ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/shop.C
(Generate patch)

Comparing deliantra/server/server/shop.C (file contents):
Revision 1.12 by root, Mon Sep 11 23:33:30 2006 UTC vs.
Revision 1.76 by root, Fri Mar 26 01:04:45 2010 UTC

1
2/* 1/*
3 * static char *rcsid_shop_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: shop.C,v 1.12 2006/09/11 23:33:30 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <spells.h> 26#include <spells.h>
32#include <skills.h> 27#include <skills.h>
33#include <living.h> 28#include <living.h>
34#include <newclient.h>
35#ifndef __CEXTRACT__
36# include <sproto.h> 29#include <sproto.h>
37#endif
38#include <math.h>
39 30
40/* 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
41 * 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
42 * 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
43 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
44 * 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,
45 * (though not useful) effects. 36 * (though not useful) effects.
46 */ 37 */
47#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
48 39
49/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
50#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
51 42
52static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
53static 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);
54static double shop_specialisation_ratio (const object *item, const mapstruct *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
55static double shop_greed (const mapstruct *map); 46static double shop_greed (const maptile *map);
56
57#define NUM_COINS 4 /* number of coin types */
58static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
59 47
60/* 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
61 * 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
62 * 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.
63 * 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
86 74
87sint64 75sint64
88query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
89{ 77{
90 double val; 78 double val;
91 int number; /* used to better calculate value */
92 int no_bargain; 79 int no_bargain;
93 int identified; 80 int identified;
94 int not_cursed; 81 int not_cursed;
95 int approximate; 82 int approximate;
96 int shop; 83 int shop;
104 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
105 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
106 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 93 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
107 94
108 if (tmp->type == MONEY) 95 if (tmp->type == MONEY)
109 return (tmp->nrof * tmp->value); 96 return tmp->nrof * tmp->value;
97
110 if (tmp->type == GEM) 98 if (tmp->type == GEM)
111 { 99 {
112 if (flag == F_TRUE) 100 if (flag == F_TRUE)
113 return (tmp->nrof * tmp->value); 101 return (tmp->nrof * tmp->value);
102
114 if (flag == F_BUY) 103 if (flag == F_BUY)
115 return (sint64) (1.03 * tmp->nrof * tmp->value); 104 return (sint64) (1.03 * tmp->nrof * tmp->value);
105
116 if (flag == F_SELL) 106 if (flag == F_SELL)
117 return (sint64) (0.97 * tmp->nrof * tmp->value); 107 return (sint64) (0.97 * tmp->nrof * tmp->value);
108
118 LOG (llevError, "Query_cost: Gem type with unknown flag : %d\n", flag); 109 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
119 return 0; 110 return 0;
120 } 111 }
112
121 number = tmp->nrof; 113 int number = tmp->number_of ();
122 if (number == 0) 114
123 number = 1;
124 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
125 { 116 {
126 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 117 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
127 return 0; 118 return 0;
128 else 119 else
129 val = tmp->value * number; 120 val = tmp->value * number;
130 } 121 }
131 /* This area deals with objects that are not identified, but can be */ 122 /* This area deals with objects that are not identified, but can be */
132 else 123 else
133 { 124 {
134 if (tmp->arch != NULL)
135 {
136 if (flag == F_BUY) 125 if (flag == F_BUY)
126 {
127 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
128 val = tmp->arch->value * 50 * number;
129 }
130 else
131 { /* Trying to sell something, or get true value */
132 if (tmp->type == POTION)
133 val = number * 40; /* Don't want to give anything away */
134 else
137 { 135 {
138 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
139 val = tmp->arch->clone.value * 50 * number; 137 * unknown objects
138 */
139 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
140 val = number * tmp->arch->value * 2 / 3;
141 else
142 val = number * tmp->arch->value / 3;
140 } 143 }
141 else
142 { /* Trying to sell something, or get true value */
143 if (tmp->type == POTION)
144 val = number * 40; /* Don't want to give anything away */
145 else
146 {
147 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
148 * unknown objects
149 */
150 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
151 val = number * tmp->arch->clone.value * 2 / 3;
152 else
153 val = number * tmp->arch->clone.value / 3;
154 }
155 }
156 }
157 else
158 { /* No archetype with this object */
159 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
160 if (flag == F_BUY)
161 {
162 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
163 val = number * tmp->value * 10;
164 }
165 else
166 val = number * tmp->value / 5;
167 } 144 }
168 } 145 }
169 146
170 /* If the item has been applied or identifed or does not need to be 147 /* If the item has been applied or identifed or does not need to be
171 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
172 * magical, then change values accordingly. The tmp->arch==NULL is 149 * magical, then change values accordingly. The tmp->arch==NULL is
173 * really just a check to prevent core dumps for when it checks 150 * really just a check to prevent core dumps for when it checks
174 * tmp->arch->clone.magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
175 * magic is to not give extra money for archetypes that are by 152 * magic is to not give extra money for archetypes that are by
176 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
177 * already figured in that value. 154 * already figured in that value.
