; |
490 | |
524 | |
491 | if (to_pay==0) return 1; |
525 | if (to_pay == 0) |
492 | if (to_pay>query_money(pl)) return 0; |
|
|
493 | |
|
|
494 | /* We compare the paid price with the one for a player |
|
|
495 | * without bargaining skill. |
|
|
496 | * This determins the amount of exp (if any) gained for bargaining. |
|
|
497 | */ |
|
|
498 | saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
|
|
499 | |
|
|
500 | if (saved_money > 0) |
|
|
501 | change_exp(pl,saved_money,"bargaining",SK_EXP_NONE); |
|
|
502 | |
|
|
503 | to_pay = pay_from_container(pl, pl, to_pay); |
|
|
504 | |
|
|
505 | for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { |
|
|
506 | if (pouch->type == CONTAINER |
|
|
507 | && QUERY_FLAG(pouch, FLAG_APPLIED) |
|
|
508 | && (pouch->race == NULL || strstr(pouch->race, "gold"))) { |
|
|
509 | to_pay = pay_from_container(pl, pouch, to_pay); |
|
|
510 | } |
|
|
511 | } |
|
|
512 | if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) |
|
|
513 | SET_FLAG(op, FLAG_WAS_WIZ); |
|
|
514 | fix_player(pl); |
|
|
515 | return 1; |
526 | return 1; |
|
|
527 | |
|
|
528 | if (to_pay > query_money (pl)) |
|
|
529 | return 0; |
|
|
530 | |
|
|
531 | /* We compare the paid price with the one for a player |
|
|
532 | * without bargaining skill. |
|
|
533 | * This determins the amount of exp (if any) gained for bargaining. |
|
|
534 | */ |
|
|
535 | saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
|
|
536 | |
|
|
537 | if (saved_money > 0) |
|
|
538 | change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); |
|
|
539 | |
|
|
540 | pay_from_container (pl, pl, to_pay); |
|
|
541 | |
|
|
542 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
|
|
543 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
|
|
544 | pay_from_container (pl, pouch, to_pay); |
|
|
545 | |
|
|
546 | pl->update_stats (); |
|
|
547 | |
|
|
548 | return 1; |
516 | } |
549 | } |
517 | |
550 | |
518 | /* This pays for the item, and takes the proper amount of money off |
551 | /* This pays for the item, and takes the proper amount of money off |
519 | * the player. |
552 | * the player. |
520 | * CF 0.91.4 - this function is mostly redone in order to fix a bug |
553 | * CF 0.91.4 - this function is mostly redone in order to fix a bug |
… | |
… | |
527 | * |
560 | * |
528 | * pouch is the container (pouch or player) to remove the coins from. |
561 | * pouch is the container (pouch or player) to remove the coins from. |
529 | * to_pay is the required amount. |
562 | * to_pay is the required amount. |
530 | * returns the amount still missing after using "pouch". |
563 | * returns the amount still missing after using "pouch". |
531 | */ |
564 | */ |
|
|
565 | static void |
532 | static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { |
566 | pay_from_container (object *pl, object *pouch, sint64 &to_pay) |
|
|
567 | { |
533 | int count, i; |
568 | int count, i; |
534 | sint64 remain; |
569 | object *tmp, *next; |
535 | object *tmp, *coin_objs[NUM_COINS], *next; |
|
|
536 | archetype *at; |
570 | archetype *at; |
537 | |
571 | |
538 | if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; |
572 | if (pouch->type != PLAYER && pouch->type != CONTAINER) |
|
|
573 | return; |
539 | |
574 | |
540 | remain = to_pay; |
575 | object *coin_objs[NUM_COINS] = { 0 }; |
541 | for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL; |
|
|
542 | |
576 | |
543 | /* This hunk should remove all the money objects from the player/container */ |
577 | /* This hunk should remove all the money objects from the player/container */ |
544 | for (tmp=pouch->inv; tmp; tmp=next) { |
578 | for (tmp = pouch->inv; tmp; tmp = next) |
|
|
579 | { |
545 | next = tmp->below; |
580 | next = tmp->below; |
546 | |
581 | |
547 | if (tmp->type == MONEY) { |
582 | if (tmp->type == MONEY) |
|
|
583 | { |
548 | for (i=0; i<NUM_COINS; i++) { |
584 | for (i = 0; i < NUM_COINS; i++) |
549 | if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && |
585 | { |
550 | (tmp->value == tmp->arch->clone.value) ) { |
586 | if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) |
|
|
587 | { |
|
|
588 | // This should not happen, but if it does, just merge the two. |
|
|
589 | if (coin_objs [i]) |
|
|
590 | { |
|
|
591 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
|
|
592 | tmp->remove (); |
|
|
593 | coin_objs[i]->nrof += tmp->nrof; |
|
|
594 | esrv_del_item (pl->contr, tmp->count); |
|
|
595 | tmp->destroy (); |
|
|
596 | } |
|
|
597 | else |
|
|
598 | { |
|
|
599 | tmp->remove (); |
551 | |
600 | |
552 | /* This should not happen, but if it does, just * |
601 | if (pouch->type == PLAYER) |
553 | * merge the two. */ |
602 | esrv_del_item (pl->contr, tmp->count); |
554 | if (coin_objs[i]!=NULL) { |
603 | |
555 | LOG(llevError,"%s has two money entries of (%s)\n", |
604 | coin_objs[i] = tmp; |
556 | pouch->name, coins[NUM_COINS-1-i]); |
605 | } |
557 | remove_ob(tmp); |
606 | |
558 | coin_objs[i]->nrof += tmp->nrof; |
607 | break; |
559 | esrv_del_item(pl->contr, tmp->count); |
608 | } |
560 | free_object(tmp); |
609 | } |
561 | } |
610 | |
562 | else { |
|
|
563 | remove_ob(tmp); |
|
|
564 | if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count); |
|
|
565 | coin_objs[i] = tmp; |
|
|
566 | } |
|
|
567 | break; |
|
|
568 | } |
|
|
569 | } |
|
|
570 | if (i==NUM_COINS) |
611 | if (i == NUM_COINS) |
571 | LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name); |
612 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); |
572 | } |
613 | } |
573 | } |
614 | } |
574 | |
615 | |
575 | /* Fill in any gaps in the coin_objs array - needed to make change. */ |
616 | /* Fill in any gaps in the coin_objs array - needed to make change. */ |
576 | /* Note that the coin_objs array goes from least value to greatest value */ |
