1 | /* |
1 | /* |
2 | * static char *rcsid_shop_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: shop.C,v 1.5 2006/08/29 07:34:00 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
|
|
6 | /* |
|
|
7 | CrossFire, A Multiplayer game for X-windows |
|
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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 | * Deliantra 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 <support@deliantra.net> |
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 | |
51 | static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); |
43 | 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); |
44 | 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); |
45 | static double shop_specialisation_ratio (const object *item, const maptile *map); |
54 | static double shop_greed(const mapstruct *map); |
46 | static double shop_greed (const maptile *map); |
55 | |
|
|
56 | #define NUM_COINS 4 /* number of coin types */ |
|
|
57 | static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL}; |
|
|
58 | |
47 | |
59 | /* Added F_TRUE flag to define.h to mean that the price should not |
48 | /* Added F_TRUE flag to define.h to mean that the price should not |
60 | * be adjusted by players charisma. With F_TRUE, it returns the amount |
49 | * be adjusted by players charisma. With F_TRUE, it returns the amount |
61 | * that the item is worth, if it was sold, but unadjusted by charisma. |
50 | * that the item is worth, if it was sold, but unadjusted by charisma. |
62 | * This is needed for alchemy, to to determine what value of gold nuggets |
51 | * This is needed for alchemy, to to determine what value of gold nuggets |
… | |
… | |
79 | * thus remained 0. |
68 | * thus remained 0. |
80 | * |
69 | * |
81 | * Mark Wedel (mwedel@pyramid.com) |
70 | * Mark Wedel (mwedel@pyramid.com) |
82 | */ |
71 | */ |
83 | |
72 | |
84 | static uint64 approx_range; |
73 | static sint64 approx_range; |
85 | |
74 | |
|
|
75 | sint64 |
86 | uint64 query_cost(const object *tmp, object *who, int flag) { |
76 | query_cost (const object *tmp, object *who, int flag) |
|
|
77 | { |
87 | double val; |
78 | double val; |
88 | int number; /* used to better calculate value */ |
|
|
89 | int no_bargain; |
79 | int no_bargain; |
90 | int identified; |
80 | int identified; |
91 | int not_cursed; |
81 | int not_cursed; |
92 | int approximate; |
82 | int approximate; |
93 | int shop; |
83 | int shop; |
94 | double diff; |
84 | double diff; |
95 | |
85 | |
96 | approx_range = 0; |
86 | approx_range = 0; |
97 | |
87 | |
98 | no_bargain = flag & F_NO_BARGAIN; |
88 | no_bargain = flag & F_NO_BARGAIN; |
99 | identified = flag & F_IDENTIFIED; |
89 | identified = flag & F_IDENTIFIED; |
100 | not_cursed = flag & F_NOT_CURSED; |
90 | not_cursed = flag & F_NOT_CURSED; |
101 | approximate = flag & F_APPROX; |
91 | approximate = flag & F_APPROX; |
102 | shop = flag & F_SHOP; |
92 | shop = flag & F_SHOP; |
103 | flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP); |
93 | flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
104 | |
94 | |
105 | if (tmp->type==MONEY) return (tmp->nrof * tmp->value); |
95 | if (tmp->type == MONEY) |
|
|
96 | return tmp->nrof * tmp->value; |
|
|
97 | |
106 | if (tmp->type==GEM) { |
98 | 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 | } |
99 | { |
|
|
100 | if (flag == F_TRUE) |
|
|
101 | return (tmp->nrof * tmp->value); |
|
|
102 | |
|
|
103 | if (flag == F_BUY) |
|
|
104 | return (sint64) (1.03 * tmp->nrof * tmp->value); |
|
|
105 | |
|
|
106 | if (flag == F_SELL) |
|
|
107 | return (sint64) (0.97 * tmp->nrof * tmp->value); |
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|
108 | |
|
|
109 | LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
|
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110 | return 0; |
|
|
111 | } |
|
|
112 | |
113 | number = tmp->nrof; |
113 | int number = tmp->number_of (); |
114 | if (number==0) number=1; |
114 | |
115 | if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { |
115 | if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
|
|
116 | { |
116 | if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) |
117 | if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
117 | return 0; |
118 | return 0; |
118 | else |
119 | else |
119 | val=tmp->value * number; |
120 | val = tmp->value * number; |
120 | } |
121 | } |
121 | /* This area deals with objects that are not identified, but can be */ |
122 | /* This area deals with objects that are not identified, but can be */ |
122 | else { |
123 | else |
123 | if (tmp->arch != NULL) { |
124 | { |
124 | if (flag == F_BUY) { |
125 | if (flag == F_BUY) |
125 | LOG(llevError, "Asking for buy-value of unidentified object.\n"); |
126 | { |
|
|
127 | LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ()); |
126 | val = tmp->arch->clone.value * 50 * number; |
128 | val = tmp->arch->value * 50 * number; |
127 | } |
129 | } |
128 | else { /* Trying to sell something, or get true value */ |
130 | else |
|
|
131 | { /* Trying to sell something, or get true value */ |
129 | if (tmp->type == POTION) |
132 | if (tmp->type == POTION) |
130 | val = number * 40; /* Don't want to give anything away */ |
133 | val = number * 40; /* Don't want to give anything away */ |
131 | else { |
134 | else |
|
|
135 | { |
132 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
136 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
133 | * unknown objects |
137 | * unknown objects |
134 | */ |
138 | */ |
135 | if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) |
139 | if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
136 | val = number * tmp->arch->clone.value *2 / 3; |
140 | val = number * tmp->arch->value * 2 / 3; |
137 | else |
141 | else |
138 | val = number * tmp->arch->clone.value / 3; |
142 | val = number * tmp->arch->value / 3; |
139 | } |
143 | } |
|
|
144 | } |
140 | } |
145 | } |
141 | } else { /* No archetype with this object */ |
|
|
142 | LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name); |
|
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143 | if (flag == F_BUY) { |
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144 | LOG(llevError, "Asking for buy-value of unidentified object without arch.\n"); |
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145 | val = number * tmp->value * 10; |
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146 | } |
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|
147 | else |
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148 | val = number * tmp->value / 5; |
|
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149 | } |
|
|
150 | } |
|
|
151 | |
146 | |
152 | /* If the item has been applied or identifed or does not need to be |
147 | /* If the item has been applied or identifed or does not need to be |
153 | * identified, AND the object is magical and the archetype is non |
148 | * identified, AND the object is magical and the archetype is non |
154 | * magical, then change values accordingly. The tmp->arch==NULL is |
149 | * magical, then change values accordingly. The tmp->arch==NULL is |
155 | * really just a check to prevent core dumps for when it checks |
150 | * really just a check to prevent core dumps for when it checks |
156 | * tmp->arch->clone.magic for any magic. The check for archetype |
151 | * tmp->arch->magic for any magic. The check for archetype |
157 | * magic is to not give extra money for archetypes that are by |
152 | * magic is to not give extra money for archetypes that are by |
158 | * default magical. This is because the archetype value should have |
153 | * default magical. This is because the archetype value should have |
159 | * already figured in that value. |
154 | * already figured in that value. |
160 | */ |
155 | */ |
161 | if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| |
156 | if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
162 | QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && |
157 | QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) |
163 | tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { |
158 | { |
164 | if(tmp->magic>0) |
159 | if (tmp->magic > 0) |
165 | val*=(3*tmp->magic*tmp->magic*tmp->magic); |
160 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
166 | else |
161 | else |
167 | /* Note that tmp->magic is negative, so that this |
162 | /* Note that tmp->magic is negative, so that this |
168 | * will actually be something like val /=2, /=3, etc. |
163 | * will actually be something like val /=2, /=3, etc. |
169 | */ |
|
|
170 | val/=(1-tmp->magic); |
|
|
171 | } |
|
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172 | |
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173 | if (tmp->type==WAND) { |
|
|
