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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 1.91 by root, Fri Jan 27 22:00:40 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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;
95 84
96 approx_range = 0; 85 approx_range = 0;
97 86
98 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
99 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
100 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
101 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
102 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
103 flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP); 92 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
104 93
105 if (tmp->type==MONEY) return (tmp->nrof * tmp->value); 94 int number = tmp->number_of ();
95
96 if (tmp->type == MONEY)
97 return number * tmp->value;
98
106 if (tmp->type==GEM) { 99 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 } 100 {
113 number = tmp->nrof; 101 if (flag == F_TRUE)
114 if (number==0) number=1; 102 return number * tmp->value;
115 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { 103
116 if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) 104 if (flag == F_BUY)
105 return 1.03 * number * tmp->value;
106
107 if (flag == F_SELL)
108 return 0.97 * number * tmp->value;
109
110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
117 return 0; 111 return 0;
118 else 112 }
119 val=tmp->value * number; 113
114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
120 } 115 {
116 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
117 return 0;
118 else
119 val = number * tmp->value;
120 }
121 /* This area deals with objects that are not identified, but can be */ 121 /* This area deals with objects that are not identified, but can be */
122 else { 122 else
123 if (tmp->arch != NULL) { 123 {
124 if (flag == F_BUY) { 124 if (flag == F_BUY)
125 LOG(llevError, "Asking for buy-value of unidentified object.\n"); 125 {
126 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
126 val = tmp->arch->clone.value * 50 * number; 127 val = tmp->arch->value * 50 * number;
127 } 128 }
128 else { /* Trying to sell something, or get true value */ 129 else
130 { /* Trying to sell something, or get true value */
129 if (tmp->type == POTION) 131 if (tmp->type == POTION)
130 val = number * 40; /* Don't want to give anything away */ 132 val = number * 40; /* Don't want to give anything away */
131 else { 133 else
134 {
132 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 135 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
133 * unknown objects 136 * unknown objects
134 */ 137 */
135 if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) 138 if (tmp->flag [FLAG_BEEN_APPLIED])
136 val = number * tmp->arch->clone.value *2 / 3; 139 val = number * tmp->arch->value * 2 / 3;
137 else 140 else
138 val = number * tmp->arch->clone.value / 3; 141 val = number * tmp->arch->value / 3;
139 } 142 }
143 }
140 } 144 }
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 }
151 145
152 /* If the item has been applied or identifed or does not need to be 146 /* 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 147 * identified, AND the object is magical and the archetype is non
154 * magical, then change values accordingly. The tmp->arch==NULL is 148 * magical, then change values accordingly. The tmp->arch==NULL is
155 * really just a check to prevent core dumps for when it checks 149 * really just a check to prevent core dumps for when it checks
156 * tmp->arch->clone.magic for any magic. The check for archetype 150 * tmp->arch->magic for any magic. The check for archetype
157 * magic is to not give extra money for archetypes that are by 151 * magic is to not give extra money for archetypes that are by
158 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
159 * already figured in that value. 153 * already figured in that value.
160 */ 154 */
161 if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| 155 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
162 QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) &&
163 tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
157 {
164 if(tmp->magic>0) 158 if (tmp->magic > 0)
165 val*=(3*tmp->magic*tmp->magic*tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
166 else 160 else
167 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
168 * will actually be something like val /=2, /=3, etc. 162 * 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 */ 163 */
164 val /= 1 - tmp->magic;
165 }
166
167 if (tmp->type == WAND)
168 {
169 /* Value of the wand is multiplied by the number of
170 * charges. the treasure code already sets up the value
171 * 50 charges is used as the baseline.
172 */
173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
174 val *= tmp->stats.food;
175 /* if not identified, presume one charge */
176 val /= 50;
177 }
178
179 /* Limit amount of money you can get for really great items. */
180 if (flag == F_SELL)
181 val = value_limit (val, number, who, shop);
182
183 // use a nonlinear price adjustment. as my predecessor said, don't change
184 // the archetypes, its work required for balancing, and we don't care.
185 //val = pow (val, 1.05);
186
187 /* This modification is for bargaining skill.
188 * Now only players with max level in bargaining
189 * AND Cha = 30 will get optimal price.
190 * Thus charisma will never get useless.
191 * -b.e. edler@heydernet.de
192 */
193
194 if (who && who->is_player ())
195 {
196 int lev_bargain = 0;
197 int lev_identify = 0;
198
199 if (!no_bargain)
200 if (object *skill = find_skill_by_name (who, shstr_bargaining))
201 lev_bargain = skill->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 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
231 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.); 223 double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
235 224
236 diff = .02 + (.80 - .02) * diff; 225 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
237
238 if (flag == F_BUY) val += (val * diff);
239 else if (flag == F_SELL) val -= (val * diff);
240 226
227 // scale 0..1 to 2 .. 80%
228 factor = lerp (factor, 0., 1., 0.02, 0.80);
229
230 if (flag == F_BUY)
231 val += val * factor;
232 else if (flag == F_SELL)
233 val -= val * factor;
234
241 // now find a price range. the less good we can judge, the larger the range is 235 // 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 236 // then the range is adjusted randomly around the correct value
243 if (approximate) 237 if (approximate)
244 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
245 }
246 239 }
240
247 /* I don't think this should really happen - if it does, it indicates and 241 /* I don't think this should really happen - if it does, it indicates and
248 * overflow of diff above. That shoudl only happen if 242 * overflow of diff above. That should only happen if
249 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
250 * gets no money. 244 * gets no money.
