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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.40 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.76 by root, Fri Mar 26 01:04:45 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <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->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->value * 2 / 3;
148 else
149 val = number * tmp->arch->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
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 */
421 393
422 if (coin == NULL) 394 if (coin == NULL)
423 return "nothing"; 395 return "nothing";
424 396
425 num = real_value / coin->value; 397 num = real_value / coin->value;
398
426 if (num == 1) 399 if (num == 1)
427 sprintf (buf, "about one %s", &coin->object::name); 400 sprintf (buf, "about one %s", &coin->object::name);
428 else if (num < 5) 401 else if (num < 5)
429 sprintf (buf, "a few %s", &coin->object::name_pl); 402 sprintf (buf, "a few %s", &coin->object::name_pl);
430 else if (num < 10) 403 else if (num < 10)
435 sprintf (buf, "lots of %s", &coin->object::name_pl); 408 sprintf (buf, "lots of %s", &coin->object::name_pl);
436 else if (num < 1000) 409 else if (num < 1000)
437 sprintf (buf, "a great many %s", &coin->object::name_pl); 410 sprintf (buf, "a great many %s", &coin->object::name_pl);
438 else 411 else
439 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 412 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
413
440 return buf; 414 return buf;
441 } 415 }
442 } 416 }
443 } 417 }
444 418
475 } 449 }
476 450
477 for (tmp = op->inv; tmp; tmp = tmp->below) 451 for (tmp = op->inv; tmp; tmp = tmp->below)
478 if (tmp->type == MONEY) 452 if (tmp->type == MONEY)
479 total += tmp->nrof * (sint64)tmp->value; 453 total += tmp->nrof * (sint64)tmp->value;
480 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")))
481 total += query_money (tmp); 455 total += query_money (tmp);
482 456
483 return total; 457 return total;
484} 458}
485 459
500 return 0; 474 return 0;
501 475
502 pay_from_container (pl, pl, to_pay); 476 pay_from_container (pl, pl, to_pay);
503 477
504 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 478 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
505 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")))
506 pay_from_container (pl, pouch, to_pay); 480 pay_from_container (pl, pouch, to_pay);
507 481
508 pl->update_stats (); 482 pl->update_stats ();
509 return 1; 483 return 1;
510} 484}
537 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 511 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
538 512
539 pay_from_container (pl, pl, to_pay); 513 pay_from_container (pl, pl, to_pay);
540 514
541 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 515 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
542 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")))
543 pay_from_container (pl, pouch, to_pay); 517 pay_from_container (pl, pouch, to_pay);
544 518
545 pl->update_stats (); 519 pl->update_stats ();
546 520
547 return 1; 521 return 1;
586 { 560 {
587 // 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.
588 if (coin_objs [i]) 562 if (coin_objs [i])
589 { 563 {
590 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]);
591 tmp->remove ();
592 coin_objs[i]->nrof += tmp->nrof; 565 coin_objs[i]->nrof += tmp->nrof;
593 esrv_del_item (pl->contr, tmp->count);
594 tmp->destroy (); 566 tmp->destroy ();
595 } 567 }
596 else 568 else
597 { 569 {
598 tmp->remove (); 570 tmp->remove ();
599
600 if (pouch->type == PLAYER)
601 esrv_del_item (pl->contr, tmp->count);
602
603 coin_objs[i] = tmp; 571 coin_objs[i] = tmp;
604 } 572 }
605 573
606 break; 574 break;
607 } 575 }
620 at = archetype::find (coins[NUM_COINS - 1 - i]); 588 at = archetype::find (coins[NUM_COINS - 1 - i]);
621 589
622 if (at == NULL) 590 if (at == NULL)
623 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]);
624 592
625 coin_objs[i] = arch_to_object (at); 593 coin_objs[i] = at->instance ();
626 coin_objs[i]->nrof = 0; 594 coin_objs[i]->nrof = 0;
627 } 595 }
628 596
629 for (i = 0; i < NUM_COINS; i++) 597 for (i = 0; i < NUM_COINS; i++)
630 { 598 {
631 object &coin = *coin_objs[i]; 599 object &coin = *coin_objs[i];
632 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);
633 to_pay -= num_coins * coin.value; 601 to_pay -= num_coins * coin.value;
634 602
635 coin.nrof -= num_coins; 603 coin.nrof -= num_coins;
636 /* Now start making change. Start at the coin value 604 /* Now start making change. Start at the coin value
637 * below the one we just did, and work down to 605 * below the one we just did, and work down to
647 count--; 615 count--;
648 } 616 }
649 } 617 }
650 618
651 for (i = 0; i < NUM_COINS; i++) 619 for (i = 0; i < NUM_COINS; i++)
652 {
653 if (coin_objs[i]->nrof) 620 if (coin_objs[i]->nrof)
654 {
655 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 621 insert_ob_in_ob (coin_objs [i], pouch);
656
657 esrv_send_item (pl, tmp);
658 esrv_send_item (pl, pouch);
659
660 if (pl != pouch)
661 esrv_update_item (UPD_WEIGHT, pl, pouch);
662
663 if (pl->type != PLAYER)
664 esrv_send_item (pl, pl);
665 }
666 else 622 else
667 coin_objs[i]->destroy (); 623 coin_objs[i]->destroy ();
668 }
669} 624}
670 625
671/* 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
672 * 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.