178 */ 155 */
179 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 156 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
180 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 157 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
181 { 158 {
182 if (tmp->magic > 0) 159 if (tmp->magic > 0)
183 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
184 else 161 else
185 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
213 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
214 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
215 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
216 */ 193 */
217 194
218 if (who != NULL && who->type == PLAYER) 195 if (who && who->type == PLAYER)
219 { 196 {
220 int lev_bargain = 0; 197 int lev_bargain = 0;
221 int lev_identify = 0; 198 int lev_identify = 0;
222 int idskill1 = 0;
223 int idskill2 = 0;
224 const typedata *tmptype;
225
226 tmptype = get_typedata (tmp->type);
227 199
228 if (find_skill_by_number (who, SK_BARGAINING)) 200 if (find_skill_by_number (who, SK_BARGAINING))
229 {
230 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
202
203 if (const typedata *tmptype = get_typedata (tmp->type))
231 } 204 {
232 if (tmptype)
233 {
234 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
235 if (idskill1)
236 { 206 {
237 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
208
238 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
239 {
240 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
241 } 211
242 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
243 {
244 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
245 }
246 } 214 }
247 } 215 }
248 else
249 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name);
250 216
251 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
252 * will come from the basic stat charisma 218 * will come from the basic stat charisma
253 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
254 */ 220 */
255 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
256 222
257 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); 223 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
258
259 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 224 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
260
261 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
262 226
263 if (flag == F_BUY) 227 if (flag == F_BUY)
264 val += (val * diff); 228 val += val * diff;
265 else if (flag == F_SELL) 229 else if (flag == F_SELL)
266 val -= (val * diff); 230 val -= val * diff;
267 231
268 // now find a price range. the less good we can judge, the larger the range is 232 // now find a price range. the less good we can judge, the larger the range is
269 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
270 if (approximate) 234 if (approximate)
271 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
272 } 236 }
273 237
274 /* I don't think this should really happen - if it does, it indicates and 238 /* I don't think this should really happen - if it does, it indicates and
275 * overflow of diff above. That shoudl only happen if 239 * overflow of diff above. That should only happen if
276 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
277 * gets no money. 241 * gets no money.
278 */ 242 */
279 if ((sint64) val < 0) 243 if ((sint64) val < 0)
280 val = 0; 244 val = 0;
308 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 272 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
309 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 273 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
310 else 274 else
311 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 275 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
312 } 276 }
277
313 /* we will also have an extra 0-5% variation between shops of the same type 278 /* we will also have an extra 0-5% variation between shops of the same type
314 * for valuable items (below a value of 50 this effect wouldn't be very 279 * for valuable items (below a value of 50 this effect wouldn't be very
315 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
316 */ 281 */
317 if (who->map->path != NULL && val > 50) 282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
318 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 283 if (val > 50)
284 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
319 } 285 }
286
320 return (sint64) val; 287 return (sint64) val;
321} 288}
322 289
323/* Find the coin type that is worth more the 'c'. Starts at the 290/* Find the coin type that is worth more the 'c'. Starts at the
324 * cointype placement. 291 * cointype placement.
331 298
332 do 299 do
333 { 300 {
334 if (coins[*cointype] == NULL) 301 if (coins[*cointype] == NULL)
335 return NULL; 302 return NULL;
336 coin = find_archetype (coins[*cointype]); 303 coin = archetype::find (coins[*cointype]);
337 if (coin == NULL) 304 if (coin == NULL)
338 return NULL; 305 return NULL;
339 *cointype += 1; 306 *cointype += 1;
340 } 307 }
341 while (coin->clone.value > c); 308 while (coin->value > c);
342 309
343 return coin; 310 return coin;
344} 311}
345 312
346/* This returns a string of how much something is worth based on 313/* This returns a string of how much something is worth based on
362 329
363 coin = find_next_coin (cost, &cointype); 330 coin = find_next_coin (cost, &cointype);
364 if (coin == NULL) 331 if (coin == NULL)
365 return "nothing"; 332 return "nothing";
366 333
367 num = cost / coin->clone.value; 334 num = cost / coin->value;
368 /* so long as nrof is 32 bit, this is true. 335 /* so long as nrof is 32 bit, this is true.
369 * If it takes more coins than a person can possibly carry, this 336 * If it takes more coins than a person can possibly carry, this
370 * is basically true. 337 * is basically true.