251 */ 245 */
252 if((sint64)val<0) 246 if ((sint64) val < 0)
253 val=0; 247 val = 0;
254 248
255 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
256 if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { 250 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
257 val = (val > 600)? 600:val; 251 min_it (val, 1000);
258 } 252
259
260 /* if we are in a shop, check how the type of shop should affect the price */ 253 /* if we are in a shop, check how the type of shop should affect the price */
261 if (shop && who) { 254 if (shop && who)
255 {
262 if (flag==F_SELL) 256 if (flag == F_SELL)
263 val= ( 257 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) { 258 else if (flag == F_BUY)
270 /* 259 {
260 /*
271 * when buying, if the item was sold by another player, it is ok to 261 * 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 262 * 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 263 * 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 264 * multiplied by the specialisation ratio, to do the same to the buy
275 * price will not generate extra money. However, the 265 * price will not generate extra money. However, the
276 * same is not true of generated items, these have to /divide/ by the 266 * 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 267 * 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). 268 * 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 269 * 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 270 * value of the items they sell (much like how people sometimes find
281 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
282 */ 272 */
283 if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
284 val= (
285 val
286 * shop_greed(who->map)
287 * shop_specialisation_ratio(tmp, who->map) 274 val *= shop_specialisation_ratio (tmp, who->map);
288 / shopkeeper_approval(who->map, who) 275 else
289 ); 276 val /= shop_specialisation_ratio (tmp, who->map);
290 else 277
291 val= ( 278 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
292 val 279 }
293 * shop_greed(who->map) 280
294 / (shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who))
295 );
296 }
297 /* we will also have an extra 0-5% variation between shops of the same type 281 /* 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 282 * for valuable items (below a value of 50 this effect wouldn't be very
299 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
300 */ 284 */
301 if(who->map->path!=NULL && val > 50) 285 //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))); 286 if (val > 50)
287 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
303 } 288 }
304 return (uint64)val; 289
290 return val;
305} 291}
306 292
307/* Find the coin type that is worth more the 'c'. Starts at the 293/* Find the coin type that is worth more the 'c'. Starts at the
308 * cointype placement. 294 * cointype placement.
309 */ 295 */
310 296
297static archetype *
311static archetype *find_next_coin(uint64 c, int *cointype) { 298find_next_coin (sint64 c, int *cointype)
299{
312 archetype *coin; 300 archetype *coin;
313 301
314 do { 302 do
315 if (coins[*cointype]==NULL) return NULL; 303 {
304 if (!coins [*cointype])
305 return 0;
306
316 coin = find_archetype(coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
317 if (coin == NULL) 308
309 if (!coin)
318 return NULL; 310 return 0;
311
319 *cointype += 1; 312 *cointype += 1;
313 }
320 } while (coin->clone.value > c); 314 while (coin->value > c);
321 315
322 return coin; 316 return coin;
323} 317}
324 318
325/* This returns a string of how much something is worth based on 319/* 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 324 * have so much money that they have more than 2 billion platinum
331 * coins, there are certainly issues - the easiest fix at that 325 * coins, there are certainly issues - the easiest fix at that
332 * time is to add a higher denomination (mithril piece with 326 * time is to add a higher denomination (mithril piece with
333 * 10,000 silver or something) 327 * 10,000 silver or something)
334 */ 328 */
329const char *
335const char *cost_string_from_value(uint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
336{ 331{
337 static char buf[MAX_BUF];
338 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
339 int num, cointype = 0; 333 int num, cointype = 0;
340 334
341 coin = find_next_coin(cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
342 if (coin == NULL) 336 if (!coin)
343 return "nothing"; 337 return "nothing";
344 338
345 num = cost / coin->clone.value; 339 num = cost / coin->value;
346 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
347 * If it takes more coins than a person can possibly carry, this 341 * If it takes more coins than a person can possibly carry, this
348 * is basically true. 342 * is basically true.
349 */ 343 */
350 if ( (cost / coin->clone.value) > UINT32_MAX) { 344 if (cost / coin->value > UINT32_MAX)
351 strcpy(buf,"an unimaginable sum of money"); 345 return "an unimaginable sum of money";
352 return buf;
353 }
354 346
355 cost -= (uint64)num * (uint64)coin->clone.value; 347 cost -= num * (sint64)coin->value;
356 sprintf(buf, "%d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name);
357 348
349 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
350
358 next_coin = find_next_coin(cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
359 if (next_coin == NULL || approx) 352 if (!next_coin || 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; 353 return buf;
369}
370 354
355 coin = next_coin;
356 num = cost / coin->value;
357 cost -= num * (sint64)coin->value;
358
359 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
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))
391 if (!find_skill_by_number(who,SK_BARGAINING)) { 387 {
392 static char buf[MAX_BUF]; 388 if (!find_skill_by_name (who, shstr_bargaining))
389 {
393 int num, cointype = 0; 390 int num, cointype = 0;
394 archetype *coin = find_next_coin(real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
395 392
396 if (coin == NULL) return "nothing"; 393 if (!coin)
397 394 return "nothing";
395
398 num = real_value / coin->clone.value; 396 num = real_value / coin->value;
399 if (num == 1) 397
400 sprintf(buf, "about one %s", coin->clone.name); 398 if (num == 1)
401 else if (num < 5) 399 return format ("about one %s", &coin->object::name);
402 sprintf(buf, "a few %s", coin->clone.name_pl); 400 else if (num < 5)
403 else if (num < 10) 401 return format ("a few %s", &coin->object::name_pl);
404 sprintf(buf, "several %s", coin->clone.name_pl); 402 else if (num < 10)
405 else if (num < 25) 403 return format ("several %s", &coin->object::name_pl);
406 sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); 404 else if (num < 25)
407 else if (num < 100) 405 return format ("a moderate amount of %s", &coin->object::name_pl);
408 sprintf(buf, "lots of %s", coin->clone.name_pl); 406 else if (num < 100)
407 return format ("lots of %s", &coin->object::name_pl);
409 else if (num < 1000) 408 else if (num < 1000)
410 sprintf(buf, "a great many %s", coin->clone.name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
411 else 410 else
412 sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
413 return buf; 412 }
413 }
414 } 414 }
415 }
416 }
417 415
418 int hash = ((unsigned int)tmp->count * 174364621) & 1023;
419
420 if (approx_range) 416 if (approx_range)
421 { 417 {
418 int hash = tmp->random_seed () & 1023;
422 uint64 lo = (sint64)real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
423 static char buf[MAX_BUF];
424 420
425 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
426 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
427 423 cost_string_from_value (lo + approx_range, 1));
428 return buf;
429 } 424 }
430 } 425 }
431 426
432 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
433} 428}
434 429
435/* This function finds out how much money the player is carrying, 430/* This function finds out how much money the player is carrying,
436 * including what is in containers. 431 * including what is in containers.
