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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.25 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.54 by root, Sat Aug 30 02:26:46 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <spells.h> 25#include <spells.h>
26#include <skills.h> 26#include <skills.h>
27#include <living.h> 27#include <living.h>
33 * 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
34 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
35 * 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,
36 * (though not useful) effects. 36 * (though not useful) effects.
37 */ 37 */
38#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
39 39
40/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
41#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
42 42
43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
45static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
46static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
47
48#define NUM_COINS 4 /* number of coin types */
49static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
50 47
51/* 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
52 * 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
53 * 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.
54 * 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
130 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
131 { 128 {
132 if (flag == F_BUY) 129 if (flag == F_BUY)
133 { 130 {
134 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError, "Asking for buy-value of unidentified object.\n");
135 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
136 } 133 }
137 else 134 else
138 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
139 if (tmp->type == POTION) 136 if (tmp->type == POTION)
140 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
142 { 139 {
143 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
144 * unknown objects 141 * unknown objects
145 */ 142 */
146 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
147 val = number * tmp->arch->clone.value * 2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
148 else 145 else
149 val = number * tmp->arch->clone.value / 3; 146 val = number * tmp->arch->value / 3;
150 } 147 }
151 } 148 }
152 } 149 }
153 else 150 else
154 { /* No archetype with this object */ 151 { /* No archetype with this object */
165 162
166 /* If the item has been applied or identifed or does not need to be 163 /* If the item has been applied or identifed or does not need to be
167 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
168 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
169 * really just a check to prevent core dumps for when it checks 166 * really just a check to prevent core dumps for when it checks
170 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
171 * magic is to not give extra money for archetypes that are by 168 * magic is to not give extra money for archetypes that are by
172 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
173 * already figured in that value. 170 * already figured in that value.
174 */ 171 */
175 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
176 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
177 { 174 {
178 if (tmp->magic > 0) 175 if (tmp->magic > 0)
179 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
180 else 177 else
181 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
209 * AND Cha = 30 will get optimal price. 206 * AND Cha = 30 will get optimal price.
210 * Thus charisma will never get useless. 207 * Thus charisma will never get useless.
211 * -b.e. edler@heydernet.de 208 * -b.e. edler@heydernet.de
212 */ 209 */
213 210
214 if (who != NULL && who->type == PLAYER) 211 if (who && who->type == PLAYER)
215 { 212 {
216 int lev_bargain = 0; 213 int lev_bargain = 0;
217 int lev_identify = 0; 214 int lev_identify = 0;
218 int idskill1 = 0;
219 int idskill2 = 0;
220 const typedata *tmptype;
221
222 tmptype = get_typedata (tmp->type);
223 215
224 if (find_skill_by_number (who, SK_BARGAINING)) 216 if (find_skill_by_number (who, SK_BARGAINING))
225 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
226 218
227 if (tmptype) 219 if (const typedata *tmptype = get_typedata (tmp->type))
228 { 220 {
229 idskill1 = tmptype->identifyskill; 221 if (int idskill1 = tmptype->identifyskill)
230
231 if (idskill1)
232 { 222 {
233 idskill2 = tmptype->identifyskill2; 223 int idskill2 = tmptype->identifyskill2;
234 224
235 if (find_skill_by_number (who, idskill1)) 225 if (find_skill_by_number (who, idskill1))
236 lev_identify = find_skill_by_number (who, idskill1)->level; 226 lev_identify = find_skill_by_number (who, idskill1)->level;
237 227
238 if (idskill2 && find_skill_by_number (who, idskill2)) 228 if (idskill2 && find_skill_by_number (who, idskill2))
239 lev_identify += find_skill_by_number (who, idskill2)->level; 229 lev_identify += find_skill_by_number (who, idskill2)->level;
240 } 230 }
241 } 231 }
242 else
243 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
244 232
245 /* ratio determines how much of the price modification 233 /* ratio determines how much of the price modification
246 * will come from the basic stat charisma 234 * will come from the basic stat charisma
247 * the rest will come from the level in bargaining skill 235 * the rest will come from the level in bargaining skill
248 */ 236 */
249 const double cha_ratio = 0.40; 237 const double cha_ratio = 0.40;
250 238
251 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); 239 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
252
253 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 240 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
254
255 diff = .02 + (.80 - .02) * diff; 241 diff = .02 + (.80 - .02) * diff;
256 242
257 if (flag == F_BUY) 243 if (flag == F_BUY)
258 val += (val * diff); 244 val += val * diff;
259 else if (flag == F_SELL) 245 else if (flag == F_SELL)
260 val -= (val * diff); 246 val -= val * diff;
261 247
262 // now find a price range. the less good we can judge, the larger the range is 248 // now find a price range. the less good we can judge, the larger the range is
263 // then the range is adjusted randomly around the correct value 249 // then the range is adjusted randomly around the correct value
264 if (approximate) 250 if (approximate)
265 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 251 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
266 } 252 }
267 253
268 /* I don't think this should really happen - if it does, it indicates and 254 /* I don't think this should really happen - if it does, it indicates and
269 * overflow of diff above. That shoudl only happen if 255 * overflow of diff above. That should only happen if
270 * we are selling objects - in that case, the person just 256 * we are selling objects - in that case, the person just
271 * gets no money. 257 * gets no money.
