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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.5 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.58 by root, Tue Dec 16 23:25:25 2008 UTC

1/* 1/*
2 * static char *rcsid_shop_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: shop.C,v 1.5 2006/08/29 07:34:00 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <spells.h> 25#include <spells.h>
31#include <skills.h> 26#include <skills.h>
32#include <living.h> 27#include <living.h>
33#include <newclient.h>
34#ifndef __CEXTRACT__
35#include <sproto.h> 28#include <sproto.h>
36#endif
37#include <math.h> 29#include <math.h>
38 30
39/* 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
40 * 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
41 * 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
42 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
43 * 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,
44 * (though not useful) effects. 36 * (though not useful) effects.
45 */ 37 */
46#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
47 39
48/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
49#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
50 42
51static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
52static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
53static double shop_specialisation_ratio(const object *item, const mapstruct *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
54static double shop_greed(const mapstruct *map); 46static double shop_greed (const maptile *map);
55
56#define NUM_COINS 4 /* number of coin types */
57static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL};
58 47
59/* 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
60 * 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
61 * 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.
62 * 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
79 * thus remained 0. 68 * thus remained 0.
80 * 69 *
81 * Mark Wedel (mwedel@pyramid.com) 70 * Mark Wedel (mwedel@pyramid.com)
82 */ 71 */
83 72
84static uint64 approx_range; 73static sint64 approx_range;
85 74
75sint64
86uint64 query_cost(const object *tmp, object *who, int flag) { 76query_cost (const object *tmp, object *who, int flag)
77{
87 double val; 78 double val;
88 int number; /* used to better calculate value */ 79 int number; /* used to better calculate value */
89 int no_bargain; 80 int no_bargain;
90 int identified; 81 int identified;
91 int not_cursed; 82 int not_cursed;
92 int approximate; 83 int approximate;
93 int shop; 84 int shop;
94 double diff; 85 double diff;
95 86
96 approx_range = 0; 87 approx_range = 0;
97 88
98 no_bargain = flag & F_NO_BARGAIN; 89 no_bargain = flag & F_NO_BARGAIN;
99 identified = flag & F_IDENTIFIED; 90 identified = flag & F_IDENTIFIED;
100 not_cursed = flag & F_NOT_CURSED; 91 not_cursed = flag & F_NOT_CURSED;
101 approximate = flag & F_APPROX; 92 approximate = flag & F_APPROX;
102 shop = flag & F_SHOP; 93 shop = flag & F_SHOP;
103 flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP); 94 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
104 95
105 if (tmp->type==MONEY) return (tmp->nrof * tmp->value); 96 if (tmp->type == MONEY)
97 return tmp->nrof * tmp->value;
98
106 if (tmp->type==GEM) { 99 if (tmp->type == GEM)
107 if (flag==F_TRUE) return (tmp->nrof * tmp->value);
108 if (flag==F_BUY) return (uint64) (1.03 * tmp->nrof * tmp->value);
109 if (flag==F_SELL) return (uint64) (0.97 * tmp->nrof * tmp->value);
110 LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag);
111 return 0;
112 } 100 {
101 if (flag == F_TRUE)
102 return (tmp->nrof * tmp->value);
103
104 if (flag == F_BUY)
105 return (sint64) (1.03 * tmp->nrof * tmp->value);
106
107 if (flag == F_SELL)
108 return (sint64) (0.97 * tmp->nrof * tmp->value);
109
110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
111 return 0;
112 }
113
113 number = tmp->nrof; 114 number = tmp->nrof;
114 if (number==0) number=1; 115 if (number == 0)
116 number = 1;
115 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { 117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
118 {
116 if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) 119 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
117 return 0; 120 return 0;
118 else 121 else
119 val=tmp->value * number; 122 val = tmp->value * number;
120 } 123 }
121 /* This area deals with objects that are not identified, but can be */ 124 /* This area deals with objects that are not identified, but can be */
122 else { 125 else
126 {
123 if (tmp->arch != NULL) { 127 if (tmp->arch != NULL)
128 {
124 if (flag == F_BUY) { 129 if (flag == F_BUY)
130 {
125 LOG(llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object.\n");
126 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
127 } 133 }
128 else { /* Trying to sell something, or get true value */ 134 else
135 { /* Trying to sell something, or get true value */
129 if (tmp->type == POTION) 136 if (tmp->type == POTION)
130 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
131 else { 138 else
139 {
132 /* 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
133 * unknown objects 141 * unknown objects
134 */ 142 */
135 if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
136 val = number * tmp->arch->clone.value *2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
145 else
146 val = number * tmp->arch->value / 3;
147 }
148 }
149 }
137 else 150 else
138 val = number * tmp->arch->clone.value / 3; 151 { /* No archetype with this object */
139 }
140 }
141 } else { /* No archetype with this object */
142 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);
143 if (flag == F_BUY) { 153 if (flag == F_BUY)
154 {
144 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");
145 val = number * tmp->value * 10; 156 val = number * tmp->value * 10;
157 }
158 else
159 val = number * tmp->value / 5;
160 }
146 } 161 }
147 else
148 val = number * tmp->value / 5;
149 }
150 }
151 162
152 /* 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
153 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
154 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
155 * 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
156 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
157 * 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
158 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
159 * already figured in that value. 170 * already figured in that value.
160 */ 171 */
161 if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
162 QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && 173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
163 tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { 174 {
164 if(tmp->magic>0) 175 if (tmp->magic > 0)
165 val*=(3*tmp->magic*tmp->magic*tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
166 else 177 else
167 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
168 * will actually be something like val /=2, /=3, etc. 179 * will actually be something like val /=2, /=3, etc.
169 */
170 val/=(1-tmp->magic);
171 }
172
173 if (tmp->type==WAND) {
174 /* Value of the wand is multiplied by the number of
175 * charges. the treasure code already sets up the value
176 * 50 charges is used as the baseline.
177 */
178 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified)
179 val=(val*tmp->stats.food) / 50;
180 else /* if not identified, presume one charge */
181 val/=50;
182 }
183
184 /* Limit amount of money you can get for really great items. */
185 if (flag==F_SELL)
186 val=value_limit((uint64)val, number, who, shop);
187
188 // use a nonlinear price adjustment. as my predecessor said, don't change
189 // the archetypes, its work required for balancing, and we don't care.
190 //val = pow (val, 1.05);
191
192 /* This modification is for bargaining skill.
193 * Now only players with max level in bargaining
194 * AND Cha = 30 will get optimal price.
195 * Thus charisma will never get useless.
196 * -b.e. edler@heydernet.de
197 */
198
199 if (who!=NULL && who->type==PLAYER) {
200 int lev_bargain = 0;
201 int lev_identify = 0;
202 int idskill1=0;
203 int idskill2=0;
204 const typedata *tmptype;
205
206 tmptype=get_typedata(tmp->type);
207
208 if (find_skill_by_number(who,SK_BARGAINING)) {
209 lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level;
210 }
211 if (tmptype) {
212 idskill1=tmptype->identifyskill;
213 if (idskill1) {
214 idskill2=tmptype->identifyskill2;
215 if (find_skill_by_number(who,idskill1)) {
216 lev_identify = find_skill_by_number(who,idskill1)->level;
217 }
218 if (idskill2 && find_skill_by_number(who,idskill2)) {
219 lev_identify += find_skill_by_number(who,idskill2)->level;
220 }
221 }
222 }
223 else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name);
224
225 /* ratio determines how much of the price modification
226 * will come from the basic stat charisma
227 * the rest will come from the level in bargaining skill
228 */ 180 */
181 val /= (1 - tmp->magic);
182 }
183
184 if (tmp->type == WAND)
185 {
186 /* Value of the wand is multiplied by the number of
187 * charges. the treasure code already sets up the value
188 * 50 charges is used as the baseline.
