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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.24 by root, Fri Dec 15 19:59:20 2006 UTC vs.
Revision 1.76 by root, Fri Mar 26 01:04:45 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <skills.h> 27#include <skills.h>
27#include <living.h> 28#include <living.h>
28#include <sproto.h> 29#include <sproto.h>
29#include <math.h>
30 30
31/* this is a measure of how effective store specialisation is. A general store 31/* this is a measure of how effective store specialisation is. A general store
32 * will offer this proportion of the 'maximum' price, a specialised store will 32 * will offer this proportion of the 'maximum' price, a specialised store will
33 * offer a range of prices around it such that the maximum price is always one 33 * offer a range of prices around it such that the maximum price is always one
34 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
35 * 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,
36 * (though not useful) effects. 36 * (though not useful) effects.
37 */ 37 */
38#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
39 39
40/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
41#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
42 42
43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
44static 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);
45static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
46static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
47
48#define NUM_COINS 4 /* number of coin types */
49static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
50 47
51/* 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
52 * 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
53 * 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.
54 * 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
77 74
78sint64 75sint64
79query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
80{ 77{
81 double val; 78 double val;
82 int number; /* used to better calculate value */
83 int no_bargain; 79 int no_bargain;
84 int identified; 80 int identified;
85 int not_cursed; 81 int not_cursed;
86 int approximate; 82 int approximate;
87 int shop; 83 int shop;
112 108
113 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 109 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
114 return 0; 110 return 0;
115 } 111 }
116 112
117 number = tmp->nrof; 113 int number = tmp->number_of ();
118 if (number == 0) 114
119 number = 1;
120 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
121 { 116 {
122 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)))
123 return 0; 118 return 0;
124 else 119 else
125 val = tmp->value * number; 120 val = tmp->value * number;
126 } 121 }
127 /* 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 */
128 else 123 else
129 { 124 {
130 if (tmp->arch != NULL)
131 {
132 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
133 { 135 {
134 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
135 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;
136 } 143 }
137 else
138 { /* Trying to sell something, or get true value */
139 if (tmp->type == POTION)
140 val = number * 40; /* Don't want to give anything away */
141 else
142 {
143 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
144 * unknown objects
145 */
146 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
147 val = number * tmp->arch->clone.value * 2 / 3;
148 else
149 val = number * tmp->arch->clone.value / 3;
150 }
151 }
152 }
153 else
154 { /* No archetype with this object */
155 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
156 if (flag == F_BUY)
157 {
158 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
159 val = number * tmp->value * 10;
160 }
161 else
162 val = number * tmp->value / 5;
163 } 144 }
164 } 145 }
165 146
166 /* 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
167 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
168 * magical, then change values accordingly. The tmp->arch==NULL is 149 * magical, then change values accordingly. The tmp->arch==NULL is
169 * 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
170 * tmp->arch->clone.magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
171 * 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
172 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
173 * already figured in that value. 154 * already figured in that value.
174 */ 155 */
175 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 156 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
176 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))
177 { 158 {
178 if (tmp->magic > 0) 159 if (tmp->magic > 0)
179 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
180 else 161 else
181 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
209 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
210 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
211 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
212 */ 193 */
213 194
214 if (who != NULL && who->type == PLAYER) 195 if (who && who->type == PLAYER)
215 { 196 {
216 int lev_bargain = 0; 197 int lev_bargain = 0;
217 int lev_identify = 0; 198 int lev_identify = 0;
218 int idskill1 = 0;
219 int idskill2 = 0;
220 const typedata *tmptype;
221
222 tmptype = get_typedata (tmp->type);
223 199
224 if (find_skill_by_number (who, SK_BARGAINING)) 200 if (find_skill_by_number (who, SK_BARGAINING))
225 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
226 202
227 if (tmptype) 203 if (const typedata *tmptype = get_typedata (tmp->type))
228 { 204 {
229 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
230
231 if (idskill1)
232 { 206 {
233 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
234 208
235 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
236 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
237 211
238 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
239 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
240 } 214 }
241 } 215 }
242 else
243 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
244 216
245 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
246 * will come from the basic stat charisma 218 * will come from the basic stat charisma
247 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
248 */ 220 */
249 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
250 222
251 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);
252
253 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.);
254
255 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
256 226
257 if (flag == F_BUY) 227 if (flag == F_BUY)
258 val += (val * diff); 228 val += val * diff;
259 else if (flag == F_SELL) 229 else if (flag == F_SELL)
260 val -= (val * diff); 230 val -= val * diff;
261 231
262 // 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
263 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
264 if (approximate) 234 if (approximate)
265 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
266 } 236 }
267 237
268 /* 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
269 * overflow of diff above. That shoudl only happen if 239 * overflow of diff above. That should only happen if
270 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
271 * gets no money. 241 * gets no money.