371 */ 338 */
372 if ((cost / coin->clone.value) > UINT32_MAX) 339 if ((cost / coin->value) > UINT32_MAX)
373 { 340 {
374 strcpy (buf, "an unimaginable sum of money"); 341 strcpy (buf, "an unimaginable sum of money");
375 return buf; 342 return buf;
376 } 343 }
377 344
378 cost -= num * (sint64)coin->clone.value; 345 cost -= num * (sint64)coin->value;
379 346
380 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 347 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
381 348
382 next_coin = find_next_coin (cost, &cointype); 349 next_coin = find_next_coin (cost, &cointype);
383 if (next_coin == NULL || approx) 350 if (next_coin == NULL || approx)
384 return buf; 351 return buf;
385 352
386 coin = next_coin; 353 coin = next_coin;
387 num = cost / coin->clone.value; 354 num = cost / coin->value;
388 cost -= num * (sint64)coin->clone.value; 355 cost -= num * (sint64)coin->value;
389 356
390 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 357 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
391 358
392 return buf; 359 return buf;
393} 360}
394 361
395const char * 362const char *
425 archetype *coin = find_next_coin (real_value, &cointype); 392 archetype *coin = find_next_coin (real_value, &cointype);
426 393
427 if (coin == NULL) 394 if (coin == NULL)
428 return "nothing"; 395 return "nothing";
429 396
430 num = real_value / coin->clone.value; 397 num = real_value / coin->value;
398
431 if (num == 1) 399 if (num == 1)
432 sprintf (buf, "about one %s", &coin->clone.name); 400 sprintf (buf, "about one %s", &coin->object::name);
433 else if (num < 5) 401 else if (num < 5)
434 sprintf (buf, "a few %s", &coin->clone.name_pl); 402 sprintf (buf, "a few %s", &coin->object::name_pl);
435 else if (num < 10) 403 else if (num < 10)
436 sprintf (buf, "several %s", &coin->clone.name_pl); 404 sprintf (buf, "several %s", &coin->object::name_pl);
437 else if (num < 25) 405 else if (num < 25)
438 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 406 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
439 else if (num < 100) 407 else if (num < 100)
440 sprintf (buf, "lots of %s", &coin->clone.name_pl); 408 sprintf (buf, "lots of %s", &coin->object::name_pl);
441 else if (num < 1000) 409 else if (num < 1000)
442 sprintf (buf, "a great many %s", &coin->clone.name_pl); 410 sprintf (buf, "a great many %s", &coin->object::name_pl);
443 else 411 else
444 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 412 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
413
445 return buf; 414 return buf;
446 } 415 }
447 } 416 }
448 } 417 }
449 418
480 } 449 }
481 450
482 for (tmp = op->inv; tmp; tmp = tmp->below) 451 for (tmp = op->inv; tmp; tmp = tmp->below)
483 if (tmp->type == MONEY) 452 if (tmp->type == MONEY)
484 total += tmp->nrof * (sint64)tmp->value; 453 total += tmp->nrof * (sint64)tmp->value;
485 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 454 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold")))
486 total += query_money (tmp); 455 total += query_money (tmp);
487 456
488 return total; 457 return total;
489} 458}
490 459
505 return 0; 474 return 0;
506 475
507 pay_from_container (pl, pl, to_pay); 476 pay_from_container (pl, pl, to_pay);
508 477
509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 478 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
510 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 479 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
511 pay_from_container (pl, pouch, to_pay); 480 pay_from_container (pl, pouch, to_pay);
512 481
513 fix_player (pl); 482 pl->update_stats ();
514 return 1; 483 return 1;
515} 484}
516 485
517/* DAMN: This is now a wrapper for pay_from_container, which is 486/* DAMN: This is now a wrapper for pay_from_container, which is
518 * called for the player, then for each active container that can hold 487 * called for the player, then for each active container that can hold
542 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 511 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
543 512
544 pay_from_container (pl, pl, to_pay); 513 pay_from_container (pl, pl, to_pay);
545 514
546 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 515 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
547 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 516 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
548 pay_from_container (pl, pouch, to_pay); 517 pay_from_container (pl, pouch, to_pay);
549 518
550 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 519 pl->update_stats ();
551 SET_FLAG (op, FLAG_WAS_WIZ);
552 520
553 fix_player (pl);
554 return 1; 521 return 1;
555} 522}
556 523
557/* This pays for the item, and takes the proper amount of money off 524/* This pays for the item, and takes the proper amount of money off
558 * the player. 525 * the player.
587 554
588 if (tmp->type == MONEY) 555 if (tmp->type == MONEY)
589 { 556 {
590 for (i = 0; i < NUM_COINS; i++) 557 for (i = 0; i < NUM_COINS; i++)
591 { 558 {
592 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 559 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
593 { 560 {
594 // This should not happen, but if it does, just merge the two. 561 // This should not happen, but if it does, just merge the two.
595 if (coin_objs [i]) 562 if (coin_objs [i])
596 { 563 {
597 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 564 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
598 remove_ob (tmp);
599 coin_objs[i]->nrof += tmp->nrof; 565 coin_objs[i]->nrof += tmp->nrof;
600 esrv_del_item (pl->contr, tmp->count); 566 tmp->destroy ();
601 free_object (tmp);