189 */
190 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
191 val = (val * tmp->stats.food) / 50;
192 else /* if not identified, presume one charge */
193 val /= 50;
194 }
195
196 /* Limit amount of money you can get for really great items. */
197 if (flag == F_SELL)
198 val = value_limit ((sint64) val, number, who, shop);
199
200 // 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.
202 //val = pow (val, 1.05);
203
204 /* This modification is for bargaining skill.
205 * Now only players with max level in bargaining
206 * AND Cha = 30 will get optimal price.
207 * Thus charisma will never get useless.
208 * -b.e. edler@heydernet.de
209 */
210
211 if (who && who->type == PLAYER)
212 {
213 int lev_bargain = 0;
214 int lev_identify = 0;
215
216 if (find_skill_by_number (who, SK_BARGAINING))
217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
218
219 if (const typedata *tmptype = get_typedata (tmp->type))
220 {
221 if (int idskill1 = tmptype->identifyskill)
222 {
223 int idskill2 = tmptype->identifyskill2;
224
225 if (find_skill_by_number (who, idskill1))
226 lev_identify = find_skill_by_number (who, idskill1)->level;
227
228 if (idskill2 && find_skill_by_number (who, idskill2))
229 lev_identify += find_skill_by_number (who, idskill2)->level;
230 }
231 }
232
233 /* ratio determines how much of the price modification
234 * will come from the basic stat charisma
235 * the rest will come from the level in bargaining skill
236 */
229 const double cha_ratio = 0.40; 237 const double cha_ratio = 0.40;
230 238
231 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);
232
233 diff = (1. - cha_ratio) * diff
234 + 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.);
235
236 diff = .02 + (.80 - .02) * diff; 241 diff = .02 + (.80 - .02) * diff;
237
238 if (flag == F_BUY) val += (val * diff);
239 else if (flag == F_SELL) val -= (val * diff);
240 242
243 if (flag == F_BUY)
244 val += val * diff;
245 else if (flag == F_SELL)
246 val -= val * diff;
247
241 // 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
242 // then the range is adjusted randomly around the correct value 249 // then the range is adjusted randomly around the correct value
243 if (approximate) 250 if (approximate)
244 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); 251 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
245 }
246 252 }
253
247 /* 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
248 * overflow of diff above. That shoudl only happen if 255 * overflow of diff above. That should only happen if
249 * we are selling objects - in that case, the person just 256 * we are selling objects - in that case, the person just
250 * gets no money. 257 * gets no money.
251 */ 258 */
252 if((sint64)val<0) 259 if ((sint64) val < 0)
253 val=0; 260 val = 0;
254 261
255 /* Unidentified stuff won't sell for more than 60gp */ 262 /* Unidentified stuff won't sell for more than 60gp */
256 if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { 263 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
257 val = (val > 600)? 600:val;
258 }
259 264 {
265 val = (val > 600) ? 600 : val;
266 }
267
260 /* if we are in a shop, check how the type of shop should affect the price */ 268 /* if we are in a shop, check how the type of shop should affect the price */
261 if (shop && who) { 269 if (shop && who)
270 {
262 if (flag==F_SELL) 271 if (flag == F_SELL)
263 val= ( 272 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
264 val
265 * shop_specialisation_ratio(tmp, who->map)
266 * shopkeeper_approval(who->map, who)
267 / shop_greed(who->map)
268 );
269 else if (flag==F_BUY) { 273 else if (flag == F_BUY)
270 /* 274 {
275 /*
271 * when buying, if the item was sold by another player, it is ok to 276 * when buying, if the item was sold by another player, it is ok to
272 * let the item be sold cheaper, according to the specialisation of 277 * let the item be sold cheaper, according to the specialisation of
273 * the shop. If a player sold an item here, then his sale price was 278 * the shop. If a player sold an item here, then his sale price was
274 * multiplied by the specialisation ratio, to do the same to the buy 279 * multiplied by the specialisation ratio, to do the same to the buy
275 * price will not generate extra money. However, the 280 * price will not generate extra money. However, the
276 * same is not true of generated items, these have to /divide/ by the 281 * same is not true of generated items, these have to /divide/ by the
277 * specialisation, so that the price is never less than what they could 282 * specialisation, so that the price is never less than what they could
278 * be sold for (otherwise players could camp map resets to make money). 283 * be sold for (otherwise players could camp map resets to make money).
279 * In game terms, a non-specialist shop, might not recognise the true 284 * In game terms, a non-specialist shop, might not recognise the true
280 * value of the items they sell (much like how people sometimes find 285 * value of the items they sell (much like how people sometimes find
281 * antiques in a junk shop in real life). 286 * antiques in a junk shop in real life).
282 */ 287 */
283 if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) 288 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
284 val= ( 289 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
285 val 290 else
286 * shop_greed(who->map)
287 * shop_specialisation_ratio(tmp, who->map)
288 / shopkeeper_approval(who->map, who)
289 );
290 else
291 val= (
292 val
293 * shop_greed(who->map)
294 / (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)));
295 ); 292 }
296 } 293
297 /* 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
298 * 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
299 * pointful, and could give fun with rounding. 296 * pointful, and could give fun with rounding.
300 */ 297 */
301 if(who->map->path!=NULL && val > 50) 298 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
302 val= (val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path))); 299 if (val > 50)
300 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
303 } 301 }
302
304 return (uint64)val; 303 return (sint64) val;
305} 304}
306 305
307/* Find the coin type that is worth more the 'c'. Starts at the 306/* Find the coin type that is worth more the 'c'. Starts at the
308 * cointype placement. 307 * cointype placement.
309 */ 308 */
310 309
310static archetype *
311static archetype *find_next_coin(uint64 c, int *cointype) { 311find_next_coin (sint64 c, int *cointype)
312{
312 archetype *coin; 313 archetype *coin;
313 314
314 do { 315 do
316 {
315 if (coins[*cointype]==NULL) return NULL; 317 if (coins[*cointype] == NULL)
318 return NULL;
316 coin = find_archetype(coins[*cointype]); 319 coin = archetype::find (coins[*cointype]);
317 if (coin == NULL) 320 if (coin == NULL)
318 return NULL; 321 return NULL;
319 *cointype += 1; 322 *cointype += 1;
323 }
320 } while (coin->clone.value > c); 324 while (coin->value > c);
321 325
322 return coin; 326 return coin;
323} 327}
324 328
325/* 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
330 * have so much money that they have more than 2 billion platinum 334 * have so much money that they have more than 2 billion platinum
331 * coins, there are certainly issues - the easiest fix at that 335 * coins, there are certainly issues - the easiest fix at that
332 * time is to add a higher denomination (mithril piece with 336 * time is to add a higher denomination (mithril piece with
333 * 10,000 silver or something) 337 * 10,000 silver or something)
334 */ 338 */
339const char *
335const char *cost_string_from_value(uint64 cost, int approx) 340cost_string_from_value (sint64 cost, int approx)
336{ 341{
337 static char buf[MAX_BUF]; 342 static char buf[MAX_BUF];
338 archetype *coin, *next_coin; 343 archetype *coin, *next_coin;
339 int num, cointype = 0; 344 int num, cointype = 0;
340 345
341 coin = find_next_coin(cost, &cointype); 346 coin = find_next_coin (cost, &cointype);
342 if (coin == NULL) 347 if (coin == NULL)
343 return "nothing"; 348 return "nothing";
344 349
345 num = cost / coin->clone.value; 350 num = cost / coin->value;
346 /* so long as nrof is 32 bit, this is true. 351 /* so long as nrof is 32 bit, this is true.
