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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 1.76 by root, Fri Mar 26 01:04:45 2010 UTC

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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
32#include <living.h> 28#include <living.h>
33#include <newclient.h>
34#ifndef __CEXTRACT__
35#include <sproto.h> 29#include <sproto.h>
36#endif
37#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
56#define NUM_COINS 4 /* number of coin types */
57static 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
84static uint64 approx_range; 73static sint64 approx_range;
85 74
75sint64
86uint64 query_cost(const object *tmp, object *who, int flag) { 76query_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);
108
109 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
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);
143 if (flag == F_BUY) {
144 LOG(llevError, "Asking for buy-value of unidentified object without arch.\n");
145 val = number * tmp->value * 10;
146 }
147 else
148 val = number * tmp->value / 5;
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 }
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 */ 164 */
165 val /= (1 - tmp->magic);
166 }
167
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)
175 val = (val * tmp->stats.food) / 50;
176 else /* if not identified, presume one charge */
177 val /= 50;
178 }
179
180 /* Limit amount of money you can get for really great items. */
181 if (flag == F_SELL)
182 val = value_limit ((sint64) val, number, who, shop);
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);
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 */
194
195 if (who && who->type == PLAYER)
196 {
197 int lev_bargain = 0;
198 int lev_identify = 0;
199
200 if (find_skill_by_number (who, SK_BARGAINING))
201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
202
203 if (const typedata *tmptype = get_typedata (tmp->type))
204 {
205 if (int idskill1 = tmptype->identifyskill)
206 {
207 int idskill2 = tmptype->identifyskill2;
208
209 if (find_skill_by_number (who, idskill1))
210 lev_identify = find_skill_by_number (who, idskill1)->level;
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
294static archetype *
311static archetype *find_next_coin(uint64 c, int *cointype) { 295find_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 */
323const char *
335const char *cost_string_from_value(uint64 cost, int approx) 324cost_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
362const char *
371const char *query_cost_string(const object *tmp,object *who,int flag) { 363query_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 */
439sint64
438uint64 query_money(const object *op) { 440query_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 */
465int
462int pay_for_amount(uint64 to_pay,object *pl) { 466pay_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 */
491int
486int pay_for_item(object *op,object *pl) { 492pay_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 */
538static void
532static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { 539pay_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]);
581 coin_objs[i] = arch_to_object (at); 592
593 coin_objs[i] = at->instance ();
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 631int
631int can_pay(object *pl) { 632can_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 */
686int get_payment(object *pl, object *op) { 675int
676get_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 */
727void
745void pay_player (object *pl, uint64 amount) { 728pay_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 = at->instance ();
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 = at->instance ();
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 :( */
780sint64
809uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { 781pay_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 */
804bool
835void sell_item(object *op, object *pl) { 805sell_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 */
852static double
891static double shop_specialisation_ratio(const object *item, const mapstruct *map) { 853shop_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 int 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)
909 for (i=0; i<items[0].index; i++) 876 for (i = 0; i < items[0].index; i++)
910 if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) 877 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
911 likedness = items[i].strength/100.0; 878 likedness = items[i].strength;
912 } 879
913 if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ 880 if (likedness > 100)
881 { /* 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", 882 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; 883 likedness = 100;
917 } 884 }
885
918 if (likedness < -1.0) { 886 if (likedness < -100)
887 {
919 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", 888 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; 889 likedness = -100;
922 } 890 }
923 ratio = ratio + (1.0-ratio) * likedness; 891
924 if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ 892 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
925 return ratio;
926} 893}
927 894
928/*returns the greed of the shop on map, or 1 if it isn't specified. */ 895/*returns the greed of the shop on map, or 1 if it isn't specified. */
929static double shop_greed(const mapstruct *map) { 896static double
930 double greed=1.0; 897shop_greed (const maptile *map)
931 if (map->shopgreed) 898{
932 return map->shopgreed; 899 return map->shopgreed
933 return greed; 900 ? map->shopgreed
901 : 1.;
934} 902}
935 903
936/* Returns a double based on how much the shopkeeper approves of the player. 904/* 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. 905 * this is based on the race of the shopkeeper and that of the player.
938 */ 906 */
907double
939double shopkeeper_approval(const mapstruct *map, const object *player) { 908shopkeeper_approval (const maptile *map, const object *player)
940 double approval=1.0; 909{
941 910 return map->shoprace && player->race != map->shoprace
942 if (map->shoprace) { 911 ? DISLIKE_RATIO
943 approval=NEUTRAL_RATIO; 912 : 1.;
944 if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0;
945 }
946 return approval;
947} 913}
948 914
949/* limit the value of items based on the wealth of the shop. If the item is close 915/* 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 916 * 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 917 * 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 918 * want it and offer nothing. If it isn't a shop, check whether we should do generic
953 * value reduction. 919 * value reduction.