617 | /* Note that the coin_objs array goes from least value to greatest value */ |
577 | for (i=0; i<NUM_COINS; i++) |
618 | for (i = 0; i < NUM_COINS; i++) |
578 | if (coin_objs[i]==NULL) { |
619 | if (!coin_objs[i]) |
|
|
620 | { |
579 | at = find_archetype(coins[NUM_COINS-1-i]); |
621 | at = archetype::find (coins[NUM_COINS - 1 - i]); |
|
|
622 | |
|
|
623 | if (at == NULL) |
580 | if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); |
624 | LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); |
|
|
625 | |
581 | coin_objs[i] = arch_to_object (at); |
626 | coin_objs[i] = arch_to_object (at); |
582 | coin_objs[i]->nrof = 0; |
627 | coin_objs[i]->nrof = 0; |
583 | } |
628 | } |
584 | |
629 | |
585 | for (i=0; i<NUM_COINS; i++) { |
630 | for (i = 0; i < NUM_COINS; i++) |
586 | int num_coins; |
631 | { |
|
|
632 | object &coin = *coin_objs[i]; |
|
|
633 | sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); |
|
|
634 | to_pay -= num_coins * coin.value; |
587 | |
635 | |
588 | if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { |
636 | coin.nrof -= num_coins; |
589 | num_coins = remain / coin_objs[i]->value; |
|
|
590 | if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++; |
|
|
591 | } else { |
|
|
592 | num_coins = coin_objs[i]->nrof; |
|
|
593 | } |
|
|
594 | remain -= (sint64) num_coins * (sint64)coin_objs[i]->value; |
|
|
595 | coin_objs[i]->nrof -= num_coins; |
|
|
596 | /* Now start making change. Start at the coin value |
637 | /* Now start making change. Start at the coin value |
597 | * below the one we just did, and work down to |
638 | * below the one we just did, and work down to |
598 | * the lowest value. |
639 | * the lowest value. |
599 | */ |
640 | */ |
600 | count=i-1; |
641 | count = i - 1; |
601 | while (remain<0 && count>=0) { |
642 | |
|
|
643 | while (to_pay < 0 && count >= 0) |
|
|
644 | { |
602 | num_coins = -remain/ coin_objs[count]->value; |
645 | num_coins = (-to_pay) / coin_objs[count]->value; |
603 | coin_objs[count]->nrof += num_coins; |
646 | coin_objs[count]->nrof += num_coins; |
604 | remain += num_coins * coin_objs[count]->value; |
647 | to_pay += num_coins * coin_objs[count]->value; |
605 | count--; |
648 | count--; |
606 | } |
649 | } |
607 | } |
650 | } |
|
|
651 | |
608 | for (i=0; i<NUM_COINS; i++) { |
652 | for (i = 0; i < NUM_COINS; i++) |
|
|
653 | { |
609 | if (coin_objs[i]->nrof) { |
654 | if (coin_objs[i]->nrof) |
|
|
655 | { |
610 | object *tmp = insert_ob_in_ob(coin_objs[i], pouch); |
656 | object *tmp = insert_ob_in_ob (coin_objs[i], pouch); |
611 | |
657 | |
612 | esrv_send_item(pl, tmp); |
658 | esrv_send_item (pl, tmp); |
613 | esrv_send_item (pl, pouch); |
659 | esrv_send_item (pl, pouch); |
614 | if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch); |
660 | |
|
|
661 | if (pl != pouch) |
|
|
662 | esrv_update_item (UPD_WEIGHT, pl, pouch); |
|
|
663 | |
615 | if (pl->type != PLAYER) { |
664 | if (pl->type != PLAYER) |
616 | esrv_send_item (pl, pl); |
665 | esrv_send_item (pl, pl); |
|
|
666 | } |
|
|
667 | else |
|
|
668 | coin_objs[i]->destroy (); |
617 | } |
669 | } |
618 | } else { |
|
|
619 | free_object(coin_objs[i]); |
|
|
620 | } |
|
|
621 | } |
|
|
622 | return(remain); |
|
|
623 | } |
670 | } |
624 | |
671 | |
625 | /* Checks all unpaid items in op's inventory, adds up all the money they |
672 | /* Checks all unpaid items in op's inventory, adds up all the money they |
626 | * have, and checks that they can actually afford what they want to buy. |
673 | * have, and checks that they can actually afford what they want to buy. |
627 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
674 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
628 | * to the player |
675 | * to the player |
629 | */ |
676 | */ |
630 | |
677 | int |
631 | int can_pay(object *pl) { |
678 | can_pay (object *pl) |
|
|
679 | { |
632 | int unpaid_count = 0, i; |
680 | int unpaid_count = 0; |
633 | uint64 unpaid_price = 0; |
681 | sint64 unpaid_price = 0; |
634 | uint64 player_wealth = query_money(pl); |
682 | sint64 player_wealth = query_money (pl); |
635 | object *item; |
683 | |
636 | uint32 coincount[NUM_COINS]; |
|
|
637 | if (!pl || pl->type != PLAYER) { |
684 | if (!pl || pl->type != PLAYER) |
|
|
685 | { |
638 | LOG(llevError, "can_pay(): called against something that isn't a player\n"); |
686 | LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
639 | return 0; |
687 | return 0; |
640 | } |
688 | } |
641 | for (i=0; i< NUM_COINS; i++) coincount[i] = 0; |
689 | |
642 | for (item = pl->inv;item;) { |
690 | for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
643 | if QUERY_FLAG(item, FLAG_UNPAID) { |
691 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
692 | { |
644 | unpaid_count++; |
693 | unpaid_count++; |
645 | unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); |
694 | unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
646 | } |
|
|
647 | /* merely converting the player's monetary wealth won't do, if we did that, |
|
|
648 | * we could print the wrong numbers for the coins, so we count the money instead |
|
|
649 | */ |
|
|
650 | for (i=0; i< NUM_COINS; i++) |
|
|
651 | if (!strcmp(coins[i], item->arch->name)) |
|
|
652 | coincount[i] += item->nrof; |
|
|
653 | if (item->inv) item = item->inv; |
|
|
654 | else if (item->below) item = item->below; |
|
|
655 | else if (item->env && item->env != pl && item->env->below) item = item->env->below; |
|
|
656 | else item = NULL; |
|
|
657 | } |
695 | } |
|
|
696 | |
658 | if (unpaid_price > player_wealth) { |
697 | if (unpaid_price > player_wealth) |
659 | char buf[MAX_BUF], coinbuf[MAX_BUF]; |
698 | { |
660 | int denominations = 0; |
699 | char buf[MAX_BUF]; |
661 | int has_coins = NUM_COINS; |
|
|
662 | char cost[MAX_BUF]; |
700 | char cost[MAX_BUF]; |
663 | char missing[MAX_BUF]; |