347 * 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
348 * is basically true. 353 * is basically true.
349 */ 354 */
350 if ( (cost / coin->clone.value) > UINT32_MAX) { 355 if ((cost / coin->value) > UINT32_MAX)
356 {
351 strcpy(buf,"an unimaginable sum of money"); 357 strcpy (buf, "an unimaginable sum of money");
352 return buf; 358 return buf;
353 } 359 }
354 360
355 cost -= (uint64)num * (uint64)coin->clone.value; 361 cost -= num * (sint64)coin->value;
362
356 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);
357 364
358 next_coin = find_next_coin(cost, &cointype); 365 next_coin = find_next_coin (cost, &cointype);
359 if (next_coin == NULL || approx) 366 if (next_coin == NULL || approx)
360 return buf;
361
362 coin = next_coin;
363 num = cost / coin->clone.value;
364 cost -= (uint64)num * (uint64)coin->clone.value;
365
366 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name);
367
368 return buf; 367 return buf;
369}
370 368
369 coin = next_coin;
370 num = cost / coin->value;
371 cost -= num * (sint64)coin->value;
372
373 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
374
375 return buf;
376}
377
378const char *
371const char *query_cost_string(const object *tmp,object *who,int flag) { 379query_cost_string (const object *tmp, object *who, int flag)
380{
372 uint64 real_value = query_cost(tmp,who,flag); 381 sint64 real_value = query_cost (tmp, who, flag);
373 int idskill1=0; 382 int idskill1 = 0;
374 int idskill2=0; 383 int idskill2 = 0;
375 const typedata *tmptype; 384 const typedata *tmptype;
376 385
377 tmptype=get_typedata(tmp->type); 386 tmptype = get_typedata (tmp->type);
378 if (tmptype) { 387 if (tmptype)
388 {
379 idskill1=tmptype->identifyskill; 389 idskill1 = tmptype->identifyskill;
380 idskill2=tmptype->identifyskill2; 390 idskill2 = tmptype->identifyskill2;
381 } 391 }
382 392
383 /* we show an approximate price if 393 /* we show an approximate price if
384 * 1) we are approximating 394 * 1) we are approximating
385 * 2) there either is no id skill(s) for the item, or we don't have them 395 * 2) there either is no id skill(s) for the item, or we don't have them
386 * 3) we don't have bargaining skill either 396 * 3) we don't have bargaining skill either
387 */ 397 */
388 if (flag & F_APPROX) { 398 if (flag & F_APPROX)
399 {
389 if (!idskill1 || !find_skill_by_number(who, idskill1)) { 400 if (!idskill1 || !find_skill_by_number (who, idskill1))
401 {
390 if (!idskill2 || !find_skill_by_number(who, idskill2)) { 402 if (!idskill2 || !find_skill_by_number (who, idskill2))
403 {
391 if (!find_skill_by_number(who,SK_BARGAINING)) { 404 if (!find_skill_by_number (who, SK_BARGAINING))
405 {
392 static char buf[MAX_BUF]; 406 static char buf[MAX_BUF];
393 int num, cointype = 0; 407 int num, cointype = 0;
394 archetype *coin = find_next_coin(real_value, &cointype); 408 archetype *coin = find_next_coin (real_value, &cointype);
395 409
396 if (coin == NULL) return "nothing"; 410 if (coin == NULL)
397 411 return "nothing";
412
398 num = real_value / coin->clone.value; 413 num = real_value / coin->value;
399 if (num == 1) 414
400 sprintf(buf, "about one %s", coin->clone.name); 415 if (num == 1)
401 else if (num < 5) 416 sprintf (buf, "about one %s", &coin->object::name);
402 sprintf(buf, "a few %s", coin->clone.name_pl); 417 else if (num < 5)
403 else if (num < 10) 418 sprintf (buf, "a few %s", &coin->object::name_pl);
404 sprintf(buf, "several %s", coin->clone.name_pl); 419 else if (num < 10)
405 else if (num < 25) 420 sprintf (buf, "several %s", &coin->object::name_pl);
406 sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); 421 else if (num < 25)
407 else if (num < 100) 422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
408 sprintf(buf, "lots of %s", coin->clone.name_pl); 423 else if (num < 100)
424 sprintf (buf, "lots of %s", &coin->object::name_pl);
409 else if (num < 1000) 425 else if (num < 1000)
410 sprintf(buf, "a great many %s", coin->clone.name_pl); 426 sprintf (buf, "a great many %s", &coin->object::name_pl);
411 else 427 else
412 sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); 428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
413 return buf; 429
430 return buf;
431 }
432 }
414 } 433 }
415 }
416 }
417 434
418 int hash = ((unsigned int)tmp->count * 174364621) & 1023; 435 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
419 436
420 if (approx_range) 437 if (approx_range)
421 { 438 {
422 uint64 lo = (sint64)real_value - (approx_range * hash >> 10); 439 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
423 static char buf[MAX_BUF]; 440 static char buf[MAX_BUF];
424 441
425 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 442 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
426 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 443 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
427 444
428 return buf; 445 return buf;
429 } 446 }
430 } 447 }
431 448
432 return cost_string_from_value (real_value, 0); 449 return cost_string_from_value (real_value, 0);
433} 450}
434 451
435/* This function finds out how much money the player is carrying, 452/* This function finds out how much money the player is carrying,
436 * including what is in containers. 453 * including what is in containers.
437 */ 454 */
455sint64
438uint64 query_money(const object *op) { 456query_money (const object *op)
457{
439 object *tmp; 458 object *tmp;
440 uint64 total=0; 459 sint64 total = 0;
441 460
442 if (op->type!=PLAYER && op->type!=CONTAINER) { 461 if (op->type != PLAYER && op->type != CONTAINER)
462 {
443 LOG(llevError, "Query money called with non player/container\n"); 463 LOG (llevError, "Query money called with non player/container\n");
444 return 0; 464 return 0;
445 } 465 }
466
446 for (tmp = op->inv; tmp; tmp= tmp->below) { 467 for (tmp = op->inv; tmp; tmp = tmp->below)
447 if (tmp->type==MONEY) { 468 if (tmp->type == MONEY)
448 total += (uint64)tmp->nrof * (uint64)tmp->value; 469 total += tmp->nrof * (sint64)tmp->value;
449 } else if (tmp->type==CONTAINER && 470 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
450 QUERY_FLAG(tmp,FLAG_APPLIED) &&
451 (tmp->race==NULL || strstr(tmp->race,"gold"))) {
452 total += query_money(tmp); 471 total += query_money (tmp);
453 } 472
454 }
455 return total; 473 return total;
456} 474}
475
457/* TCHIZE: This function takes the amount of money from the 476/* TCHIZE: This function takes the amount of money from the
458 * the player inventory and from it's various pouches using the 477 * the player inventory and from it's various pouches using the
459 * pay_from_container function. 478 * pay_from_container function.