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 |
|
|
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 | |
|
|
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 | |
|
|
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. |
|
|
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; |
|
|
201 | int lev_identify = 0; |
|
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202 | int idskill1=0; |
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203 | int idskill2=0; |
|
|
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)) { |
|
|
216 | lev_identify = find_skill_by_number(who,idskill1)->level; |
|
|
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; |
|
|
220 | } |
|
|
221 | } |
|
|
222 | } |
|
|
223 | else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name); |
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224 | |
|
|
225 | /* ratio determines how much of the price modification |
|
|
226 | * will come from the basic stat charisma |
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227 | * the rest will come from the level in bargaining skill |
|
|
228 | */ |
164 | */ |
|
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165 | val /= (1 - tmp->magic); |
|
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166 | } |
|
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167 | |
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168 | if (tmp->type == WAND) |
|
|
169 | { |
|
|
170 | /* Value of the wand is multiplied by the number of |
|
|
171 | * charges. the treasure code already sets up the value |
|
|
172 | * 50 charges is used as the baseline. |
|
|
173 | */ |
|
|
174 | if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
|
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175 | val = (val * tmp->stats.food) / 50; |
|
|
176 | else /* if not identified, presume one charge */ |
|
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177 | val /= 50; |
|
|
178 | } |
|
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179 | |
|
|
180 | /* Limit amount of money you can get for really great items. */ |
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181 | if (flag == F_SELL) |
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182 | val = value_limit ((sint64) val, number, who, shop); |
|
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183 | |
|
|
184 | // use a nonlinear price adjustment. as my predecessor said, don't change |
|
|
185 | // the archetypes, its work required for balancing, and we don't care. |
|
|
186 | //val = pow (val, 1.05); |
|
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187 | |
|
|
188 | /* This modification is for bargaining skill. |
|
|
189 | * Now only players with max level in bargaining |
|
|
190 | * AND Cha = 30 will get optimal price. |
|
|
191 | * Thus charisma will never get useless. |
|
|
192 | * -b.e. edler@heydernet.de |
|
|
193 | */ |
|
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194 | |
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195 | if (who && who->type == PLAYER) |
|
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196 | { |
|
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197 | int lev_bargain = 0; |
|
|
198 | int lev_identify = 0; |
|
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199 | |
|
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200 | if (find_skill_by_number (who, SK_BARGAINING)) |
|
|
201 | lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
|
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202 | |
|
|
203 | if (const typedata *tmptype = get_typedata (tmp->type)) |
|
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204 | { |
|
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205 | if (int idskill1 = tmptype->identifyskill) |
|
|
206 | { |
|
|
207 | int idskill2 = tmptype->identifyskill2; |
|
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208 | |
|
|
209 | if (find_skill_by_number (who, idskill1)) |
|
|
210 | lev_identify = find_skill_by_number (who, idskill1)->level; |
|
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211 | |
|
|
212 | if (idskill2 && find_skill_by_number (who, idskill2)) |
|
|
213 | lev_identify += find_skill_by_number (who, idskill2)->level; |
|
|
214 | } |
|
|
215 | } |
|
|
216 | |
|
|
217 | /* ratio determines how much of the price modification |
|
|
218 | * will come from the basic stat charisma |
|
|
219 | * the rest will come from the level in bargaining skill |
|
|
220 | */ |
229 | const double cha_ratio = 0.40; |
221 | const double cha_ratio = 0.40; |
230 | |
222 | |
231 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25); |
223 | 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.); |
224 | 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; |
225 | diff = .02 + (.80 - .02) * diff; |
237 | |
|
|
238 | if (flag == F_BUY) val += (val * diff); |
|
|
239 | else if (flag == F_SELL) val -= (val * diff); |
|
|
240 | |
226 | |
|
|
227 | if (flag == F_BUY) |
|
|
228 | val += val * diff; |
|
|
229 | else if (flag == F_SELL) |
|
|
230 | val -= val * diff; |
|
|
231 | |
241 | // now find a price range. the less good we can judge, the larger the range is |
232 | // 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 |
233 | // then the range is adjusted randomly around the correct value |
243 | if (approximate) |
234 | if (approximate) |
244 | approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); |
235 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
245 | } |
|
|
246 | |
236 | } |
|
|
237 | |
247 | /* I don't think this should really happen - if it does, it indicates and |
238 | /* I don't think this should really happen - if it does, it indicates and |
248 | * overflow of diff above. That shoudl only happen if |
239 | * overflow of diff above. That should only happen if |
249 | * we are selling objects - in that case, the person just |
240 | * we are selling objects - in that case, the person just |
250 | * gets no money. |
241 | * gets no money. |
251 | */ |
242 | */ |
252 | if((sint64)val<0) |
243 | if ((sint64) val < 0) |
253 | val=0; |
244 | val = 0; |
254 | |
245 | |
255 | /* Unidentified stuff won't sell for more than 60gp */ |
246 | /* Unidentified stuff won't sell for more than 60gp */ |
256 | if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { |
247 | if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) |
257 | val = (val > 600)? 600:val; |
|
|
258 | } |
|
|
259 | |
248 | { |
|
|
249 | val = (val > 600) ? 600 : val; |
|
|
250 | } |
|
|
251 | |
260 | /* if we are in a shop, check how the type of shop should affect the price */ |
252 | /* if we are in a shop, check how the type of shop should affect the price */ |
261 | if (shop && who) { |
253 | if (shop && who) |
|
|
254 | { |
262 | if (flag==F_SELL) |
255 | if (flag == F_SELL) |
263 | val= ( |
256 | 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) { |
257 | else if (flag == F_BUY) |
270 | /* |
258 | { |
|
|
259 | /* |
271 | * when buying, if the item was sold by another player, it is ok to |
260 | * 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 |
261 | * 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 |
262 | * 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 |
263 | * multiplied by the specialisation ratio, to do the same to the buy |
275 | * price will not generate extra money. However, the |
264 | * price will not generate extra money. However, the |
276 | * same is not true of generated items, these have to /divide/ by the |
265 | * 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 |
266 | * 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). |
267 | * 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 |
268 | * 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 |
269 | * value of the items they sell (much like how people sometimes find |
281 | * antiques in a junk shop in real life). |
270 | * antiques in a junk shop in real life). |
282 | */ |
271 | */ |
283 | if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) |
272 | if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
284 | val= ( |
273 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
285 | val |
274 | 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)) |
275 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
295 | ); |
276 | } |
296 | } |
277 | |
297 | /* we will also have an extra 0-5% variation between shops of the same type |
278 | /* 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 |
279 | * for valuable items (below a value of 50 this effect wouldn't be very |
299 | * pointful, and could give fun with rounding. |
280 | * pointful, and could give fun with rounding. |
300 | */ |
281 | */ |
301 | if(who->map->path!=NULL && val > 50) |
282 | //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))); |
283 | if (val > 50) |