437 */ 432 */
433sint64
438uint64 query_money(const object *op) { 434query_money (const object *op)
435{
439 object *tmp; 436 object *tmp;
440 uint64 total=0; 437 sint64 total = 0;
441 438
442 if (op->type!=PLAYER && op->type!=CONTAINER) { 439 if (op->type != PLAYER && op->type != CONTAINER)
440 {
443 LOG(llevError, "Query money called with non player/container\n"); 441 LOG (llevError, "Query money called with non player/container\n");
444 return 0; 442 return 0;
445 } 443 }
444
446 for (tmp = op->inv; tmp; tmp= tmp->below) { 445 for (tmp = op->inv; tmp; tmp = tmp->below)
447 if (tmp->type==MONEY) { 446 if (tmp->type == MONEY)
448 total += (uint64)tmp->nrof * (uint64)tmp->value; 447 total += tmp->nrof * (sint64)tmp->value;
449 } else if (tmp->type==CONTAINER && 448 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains (shstr_gold)))
450 QUERY_FLAG(tmp,FLAG_APPLIED) &&
451 (tmp->race==NULL || strstr(tmp->race,"gold"))) {
452 total += query_money(tmp); 449 total += query_money (tmp);
453 } 450
454 }
455 return total; 451 return total;
456} 452}
453
457/* TCHIZE: This function takes the amount of money from the 454/* TCHIZE: This function takes the amount of money from the
458 * the player inventory and from it's various pouches using the 455 * the player inventory and from it's various pouches using the
459 * pay_from_container function. 456 * pay_from_container function.
460 * returns 0 if not possible. 1 if success 457 * returns 0 if not possible. 1 if success
461 */ 458 */
459int
462int pay_for_amount(uint64 to_pay,object *pl) { 460pay_for_amount (sint64 to_pay, object *pl)
461{
463 object *pouch; 462 object *pouch;
464 463
465 if (to_pay==0) return 1; 464 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; 465 return 1;
466
467 if (to_pay > query_money (pl))
468 return 0;
469
470 pay_from_container (pl, pl, to_pay);
471
472 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
473 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
474 pay_from_container (pl, pouch, to_pay);
475
476 pl->update_stats ();
477 return 1;
479} 478}
480 479
481/* DAMN: This is now a wrapper for pay_from_container, which is 480/* 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 481 * 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 482 * money until op is paid for. Change will be left wherever the last
484 * of the price was paid from. 483 * of the price was paid from.
485 */ 484 */
485int
486int pay_for_item(object *op,object *pl) { 486pay_for_item (object *op, object *pl)
487{
487 uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); 488 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
488 object *pouch; 489 object *pouch;
489 uint64 saved_money; 490 sint64 saved_money;
490 491
491 if (to_pay==0) return 1; 492 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; 493 return 1;
494
495 if (to_pay > query_money (pl))
496 return 0;
497
498 /* We compare the paid price with the one for a player
499 * without bargaining skill.
500 * This determins the amount of exp (if any) gained for bargaining.
501 */
502 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
503
504 if (saved_money > 0)
505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
506
507 pay_from_container (pl, pl, to_pay);
508
509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
510 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
511 pay_from_container (pl, pouch, to_pay);
512
513 pl->update_stats ();
514
515 return 1;
516} 516}
517 517
518/* This pays for the item, and takes the proper amount of money off 518/* This pays for the item, and takes the proper amount of money off
519 * the player. 519 * the player.
520 * CF 0.91.4 - this function is mostly redone in order to fix a bug 520 * CF 0.91.4 - this function is mostly redone in order to fix a bug
527 * 527 *
528 * pouch is the container (pouch or player) to remove the coins from. 528 * pouch is the container (pouch or player) to remove the coins from.
529 * to_pay is the required amount. 529 * to_pay is the required amount.
530 * returns the amount still missing after using "pouch". 530 * returns the amount still missing after using "pouch".
531 */ 531 */
532static void
532static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { 533pay_from_container (object *pl, object *pouch, sint64 &to_pay)
534{
533 int count, i; 535 int count, i;
534 sint64 remain; 536 object *tmp, *next;
535 object *tmp, *coin_objs[NUM_COINS], *next;
536 archetype *at; 537 archetype *at;
537 538
538 if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; 539 if (pouch->type != PLAYER && pouch->type != CONTAINER)
540 return;
539 541
540 remain = to_pay; 542 object *coin_objs[NUM_COINS] = { 0 };
541 for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL;
542 543
543 /* This hunk should remove all the money objects from the player/container */ 544 /* This hunk should remove all the money objects from the player/container */
544 for (tmp=pouch->inv; tmp; tmp=next) { 545 for (tmp = pouch->inv; tmp; tmp = next)
546 {
545 next = tmp->below; 547 next = tmp->below;
546 548
547 if (tmp->type == MONEY) { 549 if (tmp->type == MONEY)
550 {
548 for (i=0; i<NUM_COINS; i++) { 551 for (i = 0; i < NUM_COINS; i++)
549 if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && 552 {
550 (tmp->value == tmp->arch->clone.value) ) { 553 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
554 {
555 // This should not happen, but if it does, just merge the two.
