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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.54 by root, Sat Aug 30 02:26:46 2008 UTC vs.
Revision 1.82 by root, Fri Apr 30 20:43:18 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <skills.h> 27#include <skills.h>
27#include <living.h> 28#include <living.h>
28#include <sproto.h> 29#include <sproto.h>
29#include <math.h>
30 30
31/* 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
32 * 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
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.
74 74
75sint64 75sint64
76query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
77{ 77{
78 double val; 78 double val;
79 int number; /* used to better calculate value */
80 int no_bargain; 79 int no_bargain;
81 int identified; 80 int identified;
82 int not_cursed; 81 int not_cursed;
83 int approximate; 82 int approximate;
84 int shop; 83 int shop;
85 double diff;
86 84
87 approx_range = 0; 85 approx_range = 0;
88 86
89 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
90 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
91 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
92 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
93 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
94 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);
95 93
94 int number = tmp->number_of ();
95
96 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
97 return tmp->nrof * tmp->value; 97 return number * tmp->value;
98 98
99 if (tmp->type == GEM) 99 if (tmp->type == GEM)
100 { 100 {
101 if (flag == F_TRUE) 101 if (flag == F_TRUE)
102 return (tmp->nrof * tmp->value); 102 return number * tmp->value;
103 103
104 if (flag == F_BUY) 104 if (flag == F_BUY)
105 return (sint64) (1.03 * tmp->nrof * tmp->value); 105 return 1.03 * number * tmp->value;
106 106
107 if (flag == F_SELL) 107 if (flag == F_SELL)
108 return (sint64) (0.97 * tmp->nrof * tmp->value); 108 return 0.97 * number * tmp->value;
109 109
110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
111 return 0; 111 return 0;
112 } 112 }
113 113
114 number = tmp->nrof;
115 if (number == 0)
116 number = 1;
117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
118 { 115 {
119 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 116 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
120 return 0; 117 return 0;
121 else 118 else
122 val = tmp->value * number; 119 val = number * tmp->value;
123 } 120 }
124 /* 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 */
125 else 122 else
126 { 123 {
127 if (tmp->arch != NULL)
128 {
129 if (flag == F_BUY) 124 if (flag == F_BUY)
125 {
126 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
127 val = tmp->arch->value * 50 * number;
128 }
129 else
130 { /* Trying to sell something, or get true value */
131 if (tmp->type == POTION)
132 val = number * 40; /* Don't want to give anything away */
133 else
130 { 134 {
131 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 135 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
132 val = tmp->arch->value * 50 * number; 136 * unknown objects
137 */
138 if (tmp->flag [FLAG_BEEN_APPLIED])
139 val = number * tmp->arch->value * 2 / 3;
140 else
141 val = number * tmp->arch->value / 3;
133 } 142 }
134 else
135 { /* Trying to sell something, or get true value */
136 if (tmp->type == POTION)
137 val = number * 40; /* Don't want to give anything away */
138 else
139 {
140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
141 * unknown objects
142 */
143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
144 val = number * tmp->arch->value * 2 / 3;
145 else
146 val = number * tmp->arch->value / 3;
147 }
148 }
149 }
150 else
151 { /* No archetype with this object */
152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
153 if (flag == F_BUY)
154 {
155 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
156 val = number * tmp->value * 10;
157 }
158 else
159 val = number * tmp->value / 5;
160 } 143 }
161 } 144 }
162 145
163 /* 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
164 * identified, AND the object is magical and the archetype is non 147 * identified, AND the object is magical and the archetype is non
167 * tmp->arch->magic for any magic. The check for archetype 150 * tmp->arch->magic for any magic. The check for archetype
168 * 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
169 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
170 * already figured in that value. 153 * already figured in that value.
171 */ 154 */
172 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])
173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
174 { 157 {
175 if (tmp->magic > 0) 158 if (tmp->magic > 0)
176 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
177 else 160 else
178 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
179 * will actually be something like val /=2, /=3, etc. 162 * will actually be something like val /=2, /=3, etc.