|
|
284 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
303 | } |
285 | } |
|
|
286 | |
304 | return (uint64)val; |
287 | return (sint64) val; |
305 | } |
288 | } |
306 | |
289 | |
307 | /* Find the coin type that is worth more the 'c'. Starts at the |
290 | /* Find the coin type that is worth more the 'c'. Starts at the |
308 | * cointype placement. |
291 | * cointype placement. |
309 | */ |
292 | */ |
310 | |
293 | |
|
|
294 | static archetype * |
311 | static archetype *find_next_coin(uint64 c, int *cointype) { |
295 | find_next_coin (sint64 c, int *cointype) |
|
|
296 | { |
312 | archetype *coin; |
297 | archetype *coin; |
313 | |
298 | |
314 | do { |
299 | do |
|
|
300 | { |
315 | if (coins[*cointype]==NULL) return NULL; |
301 | if (coins[*cointype] == NULL) |
|
|
302 | return NULL; |
316 | coin = find_archetype(coins[*cointype]); |
303 | coin = archetype::find (coins[*cointype]); |
317 | if (coin == NULL) |
304 | if (coin == NULL) |
318 | return NULL; |
305 | return NULL; |
319 | *cointype += 1; |
306 | *cointype += 1; |
|
|
307 | } |
320 | } while (coin->clone.value > c); |
308 | while (coin->value > c); |
321 | |
309 | |
322 | return coin; |
310 | return coin; |
323 | } |
311 | } |
324 | |
312 | |
325 | /* This returns a string of how much something is worth based on |
313 | /* 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 |
318 | * have so much money that they have more than 2 billion platinum |
331 | * coins, there are certainly issues - the easiest fix at that |
319 | * coins, there are certainly issues - the easiest fix at that |
332 | * time is to add a higher denomination (mithril piece with |
320 | * time is to add a higher denomination (mithril piece with |
333 | * 10,000 silver or something) |
321 | * 10,000 silver or something) |
334 | */ |
322 | */ |
|
|
323 | const char * |
335 | const char *cost_string_from_value(uint64 cost, int approx) |
324 | cost_string_from_value (sint64 cost, int approx) |
336 | { |
325 | { |
337 | static char buf[MAX_BUF]; |
326 | static char buf[MAX_BUF]; |
338 | archetype *coin, *next_coin; |
327 | archetype *coin, *next_coin; |
339 | int num, cointype = 0; |
328 | int num, cointype = 0; |
340 | |
329 | |
341 | coin = find_next_coin(cost, &cointype); |
330 | coin = find_next_coin (cost, &cointype); |
342 | if (coin == NULL) |
331 | if (coin == NULL) |
343 | return "nothing"; |
332 | return "nothing"; |
344 | |
333 | |
345 | num = cost / coin->clone.value; |
334 | num = cost / coin->value; |
346 | /* so long as nrof is 32 bit, this is true. |
335 | /* so long as nrof is 32 bit, this is true. |
347 | * If it takes more coins than a person can possibly carry, this |
336 | * If it takes more coins than a person can possibly carry, this |
348 | * is basically true. |
337 | * is basically true. |
349 | */ |
338 | */ |
350 | if ( (cost / coin->clone.value) > UINT32_MAX) { |
339 | if ((cost / coin->value) > UINT32_MAX) |
|
|
340 | { |
351 | strcpy(buf,"an unimaginable sum of money"); |
341 | strcpy (buf, "an unimaginable sum of money"); |
352 | return buf; |
342 | return buf; |
353 | } |
343 | } |
354 | |
344 | |
355 | cost -= (uint64)num * (uint64)coin->clone.value; |
345 | cost -= num * (sint64)coin->value; |
|
|
346 | |
356 | sprintf(buf, "%d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name); |
347 | sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
357 | |
348 | |
358 | next_coin = find_next_coin(cost, &cointype); |
349 | next_coin = find_next_coin (cost, &cointype); |
359 | if (next_coin == NULL || approx) |
350 | 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; |
351 | return buf; |
369 | } |
|
|
370 | |
352 | |
|
|
353 | coin = next_coin; |
|
|
354 | num = cost / coin->value; |
|
|
355 | cost -= num * (sint64)coin->value; |
|
|
356 | |
|
|
357 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
|
|
358 | |
|
|
359 | return buf; |
|
|
360 | } |
|
|
361 | |
|
|
362 | const char * |
371 | const char *query_cost_string(const object *tmp,object *who,int flag) { |
363 | query_cost_string (const object *tmp, object *who, int flag) |
|
|
364 | { |
372 | uint64 real_value = query_cost(tmp,who,flag); |
365 | sint64 real_value = query_cost (tmp, who, flag); |
373 | int idskill1=0; |
366 | int idskill1 = 0; |
374 | int idskill2=0; |
367 | int idskill2 = 0; |
375 | const typedata *tmptype; |
368 | const typedata *tmptype; |
376 | |
369 | |
377 | tmptype=get_typedata(tmp->type); |
370 | tmptype = get_typedata (tmp->type); |
378 | if (tmptype) { |
371 | if (tmptype) |
|
|
372 | { |
379 | idskill1=tmptype->identifyskill; |
373 | idskill1 = tmptype->identifyskill; |
380 | idskill2=tmptype->identifyskill2; |
374 | idskill2 = tmptype->identifyskill2; |
381 | } |
375 | } |
382 | |
376 | |
383 | /* we show an approximate price if |
377 | /* we show an approximate price if |
384 | * 1) we are approximating |
378 | * 1) we are approximating |
385 | * 2) there either is no id skill(s) for the item, or we don't have them |
379 | * 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 |
380 | * 3) we don't have bargaining skill either |
387 | */ |
381 | */ |
388 | if (flag & F_APPROX) { |
382 | if (flag & F_APPROX) |
|
|
383 | { |
389 | if (!idskill1 || !find_skill_by_number(who, idskill1)) { |
384 | if (!idskill1 || !find_skill_by_number (who, idskill1)) |
|
|
385 | { |
390 | if (!idskill2 || !find_skill_by_number(who, idskill2)) { |
386 | if (!idskill2 || !find_skill_by_number (who, idskill2)) |
|
|
387 | { |
391 | if (!find_skill_by_number(who,SK_BARGAINING)) { |
388 | if (!find_skill_by_number (who, SK_BARGAINING)) |
|
|
389 | { |
392 | static char buf[MAX_BUF]; |
390 | static char buf[MAX_BUF]; |
393 | int num, cointype = 0; |
391 | int num, cointype = 0; |
394 | archetype *coin = find_next_coin(real_value, &cointype); |
392 | archetype *coin = find_next_coin (real_value, &cointype); |
395 | |
393 | |
396 | if (coin == NULL) return "nothing"; |
394 | if (coin == NULL) |
397 | |
395 | return "nothing"; |
|
|
396 | |
398 | num = real_value / coin->clone.value; |
397 | num = real_value / coin->value; |
399 | if (num == 1) |
398 | |
400 | sprintf(buf, "about one %s", coin->clone.name); |
399 | if (num == 1) |
401 | else if (num < 5) |
400 | sprintf (buf, "about one %s", &coin->object::name); |
402 | sprintf(buf, "a few %s", coin->clone.name_pl); |
401 | else if (num < 5) |
403 | else if (num < 10) |
402 | sprintf (buf, "a few %s", &coin->object::name_pl); |
404 | sprintf(buf, "several %s", coin->clone.name_pl); |
403 | else if (num < 10) |
405 | else if (num < 25) |
404 | sprintf (buf, "several %s", &coin->object::name_pl); |
406 | sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); |
405 | else if (num < 25) |
407 | else if (num < 100) |
406 | sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
408 | sprintf(buf, "lots of %s", coin->clone.name_pl); |
407 | else if (num < 100) |
|
|
408 | sprintf (buf, "lots of %s", &coin->object::name_pl); |
409 | else if (num < 1000) |
409 | else if (num < 1000) |
410 | sprintf(buf, "a great many %s", coin->clone.name_pl); |
410 | sprintf (buf, "a great many %s", &coin->object::name_pl); |
411 | else |
411 | else |
412 | sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); |
412 | sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); |
413 | return buf; |
413 | |
|
|
414 | return buf; |
|
|
415 | } |
|
|
416 | } |
414 | } |
417 | } |
415 | } |
|
|
416 | } |
|
|
417 | |
418 | |
418 | int hash = ((unsigned int)tmp->count * 174364621) & 1023; |
419 | int hash = ((unsigned int) tmp->count * 174364621) & 1023; |
419 | |
420 | |
420 | if (approx_range) |
421 | if (approx_range) |
421 | { |
422 | { |
422 | uint64 lo = (sint64)real_value - (approx_range * hash >> 10); |
423 | sint64 lo = (sint64) real_value - (approx_range * hash >> 10); |
423 | static char buf[MAX_BUF]; |
424 | static char buf[MAX_BUF]; |
424 | |
425 | |
425 | sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
426 | 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)); |
427 | sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
427 | |
428 | |
428 | return buf; |
429 | return buf; |
429 | } |
430 | } |
430 | } |
431 | } |
431 | |
432 | |
432 | return cost_string_from_value (real_value, 0); |
433 | return cost_string_from_value (real_value, 0); |
433 | } |
434 | } |
434 | |
435 | |
435 | /* This function finds out how much money the player is carrying, |
436 | /* This function finds out how much money the player is carrying, |
436 | * including what is in containers. |
437 | * including what is in containers. |
437 | */ |
438 | */ |
|
|
439 | sint64 |
438 | uint64 query_money(const object *op) { |
440 | query_money (const object *op) |
|
|
441 | { |
439 | object *tmp; |
442 | object *tmp; |
440 | uint64 total=0; |
443 | sint64 total = 0; |