460 * returns 0 if not possible. 1 if success 479 * returns 0 if not possible. 1 if success
461 */ 480 */
481int
462int pay_for_amount(uint64 to_pay,object *pl) { 482pay_for_amount (sint64 to_pay, object *pl)
483{
463 object *pouch; 484 object *pouch;
464 485
465 if (to_pay==0) return 1; 486 if (to_pay == 0)
466 if (to_pay > query_money(pl)) return 0;
467
468 to_pay = pay_from_container(pl, pl, to_pay);
469
470 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
471 if (pouch->type == CONTAINER
472 && QUERY_FLAG(pouch, FLAG_APPLIED)
473 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
474 to_pay = pay_from_container(pl, pouch, to_pay);
475 }
476 }
477 fix_player(pl);
478 return 1; 487 return 1;
488
489 if (to_pay > query_money (pl))
490 return 0;
491
492 pay_from_container (pl, pl, to_pay);
493
494 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")))
496 pay_from_container (pl, pouch, to_pay);
497
498 pl->update_stats ();
499 return 1;
479} 500}
480 501
481/* DAMN: This is now a wrapper for pay_from_container, which is 502/* DAMN: This is now a wrapper for pay_from_container, which is
482 * called for the player, then for each active container that can hold 503 * called for the player, then for each active container that can hold
483 * money until op is paid for. Change will be left wherever the last 504 * money until op is paid for. Change will be left wherever the last
484 * of the price was paid from. 505 * of the price was paid from.
485 */ 506 */
507int
486int pay_for_item(object *op,object *pl) { 508pay_for_item (object *op, object *pl)
509{
487 uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); 510 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
488 object *pouch; 511 object *pouch;
489 uint64 saved_money; 512 sint64 saved_money;
490 513
491 if (to_pay==0) return 1; 514 if (to_pay == 0)
492 if (to_pay>query_money(pl)) return 0;
493
494 /* We compare the paid price with the one for a player
495 * without bargaining skill.
496 * This determins the amount of exp (if any) gained for bargaining.
497 */
498 saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
499
500 if (saved_money > 0)
501 change_exp(pl,saved_money,"bargaining",SK_EXP_NONE);
502
503 to_pay = pay_from_container(pl, pl, to_pay);
504
505 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
506 if (pouch->type == CONTAINER
507 && QUERY_FLAG(pouch, FLAG_APPLIED)
508 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
509 to_pay = pay_from_container(pl, pouch, to_pay);
510 }
511 }
512 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
513 SET_FLAG(op, FLAG_WAS_WIZ);
514 fix_player(pl);
515 return 1; 515 return 1;
516
517 if (to_pay > query_money (pl))
518 return 0;
519
520 /* We compare the paid price with the one for a player
521 * without bargaining skill.
522 * This determins the amount of exp (if any) gained for bargaining.
523 */
524 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
525
526 if (saved_money > 0)
527 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
528
529 pay_from_container (pl, pl, to_pay);
530
531 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")))
533 pay_from_container (pl, pouch, to_pay);
534
535 pl->update_stats ();
536
537 return 1;
516} 538}
517 539
518/* 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
519 * the player. 541 * the player.
520 * CF 0.91.4 - this function is mostly redone in order to fix a bug 542 * CF 0.91.4 - this function is mostly redone in order to fix a bug
527 * 549 *
528 * pouch is the container (pouch or player) to remove the coins from. 550 * pouch is the container (pouch or player) to remove the coins from.
529 * to_pay is the required amount. 551 * to_pay is the required amount.
530 * returns the amount still missing after using "pouch". 552 * returns the amount still missing after using "pouch".
531 */ 553 */
554static void
532static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { 555pay_from_container (object *pl, object *pouch, sint64 &to_pay)
556{
533 int count, i; 557 int count, i;
534 sint64 remain; 558 object *tmp, *next;
535 object *tmp, *coin_objs[NUM_COINS], *next;
536 archetype *at; 559 archetype *at;
537 560
538 if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; 561 if (pouch->type != PLAYER && pouch->type != CONTAINER)
562 return;
539 563
540 remain = to_pay; 564 object *coin_objs[NUM_COINS] = { 0 };
541 for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL;
542 565
543 /* This hunk should remove all the money objects from the player/container */ 566 /* This hunk should remove all the money objects from the player/container */
544 for (tmp=pouch->inv; tmp; tmp=next) { 567 for (tmp = pouch->inv; tmp; tmp = next)
568 {
545 next = tmp->below; 569 next = tmp->below;
546 570
547 if (tmp->type == MONEY) { 571 if (tmp->type == MONEY)
572 {
548 for (i=0; i<NUM_COINS; i++) { 573 for (i = 0; i < NUM_COINS; i++)
549 if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && 574 {
550 (tmp->value == tmp->arch->clone.value) ) { 575 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
576 {
577 // This should not happen, but if it does, just merge the two.
578 if (coin_objs [i])
579 {
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;
582 tmp->destroy ();
583 }
584 else
585 {
586 tmp->remove ();
587 coin_objs[i] = tmp;
588 }
551 589
552 /* This should not happen, but if it does, just * 590 break;
553 * merge the two. */ 591 }
554 if (coin_objs[i]!=NULL) { 592 }
555 LOG(llevError,"%s has two money entries of (%s)\n", 593
556 pouch->name, coins[NUM_COINS-1-i]); 594 if (i == NUM_COINS)
557 remove_ob(tmp); 595 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
558 coin_objs[i]->nrof += tmp->nrof; 596 }
559 esrv_del_item(pl->contr, tmp->count);
560 free_object(tmp);
561 }
562 else {
563 remove_ob(tmp);
564 if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count);
565 coin_objs[i] = tmp;
566 }
567 break;
568 }
569 } 597 }
570 if (i==NUM_COINS)
571 LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name);
572 }
573 }
574 598
575 /* 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. */
576 /* 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 */
577 for (i=0; i<NUM_COINS; i++) 601 for (i = 0; i < NUM_COINS; i++)
578 if (coin_objs[i]==NULL) { 602 if (!coin_objs[i])
603 {
579 at = find_archetype(coins[NUM_COINS-1-i]); 604 at = archetype::find (coins[NUM_COINS - 1 - i]);
605
606 if (at == NULL)
580 if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); 607 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
608
581 coin_objs[i] = arch_to_object (at); 609 coin_objs[i] = arch_to_object (at);
582 coin_objs[i]->nrof = 0; 610 coin_objs[i]->nrof = 0;
583 } 611 }
584 612
585 for (i=0; i<NUM_COINS; i++) { 613 for (i = 0; i < NUM_COINS; i++)
586 int num_coins; 614 {
615 object &coin = *coin_objs[i];
616 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
617 to_pay -= num_coins * coin.value;
587 618
588 if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { 619 coin.nrof -= num_coins;
589 num_coins = remain / coin_objs[i]->value;
590 if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++;
591 } else {
592 num_coins = coin_objs[i]->nrof;
593 }
594 remain -= (sint64) num_coins * (sint64)coin_objs[i]->value;
595 coin_objs[i]->nrof -= num_coins;
596 /* Now start making change. Start at the coin value 620 /* Now start making change. Start at the coin value
597 * below the one we just did, and work down to 621 * below the one we just did, and work down to
598 * the lowest value. 622 * the lowest value.
599 */ 623 */
600 count=i-1; 624 count = i - 1;
601 while (remain<0 && count>=0) { 625
626 while (to_pay < 0 && count >= 0)
627 {
602 num_coins = -remain/ coin_objs[count]->value; 628 num_coins = (-to_pay) / coin_objs[count]->value;
603 coin_objs[count]->nrof += num_coins; 629 coin_objs[count]->nrof += num_coins;
604 remain += num_coins * coin_objs[count]->value; 630 to_pay += num_coins * coin_objs[count]->value;
605 count--; 631 count--;
606 } 632 }
607 }
608 for (i=0; i<NUM_COINS; i++) {
609 if (coin_objs[i]->nrof) {
610 object *tmp = insert_ob_in_ob(coin_objs[i], pouch);
611
612 esrv_send_item(pl, tmp);
613 esrv_send_item (pl, pouch);
614 if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch);
615 if (pl->type != PLAYER) {
616 esrv_send_item (pl, pl);
617 } 633 }
618 } else { 634
619 free_object(coin_objs[i]); 635 for (i = 0; i < NUM_COINS; i++)
620 } 636 if (coin_objs[i]->nrof)
621 } 637 insert_ob_in_ob (coin_objs [i], pouch);
622 return(remain); 638 else
639 coin_objs[i]->destroy ();
623} 640}
624 641
625/* 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
626 * 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.
