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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.35 by elmex, Sun Apr 15 19:13:22 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <skills.h> 26#include <skills.h>
34 * 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
35 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
36 * 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,
37 * (though not useful) effects. 36 * (though not useful) effects.
38 */ 37 */
39#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
40 39
41/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
42#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
43 42
44static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
45static 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);
46static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
47static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
48
49#define NUM_COINS 4 /* number of coin types */
50static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
51 47
52/* 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
53 * 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
54 * 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.
55 * 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
131 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
132 { 128 {
133 if (flag == F_BUY) 129 if (flag == F_BUY)
134 { 130 {
135 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError, "Asking for buy-value of unidentified object.\n");
136 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
137 } 133 }
138 else 134 else
139 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
140 if (tmp->type == POTION) 136 if (tmp->type == POTION)
141 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
143 { 139 {
144 /* 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
145 * unknown objects 141 * unknown objects
146 */ 142 */
147 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
148 val = number * tmp->arch->clone.value * 2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
149 else 145 else
150 val = number * tmp->arch->clone.value / 3; 146 val = number * tmp->arch->value / 3;
151 } 147 }
152 } 148 }
153 } 149 }
154 else 150 else
155 { /* No archetype with this object */ 151 { /* No archetype with this object */
166 162
167 /* 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
168 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
169 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
170 * 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
171 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
172 * 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
173 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
174 * already figured in that value. 170 * already figured in that value.
175 */ 171 */
176 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
177 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))
178 { 174 {
179 if (tmp->magic > 0) 175 if (tmp->magic > 0)
180 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
181 else 177 else
182 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
210 * AND Cha = 30 will get optimal price. 206 * AND Cha = 30 will get optimal price.
211 * Thus charisma will never get useless. 207 * Thus charisma will never get useless.
212 * -b.e. edler@heydernet.de 208 * -b.e. edler@heydernet.de
213 */ 209 */
214 210
215 if (who != NULL && who->type == PLAYER) 211 if (who && who->type == PLAYER)
216 { 212 {
217 int lev_bargain = 0; 213 int lev_bargain = 0;
218 int lev_identify = 0; 214 int lev_identify = 0;
219 int idskill1 = 0;
220 int idskill2 = 0;
221 const typedata *tmptype;
222
223 tmptype = get_typedata (tmp->type);
224 215
225 if (find_skill_by_number (who, SK_BARGAINING)) 216 if (find_skill_by_number (who, SK_BARGAINING))
226 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
227 218
228 if (tmptype) 219 if (const typedata *tmptype = get_typedata (tmp->type))
229 { 220 {
230 idskill1 = tmptype->identifyskill; 221 if (int idskill1 = tmptype->identifyskill)
231
232 if (idskill1)
233 { 222 {
234 idskill2 = tmptype->identifyskill2; 223 int idskill2 = tmptype->identifyskill2;
235 224
236 if (find_skill_by_number (who, idskill1)) 225 if (find_skill_by_number (who, idskill1))
237 lev_identify = find_skill_by_number (who, idskill1)->level; 226 lev_identify = find_skill_by_number (who, idskill1)->level;
238 227
239 if (idskill2 && find_skill_by_number (who, idskill2)) 228 if (idskill2 && find_skill_by_number (who, idskill2))
240 lev_identify += find_skill_by_number (who, idskill2)->level; 229 lev_identify += find_skill_by_number (who, idskill2)->level;
241 } 230 }
242 } 231 }
243 else
244 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
245 232
246 /* ratio determines how much of the price modification 233 /* ratio determines how much of the price modification
247 * will come from the basic stat charisma 234 * will come from the basic stat charisma
248 * the rest will come from the level in bargaining skill 235 * the rest will come from the level in bargaining skill
249 */ 236 */
332 coin = archetype::find (coins[*cointype]); 319 coin = archetype::find (coins[*cointype]);
333 if (coin == NULL) 320 if (coin == NULL)
334 return NULL; 321 return NULL;
335 *cointype += 1; 322 *cointype += 1;
336 } 323 }
337 while (coin->clone.value > c); 324 while (coin->value > c);
338 325
339 return coin; 326 return coin;
340} 327}
341 328
342/* 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
358 345
359 coin = find_next_coin (cost, &cointype); 346 coin = find_next_coin (cost, &cointype);
360 if (coin == NULL) 347 if (coin == NULL)
361 return "nothing"; 348 return "nothing";
362 349
363 num = cost / coin->clone.value; 350 num = cost / coin->value;
364 /* so long as nrof is 32 bit, this is true. 351 /* so long as nrof is 32 bit, this is true.