272 */ 242 */
273 if ((sint64) val < 0) 243 if ((sint64) val < 0)
274 val = 0; 244 val = 0;
302 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 272 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
303 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));
304 else 274 else
305 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)));
306 } 276 }
277
307 /* 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
308 * 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
309 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
310 */ 281 */
311 if (who->map->path != NULL && val > 50) 282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
312 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));
313 } 285 }
286
314 return (sint64) val; 287 return (sint64) val;
315} 288}
316 289
317/* 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
318 * cointype placement. 291 * cointype placement.
330 coin = archetype::find (coins[*cointype]); 303 coin = archetype::find (coins[*cointype]);
331 if (coin == NULL) 304 if (coin == NULL)
332 return NULL; 305 return NULL;
333 *cointype += 1; 306 *cointype += 1;
334 } 307 }
335 while (coin->clone.value > c); 308 while (coin->value > c);
336 309
337 return coin; 310 return coin;
338} 311}
339 312
340/* 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
356 329
357 coin = find_next_coin (cost, &cointype); 330 coin = find_next_coin (cost, &cointype);
358 if (coin == NULL) 331 if (coin == NULL)
359 return "nothing"; 332 return "nothing";
360 333
361 num = cost / coin->clone.value; 334 num = cost / coin->value;
362 /* so long as nrof is 32 bit, this is true. 335 /* so long as nrof is 32 bit, this is true.
363 * 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
364 * is basically true. 337 * is basically true.
365 */ 338 */
366 if ((cost / coin->clone.value) > UINT32_MAX) 339 if ((cost / coin->value) > UINT32_MAX)
367 { 340 {
368 strcpy (buf, "an unimaginable sum of money"); 341 strcpy (buf, "an unimaginable sum of money");
369 return buf; 342 return buf;
370 } 343 }
371 344
372 cost -= num * (sint64)coin->clone.value; 345 cost -= num * (sint64)coin->value;
373 346
374 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);
375 348
376 next_coin = find_next_coin (cost, &cointype); 349 next_coin = find_next_coin (cost, &cointype);
377 if (next_coin == NULL || approx) 350 if (next_coin == NULL || approx)
378 return buf; 351 return buf;
379 352
380 coin = next_coin; 353 coin = next_coin;
381 num = cost / coin->clone.value; 354 num = cost / coin->value;
382 cost -= num * (sint64)coin->clone.value; 355 cost -= num * (sint64)coin->value;
383 356
384 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);
385 358
386 return buf; 359 return buf;
387} 360}
388 361
389const char * 362const char *
419 archetype *coin = find_next_coin (real_value, &cointype); 392 archetype *coin = find_next_coin (real_value, &cointype);
420 393
421 if (coin == NULL) 394 if (coin == NULL)
422 return "nothing"; 395 return "nothing";
423 396
424 num = real_value / coin->clone.value; 397 num = real_value / coin->value;
398
425 if (num == 1) 399 if (num == 1)
426 sprintf (buf, "about one %s", &coin->clone.name); 400 sprintf (buf, "about one %s", &coin->object::name);
427 else if (num < 5) 401 else if (num < 5)
428 sprintf (buf, "a few %s", &coin->clone.name_pl); 402 sprintf (buf, "a few %s", &coin->object::name_pl);
429 else if (num < 10) 403 else if (num < 10)
430 sprintf (buf, "several %s", &coin->clone.name_pl); 404 sprintf (buf, "several %s", &coin->object::name_pl);
431 else if (num < 25) 405 else if (num < 25)
432 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 406 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
433 else if (num < 100) 407 else if (num < 100)