272 */ 258 */
273 if ((sint64) val < 0) 259 if ((sint64) val < 0)
274 val = 0; 260 val = 0;
302 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 288 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
303 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 289 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
304 else 290 else
305 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 291 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
306 } 292 }
293
307 /* we will also have an extra 0-5% variation between shops of the same type 294 /* we will also have an extra 0-5% variation between shops of the same type
308 * for valuable items (below a value of 50 this effect wouldn't be very 295 * for valuable items (below a value of 50 this effect wouldn't be very
309 * pointful, and could give fun with rounding. 296 * pointful, and could give fun with rounding.
310 */ 297 */
311 if (who->map->path != NULL && val > 50) 298 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
312 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 299 if (val > 50)
300 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
313 } 301 }
302
314 return (sint64) val; 303 return (sint64) val;
315} 304}
316 305
317/* Find the coin type that is worth more the 'c'. Starts at the 306/* Find the coin type that is worth more the 'c'. Starts at the
318 * cointype placement. 307 * cointype placement.
330 coin = archetype::find (coins[*cointype]); 319 coin = archetype::find (coins[*cointype]);
331 if (coin == NULL) 320 if (coin == NULL)
332 return NULL; 321 return NULL;
333 *cointype += 1; 322 *cointype += 1;
334 } 323 }
335 while (coin->clone.value > c); 324 while (coin->value > c);
336 325
337 return coin; 326 return coin;
338} 327}
339 328
340/* This returns a string of how much something is worth based on 329/* This returns a string of how much something is worth based on
356 345
357 coin = find_next_coin (cost, &cointype); 346 coin = find_next_coin (cost, &cointype);
358 if (coin == NULL) 347 if (coin == NULL)
359 return "nothing"; 348 return "nothing";
360 349
361 num = cost / coin->clone.value; 350 num = cost / coin->value;
362 /* so long as nrof is 32 bit, this is true. 351 /* so long as nrof is 32 bit, this is true.
363 * If it takes more coins than a person can possibly carry, this 352 * If it takes more coins than a person can possibly carry, this
364 * is basically true. 353 * is basically true.