365 * 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
366 * is basically true. 353 * is basically true.
367 */ 354 */
368 if ((cost / coin->clone.value) > UINT32_MAX) 355 if ((cost / coin->value) > UINT32_MAX)
369 { 356 {
370 strcpy (buf, "an unimaginable sum of money"); 357 strcpy (buf, "an unimaginable sum of money");
371 return buf; 358 return buf;
372 } 359 }
373 360
374 cost -= num * (sint64)coin->clone.value; 361 cost -= num * (sint64)coin->value;
375 362
376 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);
377 364
378 next_coin = find_next_coin (cost, &cointype); 365 next_coin = find_next_coin (cost, &cointype);
379 if (next_coin == NULL || approx) 366 if (next_coin == NULL || approx)
380 return buf; 367 return buf;
381 368
382 coin = next_coin; 369 coin = next_coin;
383 num = cost / coin->clone.value; 370 num = cost / coin->value;
384 cost -= num * (sint64)coin->clone.value; 371 cost -= num * (sint64)coin->value;
385 372
386 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);
387 374
388 return buf; 375 return buf;
389} 376}
390 377
391const char * 378const char *
421 archetype *coin = find_next_coin (real_value, &cointype); 408 archetype *coin = find_next_coin (real_value, &cointype);
422 409
423 if (coin == NULL) 410 if (coin == NULL)
424 return "nothing"; 411 return "nothing";
425 412
426 num = real_value / coin->clone.value; 413 num = real_value / coin->value;
414
427 if (num == 1) 415 if (num == 1)
428 sprintf (buf, "about one %s", &coin->clone.name); 416 sprintf (buf, "about one %s", &coin->object::name);
429 else if (num < 5) 417 else if (num < 5)
430 sprintf (buf, "a few %s", &coin->clone.name_pl); 418 sprintf (buf, "a few %s", &coin->object::name_pl);
431 else if (num < 10) 419 else if (num < 10)
432 sprintf (buf, "several %s", &coin->clone.name_pl); 420 sprintf (buf, "several %s", &coin->object::name_pl);
433 else if (num < 25) 421 else if (num < 25)
434 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
435 else if (num < 100) 423 else if (num < 100)
436 sprintf (buf, "lots of %s", &coin->clone.name_pl); 424 sprintf (buf, "lots of %s", &coin->object::name_pl);
437 else if (num < 1000) 425 else if (num < 1000)
438 sprintf (buf, "a great many %s", &coin->clone.name_pl); 426 sprintf (buf, "a great many %s", &coin->object::name_pl);
439 else 427 else
440 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
429
441 return buf; 430 return buf;
442 } 431 }
443 } 432 }
444 } 433 }
445 434
541 530
542 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 531 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
543 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")))
544 pay_from_container (pl, pouch, to_pay); 533 pay_from_container (pl, pouch, to_pay);
545 534
546 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
547 SET_FLAG (op, FLAG_WAS_WIZ);
548
549 pl->update_stats (); 535 pl->update_stats ();
536
550 return 1; 537 return 1;
551} 538}
552 539
553/* 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
554 * the player. 541 * the player.
583 570
584 if (tmp->type == MONEY) 571 if (tmp->type == MONEY)
585 { 572 {
586 for (i = 0; i < NUM_COINS; i++) 573 for (i = 0; i < NUM_COINS; i++)
587 { 574 {
588 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))
589 { 576 {
590 // 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.