441 | |
444 | |
442 | if (op->type!=PLAYER && op->type!=CONTAINER) { |
445 | if (op->type != PLAYER && op->type != CONTAINER) |
|
|
446 | { |
443 | LOG(llevError, "Query money called with non player/container\n"); |
447 | LOG (llevError, "Query money called with non player/container\n"); |
444 | return 0; |
448 | return 0; |
445 | } |
449 | } |
|
|
450 | |
446 | for (tmp = op->inv; tmp; tmp= tmp->below) { |
451 | for (tmp = op->inv; tmp; tmp = tmp->below) |
447 | if (tmp->type==MONEY) { |
452 | if (tmp->type == MONEY) |
448 | total += (uint64)tmp->nrof * (uint64)tmp->value; |
453 | total += tmp->nrof * (sint64)tmp->value; |
449 | } else if (tmp->type==CONTAINER && |
454 | else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold"))) |
450 | QUERY_FLAG(tmp,FLAG_APPLIED) && |
|
|
451 | (tmp->race==NULL || strstr(tmp->race,"gold"))) { |
|
|
452 | total += query_money(tmp); |
455 | total += query_money (tmp); |
453 | } |
456 | |
454 | } |
|
|
455 | return total; |
457 | return total; |
456 | } |
458 | } |
|
|
459 | |
457 | /* TCHIZE: This function takes the amount of money from the |
460 | /* TCHIZE: This function takes the amount of money from the |
458 | * the player inventory and from it's various pouches using the |
461 | * the player inventory and from it's various pouches using the |
459 | * pay_from_container function. |
462 | * pay_from_container function. |
460 | * returns 0 if not possible. 1 if success |
463 | * returns 0 if not possible. 1 if success |
461 | */ |
464 | */ |
|
|
465 | int |
462 | int pay_for_amount(uint64 to_pay,object *pl) { |
466 | pay_for_amount (sint64 to_pay, object *pl) |
|
|
467 | { |
463 | object *pouch; |
468 | object *pouch; |
464 | |
469 | |
465 | if (to_pay==0) return 1; |
470 | 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; |
471 | return 1; |
|
|
472 | |
|
|
473 | if (to_pay > query_money (pl)) |
|
|
474 | return 0; |
|
|
475 | |
|
|
476 | pay_from_container (pl, pl, to_pay); |
|
|
477 | |
|
|
478 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
|
|
479 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) |
|
|
480 | pay_from_container (pl, pouch, to_pay); |
|
|
481 | |
|
|
482 | pl->update_stats (); |
|
|
483 | return 1; |
479 | } |
484 | } |
480 | |
485 | |
481 | /* DAMN: This is now a wrapper for pay_from_container, which is |
486 | /* 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 |
487 | * 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 |
488 | * money until op is paid for. Change will be left wherever the last |
484 | * of the price was paid from. |
489 | * of the price was paid from. |
485 | */ |
490 | */ |
|
|
491 | int |
486 | int pay_for_item(object *op,object *pl) { |
492 | pay_for_item (object *op, object *pl) |
|
|
493 | { |
487 | uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); |
494 | sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); |
488 | object *pouch; |
495 | object *pouch; |
489 | uint64 saved_money; |
496 | sint64 saved_money; |
490 | |
497 | |
491 | if (to_pay==0) return 1; |
498 | 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; |
499 | return 1; |
|
|
500 | |
|
|
501 | if (to_pay > query_money (pl)) |
|
|
502 | return 0; |
|
|
503 | |
|
|
504 | /* We compare the paid price with the one for a player |
|
|
505 | * without bargaining skill. |
|
|
506 | * This determins the amount of exp (if any) gained for bargaining. |
|
|
507 | */ |
|
|
508 | saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
|
|
509 | |
|
|
510 | if (saved_money > 0) |
|
|
511 | change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); |
|
|
512 | |
|
|
513 | pay_from_container (pl, pl, to_pay); |
|
|
514 | |
|
|
515 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
|
|
516 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) |
|
|
517 | pay_from_container (pl, pouch, to_pay); |
|
|
518 | |
|
|
519 | pl->update_stats (); |
|
|
520 | |
|
|
521 | return 1; |
516 | } |
522 | } |
517 | |
523 | |
518 | /* This pays for the item, and takes the proper amount of money off |
524 | /* This pays for the item, and takes the proper amount of money off |
519 | * the player. |
525 | * the player. |
520 | * CF 0.91.4 - this function is mostly redone in order to fix a bug |
526 | * CF 0.91.4 - this function is mostly redone in order to fix a bug |
… | |
… | |
527 | * |
533 | * |
528 | * pouch is the container (pouch or player) to remove the coins from. |
534 | * pouch is the container (pouch or player) to remove the coins from. |
529 | * to_pay is the required amount. |
535 | * to_pay is the required amount. |
530 | * returns the amount still missing after using "pouch". |
536 | * returns the amount still missing after using "pouch". |
531 | */ |
537 | */ |
|
|
538 | static void |
532 | static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { |
539 | pay_from_container (object *pl, object *pouch, sint64 &to_pay) |
|
|
540 | { |
533 | int count, i; |
541 | int count, i; |
534 | sint64 remain; |
542 | object *tmp, *next; |
535 | object *tmp, *coin_objs[NUM_COINS], *next; |
|
|
536 | archetype *at; |
543 | archetype *at; |
537 | |
544 | |
538 | if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; |
545 | if (pouch->type != PLAYER && pouch->type != CONTAINER) |
|
|
546 | return; |
539 | |
547 | |
540 | remain = to_pay; |
548 | object *coin_objs[NUM_COINS] = { 0 }; |
541 | for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL; |
|
|
542 | |
549 | |
543 | /* This hunk should remove all the money objects from the player/container */ |
550 | /* This hunk should remove all the money objects from the player/container */ |
544 | for (tmp=pouch->inv; tmp; tmp=next) { |
551 | for (tmp = pouch->inv; tmp; tmp = next) |
|
|
552 | { |
545 | next = tmp->below; |
553 | next = tmp->below; |
546 | |
554 | |
547 | if (tmp->type == MONEY) { |
555 | if (tmp->type == MONEY) |
|
|
556 | { |
548 | for (i=0; i<NUM_COINS; i++) { |
557 | for (i = 0; i < NUM_COINS; i++) |
549 | if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && |
558 | { |
550 | (tmp->value == tmp->arch->clone.value) ) { |
559 | if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
|
|
560 | { |
|
|
561 | // This should not happen, but if it does, just merge the two. |
|
|
562 | if (coin_objs [i]) |
|
|
563 | { |
|
|
564 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
|
|
565 | coin_objs[i]->nrof += tmp->nrof; |
|
|
566 | tmp->destroy (); |
|
|
567 | } |
|
|
568 | else |
|
|
569 | { |
|
|
570 | tmp->remove (); |
|
|
571 | coin_objs[i] = tmp; |
|
|
572 | } |
551 | |
573 | |
552 | /* This should not happen, but if it does, just * |
574 | break; |
553 | * merge the two. */ |
575 | } |
554 | if (coin_objs[i]!=NULL) { |
576 | } |
555 | LOG(llevError,"%s has two money entries of (%s)\n", |
577 | |
556 | pouch->name, coins[NUM_COINS-1-i]); |
578 | if (i == NUM_COINS) |
557 | remove_ob(tmp); |
579 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
558 | coin_objs[i]->nrof += tmp->nrof; |
580 | } |
559 | esrv_del_item(pl->contr, tmp->count); |
|
|
560 | free_object(tmp); |
|
|
561 | } |
|
|
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 | } |
581 | } |
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 | |
582 | |
575 | /* Fill in any gaps in the coin_objs array - needed to make change. */ |
583 | /* 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 */ |
584 | /* Note that the coin_objs array goes from least value to greatest value */ |
577 | for (i=0; i<NUM_COINS; i++) |
585 | for (i = 0; i < NUM_COINS; i++) |
578 | if (coin_objs[i]==NULL) { |
586 | if (!coin_objs[i]) |
|
|
587 | { |
579 | at = find_archetype(coins[NUM_COINS-1-i]); |
588 | at = archetype::find (coins[NUM_COINS - 1 - i]); |
|
|
589 | |
|
|
590 | if (at == NULL) |
580 | if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); |
591 | LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); |
|
|
592 | |
581 | coin_objs[i] = arch_to_object (at); |
593 | coin_objs[i] = arch_to_object (at); |
582 | coin_objs[i]->nrof = 0; |
594 | coin_objs[i]->nrof = 0; |
583 | } |
595 | } |
584 | |
596 | |
585 | for (i=0; i<NUM_COINS; i++) { |
597 | for (i = 0; i < NUM_COINS; i++) |
586 | int num_coins; |
598 | { |
|
|
599 | object &coin = *coin_objs[i]; |
|
|
600 | sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof); |
|
|
601 | to_pay -= num_coins * coin.value; |
587 | |
602 | |
588 | if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { |
603 | 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 |
604 | /* Now start making change. Start at the coin value |
597 | * below the one we just did, and work down to |
605 | * below the one we just did, and work down to |
598 | * the lowest value. |
606 | * the lowest value. |
599 | */ |
607 | */ |
600 | count=i-1; |
608 | count = i - 1; |
601 | while (remain<0 && count>=0) { |