701 | char missing[MAX_BUF]; |
664 | |
702 | |
665 | sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0)); |
703 | snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); |
666 | sprintf(missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); |
704 | snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); |
667 | |
705 | |
668 | sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", |
706 | snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", |
669 | unpaid_count, cost, missing); |
707 | unpaid_count, cost, missing); |
670 | new_draw_info(NDI_UNIQUE, 0, pl, buf); |
708 | new_draw_info (NDI_UNIQUE, 0, pl, buf); |
671 | return 0; |
709 | |
|
|
710 | return 0; |
672 | } |
711 | } |
|
|
712 | else |
673 | else return 1; |
713 | return 1; |
674 | } |
714 | } |
675 | |
|
|
676 | |
715 | |
677 | /* Better get_payment, descends containers looking for |
716 | /* Better get_payment, descends containers looking for |
678 | * unpaid items, and pays for them. |
717 | * unpaid items, and pays for them. |
679 | * returns 0 if the player still has unpaid items. |
718 | * returns 0 if the player still has unpaid items. |
680 | * returns 1 if the player has paid for everything. |
719 | * returns 1 if the player has paid for everything. |
681 | * pl is the player buying the stuff. |
720 | * pl is the player buying the stuff. |
682 | * op is the object we are examining. If op has |
|
|
683 | * and inventory, we examine that. IF there are objects |
|
|
684 | * below op, we descend down. |
|
|
685 | */ |
721 | */ |
686 | int get_payment(object *pl, object *op) { |
722 | int |
|
|
723 | get_payment (object *pl) |
|
|
724 | { |
|
|
725 | for (;;) |
|
|
726 | { |
|
|
727 | next_item: |
|
|
728 | |
|
|
729 | for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
|
|
730 | { |
|
|
731 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
732 | { |
687 | char buf[MAX_BUF]; |
733 | char buf[MAX_BUF]; |
688 | int ret=1; |
734 | snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); |
689 | |
735 | |
690 | if (op!=NULL&&op->inv) |
|
|
691 | ret = get_payment(pl, op->inv); |
|
|
692 | |
|
|
693 | if (!ret) |
|
|
694 | return 0; |
|
|
695 | |
|
|
696 | if (op!=NULL&&op->below) |
|
|
697 | ret = get_payment (pl, op->below); |
|
|
698 | |
|
|
699 | if (!ret) |
|
|
700 | return 0; |
|
|
701 | |
|
|
702 | if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) { |
|
|
703 | strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF); |
|
|
704 | buf[MAX_BUF-1] = '\0'; |
|
|
705 | if(!pay_for_item(op,pl)) { |
736 | if (!pay_for_item (op, pl)) |
|
|
737 | { |
706 | uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); |
738 | sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
|
|
739 | |
707 | CLEAR_FLAG(op, FLAG_UNPAID); |
740 | CLEAR_FLAG (op, FLAG_UNPAID); |
708 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
741 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); |
709 | "You lack %s to buy %s.", cost_string_from_value (i, 0), |
|
|
710 | query_name(op)); |
|
|
711 | SET_FLAG(op, FLAG_UNPAID); |
742 | SET_FLAG (op, FLAG_UNPAID); |
712 | return 0; |
743 | return 0; |
|
|
744 | } |
713 | } else { |
745 | else |
714 | object *tmp; |
746 | { |
715 | tag_t c = op->count; |
747 | object *tmp; |
716 | |
748 | |
717 | CLEAR_FLAG(op, FLAG_UNPAID); |
749 | CLEAR_FLAG (op, FLAG_UNPAID); |
718 | CLEAR_FLAG(op, FLAG_PLAYER_SOLD); |
750 | CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
719 | new_draw_info_format(NDI_UNIQUE, 0, op, |
751 | new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
720 | "You paid %s for %s.",buf,query_name(op)); |
752 | tmp = merge_ob (op, NULL); |
721 | tmp=merge_ob(op,NULL); |
753 | |
722 | if (pl->type == PLAYER) { |
754 | if (pl->type == PLAYER) |
723 | if (tmp) { /* it was merged */ |
755 | { |
724 | esrv_del_item (pl->contr, c); |
756 | if (tmp) |
725 | op = tmp; |
757 | { /* it was merged */ |
726 | } |
758 | esrv_del_item (pl->contr, op->count); |
|
|
759 | op = tmp; |
|
|
760 | } |
|
|
761 | |
727 | esrv_send_item(pl, op); |
762 | esrv_send_item (pl, op); |
728 | } |
763 | } |
729 | } |
764 | |
730 | } |
765 | goto next_item; |
|
|
766 | } |
|
|
767 | } |
|
|
768 | } |
|
|
769 | |
731 | return 1; |
770 | return 1; |
|
|
771 | } |
732 | } |
772 | } |
733 | |
773 | |
734 | /* written by elmex: |
774 | /* written by elmex: |
735 | * moved this code from sell_item () here to have a function |
775 | * moved this code from sell_item () here to have a function |
736 | * that pays the player an amount. Mainly put the code here to |
776 | * that pays the player an amount. Mainly put the code here to |
… | |
… | |
740 | * in his inventory anyway. This is the best alternative to not pay any money |
780 | * in his inventory anyway. This is the best alternative to not pay any money |
741 | * or put it on the ground under the player. This way the player can still |
781 | * or put it on the ground under the player. This way the player can still |
742 | * go somewhere and unload the money at a safe place. |
782 | * go somewhere and unload the money at a safe place. |
743 | * |
783 | * |
744 | */ |
784 | */ |
|
|
785 | void |
745 | void pay_player (object *pl, uint64 amount) { |
786 | pay_player (object *pl, sint64 amount) |
|
|
787 | { |
746 | int count = 0; |
788 | int count = 0; |
747 | archetype *at = 0; |
789 | archetype *at = 0; |
748 | object *pouch = 0, *tmp = 0; |
790 | object *pouch = 0, *tmp = 0; |
749 | |
791 | |
750 | for (count = 0; coins[count] != NULL; count++) |
792 | for (count = 0; coins[count] != NULL; count++) |
751 | { |
793 | { |
752 | at = find_archetype (coins[count]); |
794 | at = archetype::find (coins[count]); |
753 | |
795 | |
754 | if (at == NULL) |
796 | if (at == NULL) |
755 | LOG(llevError, "Could not find %s archetype\n", coins[count]); |