954 * 920 *
955 */ 921 */
922static sint64
956static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { 923value_limit (sint64 val, int quantity, const object *who, int isshop)
924{
957 uint64 newval, unit_price, tmpshopmax; 925 sint64 newval, unit_price, tmpshopmax;
958 mapstruct *map; 926 maptile *map;
959 927
960 unit_price = val / quantity; 928 unit_price = val / quantity;
961 929
962 if (!isshop || !who) 930 if (!isshop || !who)
963 { 931 {
964 if (unit_price > 250000) 932 if (unit_price > 250000)
965 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 933 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
966 else 934 else
967 newval = unit_price; 935 newval = unit_price;
968 } 936 }
969 else 937 else
970 { 938 {
971 if (!who->map) 939 if (!who->map)
972 { 940 {
973 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); 941 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
974 return val; 942 return val;
975 } 943 }
976 944
977 map = who->map; 945 map = who->map;
978 946
979 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 947 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
980 948
981 if (map->shopmin && unit_price < map->shopmin) 949 if (map->shopmin && unit_price < map->shopmin)
982 return 0; 950 return 0;
983 else if (unit_price > tmpshopmax / 2) 951 else if (unit_price > tmpshopmax / 2)
984 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 952 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
985 else 953 else
986 newval=unit_price; 954 newval = unit_price;
987 } 955 }
988 956
989 newval *= quantity; 957 newval *= quantity;
990 958
991 return newval; 959 return newval;
992} 960}
993 961
994/* gives a desciption of the shop on their current map to the player op. */ 962/* gives a desciption of the shop on their current map to the player op. */
963int
995int describe_shop(const object *op) { 964describe_shop (const object *op)
965{
966 dynbuf_text buf;
996 mapstruct *map = op->map; 967 maptile *map = op->map;
968
997 /*shopitems *items=map->shopitems;*/ 969 /*shopitems *items=map->shopitems; */
998 int pos=0, i; 970 int pos = 0, i;
999 double opinion=0; 971 double opinion = 0;
1000 char tmp[MAX_BUF]="\0"; 972
1001 if (op->type != PLAYER) return 0; 973 if (op->type != PLAYER)
974 return 0;
1002 975
1003 /*check if there is a shop specified for this map */ 976 /*check if there is a shop specified for this map */
1004 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { 977 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1005 new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); 978 {
979 buf << "From looking at the nearby shop you determine that it trades in ";
980 int lastcomma = 0, prevcomma = 0;
981
1006 if (map->shopitems) { 982 if (map->shopitems)
1007 for (i=0; i < map->shopitems[0].index; i++) { 983 for (i = 0; i < map->shopitems[0].index; i++)
1008 if (map->shopitems[i].name && map->shopitems[i].strength > 10) { 984 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1009 snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); 985 {
1010 pos += strlen(tmp+pos); 986 buf << map->shopitems[i].name_pl;
1011 } 987 prevcomma = lastcomma;
988 lastcomma = buf.size (); // remember offset
989 buf << ", ";
990 }
991
992 if (lastcomma)
993 {
994 buf.splice (lastcomma, 2);
995
996 if (prevcomma)
997 buf.splice (prevcomma, 2, " and ");
998 }
999 else
1000 buf << "a little of everything.";
1001
1002 buf << ".\n\n";
1003
1004 if (map->shopmax)
1005 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1006
1007 if (map->shopmin)
1008 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1009
1010 if (map->shopgreed)
1011 {
1012 if (map->shopgreed > 2.0)
1013 buf << "It tends to overcharge massively.\n\n";
1014 else if (map->shopgreed > 1.5)
1015 buf << "It tends to overcharge substantially.\n\n";
1016 else if (map->shopgreed > 1.1)
1017 buf << "It tends to overcharge slightly.\n\n";
1018 else if (map->shopgreed < 0.9)
1019 buf << "It tends to undercharge.\n\n";
1020 }
1021
1022 if (map->shoprace)
1023 {
1024 opinion = shopkeeper_approval (map, op);
1025
1026 if (opinion > 0.8)