609 | |
|
|
610 | while (to_pay < 0 && count >= 0) |
|
|
611 | { |
602 | num_coins = -remain/ coin_objs[count]->value; |
612 | num_coins = (-to_pay) / coin_objs[count]->value; |
603 | coin_objs[count]->nrof += num_coins; |
613 | coin_objs[count]->nrof += num_coins; |
604 | remain += num_coins * coin_objs[count]->value; |
614 | to_pay += num_coins * coin_objs[count]->value; |
605 | count--; |
615 | count--; |
606 | } |
616 | } |
607 | } |
|
|
608 | for (i=0; i<NUM_COINS; i++) { |
|
|
609 | if (coin_objs[i]->nrof) { |
|
|
610 | object *tmp = insert_ob_in_ob(coin_objs[i], pouch); |
|
|
611 | |
|
|
612 | esrv_send_item(pl, tmp); |
|
|
613 | esrv_send_item (pl, pouch); |
|
|
614 | if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch); |
|
|
615 | if (pl->type != PLAYER) { |
|
|
616 | esrv_send_item (pl, pl); |
|
|
617 | } |
617 | } |
618 | } else { |
618 | |
619 | free_object(coin_objs[i]); |
619 | for (i = 0; i < NUM_COINS; i++) |
620 | } |
620 | if (coin_objs[i]->nrof) |
621 | } |
621 | insert_ob_in_ob (coin_objs [i], pouch); |
622 | return(remain); |
622 | else |
|
|
623 | coin_objs[i]->destroy (); |
623 | } |
624 | } |
624 | |
625 | |
625 | /* Checks all unpaid items in op's inventory, adds up all the money they |
626 | /* 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. |
627 | * 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 |
628 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
628 | * to the player |
629 | * to the player |
629 | */ |
630 | */ |
630 | |
631 | int |
631 | int can_pay(object *pl) { |
632 | can_pay (object *pl) |
|
|
633 | { |
632 | int unpaid_count = 0, i; |
634 | int unpaid_count = 0; |
633 | uint64 unpaid_price = 0; |
635 | sint64 unpaid_price = 0; |
634 | uint64 player_wealth = query_money(pl); |
636 | sint64 player_wealth = query_money (pl); |
635 | object *item; |
637 | |
636 | uint32 coincount[NUM_COINS]; |
|
|
637 | if (!pl || pl->type != PLAYER) { |
638 | if (!pl || pl->type != PLAYER) |
|
|
639 | { |
638 | LOG(llevError, "can_pay(): called against something that isn't a player\n"); |
640 | LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
639 | return 0; |
641 | return 0; |
640 | } |
642 | } |
641 | for (i=0; i< NUM_COINS; i++) coincount[i] = 0; |
643 | |
642 | for (item = pl->inv;item;) { |
644 | for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
643 | if QUERY_FLAG(item, FLAG_UNPAID) { |
645 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
646 | { |
644 | unpaid_count++; |
647 | unpaid_count++; |
645 | unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); |
648 | 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 | } |
649 | } |
|
|
650 | |
658 | if (unpaid_price > player_wealth) { |
651 | if (unpaid_price > player_wealth) |
659 | char buf[MAX_BUF], coinbuf[MAX_BUF]; |
|
|
660 | int denominations = 0; |
|
|
661 | int has_coins = NUM_COINS; |
|
|
662 | char cost[MAX_BUF]; |
|
|
663 | char missing[MAX_BUF]; |
|
|
664 | |
|
|
665 | sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0)); |
|
|
666 | sprintf(missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); |
|
|
667 | |
|
|
668 | sprintf(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); |
|
|
670 | new_draw_info(NDI_UNIQUE, 0, pl, buf); |
|
|
671 | return 0; |
|
|
672 | } |
652 | { |
|
|
653 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
654 | |
|
|
655 | buf << "You have " << unpaid_count |
|
|
656 | << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0) |
|
|
657 | << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0) |
|
|
658 | << " to be able to afford that. " |
|
|
659 | "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>"; |
|
|
660 | |
|
|
661 | pl->failmsg (buf); |
|
|
662 | |
|
|
663 | return 0; |
|
|
664 | } |
|
|
665 | else |
673 | else return 1; |
666 | return 1; |
674 | } |
667 | } |
675 | |
|
|
676 | |
668 | |
677 | /* Better get_payment, descends containers looking for |
669 | /* Better get_payment, descends containers looking for |
678 | * unpaid items, and pays for them. |
670 | * unpaid items, and pays for them. |
679 | * returns 0 if the player still has unpaid items. |
671 | * returns 0 if the player still has unpaid items. |
680 | * returns 1 if the player has paid for everything. |
672 | * returns 1 if the player has paid for everything. |
681 | * pl is the player buying the stuff. |
673 | * 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 | */ |
674 | */ |
686 | int get_payment(object *pl, object *op) { |
675 | int |
|
|
676 | get_payment (object *pl) |
|
|
677 | { |
|
|
678 | for (;;) |
|
|
679 | { |
|
|
680 | next_item: |
|
|
681 | |
|
|
682 | for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
|
|
683 | { |
|
|
684 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
685 | { |
687 | char buf[MAX_BUF]; |
686 | char buf[MAX_BUF]; |
688 | int ret=1; |
687 | snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); |
689 | |
688 | |
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)) { |
689 | if (!pay_for_item (op, pl)) |
|
|
690 | { |
706 | uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); |
691 | sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
|
|
692 | |
707 | CLEAR_FLAG(op, FLAG_UNPAID); |
693 | CLEAR_FLAG (op, FLAG_UNPAID); |
708 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
694 | 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); |
695 | SET_FLAG (op, FLAG_UNPAID); |
712 | return 0; |
696 | return 0; |
|
|
697 | } |
713 | } else { |
698 | else |
714 | object *tmp; |
699 | { |
715 | tag_t c = op->count; |
|
|
716 | |
|
|
717 | CLEAR_FLAG(op, FLAG_UNPAID); |
700 | CLEAR_FLAG (op, FLAG_UNPAID); |
718 | CLEAR_FLAG(op, FLAG_PLAYER_SOLD); |
701 | CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
719 | new_draw_info_format(NDI_UNIQUE, 0, op, |
702 | 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)); |
703 | |
721 | tmp=merge_ob(op,NULL); |
704 | if (!merge_ob (op, op->env->inv)) |
722 | if (pl->type == PLAYER) { |
705 | esrv_update_item (UPD_FLAGS, pl, op); |
723 | if (tmp) { /* it was merged */ |
706 | |
724 | esrv_del_item (pl->contr, c); |
707 | goto next_item; |
725 | op = tmp; |
708 | } |
726 | } |
709 | } |
727 | esrv_send_item(pl, op); |
710 | } |
728 | } |
711 | |
729 | } |
|
|
730 | } |
|
|
731 | return 1; |
712 | return 1; |
|
|
713 | } |
732 | } |
714 | } |
733 | |
715 | |
734 | /* written by elmex: |
716 | /* written by elmex: |
735 | * moved this code from sell_item () here to have a function |
717 | * moved this code from sell_item () here to have a function |
736 | * that pays the player an amount. Mainly put the code here to |
718 | * 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 |
722 | * 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 |
723 | * 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. |
724 | * go somewhere and unload the money at a safe place. |
743 | * |
725 | * |
744 | */ |
726 | */ |
|
|
727 | void |
745 | void pay_player (object *pl, uint64 amount) { |
728 | pay_player (object *pl, sint64 amount) |
|
|
729 | { |
746 | int count = 0; |
730 | int count = 0; |
747 | archetype *at = 0; |
731 | archetype *at = 0; |
748 | object *pouch = 0, *tmp = 0; |
732 | object *pouch = 0, *tmp = 0; |
749 | |
733 | |
750 | for (count = 0; coins[count] != NULL; count++) |
734 | for (count = 0; coins[count]; count++) |
751 | { |
735 | { |
752 | at = find_archetype (coins[count]); |
736 | at = archetype::find (coins[count]); |
753 | |
737 | |
754 | if (at == NULL) |
738 | if (at == NULL) |
755 | LOG(llevError, "Could not find %s archetype\n", coins[count]); |
739 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
756 | else if ((amount / at->clone.value) > 0) |
740 | else if ((amount / at->value) > 0) |
757 | { |
741 | { |
758 | for (pouch=pl->inv; pouch; pouch=pouch->below) |
742 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
759 | { |
743 | { |
760 | if (pouch->type == CONTAINER |
744 | if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold")) |
761 | && QUERY_FLAG (pouch, FLAG_APPLIED) |
|
|
762 | && pouch->race |
|
|
763 | && strstr (pouch->race, "gold")) |
|
|
764 | { |
745 | { |
765 | int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
746 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
766 | int n = amount / at->clone.value; |
747 | int n = amount / at->value; |
767 | |
748 | |
768 | if (w == 0) |
749 | if (w == 0) |
769 | w = 1; /* Prevent divide by zero */ |
750 | w = 1; /* Prevent divide by zero */ |
770 | |
751 | |
771 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
752 | if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
772 | { |
753 | { |
773 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
754 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
774 | n = (pouch->weight_limit - pouch->carrying) / w; |