797 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
756 | else if ((amount / at->clone.value) > 0) |
798 | else if ((amount / at->clone.value) > 0) |
757 | { |
799 | { |
758 | for (pouch=pl->inv; pouch; pouch=pouch->below) |
800 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
759 | { |
801 | { |
760 | if (pouch->type == CONTAINER |
802 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
761 | && QUERY_FLAG (pouch, FLAG_APPLIED) |
|
|
762 | && pouch->race |
|
|
763 | && strstr (pouch->race, "gold")) |
|
|
764 | { |
803 | { |
765 | int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
804 | int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
766 | int n = amount / at->clone.value; |
805 | int n = amount / at->clone.value; |
767 | |
806 | |
768 | if (w == 0) |
807 | if (w == 0) |
769 | w = 1; /* Prevent divide by zero */ |
808 | w = 1; /* Prevent divide by zero */ |
770 | |
809 | |
771 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
810 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
772 | { |
811 | { |
773 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
812 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
774 | n = (pouch->weight_limit - pouch->carrying) / w; |
813 | n = (pouch->weight_limit - pouch->carrying) / w; |
775 | |
814 | |
776 | tmp = arch_to_object (at); |
815 | tmp = arch_to_object (at); |
777 | tmp->nrof = n; |
816 | tmp->nrof = n; |
778 | amount -= (uint64)tmp->nrof * (uint64)tmp->value; |
817 | amount -= tmp->nrof * tmp->value; |
779 | tmp = insert_ob_in_ob (tmp, pouch); |
818 | tmp = insert_ob_in_ob (tmp, pouch); |
780 | esrv_send_item (pl, tmp); |
819 | esrv_send_item (pl, tmp); |
781 | esrv_send_item (pl, pouch); |
820 | esrv_send_item (pl, pouch); |
782 | esrv_update_item (UPD_WEIGHT, pl, pouch); |
821 | esrv_update_item (UPD_WEIGHT, pl, pouch); |
783 | esrv_send_item (pl, pl); |
822 | esrv_send_item (pl, pl); |
… | |
… | |
787 | |
826 | |
788 | if (amount / at->clone.value > 0) |
827 | if (amount / at->clone.value > 0) |
789 | { |
828 | { |
790 | tmp = arch_to_object (at); |
829 | tmp = arch_to_object (at); |
791 | tmp->nrof = amount / tmp->value; |
830 | tmp->nrof = amount / tmp->value; |
792 | amount -= (uint64)tmp->nrof * (uint64)tmp->value; |
831 | amount -= tmp->nrof * tmp->value; |
793 | tmp = insert_ob_in_ob (tmp, pl); |
832 | tmp = insert_ob_in_ob (tmp, pl); |
794 | esrv_send_item (pl, tmp); |
833 | esrv_send_item (pl, tmp); |
795 | esrv_send_item (pl, pl); |
834 | esrv_send_item (pl, pl); |
796 | } |
835 | } |
797 | } |
836 | } |
798 | } |
837 | } |
799 | |
838 | |
800 | if (amount != 0) |
839 | if (amount != 0) |
801 | #ifndef WIN32 |
|
|
802 | LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount); |
840 | LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); |
803 | #else |
|
|
804 | LOG (llevError,"Warning - payment in pay_player () not zero: %I64u\n", amount); |
|
|
805 | #endif |
|
|
806 | } |
841 | } |
807 | |
842 | |
808 | /* elmex: this is for the bank plugin :( */ |
843 | /* elmex: this is for the bank plugin :( */ |
|
|
844 | sint64 |
809 | uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { |
845 | pay_player_arch (object *pl, const char *arch, sint64 amount) |
|
|
846 | { |
810 | archetype *at = find_archetype (arch); |
847 | archetype *at = archetype::find (arch); |
811 | object *tmp = NULL; |
848 | object *tmp = NULL; |
812 | |
849 | |
813 | if (at == NULL) |
850 | if (at == NULL) |
814 | return 0; |
851 | return 0; |
815 | |
852 | |
… | |
… | |
830 | * buy item. |
867 | * buy item. |
831 | * |
868 | * |
832 | * Modified to fill available race: gold containers before dumping |
869 | * Modified to fill available race: gold containers before dumping |
833 | * remaining coins in character's inventory. |
870 | * remaining coins in character's inventory. |
834 | */ |
871 | */ |
|
|
872 | void |
835 | void sell_item(object *op, object *pl) { |
873 | sell_item (object *op, object *pl) |
|
|
874 | { |
836 | uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain; |
875 | sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
837 | |
876 | |
838 | if(pl==NULL || pl->type != PLAYER) |
877 | if (pl == NULL || pl->type != PLAYER) |
839 | { |
878 | { |
840 | LOG(llevDebug,"Object other than player tried to sell something.\n"); |
879 | LOG (llevDebug, "Object other than player tried to sell something.\n"); |
841 | return; |
880 | return; |
842 | } |
881 | } |
843 | |
882 | |
844 | if(op->custom_name) |
883 | op->custom_name = 0; |
845 | FREE_AND_CLEAR_STR (op->custom_name); |
|
|
846 | |
884 | |
847 | if(!amount) |
885 | if (!amount) |
848 | { |
886 | { |
849 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
887 | new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); |
850 | "We're not interested in %s.", query_name (op)); |
|
|
851 | |
888 | |
852 | /* Even if the character doesn't get anything for it, it may still be |
889 | /* Even if the character doesn't get anything for it, it may still be |
853 | * worth something. If so, make it unpaid |
890 | * worth something. If so, make it unpaid |
854 | */ |
891 | */ |
855 | if (op->value) |
892 | if (op->value) |
856 | { |
893 | { |
857 | SET_FLAG(op, FLAG_UNPAID); |
894 | SET_FLAG (op, FLAG_UNPAID); |
858 | SET_FLAG(op, FLAG_PLAYER_SOLD); |
895 | SET_FLAG (op, FLAG_PLAYER_SOLD); |
859 | } |
896 | } |
860 | |
897 | |
861 | identify (op); |
898 | identify (op); |
862 | return; |
899 | return; |
863 | } |
900 | } |
… | |
… | |
868 | * exp/10 -> 1 for each gold coin |
905 | * exp/10 -> 1 for each gold coin |
869 | */ |
906 | */ |
870 | extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
907 | extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
871 | |
908 | |
872 | if (extra_gain > 0) |
909 | if (extra_gain > 0) |