673 * 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
693 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 648 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
694 } 649 }
695 650
696 if (unpaid_price > player_wealth) 651 if (unpaid_price > player_wealth)
697 { 652 {
698 char buf[MAX_BUF]; 653 dynbuf_text &buf = msg_dynbuf; buf.clear ();
699 char cost[MAX_BUF];
700 char missing[MAX_BUF];
701 654
702 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 655 buf << "You have " << unpaid_count
703 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.>";
704 660
705 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);
706 unpaid_count, cost, missing);
707 new_draw_info (NDI_UNIQUE, 0, pl, buf);
708 662
709 return 0; 663 return 0;
710 } 664 }
711 else 665 else
712 return 1; 666 return 1;
741 SET_FLAG (op, FLAG_UNPAID); 695 SET_FLAG (op, FLAG_UNPAID);
742 return 0; 696 return 0;
743 } 697 }
744 else 698 else
745 { 699 {
746 object *tmp;
747
748 CLEAR_FLAG (op, FLAG_UNPAID); 700 CLEAR_FLAG (op, FLAG_UNPAID);
749 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 701 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
750 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));
751 tmp = merge_ob (op, NULL);
752 703
753 if (pl->type == PLAYER) 704 if (!merge_ob (op, op->env->inv))
754 {
755 if (tmp)
756 { /* it was merged */
757 esrv_del_item (pl->contr, op->count);
758 op = tmp;
759 }
760
761 esrv_send_item (pl, op); 705 esrv_update_item (UPD_FLAGS, pl, op);
762 }
763 706
764 goto next_item; 707 goto next_item;
765 } 708 }
766 } 709 }
767 } 710 }
786{ 729{
787 int count = 0; 730 int count = 0;
788 archetype *at = 0; 731 archetype *at = 0;
789 object *pouch = 0, *tmp = 0; 732 object *pouch = 0, *tmp = 0;
790 733
791 for (count = 0; coins[count] != NULL; count++) 734 for (count = 0; coins[count]; count++)
792 { 735 {
793 at = archetype::find (coins[count]); 736 at = archetype::find (coins[count]);
794 737
795 if (at == NULL) 738 if (at == NULL)
796 LOG (llevError, "Could not find %s archetype\n", coins[count]); 739 LOG (llevError, "Could not find %s archetype\n", coins[count]);
797 else if ((amount / at->value) > 0) 740 else if ((amount / at->value) > 0)
798 { 741 {
799 for (pouch = pl->inv; pouch; pouch = pouch->below) 742 for (pouch = pl->inv; pouch; pouch = pouch->below)
800 { 743 {
801 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"))
802 { 745 {
803 int w = at->weight * (100 - pouch->stats.Str) / 100; 746 int w = at->weight * (100 - pouch->stats.Str) / 100;
804 int n = amount / at->value; 747 int n = amount / at->value;
805 748
806 if (w == 0) 749 if (w == 0)
809 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))
810 { 753 {
811 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 754 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
812 n = (pouch->weight_limit - pouch->carrying) / w; 755 n = (pouch->weight_limit - pouch->carrying) / w;
813 756
814 tmp = arch_to_object (at); 757 object *tmp = at->instance ();
815 tmp->nrof = n; 758 tmp->nrof = n;
816 amount -= tmp->nrof * tmp->value; 759 amount -= tmp->nrof * tmp->value;
817 tmp = insert_ob_in_ob (tmp, pouch); 760 pouch->insert (tmp);
818 esrv_send_item (pl, tmp);
819 esrv_send_item (pl, pouch);
820 esrv_update_item (UPD_WEIGHT, pl, pouch);
821 esrv_send_item (pl, pl);
822 } 761 }
823 } 762 }
824 } 763 }
825 764
826 if (amount / at->value > 0) 765 if (amount / at->value > 0)
827 { 766 {