755 | n = (pouch->weight_limit - pouch->carrying) / w; |
775 | |
756 | |
776 | tmp = arch_to_object (at); |
757 | object *tmp = arch_to_object (at); |
777 | tmp->nrof = n; |
758 | tmp->nrof = n; |
778 | amount -= (uint64)tmp->nrof * (uint64)tmp->value; |
759 | amount -= tmp->nrof * tmp->value; |
779 | tmp = insert_ob_in_ob (tmp, pouch); |
760 | pouch->insert (tmp); |
780 | esrv_send_item (pl, tmp); |
|
|
781 | esrv_send_item (pl, pouch); |
|
|
782 | esrv_update_item (UPD_WEIGHT, pl, pouch); |
|
|
783 | esrv_send_item (pl, pl); |
|
|
784 | } |
761 | } |
785 | } |
762 | } |
786 | } |
763 | } |
787 | |
764 | |
788 | if (amount / at->clone.value > 0) |
765 | if (amount / at->value > 0) |
789 | { |
766 | { |
790 | tmp = arch_to_object (at); |
767 | object *tmp = arch_to_object (at); |
791 | tmp->nrof = amount / tmp->value; |
768 | tmp->nrof = amount / tmp->value; |
792 | amount -= (uint64)tmp->nrof * (uint64)tmp->value; |
769 | amount -= tmp->nrof * tmp->value; |
793 | tmp = insert_ob_in_ob (tmp, pl); |
770 | pl->insert (tmp); |
794 | esrv_send_item (pl, tmp); |
|
|
795 | esrv_send_item (pl, pl); |
|
|
796 | } |
771 | } |
797 | } |
772 | } |
798 | } |
773 | } |
799 | |
774 | |
800 | if (amount != 0) |
775 | if (amount != 0) |
801 | #ifndef WIN32 |
|
|
802 | LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount); |
776 | 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 | } |
777 | } |
807 | |
778 | |
808 | /* elmex: this is for the bank plugin :( */ |
779 | /* elmex: this is for the bank plugin :( */ |
|
|
780 | sint64 |
809 | uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { |
781 | pay_player_arch (object *pl, const char *arch, sint64 amount) |
810 | archetype *at = find_archetype (arch); |
782 | { |
811 | object *tmp = NULL; |
|
|
812 | |
|
|
813 | if (at == NULL) |
|
|
814 | return 0; |
|
|
815 | |
|
|
816 | if (amount > 0) |
783 | if (amount) |
817 | { |
784 | { |
818 | tmp = arch_to_object (at); |
785 | object *ob = archetype::get (arch); |
|
|
786 | |
|
|
787 | if (!ob) |
|
|
788 | return 0; |
|
|
789 | |
819 | tmp->nrof = amount; |
790 | ob->nrof = amount; |
820 | tmp = insert_ob_in_ob (tmp, pl); |
791 | pl->insert (ob); |
821 | esrv_send_item (pl, tmp); |
|
|
822 | esrv_send_item (pl, pl); |
|
|
823 | } |
792 | } |
824 | |
793 | |
825 | return 1; |
794 | return 1; |
826 | } |
795 | } |
827 | |
796 | |
… | |
… | |
830 | * buy item. |
799 | * buy item. |
831 | * |
800 | * |
832 | * Modified to fill available race: gold containers before dumping |
801 | * Modified to fill available race: gold containers before dumping |
833 | * remaining coins in character's inventory. |
802 | * remaining coins in character's inventory. |
834 | */ |
803 | */ |
|
|
804 | bool |
835 | void sell_item(object *op, object *pl) { |
805 | sell_item (object *op, object *pl) |
|
|
806 | { |
836 | uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain; |
807 | sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
837 | |
808 | |
838 | if(pl==NULL || pl->type != PLAYER) |
809 | if (pl == NULL || pl->type != PLAYER) |
839 | { |
810 | { |
840 | LOG(llevDebug,"Object other than player tried to sell something.\n"); |
811 | LOG (llevDebug, "Object other than player tried to sell something.\n"); |
841 | return; |
812 | return false; |
842 | } |
813 | } |
843 | |
814 | |
844 | if(op->custom_name) |
815 | op->custom_name = 0; |
845 | FREE_AND_CLEAR_STR (op->custom_name); |
|
|
846 | |
816 | |
847 | if(!amount) |
817 | if (!amount) |
848 | { |
818 | { |
849 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
819 | new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", |
850 | "We're not interested in %s.", query_name (op)); |
820 | query_name (op)); |
851 | |
821 | // elmex: change: the player now gets the item back if the shop is not |
852 | /* Even if the character doesn't get anything for it, it may still be |
822 | // interested in it. |
853 | * worth something. If so, make it unpaid |
|
|
854 | */ |
|
|
855 | if (op->value) |
|
|
856 | { |
|
|
857 | SET_FLAG(op, FLAG_UNPAID); |
|
|
858 | SET_FLAG(op, FLAG_PLAYER_SOLD); |
|
|
859 | } |
|
|
860 | |
|
|
861 | identify (op); |
|
|
862 | return; |
823 | return false; |
863 | } |
824 | } |
864 | |
825 | |
865 | /* We compare the price with the one for a player |
826 | /* We compare the price with the one for a player |
866 | * without bargaining skill. |
827 | * without bargaining skill. |
867 | * This determins the amount of exp (if any) gained for bargaining. |
828 | * This determins the amount of exp (if any) gained for bargaining. |
868 | * exp/10 -> 1 for each gold coin |
829 | * exp/10 -> 1 for each gold coin |
869 | */ |
830 | */ |
870 | extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
831 | extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
871 | |
832 | |
872 | if (extra_gain > 0) |
833 | if (extra_gain > 0) |
873 | change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
834 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
874 | |
835 | |
875 | pay_player (pl, amount); |
836 | pay_player (pl, amount); |
876 | |
837 | |
877 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
838 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
878 | "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), |
839 | query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
879 | query_name (op)); |
840 | pl->play_sound (sound_find ("shop_sell")); |
880 | |
841 | |
881 | SET_FLAG (op, FLAG_UNPAID); |
842 | SET_FLAG (op, FLAG_UNPAID); |
882 | identify (op); |
843 | identify (op); |
883 | } |
|
|
884 | |
844 | |
|
|
845 | return true; |
|
|
846 | } |
885 | |
847 | |
886 | /* returns a double that is the ratio of the price that a shop will offer for |
848 | /* 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, |
849 | * 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 |
850 | * returned value is between SPECIALISATION_EFFECT and 1. |
889 | * event is never less than 0.1 (calling functions divide by it) |
|
|
890 | */ |
851 | */ |
|
|
852 | static double |
891 | static double shop_specialisation_ratio(const object *item, const mapstruct *map) { |
853 | shop_specialisation_ratio (const object *item, const maptile *map) |
|
|
854 | { |
892 | shopitems *items=map->shopitems; |
855 | shopitems *items = map->shopitems; |
893 | double ratio = SPECIALISATION_EFFECT, likedness=0.001; |
856 | double likedness = 0.; |
894 | int i; |
857 | int i; |
895 | |
858 | |
896 | if (item==NULL) { |
859 | if (item == NULL) |
|
|
860 | { |
897 | LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
861 | LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
898 | return 0; |
862 | return 0; |
899 | } |
863 | } |
|
|
864 | |
900 | if (!item->type) { |
865 | if (!item->type) |
|
|
866 | { |
901 | LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
867 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
902 | /* |
868 | /* |
903 | * I'm not really sure what the /right/ thing to do here is, these types of |
869 | * 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.." |
870 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
905 | */ |
871 | */ |
906 | return ratio; |
872 | return SPECIALISATION_EFFECT; |
907 | } |
873 | } |
|
|
874 | |
908 | if (map->shopitems) { |
875 | if (map->shopitems) |
|
|
876 | { |
909 | for (i=0; i<items[0].index; i++) |
877 | for (i = 0; i < items[0].index; i++) |
910 | if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) |
878 | if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) |
911 | likedness = items[i].strength/100.0; |
879 | likedness = items[i].strength / 100.0; |
912 | } |
880 | } |
913 | if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ |
881 | |
|
|
882 | if (likedness > 1.0) |
|
|
883 | { /* 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", |
884 | 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; |
885 | likedness = 1.0; |
917 | } |
886 | } |
|
|
887 | |
918 | if (likedness < -1.0) { |
888 | if (likedness < -1.0) |
|
|
889 | { |
919 | LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", |
890 | 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; |
891 | likedness = -1.0; |
922 | } |
892 | } |
923 | ratio = ratio + (1.0-ratio) * likedness; |
893 | |
924 | if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ |
894 | return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); |
925 | return ratio; |
|
|
926 | } |
895 | } |
927 | |
896 | |
928 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
897 | /*returns the greed of the shop on map, or 1 if it isn't specified. */ |
929 | static double shop_greed(const mapstruct *map) { |
898 | static double |
930 | double greed=1.0; |
899 | shop_greed (const maptile *map) |
931 | if (map->shopgreed) |
900 | { |
932 | return map->shopgreed; |