180 */ 163 */
181 val /= (1 - tmp->magic); 164 val /= 1 - tmp->magic;
182 } 165 }
183 166
184 if (tmp->type == WAND) 167 if (tmp->type == WAND)
185 { 168 {
186 /* Value of the wand is multiplied by the number of 169 /* Value of the wand is multiplied by the number of
187 * charges. the treasure code already sets up the value 170 * charges. the treasure code already sets up the value
188 * 50 charges is used as the baseline. 171 * 50 charges is used as the baseline.
189 */ 172 */
190 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
191 val = (val * tmp->stats.food) / 50; 174 val *= tmp->stats.food / 50;
192 else /* if not identified, presume one charge */ 175 else /* if not identified, presume one charge */
193 val /= 50; 176 val /= 50;
194 } 177 }
195 178
196 /* Limit amount of money you can get for really great items. */ 179 /* Limit amount of money you can get for really great items. */
197 if (flag == F_SELL) 180 if (flag == F_SELL)
198 val = value_limit ((sint64) val, number, who, shop); 181 val = value_limit (val, number, who, shop);
199 182
200 // use a nonlinear price adjustment. as my predecessor said, don't change 183 // use a nonlinear price adjustment. as my predecessor said, don't change
201 // the archetypes, its work required for balancing, and we don't care. 184 // the archetypes, its work required for balancing, and we don't care.
202 //val = pow (val, 1.05); 185 //val = pow (val, 1.05);
203 186
208 * -b.e. edler@heydernet.de 191 * -b.e. edler@heydernet.de
209 */ 192 */
210 193
211 if (who && who->type == PLAYER) 194 if (who && who->type == PLAYER)
212 { 195 {
213 int lev_bargain = 0; 196 int lev_bargain = 0;
214 int lev_identify = 0; 197 int lev_identify = 0;
215 198
216 if (find_skill_by_number (who, SK_BARGAINING)) 199 if (!no_bargain)
217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 200 if (object *skill = find_skill_by_name (who, shstr_bargaining))
201 lev_bargain = skill->level;
218 202
219 if (const typedata *tmptype = get_typedata (tmp->type)) 203 if (const typedata *tmptype = get_typedata (tmp->type))
220 { 204 {
221 if (int idskill1 = tmptype->identifyskill) 205 if (int idskill1 = tmptype->identifyskill)
222 { 206 {
233 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
234 * will come from the basic stat charisma 218 * will come from the basic stat charisma
235 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
236 */ 220 */
237 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
238 222 double bargaining = min (0., 1. - powf (lev_bargain / MAXLEVEL_TREASURE, 0.25));
239 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
240 diff = (1. - cha_ratio) * diff + 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.);
241 diff = .02 + (.80 - .02) * diff; 224
225 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
226
227 // scale 0..1 to 2 .. 80%
228 factor = lerp (factor, 0., 1., 0.02, 0.80);
242 229
243 if (flag == F_BUY) 230 if (flag == F_BUY)
244 val += val * diff; 231 val += val * factor;
245 else if (flag == F_SELL) 232 else if (flag == F_SELL)
246 val -= val * diff; 233 val -= val * factor;
247 234
248 // 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
249 // then the range is adjusted randomly around the correct value 236 // then the range is adjusted randomly around the correct value
250 if (approximate) 237 if (approximate)
251 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
252 } 239 }
253 240
254 /* 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
255 * overflow of diff above. That should only happen if 242 * overflow of diff above. That should only happen if
256 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
257 * gets no money. 244 * gets no money.