365 */ 354 */
366 if ((cost / coin->clone.value) > UINT32_MAX) 355 if ((cost / coin->value) > UINT32_MAX)
367 { 356 {
368 strcpy (buf, "an unimaginable sum of money"); 357 strcpy (buf, "an unimaginable sum of money");
369 return buf; 358 return buf;
370 } 359 }
371 360
372 cost -= num * (sint64)coin->clone.value; 361 cost -= num * (sint64)coin->value;
373 362
374 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 363 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
375 364
376 next_coin = find_next_coin (cost, &cointype); 365 next_coin = find_next_coin (cost, &cointype);
377 if (next_coin == NULL || approx) 366 if (next_coin == NULL || approx)
378 return buf; 367 return buf;
379 368
380 coin = next_coin; 369 coin = next_coin;
381 num = cost / coin->clone.value; 370 num = cost / coin->value;
382 cost -= num * (sint64)coin->clone.value; 371 cost -= num * (sint64)coin->value;
383 372
384 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 373 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
385 374
386 return buf; 375 return buf;
387} 376}
388 377
389const char * 378const char *
419 archetype *coin = find_next_coin (real_value, &cointype); 408 archetype *coin = find_next_coin (real_value, &cointype);
420 409
421 if (coin == NULL) 410 if (coin == NULL)
422 return "nothing"; 411 return "nothing";
423 412
424 num = real_value / coin->clone.value; 413 num = real_value / coin->value;
414
425 if (num == 1) 415 if (num == 1)
426 sprintf (buf, "about one %s", &coin->clone.name); 416 sprintf (buf, "about one %s", &coin->object::name);
427 else if (num < 5) 417 else if (num < 5)
428 sprintf (buf, "a few %s", &coin->clone.name_pl); 418 sprintf (buf, "a few %s", &coin->object::name_pl);
429 else if (num < 10) 419 else if (num < 10)
430 sprintf (buf, "several %s", &coin->clone.name_pl); 420 sprintf (buf, "several %s", &coin->object::name_pl);
431 else if (num < 25) 421 else if (num < 25)
432 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
433 else if (num < 100) 423 else if (num < 100)
434 sprintf (buf, "lots of %s", &coin->clone.name_pl); 424 sprintf (buf, "lots of %s", &coin->object::name_pl);
435 else if (num < 1000) 425 else if (num < 1000)
436 sprintf (buf, "a great many %s", &coin->clone.name_pl); 426 sprintf (buf, "a great many %s", &coin->object::name_pl);
437 else 427 else
438 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
429
439 return buf; 430 return buf;
440 } 431 }
441 } 432 }
442 } 433 }
443 434
502 493
503 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 494 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
504 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 495 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
505 pay_from_container (pl, pouch, to_pay); 496 pay_from_container (pl, pouch, to_pay);
506 497
507 fix_player (pl); 498 pl->update_stats ();
508 return 1; 499 return 1;
509} 500}
510 501
511/* DAMN: This is now a wrapper for pay_from_container, which is 502/* DAMN: This is now a wrapper for pay_from_container, which is
512 * called for the player, then for each active container that can hold 503 * called for the player, then for each active container that can hold
539 530
540 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 531 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
541 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 532 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
542 pay_from_container (pl, pouch, to_pay); 533 pay_from_container (pl, pouch, to_pay);
543 534
544 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 535 pl->update_stats ();
545 SET_FLAG (op, FLAG_WAS_WIZ);
546 536
547 fix_player (pl);
548 return 1; 537 return 1;
549} 538}
550 539
551/* This pays for the item, and takes the proper amount of money off 540/* This pays for the item, and takes the proper amount of money off
552 * the player. 541 * the player.
581 570
582 if (tmp->type == MONEY) 571 if (tmp->type == MONEY)
583 { 572 {
584 for (i = 0; i < NUM_COINS; i++) 573 for (i = 0; i < NUM_COINS; i++)
585 { 574 {
586 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 575 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
587 { 576 {
588 // This should not happen, but if it does, just merge the two. 577 // This should not happen, but if it does, just merge the two.
589 if (coin_objs [i]) 578 if (coin_objs [i])
590 { 579 {
591 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 580 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
592 tmp->remove ();
593 coin_objs[i]->nrof += tmp->nrof; 581 coin_objs[i]->nrof += tmp->nrof;