556 if (coin_objs [i])
557 {
558 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
559 coin_objs[i]->nrof += tmp->nrof;
560 tmp->destroy ();
561 }
562 else
563 {
564 tmp->remove ();
565 coin_objs[i] = tmp;
566 }
551 567
552 /* This should not happen, but if it does, just * 568 break;
553 * merge the two. */ 569 }
554 if (coin_objs[i]!=NULL) { 570 }
555 LOG(llevError,"%s has two money entries of (%s)\n", 571
556 pouch->name, coins[NUM_COINS-1-i]); 572 if (i == NUM_COINS)
557 remove_ob(tmp); 573 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
558 coin_objs[i]->nrof += tmp->nrof; 574 }
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 } 575 }
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 }
574 576
575 /* Fill in any gaps in the coin_objs array - needed to make change. */ 577 /* 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 */ 578 /* Note that the coin_objs array goes from least value to greatest value */
577 for (i=0; i<NUM_COINS; i++) 579 for (i = 0; i < NUM_COINS; i++)
578 if (coin_objs[i]==NULL) { 580 if (!coin_objs[i])
581 {
579 at = find_archetype(coins[NUM_COINS-1-i]); 582 at = archetype::find (coins[NUM_COINS - 1 - i]);
583
584 if (at == NULL)
580 if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); 585 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
581 coin_objs[i] = arch_to_object (at); 586
587 coin_objs[i] = at->instance ();
582 coin_objs[i]->nrof = 0; 588 coin_objs[i]->nrof = 0;
583 } 589 }
584 590
585 for (i=0; i<NUM_COINS; i++) { 591 for (i = 0; i < NUM_COINS; i++)
586 int num_coins; 592 {
593 object &coin = *coin_objs[i];
594 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
595 to_pay -= num_coins * coin.value;
587 596
588 if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { 597 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 598 /* Now start making change. Start at the coin value
597 * below the one we just did, and work down to 599 * below the one we just did, and work down to
598 * the lowest value. 600 * the lowest value.
599 */ 601 */
600 count=i-1; 602 count = i - 1;
601 while (remain<0 && count>=0) { 603
604 while (to_pay < 0 && count >= 0)
605 {
602 num_coins = -remain/ coin_objs[count]->value; 606 num_coins = (-to_pay) / coin_objs[count]->value;
603 coin_objs[count]->nrof += num_coins; 607 coin_objs[count]->nrof += num_coins;
604 remain += num_coins * coin_objs[count]->value; 608 to_pay += num_coins * coin_objs[count]->value;
605 count--; 609 count--;
606 } 610 }
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 } 611 }
618 } else { 612
619 free_object(coin_objs[i]); 613 for (i = 0; i < NUM_COINS; i++)
620 } 614 if (coin_objs[i]->nrof)
621 } 615 insert_ob_in_ob (coin_objs [i], pouch);
622 return(remain); 616 else
617 coin_objs[i]->destroy ();
623} 618}
624 619
625/* Checks all unpaid items in op's inventory, adds up all the money they 620/* 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. 621 * 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 622 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
628 * to the player 623 * to the player
629 */ 624 */
630 625int
631int can_pay(object *pl) { 626can_pay (object *pl)
627{
632 int unpaid_count = 0, i; 628 int unpaid_count = 0;
633 uint64 unpaid_price = 0; 629 sint64 unpaid_price = 0;
634 uint64 player_wealth = query_money(pl); 630 sint64 player_wealth = query_money (pl);
635 object *item; 631
636 uint32 coincount[NUM_COINS];
637 if (!pl || pl->type != PLAYER) { 632 if (!pl || pl->type != PLAYER)
633 {
638 LOG(llevError, "can_pay(): called against something that isn't a player\n"); 634 LOG (llevError, "can_pay(): called against something that isn't a player\n");
639 return 0; 635 return 0;
640 } 636 }
641 for (i=0; i< NUM_COINS; i++) coincount[i] = 0; 637
642 for (item = pl->inv;item;) { 638 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
643 if QUERY_FLAG(item, FLAG_UNPAID) { 639 if (item->flag [FLAG_UNPAID])
640 {
644 unpaid_count++; 641 unpaid_count++;
645 unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); 642 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 } 643 }
644
658 if (unpaid_price > player_wealth) { 645 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 } 646 {
647 dynbuf_text &buf = msg_dynbuf; buf.clear ();
648
649 buf << "You have " << unpaid_count
650 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
651 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
652 << " to be able to afford that. "
653 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
654
655 pl->failmsg (buf);
656
657 return 0;
658 }
659 else
673 else return 1; 660 return 1;
674} 661}
675
676 662
677/* Better get_payment, descends containers looking for 663/* Better get_payment, descends containers looking for
678 * unpaid items, and pays for them. 664 * unpaid items, and pays for them.
679 * returns 0 if the player still has unpaid items. 665 * returns 0 if the player still has unpaid items.
680 * returns 1 if the player has paid for everything. 666 * returns 1 if the player has paid for everything.