602 } 567 }
603 else 568 else
604 { 569 {
605 remove_ob (tmp); 570 tmp->remove ();
606
607 if (pouch->type == PLAYER)
608 esrv_del_item (pl->contr, tmp->count);
609
610 coin_objs[i] = tmp; 571 coin_objs[i] = tmp;
611 } 572 }
612 573
613 break; 574 break;
614 } 575 }
615 } 576 }
616 577
617 if (i == NUM_COINS) 578 if (i == NUM_COINS)
618 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 579 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
619 } 580 }
620 } 581 }
621 582
622 /* Fill in any gaps in the coin_objs array - needed to make change. */ 583 /* Fill in any gaps in the coin_objs array - needed to make change. */
623 /* Note that the coin_objs array goes from least value to greatest value */ 584 /* Note that the coin_objs array goes from least value to greatest value */
624 for (i = 0; i < NUM_COINS; i++) 585 for (i = 0; i < NUM_COINS; i++)
625 if (!coin_objs[i]) 586 if (!coin_objs[i])
626 { 587 {
627 at = find_archetype (coins[NUM_COINS - 1 - i]); 588 at = archetype::find (coins[NUM_COINS - 1 - i]);
628 589
629 if (at == NULL) 590 if (at == NULL)
630 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 591 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
631 592
632 coin_objs[i] = arch_to_object (at); 593 coin_objs[i] = at->instance ();
633 coin_objs[i]->nrof = 0; 594 coin_objs[i]->nrof = 0;
634 } 595 }
635 596
636 for (i = 0; i < NUM_COINS; i++) 597 for (i = 0; i < NUM_COINS; i++)
637 { 598 {
638 object &coin = *coin_objs[i]; 599 object &coin = *coin_objs[i];
639 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 600 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
640 to_pay -= num_coins * coin.value; 601 to_pay -= num_coins * coin.value;
641 602
642 coin.nrof -= num_coins; 603 coin.nrof -= num_coins;
643 /* Now start making change. Start at the coin value 604 /* Now start making change. Start at the coin value
644 * below the one we just did, and work down to 605 * below the one we just did, and work down to
654 count--; 615 count--;
655 } 616 }
656 } 617 }
657 618
658 for (i = 0; i < NUM_COINS; i++) 619 for (i = 0; i < NUM_COINS; i++)
659 {
660 if (coin_objs[i]->nrof) 620 if (coin_objs[i]->nrof)
661 {
662 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 621 insert_ob_in_ob (coin_objs [i], pouch);
663
664 esrv_send_item (pl, tmp);
665 esrv_send_item (pl, pouch);
666
667 if (pl != pouch)
668 esrv_update_item (UPD_WEIGHT, pl, pouch);
669
670 if (pl->type != PLAYER)
671 esrv_send_item (pl, pl);
672 }
673 else 622 else
674 free_object (coin_objs[i]); 623 coin_objs[i]->destroy ();
675 }
676} 624}
677 625
678/* Checks all unpaid items in op's inventory, adds up all the money they 626/* Checks all unpaid items in op's inventory, adds up all the money they
679 * have, and checks that they can actually afford what they want to buy. 627 * have, and checks that they can actually afford what they want to buy.
680 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 628 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
684can_pay (object *pl) 632can_pay (object *pl)
685{ 633{
686 int unpaid_count = 0; 634 int unpaid_count = 0;
687 sint64 unpaid_price = 0; 635 sint64 unpaid_price = 0;
688 sint64 player_wealth = query_money (pl); 636 sint64 player_wealth = query_money (pl);
689 object *item;
690 637
691 if (!pl || pl->type != PLAYER) 638 if (!pl || pl->type != PLAYER)
692 { 639 {
693 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 640 LOG (llevError, "can_pay(): called against something that isn't a player\n");
694 return 0; 641 return 0;
695 } 642 }
696 643
697 for (object::deep_iterator item = pl->begin (); item != pl->end (); ++item) 644 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
698 if (QUERY_FLAG (item, FLAG_UNPAID)) 645 if (QUERY_FLAG (item, FLAG_UNPAID))
699 { 646 {
700 unpaid_count++; 647 unpaid_count++;
701 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 648 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
702 } 649 }
703 650
704 if (unpaid_price > player_wealth) 651 if (unpaid_price > player_wealth)
705 { 652 {
706 char buf[MAX_BUF]; 653 dynbuf_text &buf = msg_dynbuf; buf.clear ();
707 char cost[MAX_BUF];
708 char missing[MAX_BUF];
709 654
710 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 655 buf << "You have " << unpaid_count
711 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 656 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
657 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
658 << " to be able to afford that. "
659 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
712 660
713 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 661 pl->failmsg (buf);
714 unpaid_count, cost, missing);
715 new_draw_info (NDI_UNIQUE, 0, pl, buf);
716 662
717 return 0; 663 return 0;
718 } 664 }
719 else 665 else
720 return 1; 666 return 1;
731{ 677{
732 for (;;) 678 for (;;)
733 { 679 {
734 next_item: 680 next_item:
735 681
736 for (object::deep_iterator op = pl->begin (); op != pl->end (); ++op) 682 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
737 { 683 {
738 if (QUERY_FLAG (op, FLAG_UNPAID)) 684 if (QUERY_FLAG (op, FLAG_UNPAID))
739 { 685 {
740 char buf[MAX_BUF]; 686 char buf[MAX_BUF];
741 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 687 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
749 SET_FLAG (op, FLAG_UNPAID); 695 SET_FLAG (op, FLAG_UNPAID);
750 return 0; 696 return 0;
751 } 697 }
752 else 698 else
753 { 699 {
754 object *tmp;
755 tag_t c = op->count;
756
757 CLEAR_FLAG (op, FLAG_UNPAID); 700 CLEAR_FLAG (op, FLAG_UNPAID);
