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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.5 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.42 by root, Sat Jul 21 19:18:02 2007 UTC

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
6/*
7 CrossFire, A Multiplayer game for X-windows
8
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
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License 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
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <spells.h> 25#include <spells.h>
31#include <skills.h> 26#include <skills.h>
32#include <living.h> 27#include <living.h>
33#include <newclient.h>
34#ifndef __CEXTRACT__
35#include <sproto.h> 28#include <sproto.h>
36#endif
37#include <math.h> 29#include <math.h>
38 30
39/* this is a measure of how effective store specialisation is. A general store 31/* this is a measure of how effective store specialisation is. A general store
40 * will offer this proportion of the 'maximum' price, a specialised store will 32 * will offer this proportion of the 'maximum' price, a specialised store will
41 * offer a range of prices around it such that the maximum price is always one 33 * offer a range of prices around it such that the maximum price is always one
42 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
43 * setting this value above 1 or to a negative value would have interesting, 35 * setting this value above 1 or to a negative value would have interesting,
44 * (though not useful) effects. 36 * (though not useful) effects.
45 */ 37 */
46#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
47 39
48/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
49#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
50 42
51static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
52static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
53static double shop_specialisation_ratio(const object *item, const mapstruct *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
54static double shop_greed(const mapstruct *map); 46static double shop_greed (const maptile *map);
55 47
56#define NUM_COINS 4 /* number of coin types */ 48#define NUM_COINS 4 /* number of coin types */
57static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL}; 49static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
58 50
59/* Added F_TRUE flag to define.h to mean that the price should not 51/* 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 52 * 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. 53 * 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 54 * This is needed for alchemy, to to determine what value of gold nuggets
79 * thus remained 0. 71 * thus remained 0.
80 * 72 *
81 * Mark Wedel (mwedel@pyramid.com) 73 * Mark Wedel (mwedel@pyramid.com)
82 */ 74 */
83 75
84static uint64 approx_range; 76static sint64 approx_range;
85 77
78sint64
86uint64 query_cost(const object *tmp, object *who, int flag) { 79query_cost (const object *tmp, object *who, int flag)
80{
87 double val; 81 double val;
88 int number; /* used to better calculate value */ 82 int number; /* used to better calculate value */
89 int no_bargain; 83 int no_bargain;
90 int identified; 84 int identified;
91 int not_cursed; 85 int not_cursed;
92 int approximate; 86 int approximate;
93 int shop; 87 int shop;
94 double diff; 88 double diff;
95 89
96 approx_range = 0; 90 approx_range = 0;
97 91
98 no_bargain = flag & F_NO_BARGAIN; 92 no_bargain = flag & F_NO_BARGAIN;
99 identified = flag & F_IDENTIFIED; 93 identified = flag & F_IDENTIFIED;
100 not_cursed = flag & F_NOT_CURSED; 94 not_cursed = flag & F_NOT_CURSED;
101 approximate = flag & F_APPROX; 95 approximate = flag & F_APPROX;
102 shop = flag & F_SHOP; 96 shop = flag & F_SHOP;
103 flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP); 97 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
104 98
105 if (tmp->type==MONEY) return (tmp->nrof * tmp->value); 99 if (tmp->type == MONEY)
100 return tmp->nrof * tmp->value;
101
106 if (tmp->type==GEM) { 102 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);
109 if (flag==F_SELL) return (uint64) (0.97 * tmp->nrof * tmp->value);
110 LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag);
111 return 0;
112 } 103 {
104 if (flag == F_TRUE)
105 return (tmp->nrof * tmp->value);
106
107 if (flag == F_BUY)
108 return (sint64) (1.03 * tmp->nrof * tmp->value);
109
110 if (flag == F_SELL)
111 return (sint64) (0.97 * tmp->nrof * tmp->value);
112
113 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
114 return 0;
115 }
116
113 number = tmp->nrof; 117 number = tmp->nrof;
114 if (number==0) number=1; 118 if (number == 0)
119 number = 1;
115 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { 120 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
121 {
116 if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) 122 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
117 return 0; 123 return 0;
118 else 124 else
119 val=tmp->value * number; 125 val = tmp->value * number;
120 } 126 }
121 /* This area deals with objects that are not identified, but can be */ 127 /* This area deals with objects that are not identified, but can be */
122 else { 128 else
129 {
123 if (tmp->arch != NULL) { 130 if (tmp->arch != NULL)
131 {
124 if (flag == F_BUY) { 132 if (flag == F_BUY)
133 {
125 LOG(llevError, "Asking for buy-value of unidentified object.\n"); 134 LOG (llevError, "Asking for buy-value of unidentified object.\n");
126 val = tmp->arch->clone.value * 50 * number; 135 val = tmp->arch->value * 50 * number;
127 } 136 }
128 else { /* Trying to sell something, or get true value */ 137 else
138 { /* Trying to sell something, or get true value */
129 if (tmp->type == POTION) 139 if (tmp->type == POTION)
130 val = number * 40; /* Don't want to give anything away */ 140 val = number * 40; /* Don't want to give anything away */
131 else { 141 else
142 {
132 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 143 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
133 * unknown objects 144 * unknown objects
134 */ 145 */
135 if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) 146 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
136 val = number * tmp->arch->clone.value *2 / 3; 147 val = number * tmp->arch->value * 2 / 3;
148 else
149 val = number * tmp->arch->value / 3;
150 }
151 }
152 }
137 else 153 else
138 val = number * tmp->arch->clone.value / 3; 154 { /* No archetype with this object */
139 }
140 }
141 } else { /* No archetype with this object */
142 LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name); 155 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
143 if (flag == F_BUY) { 156 if (flag == F_BUY)
157 {
144 LOG(llevError, "Asking for buy-value of unidentified object without arch.\n"); 158 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
145 val = number * tmp->value * 10; 159 val = number * tmp->value * 10;
160 }
161 else
162 val = number * tmp->value / 5;
163 }
146 } 164 }
147 else
148 val = number * tmp->value / 5;
149 }
150 }
151 165
152 /* If the item has been applied or identifed or does not need to be 166 /* 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 167 * identified, AND the object is magical and the archetype is non
154 * magical, then change values accordingly. The tmp->arch==NULL is 168 * magical, then change values accordingly. The tmp->arch==NULL is
155 * really just a check to prevent core dumps for when it checks 169 * really just a check to prevent core dumps for when it checks
156 * tmp->arch->clone.magic for any magic. The check for archetype 170 * tmp->arch->magic for any magic. The check for archetype
157 * magic is to not give extra money for archetypes that are by 171 * magic is to not give extra money for archetypes that are by
158 * default magical. This is because the archetype value should have 172 * default magical. This is because the archetype value should have
159 * already figured in that value. 173 * already figured in that value.
160 */ 174 */
161 if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| 175 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
162 QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && 176 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
163 tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { 177 {
164 if(tmp->magic>0) 178 if (tmp->magic > 0)
165 val*=(3*tmp->magic*tmp->magic*tmp->magic); 179 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
166 else 180 else
167 /* Note that tmp->magic is negative, so that this 181 /* Note that tmp->magic is negative, so that this
168 * will actually be something like val /=2, /=3, etc. 182 * will actually be something like val /=2, /=3, etc.