434 sprintf (buf, "lots of %s", &coin->clone.name_pl); 408 sprintf (buf, "lots of %s", &coin->object::name_pl);
435 else if (num < 1000) 409 else if (num < 1000)
436 sprintf (buf, "a great many %s", &coin->clone.name_pl); 410 sprintf (buf, "a great many %s", &coin->object::name_pl);
437 else 411 else
438 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 412 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
413
439 return buf; 414 return buf;
440 } 415 }
441 } 416 }
442 } 417 }
443 418
474 } 449 }
475 450
476 for (tmp = op->inv; tmp; tmp = tmp->below) 451 for (tmp = op->inv; tmp; tmp = tmp->below)
477 if (tmp->type == MONEY) 452 if (tmp->type == MONEY)
478 total += tmp->nrof * (sint64)tmp->value; 453 total += tmp->nrof * (sint64)tmp->value;
479 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")))
480 total += query_money (tmp); 455 total += query_money (tmp);
481 456
482 return total; 457 return total;
483} 458}
484 459
499 return 0; 474 return 0;
500 475
501 pay_from_container (pl, pl, to_pay); 476 pay_from_container (pl, pl, to_pay);
502 477
503 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 478 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
504 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")))
505 pay_from_container (pl, pouch, to_pay); 480 pay_from_container (pl, pouch, to_pay);
506 481
507 fix_player (pl); 482 pl->update_stats ();
508 return 1; 483 return 1;
509} 484}
510 485
511/* 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
512 * 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
536 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 511 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
537 512
538 pay_from_container (pl, pl, to_pay); 513 pay_from_container (pl, pl, to_pay);
539 514
540 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 515 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
541 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")))
542 pay_from_container (pl, pouch, to_pay); 517 pay_from_container (pl, pouch, to_pay);
543 518
544 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 519 pl->update_stats ();
545 SET_FLAG (op, FLAG_WAS_WIZ);
546 520
547 fix_player (pl);
548 return 1; 521 return 1;
549} 522}
550 523
551/* 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
552 * the player. 525 * the player.
581 554
582 if (tmp->type == MONEY) 555 if (tmp->type == MONEY)
583 { 556 {
584 for (i = 0; i < NUM_COINS; i++) 557 for (i = 0; i < NUM_COINS; i++)
585 { 558 {
586 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))
587 { 560 {
588 // 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.
589 if (coin_objs [i]) 562 if (coin_objs [i])
590 { 563 {
591 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]);
592 tmp->remove ();
593 coin_objs[i]->nrof += tmp->nrof; 565 coin_objs[i]->nrof += tmp->nrof;
594 esrv_del_item (pl->contr, tmp->count);
595 tmp->destroy (); 566 tmp->destroy ();
596 } 567 }
597 else 568 else
598 { 569 {
599 tmp->remove (); 570 tmp->remove ();
600
601 if (pouch->type == PLAYER)
602 esrv_del_item (pl->contr, tmp->count);
603
604 coin_objs[i] = tmp; 571 coin_objs[i] = tmp;
605 } 572 }
606 573
607 break; 574 break;
608 } 575 }
609 } 576 }
610 577
611 if (i == NUM_COINS) 578 if (i == NUM_COINS)
612 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);
613 } 580 }
614 } 581 }
615 582
616 /* 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. */
617 /* 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 */
621 at = archetype::find (coins[NUM_COINS - 1 - i]); 588 at = archetype::find (coins[NUM_COINS - 1 - i]);
622 589
623 if (at == NULL) 590 if (at == NULL)
624 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]);
625 592
626 coin_objs[i] = arch_to_object (at); 593 coin_objs[i] = at->instance ();
627 coin_objs[i]->nrof = 0; 594 coin_objs[i]->nrof = 0;