901 | return map->shopgreed |
933 | return greed; |
902 | ? map->shopgreed |
|
|
903 | : 1.; |
934 | } |
904 | } |
935 | |
905 | |
936 | /* Returns a double based on how much the shopkeeper approves of the player. |
906 | /* 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. |
907 | * this is based on the race of the shopkeeper and that of the player. |
938 | */ |
908 | */ |
|
|
909 | double |
939 | double shopkeeper_approval(const mapstruct *map, const object *player) { |
910 | shopkeeper_approval (const maptile *map, const object *player) |
940 | double approval=1.0; |
911 | { |
941 | |
912 | return map->shoprace && player->race != map->shoprace |
942 | if (map->shoprace) { |
913 | ? DISLIKE_RATIO |
943 | approval=NEUTRAL_RATIO; |
914 | : 1.; |
944 | if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0; |
|
|
945 | } |
|
|
946 | return approval; |
|
|
947 | } |
915 | } |
948 | |
916 | |
949 | /* limit the value of items based on the wealth of the shop. If the item is close |
917 | /* 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 |
918 | * 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 |
919 | * 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 |
920 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
953 | * value reduction. |
921 | * value reduction. |
954 | * |
922 | * |
955 | */ |
923 | */ |
|
|
924 | static sint64 |
956 | static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { |
925 | value_limit (sint64 val, int quantity, const object *who, int isshop) |
|
|
926 | { |
957 | uint64 newval, unit_price, tmpshopmax; |
927 | sint64 newval, unit_price, tmpshopmax; |
958 | mapstruct *map; |
928 | maptile *map; |
959 | |
929 | |
960 | unit_price = val / quantity; |
930 | unit_price = val / quantity; |
961 | |
931 | |
962 | if (!isshop || !who) |
932 | if (!isshop || !who) |
963 | { |
933 | { |
964 | if (unit_price > 250000) |
934 | if (unit_price > 250000) |
965 | newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
935 | newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
966 | else |
936 | else |
967 | newval = unit_price; |
937 | newval = unit_price; |
968 | } |
938 | } |
969 | else |
939 | else |
970 | { |
940 | { |
971 | if (!who->map) |
941 | if (!who->map) |
972 | { |
942 | { |
973 | LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); |
943 | LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); |
974 | return val; |
944 | return val; |
975 | } |
945 | } |
976 | |
946 | |
977 | map = who->map; |
947 | map = who->map; |
978 | |
948 | |
979 | tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
949 | tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
980 | |
950 | |
981 | if (map->shopmin && unit_price < map->shopmin) |
951 | if (map->shopmin && unit_price < map->shopmin) |
982 | return 0; |
952 | return 0; |
983 | else if (unit_price > tmpshopmax / 2) |
953 | else if (unit_price > tmpshopmax / 2) |
984 | newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
954 | newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
985 | else |
955 | else |
986 | newval=unit_price; |
956 | newval = unit_price; |
987 | } |
957 | } |
988 | |
958 | |
989 | newval *= quantity; |
959 | newval *= quantity; |
990 | |
960 | |
991 | return newval; |
961 | return newval; |
992 | } |
962 | } |
993 | |
963 | |
994 | /* gives a desciption of the shop on their current map to the player op. */ |
964 | /* gives a desciption of the shop on their current map to the player op. */ |
|
|
965 | int |
995 | int describe_shop(const object *op) { |
966 | describe_shop (const object *op) |
|
|
967 | { |
996 | mapstruct *map = op->map; |
968 | maptile *map = op->map; |
|
|
969 | |
997 | /*shopitems *items=map->shopitems;*/ |
970 | /*shopitems *items=map->shopitems; */ |
998 | int pos=0, i; |
971 | int pos = 0, i; |
999 | double opinion=0; |
972 | double opinion = 0; |
1000 | char tmp[MAX_BUF]="\0"; |
973 | char tmp[MAX_BUF] = "\0"; |
|
|
974 | |
1001 | if (op->type != PLAYER) return 0; |
975 | if (op->type != PLAYER) |
|
|
976 | return 0; |
1002 | |
977 | |
1003 | /*check if there is a shop specified for this map */ |
978 | /*check if there is a shop specified for this map */ |
1004 | if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { |
979 | if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) |
|
|
980 | { |
1005 | new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); |
981 | new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); |
|
|
982 | |
1006 | if (map->shopitems) { |
983 | if (map->shopitems) |
1007 | for (i=0; i < map->shopitems[0].index; i++) { |
984 | for (i = 0; i < map->shopitems[0].index; i++) |
1008 | if (map->shopitems[i].name && map->shopitems[i].strength > 10) { |
985 | if (map->shopitems[i].name && map->shopitems[i].strength > 10) |
|
|
986 | { |
1009 | snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); |
987 | snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); |
1010 | pos += strlen(tmp+pos); |
988 | pos += strlen (tmp + pos); |
1011 | } |
989 | } |
1012 | } |
990 | |
1013 | } |
991 | if (!pos) |
1014 | if (!pos) strcat(tmp, "a little of everything."); |
992 | strcat (tmp, "a little of everything."); |
1015 | |
993 | |
1016 | /* format the string into a list */ |
994 | /* format the string into a list */ |
1017 | make_list_like(tmp); |
995 | make_list_like (tmp); |
1018 | new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); |
996 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); |
1019 | |
997 | |
1020 | if (map->shopmax) |
998 | if (map->shopmax) |
1021 | new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", |
999 | 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)); |
1000 | |
1023 | if (map->shopmin) |
1001 | if (map->shopmin) |
1024 | new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", |
1002 | 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)); |
1003 | |
1026 | if (map->shopgreed) { |
1004 | if (map->shopgreed) |
|
|
1005 | { |
1027 | if (map->shopgreed >2.0) |
1006 | if (map->shopgreed > 2.0) |
1028 | new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); |
1007 | new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); |
1029 | else if (map->shopgreed >1.5) |
1008 | else if (map->shopgreed > 1.5) |
1030 | new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); |
1009 | new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); |
1031 | else if (map->shopgreed >1.1) |
1010 | else if (map->shopgreed > 1.1) |
1032 | new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); |
1011 | new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); |
1033 | else if (map->shopgreed <0.9) |
1012 | else if (map->shopgreed < 0.9) |
1034 | new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); |
1013 | new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); |
1035 | } |
1014 | } |
|
|
1015 | |
1036 | if (map->shoprace) { |
1016 | if (map->shoprace) |
|
|
1017 | { |
1037 | opinion=shopkeeper_approval(map, op); |
1018 | opinion = shopkeeper_approval (map, op); |
1038 | if (opinion > 0.8) |
1019 | if (opinion > 0.8) |
1039 | new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); |
1020 | new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); |
1040 | else if (opinion > 0.5) |
1021 | else if (opinion > 0.5) |
1041 | new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); |
1022 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); |
1042 | else |
1023 | else |
1043 | new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); |
1024 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); |
1044 | } |
1025 | } |
1045 | } |
1026 | } |
|
|
1027 | else |
1046 | else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); |
1028 | new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); |
1047 | |
1029 | |
1048 | return 1; |
1030 | return 1; |
1049 | } |
1031 | } |
1050 | typedef struct shopinv { |
1032 | |
|
|
1033 | struct shopinv |
|
|
1034 | { |
1051 | char *item_sort; |
1035 | char *item_sort; |
1052 | char *item_real; |
1036 | char *item_real; |
1053 | uint16 type; |
1037 | uint16 type; |
1054 | uint32 nrof; |
1038 | uint32 nrof; |
1055 | } shopinv; |
1039 | }; |
1056 | |
1040 | |
1057 | /* There are a lot fo extra casts in here just to suppress warnings - it |
1041 | /* There are a lot fo extra casts in here just to suppress warnings - it |
1058 | * makes it look uglier than it really it. |
1042 | * makes it look uglier than it really it. |
1059 | * The format of the strings we get is type:name. So we first want to |
1043 | * 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. |
1044 | * sort by type (numerical) - if the same type, then sort by name. |
1061 | */ |
1045 | */ |
|
|
1046 | static int |
1062 | static int shop_sort(const void *a1, const void *a2) |
1047 | shop_sort (const void *a1, const void *a2) |