758 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 701 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
759 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
760 tmp = merge_ob (op, NULL);
761 703
762 if (pl->type == PLAYER) 704 if (!merge_ob (op, op->env->inv))
763 {
764 if (tmp)
765 { /* it was merged */
766 esrv_del_item (pl->contr, c);
767 op = tmp;
768 }
769
770 esrv_send_item (pl, op); 705 esrv_update_item (UPD_FLAGS, pl, op);
771 }
772 706
773 goto next_item; 707 goto next_item;
774 } 708 }
775 } 709 }
776 } 710 }
795{ 729{
796 int count = 0; 730 int count = 0;
797 archetype *at = 0; 731 archetype *at = 0;
798 object *pouch = 0, *tmp = 0; 732 object *pouch = 0, *tmp = 0;
799 733
800 for (count = 0; coins[count] != NULL; count++) 734 for (count = 0; coins[count]; count++)
801 { 735 {
802 at = find_archetype (coins[count]); 736 at = archetype::find (coins[count]);
803 737
804 if (at == NULL) 738 if (at == NULL)
805 LOG (llevError, "Could not find %s archetype\n", coins[count]); 739 LOG (llevError, "Could not find %s archetype\n", coins[count]);
806 else if ((amount / at->clone.value) > 0) 740 else if ((amount / at->value) > 0)
807 { 741 {
808 for (pouch = pl->inv; pouch; pouch = pouch->below) 742 for (pouch = pl->inv; pouch; pouch = pouch->below)
809 { 743 {
810 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 744 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold"))
811 { 745 {
812 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 746 int w = at->weight * (100 - pouch->stats.Str) / 100;
813 int n = amount / at->clone.value; 747 int n = amount / at->value;
814 748
815 if (w == 0) 749 if (w == 0)
816 w = 1; /* Prevent divide by zero */ 750 w = 1; /* Prevent divide by zero */
817 751
818 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 752 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
819 { 753 {
820 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 754 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
821 n = (pouch->weight_limit - pouch->carrying) / w; 755 n = (pouch->weight_limit - pouch->carrying) / w;
822 756
823 tmp = arch_to_object (at); 757 object *tmp = at->instance ();
824 tmp->nrof = n; 758 tmp->nrof = n;
825 amount -= tmp->nrof * tmp->value; 759 amount -= tmp->nrof * tmp->value;
826 tmp = insert_ob_in_ob (tmp, pouch); 760 pouch->insert (tmp);
827 esrv_send_item (pl, tmp);
828 esrv_send_item (pl, pouch);
829 esrv_update_item (UPD_WEIGHT, pl, pouch);
830 esrv_send_item (pl, pl);
831 } 761 }
832 } 762 }
833 } 763 }
834 764
835 if (amount / at->clone.value > 0) 765 if (amount / at->value > 0)
836 { 766 {
837 tmp = arch_to_object (at); 767 object *tmp = at->instance ();
838 tmp->nrof = amount / tmp->value; 768 tmp->nrof = amount / tmp->value;
839 amount -= tmp->nrof * tmp->value; 769 amount -= tmp->nrof * tmp->value;
840 tmp = insert_ob_in_ob (tmp, pl); 770 pl->insert (tmp);
841 esrv_send_item (pl, tmp);
842 esrv_send_item (pl, pl);
843 } 771 }
844 } 772 }
845 } 773 }
846 774
847 if (amount != 0) 775 if (amount != 0)
848#ifndef WIN32
849 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); 776 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
850#else
851 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
852#endif
853} 777}
854 778
855/* elmex: this is for the bank plugin :( */ 779/* elmex: this is for the bank plugin :( */
856sint64 780sint64
857pay_player_arch (object *pl, const char *arch, sint64 amount) 781pay_player_arch (object *pl, const char *arch, sint64 amount)
858{ 782{
859 archetype *at = find_archetype (arch);
860 object *tmp = NULL;
861
862 if (at == NULL)
863 return 0;
864
865 if (amount > 0) 783 if (amount)
866 { 784 {
867 tmp = arch_to_object (at); 785 object *ob = archetype::get (arch);
786
787 if (!ob)
788 return 0;
789
868 tmp->nrof = amount; 790 ob->nrof = amount;
869 tmp = insert_ob_in_ob (tmp, pl); 791 pl->insert (ob);
870 esrv_send_item (pl, tmp);
871 esrv_send_item (pl, pl);
872 } 792 }
873 793
874 return 1; 794 return 1;
875} 795}
876 796
879 * buy item. 799 * buy item.
880 * 800 *
881 * Modified to fill available race: gold containers before dumping 801 * Modified to fill available race: gold containers before dumping
882 * remaining coins in character's inventory. 802 * remaining coins in character's inventory.
883 */ 803 */
884void 804bool
885sell_item (object *op, object *pl) 805sell_item (object *op, object *pl)
886{ 806{
887 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 807 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
888 808
889 if (pl == NULL || pl->type != PLAYER) 809 if (pl == NULL || pl->type != PLAYER)
890 { 810 {
891 LOG (llevDebug, "Object other than player tried to sell something.\n"); 811 LOG (llevDebug, "Object other than player tried to sell something.\n");
892 return; 812 return false;
893 } 813 }
894 814
895 op->custom_name = 0; 815 op->custom_name = 0;
896 816
897 if (!amount) 817 if (!amount)
898 { 818 {
899 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 819 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
900 820 query_name (op));
901 /* Even if the character doesn't get anything for it, it may still be 821 // elmex: change: the player now gets the item back if the shop is not
902 * worth something. If so, make it unpaid 822 // interested in it.
903 */
904 if (op->value)
905 {
906 SET_FLAG (op, FLAG_UNPAID);
907 SET_FLAG (op, FLAG_PLAYER_SOLD);
908 }
909
910 identify (op);
911 return; 823 return false;
912 } 824 }
913 825
914 /* We compare the price with the one for a player 826 /* We compare the price with the one for a player
915 * without bargaining skill. 827 * without bargaining skill.