628 } 595 }
629 596
630 for (i = 0; i < NUM_COINS; i++) 597 for (i = 0; i < NUM_COINS; i++)
631 { 598 {
632 object &coin = *coin_objs[i]; 599 object &coin = *coin_objs[i];
633 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);
634 to_pay -= num_coins * coin.value; 601 to_pay -= num_coins * coin.value;
635 602
636 coin.nrof -= num_coins; 603 coin.nrof -= num_coins;
637 /* Now start making change. Start at the coin value 604 /* Now start making change. Start at the coin value
638 * below the one we just did, and work down to 605 * below the one we just did, and work down to
648 count--; 615 count--;
649 } 616 }
650 } 617 }
651 618
652 for (i = 0; i < NUM_COINS; i++) 619 for (i = 0; i < NUM_COINS; i++)
653 {
654 if (coin_objs[i]->nrof) 620 if (coin_objs[i]->nrof)
655 {
656 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 621 insert_ob_in_ob (coin_objs [i], pouch);
657
658 esrv_send_item (pl, tmp);
659 esrv_send_item (pl, pouch);
660
661 if (pl != pouch)
662 esrv_update_item (UPD_WEIGHT, pl, pouch);
663
664 if (pl->type != PLAYER)
665 esrv_send_item (pl, pl);
666 }
667 else 622 else
668 coin_objs[i]->destroy (); 623 coin_objs[i]->destroy ();
669 }
670} 624}
671 625
672/* 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
673 * 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.
674 * 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
694 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 648 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
695 } 649 }
696 650
697 if (unpaid_price > player_wealth) 651 if (unpaid_price > player_wealth)
698 { 652 {
699 char buf[MAX_BUF]; 653 dynbuf_text &buf = msg_dynbuf; buf.clear ();
700 char cost[MAX_BUF];
701 char missing[MAX_BUF];
702 654
703 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 655 buf << "You have " << unpaid_count
704 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.>";
705 660
706 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);
707 unpaid_count, cost, missing);
708 new_draw_info (NDI_UNIQUE, 0, pl, buf);
709 662
710 return 0; 663 return 0;
711 } 664 }
712 else 665 else
713 return 1; 666 return 1;
742 SET_FLAG (op, FLAG_UNPAID); 695 SET_FLAG (op, FLAG_UNPAID);
743 return 0; 696 return 0;
744 } 697 }
745 else 698 else
746 { 699 {
747 object *tmp;
748
749 CLEAR_FLAG (op, FLAG_UNPAID); 700 CLEAR_FLAG (op, FLAG_UNPAID);
750 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 701 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
751 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));
752 tmp = merge_ob (op, NULL);
753 703
754 if (pl->type == PLAYER) 704 if (!merge_ob (op, op->env->inv))
755 {
756 if (tmp)
757 { /* it was merged */
758 esrv_del_item (pl->contr, op->count);
759 op = tmp;
760 }
761
762 esrv_send_item (pl, op); 705 esrv_update_item (UPD_FLAGS, pl, op);
763 }
764 706
765 goto next_item; 707 goto next_item;
766 } 708 }
767 } 709 }
768 } 710 }
787{ 729{
788 int count = 0; 730 int count = 0;
789 archetype *at = 0; 731 archetype *at = 0;
790 object *pouch = 0, *tmp = 0; 732 object *pouch = 0, *tmp = 0;
791 733
792 for (count = 0; coins[count] != NULL; count++) 734 for (count = 0; coins[count]; count++)
793 { 735 {
794 at = archetype::find (coins[count]); 736 at = archetype::find (coins[count]);
795 737
796 if (at == NULL) 738 if (at == NULL)
797 LOG (llevError, "Could not find %s archetype\n", coins[count]); 739 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 else if ((amount / at->clone.value) > 0) 740 else if ((amount / at->value) > 0)
799 { 741 {
800 for (pouch = pl->inv; pouch; pouch = pouch->below) 742 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 { 743 {
802 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"))
803 { 745 {
804 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 746 int w = at->weight * (100 - pouch->stats.Str) / 100;