1063 | { |
1048 | { |
1064 | shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; |
1049 | shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1065 | |
1050 | |
1066 | if (s1->type<s2->type) return -1; |
1051 | if (s1->type < s2->type) |
|
|
1052 | return -1; |
|
|
1053 | |
1067 | if (s1->type>s2->type) return 1; |
1054 | if (s1->type > s2->type) |
|
|
1055 | return 1; |
|
|
1056 | |
1068 | /* the type is the same (what atoi gets), so do a strcasecmp to sort |
1057 | /* the type is the same (what atoi gets), so do a strcasecmp to sort |
1069 | * via alphabetical order |
1058 | * via alphabetical order |
1070 | */ |
1059 | */ |
1071 | return strcasecmp(s1->item_sort, s2->item_sort); |
1060 | return strcasecmp (s1->item_sort, s2->item_sort); |
1072 | } |
1061 | } |
1073 | |
1062 | |
|
|
1063 | static void |
1074 | static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) |
1064 | add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1075 | { |
1065 | { |
1076 | #if 0 |
1066 | #if 0 |
1077 | char buf[MAX_BUF]; |
1067 | char buf[MAX_BUF]; |
1078 | #endif |
1068 | #endif |
1079 | /* clear unpaid flag so that doesn't come up in query |
1069 | /* clear unpaid flag so that doesn't come up in query |
1080 | * string. We clear nrof so that we can better sort |
1070 | * string. We clear nrof so that we can better sort |
1081 | * the object names. |
1071 | * the object names. |
1082 | */ |
1072 | */ |
1083 | |
1073 | |
1084 | CLEAR_FLAG(tmp, FLAG_UNPAID); |
1074 | CLEAR_FLAG (tmp, FLAG_UNPAID); |
1085 | items[*numitems].nrof=tmp->nrof; |
1075 | items[*numitems].nrof = tmp->nrof; |
1086 | /* Non mergable items have nrof of 0, but count them as one |
1076 | /* Non mergable items have nrof of 0, but count them as one |
1087 | * so the display is properly. |
1077 | * so the display is properly. |
1088 | */ |
1078 | */ |
1089 | if (tmp->nrof == 0) items[*numitems].nrof++; |
1079 | if (tmp->nrof == 0) |
|
|
1080 | items[*numitems].nrof++; |
1090 | items[*numitems].type=tmp->type; |
1081 | items[*numitems].type = tmp->type; |
1091 | |
1082 | |
1092 | switch (tmp->type) { |
1083 | switch (tmp->type) |
|
|
1084 | { |
1093 | #if 0 |
1085 | #if 0 |
1094 | case BOOTS: |
1086 | case BOOTS: |
1095 | case GLOVES: |
1087 | case GLOVES: |
1096 | case RING: |
1088 | case RING: |
1097 | case AMULET: |
1089 | case AMULET: |
1098 | case BRACERS: |
1090 | case BRACERS: |
1099 | case GIRDLE: |
1091 | case GIRDLE: |
1100 | sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); |
1092 | sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); |
1101 | items[*numitems].item_sort = strdup_local(buf); |
1093 | items[*numitems].item_sort = strdup (buf); |
1102 | sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); |
1094 | sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); |
1103 | items[*numitems].item_real = strdup_local(buf); |
1095 | items[*numitems].item_real = strdup (buf); |
1104 | (*numitems)++; |
1096 | (*numitems)++; |
1105 | break; |
1097 | break; |
1106 | #endif |
1098 | #endif |
1107 | |
1099 | |
1108 | default: |
1100 | default: |
1109 | items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); |
1101 | items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1110 | items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); |
1102 | items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
1111 | (*numitems)++; |
1103 | (*numitems)++; |
1112 | break; |
1104 | break; |
1113 | } |
1105 | } |
|
|
1106 | |
1114 | SET_FLAG(tmp, FLAG_UNPAID); |
1107 | SET_FLAG (tmp, FLAG_UNPAID); |
1115 | } |
1108 | } |
1116 | |
1109 | |
1117 | void shop_listing(object *op) |
1110 | void |
|
|
1111 | shop_listing (object *sign, object *op) |
1118 | { |
1112 | { |
1119 | int i,j,numitems=0,numallocated=0, nx, ny; |
1113 | int i, j, x1, x2, y1, y2; |
1120 | char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); |
1114 | const char *shop_coords = sign->kv (shstr_shop_coords); |
1121 | object *stack; |
1115 | object *stack; |
1122 | shopinv *items; |
1116 | shopinv *items; |
1123 | |
1117 | |
1124 | /* Should never happen, but just in case a monster does apply a sign */ |
1118 | /* Should never happen, but just in case a monster does apply a sign */ |
1125 | if (op->type!=PLAYER) return; |
1119 | if (!op->is_player ()) |
|
|
1120 | return; |
1126 | |
1121 | |
1127 | new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1122 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
1128 | |
1123 | |
1129 | magic_mapping_mark(op, map_mark, 3); |
1124 | if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
1130 | items=(shopinv*)malloc(40*sizeof(shopinv)); |
1125 | { |
|
|
1126 | x1 = 0; |
|
|
1127 | y1 = 0; |
|
|
1128 | x2 = op->map->width - 1; |
|
|
1129 | y2 = op->map->height - 1; |
|
|
1130 | } |
|
|
1131 | |
1131 | numallocated=40; |
1132 | int numallocated = 40; |
|
|
1133 | int numitems = 0; |
|
|
1134 | items = (shopinv *)malloc (sizeof (shopinv) * numallocated); |
1132 | |
1135 | |
1133 | /* Find all the appropriate items */ |
1136 | /* Find all the appropriate items */ |
1134 | for (i=0; i<MAP_WIDTH(op->map); i++) { |
1137 | for (i = x1; i <= x2; i++) |
1135 | for (j=0; j<MAP_HEIGHT(op->map); j++) { |
1138 | for (j = y1; j < y2; j++) |
1136 | /* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
1139 | if (is_in_shop (op->map, i, j)) |
1137 | * |
1140 | { |
1138 | */ |
1141 | stack = GET_MAP_OB (op->map, i, j); |
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 | |
1142 | |
1144 | if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { |
1143 | while (stack) |
1145 | stack =get_map_ob(op->map,i,j); |
1144 | { |
1146 | |
|
|
1147 | while (stack) { |
|
|
1148 | if (QUERY_FLAG(stack, FLAG_UNPAID)) { |
1145 | if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1149 | if (numitems==numallocated) { |
1146 | { |
|
|
1147 | if (numitems == numallocated) |
1150 | items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10)); |
1148 | items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2)); |
1151 | numallocated+=10; |
1149 | |
1152 | } |
|
|
1153 | add_shop_item(stack, items, &numitems, &numallocated); |
1150 | add_shop_item (stack, items, &numitems, &numallocated); |
1154 | } |
1151 | } |
|
|
1152 | |
1155 | stack = stack->above; |
1153 | stack = stack->above; |
1156 | } |
1154 | } |
1157 | } |
1155 | } |
1158 | } |
1156 | |
1159 | } |
1157 | buf << (numitems ? "T<This shop contains:>\n\n" |
1160 | free(map_mark); |
1158 | : "T<This shop is currently empty.>"); |
1161 | if (numitems == 0) { |
1159 | |
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); |
1160 | qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1167 | |
1161 | |
1168 | for (i=0; i<numitems; i++) { |
1162 | for (i = 0; i < numitems; i++) |
|
|
1163 | { |
1169 | /* Collapse items of the same name together */ |
1164 | /* Collapse items of the same name together */ |
1170 | if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { |
1165 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1171 | items[i+1].nrof += items[i].nrof; |
1166 | items[i + 1].nrof += items[i].nrof; |
|
|
1167 | else |
|
|
1168 | buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
|
|
1169 | |
1172 | free(items[i].item_sort); |
1170 | free (items[i].item_sort); |
1173 | free(items[i].item_real); |
1171 | free (items[i].item_real); |
1174 | } else { |
|
|
1175 | new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s", |
|
|
1176 | items[i].nrof? items[i].nrof:1, |
|
|
1177 | items[i].nrof==1?items[i].item_sort: items[i].item_real); |
|
|
1178 | free(items[i].item_sort); |
|
|
1179 | free(items[i].item_real); |
|
|
1180 | } |
|
|
1181 | } |
1172 | } |
|
|
1173 | |
|
|
1174 | op->contr->infobox (MSG_CHANNEL ("shopitems"), buf); |
|
|
1175 | |
1182 | free(items); |
1176 | free (items); |
1183 | } |
1177 | } |
|
|
1178 | |
|
|
1179 | /* elmex: this function checks whether the object is in a shop */ |
|
|
1180 | bool |
|
|
1181 | is_in_shop (object *o) |
|
|
1182 | { |
|
|
1183 | if (!o->is_on_map ()) |
|
|
1184 | return false; |
|
|
1185 | |
|
|
1186 | return is_in_shop (o->map, o->x, o->y); |
|
|
1187 | } |
|
|
1188 | |
|
|
1189 | /* elmex: this function checks whether we are in a shop or not |
|
|
1190 | - change 2007-11-26: enhanced the O(n) case by stopping at the first |
|
|
1191 | floor tile. this possibly will make map bugs where shopfloors are above |
|
|
1192 | floors more obvious. |
|
|
1193 | */ |
|
|
1194 | |
|
|
1195 | bool |
|
|
1196 | is_in_shop (maptile *map, int x, int y) |
|
|
1197 | { |
|
|
1198 | for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
|
|
1199 | if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) |
|
|
1200 | return floor->type == SHOP_FLOOR; |
|
|
1201 | |
|
|
1202 | return false; |
|
|
1203 | } |
|
|
1204 | |