169 */
170 val/=(1-tmp->magic);
171 }
172
173 if (tmp->type==WAND) {
174 /* Value of the wand is multiplied by the number of
175 * charges. the treasure code already sets up the value
176 * 50 charges is used as the baseline.
177 */
178 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified)
179 val=(val*tmp->stats.food) / 50;
180 else /* if not identified, presume one charge */
181 val/=50;
182 }
183
184 /* Limit amount of money you can get for really great items. */
185 if (flag==F_SELL)
186 val=value_limit((uint64)val, number, who, shop);
187
188 // use a nonlinear price adjustment. as my predecessor said, don't change
189 // the archetypes, its work required for balancing, and we don't care.
190 //val = pow (val, 1.05);
191
192 /* This modification is for bargaining skill.
193 * Now only players with max level in bargaining
194 * AND Cha = 30 will get optimal price.
195 * Thus charisma will never get useless.
196 * -b.e. edler@heydernet.de
197 */
198
199 if (who!=NULL && who->type==PLAYER) {
200 int lev_bargain = 0;
201 int lev_identify = 0;
202 int idskill1=0;
203 int idskill2=0;
204 const typedata *tmptype;
205
206 tmptype=get_typedata(tmp->type);
207
208 if (find_skill_by_number(who,SK_BARGAINING)) {
209 lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level;
210 }
211 if (tmptype) {
212 idskill1=tmptype->identifyskill;
213 if (idskill1) {
214 idskill2=tmptype->identifyskill2;
215 if (find_skill_by_number(who,idskill1)) {
216 lev_identify = find_skill_by_number(who,idskill1)->level;
217 }
218 if (idskill2 && find_skill_by_number(who,idskill2)) {
219 lev_identify += find_skill_by_number(who,idskill2)->level;
220 }
221 }
222 }
223 else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name);
224
225 /* ratio determines how much of the price modification
226 * will come from the basic stat charisma
227 * the rest will come from the level in bargaining skill
228 */ 183 */
184 val /= (1 - tmp->magic);
185 }
186
187 if (tmp->type == WAND)
188 {
189 /* Value of the wand is multiplied by the number of
190 * charges. the treasure code already sets up the value
191 * 50 charges is used as the baseline.
192 */
193 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
194 val = (val * tmp->stats.food) / 50;
195 else /* if not identified, presume one charge */
196 val /= 50;
197 }
198
199 /* Limit amount of money you can get for really great items. */
200 if (flag == F_SELL)
201 val = value_limit ((sint64) val, number, who, shop);
202
203 // use a nonlinear price adjustment. as my predecessor said, don't change
204 // the archetypes, its work required for balancing, and we don't care.
205 //val = pow (val, 1.05);
206
207 /* This modification is for bargaining skill.
208 * Now only players with max level in bargaining
209 * AND Cha = 30 will get optimal price.
210 * Thus charisma will never get useless.
211 * -b.e. edler@heydernet.de
212 */
213
214 if (who != NULL && who->type == PLAYER)
215 {
216 int lev_bargain = 0;
217 int lev_identify = 0;
218 int idskill1 = 0;
219 int idskill2 = 0;
220 const typedata *tmptype;
221
222 tmptype = get_typedata (tmp->type);
223
224 if (find_skill_by_number (who, SK_BARGAINING))
225 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
226
227 if (tmptype)
228 {
229 idskill1 = tmptype->identifyskill;
230
231 if (idskill1)
232 {
233 idskill2 = tmptype->identifyskill2;
234
235 if (find_skill_by_number (who, idskill1))
236 lev_identify = find_skill_by_number (who, idskill1)->level;
237
238 if (idskill2 && find_skill_by_number (who, idskill2))
239 lev_identify += find_skill_by_number (who, idskill2)->level;
240 }
241 }
242 else
243 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
244
245 /* ratio determines how much of the price modification
246 * will come from the basic stat charisma
247 * the rest will come from the level in bargaining skill
248 */
229 const double cha_ratio = 0.40; 249 const double cha_ratio = 0.40;
230 250
231 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25); 251 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
232
233 diff = (1. - cha_ratio) * diff
234 + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 252 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; 253 diff = .02 + (.80 - .02) * diff;
237
238 if (flag == F_BUY) val += (val * diff);
239 else if (flag == F_SELL) val -= (val * diff);
240 254
255 if (flag == F_BUY)
256 val += val * diff;
257 else if (flag == F_SELL)
258 val -= val * diff;
259
241 // now find a price range. the less good we can judge, the larger the range is 260 // 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 261 // then the range is adjusted randomly around the correct value
243 if (approximate) 262 if (approximate)
244 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); 263 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
245 }
246 264 }
265
247 /* I don't think this should really happen - if it does, it indicates and 266 /* I don't think this should really happen - if it does, it indicates and
248 * overflow of diff above. That shoudl only happen if 267 * overflow of diff above. That should only happen if
249 * we are selling objects - in that case, the person just 268 * we are selling objects - in that case, the person just
250 * gets no money. 269 * gets no money.
251 */ 270 */
252 if((sint64)val<0) 271 if ((sint64) val < 0)
253 val=0; 272 val = 0;
254 273
255 /* Unidentified stuff won't sell for more than 60gp */ 274 /* Unidentified stuff won't sell for more than 60gp */
256 if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { 275 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
257 val = (val > 600)? 600:val;
258 }
259 276 {
277 val = (val > 600) ? 600 : val;
278 }
279
260 /* if we are in a shop, check how the type of shop should affect the price */ 280 /* if we are in a shop, check how the type of shop should affect the price */
261 if (shop && who) { 281 if (shop && who)
282 {
262 if (flag==F_SELL) 283 if (flag == F_SELL)
263 val= ( 284 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) { 285 else if (flag == F_BUY)
270 /* 286 {
287 /*
271 * when buying, if the item was sold by another player, it is ok to 288 * 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 289 * 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 290 * 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 291 * multiplied by the specialisation ratio, to do the same to the buy
275 * price will not generate extra money. However, the 292 * price will not generate extra money. However, the
276 * same is not true of generated items, these have to /divide/ by the 293 * 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 294 * 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). 295 * 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 296 * 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 297 * value of the items they sell (much like how people sometimes find
281 * antiques in a junk shop in real life). 298 * antiques in a junk shop in real life).
282 */ 299 */
283 if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) 300 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
284 val= ( 301 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
285 val 302 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)) 303 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
295 ); 304 }
296 } 305
297 /* we will also have an extra 0-5% variation between shops of the same type 306 /* 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 307 * for valuable items (below a value of 50 this effect wouldn't be very
299 * pointful, and could give fun with rounding. 308 * pointful, and could give fun with rounding.