916 * This determins the amount of exp (if any) gained for bargaining. 828 * This determins the amount of exp (if any) gained for bargaining.
921 if (extra_gain > 0) 833 if (extra_gain > 0)
922 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 834 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
923 835
924 pay_player (pl, amount); 836 pay_player (pl, amount);
925 837
926 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)); 838 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
839 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
840 pl->play_sound (sound_find ("shop_sell"));
927 841
928 SET_FLAG (op, FLAG_UNPAID); 842 SET_FLAG (op, FLAG_UNPAID);
929 identify (op); 843 identify (op);
930}
931 844
845 return true;
846}
932 847
933/* returns a double that is the ratio of the price that a shop will offer for 848/* returns a double that is the ratio of the price that a shop will offer for
934 * item based on the shops specialisation. Does not take account of greed, 849 * item based on the shops specialisation. Does not take account of greed,
935 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 850 * returned value is between SPECIALISATION_EFFECT and 1.
936 * event is never less than 0.1 (calling functions divide by it)
937 */ 851 */
938static double 852static double
939shop_specialisation_ratio (const object *item, const mapstruct *map) 853shop_specialisation_ratio (const object *item, const maptile *map)
940{ 854{
941 shopitems *items = map->shopitems; 855 shopitems *items = map->shopitems;
942 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 856 int likedness = 0;
943 int i; 857 int i;
944 858
945 if (item == NULL) 859 if (item == NULL)
946 { 860 {
947 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 861 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
948 return 0; 862 return 0;
949 } 863 }
950 864
951 if (!item->type) 865 if (!item->type)
952 { 866 {
953 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 867 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
954 /* 868 /*
955 * I'm not really sure what the /right/ thing to do here is, these types of 869 * I'm not really sure what the /right/ thing to do here is, these types of
956 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 870 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
957 */ 871 */
958 return ratio; 872 return SPECIALISATION_EFFECT;
959 } 873 }
960 874
961 if (map->shopitems) 875 if (map->shopitems)
962 {
963 for (i = 0; i < items[0].index; i++) 876 for (i = 0; i < items[0].index; i++)
964 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 877 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
965 likedness = items[i].strength / 100.0; 878 likedness = items[i].strength;
966 }
967 879
968 if (likedness > 1.0) 880 if (likedness > 100)
969 { /* someone has been rather silly with the map headers. */ 881 { /* someone has been rather silly with the map headers. */
970 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 882 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
971 likedness = 1.0; 883 likedness = 100;
972 } 884 }
973 885
974 if (likedness < -1.0) 886 if (likedness < -100)
975 { 887 {
976 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 888 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
977 likedness = -1.0; 889 likedness = -100;
978 } 890 }
979 891
980 ratio = ratio + (1.0 - ratio) * likedness; 892 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
981
982 if (ratio <= 0.1)
983 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
984
985 return ratio;
986} 893}
987 894
988/*returns the greed of the shop on map, or 1 if it isn't specified. */ 895/*returns the greed of the shop on map, or 1 if it isn't specified. */
989static double 896static double
990shop_greed (const mapstruct *map) 897shop_greed (const maptile *map)
991{ 898{
992 double greed = 1.0;
993
994 if (map->shopgreed)
995 return map->shopgreed; 899 return map->shopgreed
996 return greed; 900 ? map->shopgreed
901 : 1.;
997} 902}
998 903
999/* Returns a double based on how much the shopkeeper approves of the player. 904/* Returns a double based on how much the shopkeeper approves of the player.
1000 * this is based on the race of the shopkeeper and that of the player. 905 * this is based on the race of the shopkeeper and that of the player.
1001 */ 906 */
1002double 907double
1003shopkeeper_approval (const mapstruct *map, const object *player) 908shopkeeper_approval (const maptile *map, const object *player)
1004{ 909{
1005 double approval = 1.0; 910 return map->shoprace && player->race != map->shoprace
1006 911 ? DISLIKE_RATIO
1007 if (map->shoprace) 912 : 1.;
1008 {
1009 approval = NEUTRAL_RATIO;
1010 if (player->race && !strcmp (player->race, map->shoprace))
1011 approval = 1.0;
1012 }
1013
1014 return approval;
1015} 913}
1016 914
1017/* limit the value of items based on the wealth of the shop. If the item is close 915/* limit the value of items based on the wealth of the shop. If the item is close
1018 * to the maximum value a shop will offer, we start to reduce it, if the item is 916 * to the maximum value a shop will offer, we start to reduce it, if the item is
1019 * below the minimum value the shop is prepared to trade in, then we don't 917 * below the minimum value the shop is prepared to trade in, then we don't
1023 */ 921 */
1024static sint64 922static sint64
1025value_limit (sint64 val, int quantity, const object *who, int isshop) 923value_limit (sint64 val, int quantity, const object *who, int isshop)
1026{ 924{
1027 sint64 newval, unit_price, tmpshopmax; 925 sint64 newval, unit_price, tmpshopmax;
1028 mapstruct *map; 926 maptile *map;
1029 927
1030 unit_price = val / quantity; 928 unit_price = val / quantity;
1031 929