805 int n = amount / at->clone.value; 747 int n = amount / at->value;
806 748
807 if (w == 0) 749 if (w == 0)
808 w = 1; /* Prevent divide by zero */ 750 w = 1; /* Prevent divide by zero */
809 751
810 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))
811 { 753 {
812 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 754 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
813 n = (pouch->weight_limit - pouch->carrying) / w; 755 n = (pouch->weight_limit - pouch->carrying) / w;
814 756
815 tmp = arch_to_object (at); 757 object *tmp = at->instance ();
816 tmp->nrof = n; 758 tmp->nrof = n;
817 amount -= tmp->nrof * tmp->value; 759 amount -= tmp->nrof * tmp->value;
818 tmp = insert_ob_in_ob (tmp, pouch); 760 pouch->insert (tmp);
819 esrv_send_item (pl, tmp);
820 esrv_send_item (pl, pouch);
821 esrv_update_item (UPD_WEIGHT, pl, pouch);
822 esrv_send_item (pl, pl);
823 } 761 }
824 } 762 }
825 } 763 }
826 764
827 if (amount / at->clone.value > 0) 765 if (amount / at->value > 0)
828 { 766 {
829 tmp = arch_to_object (at); 767 object *tmp = at->instance ();
830 tmp->nrof = amount / tmp->value; 768 tmp->nrof = amount / tmp->value;
831 amount -= tmp->nrof * tmp->value; 769 amount -= tmp->nrof * tmp->value;
832 tmp = insert_ob_in_ob (tmp, pl); 770 pl->insert (tmp);
833 esrv_send_item (pl, tmp);
834 esrv_send_item (pl, pl);
835 } 771 }
836 } 772 }
837 } 773 }
838 774
839 if (amount != 0) 775 if (amount != 0)
842 778
843/* elmex: this is for the bank plugin :( */ 779/* elmex: this is for the bank plugin :( */
844sint64 780sint64
845pay_player_arch (object *pl, const char *arch, sint64 amount) 781pay_player_arch (object *pl, const char *arch, sint64 amount)
846{ 782{
847 archetype *at = archetype::find (arch);
848 object *tmp = NULL;
849
850 if (at == NULL)
851 return 0;
852
853 if (amount > 0) 783 if (amount)
854 { 784 {
855 tmp = arch_to_object (at); 785 object *ob = archetype::get (arch);
786
787 if (!ob)
788 return 0;
789
856 tmp->nrof = amount; 790 ob->nrof = amount;
857 tmp = insert_ob_in_ob (tmp, pl); 791 pl->insert (ob);
858 esrv_send_item (pl, tmp);
859 esrv_send_item (pl, pl);
860 } 792 }
861 793
862 return 1; 794 return 1;
863} 795}
864 796
867 * buy item. 799 * buy item.
868 * 800 *
869 * Modified to fill available race: gold containers before dumping 801 * Modified to fill available race: gold containers before dumping
870 * remaining coins in character's inventory. 802 * remaining coins in character's inventory.
871 */ 803 */
872void 804bool
873sell_item (object *op, object *pl) 805sell_item (object *op, object *pl)
874{ 806{
875 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;
876 808
877 if (pl == NULL || pl->type != PLAYER) 809 if (pl == NULL || pl->type != PLAYER)
878 { 810 {
879 LOG (llevDebug, "Object other than player tried to sell something.\n"); 811 LOG (llevDebug, "Object other than player tried to sell something.\n");
880 return; 812 return false;
881 } 813 }
882 814
883 op->custom_name = 0; 815 op->custom_name = 0;
884 816
885 if (!amount) 817 if (!amount)
886 { 818 {
887 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.",
888 820 query_name (op));
889 /* 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
890 * worth something. If so, make it unpaid 822 // interested in it.
891 */
892 if (op->value)
893 {
894 SET_FLAG (op, FLAG_UNPAID);
895 SET_FLAG (op, FLAG_PLAYER_SOLD);
896 }
897
898 identify (op);
899 return; 823 return false;
900 } 824 }
901 825
902 /* We compare the price with the one for a player 826 /* We compare the price with the one for a player
903 * without bargaining skill. 827 * without bargaining skill.
904 * This determins the amount of exp (if any) gained for bargaining. 828 * This determins the amount of exp (if any) gained for bargaining.