681 * pl is the player buying the stuff. 667 * 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 */ 668 */
686int get_payment(object *pl, object *op) { 669int
687 char buf[MAX_BUF]; 670get_payment (object *pl)
688 int ret=1; 671{
689 672 for (;;)
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;
701 673 {
702 if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) { 674 next_item:
675
676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
677 {
678 if (op->flag [FLAG_UNPAID])
679 {
703 strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF); 680 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
704 buf[MAX_BUF-1] = '\0'; 681
705 if(!pay_for_item(op,pl)) { 682 if (!pay_for_item (op, pl))
683 {
706 uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); 684 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
707 CLEAR_FLAG(op, FLAG_UNPAID); 685
708 new_draw_info_format(NDI_UNIQUE, 0, pl, 686 op->clr_flag (FLAG_UNPAID);
709 "You lack %s to buy %s.", cost_string_from_value (i, 0), 687 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
710 query_name(op)); 688 op->set_flag (FLAG_UNPAID);
711 SET_FLAG(op, FLAG_UNPAID);
712 return 0; 689 return 0;
690 }
713 } else { 691 else
714 object *tmp; 692 {
715 tag_t c = op->count; 693 op->clr_flag (FLAG_UNPAID);
694 op->clr_flag (FLAG_PLAYER_SOLD);
695 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
716 696
717 CLEAR_FLAG(op, FLAG_UNPAID); 697 if (!merge_ob (op, op->env->inv))
718 CLEAR_FLAG(op, FLAG_PLAYER_SOLD); 698 esrv_update_item (UPD_FLAGS, pl, op);
719 new_draw_info_format(NDI_UNIQUE, 0, op, 699
720 "You paid %s for %s.",buf,query_name(op)); 700 goto next_item;
721 tmp=merge_ob(op,NULL); 701 }
722 if (pl->type == PLAYER) { 702 }
723 if (tmp) { /* it was merged */ 703 }
724 esrv_del_item (pl->contr, c); 704
725 op = tmp;
726 }
727 esrv_send_item(pl, op);
728 }
729 }
730 }
731 return 1; 705 return 1;
706 }
732} 707}
733 708
734/* written by elmex: 709/* written by elmex:
735 * moved this code from sell_item () here to have a function 710 * moved this code from sell_item () here to have a function
736 * that pays the player an amount. Mainly put the code here to 711 * 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 715 * 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 716 * 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. 717 * go somewhere and unload the money at a safe place.
743 * 718 *
744 */ 719 */
720void
745void pay_player (object *pl, uint64 amount) { 721pay_player (object *pl, sint64 amount)
722{
746 int count = 0; 723 int count = 0;
747 archetype *at = 0; 724 archetype *at = 0;
748 object *pouch = 0, *tmp = 0; 725 object *pouch = 0;
749 726
750 for (count = 0; coins[count] != NULL; count++) 727 for (count = 0; coins[count]; count++)
751 { 728 {
752 at = find_archetype (coins[count]); 729 at = archetype::find (coins[count]);
753 730
754 if (at == NULL) 731 if (at == NULL)
755 LOG(llevError, "Could not find %s archetype\n", coins[count]); 732 LOG (llevError, "Could not find %s archetype\n", coins[count]);
756 else if ((amount / at->clone.value) > 0) 733 else if ((amount / at->value) > 0)
757 { 734 {
758 for (pouch=pl->inv; pouch; pouch=pouch->below) 735 for (pouch = pl->inv; pouch; pouch = pouch->below)
759 { 736 {
760 if (pouch->type == CONTAINER 737 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains (shstr_gold))
761 && QUERY_FLAG (pouch, FLAG_APPLIED)
762 && pouch->race
763 && strstr (pouch->race, "gold"))
764 { 738 {
765 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 739 int w = at->weight * (100 - pouch->stats.Str) / 100;
766 int n = amount / at->clone.value; 740 int n = amount / at->value;
767 741
768 if (w == 0) 742 if (w == 0)
769 w = 1; /* Prevent divide by zero */ 743 w = 1; /* Prevent divide by zero */
770 744
771 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 745 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
772 { 746 {
773 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 747 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
774 n = (pouch->weight_limit - pouch->carrying) / w; 748 n = (pouch->weight_limit - pouch->carrying) / w;
775 749
776 tmp = arch_to_object (at); 750 object *tmp = at->instance ();
777 tmp->nrof = n; 751 tmp->nrof = n;
778 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 752 amount -= tmp->nrof * tmp->value;
779 tmp = insert_ob_in_ob (tmp, pouch); 753 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 } 754 }
785 } 755 }
786 } 756 }
787 757
788 if (amount / at->clone.value > 0) 758 if (amount / at->value > 0)
789 { 759 {
790 tmp = arch_to_object (at); 760 object *tmp = at->instance ();
791 tmp->nrof = amount / tmp->value; 761 tmp->nrof = amount / tmp->value;
792 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 762 amount -= tmp->nrof * tmp->value;
793 tmp = insert_ob_in_ob (tmp, pl); 763 pl->insert (tmp);
794 esrv_send_item (pl, tmp);
795 esrv_send_item (pl, pl);
796 } 764 }
797 } 765 }
798 } 766 }
799 767
800 if (amount != 0) 768 if (amount != 0)
801#ifndef WIN32
802 LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount); 769 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} 770}
807 771
808/* elmex: this is for the bank plugin :( */ 772/* elmex: this is for the bank plugin :( */
773sint64
809uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { 774pay_player_arch (object *pl, const char *arch, sint64 amount)
810 archetype *at = find_archetype (arch); 775{
811 object *tmp = NULL;
812
813 if (at == NULL)
814 return 0;
815
816 if (amount > 0) 776 if (amount)
817 { 777 {
818 tmp = arch_to_object (at); 778 object *ob = archetype::get (arch);
779
780 if (!ob)
781 return 0;
782
819 tmp->nrof = amount; 783 ob->nrof = amount;
820 tmp = insert_ob_in_ob (tmp, pl); 784 pl->insert (ob);
821 esrv_send_item (pl, tmp);
822 esrv_send_item (pl, pl);
823 } 785 }
824 786
825 return 1; 787 return 1;
826} 788}
827 789
830 * buy item. 792 * buy item.
831 * 793 *
832 * Modified to fill available race: gold containers before dumping 794 * Modified to fill available race: gold containers before dumping
833 * remaining coins in character's inventory. 795 * remaining coins in character's inventory.