627 * 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
628 * to the player 645 * to the player
629 */ 646 */
630 647int
631int can_pay(object *pl) { 648can_pay (object *pl)
649{
632 int unpaid_count = 0, i; 650 int unpaid_count = 0;
633 uint64 unpaid_price = 0; 651 sint64 unpaid_price = 0;
634 uint64 player_wealth = query_money(pl); 652 sint64 player_wealth = query_money (pl);
635 object *item; 653
636 uint32 coincount[NUM_COINS];
637 if (!pl || pl->type != PLAYER) { 654 if (!pl || pl->type != PLAYER)
655 {
638 LOG(llevError, "can_pay(): called against something that isn't a player\n"); 656 LOG (llevError, "can_pay(): called against something that isn't a player\n");
639 return 0; 657 return 0;
640 } 658 }
641 for (i=0; i< NUM_COINS; i++) coincount[i] = 0; 659
642 for (item = pl->inv;item;) { 660 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
643 if QUERY_FLAG(item, FLAG_UNPAID) { 661 if (QUERY_FLAG (item, FLAG_UNPAID))
662 {
644 unpaid_count++; 663 unpaid_count++;
645 unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); 664 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
646 }
647 /* merely converting the player's monetary wealth won't do, if we did that,
648 * we could print the wrong numbers for the coins, so we count the money instead
649 */
650 for (i=0; i< NUM_COINS; i++)
651 if (!strcmp(coins[i], item->arch->name))
652 coincount[i] += item->nrof;
653 if (item->inv) item = item->inv;
654 else if (item->below) item = item->below;
655 else if (item->env && item->env != pl && item->env->below) item = item->env->below;
656 else item = NULL;
657 } 665 }
666
658 if (unpaid_price > player_wealth) { 667 if (unpaid_price > player_wealth)
659 char buf[MAX_BUF], coinbuf[MAX_BUF];
660 int denominations = 0;
661 int has_coins = NUM_COINS;
662 char cost[MAX_BUF];
663 char missing[MAX_BUF];
664
665 sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0));
666 sprintf(missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
667
668 sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
669 unpaid_count, cost, missing);
670 new_draw_info(NDI_UNIQUE, 0, pl, buf);
671 return 0;
672 } 668 {
669 dynbuf_text buf;
670
671 buf << "You have " << unpaid_count
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. "
675 "H<You cannot leave a shop with items you cannot pay - drop those unpaid items first.>";
676
677 pl->failmsg (buf);
678
679 return 0;
680 }
681 else
673 else return 1; 682 return 1;
674} 683}
675
676 684
677/* Better get_payment, descends containers looking for 685/* Better get_payment, descends containers looking for
678 * unpaid items, and pays for them. 686 * unpaid items, and pays for them.
679 * returns 0 if the player still has unpaid items. 687 * returns 0 if the player still has unpaid items.
680 * returns 1 if the player has paid for everything. 688 * returns 1 if the player has paid for everything.
681 * pl is the player buying the stuff. 689 * pl is the player buying the stuff.
682 * op is the object we are examining. If op has
683 * and inventory, we examine that. IF there are objects
684 * below op, we descend down.
685 */ 690 */
686int get_payment(object *pl, object *op) { 691int
692get_payment (object *pl)
693{
694 for (;;)
695 {
696 next_item:
697
698 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
699 {
700 if (QUERY_FLAG (op, FLAG_UNPAID))
701 {
687 char buf[MAX_BUF]; 702 char buf[MAX_BUF];
688 int ret=1; 703 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
689 704
690 if (op!=NULL&&op->inv)
691 ret = get_payment(pl, op->inv);
692
693 if (!ret)
694 return 0;
695
696 if (op!=NULL&&op->below)
697 ret = get_payment (pl, op->below);
698
699 if (!ret)
700 return 0;
701
702 if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) {
703 strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF);
704 buf[MAX_BUF-1] = '\0';
705 if(!pay_for_item(op,pl)) { 705 if (!pay_for_item (op, pl))
706 {
706 uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); 707 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
708
707 CLEAR_FLAG(op, FLAG_UNPAID); 709 CLEAR_FLAG (op, FLAG_UNPAID);
708 new_draw_info_format(NDI_UNIQUE, 0, pl, 710 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
709 "You lack %s to buy %s.", cost_string_from_value (i, 0),
710 query_name(op));
711 SET_FLAG(op, FLAG_UNPAID); 711 SET_FLAG (op, FLAG_UNPAID);
712 return 0; 712 return 0;
713 }
713 } else { 714 else
714 object *tmp; 715 {
715 tag_t c = op->count;
716
717 CLEAR_FLAG(op, FLAG_UNPAID); 716 CLEAR_FLAG (op, FLAG_UNPAID);
718 CLEAR_FLAG(op, FLAG_PLAYER_SOLD); 717 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
719 new_draw_info_format(NDI_UNIQUE, 0, op, 718 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
720 "You paid %s for %s.",buf,query_name(op)); 719
721 tmp=merge_ob(op,NULL); 720 if (!merge_ob (op, op->env->inv))
722 if (pl->type == PLAYER) { 721 esrv_update_item (UPD_FLAGS, pl, op);
723 if (tmp) { /* it was merged */ 722
724 esrv_del_item (pl->contr, c); 723 goto next_item;
725 op = tmp; 724 }
726 } 725 }
727 esrv_send_item(pl, op); 726 }
728 } 727
729 }
730 }
731 return 1; 728 return 1;
729 }
732} 730}
733 731
734/* written by elmex: 732/* written by elmex:
735 * moved this code from sell_item () here to have a function 733 * moved this code from sell_item () here to have a function
736 * that pays the player an amount. Mainly put the code here to 734 * that pays the player an amount. Mainly put the code here to
740 * in his inventory anyway. This is the best alternative to not pay any money 738 * in his inventory anyway. This is the best alternative to not pay any money
741 * or put it on the ground under the player. This way the player can still 739 * or put it on the ground under the player. This way the player can still
742 * go somewhere and unload the money at a safe place. 740 * go somewhere and unload the money at a safe place.
743 * 741 *
744 */ 742 */
743void
745void pay_player (object *pl, uint64 amount) { 744pay_player (object *pl, sint64 amount)
745{
746 int count = 0; 746 int count = 0;
747 archetype *at = 0; 747 archetype *at = 0;
748 object *pouch = 0, *tmp = 0; 748 object *pouch = 0, *tmp = 0;
749 749
750 for (count = 0; coins[count] != NULL; count++) 750 for (count = 0; coins[count]; count++)
751 { 751 {
752 at = find_archetype (coins[count]); 752 at = archetype::find (coins[count]);
753 753
754 if (at == NULL) 754 if (at == NULL)
755 LOG(llevError, "Could not find %s archetype\n", coins[count]); 755 LOG (llevError, "Could not find %s archetype\n", coins[count]);
756 else if ((amount / at->clone.value) > 0) 756 else if ((amount / at->value) > 0)
757 { 757 {
758 for (pouch=pl->inv; pouch; pouch=pouch->below) 758 for (pouch = pl->inv; pouch; pouch = pouch->below)
759 { 759 {
760 if (pouch->type == CONTAINER 760 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
761 && QUERY_FLAG (pouch, FLAG_APPLIED)
762 && pouch->race
763 && strstr (pouch->race, "gold"))
764 { 761 {
765 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 762 int w = at->weight * (100 - pouch->stats.Str) / 100;
766 int n = amount / at->clone.value; 763 int n = amount / at->value;
767 764
768 if (w == 0) 765 if (w == 0)
769 w = 1; /* Prevent divide by zero */ 766 w = 1; /* Prevent divide by zero */
770 767
771 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 768 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
772 { 769 {
773 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 770 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
774 n = (pouch->weight_limit - pouch->carrying) / w; 771 n = (pouch->weight_limit - pouch->carrying) / w;
775 772
776 tmp = arch_to_object (at); 773 object *tmp = arch_to_object (at);
777 tmp->nrof = n; 774 tmp->nrof = n;
778 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 775 amount -= tmp->nrof * tmp->value;
779 tmp = insert_ob_in_ob (tmp, pouch); 776 pouch->insert (tmp);
780 esrv_send_item (pl, tmp);
781 esrv_send_item (pl, pouch);
782 esrv_update_item (UPD_WEIGHT, pl, pouch);
783 esrv_send_item (pl, pl);
784 } 777 }
785 } 778 }
786 } 779 }
787 780
788 if (amount / at->clone.value > 0) 781 if (amount / at->value > 0)
789 { 782 {
790 tmp = arch_to_object (at); 783 object *tmp = arch_to_object (at);
791 tmp->nrof = amount / tmp->value; 784 tmp->nrof = amount / tmp->value;
792 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 785 amount -= tmp->nrof * tmp->value;
793 tmp = insert_ob_in_ob (tmp, pl); 786 pl->insert (tmp);
794 esrv_send_item (pl, tmp);
795 esrv_send_item (pl, pl);
796 } 787 }
797 } 788 }
798 } 789 }
799 790
800 if (amount != 0) 791 if (amount != 0)
801#ifndef WIN32
802 LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount); 792 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
803#else
804 LOG (llevError,"Warning - payment in pay_player () not zero: %I64u\n", amount);
805#endif
806} 793}
807 794
808/* elmex: this is for the bank plugin :( */ 795/* elmex: this is for the bank plugin :( */
796sint64
809uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { 797pay_player_arch (object *pl, const char *arch, sint64 amount)
810 archetype *at = find_archetype (arch); 798{
811 object *tmp = NULL;
812
813 if (at == NULL)
814 return 0;
815
816 if (amount > 0) 799 if (amount)
817 { 800 {
818 tmp = arch_to_object (at); 801 object *ob = archetype::get (arch);
802
803 if (!ob)
804 return 0;
805
819 tmp->nrof = amount; 806 ob->nrof = amount;
820 tmp = insert_ob_in_ob (tmp, pl); 807 pl->insert (ob);
821 esrv_send_item (pl, tmp);
822 esrv_send_item (pl, pl);
823 } 808 }
824 809
825 return 1; 810 return 1;
826} 811}
827 812
830 * buy item. 815 * buy item.
831 * 816 *
832 * Modified to fill available race: gold containers before dumping 817 * Modified to fill available race: gold containers before dumping
833 * remaining coins in character's inventory. 818 * remaining coins in character's inventory.
834 */ 819 */
820bool
835void sell_item(object *op, object *pl) { 821sell_item (object *op, object *pl)
822{
836 uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain; 823 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
837 824
838 if(pl==NULL || pl->type != PLAYER) 825 if (pl == NULL || pl->type != PLAYER)
839 { 826 {
840 LOG(llevDebug,"Object other than player tried to sell something.\n"); 827 LOG (llevDebug, "Object other than player tried to sell something.\n");
841 return; 828 return false;
842 } 829 }
843 830
844 if(op->custom_name) 831 op->custom_name = 0;
845 FREE_AND_CLEAR_STR (op->custom_name);
846 832
847 if(!amount) 833 if (!amount)
848 { 834 {
849 new_draw_info_format (NDI_UNIQUE, 0, pl, 835 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
850 "We're not interested in %s.", query_name (op)); 836 query_name (op));
851 837 // elmex: change: the player now gets the item back if the shop is not
852 /* Even if the character doesn't get anything for it, it may still be 838 // interested in it.
853 * worth something. If so, make it unpaid
854 */
855 if (op->value)
856 {
857 SET_FLAG(op, FLAG_UNPAID);
858 SET_FLAG(op, FLAG_PLAYER_SOLD);
859 }
860
861 identify (op);
862 return; 839 return false;
863 } 840 }
864 841
865 /* We compare the price with the one for a player 842 /* We compare the price with the one for a player
866 * without bargaining skill. 843 * without bargaining skill.
867 * This determins the amount of exp (if any) gained for bargaining. 844 * This determins the amount of exp (if any) gained for bargaining.
868 * exp/10 -> 1 for each gold coin 845 * exp/10 -> 1 for each gold coin
869 */ 846 */
870 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 847 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
871 848
872 if (extra_gain > 0) 849 if (extra_gain > 0)
873 change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 850 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
874 851
875 pay_player (pl, amount); 852 pay_player (pl, amount);
876 853
877 new_draw_info_format (NDI_UNIQUE, 0, pl, 854 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
878 "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), 855 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
879 query_name (op)); 856 pl->play_sound (sound_find ("shop_sell"));
880 857
881 SET_FLAG (op, FLAG_UNPAID); 858 SET_FLAG (op, FLAG_UNPAID);
882 identify (op); 859 identify (op);
883}
884 860
861 return true;
862}
885 863
886/* returns a double that is the ratio of the price that a shop will offer for 864/* returns a double that is the ratio of the price that a shop will offer for
887 * item based on the shops specialisation. Does not take account of greed, 865 * item based on the shops specialisation. Does not take account of greed,
888 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 866 * returned value is between SPECIALISATION_EFFECT and 1.
889 * event is never less than 0.1 (calling functions divide by it)
890 */ 867 */
868static double
891static double shop_specialisation_ratio(const object *item, const mapstruct *map) { 869shop_specialisation_ratio (const object *item, const maptile *map)
870{
892 shopitems *items=map->shopitems; 871 shopitems *items = map->shopitems;
893 double ratio = SPECIALISATION_EFFECT, likedness=0.001; 872 double likedness = 0.;
894 int i; 873 int i;
895 874
896 if (item==NULL) { 875 if (item == NULL)
876 {
897 LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 877 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
898 return 0; 878 return 0;
899 } 879 }
880
900 if (!item->type) { 881 if (!item->type)
882 {
901 LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 883 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
902 /* 884 /*
903 * I'm not really sure what the /right/ thing to do here is, these types of 885 * I'm not really sure what the /right/ thing to do here is, these types of
904 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 886 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
905 */ 887 */
906 return ratio; 888 return SPECIALISATION_EFFECT;
907 } 889 }
890
908 if (map->shopitems) { 891 if (map->shopitems)
892 {
909 for (i=0; i<items[0].index; i++) 893 for (i = 0; i < items[0].index; i++)
910 if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) 894 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
911 likedness = items[i].strength/100.0; 895 likedness = items[i].strength / 100.0;
912 } 896 }
913 if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ 897
898 if (likedness > 1.0)
899 { /* someone has been rather silly with the map headers. */
914 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", 900 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
915 item->type, map->path);
916 likedness = 1.0; 901 likedness = 1.0;
917 } 902 }
903
918 if (likedness < -1.0) { 904 if (likedness < -1.0)
905 {
919 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", 906 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
920 item->type, map->path);
921 likedness = -1.0; 907 likedness = -1.0;
922 } 908 }
923 ratio = ratio + (1.0-ratio) * likedness; 909
924 if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ 910 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
925 return ratio;
926} 911}
927 912
928/*returns the greed of the shop on map, or 1 if it isn't specified. */ 913/*returns the greed of the shop on map, or 1 if it isn't specified. */
929static double shop_greed(const mapstruct *map) { 914static double
930 double greed=1.0; 915shop_greed (const maptile *map)
931 if (map->shopgreed) 916{
932 return map->shopgreed; 917 return map->shopgreed
933 return greed; 918 ? map->shopgreed
919 : 1.;
934} 920}
935 921
936/* Returns a double based on how much the shopkeeper approves of the player. 922/* Returns a double based on how much the shopkeeper approves of the player.