258 */ 245 */
259 if ((sint64) val < 0) 246 if ((sint64) val < 0)
260 val = 0; 247 val = 0;
261 248
262 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
263 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)
264 { 251 min_it (val, 1000);
265 val = (val > 600) ? 600 : val;
266 }
267 252
268 /* 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 */
269 if (shop && who) 254 if (shop && who)
270 { 255 {
271 if (flag == F_SELL) 256 if (flag == F_SELL)
272 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 257 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
273 else if (flag == F_BUY) 258 else if (flag == F_BUY)
274 { 259 {
275 /* 260 /*
276 * 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
277 * let the item be sold cheaper, according to the specialisation of 262 * let the item be sold cheaper, according to the specialisation of
283 * 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).
284 * 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
285 * 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
286 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
287 */ 272 */
288 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
289 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 274 val *= shop_specialisation_ratio (tmp, who->map);
290 else 275 else
291 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 276 val /= shop_specialisation_ratio (tmp, who->map);
277
278 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
292 } 279 }
293 280
294 /* 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
295 * 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
296 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
297 */ 284 */
298 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 285 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
299 if (val > 50) 286 if (val > 50)
300 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 287 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
301 } 288 }
302 289
303 return (sint64) val; 290 return val;
304} 291}
305 292
306/* 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
307 * cointype placement. 294 * cointype placement.
308 */ 295 */
312{ 299{
313 archetype *coin; 300 archetype *coin;
314 301
315 do 302 do
316 { 303 {
317 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
318 return NULL; 305 return 0;
306
319 coin = archetype::find (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
320 if (coin == NULL) 309 if (!coin)
321 return NULL; 310 return 0;
311
322 *cointype += 1; 312 *cointype += 1;
323 } 313 }
324 while (coin->value > c); 314 while (coin->value > c);
325 315
326 return coin; 316 return coin;
337 * 10,000 silver or something) 327 * 10,000 silver or something)
338 */ 328 */
339const char * 329const char *
340cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
341{ 331{
342 static char buf[MAX_BUF];
343 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
344 int num, cointype = 0; 333 int num, cointype = 0;
345 334
346 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
347 if (coin == NULL) 336 if (!coin)
348 return "nothing"; 337 return "nothing";
349 338
350 num = cost / coin->value; 339 num = cost / coin->value;
351 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
352 * 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
353 * is basically true. 342 * is basically true.
354 */ 343 */
355 if ((cost / coin->value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
356 {
357 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
358 return buf;
359 }
360 346
361 cost -= num * (sint64)coin->value; 347 cost -= num * (sint64)coin->value;
362 348
363 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 349 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
364 350
365 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
366 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
367 return buf; 353 return buf;
368 354
369 coin = next_coin; 355 coin = next_coin;
370 num = cost / coin->value; 356 num = cost / coin->value;
371 cost -= num * (sint64)coin->value; 357 cost -= num * (sint64)coin->value;
372 358
373 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 359 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
374
375 return buf;
376} 360}
377 361
378const char * 362const char *
379query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
380{ 364{
401 { 385 {
402 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
403 { 387 {
404 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_number (who, SK_BARGAINING))
405 { 389 {
406 static char buf[MAX_BUF];
407 int num, cointype = 0; 390 int num, cointype = 0;
408 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
409 392
410 if (coin == NULL) 393 if (!coin)