909 if (extra_gain > 0) 833 if (extra_gain > 0)
910 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 834 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
911 835
912 pay_player (pl, amount); 836 pay_player (pl, amount);
913 837
914 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"));
915 841
916 SET_FLAG (op, FLAG_UNPAID); 842 SET_FLAG (op, FLAG_UNPAID);
917 identify (op); 843 identify (op);
918}
919 844
845 return true;
846}
920 847
921/* 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
922 * 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,
923 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 850 * returned value is between SPECIALISATION_EFFECT and 1.
924 * event is never less than 0.1 (calling functions divide by it)
925 */ 851 */
926static double 852static double
927shop_specialisation_ratio (const object *item, const maptile *map) 853shop_specialisation_ratio (const object *item, const maptile *map)
928{ 854{
929 shopitems *items = map->shopitems; 855 shopitems *items = map->shopitems;
930 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 856 int likedness = 0;
931 int i; 857 int i;
932 858
933 if (item == NULL) 859 if (item == NULL)
934 { 860 {
935 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);
936 return 0; 862 return 0;
937 } 863 }
938 864
939 if (!item->type) 865 if (!item->type)
940 { 866 {
941 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");
942 /* 868 /*
943 * 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
944 * 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.."
945 */ 871 */
946 return ratio; 872 return SPECIALISATION_EFFECT;
947 } 873 }
948 874
949 if (map->shopitems) 875 if (map->shopitems)
950 {
951 for (i = 0; i < items[0].index; i++) 876 for (i = 0; i < items[0].index; i++)
952 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 877 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
953 likedness = items[i].strength / 100.0; 878 likedness = items[i].strength;
954 }
955 879
956 if (likedness > 1.0) 880 if (likedness > 100)
957 { /* someone has been rather silly with the map headers. */ 881 { /* someone has been rather silly with the map headers. */
958 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);
959 likedness = 1.0; 883 likedness = 100;
960 } 884 }
961 885
962 if (likedness < -1.0) 886 if (likedness < -100)
963 { 887 {
964 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);
965 likedness = -1.0; 889 likedness = -100;
966 } 890 }
967 891
968 ratio = ratio + (1.0 - ratio) * likedness; 892 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
969
970 if (ratio <= 0.1)
971 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
972
973 return ratio;
974} 893}
975 894
976/*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. */
977static double 896static double
978shop_greed (const maptile *map) 897shop_greed (const maptile *map)
979{ 898{
980 double greed = 1.0;
981
982 if (map->shopgreed)
983 return map->shopgreed; 899 return map->shopgreed
984 return greed; 900 ? map->shopgreed
901 : 1.;
985} 902}
986 903
987/* 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.
988 * 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.
989 */ 906 */
990double 907double
991shopkeeper_approval (const maptile *map, const object *player) 908shopkeeper_approval (const maptile *map, const object *player)
992{ 909{
993 double approval = 1.0; 910 return map->shoprace && player->race != map->shoprace
994 911 ? DISLIKE_RATIO
995 if (map->shoprace) 912 : 1.;
996 {
997 approval = NEUTRAL_RATIO;
998 if (player->race && !strcmp (player->race, map->shoprace))
999 approval = 1.0;
1000 }
1001
1002 return approval;
1003} 913}
1004 914
1005/* 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
1006 * 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
1007 * 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
1037 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 947 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1038 948
1039 if (map->shopmin && unit_price < map->shopmin) 949 if (map->shopmin && unit_price < map->shopmin)
1040 return 0; 950 return 0;
1041 else if (unit_price > tmpshopmax / 2) 951 else if (unit_price > tmpshopmax / 2)
1042 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 952 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1043 else 953 else
1044 newval = unit_price; 954 newval = unit_price;
1045 } 955 }
1046 956
1047 newval *= quantity; 957 newval *= quantity;