937 * this is based on the race of the shopkeeper and that of the player. 923 * this is based on the race of the shopkeeper and that of the player.
938 */ 924 */
925double
939double shopkeeper_approval(const mapstruct *map, const object *player) { 926shopkeeper_approval (const maptile *map, const object *player)
940 double approval=1.0; 927{
941 928 return map->shoprace && player->race != map->shoprace
942 if (map->shoprace) { 929 ? DISLIKE_RATIO
943 approval=NEUTRAL_RATIO; 930 : 1.;
944 if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0;
945 }
946 return approval;
947} 931}
948 932
949/* limit the value of items based on the wealth of the shop. If the item is close 933/* limit the value of items based on the wealth of the shop. If the item is close
950 * to the maximum value a shop will offer, we start to reduce it, if the item is 934 * to the maximum value a shop will offer, we start to reduce it, if the item is
951 * below the minimum value the shop is prepared to trade in, then we don't 935 * below the minimum value the shop is prepared to trade in, then we don't
952 * want it and offer nothing. If it isn't a shop, check whether we should do generic 936 * want it and offer nothing. If it isn't a shop, check whether we should do generic
953 * value reduction. 937 * value reduction.
954 * 938 *
955 */ 939 */
940static sint64
956static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { 941value_limit (sint64 val, int quantity, const object *who, int isshop)
942{
957 uint64 newval, unit_price, tmpshopmax; 943 sint64 newval, unit_price, tmpshopmax;
958 mapstruct *map; 944 maptile *map;
959 945
960 unit_price = val / quantity; 946 unit_price = val / quantity;
961 947
962 if (!isshop || !who) 948 if (!isshop || !who)
963 { 949 {
964 if (unit_price > 250000) 950 if (unit_price > 250000)
965 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 951 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
966 else 952 else
967 newval = unit_price; 953 newval = unit_price;
968 } 954 }
969 else 955 else
970 { 956 {
971 if (!who->map) 957 if (!who->map)
972 { 958 {
973 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); 959 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
974 return val; 960 return val;
975 } 961 }
976 962
977 map = who->map; 963 map = who->map;
978 964
979 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 965 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
980 966
981 if (map->shopmin && unit_price < map->shopmin) 967 if (map->shopmin && unit_price < map->shopmin)
982 return 0; 968 return 0;
983 else if (unit_price > tmpshopmax / 2) 969 else if (unit_price > tmpshopmax / 2)
984 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 970 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
985 else 971 else
986 newval=unit_price; 972 newval = unit_price;
987 } 973 }
988 974
989 newval *= quantity; 975 newval *= quantity;
990 976
991 return newval; 977 return newval;
992} 978}
993 979
994/* gives a desciption of the shop on their current map to the player op. */ 980/* gives a desciption of the shop on their current map to the player op. */
981int
995int describe_shop(const object *op) { 982describe_shop (const object *op)
983{
996 mapstruct *map = op->map; 984 maptile *map = op->map;
985
997 /*shopitems *items=map->shopitems;*/ 986 /*shopitems *items=map->shopitems; */
998 int pos=0, i; 987 int pos = 0, i;
999 double opinion=0; 988 double opinion = 0;
1000 char tmp[MAX_BUF]="\0"; 989 char tmp[MAX_BUF] = "\0";
990
1001 if (op->type != PLAYER) return 0; 991 if (op->type != PLAYER)
992 return 0;
1002 993
1003 /*check if there is a shop specified for this map */ 994 /*check if there is a shop specified for this map */
1004 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { 995 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
996 {
1005 new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); 997 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
998
1006 if (map->shopitems) { 999 if (map->shopitems)
1007 for (i=0; i < map->shopitems[0].index; i++) { 1000 for (i = 0; i < map->shopitems[0].index; i++)
1008 if (map->shopitems[i].name && map->shopitems[i].strength > 10) { 1001 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1002 {
1009 snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); 1003 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1010 pos += strlen(tmp+pos); 1004 pos += strlen (tmp + pos);
1011 } 1005 }
1012 } 1006
1013 } 1007 if (!pos)
1014 if (!pos) strcat(tmp, "a little of everything."); 1008 strcat (tmp, "a little of everything.");
1015 1009
1016 /* format the string into a list */ 1010 /* format the string into a list */
1017 make_list_like(tmp); 1011 make_list_like (tmp);
1018 new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); 1012 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1019 1013
1020 if (map->shopmax) 1014 if (map->shopmax)
1021 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", 1015 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1022 cost_string_from_value(map->shopmax, 0)); 1016
1023 if (map->shopmin) 1017 if (map->shopmin)
1024 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", 1018 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));
1025 cost_string_from_value(map->shopmin, 0)); 1019
1026 if (map->shopgreed) { 1020 if (map->shopgreed)
1021 {
1027 if (map->shopgreed >2.0) 1022 if (map->shopgreed > 2.0)
1028 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); 1023 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1029 else if (map->shopgreed >1.5) 1024 else if (map->shopgreed > 1.5)
1030 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); 1025 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1031 else if (map->shopgreed >1.1) 1026 else if (map->shopgreed > 1.1)
1032 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); 1027 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1033 else if (map->shopgreed <0.9) 1028 else if (map->shopgreed < 0.9)
1034 new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); 1029 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1035 } 1030 }
1031
1036 if (map->shoprace) { 1032 if (map->shoprace)
1033 {
1037 opinion=shopkeeper_approval(map, op); 1034 opinion = shopkeeper_approval (map, op);
1038 if (opinion > 0.8) 1035 if (opinion > 0.8)
1039 new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); 1036 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1040 else if (opinion > 0.5) 1037 else if (opinion > 0.5)
1041 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); 1038 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1042 else 1039 else
1043 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); 1040 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1044 } 1041 }
1045 } 1042 }
1043 else
1046 else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); 1044 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1047 1045
1048 return 1; 1046 return 1;
1049} 1047}
1050typedef struct shopinv { 1048
1049struct shopinv
1050{
1051 char *item_sort; 1051 char *item_sort;
1052 char *item_real; 1052 char *item_real;
1053 uint16 type; 1053 uint16 type;
1054 uint32 nrof; 1054 uint32 nrof;
1055} shopinv; 1055};
1056 1056
1057/* There are a lot fo extra casts in here just to suppress warnings - it 1057/* There are a lot fo extra casts in here just to suppress warnings - it
1058 * makes it look uglier than it really it. 1058 * makes it look uglier than it really it.
1059 * The format of the strings we get is type:name. So we first want to 1059 * The format of the strings we get is type:name. So we first want to
1060 * sort by type (numerical) - if the same type, then sort by name. 1060 * sort by type (numerical) - if the same type, then sort by name.