300 */ 309 */
301 if(who->map->path!=NULL && val > 50) 310 //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))); 311 if (val > 50)
312 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
303 } 313 }
314
304 return (uint64)val; 315 return (sint64) val;
305} 316}
306 317
307/* Find the coin type that is worth more the 'c'. Starts at the 318/* Find the coin type that is worth more the 'c'. Starts at the
308 * cointype placement. 319 * cointype placement.
309 */ 320 */
310 321
322static archetype *
311static archetype *find_next_coin(uint64 c, int *cointype) { 323find_next_coin (sint64 c, int *cointype)
324{
312 archetype *coin; 325 archetype *coin;
313 326
314 do { 327 do
328 {
315 if (coins[*cointype]==NULL) return NULL; 329 if (coins[*cointype] == NULL)
330 return NULL;
316 coin = find_archetype(coins[*cointype]); 331 coin = archetype::find (coins[*cointype]);
317 if (coin == NULL) 332 if (coin == NULL)
318 return NULL; 333 return NULL;
319 *cointype += 1; 334 *cointype += 1;
335 }
320 } while (coin->clone.value > c); 336 while (coin->value > c);
321 337
322 return coin; 338 return coin;
323} 339}
324 340
325/* This returns a string of how much something is worth based on 341/* 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 346 * have so much money that they have more than 2 billion platinum
331 * coins, there are certainly issues - the easiest fix at that 347 * coins, there are certainly issues - the easiest fix at that
332 * time is to add a higher denomination (mithril piece with 348 * time is to add a higher denomination (mithril piece with
333 * 10,000 silver or something) 349 * 10,000 silver or something)
334 */ 350 */
351const char *
335const char *cost_string_from_value(uint64 cost, int approx) 352cost_string_from_value (sint64 cost, int approx)
336{ 353{
337 static char buf[MAX_BUF]; 354 static char buf[MAX_BUF];
338 archetype *coin, *next_coin; 355 archetype *coin, *next_coin;
339 int num, cointype = 0; 356 int num, cointype = 0;
340 357
341 coin = find_next_coin(cost, &cointype); 358 coin = find_next_coin (cost, &cointype);
342 if (coin == NULL) 359 if (coin == NULL)
343 return "nothing"; 360 return "nothing";
344 361
345 num = cost / coin->clone.value; 362 num = cost / coin->value;
346 /* so long as nrof is 32 bit, this is true. 363 /* so long as nrof is 32 bit, this is true.
347 * If it takes more coins than a person can possibly carry, this 364 * If it takes more coins than a person can possibly carry, this
348 * is basically true. 365 * is basically true.
349 */ 366 */
350 if ( (cost / coin->clone.value) > UINT32_MAX) { 367 if ((cost / coin->value) > UINT32_MAX)
368 {
351 strcpy(buf,"an unimaginable sum of money"); 369 strcpy (buf, "an unimaginable sum of money");
352 return buf; 370 return buf;
353 } 371 }
354 372
355 cost -= (uint64)num * (uint64)coin->clone.value; 373 cost -= num * (sint64)coin->value;
374
356 sprintf(buf, "%d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name); 375 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
357 376
358 next_coin = find_next_coin(cost, &cointype); 377 next_coin = find_next_coin (cost, &cointype);
359 if (next_coin == NULL || approx) 378 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; 379 return buf;
369}
370 380
381 coin = next_coin;
382 num = cost / coin->value;
383 cost -= num * (sint64)coin->value;
384
385 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
386
387 return buf;
388}
389
390const char *
371const char *query_cost_string(const object *tmp,object *who,int flag) { 391query_cost_string (const object *tmp, object *who, int flag)
392{
372 uint64 real_value = query_cost(tmp,who,flag); 393 sint64 real_value = query_cost (tmp, who, flag);
373 int idskill1=0; 394 int idskill1 = 0;
374 int idskill2=0; 395 int idskill2 = 0;
375 const typedata *tmptype; 396 const typedata *tmptype;
376 397
377 tmptype=get_typedata(tmp->type); 398 tmptype = get_typedata (tmp->type);
378 if (tmptype) { 399 if (tmptype)
400 {
379 idskill1=tmptype->identifyskill; 401 idskill1 = tmptype->identifyskill;
380 idskill2=tmptype->identifyskill2; 402 idskill2 = tmptype->identifyskill2;
381 } 403 }
382 404
383 /* we show an approximate price if 405 /* we show an approximate price if
384 * 1) we are approximating 406 * 1) we are approximating
385 * 2) there either is no id skill(s) for the item, or we don't have them 407 * 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 408 * 3) we don't have bargaining skill either
387 */ 409 */
388 if (flag & F_APPROX) { 410 if (flag & F_APPROX)
411 {
389 if (!idskill1 || !find_skill_by_number(who, idskill1)) { 412 if (!idskill1 || !find_skill_by_number (who, idskill1))
413 {
390 if (!idskill2 || !find_skill_by_number(who, idskill2)) { 414 if (!idskill2 || !find_skill_by_number (who, idskill2))
415 {
391 if (!find_skill_by_number(who,SK_BARGAINING)) { 416 if (!find_skill_by_number (who, SK_BARGAINING))
417 {
392 static char buf[MAX_BUF]; 418 static char buf[MAX_BUF];
393 int num, cointype = 0; 419 int num, cointype = 0;
394 archetype *coin = find_next_coin(real_value, &cointype); 420 archetype *coin = find_next_coin (real_value, &cointype);
395 421
396 if (coin == NULL) return "nothing"; 422 if (coin == NULL)
397 423 return "nothing";
424
398 num = real_value / coin->clone.value; 425 num = real_value / coin->value;
399 if (num == 1) 426 if (num == 1)
400 sprintf(buf, "about one %s", coin->clone.name); 427 sprintf (buf, "about one %s", &coin->object::name);
401 else if (num < 5) 428 else if (num < 5)
402 sprintf(buf, "a few %s", coin->clone.name_pl); 429 sprintf (buf, "a few %s", &coin->object::name_pl);
403 else if (num < 10) 430 else if (num < 10)
404 sprintf(buf, "several %s", coin->clone.name_pl); 431 sprintf (buf, "several %s", &coin->object::name_pl);
405 else if (num < 25) 432 else if (num < 25)
406 sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); 433 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
407 else if (num < 100) 434 else if (num < 100)
408 sprintf(buf, "lots of %s", coin->clone.name_pl); 435 sprintf (buf, "lots of %s", &coin->object::name_pl);
409 else if (num < 1000) 436 else if (num < 1000)
410 sprintf(buf, "a great many %s", coin->clone.name_pl); 437 sprintf (buf, "a great many %s", &coin->object::name_pl);
411 else 438 else
412 sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); 439 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
413 return buf; 440 return buf;
441 }
442 }
414 } 443 }
415 }
416 }
417 444
418 int hash = ((unsigned int)tmp->count * 174364621) & 1023; 445 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
419 446
420 if (approx_range) 447 if (approx_range)
421 { 448 {
422 uint64 lo = (sint64)real_value - (approx_range * hash >> 10); 449 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
423 static char buf[MAX_BUF]; 450 static char buf[MAX_BUF];
424 451
425 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 452 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)); 453 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
427 454
428 return buf; 455 return buf;
429 } 456 }
430 } 457 }
431 458
432 return cost_string_from_value (real_value, 0); 459 return cost_string_from_value (real_value, 0);
433} 460}
434 461
435/* This function finds out how much money the player is carrying, 462/* This function finds out how much money the player is carrying,
436 * including what is in containers. 463 * including what is in containers.