834 */ 796 */
797bool
835void sell_item(object *op, object *pl) { 798sell_item (object *op, object *pl)
799{
836 uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain; 800 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
837 801
838 if(pl==NULL || pl->type != PLAYER) 802 if (pl == NULL || pl->type != PLAYER)
839 { 803 {
840 LOG(llevDebug,"Object other than player tried to sell something.\n"); 804 LOG (llevDebug, "Object other than player tried to sell something.\n");
841 return; 805 return false;
842 } 806 }
843 807
844 if(op->custom_name) 808 op->custom_name = 0;
845 FREE_AND_CLEAR_STR (op->custom_name);
846 809
847 if(!amount) 810 if (!amount)
848 { 811 {
849 new_draw_info_format (NDI_UNIQUE, 0, pl, 812 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
850 "We're not interested in %s.", query_name (op)); 813 query_name (op));
851 814 // 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 815 // 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; 816 return false;
863 } 817 }
864 818
865 /* We compare the price with the one for a player 819 /* We compare the price with the one for a player
866 * without bargaining skill. 820 * without bargaining skill.
867 * This determins the amount of exp (if any) gained for bargaining. 821 * This determins the amount of exp (if any) gained for bargaining.
868 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
869 */ 823 */
870 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 824 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
871 825
872 if (extra_gain > 0) 826 if (extra_gain > 0)
873 change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
874 828
875 pay_player (pl, amount); 829 pay_player (pl, amount);
876 830
877 new_draw_info_format (NDI_UNIQUE, 0, pl, 831 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), 832 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
879 query_name (op)); 833 pl->play_sound (sound_find ("shop_sell"));
880 834
881 SET_FLAG (op, FLAG_UNPAID); 835 op->set_flag (FLAG_UNPAID);
882 identify (op); 836 identify (op);
883}
884 837
838 return true;
839}
885 840
886/* returns a double that is the ratio of the price that a shop will offer for 841/* 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, 842 * 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 843 * returned value is between SPECIALISATION_EFFECT and 1.
889 * event is never less than 0.1 (calling functions divide by it)
890 */ 844 */
845static double
891static double shop_specialisation_ratio(const object *item, const mapstruct *map) { 846shop_specialisation_ratio (const object *item, const maptile *map)
847{
892 shopitems *items=map->shopitems; 848 shopitems *items = map->shopitems;
893 double ratio = SPECIALISATION_EFFECT, likedness=0.001; 849 int likedness = 0;
894 int i; 850 int i;
895 851
896 if (item==NULL) { 852 if (item == NULL)
853 {
897 LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 854 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
898 return 0; 855 return 0;
899 } 856 }
857
900 if (!item->type) { 858 if (!item->type)
859 {
901 LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 860 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type: %s\n", item->debug_desc ());
902 /* 861 /*
903 * I'm not really sure what the /right/ thing to do here is, these types of 862 * 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.." 863 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
905 */ 864 */
906 return ratio; 865 return SPECIALISATION_EFFECT;
907 } 866 }
867
908 if (map->shopitems) { 868 if (map->shopitems)
909 for (i=0; i<items[0].index; i++) 869 for (i = 0; i < items[0].index; i++)
910 if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) 870 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
911 likedness = items[i].strength/100.0; 871 likedness = items[i].strength;
912 } 872
913 if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ 873 if (likedness > 100)
874 { /* 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", 875 LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is above 100%%\n", item->debug_desc (), &map->path);
915 item->type, map->path);
916 likedness = 1.0; 876 likedness = 100;
917 } 877 }
878
918 if (likedness < -1.0) { 879 if (likedness < -100)
919 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n",
920 item->type, map->path);
921 likedness = -1.0;
922 } 880 {
923 ratio = ratio + (1.0-ratio) * likedness; 881 LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is below -100%%\n", item->debug_desc (), &map->path);
924 if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ 882 likedness = -100;
925 return ratio; 883 }
884
885 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
926} 886}
927 887
928/*returns the greed of the shop on map, or 1 if it isn't specified. */ 888/*returns the greed of the shop on map, or 1 if it isn't specified. */
929static double shop_greed(const mapstruct *map) { 889static double
930 double greed=1.0; 890shop_greed (const maptile *map)
931 if (map->shopgreed) 891{
932 return map->shopgreed; 892 return map->shopgreed
933 return greed; 893 ? map->shopgreed
894 : 1.;
934} 895}
935 896
936/* Returns a double based on how much the shopkeeper approves of the player. 897/* 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. 898 * this is based on the race of the shopkeeper and that of the player.
938 */ 899 */
900double
939double shopkeeper_approval(const mapstruct *map, const object *player) { 901shopkeeper_approval (const maptile *map, const object *player)
940 double approval=1.0; 902{
941 903 return map->shoprace && player->race != map->shoprace
942 if (map->shoprace) { 904 ? DISLIKE_RATIO
943 approval=NEUTRAL_RATIO; 905 : 1.;
944 if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0;
945 }
946 return approval;
947} 906}
948 907
949/* limit the value of items based on the wealth of the shop. If the item is close 908/* 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 909 * 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 910 * 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 911 * want it and offer nothing. If it isn't a shop, check whether we should do generic
953 * value reduction. 912 * value reduction.