1051 961
1052/* 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. */
1053int 963int
1054describe_shop (const object *op) 964describe_shop (const object *op)
1055{ 965{
966 dynbuf_text buf;
1056 maptile *map = op->map; 967 maptile *map = op->map;
1057 968
1058 /*shopitems *items=map->shopitems; */ 969 /*shopitems *items=map->shopitems; */
1059 int pos = 0, i; 970 int pos = 0, i;
1060 double opinion = 0; 971 double opinion = 0;
1061 char tmp[MAX_BUF] = "\0";
1062 972
1063 if (op->type != PLAYER) 973 if (op->type != PLAYER)
1064 return 0; 974 return 0;
1065 975
1066 /*check if there is a shop specified for this map */ 976 /*check if there is a shop specified for this map */
1067 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 977 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1068 { 978 {
1069 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;
1070 981
1071 if (map->shopitems) 982 if (map->shopitems)
1072 for (i = 0; i < map->shopitems[0].index; i++) 983 for (i = 0; i < map->shopitems[0].index; i++)
1073 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 984 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1074 { 985 {
1075 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 986 buf << map->shopitems[i].name_pl;
1076 pos += strlen (tmp + pos); 987 prevcomma = lastcomma;
988 lastcomma = buf.size (); // remember offset
989 buf << ", ";
1077 } 990 }
1078 991
1079 if (!pos) 992 if (lastcomma)
993 {
994 buf.splice (lastcomma, 2);
995
996 if (prevcomma)
997 buf.splice (prevcomma, 2, " and ");
998 }
999 else
1080 strcat (tmp, "a little of everything."); 1000 buf << "a little of everything.";
1081 1001
1082 /* format the string into a list */ 1002 buf << ".\n\n";
1083 make_list_like (tmp);
1084 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1085 1003
1086 if (map->shopmax) 1004 if (map->shopmax)
1087 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";
1088 1006
1089 if (map->shopmin) 1007 if (map->shopmin)
1090 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";
1091 1009
1092 if (map->shopgreed) 1010 if (map->shopgreed)
1093 { 1011 {
1094 if (map->shopgreed > 2.0) 1012 if (map->shopgreed > 2.0)
1095 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1013 buf << "It tends to overcharge massively.\n\n";
1096 else if (map->shopgreed > 1.5) 1014 else if (map->shopgreed > 1.5)
1097 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1015 buf << "It tends to overcharge substantially.\n\n";
1098 else if (map->shopgreed > 1.1) 1016 else if (map->shopgreed > 1.1)
1099 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1017 buf << "It tends to overcharge slightly.\n\n";
1100 else if (map->shopgreed < 0.9) 1018 else if (map->shopgreed < 0.9)
1101 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1019 buf << "It tends to undercharge.\n\n";
1102 } 1020 }
1103 1021
1104 if (map->shoprace) 1022 if (map->shoprace)
1105 { 1023 {
1106 opinion = shopkeeper_approval (map, op); 1024 opinion = shopkeeper_approval (map, op);
1025
1107 if (opinion > 0.8) 1026 if (opinion > 0.8)
1108 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1027 buf << "You think the shopkeeper likes you.\n\n";
1109 else if (opinion > 0.5) 1028 else if (opinion > 0.5)
1110 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1029 buf << "The shopkeeper seems unconcerned by you.\n\n";
1111 else 1030 else
1112 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";
1113 } 1032 }
1114 } 1033 }
1115 else 1034 else
1116 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);
1117 1038
1118 return 1; 1039 return 1;
1119} 1040}
1120 1041
1121struct shopinv 1042struct shopinv
1136{ 1057{
1137 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1058 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1138 1059
1139 if (s1->type < s2->type) 1060 if (s1->type < s2->type)
1140 return -1; 1061 return -1;
1062
1141 if (s1->type > s2->type) 1063 if (s1->type > s2->type)
1142 return 1; 1064 return 1;
1143 1065
1144 /* 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
1145 * via alphabetical order 1067 * via alphabetical order
1188 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1110 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1189 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1111 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1190 (*numitems)++; 1112 (*numitems)++;
1191 break; 1113 break;
1192 } 1114 }
1115
1193 SET_FLAG (tmp, FLAG_UNPAID); 1116 SET_FLAG (tmp, FLAG_UNPAID);