411 return "nothing"; 394 return "nothing";
412 395
413 num = real_value / coin->value; 396 num = real_value / coin->value;
414 397
415 if (num == 1) 398 if (num == 1)
416 sprintf (buf, "about one %s", &coin->object::name); 399 return format ("about one %s", &coin->object::name);
417 else if (num < 5) 400 else if (num < 5)
418 sprintf (buf, "a few %s", &coin->object::name_pl); 401 return format ("a few %s", &coin->object::name_pl);
419 else if (num < 10) 402 else if (num < 10)
420 sprintf (buf, "several %s", &coin->object::name_pl); 403 return format ("several %s", &coin->object::name_pl);
421 else if (num < 25) 404 else if (num < 25)
422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
423 else if (num < 100) 406 else if (num < 100)
424 sprintf (buf, "lots of %s", &coin->object::name_pl); 407 return format ("lots of %s", &coin->object::name_pl);
425 else if (num < 1000) 408 else if (num < 1000)
426 sprintf (buf, "a great many %s", &coin->object::name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
427 else 410 else
428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
429
430 return buf;
431 } 412 }
432 } 413 }
433 } 414 }
434 415
435 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
436
437 if (approx_range) 416 if (approx_range)
438 { 417 {
418 int hash = tmp->random_seed () & 1023;
439 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
440 static char buf[MAX_BUF];
441 420
442 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
443 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
444 423 cost_string_from_value (lo + approx_range, 1));
445 return buf;
446 } 424 }
447 } 425 }
448 426
449 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
450} 428}
465 } 443 }
466 444
467 for (tmp = op->inv; tmp; tmp = tmp->below) 445 for (tmp = op->inv; tmp; tmp = tmp->below)
468 if (tmp->type == MONEY) 446 if (tmp->type == MONEY)
469 total += tmp->nrof * (sint64)tmp->value; 447 total += tmp->nrof * (sint64)tmp->value;
470 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 448 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
471 total += query_money (tmp); 449 total += query_money (tmp);
472 450
473 return total; 451 return total;
474} 452}
475 453
490 return 0; 468 return 0;
491 469
492 pay_from_container (pl, pl, to_pay); 470 pay_from_container (pl, pl, to_pay);
493 471
494 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 472 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
495 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 473 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
496 pay_from_container (pl, pouch, to_pay); 474 pay_from_container (pl, pouch, to_pay);
497 475
498 pl->update_stats (); 476 pl->update_stats ();
499 return 1; 477 return 1;
500} 478}
527 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
528 506
529 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
530 508
531 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
532 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 510 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
533 pay_from_container (pl, pouch, to_pay); 511 pay_from_container (pl, pouch, to_pay);
534 512
535 pl->update_stats (); 513 pl->update_stats ();
536 514
537 return 1; 515 return 1;
604 at = archetype::find (coins[NUM_COINS - 1 - i]); 582 at = archetype::find (coins[NUM_COINS - 1 - i]);
605 583
606 if (at == NULL) 584 if (at == NULL)
607 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]);
608 586
609 coin_objs[i] = arch_to_object (at); 587 coin_objs[i] = at->instance ();
610 coin_objs[i]->nrof = 0; 588 coin_objs[i]->nrof = 0;
611 } 589 }
612 590
613 for (i = 0; i < NUM_COINS; i++) 591 for (i = 0; i < NUM_COINS; i++)
614 { 592 {
615 object &coin = *coin_objs[i]; 593 object &coin = *coin_objs[i];
616 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 594 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
617 to_pay -= num_coins * coin.value; 595 to_pay -= num_coins * coin.value;
618 596
619 coin.nrof -= num_coins; 597 coin.nrof -= num_coins;
620 /* Now start making change. Start at the coin value 598 /* Now start making change. Start at the coin value
621 * below the one we just did, and work down to 599 * below the one we just did, and work down to
631 count--; 609 count--;
632 } 610 }
633 } 611 }
634 612
635 for (i = 0; i < NUM_COINS; i++) 613 for (i = 0; i < NUM_COINS; i++)
636 {
637 if (coin_objs[i]->nrof) 614 if (coin_objs[i]->nrof)
638 insert_ob_in_ob (coin_objs [i], pouch); 615 insert_ob_in_ob (coin_objs [i], pouch);
639 else 616 else
640 coin_objs[i]->destroy (); 617 coin_objs[i]->destroy ();
641 }
642} 618}
643 619
644/* 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
645 * 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.