1032 if (!isshop || !who) 930 if (!isshop || !who)
1033 { 931 {
1049 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 947 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1050 948
1051 if (map->shopmin && unit_price < map->shopmin) 949 if (map->shopmin && unit_price < map->shopmin)
1052 return 0; 950 return 0;
1053 else if (unit_price > tmpshopmax / 2) 951 else if (unit_price > tmpshopmax / 2)
1054 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 952 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1055 else 953 else
1056 newval = unit_price; 954 newval = unit_price;
1057 } 955 }
1058 956
1059 newval *= quantity; 957 newval *= quantity;
1063 961
1064/* gives a desciption of the shop on their current map to the player op. */ 962/* gives a desciption of the shop on their current map to the player op. */
1065int 963int
1066describe_shop (const object *op) 964describe_shop (const object *op)
1067{ 965{
966 dynbuf_text buf;
1068 mapstruct *map = op->map; 967 maptile *map = op->map;
1069 968
1070 /*shopitems *items=map->shopitems; */ 969 /*shopitems *items=map->shopitems; */
1071 int pos = 0, i; 970 int pos = 0, i;
1072 double opinion = 0; 971 double opinion = 0;
1073 char tmp[MAX_BUF] = "\0";
1074 972
1075 if (op->type != PLAYER) 973 if (op->type != PLAYER)
1076 return 0; 974 return 0;
1077 975
1078 /*check if there is a shop specified for this map */ 976 /*check if there is a shop specified for this map */
1079 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 977 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1080 { 978 {
1081 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 979 buf << "From looking at the nearby shop you determine that it trades in ";
980 int lastcomma = 0, prevcomma = 0;
1082 981
1083 if (map->shopitems) 982 if (map->shopitems)
1084 for (i = 0; i < map->shopitems[0].index; i++) 983 for (i = 0; i < map->shopitems[0].index; i++)
1085 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 984 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1086 { 985 {
1087 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 986 buf << map->shopitems[i].name_pl;
1088 pos += strlen (tmp + pos); 987 prevcomma = lastcomma;
988 lastcomma = buf.size (); // remember offset
989 buf << ", ";
1089 } 990 }
1090 991
1091 if (!pos) 992 if (lastcomma)
993 {
994 buf.splice (lastcomma, 2);
995
996 if (prevcomma)
997 buf.splice (prevcomma, 2, " and ");
998 }
999 else
1092 strcat (tmp, "a little of everything."); 1000 buf << "a little of everything.";
1093 1001
1094 /* format the string into a list */ 1002 buf << ".\n\n";
1095 make_list_like (tmp);
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1097 1003
1098 if (map->shopmax) 1004 if (map->shopmax)
1099 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 1005 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1100 1006
1101 if (map->shopmin) 1007 if (map->shopmin)
1102 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)); 1008 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1103 1009
1104 if (map->shopgreed) 1010 if (map->shopgreed)
1105 { 1011 {
1106 if (map->shopgreed > 2.0) 1012 if (map->shopgreed > 2.0)
1107 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1013 buf << "It tends to overcharge massively.\n\n";
1108 else if (map->shopgreed > 1.5) 1014 else if (map->shopgreed > 1.5)
1109 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1015 buf << "It tends to overcharge substantially.\n\n";
1110 else if (map->shopgreed > 1.1) 1016 else if (map->shopgreed > 1.1)
1111 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1017 buf << "It tends to overcharge slightly.\n\n";
1112 else if (map->shopgreed < 0.9) 1018 else if (map->shopgreed < 0.9)
1113 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1019 buf << "It tends to undercharge.\n\n";
1114 } 1020 }
1115 1021
1116 if (map->shoprace) 1022 if (map->shoprace)
1117 { 1023 {
1118 opinion = shopkeeper_approval (map, op); 1024 opinion = shopkeeper_approval (map, op);
1025
1119 if (opinion > 0.8) 1026 if (opinion > 0.8)
1120 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1027 buf << "You think the shopkeeper likes you.\n\n";
1121 else if (opinion > 0.5) 1028 else if (opinion > 0.5)
1122 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1029 buf << "The shopkeeper seems unconcerned by you.\n\n";
1123 else 1030 else
1124 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1031 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1125 } 1032 }
1126 } 1033 }
1127 else 1034 else
1128 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1035 buf << "There is no shop nearby.\n\n";
1036
1037 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1129 1038
1130 return 1; 1039 return 1;
1131} 1040}
1132 1041
1133struct shopinv 1042struct shopinv
1148{ 1057{
1149 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1058 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1150 1059
1151 if (s1->type < s2->type) 1060 if (s1->type < s2->type)
1152 return -1; 1061 return -1;
1062
1153 if (s1->type > s2->type) 1063 if (s1->type > s2->type)
1154 return 1; 1064 return 1;
1155 1065
1156 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1066 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1157 * via alphabetical order 1067 * via alphabetical order
1187 case RING: 1097 case RING:
1188 case AMULET: 1098 case AMULET:
1189 case BRACERS: 1099 case BRACERS:
1190 case GIRDLE: 1100 case GIRDLE:
1191 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1101 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1192 items[*numitems].item_sort = strdup_local (buf); 1102 items[*numitems].item_sort = strdup (buf);
1193 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1103 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1194 items[*numitems].item_real = strdup_local (buf); 1104 items[*numitems].item_real = strdup (buf);