1194} 1117}
1195 1118
1196void 1119void
1197shop_listing (object *op) 1120shop_listing (object *sign, object *op)
1198{ 1121{
1199 int i, j, numitems = 0, numallocated = 0, nx, ny; 1122 int i, j, x1, x2, y1, y2;
1200 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1123 const char *shop_coords = sign->kv (shstr_shop_coords);
1201 object *stack; 1124 object *stack;
1202 shopinv *items; 1125 shopinv *items;
1203 1126
1204 /* 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 */
1205 if (op->type != PLAYER) 1128 if (!op->is_player ())
1206 return; 1129 return;
1207 1130
1208 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1131 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1209 1132
1210 magic_mapping_mark (op, map_mark, 3); 1133 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1211 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
1212 numallocated = 40; 1141 int numallocated = 40;
1142 int numitems = 0;
1143 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1213 1144
1214 /* Find all the appropriate items */ 1145 /* Find all the appropriate items */
1215 for (i = 0; i < MAP_WIDTH (op->map); i++) 1146 for (i = x1; i <= x2; i++)
1216 { 1147 for (j = y1; j < y2; j++)
1217 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1148 if (is_in_shop (op->map, i, j))
1218 {
1219 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1220 * 1149 {
1221 */ 1150 stack = GET_MAP_OB (op->map, i, j);
1222 nx = i - op->x + MAGIC_MAP_HALF;
1223 ny = j - op->y + MAGIC_MAP_HALF;
1224 /* unlikely, but really big shops could run into this issue */
1225 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1226 continue;
1227 1151
1228 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1152 while (stack)
1229 { 1153 {
1230 stack = get_map_ob (op->map, i, j); 1154 if (QUERY_FLAG (stack, FLAG_UNPAID))
1231
1232 while (stack)
1233 { 1155 {
1234 if (QUERY_FLAG (stack, FLAG_UNPAID))
1235 {
1236 if (numitems == numallocated) 1156 if (numitems == numallocated)
1237 {
1238 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1157 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1239 numallocated += 10; 1158
1240 }
1241 add_shop_item (stack, items, &numitems, &numallocated); 1159 add_shop_item (stack, items, &numitems, &numallocated);
1242 }
1243 stack = stack->above;
1244 } 1160 }
1161
1162 stack = stack->above;
1245 } 1163 }
1246 } 1164 }
1247 }
1248 1165
1249 free (map_mark); 1166 buf << (numitems ? "T<This shop contains:>\n\n"
1250 1167 : "T<This shop is currently empty.>");
1251 if (numitems == 0)
1252 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1254 free (items);
1255 return;
1256 }
1257 1168
1258 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);
1259 1170
1260 for (i = 0; i < numitems; i++) 1171 for (i = 0; i < numitems; i++)
1261 { 1172 {
1262 /* Collapse items of the same name together */ 1173 /* Collapse items of the same name together */
1263 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))
1264 {
1265 items[i + 1].nrof += items[i].nrof; 1175 items[i + 1].nrof += items[i].nrof;
1266 free (items[i].item_sort);
1267 free (items[i].item_real);
1268 }
1269 else 1176 else
1270 {
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1272 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
1273 free (items[i].item_sort); 1179 free (items[i].item_sort);
1274 free (items[i].item_real); 1180 free (items[i].item_real);
1275 }
1276 } 1181 }
1182
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1184
1277 free (items); 1185 free (items);
1278} 1186}
1279 1187
1280/* elmex: this function checks whether the object is in a shop */ 1188/* elmex: this function checks whether the object is in a shop */
1281bool 1189bool
1282is_in_shop (object *o) 1190is_in_shop (object *o)
1283{ 1191{
1284 if (!o->map) 1192 if (!o->is_on_map ())
1285 return false; 1193 return false;
1286 1194
1287 return is_in_shop (o->map, o->x, o->y); 1195 return is_in_shop (o->map, o->x, o->y);
1288} 1196}
1289 1197
1290/* 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
1291bool 1204bool
1292is_in_shop (maptile *map, int x, int y) 1205is_in_shop (maptile *map, int x, int y)
1293{ 1206{
1294 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))
1295 if (floor->type == SHOP_FLOOR) 1209 return floor->type == SHOP_FLOOR;
1296 return true;
1297 1210
1298 return false; 1211 return false;
1299} 1212}
1213

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