437 */ 464 */
465sint64
438uint64 query_money(const object *op) { 466query_money (const object *op)
467{
439 object *tmp; 468 object *tmp;
440 uint64 total=0; 469 sint64 total = 0;
441 470
442 if (op->type!=PLAYER && op->type!=CONTAINER) { 471 if (op->type != PLAYER && op->type != CONTAINER)
472 {
443 LOG(llevError, "Query money called with non player/container\n"); 473 LOG (llevError, "Query money called with non player/container\n");
444 return 0; 474 return 0;
445 } 475 }
476
446 for (tmp = op->inv; tmp; tmp= tmp->below) { 477 for (tmp = op->inv; tmp; tmp = tmp->below)
447 if (tmp->type==MONEY) { 478 if (tmp->type == MONEY)
448 total += (uint64)tmp->nrof * (uint64)tmp->value; 479 total += tmp->nrof * (sint64)tmp->value;
449 } else if (tmp->type==CONTAINER && 480 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); 481 total += query_money (tmp);
453 } 482
454 }
455 return total; 483 return total;
456} 484}
485
457/* TCHIZE: This function takes the amount of money from the 486/* TCHIZE: This function takes the amount of money from the
458 * the player inventory and from it's various pouches using the 487 * the player inventory and from it's various pouches using the
459 * pay_from_container function. 488 * pay_from_container function.
460 * returns 0 if not possible. 1 if success 489 * returns 0 if not possible. 1 if success
461 */ 490 */
491int
462int pay_for_amount(uint64 to_pay,object *pl) { 492pay_for_amount (sint64 to_pay, object *pl)
493{
463 object *pouch; 494 object *pouch;
464 495
465 if (to_pay==0) return 1; 496 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; 497 return 1;
498
499 if (to_pay > query_money (pl))
500 return 0;
501
502 pay_from_container (pl, pl, to_pay);
503
504 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
505 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
506 pay_from_container (pl, pouch, to_pay);
507
508 pl->update_stats ();
509 return 1;
479} 510}
480 511
481/* DAMN: This is now a wrapper for pay_from_container, which is 512/* 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 513 * 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 514 * money until op is paid for. Change will be left wherever the last
484 * of the price was paid from. 515 * of the price was paid from.
485 */ 516 */
517int
486int pay_for_item(object *op,object *pl) { 518pay_for_item (object *op, object *pl)
519{
487 uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); 520 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
488 object *pouch; 521 object *pouch;
489 uint64 saved_money; 522 sint64 saved_money;
490 523
491 if (to_pay==0) return 1; 524 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; 525 return 1;
526
527 if (to_pay > query_money (pl))
528 return 0;
529
530 /* We compare the paid price with the one for a player
531 * without bargaining skill.
532 * This determins the amount of exp (if any) gained for bargaining.
533 */
534 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
535
536 if (saved_money > 0)
537 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
538
539 pay_from_container (pl, pl, to_pay);
540
541 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
542 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
543 pay_from_container (pl, pouch, to_pay);
544
545 pl->update_stats ();
546
547 return 1;
516} 548}
517 549
518/* This pays for the item, and takes the proper amount of money off 550/* This pays for the item, and takes the proper amount of money off
519 * the player. 551 * the player.
520 * CF 0.91.4 - this function is mostly redone in order to fix a bug 552 * CF 0.91.4 - this function is mostly redone in order to fix a bug
527 * 559 *
528 * pouch is the container (pouch or player) to remove the coins from. 560 * pouch is the container (pouch or player) to remove the coins from.
529 * to_pay is the required amount. 561 * to_pay is the required amount.
530 * returns the amount still missing after using "pouch". 562 * returns the amount still missing after using "pouch".
531 */ 563 */
564static void
532static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { 565pay_from_container (object *pl, object *pouch, sint64 &to_pay)
566{
533 int count, i; 567 int count, i;
534 sint64 remain; 568 object *tmp, *next;
535 object *tmp, *coin_objs[NUM_COINS], *next;
536 archetype *at; 569 archetype *at;
537 570
538 if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; 571 if (pouch->type != PLAYER && pouch->type != CONTAINER)
572 return;
539 573
540 remain = to_pay; 574 object *coin_objs[NUM_COINS] = { 0 };
541 for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL;
542 575
543 /* This hunk should remove all the money objects from the player/container */ 576 /* This hunk should remove all the money objects from the player/container */
544 for (tmp=pouch->inv; tmp; tmp=next) { 577 for (tmp = pouch->inv; tmp; tmp = next)
578 {
545 next = tmp->below; 579 next = tmp->below;
546 580
547 if (tmp->type == MONEY) { 581 if (tmp->type == MONEY)
582 {
548 for (i=0; i<NUM_COINS; i++) { 583 for (i = 0; i < NUM_COINS; i++)
549 if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && 584 {
550 (tmp->value == tmp->arch->clone.value) ) { 585 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
586 {
587 // This should not happen, but if it does, just merge the two.
588 if (coin_objs [i])
589 {
590 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
591 tmp->remove ();
592 coin_objs[i]->nrof += tmp->nrof;
593 esrv_del_item (pl->contr, tmp->count);
594 tmp->destroy ();
595 }
596 else
597 {
598 tmp->remove ();
551 599
552 /* This should not happen, but if it does, just * 600 if (pouch->type == PLAYER)
553 * merge the two. */ 601 esrv_del_item (pl->contr, tmp->count);
554 if (coin_objs[i]!=NULL) { 602
555 LOG(llevError,"%s has two money entries of (%s)\n", 603 coin_objs[i] = tmp;
556 pouch->name, coins[NUM_COINS-1-i]); 604 }
557 remove_ob(tmp); 605
558 coin_objs[i]->nrof += tmp->nrof; 606 break;
559 esrv_del_item(pl->contr, tmp->count); 607 }
560 free_object(tmp); 608 }
561 } 609
562 else { 610 if (i == NUM_COINS)
563 remove_ob(tmp); 611 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
564 if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count); 612 }
565 coin_objs[i] = tmp;
566 }
567 break;
568 }
569 } 613 }
570 if (i==NUM_COINS)
571 LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name);
572 }
573 }
574 614
575 /* Fill in any gaps in the coin_objs array - needed to make change. */ 615 /* 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 */ 616 /* Note that the coin_objs array goes from least value to greatest value */
577 for (i=0; i<NUM_COINS; i++) 617 for (i = 0; i < NUM_COINS; i++)
578 if (coin_objs[i]==NULL) { 618 if (!coin_objs[i])
619 {
579 at = find_archetype(coins[NUM_COINS-1-i]); 620 at = archetype::find (coins[NUM_COINS - 1 - i]);
621
622 if (at == NULL)
580 if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); 623 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
624
581 coin_objs[i] = arch_to_object (at); 625 coin_objs[i] = arch_to_object (at);
582 coin_objs[i]->nrof = 0; 626 coin_objs[i]->nrof = 0;
583 } 627 }
584 628
585 for (i=0; i<NUM_COINS; i++) { 629 for (i = 0; i < NUM_COINS; i++)
586 int num_coins; 630 {
631 object &coin = *coin_objs[i];
632 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
633 to_pay -= num_coins * coin.value;
587 634
588 if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { 635 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 636 /* Now start making change. Start at the coin value
597 * below the one we just did, and work down to 637 * below the one we just did, and work down to
598 * the lowest value. 638 * the lowest value.