954 * 913 *
955 */ 914 */
915static sint64
956static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { 916value_limit (sint64 val, int quantity, const object *who, int isshop)
917{
957 uint64 newval, unit_price, tmpshopmax; 918 sint64 newval, unit_price, tmpshopmax;
958 mapstruct *map; 919 maptile *map;
959 920
960 unit_price = val / quantity; 921 unit_price = val / quantity;
961 922
962 if (!isshop || !who) 923 if (!isshop || !who)
963 { 924 {
964 if (unit_price > 250000) 925 if (unit_price > 250000)
965 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 926 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
966 else 927 else
967 newval = unit_price; 928 newval = unit_price;
968 } 929 }
969 else 930 else
970 { 931 {
971 if (!who->map) 932 if (!who->map)
972 { 933 {
973 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); 934 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
974 return val; 935 return val;
975 } 936 }
976 937
977 map = who->map; 938 map = who->map;
978 939
979 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 940 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
980 941
981 if (map->shopmin && unit_price < map->shopmin) 942 if (map->shopmin && unit_price < map->shopmin)
982 return 0; 943 return 0;
983 else if (unit_price > tmpshopmax / 2) 944 else if (unit_price > tmpshopmax / 2)
984 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 945 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
985 else 946 else
986 newval=unit_price; 947 newval = unit_price;
987 } 948 }
988 949
989 newval *= quantity; 950 newval *= quantity;
990 951
991 return newval; 952 return newval;
992} 953}
993 954
994/* gives a desciption of the shop on their current map to the player op. */ 955/* gives a desciption of the shop on their current map to the player op. */
956int
995int describe_shop(const object *op) { 957describe_shop (const object *op)
958{
959 dynbuf_text buf;
996 mapstruct *map = op->map; 960 maptile *map = op->map;
961
997 /*shopitems *items=map->shopitems;*/ 962 /*shopitems *items=map->shopitems; */
998 int pos=0, i; 963 int i;
999 double opinion=0; 964 double opinion = 0;
1000 char tmp[MAX_BUF]="\0"; 965
1001 if (op->type != PLAYER) return 0; 966 if (op->type != PLAYER)
967 return 0;
1002 968
1003 /*check if there is a shop specified for this map */ 969 /*check if there is a shop specified for this map */
1004 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { 970 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:"); 971 {
972 buf << "From looking at the nearby shop you determine that it trades in ";
973 int lastcomma = 0, prevcomma = 0;
974
1006 if (map->shopitems) { 975 if (map->shopitems)
1007 for (i=0; i < map->shopitems[0].index; i++) { 976 for (i = 0; i < map->shopitems[0].index; i++)
1008 if (map->shopitems[i].name && map->shopitems[i].strength > 10) { 977 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1009 snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); 978 {
1010 pos += strlen(tmp+pos); 979 buf << map->shopitems[i].name_pl;
1011 } 980 prevcomma = lastcomma;
981 lastcomma = buf.size (); // remember offset
982 buf << ", ";
983 }
984
985 if (lastcomma)
986 {
987 buf.splice (lastcomma, 2);
988
989 if (prevcomma)
990 buf.splice (prevcomma, 2, " and ");
991 }
992 else
993 buf << "a little of everything.";
994
995 buf << ".\n\n";
996
997 if (map->shopmax)
998 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
999
1000 if (map->shopmin)
1001 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1002
1003 if (map->shopgreed)
1004 {
1005 if (map->shopgreed > 2.0)
1006 buf << "It tends to overcharge massively.\n\n";
1007 else if (map->shopgreed > 1.5)
1008 buf << "It tends to overcharge substantially.\n\n";
1009 else if (map->shopgreed > 1.1)
1010 buf << "It tends to overcharge slightly.\n\n";
1011 else if (map->shopgreed < 0.9)
1012 buf << "It tends to undercharge.\n\n";
1013 }
1014
1015 if (map->shoprace)
1016 {
1017 opinion = shopkeeper_approval (map, op);
1018
1019 if (opinion > 0.8)
1020 buf << "You think the shopkeeper likes you.\n\n";
1021 else if (opinion > 0.5)
1022 buf << "The shopkeeper seems unconcerned by you.\n\n";
1023 else
1024 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1025 }
1012 } 1026 }
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 1027 else
1043 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); 1028 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 1029
1030 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1031
1048 return 1; 1032 return 1;
1049} 1033}
1050typedef struct shopinv { 1034
1035struct shopinv
1036{
1051 char *item_sort; 1037 char *item_sort;
1052 char *item_real; 1038 char *item_real;
1039 sint64 value;
1053 uint16 type; 1040 uint16 type;
1054 uint32 nrof; 1041 uint32 nrof;
1055} shopinv; 1042};
1056 1043
1057/* There are a lot fo extra casts in here just to suppress warnings - it 1044/* There are a lot fo extra casts in here just to suppress warnings - it
1058 * makes it look uglier than it really it. 1045 * makes it look uglier than it really it.
1059 * The format of the strings we get is type:name. So we first want to 1046 * 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. 1047 * sort by type (numerical) - if the same type, then sort by name.
1061 */ 1048 */
1049static int
1062static int shop_sort(const void *a1, const void *a2) 1050shop_sort (const void *a1, const void *a2)
1063{ 1051{
1064 shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; 1052 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1065 1053
1066 if (s1->type<s2->type) return -1; 1054 if (s1->type < s2->type)
1055 return -1;
1056
1067 if (s1->type>s2->type) return 1; 1057 if (s1->type > s2->type)
1058 return 1;
1059
1068 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1060 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1069 * via alphabetical order 1061 * via alphabetical order
1070 */ 1062 */
1071 return strcasecmp(s1->item_sort, s2->item_sort); 1063 return strcasecmp (s1->item_sort, s2->item_sort);
1072} 1064}
1073 1065
1066static void
1074static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) 1067add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1075{ 1068{
1069 /* clear unpaid flag so that doesn't come up in query
1070 * string. We clear nrof so that we can better sort
1071 * the object names.
1072 */
1073
1074 tmp->clr_flag (FLAG_UNPAID);
1075 items[*numitems].nrof = tmp->nrof;
1076 /* Non mergable items have nrof of 0, but count them as one
1077 * so the display is properly.