828 tmp = arch_to_object (at); 767 object *tmp = at->instance ();
829 tmp->nrof = amount / tmp->value; 768 tmp->nrof = amount / tmp->value;
830 amount -= tmp->nrof * tmp->value; 769 amount -= tmp->nrof * tmp->value;
831 tmp = insert_ob_in_ob (tmp, pl); 770 pl->insert (tmp);
832 esrv_send_item (pl, tmp);
833 esrv_send_item (pl, pl);
834 } 771 }
835 } 772 }
836 } 773 }
837 774
838 if (amount != 0) 775 if (amount != 0)
841 778
842/* elmex: this is for the bank plugin :( */ 779/* elmex: this is for the bank plugin :( */
843sint64 780sint64
844pay_player_arch (object *pl, const char *arch, sint64 amount) 781pay_player_arch (object *pl, const char *arch, sint64 amount)
845{ 782{
846 archetype *at = archetype::find (arch);
847 object *tmp = NULL;
848
849 if (at == NULL)
850 return 0;
851
852 if (amount > 0) 783 if (amount)
853 { 784 {
854 tmp = arch_to_object (at); 785 object *ob = archetype::get (arch);
786
787 if (!ob)
788 return 0;
789
855 tmp->nrof = amount; 790 ob->nrof = amount;
856 tmp = insert_ob_in_ob (tmp, pl); 791 pl->insert (ob);
857 esrv_send_item (pl, tmp);
858 esrv_send_item (pl, pl);
859 } 792 }
860 793
861 return 1; 794 return 1;
862} 795}
863 796
866 * buy item. 799 * buy item.
867 * 800 *
868 * Modified to fill available race: gold containers before dumping 801 * Modified to fill available race: gold containers before dumping
869 * remaining coins in character's inventory. 802 * remaining coins in character's inventory.
870 */ 803 */
871void 804bool
872sell_item (object *op, object *pl) 805sell_item (object *op, object *pl)
873{ 806{
874 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;
875 808
876 if (pl == NULL || pl->type != PLAYER) 809 if (pl == NULL || pl->type != PLAYER)
877 { 810 {
878 LOG (llevDebug, "Object other than player tried to sell something.\n"); 811 LOG (llevDebug, "Object other than player tried to sell something.\n");
879 return; 812 return false;
880 } 813 }
881 814
882 op->custom_name = 0; 815 op->custom_name = 0;
883 816
884 if (!amount) 817 if (!amount)
885 { 818 {
886 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.",
887 820 query_name (op));
888 /* 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
889 * worth something. If so, make it unpaid 822 // interested in it.
890 */
891 if (op->value)
892 {
893 SET_FLAG (op, FLAG_UNPAID);
894 SET_FLAG (op, FLAG_PLAYER_SOLD);
895 }
896
897 identify (op);
898 return; 823 return false;
899 } 824 }
900 825
901 /* We compare the price with the one for a player 826 /* We compare the price with the one for a player
902 * without bargaining skill. 827 * without bargaining skill.
903 * This determins the amount of exp (if any) gained for bargaining. 828 * This determins the amount of exp (if any) gained for bargaining.
908 if (extra_gain > 0) 833 if (extra_gain > 0)
909 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 834 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
910 835
911 pay_player (pl, amount); 836 pay_player (pl, amount);
912 837
913 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"));
914 841
915 SET_FLAG (op, FLAG_UNPAID); 842 SET_FLAG (op, FLAG_UNPAID);
916 identify (op); 843 identify (op);
917}
918 844
845 return true;
846}
919 847
920/* 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
921 * 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,
922 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 850 * returned value is between SPECIALISATION_EFFECT and 1.