599 */ 639 */
600 count=i-1; 640 count = i - 1;
601 while (remain<0 && count>=0) { 641
642 while (to_pay < 0 && count >= 0)
643 {
602 num_coins = -remain/ coin_objs[count]->value; 644 num_coins = (-to_pay) / coin_objs[count]->value;
603 coin_objs[count]->nrof += num_coins; 645 coin_objs[count]->nrof += num_coins;
604 remain += num_coins * coin_objs[count]->value; 646 to_pay += num_coins * coin_objs[count]->value;
605 count--; 647 count--;
606 } 648 }
607 } 649 }
650
608 for (i=0; i<NUM_COINS; i++) { 651 for (i = 0; i < NUM_COINS; i++)
652 {
609 if (coin_objs[i]->nrof) { 653 if (coin_objs[i]->nrof)
654 {
610 object *tmp = insert_ob_in_ob(coin_objs[i], pouch); 655 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
611 656
612 esrv_send_item(pl, tmp); 657 esrv_send_item (pl, tmp);
613 esrv_send_item (pl, pouch); 658 esrv_send_item (pl, pouch);
614 if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch); 659
660 if (pl != pouch)
661 esrv_update_item (UPD_WEIGHT, pl, pouch);
662
615 if (pl->type != PLAYER) { 663 if (pl->type != PLAYER)
616 esrv_send_item (pl, pl); 664 esrv_send_item (pl, pl);
665 }
666 else
667 coin_objs[i]->destroy ();
617 } 668 }
618 } else {
619 free_object(coin_objs[i]);
620 }
621 }
622 return(remain);
623} 669}
624 670
625/* Checks all unpaid items in op's inventory, adds up all the money they 671/* 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. 672 * 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 673 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
628 * to the player 674 * to the player
629 */ 675 */
630 676int
631int can_pay(object *pl) { 677can_pay (object *pl)
678{
632 int unpaid_count = 0, i; 679 int unpaid_count = 0;
633 uint64 unpaid_price = 0; 680 sint64 unpaid_price = 0;
634 uint64 player_wealth = query_money(pl); 681 sint64 player_wealth = query_money (pl);
635 object *item; 682
636 uint32 coincount[NUM_COINS];
637 if (!pl || pl->type != PLAYER) { 683 if (!pl || pl->type != PLAYER)
684 {
638 LOG(llevError, "can_pay(): called against something that isn't a player\n"); 685 LOG (llevError, "can_pay(): called against something that isn't a player\n");
639 return 0; 686 return 0;
640 } 687 }
641 for (i=0; i< NUM_COINS; i++) coincount[i] = 0; 688
642 for (item = pl->inv;item;) { 689 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
643 if QUERY_FLAG(item, FLAG_UNPAID) { 690 if (QUERY_FLAG (item, FLAG_UNPAID))
691 {
644 unpaid_count++; 692 unpaid_count++;
645 unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); 693 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 } 694 }
695
658 if (unpaid_price > player_wealth) { 696 if (unpaid_price > player_wealth)
659 char buf[MAX_BUF], coinbuf[MAX_BUF]; 697 {
660 int denominations = 0; 698 char buf[MAX_BUF];
661 int has_coins = NUM_COINS;
662 char cost[MAX_BUF]; 699 char cost[MAX_BUF];
663 char missing[MAX_BUF]; 700 char missing[MAX_BUF];
664 701
665 sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0)); 702 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)); 703 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
667 704
668 sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 705 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); 706 unpaid_count, cost, missing);
670 new_draw_info(NDI_UNIQUE, 0, pl, buf); 707 new_draw_info (NDI_UNIQUE, 0, pl, buf);
671 return 0; 708
709 return 0;
672 } 710 }
711 else
673 else return 1; 712 return 1;
674} 713}
675
676 714
677/* Better get_payment, descends containers looking for 715/* Better get_payment, descends containers looking for
678 * unpaid items, and pays for them. 716 * unpaid items, and pays for them.
679 * returns 0 if the player still has unpaid items. 717 * returns 0 if the player still has unpaid items.
680 * returns 1 if the player has paid for everything. 718 * returns 1 if the player has paid for everything.
681 * pl is the player buying the stuff. 719 * 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 */ 720 */
686int get_payment(object *pl, object *op) { 721int
722get_payment (object *pl)
723{
724 for (;;)
725 {
726 next_item:
727
728 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
729 {
730 if (QUERY_FLAG (op, FLAG_UNPAID))
731 {
687 char buf[MAX_BUF]; 732 char buf[MAX_BUF];
688 int ret=1; 733 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
689 734
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)) { 735 if (!pay_for_item (op, pl))
736 {
706 uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); 737 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
738
707 CLEAR_FLAG(op, FLAG_UNPAID); 739 CLEAR_FLAG (op, FLAG_UNPAID);
708 new_draw_info_format(NDI_UNIQUE, 0, pl, 740 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); 741 SET_FLAG (op, FLAG_UNPAID);
712 return 0; 742 return 0;
743 }
713 } else { 744 else
714 object *tmp; 745 {
715 tag_t c = op->count; 746 object *tmp;
716 747
717 CLEAR_FLAG(op, FLAG_UNPAID); 748 CLEAR_FLAG (op, FLAG_UNPAID);
718 CLEAR_FLAG(op, FLAG_PLAYER_SOLD); 749 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
719 new_draw_info_format(NDI_UNIQUE, 0, op, 750 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)); 751 tmp = merge_ob (op, NULL);
721 tmp=merge_ob(op,NULL); 752
722 if (pl->type == PLAYER) { 753 if (pl->type == PLAYER)
723 if (tmp) { /* it was merged */ 754 {
724 esrv_del_item (pl->contr, c); 755 if (tmp)
725 op = tmp; 756 { /* it was merged */
726 } 757 esrv_del_item (pl->contr, op->count);
758 op = tmp;
759 }
760
727 esrv_send_item(pl, op); 761 esrv_send_item (pl, op);
728 } 762 }
729 } 763
730 } 764 goto next_item;
765 }
766 }
767 }
768
731 return 1; 769 return 1;
770 }
732} 771}
733 772
734/* written by elmex: 773/* written by elmex:
735 * moved this code from sell_item () here to have a function 774 * moved this code from sell_item () here to have a function
736 * that pays the player an amount. Mainly put the code here to 775 * 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 779 * 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 780 * 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. 781 * go somewhere and unload the money at a safe place.