1078 */
1079 if (tmp->nrof == 0)
1080 items[*numitems].nrof++;
1081 items[*numitems].type = tmp->type;
1082
1083 items[*numitems].value = tmp->value;
1084
1085 switch (tmp->type)
1086 {
1076#if 0 1087#if 0
1077 char buf[MAX_BUF]; 1088 case BOOTS:
1089 case GLOVES:
1090 case RING:
1091 case AMULET:
1092 case BRACERS:
1093 case GIRDLE:
1094 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1095 items[*numitems].item_sort = strdup (buf);
1096 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1097 items[*numitems].item_real = strdup (buf);
1098 (*numitems)++;
1099 break;
1078#endif 1100#endif
1079 /* clear unpaid flag so that doesn't come up in query
1080 * string. We clear nrof so that we can better sort
1081 * the object names.
1082 */
1083 1101
1084 CLEAR_FLAG(tmp, FLAG_UNPAID); 1102 default:
1085 items[*numitems].nrof=tmp->nrof;
1086 /* Non mergable items have nrof of 0, but count them as one
1087 * so the display is properly.
1088 */
1089 if (tmp->nrof == 0) items[*numitems].nrof++;
1090 items[*numitems].type=tmp->type;
1091
1092 switch (tmp->type) {
1093#if 0
1094 case BOOTS:
1095 case GLOVES:
1096 case RING:
1097 case AMULET:
1098 case BRACERS:
1099 case GIRDLE:
1100 sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL));
1101 items[*numitems].item_sort = strdup_local(buf);
1102 sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL));
1103 items[*numitems].item_real = strdup_local(buf);
1104 (*numitems)++;
1105 break;
1106#endif
1107
1108 default:
1109 items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); 1103 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1110 items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); 1104 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1105 items[*numitems].value += tmp->value;
1111 (*numitems)++; 1106 (*numitems)++;
1112 break; 1107 break;
1113 } 1108 }
1114 SET_FLAG(tmp, FLAG_UNPAID);
1115}
1116 1109
1117void shop_listing(object *op) 1110 tmp->set_flag (FLAG_UNPAID);
1111}
1112
1113void
1114shop_listing (object *sign, object *op)
1118{ 1115{
1119 int i,j,numitems=0,numallocated=0, nx, ny; 1116 int i, j, x1, x2, y1, y2;
1120 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); 1117 const char *shop_coords = sign->kv [shstr_shop_coords];
1121 object *stack; 1118 object *stack;
1122 shopinv *items; 1119 shopinv *items;
1123 1120
1124 /* Should never happen, but just in case a monster does apply a sign */ 1121 /* Should never happen, but just in case a monster does apply a sign */
1125 if (op->type!=PLAYER) return; 1122 if (!op->is_player ())
1123 return;
1126 1124
1127 new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1125 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1128 1126
1129 magic_mapping_mark(op, map_mark, 3); 1127 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1130 items=(shopinv*)malloc(40*sizeof(shopinv)); 1128 {
1129 x1 = 0;
1130 y1 = 0;
1131 x2 = op->map->width - 1;
1132 y2 = op->map->height - 1;
1133 }
1134
1131 numallocated=40; 1135 int numallocated = 40;
1136 int numitems = 0;
1137 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1132 1138
1133 /* Find all the appropriate items */ 1139 /* Find all the appropriate items */
1134 for (i=0; i<MAP_WIDTH(op->map); i++) { 1140 for (i = x1; i <= x2; i++)
1135 for (j=0; j<MAP_HEIGHT(op->map); j++) { 1141 for (j = y1; j < y2; j++)
1136 /* magic map code now centers the map on the object at MAGIC_MAP_HALF. 1142 if (op->map->is_in_shop (i, j))
1137 * 1143 {
1138 */ 1144 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 1145
1144 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { 1146 while (stack)
1145 stack =get_map_ob(op->map,i,j); 1147 {
1146 1148 if (stack->flag [FLAG_UNPAID])
1147 while (stack) { 1149 {
1148 if (QUERY_FLAG(stack, FLAG_UNPAID)) { 1150 if (numitems == numallocated)
1149 if (numitems==numallocated) {
1150 items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10)); 1151 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1151 numallocated+=10; 1152
1152 }
1153 add_shop_item(stack, items, &numitems, &numallocated); 1153 add_shop_item (stack, items, &numitems, &numallocated);
1154 } 1154 }
1155
1155 stack = stack->above; 1156 stack = stack->above;
1156 } 1157 }
1157 } 1158 }
1158 } 1159
1159 } 1160 buf << (numitems ? "T<This shop contains:>\n\n"
1160 free(map_mark); 1161 : "T<This shop is currently empty.>");
1161 if (numitems == 0) { 1162
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); 1163 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1167 1164
1168 for (i=0; i<numitems; i++) { 1165 for (i = 0; i < numitems; i++)
1166 {
1169 /* Collapse items of the same name together */ 1167 /* Collapse items of the same name together */
1170 if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { 1168 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1171 items[i+1].nrof += items[i].nrof; 1169 items[i + 1].nrof += items[i].nrof;
1170 else
1171 {
1172 buf.printf (
1173 " %4d %s\n for %s\n",
1174 items[i].nrof ? items[i].nrof : 1,
1175 items[i].nrof == 1 ? items[i].item_sort : items[i].item_real,
1176 cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1));
1177 }
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 we are in a shop or not
1189 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1190 floor tile. this possibly will make map bugs where shopfloors are above
1191 floors more obvious.
1192*/
1193bool
1194maptile::is_in_shop (int x, int y) const
1195{
1196 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1197 if (floor->flag [FLAG_IS_FLOOR])
1198 return floor->type == SHOP_FLOOR;
1199
1200 return false;
1201}
1202

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