646 * 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
658 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");
659 return 0; 635 return 0;
660 } 636 }
661 637
662 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 638 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
663 if (QUERY_FLAG (item, FLAG_UNPAID)) 639 if (item->flag [FLAG_UNPAID])
664 { 640 {
665 unpaid_count++; 641 unpaid_count++;
666 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 642 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
667 } 643 }
668 644
669 if (unpaid_price > player_wealth) 645 if (unpaid_price > player_wealth)
670 { 646 {
671 dynbuf_text buf; 647 dynbuf_text &buf = msg_dynbuf; buf.clear ();
672 648
673 buf << "You have " << unpaid_count 649 buf << "You have " << unpaid_count
674 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0) 650 << " 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) 651 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
676 << " to be able to afford that."; 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.>";
677 654
678 pl->failmsg (buf); 655 pl->failmsg (buf);
679 656
680 return 0; 657 return 0;
681 } 658 }
696 { 673 {
697 next_item: 674 next_item:
698 675
699 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
700 { 677 {
701 if (QUERY_FLAG (op, FLAG_UNPAID)) 678 if (op->flag [FLAG_UNPAID])
702 { 679 {
703 char buf[MAX_BUF];
704 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 680 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
705 681
706 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
707 { 683 {
708 sint64 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);
709 685
710 CLEAR_FLAG (op, FLAG_UNPAID); 686 op->clr_flag (FLAG_UNPAID);
711 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); 687 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
712 SET_FLAG (op, FLAG_UNPAID); 688 op->set_flag (FLAG_UNPAID);
713 return 0; 689 return 0;
714 } 690 }
715 else 691 else
716 { 692 {
717 CLEAR_FLAG (op, FLAG_UNPAID); 693 op->clr_flag (FLAG_UNPAID);
718 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 694 op->clr_flag (FLAG_PLAYER_SOLD);
719 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 695 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
720 696
721 if (!merge_ob (op, op->env->inv)) 697 if (!merge_ob (op, op->env->inv))
722 esrv_update_item (UPD_FLAGS, pl, op); 698 esrv_update_item (UPD_FLAGS, pl, op);
723 699
724 goto next_item; 700 goto next_item;
756 LOG (llevError, "Could not find %s archetype\n", coins[count]); 732 LOG (llevError, "Could not find %s archetype\n", coins[count]);
757 else if ((amount / at->value) > 0) 733 else if ((amount / at->value) > 0)
758 { 734 {
759 for (pouch = pl->inv; pouch; pouch = pouch->below) 735 for (pouch = pl->inv; pouch; pouch = pouch->below)
760 { 736 {
761 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 737 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
762 { 738 {
763 int w = at->weight * (100 - pouch->stats.Str) / 100; 739 int w = at->weight * (100 - pouch->stats.Str) / 100;
764 int n = amount / at->value; 740 int n = amount / at->value;
765 741
766 if (w == 0) 742 if (w == 0)
769 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))
770 { 746 {
771 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 747 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
772 n = (pouch->weight_limit - pouch->carrying) / w; 748 n = (pouch->weight_limit - pouch->carrying) / w;
773 749
774 object *tmp = arch_to_object (at); 750 object *tmp = at->instance ();
775 tmp->nrof = n; 751 tmp->nrof = n;
776 amount -= tmp->nrof * tmp->value; 752 amount -= tmp->nrof * tmp->value;
777 pouch->insert (tmp); 753 pouch->insert (tmp);
778 } 754 }
779 } 755 }
780 } 756 }
781 757
782 if (amount / at->value > 0) 758 if (amount / at->value > 0)
783 { 759 {
784 object *tmp = arch_to_object (at); 760 object *tmp = at->instance ();
785 tmp->nrof = amount / tmp->value; 761 tmp->nrof = amount / tmp->value;