594 esrv_del_item (pl->contr, tmp->count);
595 tmp->destroy (); 582 tmp->destroy ();
596 } 583 }
597 else 584 else
598 { 585 {
599 tmp->remove (); 586 tmp->remove ();
600
601 if (pouch->type == PLAYER)
602 esrv_del_item (pl->contr, tmp->count);
603
604 coin_objs[i] = tmp; 587 coin_objs[i] = tmp;
605 } 588 }
606 589
607 break; 590 break;
608 } 591 }
609 } 592 }
610 593
611 if (i == NUM_COINS) 594 if (i == NUM_COINS)
612 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 595 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
613 } 596 }
614 } 597 }
615 598
616 /* Fill in any gaps in the coin_objs array - needed to make change. */ 599 /* Fill in any gaps in the coin_objs array - needed to make change. */
617 /* Note that the coin_objs array goes from least value to greatest value */ 600 /* Note that the coin_objs array goes from least value to greatest value */
650 } 633 }
651 634
652 for (i = 0; i < NUM_COINS; i++) 635 for (i = 0; i < NUM_COINS; i++)
653 { 636 {
654 if (coin_objs[i]->nrof) 637 if (coin_objs[i]->nrof)
655 {
656 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 638 insert_ob_in_ob (coin_objs [i], pouch);
657
658 esrv_send_item (pl, tmp);
659 esrv_send_item (pl, pouch);
660
661 if (pl != pouch)
662 esrv_update_item (UPD_WEIGHT, pl, pouch);
663
664 if (pl->type != PLAYER)
665 esrv_send_item (pl, pl);
666 }
667 else 639 else
668 coin_objs[i]->destroy (); 640 coin_objs[i]->destroy ();
669 } 641 }
670} 642}
671 643
694 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 666 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
695 } 667 }
696 668
697 if (unpaid_price > player_wealth) 669 if (unpaid_price > player_wealth)
698 { 670 {
699 char buf[MAX_BUF]; 671 dynbuf_text buf;
700 char cost[MAX_BUF];
701 char missing[MAX_BUF];
702 672
703 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 673 buf << "You have " << unpaid_count
704 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 674 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
675 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
676 << " to be able to afford that.";
705 677
706 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 678 pl->failmsg (buf);
707 unpaid_count, cost, missing);
708 new_draw_info (NDI_UNIQUE, 0, pl, buf);
709 679
710 return 0; 680 return 0;
711 } 681 }
712 else 682 else
713 return 1; 683 return 1;
742 SET_FLAG (op, FLAG_UNPAID); 712 SET_FLAG (op, FLAG_UNPAID);
743 return 0; 713 return 0;
744 } 714 }
745 else 715 else
746 { 716 {
747 object *tmp;
748
749 CLEAR_FLAG (op, FLAG_UNPAID); 717 CLEAR_FLAG (op, FLAG_UNPAID);
750 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 718 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
751 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
752 tmp = merge_ob (op, NULL);
753 720
754 if (pl->type == PLAYER) 721 if (!merge_ob (op, op->env->inv))
755 {
756 if (tmp)
757 { /* it was merged */
758 esrv_del_item (pl->contr, op->count);
759 op = tmp;
760 }
761
762 esrv_send_item (pl, op); 722 esrv_update_item (UPD_FLAGS, pl, op);
763 }
764 723
765 goto next_item; 724 goto next_item;
766 } 725 }
767 } 726 }
768 } 727 }
787{ 746{
788 int count = 0; 747 int count = 0;
789 archetype *at = 0; 748 archetype *at = 0;
790 object *pouch = 0, *tmp = 0; 749 object *pouch = 0, *tmp = 0;
791 750
792 for (count = 0; coins[count] != NULL; count++) 751 for (count = 0; coins[count]; count++)
793 { 752 {
794 at = archetype::find (coins[count]); 753 at = archetype::find (coins[count]);
795 754
796 if (at == NULL) 755 if (at == NULL)
797 LOG (llevError, "Could not find %s archetype\n", coins[count]); 756 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 else if ((amount / at->clone.value) > 0) 757 else if ((amount / at->value) > 0)
799 { 758 {
800 for (pouch = pl->inv; pouch; pouch = pouch->below) 759 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 { 760 {
802 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 761 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
803 { 762 {
804 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 763 int w = at->weight * (100 - pouch->stats.Str) / 100;
805 int n = amount / at->clone.value; 764 int n = amount / at->value;
806 765
807 if (w == 0) 766 if (w == 0)
808 w = 1; /* Prevent divide by zero */ 767 w = 1; /* Prevent divide by zero */
809 768
810 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 769 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
811 { 770 {
812 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 771 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