591 if (coin_objs [i]) 578 if (coin_objs [i])
592 { 579 {
593 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]);
594 tmp->remove ();
595 coin_objs[i]->nrof += tmp->nrof; 581 coin_objs[i]->nrof += tmp->nrof;
596 esrv_del_item (pl->contr, tmp->count);
597 tmp->destroy (); 582 tmp->destroy ();
598 } 583 }
599 else 584 else
600 { 585 {
601 tmp->remove (); 586 tmp->remove ();
602
603 if (pouch->type == PLAYER)
604 esrv_del_item (pl->contr, tmp->count);
605
606 coin_objs[i] = tmp; 587 coin_objs[i] = tmp;
607 } 588 }
608 589
609 break; 590 break;
610 } 591 }
611 } 592 }
612 593
613 if (i == NUM_COINS) 594 if (i == NUM_COINS)
614 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);
615 } 596 }
616 } 597 }
617 598
618 /* 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. */
619 /* 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 */
652 } 633 }
653 634
654 for (i = 0; i < NUM_COINS; i++) 635 for (i = 0; i < NUM_COINS; i++)
655 { 636 {
656 if (coin_objs[i]->nrof) 637 if (coin_objs[i]->nrof)
657 {
658 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 638 insert_ob_in_ob (coin_objs [i], pouch);
659
660 esrv_send_item (pl, tmp);
661 esrv_send_item (pl, pouch);
662
663 if (pl != pouch)
664 esrv_update_item (UPD_WEIGHT, pl, pouch);
665
666 if (pl->type != PLAYER)
667 esrv_send_item (pl, pl);
668 }
669 else 639 else
670 coin_objs[i]->destroy (); 640 coin_objs[i]->destroy ();
671 } 641 }
672} 642}
673 643
696 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 666 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
697 } 667 }
698 668
699 if (unpaid_price > player_wealth) 669 if (unpaid_price > player_wealth)
700 { 670 {
701 char buf[MAX_BUF]; 671 dynbuf_text buf;
702 char cost[MAX_BUF];
703 char missing[MAX_BUF];
704 672
705 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 673 buf << "You have " << unpaid_count
706 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.";
707 677
708 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);
709 unpaid_count, cost, missing);
710 new_draw_info (NDI_UNIQUE, 0, pl, buf);
711 679
712 return 0; 680 return 0;
713 } 681 }
714 else 682 else
715 return 1; 683 return 1;
744 SET_FLAG (op, FLAG_UNPAID); 712 SET_FLAG (op, FLAG_UNPAID);
745 return 0; 713 return 0;
746 } 714 }
747 else 715 else
748 { 716 {
749 object *tmp;
750
751 CLEAR_FLAG (op, FLAG_UNPAID); 717 CLEAR_FLAG (op, FLAG_UNPAID);
752 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 718 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
753 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));
754 tmp = merge_ob (op, NULL);
755 720
756 if (pl->type == PLAYER) 721 if (!merge_ob (op, op->env->inv))
757 {
758 if (tmp)
759 { /* it was merged */
760 esrv_del_item (pl->contr, op->count);
761 op = tmp;
762 }
763
764 esrv_send_item (pl, op); 722 esrv_update_item (UPD_FLAGS, pl, op);
765 }
766 723
767 goto next_item; 724 goto next_item;
768 } 725 }
769 } 726 }
770 } 727 }
789{ 746{
790 int count = 0; 747 int count = 0;
791 archetype *at = 0; 748 archetype *at = 0;
792 object *pouch = 0, *tmp = 0; 749 object *pouch = 0, *tmp = 0;
793 750
794 for (count = 0; coins[count] != NULL; count++) 751 for (count = 0; coins[count]; count++)
795 { 752 {
796 at = archetype::find (coins[count]); 753 at = archetype::find (coins[count]);
797 754
798 if (at == NULL) 755 if (at == NULL)
799 LOG (llevError, "Could not find %s archetype\n", coins[count]); 756 LOG (llevError, "Could not find %s archetype\n", coins[count]);
800 else if ((amount / at->clone.value) > 0) 757 else if ((amount / at->value) > 0)
801 { 758 {
802 for (pouch = pl->inv; pouch; pouch = pouch->below) 759 for (pouch = pl->inv; pouch; pouch = pouch->below)
803 { 760 {
804 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"))
805 { 762 {
806 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 763 int w = at->weight * (100 - pouch->stats.Str) / 100;
807 int n = amount / at->clone.value; 764 int n = amount / at->value;
808 765
809 if (w == 0) 766 if (w == 0)
810 w = 1; /* Prevent divide by zero */ 767 w = 1; /* Prevent divide by zero */
811 768
812 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))
813 { 770 {