1027 buf << "You think the shopkeeper likes you.\n\n";
1028 else if (opinion > 0.5)
1029 buf << "The shopkeeper seems unconcerned by you.\n\n";
1030 else
1031 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1032 }
1012 } 1033 }
1013 }
1014 if (!pos) strcat(tmp, "a little of everything.");
1015
1016 /* format the string into a list */
1017 make_list_like(tmp);
1018 new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp);
1019
1020 if (map->shopmax)
1021 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.",
1022 cost_string_from_value(map->shopmax, 0));
1023 if (map->shopmin)
1024 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.",
1025 cost_string_from_value(map->shopmin, 0));
1026 if (map->shopgreed) {
1027 if (map->shopgreed >2.0)
1028 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively.");
1029 else if (map->shopgreed >1.5)
1030 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially.");
1031 else if (map->shopgreed >1.1)
1032 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly.");
1033 else if (map->shopgreed <0.9)
1034 new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge.");
1035 }
1036 if (map->shoprace) {
1037 opinion=shopkeeper_approval(map, op);
1038 if (opinion > 0.8)
1039 new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you.");
1040 else if (opinion > 0.5)
1041 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you.");
1042 else 1034 else
1043 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); 1035 buf << "There is no shop nearby.\n\n";
1044 }
1045 }
1046 else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby.");
1047 1036
1037 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1038
1048 return 1; 1039 return 1;
1049} 1040}
1050typedef struct shopinv { 1041
1042struct shopinv
1043{
1051 char *item_sort; 1044 char *item_sort;
1052 char *item_real; 1045 char *item_real;
1053 uint16 type; 1046 uint16 type;
1054 uint32 nrof; 1047 uint32 nrof;
1055} shopinv; 1048};
1056 1049
1057/* There are a lot fo extra casts in here just to suppress warnings - it 1050/* There are a lot fo extra casts in here just to suppress warnings - it
1058 * makes it look uglier than it really it. 1051 * makes it look uglier than it really it.
1059 * The format of the strings we get is type:name. So we first want to 1052 * 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. 1053 * sort by type (numerical) - if the same type, then sort by name.
1061 */ 1054 */
1055static int
1062static int shop_sort(const void *a1, const void *a2) 1056shop_sort (const void *a1, const void *a2)
1063{ 1057{
1064 shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; 1058 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1065 1059
1066 if (s1->type<s2->type) return -1; 1060 if (s1->type < s2->type)
1061 return -1;
1062
1067 if (s1->type>s2->type) return 1; 1063 if (s1->type > s2->type)
1064 return 1;
1065
1068 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1066 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1069 * via alphabetical order 1067 * via alphabetical order
1070 */ 1068 */
1071 return strcasecmp(s1->item_sort, s2->item_sort); 1069 return strcasecmp (s1->item_sort, s2->item_sort);
1072} 1070}
1073 1071
1072static void
1074static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) 1073add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1075{ 1074{
1076#if 0 1075#if 0
1077 char buf[MAX_BUF]; 1076 char buf[MAX_BUF];
1078#endif 1077#endif
1079 /* clear unpaid flag so that doesn't come up in query 1078 /* clear unpaid flag so that doesn't come up in query
1080 * string. We clear nrof so that we can better sort 1079 * string. We clear nrof so that we can better sort
1081 * the object names. 1080 * the object names.
1082 */ 1081 */
1083 1082
1084 CLEAR_FLAG(tmp, FLAG_UNPAID); 1083 CLEAR_FLAG (tmp, FLAG_UNPAID);
1085 items[*numitems].nrof=tmp->nrof; 1084 items[*numitems].nrof = tmp->nrof;
1086 /* Non mergable items have nrof of 0, but count them as one 1085 /* Non mergable items have nrof of 0, but count them as one
1087 * so the display is properly. 1086 * so the display is properly.
1088 */ 1087 */
1089 if (tmp->nrof == 0) items[*numitems].nrof++; 1088 if (tmp->nrof == 0)
1089 items[*numitems].nrof++;
1090 items[*numitems].type=tmp->type; 1090 items[*numitems].type = tmp->type;
1091 1091
1092 switch (tmp->type) { 1092 switch (tmp->type)
1093 {
1093#if 0 1094#if 0
1094 case BOOTS: 1095 case BOOTS:
1095 case GLOVES: 1096 case GLOVES:
1096 case RING: 1097 case RING:
1097 case AMULET: 1098 case AMULET:
1098 case BRACERS: 1099 case BRACERS:
1099 case GIRDLE: 1100 case GIRDLE:
1100 sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); 1101 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1101 items[*numitems].item_sort = strdup_local(buf); 1102 items[*numitems].item_sort = strdup (buf);
1102 sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); 1103 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1103 items[*numitems].item_real = strdup_local(buf); 1104 items[*numitems].item_real = strdup (buf);
1104 (*numitems)++; 1105 (*numitems)++;
1105 break; 1106 break;
1106#endif 1107#endif
1107 1108
1108 default: 1109 default:
1109 items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); 1110 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1110 items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); 1111 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1111 (*numitems)++; 1112 (*numitems)++;
1112 break; 1113 break;
1113 } 1114 }
1115
1114 SET_FLAG(tmp, FLAG_UNPAID); 1116 SET_FLAG (tmp, FLAG_UNPAID);
1115} 1117}
1116 1118
1117void shop_listing(object *op) 1119void
1120shop_listing (object *sign, object *op)
1118{ 1121{
1119 int i,j,numitems=0,numallocated=0, nx, ny; 1122 int i, j, x1, x2, y1, y2;
1120 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); 1123 const char *shop_coords = sign->kv (shstr_shop_coords);
1121 object *stack; 1124 object *stack;
1122 shopinv *items; 1125 shopinv *items;
1123 1126
1124 /* Should never happen, but just in case a monster does apply a sign */ 1127 /* Should never happen, but just in case a monster does apply a sign */
1125 if (op->type!=PLAYER) return; 1128 if (!op->is_player ())
1129 return;
1126 1130
1127 new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1131 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1128 1132
1129 magic_mapping_mark(op, map_mark, 3); 1133 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1130 items=(shopinv*)malloc(40*sizeof(shopinv)); 1134 {
1135 x1 = 0;
1136 y1 = 0;
1137 x2 = op->map->width - 1;
1138 y2 = op->map->height - 1;
1139 }
1140
1131 numallocated=40; 1141 int numallocated = 40;
1142 int numitems = 0;
1143 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1132 1144
1133 /* Find all the appropriate items */ 1145 /* Find all the appropriate items */
1134 for (i=0; i<MAP_WIDTH(op->map); i++) { 1146 for (i = x1; i <= x2; i++)
1135 for (j=0; j<MAP_HEIGHT(op->map); j++) { 1147 for (j = y1; j < y2; j++)
1136 /* magic map code now centers the map on the object at MAGIC_MAP_HALF. 1148 if (is_in_shop (op->map, i, j))
1137 * 1149 {
1138 */ 1150 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 1151
1144 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { 1152 while (stack)
1145 stack =get_map_ob(op->map,i,j); 1153 {
1146
1147 while (stack) {
1148 if (QUERY_FLAG(stack, FLAG_UNPAID)) { 1154 if (QUERY_FLAG (stack, FLAG_UNPAID))
1149 if (numitems==numallocated) { 1155 {
1156 if (numitems == numallocated)
1150 items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10)); 1157 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1151 numallocated+=10; 1158
1152 }
1153 add_shop_item(stack, items, &numitems, &numallocated); 1159 add_shop_item (stack, items, &numitems, &numallocated);
1154 } 1160 }
1161
1155 stack = stack->above; 1162 stack = stack->above;
1156 } 1163 }
1157 } 1164 }
1158 } 1165
1159 } 1166 buf << (numitems ? "T<This shop contains:>\n\n"
1160 free(map_mark); 1167 : "T<This shop is currently empty.>");
1161 if (numitems == 0) { 1168
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); 1169 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1167 1170
1168 for (i=0; i<numitems; i++) { 1171 for (i = 0; i < numitems; i++)
1172 {
1169 /* Collapse items of the same name together */ 1173 /* Collapse items of the same name together */
1170 if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { 1174 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1171 items[i+1].nrof += items[i].nrof; 1175 items[i + 1].nrof += items[i].nrof;
1176 else
1177 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1178
1172 free(items[i].item_sort); 1179 free (items[i].item_sort);
1173 free(items[i].item_real); 1180 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 } 1181 }
1182
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1184
1182 free(items); 1185 free (items);
1183} 1186}
1187
1188/* elmex: this function checks whether the object is in a shop */
1189bool
1190is_in_shop (object *o)
1191{
1192 if (!o->is_on_map ())
1193 return false;
1194
1195 return is_in_shop (o->map, o->x, o->y);
1196}
1197
1198/* elmex: this function checks whether we are in a shop or not
1199 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1200 floor tile. this possibly will make map bugs where shopfloors are above
1201 floors more obvious.
1202*/
1203
1204bool
1205is_in_shop (maptile *map, int x, int y)
1206{
1207 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1208 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1209 return floor->type == SHOP_FLOOR;
1210
1211 return false;
1212}
1213

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