813 n = (pouch->weight_limit - pouch->carrying) / w; 772 n = (pouch->weight_limit - pouch->carrying) / w;
814 773
815 tmp = arch_to_object (at); 774 object *tmp = arch_to_object (at);
816 tmp->nrof = n; 775 tmp->nrof = n;
817 amount -= tmp->nrof * tmp->value; 776 amount -= tmp->nrof * tmp->value;
818 tmp = insert_ob_in_ob (tmp, pouch); 777 pouch->insert (tmp);
819 esrv_send_item (pl, tmp);
820 esrv_send_item (pl, pouch);
821 esrv_update_item (UPD_WEIGHT, pl, pouch);
822 esrv_send_item (pl, pl);
823 } 778 }
824 } 779 }
825 } 780 }
826 781
827 if (amount / at->clone.value > 0) 782 if (amount / at->value > 0)
828 { 783 {
829 tmp = arch_to_object (at); 784 object *tmp = arch_to_object (at);
830 tmp->nrof = amount / tmp->value; 785 tmp->nrof = amount / tmp->value;
831 amount -= tmp->nrof * tmp->value; 786 amount -= tmp->nrof * tmp->value;
832 tmp = insert_ob_in_ob (tmp, pl); 787 pl->insert (tmp);
833 esrv_send_item (pl, tmp);
834 esrv_send_item (pl, pl);
835 } 788 }
836 } 789 }
837 } 790 }
838 791
839 if (amount != 0) 792 if (amount != 0)
842 795
843/* elmex: this is for the bank plugin :( */ 796/* elmex: this is for the bank plugin :( */
844sint64 797sint64
845pay_player_arch (object *pl, const char *arch, sint64 amount) 798pay_player_arch (object *pl, const char *arch, sint64 amount)
846{ 799{
847 archetype *at = archetype::find (arch);
848 object *tmp = NULL;
849
850 if (at == NULL)
851 return 0;
852
853 if (amount > 0) 800 if (amount)
854 { 801 {
855 tmp = arch_to_object (at); 802 object *ob = archetype::get (arch);
803
804 if (!ob)
805 return 0;
806
856 tmp->nrof = amount; 807 ob->nrof = amount;
857 tmp = insert_ob_in_ob (tmp, pl); 808 pl->insert (ob);
858 esrv_send_item (pl, tmp);
859 esrv_send_item (pl, pl);
860 } 809 }
861 810
862 return 1; 811 return 1;
863} 812}
864 813
867 * buy item. 816 * buy item.
868 * 817 *
869 * Modified to fill available race: gold containers before dumping 818 * Modified to fill available race: gold containers before dumping
870 * remaining coins in character's inventory. 819 * remaining coins in character's inventory.
871 */ 820 */
872void 821bool
873sell_item (object *op, object *pl) 822sell_item (object *op, object *pl)
874{ 823{
875 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 824 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
876 825
877 if (pl == NULL || pl->type != PLAYER) 826 if (pl == NULL || pl->type != PLAYER)
878 { 827 {
879 LOG (llevDebug, "Object other than player tried to sell something.\n"); 828 LOG (llevDebug, "Object other than player tried to sell something.\n");
880 return; 829 return false;
881 } 830 }
882 831
883 op->custom_name = 0; 832 op->custom_name = 0;
884 833
885 if (!amount) 834 if (!amount)
886 { 835 {
887 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 836 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
888 837 query_name (op));
889 /* Even if the character doesn't get anything for it, it may still be 838 // elmex: change: the player now gets the item back if the shop is not
890 * worth something. If so, make it unpaid 839 // interested in it.
891 */
892 if (op->value)
893 {
894 SET_FLAG (op, FLAG_UNPAID);
895 SET_FLAG (op, FLAG_PLAYER_SOLD);
896 }
897
898 identify (op);
899 return; 840 return false;
900 } 841 }
901 842
902 /* We compare the price with the one for a player 843 /* We compare the price with the one for a player
903 * without bargaining skill. 844 * without bargaining skill.
904 * This determins the amount of exp (if any) gained for bargaining. 845 * This determins the amount of exp (if any) gained for bargaining.
909 if (extra_gain > 0) 850 if (extra_gain > 0)
910 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 851 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
911 852
912 pay_player (pl, amount); 853 pay_player (pl, amount);
913 854
914 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); 855 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
856 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
857 pl->play_sound (sound_find ("shop_sell"));
915 858
916 SET_FLAG (op, FLAG_UNPAID); 859 SET_FLAG (op, FLAG_UNPAID);
917 identify (op); 860 identify (op);
918}
919 861
862 return true;
863}
920 864
921/* returns a double that is the ratio of the price that a shop will offer for 865/* returns a double that is the ratio of the price that a shop will offer for
922 * item based on the shops specialisation. Does not take account of greed, 866 * item based on the shops specialisation. Does not take account of greed,
923 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 867 * returned value is between SPECIALISATION_EFFECT and 1.