814 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 771 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
815 n = (pouch->weight_limit - pouch->carrying) / w; 772 n = (pouch->weight_limit - pouch->carrying) / w;
816 773
817 tmp = arch_to_object (at); 774 object *tmp = arch_to_object (at);
818 tmp->nrof = n; 775 tmp->nrof = n;
819 amount -= tmp->nrof * tmp->value; 776 amount -= tmp->nrof * tmp->value;
820 tmp = insert_ob_in_ob (tmp, pouch); 777 pouch->insert (tmp);
821 esrv_send_item (pl, tmp);
822 esrv_send_item (pl, pouch);
823 esrv_update_item (UPD_WEIGHT, pl, pouch);
824 esrv_send_item (pl, pl);
825 } 778 }
826 } 779 }
827 } 780 }
828 781
829 if (amount / at->clone.value > 0) 782 if (amount / at->value > 0)
830 { 783 {
831 tmp = arch_to_object (at); 784 object *tmp = arch_to_object (at);
832 tmp->nrof = amount / tmp->value; 785 tmp->nrof = amount / tmp->value;
833 amount -= tmp->nrof * tmp->value; 786 amount -= tmp->nrof * tmp->value;
834 tmp = insert_ob_in_ob (tmp, pl); 787 pl->insert (tmp);
835 esrv_send_item (pl, tmp);
836 esrv_send_item (pl, pl);
837 } 788 }
838 } 789 }
839 } 790 }
840 791
841 if (amount != 0) 792 if (amount != 0)
844 795
845/* elmex: this is for the bank plugin :( */ 796/* elmex: this is for the bank plugin :( */
846sint64 797sint64
847pay_player_arch (object *pl, const char *arch, sint64 amount) 798pay_player_arch (object *pl, const char *arch, sint64 amount)
848{ 799{
849 archetype *at = archetype::find (arch);
850 object *tmp = NULL;
851
852 if (at == NULL)
853 return 0;
854
855 if (amount > 0) 800 if (amount)
856 { 801 {
857 tmp = arch_to_object (at); 802 object *ob = archetype::get (arch);
803
804 if (!ob)
805 return 0;
806
858 tmp->nrof = amount; 807 ob->nrof = amount;
859 tmp = insert_ob_in_ob (tmp, pl); 808 pl->insert (ob);
860 esrv_send_item (pl, tmp);
861 esrv_send_item (pl, pl);
862 } 809 }
863 810
864 return 1; 811 return 1;
865} 812}
866 813
869 * buy item. 816 * buy item.
870 * 817 *
871 * Modified to fill available race: gold containers before dumping 818 * Modified to fill available race: gold containers before dumping
872 * remaining coins in character's inventory. 819 * remaining coins in character's inventory.
873 */ 820 */
874void 821bool
875sell_item (object *op, object *pl) 822sell_item (object *op, object *pl)
876{ 823{
877 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;
878 825
879 if (pl == NULL || pl->type != PLAYER) 826 if (pl == NULL || pl->type != PLAYER)
880 { 827 {
881 LOG (llevDebug, "Object other than player tried to sell something.\n"); 828 LOG (llevDebug, "Object other than player tried to sell something.\n");
882 return; 829 return false;
883 } 830 }
884 831
885 op->custom_name = 0; 832 op->custom_name = 0;
886 833
887 if (!amount) 834 if (!amount)
888 { 835 {
889 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.",
890 837 query_name (op));
891 /* 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
892 * worth something. If so, make it unpaid 839 // interested in it.
893 */
894 if (op->value)
895 {
896 SET_FLAG (op, FLAG_UNPAID);
897 SET_FLAG (op, FLAG_PLAYER_SOLD);
898 }
899
900 identify (op);
901 return; 840 return false;
902 } 841 }
903 842
904 /* We compare the price with the one for a player 843 /* We compare the price with the one for a player
905 * without bargaining skill. 844 * without bargaining skill.
906 * This determins the amount of exp (if any) gained for bargaining. 845 * This determins the amount of exp (if any) gained for bargaining.
911 if (extra_gain > 0) 850 if (extra_gain > 0)
912 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 851 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
913 852
914 pay_player (pl, amount); 853 pay_player (pl, amount);
915 854
916 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"));
917 858
918 SET_FLAG (op, FLAG_UNPAID); 859 SET_FLAG (op, FLAG_UNPAID);
919 identify (op); 860 identify (op);
920}
921 861
862 return true;
863}
922 864
923/* 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
924 * 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,
925 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 867 * returned value is between SPECIALISATION_EFFECT and 1.
926 * event is never less than 0.1 (calling functions divide by it)
927 */ 868 */
928static double 869static double
929shop_specialisation_ratio (const object *item, const maptile *map) 870shop_specialisation_ratio (const object *item, const maptile *map)
930{ 871{
931 shopitems *items = map->shopitems; 872 shopitems *items = map->shopitems;
932 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 873 double likedness = 0.;
933 int i; 874 int i;
934 875
935 if (item == NULL) 876 if (item == NULL)
936 { 877 {
937 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);
943 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");
944 /* 885 /*
945 * 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
946 * 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.."
947 */ 888 */
948 return ratio; 889 return SPECIALISATION_EFFECT;
949 } 890 }
950 891
951 if (map->shopitems) 892 if (map->shopitems)
952 { 893 {
953 for (i = 0; i < items[0].index; i++) 894 for (i = 0; i < items[0].index; i++)
965 { 906 {
966 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);
967 likedness = -1.0; 908 likedness = -1.0;
968 } 909 }
969 910
970 ratio = ratio + (1.0 - ratio) * likedness; 911 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
971
972 if (ratio <= 0.1)
973 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
974
975 return ratio;
976} 912}
977 913
978/*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. */
979static double 915static double
980shop_greed (const maptile *map) 916shop_greed (const maptile *map)
981{ 917{
982 double greed = 1.0;
983
984 if (map->shopgreed)
985 return map->shopgreed; 918 return map->shopgreed
986 return greed; 919 ? map->shopgreed
920 : 1.;
987} 921}
988 922
989/* 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.
990 * 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.
991 */ 925 */
992double 926double
993shopkeeper_approval (const maptile *map, const object *player) 927shopkeeper_approval (const maptile *map, const object *player)
994{ 928{
995 double approval = 1.0; 929 return map->shoprace && player->race != map->shoprace
996 930 ? DISLIKE_RATIO
997 if (map->shoprace) 931 : 1.;
998 {
999 approval = NEUTRAL_RATIO;
1000 if (player->race && !strcmp (player->race, map->shoprace))
1001 approval = 1.0;
1002 }
1003
1004 return approval;
1005} 932}
1006 933
1007/* 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
1008 * 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
1009 * 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
1138{ 1065{
1139 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1066 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1140 1067
1141 if (s1->type < s2->type) 1068 if (s1->type < s2->type)
1142 return -1; 1069 return -1;
1070
1143 if (s1->type > s2->type) 1071 if (s1->type > s2->type)
1144 return 1; 1072 return 1;
1145 1073
1146 /* 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
1147 * via alphabetical order 1075 * via alphabetical order
1197 1125
1198void 1126void
1199shop_listing (object *sign, object *op) 1127shop_listing (object *sign, object *op)
1200{ 1128{
1201 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1129 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1202 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1130 const char *shop_coords = sign->kv (shstr_shop_coords);
1203 object *stack; 1131 object *stack;
1204 shopinv *items; 1132 shopinv *items;
1205 1133
1206 /* 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 */
1207 if (op->type != PLAYER) 1135 if (op->type != PLAYER)
1280 1208
1281/* elmex: this function checks whether the object is in a shop */ 1209/* elmex: this function checks whether the object is in a shop */
1282bool 1210bool
1283is_in_shop (object *o) 1211is_in_shop (object *o)
1284{ 1212{
1285 if (!o->map) 1213 if (!o->is_on_map ())
1286 return false; 1214 return false;
1287 1215
1288 return is_in_shop (o->map, o->x, o->y); 1216 return is_in_shop (o->map, o->x, o->y);
1289} 1217}
1290 1218
1291/* 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
1292bool 1225bool
1293is_in_shop (maptile *map, int x, int y) 1226is_in_shop (maptile *map, int x, int y)
1294{ 1227{
1295 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))
1296 if (floor->type == SHOP_FLOOR) 1230 return floor->type == SHOP_FLOOR;
1297 return true;
1298 1231
1299 return false; 1232 return false;
1300} 1233}
1234

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