786 amount -= tmp->nrof * tmp->value; 762 amount -= tmp->nrof * tmp->value;
787 pl->insert (tmp); 763 pl->insert (tmp);
788 } 764 }
789 } 765 }
854 830
855 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", 831 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)); 832 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
857 pl->play_sound (sound_find ("shop_sell")); 833 pl->play_sound (sound_find ("shop_sell"));
858 834
859 SET_FLAG (op, FLAG_UNPAID); 835 op->set_flag (FLAG_UNPAID);
860 identify (op); 836 identify (op);
861 837
862 return true; 838 return true;
863} 839}
864 840
868 */ 844 */
869static double 845static double
870shop_specialisation_ratio (const object *item, const maptile *map) 846shop_specialisation_ratio (const object *item, const maptile *map)
871{ 847{
872 shopitems *items = map->shopitems; 848 shopitems *items = map->shopitems;
873 double likedness = 0.; 849 int likedness = 0;
874 int i; 850 int i;
875 851
876 if (item == NULL) 852 if (item == NULL)
877 { 853 {
878 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);
888 */ 864 */
889 return SPECIALISATION_EFFECT; 865 return SPECIALISATION_EFFECT;
890 } 866 }
891 867
892 if (map->shopitems) 868 if (map->shopitems)
893 {
894 for (i = 0; i < items[0].index; i++) 869 for (i = 0; i < items[0].index; i++)
895 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 870 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
896 likedness = items[i].strength / 100.0; 871 likedness = items[i].strength;
897 }
898 872
899 if (likedness > 1.0) 873 if (likedness > 100)
900 { /* someone has been rather silly with the map headers. */ 874 { /* someone has been rather silly with the map headers. */
901 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); 875 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
902 likedness = 1.0; 876 likedness = 100;
903 } 877 }
904 878
905 if (likedness < -1.0) 879 if (likedness < -100)
906 { 880 {
907 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); 881 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
908 likedness = -1.0; 882 likedness = -100;
909 } 883 }
910 884
911 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); 885 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
912} 886}
913 887
914/*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. */
915static double 889static double
916shop_greed (const maptile *map) 890shop_greed (const maptile *map)
966 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 940 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
967 941
968 if (map->shopmin && unit_price < map->shopmin) 942 if (map->shopmin && unit_price < map->shopmin)
969 return 0; 943 return 0;
970 else if (unit_price > tmpshopmax / 2) 944 else if (unit_price > tmpshopmax / 2)
971 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 945 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
972 else 946 else
973 newval = unit_price; 947 newval = unit_price;
974 } 948 }
975 949
976 newval *= quantity; 950 newval *= quantity;
980 954
981/* 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. */
982int 956int
983describe_shop (const object *op) 957describe_shop (const object *op)
984{ 958{
959 dynbuf_text buf;
985 maptile *map = op->map; 960 maptile *map = op->map;
986 961
987 /*shopitems *items=map->shopitems; */ 962 /*shopitems *items=map->shopitems; */
988 int pos = 0, i; 963 int pos = 0, i;
989 double opinion = 0; 964 double opinion = 0;
990 char tmp[MAX_BUF] = "\0";
991 965
992 if (op->type != PLAYER) 966 if (op->type != PLAYER)
993 return 0; 967 return 0;
994 968
995 /*check if there is a shop specified for this map */ 969 /*check if there is a shop specified for this map */
996 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 970 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
997 { 971 {
998 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 972 buf << "From looking at the nearby shop you determine that it trades in ";