924 * event is never less than 0.1 (calling functions divide by it)
925 */ 868 */
926static double 869static double
927shop_specialisation_ratio (const object *item, const maptile *map) 870shop_specialisation_ratio (const object *item, const maptile *map)
928{ 871{
929 shopitems *items = map->shopitems; 872 shopitems *items = map->shopitems;
930 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 873 double likedness = 0.;
931 int i; 874 int i;
932 875
933 if (item == NULL) 876 if (item == NULL)
934 { 877 {
935 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 878 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
936 return 0; 879 return 0;
937 } 880 }
938 881
939 if (!item->type) 882 if (!item->type)
940 { 883 {
941 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 884 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
942 /* 885 /*
943 * I'm not really sure what the /right/ thing to do here is, these types of 886 * I'm not really sure what the /right/ thing to do here is, these types of
944 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 887 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
945 */ 888 */
946 return ratio; 889 return SPECIALISATION_EFFECT;
947 } 890 }
948 891
949 if (map->shopitems) 892 if (map->shopitems)
950 { 893 {
951 for (i = 0; i < items[0].index; i++) 894 for (i = 0; i < items[0].index; i++)
953 likedness = items[i].strength / 100.0; 896 likedness = items[i].strength / 100.0;
954 } 897 }
955 898
956 if (likedness > 1.0) 899 if (likedness > 1.0)
957 { /* someone has been rather silly with the map headers. */ 900 { /* someone has been rather silly with the map headers. */
958 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 901 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
959 likedness = 1.0; 902 likedness = 1.0;
960 } 903 }
961 904
962 if (likedness < -1.0) 905 if (likedness < -1.0)
963 { 906 {
964 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 907 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
965 likedness = -1.0; 908 likedness = -1.0;
966 } 909 }
967 910
968 ratio = ratio + (1.0 - ratio) * likedness; 911 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
969
970 if (ratio <= 0.1)
971 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
972
973 return ratio;
974} 912}
975 913
976/*returns the greed of the shop on map, or 1 if it isn't specified. */ 914/*returns the greed of the shop on map, or 1 if it isn't specified. */
977static double 915static double
978shop_greed (const maptile *map) 916shop_greed (const maptile *map)
979{ 917{
980 double greed = 1.0;
981
982 if (map->shopgreed)
983 return map->shopgreed; 918 return map->shopgreed
984 return greed; 919 ? map->shopgreed
920 : 1.;
985} 921}
986 922
987/* Returns a double based on how much the shopkeeper approves of the player. 923/* Returns a double based on how much the shopkeeper approves of the player.
988 * this is based on the race of the shopkeeper and that of the player. 924 * this is based on the race of the shopkeeper and that of the player.
989 */ 925 */
990double 926double
991shopkeeper_approval (const maptile *map, const object *player) 927shopkeeper_approval (const maptile *map, const object *player)
992{ 928{
993 double approval = 1.0; 929 return map->shoprace && player->race != map->shoprace
994 930 ? DISLIKE_RATIO
995 if (map->shoprace) 931 : 1.;
996 {
997 approval = NEUTRAL_RATIO;
998 if (player->race && !strcmp (player->race, map->shoprace))
999 approval = 1.0;
1000 }
1001
1002 return approval;
1003} 932}
1004 933
1005/* limit the value of items based on the wealth of the shop. If the item is close 934/* limit the value of items based on the wealth of the shop. If the item is close
1006 * to the maximum value a shop will offer, we start to reduce it, if the item is 935 * to the maximum value a shop will offer, we start to reduce it, if the item is
1007 * below the minimum value the shop is prepared to trade in, then we don't 936 * below the minimum value the shop is prepared to trade in, then we don't
1136{ 1065{
1137 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1066 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1138 1067
1139 if (s1->type < s2->type) 1068 if (s1->type < s2->type)
1140 return -1; 1069 return -1;
1070
1141 if (s1->type > s2->type) 1071 if (s1->type > s2->type)
1142 return 1; 1072 return 1;
1143 1073
1144 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1074 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1145 * via alphabetical order 1075 * via alphabetical order
1192 } 1122 }
1193 SET_FLAG (tmp, FLAG_UNPAID); 1123 SET_FLAG (tmp, FLAG_UNPAID);
1194} 1124}
1195 1125
1196void 1126void
1197shop_listing (object *op) 1127shop_listing (object *sign, object *op)