873 | change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
910 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
874 | |
911 | |
875 | pay_player (pl, amount); |
912 | pay_player (pl, amount); |
876 | |
913 | |
877 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
914 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
878 | "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), |
|
|
879 | query_name (op)); |
|
|
880 | |
915 | |
881 | SET_FLAG (op, FLAG_UNPAID); |
916 | SET_FLAG (op, FLAG_UNPAID); |
882 | identify (op); |
917 | identify (op); |
883 | } |
918 | } |
884 | |
919 | |
… | |
… | |
886 | /* returns a double that is the ratio of the price that a shop will offer for |
921 | /* returns a double that is the ratio of the price that a shop will offer for |
887 | * item based on the shops specialisation. Does not take account of greed, |
922 | * item based on the shops specialisation. Does not take account of greed, |
888 | * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any |
923 | * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any |
889 | * event is never less than 0.1 (calling functions divide by it) |
924 | * event is never less than 0.1 (calling functions divide by it) |
890 | */ |
925 | */ |
|
|
926 | static double |
891 | static double shop_specialisation_ratio(const object *item, const mapstruct *map) { |
927 | shop_specialisation_ratio (const object *item, const maptile *map) |
|
|
928 | { |
892 | shopitems *items=map->shopitems; |
929 | shopitems *items = map->shopitems; |
893 | double ratio = SPECIALISATION_EFFECT, likedness=0.001; |
930 | double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
894 | int i; |
931 | int i; |
895 | |
932 | |
896 | if (item==NULL) { |
933 | if (item == NULL) |
|
|
934 | { |
897 | LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
935 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
898 | return 0; |
936 | return 0; |
899 | } |
937 | } |
|
|
938 | |
900 | if (!item->type) { |
939 | if (!item->type) |
|
|
940 | { |
901 | LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
941 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
902 | /* |
942 | /* |
903 | * I'm not really sure what the /right/ thing to do here is, these types of |
943 | * I'm not really sure what the /right/ thing to do here is, these types of |
904 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
944 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
905 | */ |
945 | */ |
906 | return ratio; |
946 | return ratio; |
907 | } |
947 | } |
|
|
948 | |
908 | if (map->shopitems) { |
949 | if (map->shopitems) |
|
|
950 | { |
909 | for (i=0; i<items[0].index; i++) |
951 | for (i = 0; i < items[0].index; i++) |
910 | if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) |
952 | if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) |
911 | likedness = items[i].strength/100.0; |
953 | likedness = items[i].strength / 100.0; |
912 | } |
954 | } |
913 | if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ |
955 | |
|
|
956 | if (likedness > 1.0) |
|
|
957 | { /* someone has been rather silly with the map headers. */ |
914 | LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", |
958 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
915 | item->type, map->path); |
|
|
916 | likedness = 1.0; |
959 | likedness = 1.0; |
917 | } |
960 | } |
|
|
961 | |
918 | if (likedness < -1.0) { |
962 | if (likedness < -1.0) |
|
|
963 | { |
919 | LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", |
964 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
920 | item->type, map->path); |
|
|
921 | likedness = -1.0; |
965 | likedness = -1.0; |
922 | } |
966 | } |
|
|
967 | |
923 | ratio = ratio + (1.0-ratio) * likedness; |
968 | ratio = ratio + (1.0 - ratio) * likedness; |
924 | if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ |
969 | |
|
|
970 | if (ratio <= 0.1) |
|
|
971 | ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */ |
|
|
972 | |
925 | return ratio; |
973 | return ratio; |
926 | } |
974 | } |
927 | |
975 | |
928 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
976 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
929 | static double shop_greed(const mapstruct *map) { |
977 | static double |
|
|
978 | shop_greed (const maptile *map) |
|
|
979 | { |
930 | double greed=1.0; |
980 | double greed = 1.0; |
|
|
981 | |
931 | if (map->shopgreed) |
982 | if (map->shopgreed) |
932 | return map->shopgreed; |
983 | return map->shopgreed; |
933 | return greed; |
984 | return greed; |
934 | } |
985 | } |
935 | |
986 | |
936 | /* Returns a double based on how much the shopkeeper approves of the player. |
987 | /* Returns a double based on how much the shopkeeper approves of the player. |
937 | * this is based on the race of the shopkeeper and that of the player. |
988 | * this is based on the race of the shopkeeper and that of the player. |
938 | */ |
989 | */ |
|
|
990 | double |
939 | double shopkeeper_approval(const mapstruct *map, const object *player) { |
991 | shopkeeper_approval (const maptile *map, const object *player) |
|
|
992 | { |
940 | double approval=1.0; |
993 | double approval = 1.0; |
941 | |
994 | |
942 | if (map->shoprace) { |
995 | if (map->shoprace) |
|
|
996 | { |
943 | approval=NEUTRAL_RATIO; |
997 | approval = NEUTRAL_RATIO; |
944 | if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0; |
998 | if (player->race && !strcmp (player->race, map->shoprace)) |
|
|
999 | approval = 1.0; |
945 | } |
1000 | } |
|
|
1001 | |
946 | return approval; |
1002 | return approval; |
947 | } |
1003 | } |
948 | |
1004 | |
949 | /* limit the value of items based on the wealth of the shop. If the item is close |
1005 | /* limit the value of items based on the wealth of the shop. If the item is close |
950 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