1061 */ 1061 */
1062static int
1062static int shop_sort(const void *a1, const void *a2) 1063shop_sort (const void *a1, const void *a2)
1063{ 1064{
1064 shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; 1065 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1065 1066
1066 if (s1->type<s2->type) return -1; 1067 if (s1->type < s2->type)
1068 return -1;
1069
1067 if (s1->type>s2->type) return 1; 1070 if (s1->type > s2->type)
1071 return 1;
1072
1068 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1073 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1069 * via alphabetical order 1074 * via alphabetical order
1070 */ 1075 */
1071 return strcasecmp(s1->item_sort, s2->item_sort); 1076 return strcasecmp (s1->item_sort, s2->item_sort);
1072} 1077}
1073 1078
1079static void
1074static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) 1080add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1075{ 1081{
1076#if 0 1082#if 0
1077 char buf[MAX_BUF]; 1083 char buf[MAX_BUF];
1078#endif 1084#endif
1079 /* clear unpaid flag so that doesn't come up in query 1085 /* clear unpaid flag so that doesn't come up in query
1080 * string. We clear nrof so that we can better sort 1086 * string. We clear nrof so that we can better sort
1081 * the object names. 1087 * the object names.
1082 */ 1088 */
1083 1089
1084 CLEAR_FLAG(tmp, FLAG_UNPAID); 1090 CLEAR_FLAG (tmp, FLAG_UNPAID);
1085 items[*numitems].nrof=tmp->nrof; 1091 items[*numitems].nrof = tmp->nrof;
1086 /* Non mergable items have nrof of 0, but count them as one 1092 /* Non mergable items have nrof of 0, but count them as one
1087 * so the display is properly. 1093 * so the display is properly.
1088 */ 1094 */
1089 if (tmp->nrof == 0) items[*numitems].nrof++; 1095 if (tmp->nrof == 0)
1096 items[*numitems].nrof++;
1090 items[*numitems].type=tmp->type; 1097 items[*numitems].type = tmp->type;
1091 1098
1092 switch (tmp->type) { 1099 switch (tmp->type)
1100 {
1093#if 0 1101#if 0
1094 case BOOTS: 1102 case BOOTS:
1095 case GLOVES: 1103 case GLOVES:
1096 case RING: 1104 case RING:
1097 case AMULET: 1105 case AMULET:
1098 case BRACERS: 1106 case BRACERS:
1099 case GIRDLE: 1107 case GIRDLE:
1100 sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); 1108 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1101 items[*numitems].item_sort = strdup_local(buf); 1109 items[*numitems].item_sort = strdup (buf);
1102 sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); 1110 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1103 items[*numitems].item_real = strdup_local(buf); 1111 items[*numitems].item_real = strdup (buf);
1104 (*numitems)++; 1112 (*numitems)++;
1105 break; 1113 break;
1106#endif 1114#endif
1107 1115
1108 default: 1116 default:
1109 items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); 1117 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1110 items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); 1118 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1111 (*numitems)++; 1119 (*numitems)++;
1112 break; 1120 break;
1113 } 1121 }
1114 SET_FLAG(tmp, FLAG_UNPAID); 1122 SET_FLAG (tmp, FLAG_UNPAID);
1115} 1123}
1116 1124
1117void shop_listing(object *op) 1125void
1126shop_listing (object *sign, object *op)
1118{ 1127{
1119 int i,j,numitems=0,numallocated=0, nx, ny; 1128 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1120 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); 1129 const char *shop_coords = sign->kv (shstr_shop_coords);
1121 object *stack; 1130 object *stack;
1122 shopinv *items; 1131 shopinv *items;
1123 1132
1124 /* Should never happen, but just in case a monster does apply a sign */ 1133 /* Should never happen, but just in case a monster does apply a sign */
1125 if (op->type!=PLAYER) return; 1134 if (op->type != PLAYER)
1135 return;
1126 1136
1137 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1138 {
1139 x1 = 0;
1140 y1 = 0;
1141 x2 = op->map->width - 1;
1142 y2 = op->map->height - 1;
1143 }
1144
1145 items = (shopinv *) malloc (40 * sizeof (shopinv));
1146 numallocated = 40;
1147
1148 /* Find all the appropriate items */
1149 for (i = x1; i <= x2; i++)
1150 {
1151 for (j = y1; j < y2; j++)
1152 {
1153 if (is_in_shop (op->map, i, j))
1154 {
1155 stack = GET_MAP_OB (op->map, i, j);
1156
1157 while (stack)
1158 {
1159 if (QUERY_FLAG (stack, FLAG_UNPAID))
1160 {
1161 if (numitems == numallocated)
1162 {
1163 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1164 numallocated += 10;
1165 }
1166
1167 add_shop_item (stack, items, &numitems, &numallocated);
1168 }
1169
1170 stack = stack->above;
1171 }
1172 }
1173 }
1174 }
1175
1176 if (numitems == 0)
1177 {
1178 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1179 free (items);
1180 return;
1181 }
1182
1183 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1184
1127 new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1185 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1128 1186
1129 magic_mapping_mark(op, map_mark, 3);
1130 items=(shopinv*)malloc(40*sizeof(shopinv));
1131 numallocated=40;
1132
1133 /* Find all the appropriate items */
1134 for (i=0; i<MAP_WIDTH(op->map); i++) {
1135 for (j=0; j<MAP_HEIGHT(op->map); j++) {
1136 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1137 *
1138 */
1139 nx = i - op->x + MAGIC_MAP_HALF;
1140 ny = j - op->y + MAGIC_MAP_HALF;
1141 /* unlikely, but really big shops could run into this issue */
1142 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue;
1143
1144 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) {
1145 stack =get_map_ob(op->map,i,j);
1146
1147 while (stack) {
1148 if (QUERY_FLAG(stack, FLAG_UNPAID)) {
1149 if (numitems==numallocated) {
1150 items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10));
1151 numallocated+=10;
1152 }
1153 add_shop_item(stack, items, &numitems, &numallocated);
1154 }
1155 stack = stack->above;
1156 }
1157 }
1158 }
1159 }
1160 free(map_mark);
1161 if (numitems == 0) {
1162 new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1163 free(items);
1164 return;
1165 }
1166 qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort);
1167
1168 for (i=0; i<numitems; i++) { 1187 for (i = 0; i < numitems; i++)
1188 {
1169 /* Collapse items of the same name together */ 1189 /* Collapse items of the same name together */
1170 if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { 1190 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1191 {
1171 items[i+1].nrof += items[i].nrof; 1192 items[i + 1].nrof += items[i].nrof;
1172 free(items[i].item_sort); 1193 free (items[i].item_sort);
1173 free(items[i].item_real); 1194 free (items[i].item_real);
1174 } else { 1195 }
1196 else
1197 {
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s", 1198 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1176 items[i].nrof? items[i].nrof:1, 1199 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1177 items[i].nrof==1?items[i].item_sort: items[i].item_real);
1178 free(items[i].item_sort); 1200 free (items[i].item_sort);
1179 free(items[i].item_real); 1201 free (items[i].item_real);
1180 } 1202 }
1181 } 1203 }
1204
1182 free(items); 1205 free (items);
1183} 1206}
1207
1208/* elmex: this function checks whether the object is in a shop */
1209bool
1210is_in_shop (object *o)
1211{
1212 if (!o->is_on_map ())
1213 return false;
1214
1215 return is_in_shop (o->map, o->x, o->y);
1216}
1217
1218/* elmex: this function checks whether we are in a shop or not
1219 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1220 floor tile. this possibly will make map bugs where shopfloors are above
1221 floors more obvious.
1222*/
1223
1224bool
1225is_in_shop (maptile *map, int x, int y)
1226{
1227 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1228 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1229 return floor->type == SHOP_FLOOR;
1230
1231 return false;
1232}
1233

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