973 int lastcomma = 0, prevcomma = 0;
999 974
1000 if (map->shopitems) 975 if (map->shopitems)
1001 for (i = 0; i < map->shopitems[0].index; i++) 976 for (i = 0; i < map->shopitems[0].index; i++)
1002 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 977 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1003 { 978 {
1004 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 979 buf << map->shopitems[i].name_pl;
1005 pos += strlen (tmp + pos); 980 prevcomma = lastcomma;
981 lastcomma = buf.size (); // remember offset
982 buf << ", ";
1006 } 983 }
1007 984
1008 if (!pos) 985 if (lastcomma)
986 {
987 buf.splice (lastcomma, 2);
988
989 if (prevcomma)
990 buf.splice (prevcomma, 2, " and ");
991 }
992 else
1009 strcat (tmp, "a little of everything."); 993 buf << "a little of everything.";
1010 994
1011 /* format the string into a list */ 995 buf << ".\n\n";
1012 make_list_like (tmp);
1013 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1014 996
1015 if (map->shopmax) 997 if (map->shopmax)
1016 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 998 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1017 999
1018 if (map->shopmin) 1000 if (map->shopmin)
1019 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0)); 1001 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1020 1002
1021 if (map->shopgreed) 1003 if (map->shopgreed)
1022 { 1004 {
1023 if (map->shopgreed > 2.0) 1005 if (map->shopgreed > 2.0)
1024 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1006 buf << "It tends to overcharge massively.\n\n";
1025 else if (map->shopgreed > 1.5) 1007 else if (map->shopgreed > 1.5)
1026 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1008 buf << "It tends to overcharge substantially.\n\n";
1027 else if (map->shopgreed > 1.1) 1009 else if (map->shopgreed > 1.1)
1028 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1010 buf << "It tends to overcharge slightly.\n\n";
1029 else if (map->shopgreed < 0.9) 1011 else if (map->shopgreed < 0.9)
1030 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1012 buf << "It tends to undercharge.\n\n";
1031 } 1013 }
1032 1014
1033 if (map->shoprace) 1015 if (map->shoprace)
1034 { 1016 {
1035 opinion = shopkeeper_approval (map, op); 1017 opinion = shopkeeper_approval (map, op);
1018
1036 if (opinion > 0.8) 1019 if (opinion > 0.8)
1037 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1020 buf << "You think the shopkeeper likes you.\n\n";
1038 else if (opinion > 0.5) 1021 else if (opinion > 0.5)
1039 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1022 buf << "The shopkeeper seems unconcerned by you.\n\n";
1040 else 1023 else
1041 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1024 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1042 } 1025 }
1043 } 1026 }
1044 else 1027 else
1045 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1028 buf << "There is no shop nearby.\n\n";
1029
1030 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1046 1031
1047 return 1; 1032 return 1;
1048} 1033}
1049 1034
1050struct shopinv 1035struct shopinv
1078} 1063}
1079 1064
1080static void 1065static void
1081add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1066add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1082{ 1067{
1083#if 0
1084 char buf[MAX_BUF];
1085#endif
1086 /* clear unpaid flag so that doesn't come up in query 1068 /* clear unpaid flag so that doesn't come up in query
1087 * string. We clear nrof so that we can better sort 1069 * string. We clear nrof so that we can better sort
1088 * the object names. 1070 * the object names.
1089 */ 1071 */
1090 1072
1091 CLEAR_FLAG (tmp, FLAG_UNPAID); 1073 tmp->clr_flag (FLAG_UNPAID);
1092 items[*numitems].nrof = tmp->nrof; 1074 items[*numitems].nrof = tmp->nrof;
1093 /* Non mergable items have nrof of 0, but count them as one 1075 /* Non mergable items have nrof of 0, but count them as one
1094 * so the display is properly. 1076 * so the display is properly.
1095 */ 1077 */
1096 if (tmp->nrof == 0) 1078 if (tmp->nrof == 0)
1118 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1100 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1119 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1101 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1120 (*numitems)++; 1102 (*numitems)++;
1121 break; 1103 break;
1122 } 1104 }
1123 SET_FLAG (tmp, FLAG_UNPAID); 1105
1106 tmp->set_flag (FLAG_UNPAID);
1124} 1107}
1125 1108
1126void 1109void
1127shop_listing (object *sign, object *op) 1110shop_listing (object *sign, object *op)
1128{ 1111{
1129 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1112 int i, j, x1, x2, y1, y2;
1130 const char *shop_coords = sign->kv (shstr_shop_coords); 1113 const char *shop_coords = sign->kv (shstr_shop_coords);
1131 object *stack; 1114 object *stack;
1132 shopinv *items; 1115 shopinv *items;
1133 1116
1134 /* Should never happen, but just in case a monster does apply a sign */ 1117 /* Should never happen, but just in case a monster does apply a sign */
1135 if (op->type != PLAYER) 1118 if (!op->is_player ())
1136 return; 1119 return;
1120
1121 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1137 1122
1138 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) 1123 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1139 { 1124 {
1140 x1 = 0; 1125 x1 = 0;
1141 y1 = 0; 1126 y1 = 0;
1142 x2 = op->map->width - 1; 1127 x2 = op->map->width - 1;
1143 y2 = op->map->height - 1; 1128 y2 = op->map->height - 1;
1144 } 1129 }
1145 1130
1146 items = (shopinv *) malloc (40 * sizeof (shopinv));
1147 numallocated = 40; 1131 int numallocated = 40;
1132 int numitems = 0;
1133 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1148 1134
1149 /* Find all the appropriate items */ 1135 /* Find all the appropriate items */
1150 for (i = x1; i <= x2; i++) 1136 for (i = x1; i <= x2; i++)
1151 {
1152 for (j = y1; j < y2; j++) 1137 for (j = y1; j < y2; j++)
1138 if (op->map->is_in_shop (i, j))
1153 { 1139 {
1154 if (is_in_shop (op->map, i, j)) 1140 stack = GET_MAP_OB (op->map, i, j);
1141
1142 while (stack)
1155 { 1143 {
1156 stack = GET_MAP_OB (op->map, i, j); 1144 if (stack->flag [FLAG_UNPAID])
1157
1158 while (stack)
1159 { 1145 {
1160 if (QUERY_FLAG (stack, FLAG_UNPAID))
1161 {
1162 if (numitems == numallocated) 1146 if (numitems == numallocated)
1163 {
1164 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1147 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1165 numallocated += 10;
1166 }
1167 1148
1168 add_shop_item (stack, items, &numitems, &numallocated); 1149 add_shop_item (stack, items, &numitems, &numallocated);
1169 }
1170
1171 stack = stack->above;
1172 } 1150 }
1151
1152 stack = stack->above;
1173 } 1153 }
1174 } 1154 }
1175 }
1176 1155
1177 if (numitems == 0) 1156 buf << (numitems ? "T<This shop contains:>\n\n"
1178 { 1157 : "T<This shop is currently empty.>");
1179 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1180 free (items);
1181 return;
1182 }
1183 1158
1184 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1159 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1185
1186 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1187 1160
1188 for (i = 0; i < numitems; i++) 1161 for (i = 0; i < numitems; i++)
1189 { 1162 {
1190 /* Collapse items of the same name together */ 1163 /* Collapse items of the same name together */
1191 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1164 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1192 {
1193 items[i + 1].nrof += items[i].nrof; 1165 items[i + 1].nrof += items[i].nrof;
1194 free (items[i].item_sort);
1195 free (items[i].item_real);
1196 }
1197 else 1166 else
1198 {
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1200 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1167 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1168
1201 free (items[i].item_sort); 1169 free (items[i].item_sort);
1202 free (items[i].item_real); 1170 free (items[i].item_real);
1203 }
1204 } 1171 }
1172
1173 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1205 1174
1206 free (items); 1175 free (items);
1207}
1208
1209/* elmex: this function checks whether the object is in a shop */
1210bool
1211is_in_shop (object *o)
1212{
1213 if (!o->is_on_map ())
1214 return false;
1215
1216 return is_in_shop (o->map, o->x, o->y);
1217} 1176}
1218 1177
1219/* elmex: this function checks whether we are in a shop or not 1178/* 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 1179 - 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 1180 floor tile. this possibly will make map bugs where shopfloors are above
1222 floors more obvious. 1181 floors more obvious.
1223*/ 1182*/
1224
1225bool 1183bool
1226is_in_shop (maptile *map, int x, int y) 1184maptile::is_in_shop (int x, int y) const
1227{ 1185{
1228 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1186 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1229 if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) 1187 if (floor->flag [FLAG_IS_FLOOR])
1230 return floor->type == SHOP_FLOOR; 1188 return floor->type == SHOP_FLOOR;
1231 1189
1232 return false; 1190 return false;
1233} 1191}
1234 1192

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