1198{ 1128{
1199 int i, j, numitems = 0, numallocated = 0, nx, ny; 1129 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1200 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1130 const char *shop_coords = sign->kv (shstr_shop_coords);
1201 object *stack; 1131 object *stack;
1202 shopinv *items; 1132 shopinv *items;
1203 1133
1204 /* Should never happen, but just in case a monster does apply a sign */ 1134 /* Should never happen, but just in case a monster does apply a sign */
1205 if (op->type != PLAYER) 1135 if (op->type != PLAYER)
1206 return; 1136 return;
1207 1137
1208 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1138 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1139 {
1140 x1 = 0;
1141 y1 = 0;
1142 x2 = op->map->width - 1;
1143 y2 = op->map->height - 1;
1144 }
1209 1145
1210 magic_mapping_mark (op, map_mark, 3);
1211 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1146 items = (shopinv *) malloc (40 * sizeof (shopinv));
1212 numallocated = 40; 1147 numallocated = 40;
1213 1148
1214 /* Find all the appropriate items */ 1149 /* Find all the appropriate items */
1215 for (i = 0; i < MAP_WIDTH (op->map); i++) 1150 for (i = x1; i <= x2; i++)
1216 { 1151 {
1217 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1152 for (j = y1; j < y2; j++)
1218 {
1219 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1220 * 1153 {
1221 */ 1154 if (is_in_shop (op->map, i, j))
1222 nx = i - op->x + MAGIC_MAP_HALF;
1223 ny = j - op->y + MAGIC_MAP_HALF;
1224 /* unlikely, but really big shops could run into this issue */
1225 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1226 continue;
1227
1228 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1229 { 1155 {
1230 stack = GET_MAP_OB (op->map, i, j); 1156 stack = GET_MAP_OB (op->map, i, j);
1231 1157
1232 while (stack) 1158 while (stack)
1233 { 1159 {
1236 if (numitems == numallocated) 1162 if (numitems == numallocated)
1237 { 1163 {
1238 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1164 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1239 numallocated += 10; 1165 numallocated += 10;
1240 } 1166 }
1167
1241 add_shop_item (stack, items, &numitems, &numallocated); 1168 add_shop_item (stack, items, &numitems, &numallocated);
1242 } 1169 }
1170
1243 stack = stack->above; 1171 stack = stack->above;
1244 } 1172 }
1245 } 1173 }
1246 } 1174 }
1247 } 1175 }
1248 1176
1249 free (map_mark);
1250
1251 if (numitems == 0) 1177 if (numitems == 0)
1252 { 1178 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1179 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1254 free (items); 1180 free (items);
1255 return; 1181 return;
1256 } 1182 }
1257 1183
1258 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1184 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1185
1186 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1259 1187
1260 for (i = 0; i < numitems; i++) 1188 for (i = 0; i < numitems; i++)
1261 { 1189 {
1262 /* Collapse items of the same name together */ 1190 /* Collapse items of the same name together */
1263 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1191 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1272 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1200 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1273 free (items[i].item_sort); 1201 free (items[i].item_sort);
1274 free (items[i].item_real); 1202 free (items[i].item_real);
1275 } 1203 }
1276 } 1204 }
1205
1277 free (items); 1206 free (items);
1278} 1207}
1279 1208
1280/* elmex: this function checks whether the object is in a shop */ 1209/* elmex: this function checks whether the object is in a shop */
1281bool 1210bool
1282is_in_shop (object *o) 1211is_in_shop (object *o)
1283{ 1212{
1284 if (!o->map) 1213 if (!o->is_on_map ())
1285 return false; 1214 return false;
1286 1215
1287 return is_in_shop (o->map, o->x, o->y); 1216 return is_in_shop (o->map, o->x, o->y);
1288} 1217}
1289 1218
1290/* elmex: this function checks whether we are in a shop or not */ 1219/* elmex: this function checks whether we are in a shop or not
1220 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1221 floor tile. this possibly will make map bugs where shopfloors are above
1222 floors more obvious.
1223*/
1224
1291bool 1225bool
1292is_in_shop (maptile *map, int x, int y) 1226is_in_shop (maptile *map, int x, int y)
1293{ 1227{
1294 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1228 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1229 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1295 if (floor->type == SHOP_FLOOR) 1230 return floor->type == SHOP_FLOOR;
1296 return true;
1297 1231
1298 return false; 1232 return false;
1299} 1233}
1234

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