1006 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
951 | * below the minimum value the shop is prepared to trade in, then we don't |
1007 | * below the minimum value the shop is prepared to trade in, then we don't |
952 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
1008 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
953 | * value reduction. |
1009 | * value reduction. |
954 | * |
1010 | * |
955 | */ |
1011 | */ |
|
|
1012 | static sint64 |
956 | static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { |
1013 | value_limit (sint64 val, int quantity, const object *who, int isshop) |
|
|
1014 | { |
957 | uint64 newval, unit_price, tmpshopmax; |
1015 | sint64 newval, unit_price, tmpshopmax; |
958 | mapstruct *map; |
1016 | maptile *map; |
959 | |
1017 | |
960 | unit_price = val / quantity; |
1018 | unit_price = val / quantity; |
961 | |
1019 | |
962 | if (!isshop || !who) |
1020 | if (!isshop || !who) |
963 | { |
1021 | { |
964 | if (unit_price > 250000) |
1022 | if (unit_price > 250000) |
965 | newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
1023 | newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
966 | else |
1024 | else |
967 | newval = unit_price; |
1025 | newval = unit_price; |
968 | } |
1026 | } |
969 | else |
1027 | else |
970 | { |
1028 | { |
971 | if (!who->map) |
1029 | if (!who->map) |
972 | { |
1030 | { |
973 | LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); |
1031 | LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); |
974 | return val; |
1032 | return val; |
975 | } |
1033 | } |
976 | |
1034 | |
977 | map = who->map; |
1035 | map = who->map; |
978 | |
1036 | |
979 | tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
1037 | tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
980 | |
1038 | |
981 | if (map->shopmin && unit_price < map->shopmin) |
1039 | if (map->shopmin && unit_price < map->shopmin) |
982 | return 0; |
1040 | return 0; |
983 | else if (unit_price > tmpshopmax / 2) |
1041 | else if (unit_price > tmpshopmax / 2) |
984 | newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
1042 | newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
985 | else |
1043 | else |
986 | newval=unit_price; |
1044 | newval = unit_price; |
987 | } |
1045 | } |
988 | |
1046 | |
989 | newval *= quantity; |
1047 | newval *= quantity; |
990 | |
1048 | |
991 | return newval; |
1049 | return newval; |
992 | } |
1050 | } |
993 | |
1051 | |
994 | /* gives a desciption of the shop on their current map to the player op. */ |
1052 | /* gives a desciption of the shop on their current map to the player op. */ |
|
|
1053 | int |
995 | int describe_shop(const object *op) { |
1054 | describe_shop (const object *op) |
|
|
1055 | { |
996 | mapstruct *map = op->map; |
1056 | maptile *map = op->map; |
|
|
1057 | |
997 | /*shopitems *items=map->shopitems;*/ |
1058 | /*shopitems *items=map->shopitems; */ |
998 | int pos=0, i; |
1059 | int pos = 0, i; |
999 | double opinion=0; |
1060 | double opinion = 0; |
1000 | char tmp[MAX_BUF]="\0"; |
1061 | char tmp[MAX_BUF] = "\0"; |
|
|
1062 | |
1001 | if (op->type != PLAYER) return 0; |
1063 | if (op->type != PLAYER) |
|
|
1064 | return 0; |
1002 | |
1065 | |
1003 | /*check if there is a shop specified for this map */ |
1066 | /*check if there is a shop specified for this map */ |
1004 | if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { |
1067 | if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) |
|
|
1068 | { |
1005 | new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); |
1069 | new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); |
|
|
1070 | |
1006 | if (map->shopitems) { |
1071 | if (map->shopitems) |
1007 | for (i=0; i < map->shopitems[0].index; i++) { |
1072 | for (i = 0; i < map->shopitems[0].index; i++) |
1008 | if (map->shopitems[i].name && map->shopitems[i].strength > 10) { |
1073 | if (map->shopitems[i].name && map->shopitems[i].strength > 10) |
|
|
1074 | { |
1009 | snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); |
1075 | snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); |
1010 | pos += strlen(tmp+pos); |
1076 | pos += strlen (tmp + pos); |
1011 | } |
1077 | } |
1012 | } |
1078 | |
1013 | } |
1079 | if (!pos) |
1014 | if (!pos) strcat(tmp, "a little of everything."); |
1080 | strcat (tmp, "a little of everything."); |
1015 | |
1081 | |
1016 | /* format the string into a list */ |
1082 | /* format the string into a list */ |
1017 | make_list_like(tmp); |
1083 | make_list_like (tmp); |
1018 | new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); |
1084 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); |
1019 | |
1085 | |
1020 | if (map->shopmax) |
1086 | if (map->shopmax) |
1021 | new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", |
1087 | new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); |
1022 | cost_string_from_value(map->shopmax, 0)); |
1088 | |
1023 | if (map->shopmin) |
1089 | if (map->shopmin) |
1024 | new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", |
1090 | new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0)); |
1025 | cost_string_from_value(map->shopmin, 0)); |
1091 | |
1026 | if (map->shopgreed) { |
1092 | if (map->shopgreed) |
|
|
1093 | { |
1027 | if (map->shopgreed >2.0) |
1094 | if (map->shopgreed > 2.0) |
1028 | new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); |
1095 | new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); |
1029 | else if (map->shopgreed >1.5) |
1096 | else if (map->shopgreed > 1.5) |
1030 | new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); |
1097 | new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); |
1031 | else if (map->shopgreed >1.1) |
1098 | else if (map->shopgreed > 1.1) |
1032 | new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); |
1099 | new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); |
1033 | else if (map->shopgreed <0.9) |
1100 | else if (map->shopgreed < 0.9) |
1034 | new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); |
1101 | new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); |
1035 | } |
1102 | } |
|
|
1103 | |
1036 | if (map->shoprace) { |
1104 | if (map->shoprace) |
|
|
1105 | { |
1037 | opinion=shopkeeper_approval(map, op); |
1106 | opinion = shopkeeper_approval (map, op); |
1038 | if (opinion > 0.8) |
1107 | if (opinion > 0.8) |
1039 | new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); |
1108 | new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); |
1040 | else if (opinion > 0.5) |
1109 | else if (opinion > 0.5) |
1041 | new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); |
1110 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); |
1042 | else |
1111 | else |
1043 | new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); |
1112 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); |
1044 | } |
1113 | } |
1045 | } |
1114 | } |
|
|
1115 | else |
1046 | else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); |
1116 | new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); |
1047 | |
1117 | |
1048 | return 1; |
1118 | return 1; |
1049 | } |
1119 | } |
1050 | typedef struct shopinv { |
1120 | |
|
|
1121 | struct shopinv |
|
|
1122 | { |
1051 | char *item_sort; |
1123 | char *item_sort; |
1052 | char *item_real; |
1124 | char *item_real; |
1053 | uint16 type; |
1125 | uint16 type; |
1054 | uint32 nrof; |
1126 | uint32 nrof; |
1055 | } shopinv; |
1127 | }; |
1056 | |
1128 | |
1057 | /* There are a lot fo extra casts in here just to suppress warnings - it |
1129 | /* There are a lot fo extra casts in here just to suppress warnings - it |
1058 | * makes it look uglier than it really it. |
1130 | * makes it look uglier than it really it. |
1059 | * The format of the strings we get is type:name. So we first want to |
1131 | * The format of the strings we get is type:name. So we first want to |
1060 | * sort by type (numerical) - if the same type, then sort by name. |
1132 | * sort by type (numerical) - if the same type, then sort by name. |
1061 | */ |
1133 | */ |
|
|
1134 | static int |
1062 | static int shop_sort(const void *a1, const void *a2) |
1135 | shop_sort (const void *a1, const void *a2) |
1063 | { |
1136 | { |
1064 | shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; |
1137 | shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1065 | |
1138 | |
1066 | if (s1->type<s2->type) return -1; |
1139 | if (s1->type < s2->type) |
|
|
1140 | return -1; |
1067 | if (s1->type>s2->type) return 1; |
1141 | if (s1->type > s2->type) |
|
|
1142 | return 1; |
|
|
1143 | |
1068 | /* the type is the same (what atoi gets), so do a strcasecmp to sort |
1144 | /* the type is the same (what atoi gets), so do a strcasecmp to sort |
1069 | * via alphabetical order |
1145 | * via alphabetical order |
1070 | */ |
1146 | */ |
1071 | return strcasecmp(s1->item_sort, s2->item_sort); |
1147 | return strcasecmp (s1->item_sort, s2->item_sort); |
1072 | } |
1148 | } |
1073 | |
1149 | |
|
|
1150 | static void |
1074 | static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) |
1151 | add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1075 | { |
1152 | { |
1076 | #if 0 |
1153 | #if 0 |
1077 | char buf[MAX_BUF]; |
1154 | char buf[MAX_BUF]; |
1078 | #endif |
1155 | #endif |
1079 | /* clear unpaid flag so that doesn't come up in query |
1156 | /* clear unpaid flag so that doesn't come up in query |
1080 | * string. We clear nrof so that we can better sort |
1157 | * string. We clear nrof so that we can better sort |
1081 | * the object names. |
1158 | * the object names. |
1082 | */ |
1159 | */ |
1083 | |
1160 | |
1084 | CLEAR_FLAG(tmp, FLAG_UNPAID); |
1161 | CLEAR_FLAG (tmp, FLAG_UNPAID); |
1085 | items[*numitems].nrof=tmp->nrof; |
1162 | items[*numitems].nrof = tmp->nrof; |
1086 | /* Non mergable items have nrof of 0, but count them as one |
1163 | /* Non mergable items have nrof of 0, but count them as one |
1087 | * so the display is properly. |
1164 | * so the display is properly. |
1088 | */ |
1165 | */ |
1089 | if (tmp->nrof == 0) items[*numitems].nrof++; |
1166 | if (tmp->nrof == 0) |
|
|
1167 | items[*numitems].nrof++; |
1090 | items[*numitems].type=tmp->type; |
1168 | items[*numitems].type = tmp->type; |
1091 | |
1169 | |
1092 | switch (tmp->type) { |
1170 | switch (tmp->type) |
|
|
1171 | { |
1093 | #if 0 |
1172 | #if 0 |
1094 | case BOOTS: |
1173 | case BOOTS: |
1095 | case GLOVES: |
1174 | case GLOVES: |
1096 | case RING: |
1175 | case RING: |
1097 | case AMULET: |
1176 | case AMULET: |
1098 | case BRACERS: |
1177 | case BRACERS: |
1099 | case GIRDLE: |
1178 | case GIRDLE: |
1100 | sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); |
1179 | sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); |
1101 | items[*numitems].item_sort = strdup_local(buf); |
1180 | items[*numitems].item_sort = strdup (buf); |
1102 | sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); |
1181 | sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); |
1103 | items[*numitems].item_real = strdup_local(buf); |
1182 | items[*numitems].item_real = strdup (buf); |
1104 | (*numitems)++; |
1183 | (*numitems)++; |
1105 | break; |
1184 | break; |
1106 | #endif |
1185 | #endif |
1107 | |
1186 | |
1108 | default: |
1187 | default: |
1109 | items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); |
1188 | items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1110 | items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); |
1189 | items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
1111 | (*numitems)++; |
1190 | (*numitems)++; |
1112 | break; |
1191 | break; |
1113 | } |
1192 | } |
1114 | SET_FLAG(tmp, FLAG_UNPAID); |
1193 | SET_FLAG (tmp, FLAG_UNPAID); |
1115 | } |
1194 | } |
1116 | |
1195 | |
1117 | void shop_listing(object *op) |
1196 | void |
|
|
1197 | shop_listing (object *sign, object *op) |
1118 | { |
1198 | { |
1119 | int i,j,numitems=0,numallocated=0, nx, ny; |
1199 | int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; |
1120 | char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); |
1200 | const char *shop_coords = get_ob_key_value (sign, "shop_coords"); |
1121 | object *stack; |
1201 | object *stack; |
1122 | shopinv *items; |
1202 | shopinv *items; |
1123 | |
1203 | |
1124 | /* Should never happen, but just in case a monster does apply a sign */ |
1204 | /* Should never happen, but just in case a monster does apply a sign */ |
1125 | if (op->type!=PLAYER) return; |
1205 | if (op->type != PLAYER) |
|
|
1206 | return; |
1126 | |
1207 | |
|
|
1208 | if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
|
|
1209 | { |
|
|
1210 | x1 = 0; |
|
|
1211 | y1 = 0; |
|
|
1212 | x2 = op->map->width - 1; |
|
|
1213 | y2 = op->map->height - 1; |
|
|
1214 | } |
|
|
1215 | |
|
|
1216 | items = (shopinv *) malloc (40 * sizeof (shopinv)); |
|
|
1217 | numallocated = 40; |
|
|
1218 | |
|
|
1219 | /* Find all the appropriate items */ |
|
|
1220 | for (i = x1; i <= x2; i++) |
|
|
1221 | { |
|
|
1222 | for (j = y1; j < y2; j++) |
|
|
1223 | { |
|
|
1224 | if (is_in_shop (op->map, i, j)) |
|
|
1225 | { |
|
|
1226 | stack = GET_MAP_OB (op->map, i, j); |
|
|
1227 | |
|
|
1228 | while (stack) |
|
|
1229 | { |
|
|
1230 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
|
|
1231 | { |
|
|
1232 | if (numitems == numallocated) |
|
|
1233 | { |
|
|
1234 | items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
|
|
1235 | numallocated += 10; |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | add_shop_item (stack, items, &numitems, &numallocated); |
|
|
1239 | } |
|
|
1240 | |
|
|
1241 | stack = stack->above; |
|
|
1242 | } |
|
|
1243 | } |
|
|
1244 | } |
|
|
1245 | } |
|
|
1246 | |
|
|
1247 | if (numitems == 0) |
|
|
1248 | { |
|
|
1249 | new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
|
|
1250 | free (items); |
|
|
1251 | return; |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
|
|
1255 | |
1127 | new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1256 | new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1128 | |
1257 | |
1129 | magic_mapping_mark(op, map_mark, 3); |
|
|
1130 | items=(shopinv*)malloc(40*sizeof(shopinv)); |
|
|
1131 | numallocated=40; |
|
|
1132 | |
|
|
1133 | /* Find all the appropriate items */ |
|
|
1134 | for (i=0; i<MAP_WIDTH(op->map); i++) { |
|
|
1135 | for (j=0; j<MAP_HEIGHT(op->map); j++) { |
|
|
1136 | /* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
|
|
1137 | * |
|
|
1138 | */ |
|
|
1139 | nx = i - op->x + MAGIC_MAP_HALF; |
|
|
1140 | ny = j - op->y + MAGIC_MAP_HALF; |
|
|
1141 | /* unlikely, but really big shops could run into this issue */ |
|
|
1142 | if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue; |
|
|
1143 | |
|
|
1144 | if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { |
|
|
1145 | stack =get_map_ob(op->map,i,j); |
|
|
1146 | |
|
|
1147 | while (stack) { |
|
|
1148 | if (QUERY_FLAG(stack, FLAG_UNPAID)) { |
|
|
1149 | if (numitems==numallocated) { |
|
|
1150 | items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10)); |
|
|
1151 | numallocated+=10; |
|
|
1152 | } |
|
|
1153 | add_shop_item(stack, items, &numitems, &numallocated); |
|
|
1154 | } |
|
|
1155 | stack = stack->above; |
|
|
1156 | } |
|
|
1157 | } |
|
|
1158 | } |
|
|
1159 | } |
|
|
1160 | free(map_mark); |
|
|
1161 | if (numitems == 0) { |
|
|
1162 | new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
|
|
1163 | free(items); |
|
|
1164 | return; |
|
|
1165 | } |
|
|
1166 | qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort); |
|
|
1167 | |
|
|
1168 | for (i=0; i<numitems; i++) { |
1258 | for (i = 0; i < numitems; i++) |
|
|
1259 | { |
1169 | /* Collapse items of the same name together */ |
1260 | /* Collapse items of the same name together */ |
1170 | if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { |
1261 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
|
|
1262 | { |
1171 | items[i+1].nrof += items[i].nrof; |
1263 | items[i + 1].nrof += items[i].nrof; |
1172 | free(items[i].item_sort); |
1264 | free (items[i].item_sort); |
1173 | free(items[i].item_real); |
1265 | free (items[i].item_real); |
1174 | } else { |
1266 | } |
|
|
1267 | else |
|
|
1268 | { |
1175 | new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s", |
1269 | new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", |
1176 | items[i].nrof? items[i].nrof:1, |
1270 | items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1177 | items[i].nrof==1?items[i].item_sort: items[i].item_real); |
|
|
1178 | free(items[i].item_sort); |
1271 | free (items[i].item_sort); |
1179 | free(items[i].item_real); |
1272 | free (items[i].item_real); |
1180 | } |
1273 | } |
1181 | } |
1274 | } |
|
|
1275 | |
1182 | free(items); |
1276 | free (items); |
1183 | } |
1277 | } |
|
|
1278 | |
|
|
1279 | /* elmex: this function checks whether the object is in a shop */ |
|
|
1280 | bool |
|
|
1281 | is_in_shop (object *o) |
|
|
1282 | { |
|
|
1283 | if (!o->map) |
|
|
1284 | return false; |
|
|
1285 | |
|
|
1286 | return is_in_shop (o->map, o->x, o->y); |
|
|
1287 | } |
|
|
1288 | |
|
|
1289 | /* elmex: this function checks whether we are in a shop or not */ |
|
|
1290 | bool |
|
|
1291 | is_in_shop (maptile *map, int x, int y) |
|
|
1292 | { |
|
|
1293 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
|
|
1294 | if (floor->type == SHOP_FLOOR) |
|
|
1295 | return true; |
|
|
1296 | |
|
|
1297 | return false; |
|
|
1298 | } |