743 * 782 *
744 */ 783 */
784void
745void pay_player (object *pl, uint64 amount) { 785pay_player (object *pl, sint64 amount)
786{
746 int count = 0; 787 int count = 0;
747 archetype *at = 0; 788 archetype *at = 0;
748 object *pouch = 0, *tmp = 0; 789 object *pouch = 0, *tmp = 0;
749 790
750 for (count = 0; coins[count] != NULL; count++) 791 for (count = 0; coins[count] != NULL; count++)
751 { 792 {
752 at = find_archetype (coins[count]); 793 at = archetype::find (coins[count]);
753 794
754 if (at == NULL) 795 if (at == NULL)
755 LOG(llevError, "Could not find %s archetype\n", coins[count]); 796 LOG (llevError, "Could not find %s archetype\n", coins[count]);
756 else if ((amount / at->clone.value) > 0) 797 else if ((amount / at->value) > 0)
757 { 798 {
758 for (pouch=pl->inv; pouch; pouch=pouch->below) 799 for (pouch = pl->inv; pouch; pouch = pouch->below)
759 { 800 {
760 if (pouch->type == CONTAINER 801 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 { 802 {
765 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 803 int w = at->weight * (100 - pouch->stats.Str) / 100;
766 int n = amount / at->clone.value; 804 int n = amount / at->value;
767 805
768 if (w == 0) 806 if (w == 0)
769 w = 1; /* Prevent divide by zero */ 807 w = 1; /* Prevent divide by zero */
770 808
771 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 809 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
772 { 810 {
773 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 811 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
774 n = (pouch->weight_limit - pouch->carrying) / w; 812 n = (pouch->weight_limit - pouch->carrying) / w;
775 813
776 tmp = arch_to_object (at); 814 tmp = arch_to_object (at);
777 tmp->nrof = n; 815 tmp->nrof = n;
778 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 816 amount -= tmp->nrof * tmp->value;
779 tmp = insert_ob_in_ob (tmp, pouch); 817 tmp = insert_ob_in_ob (tmp, pouch);
780 esrv_send_item (pl, tmp); 818 esrv_send_item (pl, tmp);
781 esrv_send_item (pl, pouch); 819 esrv_send_item (pl, pouch);
782 esrv_update_item (UPD_WEIGHT, pl, pouch); 820 esrv_update_item (UPD_WEIGHT, pl, pouch);
783 esrv_send_item (pl, pl); 821 esrv_send_item (pl, pl);
784 } 822 }
785 } 823 }
786 } 824 }
787 825
788 if (amount / at->clone.value > 0) 826 if (amount / at->value > 0)
789 { 827 {
790 tmp = arch_to_object (at); 828 tmp = arch_to_object (at);
791 tmp->nrof = amount / tmp->value; 829 tmp->nrof = amount / tmp->value;
792 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 830 amount -= tmp->nrof * tmp->value;
793 tmp = insert_ob_in_ob (tmp, pl); 831 tmp = insert_ob_in_ob (tmp, pl);
794 esrv_send_item (pl, tmp); 832 esrv_send_item (pl, tmp);
795 esrv_send_item (pl, pl); 833 esrv_send_item (pl, pl);
796 } 834 }
797 } 835 }
798 } 836 }
799 837
800 if (amount != 0) 838 if (amount != 0)
801#ifndef WIN32
802 LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount); 839 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} 840}
807 841
808/* elmex: this is for the bank plugin :( */ 842/* elmex: this is for the bank plugin :( */
843sint64
809uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { 844pay_player_arch (object *pl, const char *arch, sint64 amount)
845{
810 archetype *at = find_archetype (arch); 846 archetype *at = archetype::find (arch);
811 object *tmp = NULL; 847 object *tmp = NULL;
812 848
813 if (at == NULL) 849 if (at == NULL)
814 return 0; 850 return 0;
815 851
830 * buy item. 866 * buy item.
831 * 867 *
832 * Modified to fill available race: gold containers before dumping 868 * Modified to fill available race: gold containers before dumping
833 * remaining coins in character's inventory. 869 * remaining coins in character's inventory.
834 */ 870 */
871void
835void sell_item(object *op, object *pl) { 872sell_item (object *op, object *pl)
873{
836 uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain; 874 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
837 875
838 if(pl==NULL || pl->type != PLAYER) 876 if (pl == NULL || pl->type != PLAYER)
839 { 877 {
840 LOG(llevDebug,"Object other than player tried to sell something.\n"); 878 LOG (llevDebug, "Object other than player tried to sell something.\n");
841 return; 879 return;
842 } 880 }
843 881
844 if(op->custom_name) 882 op->custom_name = 0;
845 FREE_AND_CLEAR_STR (op->custom_name);
846 883
847 if(!amount) 884 if (!amount)
848 { 885 {
849 new_draw_info_format (NDI_UNIQUE, 0, pl, 886 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));
851 887
852 /* Even if the character doesn't get anything for it, it may still be 888 /* Even if the character doesn't get anything for it, it may still be
853 * worth something. If so, make it unpaid 889 * worth something. If so, make it unpaid
854 */ 890 */
855 if (op->value) 891 if (op->value)
856 { 892 {
857 SET_FLAG(op, FLAG_UNPAID); 893 SET_FLAG (op, FLAG_UNPAID);
858 SET_FLAG(op, FLAG_PLAYER_SOLD); 894 SET_FLAG (op, FLAG_PLAYER_SOLD);
859 } 895 }
860 896
861 identify (op); 897 identify (op);
862 return; 898 return;
863 } 899 }
868 * exp/10 -> 1 for each gold coin 904 * exp/10 -> 1 for each gold coin
869 */ 905 */
870 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 906 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
871 907
872 if (extra_gain > 0) 908 if (extra_gain > 0)
873 change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 909 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
874 910
875 pay_player (pl, amount); 911 pay_player (pl, amount);
876 912
877 new_draw_info_format (NDI_UNIQUE, 0, pl, 913 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));
880 914
881 SET_FLAG (op, FLAG_UNPAID); 915 SET_FLAG (op, FLAG_UNPAID);
882 identify (op); 916 identify (op);
883} 917}
884 918
885 919
886/* returns a double that is the ratio of the price that a shop will offer for 920/* 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, 921 * 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 922 * returned value is between SPECIALISATION_EFFECT and 1.
889 * event is never less than 0.1 (calling functions divide by it)
890 */ 923 */
924static double
891static double shop_specialisation_ratio(const object *item, const mapstruct *map) { 925shop_specialisation_ratio (const object *item, const maptile *map)
926{
892 shopitems *items=map->shopitems; 927 shopitems *items = map->shopitems;
893 double ratio = SPECIALISATION_EFFECT, likedness=0.001; 928 double likedness = 0.;
894 int i; 929 int i;
895 930
896 if (item==NULL) { 931 if (item == NULL)
932 {
897 LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 933 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
898 return 0; 934 return 0;
899 } 935 }
936
900 if (!item->type) { 937 if (!item->type)
938 {
901 LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 939 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
902 /* 940 /*
903 * I'm not really sure what the /right/ thing to do here is, these types of 941 * 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.." 942 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
905 */ 943 */
906 return ratio; 944 return SPECIALISATION_EFFECT;
907 } 945 }
946
908 if (map->shopitems) { 947 if (map->shopitems)
948 {
909 for (i=0; i<items[0].index; i++) 949 for (i = 0; i < items[0].index; i++)
910 if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) 950 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
911 likedness = items[i].strength/100.0; 951 likedness = items[i].strength / 100.0;
912 } 952 }
913 if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ 953
954 if (likedness > 1.0)
955 { /* 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", 956 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; 957 likedness = 1.0;
917 } 958 }
959
918 if (likedness < -1.0) { 960 if (likedness < -1.0)
961 {
919 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", 962 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; 963 likedness = -1.0;
922 } 964 }
923 ratio = ratio + (1.0-ratio) * likedness; 965
924 if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ 966 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
925 return ratio;
926} 967}
927 968
928/*returns the greed of the shop on map, or 1 if it isn't specified. */ 969/*returns the greed of the shop on map, or 1 if it isn't specified. */
929static double shop_greed(const mapstruct *map) { 970static double
930 double greed=1.0; 971shop_greed (const maptile *map)
931 if (map->shopgreed) 972{
932 return map->shopgreed; 973 return map->shopgreed
933 return greed; 974 ? map->shopgreed
975 : 1.;
934} 976}
935 977
936/* Returns a double based on how much the shopkeeper approves of the player. 978/* 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. 979 * this is based on the race of the shopkeeper and that of the player.
938 */ 980 */
981double
939double shopkeeper_approval(const mapstruct *map, const object *player) { 982shopkeeper_approval (const maptile *map, const object *player)
940 double approval=1.0; 983{
941 984 return map->shoprace && player->race != map->shoprace
942 if (map->shoprace) { 985 ? DISLIKE_RATIO
943 approval=NEUTRAL_RATIO; 986 : 1.;
944 if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0;
945 }
946 return approval;
947} 987}
948 988
949/* limit the value of items based on the wealth of the shop. If the item is close 989/* 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 990 * 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 991 * 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 992 * want it and offer nothing. If it isn't a shop, check whether we should do generic
953 * value reduction. 993 * value reduction.
954 * 994 *
955 */ 995 */
996static sint64
956static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { 997value_limit (sint64 val, int quantity, const object *who, int isshop)
998{
957 uint64 newval, unit_price, tmpshopmax; 999 sint64 newval, unit_price, tmpshopmax;
958 mapstruct *map; 1000 maptile *map;
959 1001
960 unit_price = val / quantity; 1002 unit_price = val / quantity;
961 1003
962 if (!isshop || !who) 1004 if (!isshop || !who)
963 { 1005 {
964 if (unit_price > 250000) 1006 if (unit_price > 250000)
965 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 1007 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
966 else 1008 else
967 newval = unit_price; 1009 newval = unit_price;
968 } 1010 }
969 else 1011 else
970 { 1012 {
971 if (!who->map) 1013 if (!who->map)
972 { 1014 {
973 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); 1015 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
974 return val; 1016 return val;
975 } 1017 }
976 1018
977 map = who->map; 1019 map = who->map;
978 1020
979 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 1021 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
980 1022
981 if (map->shopmin && unit_price < map->shopmin) 1023 if (map->shopmin && unit_price < map->shopmin)
982 return 0; 1024 return 0;
983 else if (unit_price > tmpshopmax / 2) 1025 else if (unit_price > tmpshopmax / 2)
984 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 1026 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
985 else 1027 else
986 newval=unit_price; 1028 newval = unit_price;
987 } 1029 }
988 1030
989 newval *= quantity; 1031 newval *= quantity;
990 1032
991 return newval; 1033 return newval;
992} 1034}
993 1035
994/* gives a desciption of the shop on their current map to the player op. */ 1036/* gives a desciption of the shop on their current map to the player op. */
1037int
995int describe_shop(const object *op) { 1038describe_shop (const object *op)
1039{
996 mapstruct *map = op->map; 1040 maptile *map = op->map;
1041
997 /*shopitems *items=map->shopitems;*/ 1042 /*shopitems *items=map->shopitems; */
998 int pos=0, i; 1043 int pos = 0, i;
999 double opinion=0; 1044 double opinion = 0;
1000 char tmp[MAX_BUF]="\0"; 1045 char tmp[MAX_BUF] = "\0";
1046
1001 if (op->type != PLAYER) return 0; 1047 if (op->type != PLAYER)
1048 return 0;
1002 1049
1003 /*check if there is a shop specified for this map */ 1050 /*check if there is a shop specified for this map */
1004 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { 1051 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1052 {
1005 new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); 1053 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1054
1006 if (map->shopitems) { 1055 if (map->shopitems)
1007 for (i=0; i < map->shopitems[0].index; i++) { 1056 for (i = 0; i < map->shopitems[0].index; i++)
1008 if (map->shopitems[i].name && map->shopitems[i].strength > 10) { 1057 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1058 {
1009 snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); 1059 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1010 pos += strlen(tmp+pos); 1060 pos += strlen (tmp + pos);
1011 } 1061 }
1012 } 1062
1013 } 1063 if (!pos)
1014 if (!pos) strcat(tmp, "a little of everything."); 1064 strcat (tmp, "a little of everything.");
1015 1065
1016 /* format the string into a list */ 1066 /* format the string into a list */
1017 make_list_like(tmp); 1067 make_list_like (tmp);
1018 new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1019 1069
1020 if (map->shopmax) 1070 if (map->shopmax)
1021 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", 1071 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)); 1072
1023 if (map->shopmin) 1073 if (map->shopmin)
1024 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", 1074 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)); 1075
1026 if (map->shopgreed) { 1076 if (map->shopgreed)
1077 {
1027 if (map->shopgreed >2.0) 1078 if (map->shopgreed > 2.0)
1028 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); 1079 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1029 else if (map->shopgreed >1.5) 1080 else if (map->shopgreed > 1.5)
1030 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); 1081 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1031 else if (map->shopgreed >1.1) 1082 else if (map->shopgreed > 1.1)
1032 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1033 else if (map->shopgreed <0.9) 1084 else if (map->shopgreed < 0.9)
1034 new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1035 } 1086 }
1087
1036 if (map->shoprace) { 1088 if (map->shoprace)
1089 {
1037 opinion=shopkeeper_approval(map, op); 1090 opinion = shopkeeper_approval (map, op);
1038 if (opinion > 0.8) 1091 if (opinion > 0.8)
1039 new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1040 else if (opinion > 0.5) 1093 else if (opinion > 0.5)
1041 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1042 else 1095 else
1043 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); 1096 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1044 } 1097 }
1045 } 1098 }
1099 else
1046 else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1047 1101
1048 return 1; 1102 return 1;
1049} 1103}
1050typedef struct shopinv { 1104
1105struct shopinv
1106{
1051 char *item_sort; 1107 char *item_sort;
1052 char *item_real; 1108 char *item_real;
1053 uint16 type; 1109 uint16 type;
1054 uint32 nrof; 1110 uint32 nrof;
1055} shopinv; 1111};
1056 1112
1057/* There are a lot fo extra casts in here just to suppress warnings - it 1113/* There are a lot fo extra casts in here just to suppress warnings - it
1058 * makes it look uglier than it really it. 1114 * makes it look uglier than it really it.
1059 * The format of the strings we get is type:name. So we first want to 1115 * 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. 1116 * sort by type (numerical) - if the same type, then sort by name.
1061 */ 1117 */
1118static int
1062static int shop_sort(const void *a1, const void *a2) 1119shop_sort (const void *a1, const void *a2)
1063{ 1120{
1064 shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; 1121 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1065 1122
1066 if (s1->type<s2->type) return -1; 1123 if (s1->type < s2->type)
1124 return -1;
1067 if (s1->type>s2->type) return 1; 1125 if (s1->type > s2->type)
1126 return 1;
1127
1068 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1128 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1069 * via alphabetical order 1129 * via alphabetical order
1070 */ 1130 */
1071 return strcasecmp(s1->item_sort, s2->item_sort); 1131 return strcasecmp (s1->item_sort, s2->item_sort);
1072} 1132}
1073 1133
1134static void
1074static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) 1135add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1075{ 1136{
1076#if 0 1137#if 0
1077 char buf[MAX_BUF]; 1138 char buf[MAX_BUF];
1078#endif 1139#endif
1079 /* clear unpaid flag so that doesn't come up in query 1140 /* clear unpaid flag so that doesn't come up in query
1080 * string. We clear nrof so that we can better sort 1141 * string. We clear nrof so that we can better sort
1081 * the object names. 1142 * the object names.
1082 */ 1143 */
1083 1144
1084 CLEAR_FLAG(tmp, FLAG_UNPAID); 1145 CLEAR_FLAG (tmp, FLAG_UNPAID);
1085 items[*numitems].nrof=tmp->nrof; 1146 items[*numitems].nrof = tmp->nrof;
1086 /* Non mergable items have nrof of 0, but count them as one 1147 /* Non mergable items have nrof of 0, but count them as one
1087 * so the display is properly. 1148 * so the display is properly.
1088 */ 1149 */
1089 if (tmp->nrof == 0) items[*numitems].nrof++; 1150 if (tmp->nrof == 0)
1151 items[*numitems].nrof++;
1090 items[*numitems].type=tmp->type; 1152 items[*numitems].type = tmp->type;
1091 1153
1092 switch (tmp->type) { 1154 switch (tmp->type)
1155 {
1093#if 0 1156#if 0
1094 case BOOTS: 1157 case BOOTS:
1095 case GLOVES: 1158 case GLOVES:
1096 case RING: 1159 case RING:
1097 case AMULET: 1160 case AMULET:
1098 case BRACERS: 1161 case BRACERS:
1099 case GIRDLE: 1162 case GIRDLE:
1100 sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); 1163 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1101 items[*numitems].item_sort = strdup_local(buf); 1164 items[*numitems].item_sort = strdup (buf);
1102 sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); 1165 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1103 items[*numitems].item_real = strdup_local(buf); 1166 items[*numitems].item_real = strdup (buf);
1104 (*numitems)++; 1167 (*numitems)++;
1105 break; 1168 break;
1106#endif 1169#endif
1107 1170
1108 default: 1171 default:
1109 items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); 1172 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1110 items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); 1173 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1111 (*numitems)++; 1174 (*numitems)++;
1112 break; 1175 break;
1113 } 1176 }
1114 SET_FLAG(tmp, FLAG_UNPAID); 1177 SET_FLAG (tmp, FLAG_UNPAID);
1115} 1178}
1116 1179
1117void shop_listing(object *op) 1180void
1181shop_listing (object *sign, object *op)
1118{ 1182{
1119 int i,j,numitems=0,numallocated=0, nx, ny; 1183 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1120 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); 1184 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1121 object *stack; 1185 object *stack;
1122 shopinv *items; 1186 shopinv *items;
1123 1187
1124 /* Should never happen, but just in case a monster does apply a sign */ 1188 /* Should never happen, but just in case a monster does apply a sign */
1125 if (op->type!=PLAYER) return; 1189 if (op->type != PLAYER)
1190 return;
1126 1191
1192 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1193 {
1194 x1 = 0;
1195 y1 = 0;
1196 x2 = op->map->width - 1;
1197 y2 = op->map->height - 1;
1198 }
1199
1200 items = (shopinv *) malloc (40 * sizeof (shopinv));
1201 numallocated = 40;
1202
1203 /* Find all the appropriate items */
1204 for (i = x1; i <= x2; i++)
1205 {
1206 for (j = y1; j < y2; j++)
1207 {
1208 if (is_in_shop (op->map, i, j))
1209 {
1210 stack = GET_MAP_OB (op->map, i, j);
1211
1212 while (stack)
1213 {
1214 if (QUERY_FLAG (stack, FLAG_UNPAID))
1215 {
1216 if (numitems == numallocated)
1217 {
1218 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1219 numallocated += 10;
1220 }
1221
1222 add_shop_item (stack, items, &numitems, &numallocated);
1223 }
1224
1225 stack = stack->above;
1226 }
1227 }
1228 }
1229 }
1230
1231 if (numitems == 0)
1232 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1234 free (items);
1235 return;
1236 }
1237
1238 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1239
1127 new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1240 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1128 1241
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++) { 1242 for (i = 0; i < numitems; i++)
1243 {
1169 /* Collapse items of the same name together */ 1244 /* Collapse items of the same name together */
1170 if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { 1245 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1246 {
1171 items[i+1].nrof += items[i].nrof; 1247 items[i + 1].nrof += items[i].nrof;
1172 free(items[i].item_sort); 1248 free (items[i].item_sort);
1173 free(items[i].item_real); 1249 free (items[i].item_real);
1174 } else { 1250 }
1251 else
1252 {
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s", 1253 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1176 items[i].nrof? items[i].nrof:1, 1254 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); 1255 free (items[i].item_sort);
1179 free(items[i].item_real); 1256 free (items[i].item_real);
1180 } 1257 }
1181 } 1258 }
1259
1182 free(items); 1260 free (items);
1183} 1261}
1262
1263/* elmex: this function checks whether the object is in a shop */
1264bool
1265is_in_shop (object *o)
1266{
1267 if (!o->map)
1268 return false;
1269
1270 return is_in_shop (o->map, o->x, o->y);
1271}
1272
1273/* elmex: this function checks whether we are in a shop or not */
1274bool
1275is_in_shop (maptile *map, int x, int y)
1276{
1277 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1278 if (floor->type == SHOP_FLOOR)
1279 return true;
1280
1281 return false;
1282}

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