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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.51 by root, Fri Apr 25 11:40:34 2008 UTC vs.
Revision 1.56 by root, Mon Sep 29 10:20:49 2008 UTC

126 { 126 {
127 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
128 { 128 {
129 if (flag == F_BUY) 129 if (flag == F_BUY)
130 { 130 {
131 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object.\n");
132 val = tmp->arch->value * 50 * number; 132 val = tmp->arch->value * 50 * number;
133 } 133 }
134 else 134 else
135 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
136 if (tmp->type == POTION) 136 if (tmp->type == POTION)
150 else 150 else
151 { /* No archetype with this object */ 151 { /* No archetype with this object */
152 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);
153 if (flag == F_BUY) 153 if (flag == F_BUY)
154 { 154 {
155 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");
156 val = number * tmp->value * 10; 156 val = number * tmp->value * 10;
157 } 157 }
158 else 158 else
159 val = number * tmp->value / 5; 159 val = number * tmp->value / 5;
160 } 160 }
577 // 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.
578 if (coin_objs [i]) 578 if (coin_objs [i])
579 { 579 {
580 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]);
581 coin_objs[i]->nrof += tmp->nrof; 581 coin_objs[i]->nrof += tmp->nrof;
582 tmp->destroy (); 582 tmp->destroy (true);
583 } 583 }
584 else 584 else
585 { 585 {
586 tmp->remove (); 586 tmp->remove ();
587 coin_objs[i] = tmp; 587 coin_objs[i] = tmp;
631 count--; 631 count--;
632 } 632 }
633 } 633 }
634 634
635 for (i = 0; i < NUM_COINS; i++) 635 for (i = 0; i < NUM_COINS; i++)
636 {
637 if (coin_objs[i]->nrof) 636 if (coin_objs[i]->nrof)
638 insert_ob_in_ob (coin_objs [i], pouch); 637 insert_ob_in_ob (coin_objs [i], pouch);
639 else 638 else
640 coin_objs[i]->destroy (); 639 coin_objs[i]->destroy (true);
641 }
642} 640}
643 641
644/* 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
645 * 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.
646 * 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
666 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 664 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
667 } 665 }
668 666
669 if (unpaid_price > player_wealth) 667 if (unpaid_price > player_wealth)
670 { 668 {
671 char buf[MAX_BUF]; 669 dynbuf_text buf;
672 char cost[MAX_BUF];
673 char missing[MAX_BUF];
674 670
675 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 671 buf << "You have " << unpaid_count
676 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.";
677 675
678 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);
679 unpaid_count, cost, missing);
680 new_draw_info (NDI_UNIQUE, 0, pl, buf);
681 677
682 return 0; 678 return 0;
683 } 679 }
684 else 680 else
685 return 1; 681 return 1;
797 793
798/* elmex: this is for the bank plugin :( */ 794/* elmex: this is for the bank plugin :( */
799sint64 795sint64
800pay_player_arch (object *pl, const char *arch, sint64 amount) 796pay_player_arch (object *pl, const char *arch, sint64 amount)
801{ 797{
802 archetype *at = archetype::find (arch);
803
804 if (!at)
805 return 0;
806
807 if (amount > 0) 798 if (amount)
808 { 799 {
809 object *tmp = arch_to_object (at); 800 object *ob = archetype::get (arch);
801
802 if (!ob)
803 return 0;
804
810 tmp->nrof = amount; 805 ob->nrof = amount;
811 insert_ob_in_ob (tmp, pl); 806 pl->insert (ob);
812 } 807 }
813 808
814 return 1; 809 return 1;
815} 810}
816 811
1068{ 1063{
1069 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1064 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1070 1065
1071 if (s1->type < s2->type) 1066 if (s1->type < s2->type)
1072 return -1; 1067 return -1;
1068
1073 if (s1->type > s2->type) 1069 if (s1->type > s2->type)
1074 return 1; 1070 return 1;
1075 1071
1076 /* 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
1077 * via alphabetical order 1073 * via alphabetical order
1127 1123
1128void 1124void
1129shop_listing (object *sign, object *op) 1125shop_listing (object *sign, object *op)
1130{ 1126{
1131 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1127 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1132 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1128 const char *shop_coords = sign->kv (shstr_shop_coords);
1133 object *stack; 1129 object *stack;
1134 shopinv *items; 1130 shopinv *items;
1135 1131
1136 /* 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 */
1137 if (op->type != PLAYER) 1133 if (op->type != PLAYER)
1210 1206
1211/* elmex: this function checks whether the object is in a shop */ 1207/* elmex: this function checks whether the object is in a shop */
1212bool 1208bool
1213is_in_shop (object *o) 1209is_in_shop (object *o)
1214{ 1210{
1215 if (!o->map) 1211 if (!o->is_on_map ())
1216 return false; 1212 return false;
1217 1213
1218 return is_in_shop (o->map, o->x, o->y); 1214 return is_in_shop (o->map, o->x, o->y);
1219} 1215}
1220 1216
1228is_in_shop (maptile *map, int x, int y) 1224is_in_shop (maptile *map, int x, int y)
1229{ 1225{
1230 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)
1231 if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) 1227 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1232 return floor->type == SHOP_FLOOR; 1228 return floor->type == SHOP_FLOOR;
1229
1233 return false; 1230 return false;
1234} 1231}
1235 1232

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