1195 (*numitems)++; 1105 (*numitems)++;
1196 break; 1106 break;
1197#endif 1107#endif
1198 1108
1199 default: 1109 default:
1200 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1110 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1201 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1111 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1202 (*numitems)++; 1112 (*numitems)++;
1203 break; 1113 break;
1204 } 1114 }
1115
1205 SET_FLAG (tmp, FLAG_UNPAID); 1116 SET_FLAG (tmp, FLAG_UNPAID);
1206} 1117}
1207 1118
1208void 1119void
1209shop_listing (object *op) 1120shop_listing (object *sign, object *op)
1210{ 1121{
1211 int i, j, numitems = 0, numallocated = 0, nx, ny; 1122 int i, j, x1, x2, y1, y2;
1212 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1123 const char *shop_coords = sign->kv (shstr_shop_coords);
1213 object *stack; 1124 object *stack;
1214 shopinv *items; 1125 shopinv *items;
1215 1126
1216 /* Should never happen, but just in case a monster does apply a sign */ 1127 /* Should never happen, but just in case a monster does apply a sign */
1217 if (op->type != PLAYER) 1128 if (!op->is_player ())
1218 return; 1129 return;
1219 1130
1220 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1131 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1221 1132
1222 magic_mapping_mark (op, map_mark, 3); 1133 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1223 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1134 {
1135 x1 = 0;
1136 y1 = 0;
1137 x2 = op->map->width - 1;
1138 y2 = op->map->height - 1;
1139 }
1140
1224 numallocated = 40; 1141 int numallocated = 40;
1142 int numitems = 0;
1143 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1225 1144
1226 /* Find all the appropriate items */ 1145 /* Find all the appropriate items */
1227 for (i = 0; i < MAP_WIDTH (op->map); i++) 1146 for (i = x1; i <= x2; i++)
1228 { 1147 for (j = y1; j < y2; j++)
1229 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1148 if (is_in_shop (op->map, i, j))
1230 {
1231 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1232 * 1149 {
1233 */ 1150 stack = GET_MAP_OB (op->map, i, j);
1234 nx = i - op->x + MAGIC_MAP_HALF;
1235 ny = j - op->y + MAGIC_MAP_HALF;
1236 /* unlikely, but really big shops could run into this issue */
1237 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1238 continue;
1239 1151
1240 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1152 while (stack)
1241 { 1153 {
1242 stack = get_map_ob (op->map, i, j); 1154 if (QUERY_FLAG (stack, FLAG_UNPAID))
1243
1244 while (stack)
1245 { 1155 {
1246 if (QUERY_FLAG (stack, FLAG_UNPAID))
1247 {
1248 if (numitems == numallocated) 1156 if (numitems == numallocated)
1249 {
1250 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1157 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1251 numallocated += 10; 1158
1252 }
1253 add_shop_item (stack, items, &numitems, &numallocated); 1159 add_shop_item (stack, items, &numitems, &numallocated);
1254 }
1255 stack = stack->above;
1256 } 1160 }
1161
1162 stack = stack->above;
1257 } 1163 }
1258 } 1164 }
1259 }
1260 1165
1261 free (map_mark); 1166 buf << (numitems ? "T<This shop contains:>\n\n"
1262 1167 : "T<This shop is currently empty.>");
1263 if (numitems == 0)
1264 {
1265 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1266 free (items);
1267 return;
1268 }
1269 1168
1270 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1169 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1271 1170
1272 for (i = 0; i < numitems; i++) 1171 for (i = 0; i < numitems; i++)
1273 { 1172 {
1274 /* Collapse items of the same name together */ 1173 /* Collapse items of the same name together */
1275 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1174 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1276 {
1277 items[i + 1].nrof += items[i].nrof; 1175 items[i + 1].nrof += items[i].nrof;
1278 free (items[i].item_sort);
1279 free (items[i].item_real);
1280 }
1281 else 1176 else
1282 {
1283 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1284 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1177 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1178
1285 free (items[i].item_sort); 1179 free (items[i].item_sort);
1286 free (items[i].item_real); 1180 free (items[i].item_real);
1287 }
1288 } 1181 }
1182
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1184
1289 free (items); 1185 free (items);
1290} 1186}
1291 1187
1292/* elmex: this function checks whether the object is in a shop */ 1188/* elmex: this function checks whether the object is in a shop */
1293bool 1189bool
1294is_in_shop (object *o) 1190is_in_shop (object *o)
1295{ 1191{
1296 if (!o->map) 1192 if (!o->is_on_map ())
1297 return false; 1193 return false;
1298 1194
1299 return is_in_shop (o->map, o->x, o->y); 1195 return is_in_shop (o->map, o->x, o->y);
1300} 1196}
1301 1197
1302/* elmex: this function checks whether we are in a shop or not */ 1198/* elmex: this function checks whether we are in a shop or not
1199 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1200 floor tile. this possibly will make map bugs where shopfloors are above
1201 floors more obvious.
1202*/
1203
1303bool 1204bool
1304is_in_shop (mapstruct *map, int x, int y) 1205is_in_shop (maptile *map, int x, int y)
1305{ 1206{
1306 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1207 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1208 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1307 if (floor->type == SHOP_FLOOR) 1209 return floor->type == SHOP_FLOOR;
1308 return true;
1309 1210
1310 return false; 1211 return false;
1311} 1212}
1213

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines