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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.32 by root, Thu Feb 8 13:41:44 2007 UTC vs.
Revision 1.56 by root, Mon Sep 29 10:20:49 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
130 { 126 {
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 | logBacktrace, "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 */
156 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name); 152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
157 if (flag == F_BUY) 153 if (flag == F_BUY)
158 { 154 {
159 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n"); 155 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object without arch.\n");
160 val = number * tmp->value * 10; 156 val = number * tmp->value * 10;
161 } 157 }
162 else 158 else
163 val = number * tmp->value / 5; 159 val = number * tmp->value / 5;
164 } 160 }
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 */
250 const double cha_ratio = 0.40; 237 const double cha_ratio = 0.40;
251 238
252 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);
253
254 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.);
255
256 diff = .02 + (.80 - .02) * diff; 241 diff = .02 + (.80 - .02) * diff;
257 242
258 if (flag == F_BUY) 243 if (flag == F_BUY)
259 val += (val * diff); 244 val += val * diff;
260 else if (flag == F_SELL) 245 else if (flag == F_SELL)
261 val -= (val * diff); 246 val -= val * diff;
262 247
263 // 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
264 // then the range is adjusted randomly around the correct value 249 // then the range is adjusted randomly around the correct value
265 if (approximate) 250 if (approximate)
266 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 251 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
267 } 252 }
268 253
269 /* 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
270 * overflow of diff above. That shoudl only happen if 255 * overflow of diff above. That should only happen if
271 * we are selling objects - in that case, the person just 256 * we are selling objects - in that case, the person just
272 * gets no money. 257 * gets no money.
273 */ 258 */
274 if ((sint64) val < 0) 259 if ((sint64) val < 0)
275 val = 0; 260 val = 0;
303 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 288 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
304 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));
305 else 290 else
306 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)));
307 } 292 }
293
308 /* 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
309 * 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
310 * pointful, and could give fun with rounding. 296 * pointful, and could give fun with rounding.
311 */ 297 */
298 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
312 if (val > 50) 299 if (val > 50)
313 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 300 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
314 } 301 }
315 302
316 return (sint64) val; 303 return (sint64) val;
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 (true);
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 */
650 count--; 631 count--;
651 } 632 }
652 } 633 }
653 634
654 for (i = 0; i < NUM_COINS; i++) 635 for (i = 0; i < NUM_COINS; i++)
655 {
656 if (coin_objs[i]->nrof) 636 if (coin_objs[i]->nrof)
657 {
658 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 637 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 638 else
670 coin_objs[i]->destroy (); 639 coin_objs[i]->destroy (true);
671 }
672} 640}
673 641
674/* Checks all unpaid items in op's inventory, adds up all the money they 642/* Checks all unpaid items in op's inventory, adds up all the money they
675 * have, and checks that they can actually afford what they want to buy. 643 * have, and checks that they can actually afford what they want to buy.
676 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 644 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
696 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 664 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
697 } 665 }
698 666
699 if (unpaid_price > player_wealth) 667 if (unpaid_price > player_wealth)
700 { 668 {
701 char buf[MAX_BUF]; 669 dynbuf_text buf;
702 char cost[MAX_BUF];
703 char missing[MAX_BUF];
704 670
705 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 671 buf << "You have " << unpaid_count
706 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 672 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
673 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
674 << " to be able to afford that.";
707 675
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.", 676 pl->failmsg (buf);
709 unpaid_count, cost, missing);
710 new_draw_info (NDI_UNIQUE, 0, pl, buf);
711 677
712 return 0; 678 return 0;
713 } 679 }
714 else 680 else
715 return 1; 681 return 1;
744 SET_FLAG (op, FLAG_UNPAID); 710 SET_FLAG (op, FLAG_UNPAID);
745 return 0; 711 return 0;
746 } 712 }
747 else 713 else
748 { 714 {
749 object *tmp;
750
751 CLEAR_FLAG (op, FLAG_UNPAID); 715 CLEAR_FLAG (op, FLAG_UNPAID);
752 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 716 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
753 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
754 tmp = merge_ob (op, NULL);
755 718
756 if (pl->type == PLAYER) 719 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); 720 esrv_update_item (UPD_FLAGS, pl, op);
765 }
766 721
767 goto next_item; 722 goto next_item;
768 } 723 }
769 } 724 }
770 } 725 }
789{ 744{
790 int count = 0; 745 int count = 0;
791 archetype *at = 0; 746 archetype *at = 0;
792 object *pouch = 0, *tmp = 0; 747 object *pouch = 0, *tmp = 0;
793 748
794 for (count = 0; coins[count] != NULL; count++) 749 for (count = 0; coins[count]; count++)
795 { 750 {
796 at = archetype::find (coins[count]); 751 at = archetype::find (coins[count]);
797 752
798 if (at == NULL) 753 if (at == NULL)
799 LOG (llevError, "Could not find %s archetype\n", coins[count]); 754 LOG (llevError, "Could not find %s archetype\n", coins[count]);
800 else if ((amount / at->clone.value) > 0) 755 else if ((amount / at->value) > 0)
801 { 756 {
802 for (pouch = pl->inv; pouch; pouch = pouch->below) 757 for (pouch = pl->inv; pouch; pouch = pouch->below)
803 { 758 {
804 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 759 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
805 { 760 {
806 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 761 int w = at->weight * (100 - pouch->stats.Str) / 100;
807 int n = amount / at->clone.value; 762 int n = amount / at->value;
808 763
809 if (w == 0) 764 if (w == 0)
810 w = 1; /* Prevent divide by zero */ 765 w = 1; /* Prevent divide by zero */
811 766
812 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 767 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
813 { 768 {
814 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 769 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
815 n = (pouch->weight_limit - pouch->carrying) / w; 770 n = (pouch->weight_limit - pouch->carrying) / w;
816 771
817 tmp = arch_to_object (at); 772 object *tmp = arch_to_object (at);
818 tmp->nrof = n; 773 tmp->nrof = n;
819 amount -= tmp->nrof * tmp->value; 774 amount -= tmp->nrof * tmp->value;
820 tmp = insert_ob_in_ob (tmp, pouch); 775 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 } 776 }
826 } 777 }
827 } 778 }
828 779
829 if (amount / at->clone.value > 0) 780 if (amount / at->value > 0)
830 { 781 {
831 tmp = arch_to_object (at); 782 object *tmp = arch_to_object (at);
832 tmp->nrof = amount / tmp->value; 783 tmp->nrof = amount / tmp->value;
833 amount -= tmp->nrof * tmp->value; 784 amount -= tmp->nrof * tmp->value;
834 tmp = insert_ob_in_ob (tmp, pl); 785 pl->insert (tmp);
835 esrv_send_item (pl, tmp);
836 esrv_send_item (pl, pl);
837 } 786 }
838 } 787 }
839 } 788 }
840 789
841 if (amount != 0) 790 if (amount != 0)
844 793
845/* elmex: this is for the bank plugin :( */ 794/* elmex: this is for the bank plugin :( */
846sint64 795sint64
847pay_player_arch (object *pl, const char *arch, sint64 amount) 796pay_player_arch (object *pl, const char *arch, sint64 amount)
848{ 797{
849 archetype *at = archetype::find (arch);
850 object *tmp = NULL;
851
852 if (at == NULL)
853 return 0;
854
855 if (amount > 0) 798 if (amount)
856 { 799 {
857 tmp = arch_to_object (at); 800 object *ob = archetype::get (arch);
801
802 if (!ob)
803 return 0;
804
858 tmp->nrof = amount; 805 ob->nrof = amount;
859 tmp = insert_ob_in_ob (tmp, pl); 806 pl->insert (ob);
860 esrv_send_item (pl, tmp);
861 esrv_send_item (pl, pl);
862 } 807 }
863 808
864 return 1; 809 return 1;
865} 810}
866 811
869 * buy item. 814 * buy item.
870 * 815 *
871 * Modified to fill available race: gold containers before dumping 816 * Modified to fill available race: gold containers before dumping
872 * remaining coins in character's inventory. 817 * remaining coins in character's inventory.
873 */ 818 */
874void 819bool
875sell_item (object *op, object *pl) 820sell_item (object *op, object *pl)
876{ 821{
877 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 822 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
878 823
879 if (pl == NULL || pl->type != PLAYER) 824 if (pl == NULL || pl->type != PLAYER)
880 { 825 {
881 LOG (llevDebug, "Object other than player tried to sell something.\n"); 826 LOG (llevDebug, "Object other than player tried to sell something.\n");
882 return; 827 return false;
883 } 828 }
884 829
885 op->custom_name = 0; 830 op->custom_name = 0;
886 831
887 if (!amount) 832 if (!amount)
888 { 833 {
889 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 834 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
890 835 query_name (op));
891 /* Even if the character doesn't get anything for it, it may still be 836 // elmex: change: the player now gets the item back if the shop is not
892 * worth something. If so, make it unpaid 837 // 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; 838 return false;
902 } 839 }
903 840
904 /* We compare the price with the one for a player 841 /* We compare the price with the one for a player
905 * without bargaining skill. 842 * without bargaining skill.
906 * This determins the amount of exp (if any) gained for bargaining. 843 * This determins the amount of exp (if any) gained for bargaining.
911 if (extra_gain > 0) 848 if (extra_gain > 0)
912 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 849 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
913 850
914 pay_player (pl, amount); 851 pay_player (pl, amount);
915 852
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)); 853 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
854 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
855 pl->play_sound (sound_find ("shop_sell"));
917 856
918 SET_FLAG (op, FLAG_UNPAID); 857 SET_FLAG (op, FLAG_UNPAID);
919 identify (op); 858 identify (op);
920}
921 859
860 return true;
861}
922 862
923/* returns a double that is the ratio of the price that a shop will offer for 863/* 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, 864 * 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 865 * returned value is between SPECIALISATION_EFFECT and 1.
926 * event is never less than 0.1 (calling functions divide by it)
927 */ 866 */
928static double 867static double
929shop_specialisation_ratio (const object *item, const maptile *map) 868shop_specialisation_ratio (const object *item, const maptile *map)
930{ 869{
931 shopitems *items = map->shopitems; 870 shopitems *items = map->shopitems;
932 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 871 double likedness = 0.;
933 int i; 872 int i;
934 873
935 if (item == NULL) 874 if (item == NULL)
936 { 875 {
937 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); 876 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"); 882 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
944 /* 883 /*
945 * I'm not really sure what the /right/ thing to do here is, these types of 884 * 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.." 885 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
947 */ 886 */
948 return ratio; 887 return SPECIALISATION_EFFECT;
949 } 888 }
950 889
951 if (map->shopitems) 890 if (map->shopitems)
952 { 891 {
953 for (i = 0; i < items[0].index; i++) 892 for (i = 0; i < items[0].index; i++)
965 { 904 {
966 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); 905 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
967 likedness = -1.0; 906 likedness = -1.0;
968 } 907 }
969 908
970 ratio = ratio + (1.0 - ratio) * likedness; 909 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} 910}
977 911
978/*returns the greed of the shop on map, or 1 if it isn't specified. */ 912/*returns the greed of the shop on map, or 1 if it isn't specified. */
979static double 913static double
980shop_greed (const maptile *map) 914shop_greed (const maptile *map)
981{ 915{
982 double greed = 1.0;
983
984 if (map->shopgreed)
985 return map->shopgreed; 916 return map->shopgreed
986 return greed; 917 ? map->shopgreed
918 : 1.;
987} 919}
988 920
989/* Returns a double based on how much the shopkeeper approves of the player. 921/* 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. 922 * this is based on the race of the shopkeeper and that of the player.
991 */ 923 */
992double 924double
993shopkeeper_approval (const maptile *map, const object *player) 925shopkeeper_approval (const maptile *map, const object *player)
994{ 926{
995 double approval = 1.0; 927 return map->shoprace && player->race != map->shoprace
996 928 ? DISLIKE_RATIO
997 if (map->shoprace) 929 : 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} 930}
1006 931
1007/* limit the value of items based on the wealth of the shop. If the item is close 932/* 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 933 * 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 934 * below the minimum value the shop is prepared to trade in, then we don't
1138{ 1063{
1139 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1064 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1140 1065
1141 if (s1->type < s2->type) 1066 if (s1->type < s2->type)
1142 return -1; 1067 return -1;
1068
1143 if (s1->type > s2->type) 1069 if (s1->type > s2->type)
1144 return 1; 1070 return 1;
1145 1071
1146 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1072 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1147 * via alphabetical order 1073 * via alphabetical order
1194 } 1120 }
1195 SET_FLAG (tmp, FLAG_UNPAID); 1121 SET_FLAG (tmp, FLAG_UNPAID);
1196} 1122}
1197 1123
1198void 1124void
1199shop_listing (object *op) 1125shop_listing (object *sign, object *op)
1200{ 1126{
1201 int i, j, numitems = 0, numallocated = 0, nx, ny; 1127 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1202 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1128 const char *shop_coords = sign->kv (shstr_shop_coords);
1203 object *stack; 1129 object *stack;
1204 shopinv *items; 1130 shopinv *items;
1205 1131
1206 /* Should never happen, but just in case a monster does apply a sign */ 1132 /* Should never happen, but just in case a monster does apply a sign */
1207 if (op->type != PLAYER) 1133 if (op->type != PLAYER)
1208 return; 1134 return;
1209 1135
1210 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1136 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1137 {
1138 x1 = 0;
1139 y1 = 0;
1140 x2 = op->map->width - 1;
1141 y2 = op->map->height - 1;
1142 }
1211 1143
1212 magic_mapping_mark (op, map_mark, 3);
1213 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1144 items = (shopinv *) malloc (40 * sizeof (shopinv));
1214 numallocated = 40; 1145 numallocated = 40;
1215 1146
1216 /* Find all the appropriate items */ 1147 /* Find all the appropriate items */
1217 for (i = 0; i < op->map->width; i++) 1148 for (i = x1; i <= x2; i++)
1218 { 1149 {
1219 for (j = 0; j < op->map->height; j++) 1150 for (j = y1; j < y2; j++)
1220 { 1151 {
1221 // magic map code now centers the map on the object at MAGIC_MAP_HALF. 1152 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 { 1153 {
1230 stack = GET_MAP_OB (op->map, i, j); 1154 stack = GET_MAP_OB (op->map, i, j);
1231 1155
1232 while (stack) 1156 while (stack)
1233 { 1157 {
1246 } 1170 }
1247 } 1171 }
1248 } 1172 }
1249 } 1173 }
1250 1174
1251 free (map_mark);
1252
1253 if (numitems == 0) 1175 if (numitems == 0)
1254 { 1176 {
1255 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1177 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1256 free (items); 1178 free (items);
1257 return; 1179 return;
1258 } 1180 }
1259 1181
1260 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1182 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1183
1184 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1261 1185
1262 for (i = 0; i < numitems; i++) 1186 for (i = 0; i < numitems; i++)
1263 { 1187 {
1264 /* Collapse items of the same name together */ 1188 /* Collapse items of the same name together */
1265 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1189 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1282 1206
1283/* elmex: this function checks whether the object is in a shop */ 1207/* elmex: this function checks whether the object is in a shop */
1284bool 1208bool
1285is_in_shop (object *o) 1209is_in_shop (object *o)
1286{ 1210{
1287 if (!o->map) 1211 if (!o->is_on_map ())
1288 return false; 1212 return false;
1289 1213
1290 return is_in_shop (o->map, o->x, o->y); 1214 return is_in_shop (o->map, o->x, o->y);
1291} 1215}
1292 1216
1293/* elmex: this function checks whether we are in a shop or not */ 1217/* elmex: this function checks whether we are in a shop or not
1218 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1219 floor tile. this possibly will make map bugs where shopfloors are above
1220 floors more obvious.
1221*/
1222
1294bool 1223bool
1295is_in_shop (maptile *map, int x, int y) 1224is_in_shop (maptile *map, int x, int y)
1296{ 1225{
1297 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1226 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1227 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1298 if (floor->type == SHOP_FLOOR) 1228 return floor->type == SHOP_FLOOR;
1299 return true;
1300 1229
1301 return false; 1230 return false;
1302} 1231}
1232

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