923 * event is never less than 0.1 (calling functions divide by it)
924 */ 851 */
925static double 852static double
926shop_specialisation_ratio (const object *item, const maptile *map) 853shop_specialisation_ratio (const object *item, const maptile *map)
927{ 854{
928 shopitems *items = map->shopitems; 855 shopitems *items = map->shopitems;
929 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 856 int likedness = 0;
930 int i; 857 int i;
931 858
932 if (item == NULL) 859 if (item == NULL)
933 { 860 {
934 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);
940 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");
941 /* 868 /*
942 * 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
943 * 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.."
944 */ 871 */
945 return ratio; 872 return SPECIALISATION_EFFECT;
946 } 873 }
947 874
948 if (map->shopitems) 875 if (map->shopitems)
949 {
950 for (i = 0; i < items[0].index; i++) 876 for (i = 0; i < items[0].index; i++)
951 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 877 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
952 likedness = items[i].strength / 100.0; 878 likedness = items[i].strength;
953 }
954 879
955 if (likedness > 1.0) 880 if (likedness > 100)
956 { /* someone has been rather silly with the map headers. */ 881 { /* someone has been rather silly with the map headers. */
957 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);
958 likedness = 1.0; 883 likedness = 100;
959 } 884 }
960 885
961 if (likedness < -1.0) 886 if (likedness < -100)
962 { 887 {
963 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);
964 likedness = -1.0; 889 likedness = -100;
965 } 890 }
966 891
967 ratio = ratio + (1.0 - ratio) * likedness; 892 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
968
969 if (ratio <= 0.1)
970 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
971
972 return ratio;
973} 893}
974 894
975/*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. */
976static double 896static double
977shop_greed (const maptile *map) 897shop_greed (const maptile *map)
978{ 898{
979 double greed = 1.0;
980
981 if (map->shopgreed)
982 return map->shopgreed; 899 return map->shopgreed
983 return greed; 900 ? map->shopgreed
901 : 1.;
984} 902}
985 903
986/* 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.
987 * 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.
988 */ 906 */
989double 907double
990shopkeeper_approval (const maptile *map, const object *player) 908shopkeeper_approval (const maptile *map, const object *player)
991{ 909{
992 double approval = 1.0; 910 return map->shoprace && player->race != map->shoprace
993 911 ? DISLIKE_RATIO
994 if (map->shoprace) 912 : 1.;
995 {
996 approval = NEUTRAL_RATIO;
997 if (player->race && !strcmp (player->race, map->shoprace))
998 approval = 1.0;
999 }
1000
1001 return approval;
1002} 913}
1003 914
1004/* 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
1005 * 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
1006 * 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
1036 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 947 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1037 948
1038 if (map->shopmin && unit_price < map->shopmin) 949 if (map->shopmin && unit_price < map->shopmin)
1039 return 0; 950 return 0;
1040 else if (unit_price > tmpshopmax / 2) 951 else if (unit_price > tmpshopmax / 2)
1041 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 952 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1042 else 953 else
1043 newval = unit_price; 954 newval = unit_price;
1044 } 955 }
1045 956
1046 newval *= quantity; 957 newval *= quantity;
1050 961
1051/* 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. */
1052int 963int
1053describe_shop (const object *op) 964describe_shop (const object *op)
1054{ 965{
966 dynbuf_text buf;
1055 maptile *map = op->map; 967 maptile *map = op->map;
1056 968
1057 /*shopitems *items=map->shopitems; */ 969 /*shopitems *items=map->shopitems; */
1058 int pos = 0, i; 970 int pos = 0, i;
1059 double opinion = 0; 971 double opinion = 0;
1060 char tmp[MAX_BUF] = "\0";
1061 972
1062 if (op->type != PLAYER) 973 if (op->type != PLAYER)
1063 return 0; 974 return 0;
1064 975
1065 /*check if there is a shop specified for this map */ 976 /*check if there is a shop specified for this map */
1066 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 977 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1067 { 978 {
1068 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;
1069 981
1070 if (map->shopitems) 982 if (map->shopitems)
1071 for (i = 0; i < map->shopitems[0].index; i++) 983 for (i = 0; i < map->shopitems[0].index; i++)
1072 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 984 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1073 { 985 {
1074 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 986 buf << map->shopitems[i].name_pl;
1075 pos += strlen (tmp + pos); 987 prevcomma = lastcomma;
988 lastcomma = buf.size (); // remember offset
989 buf << ", ";
1076 } 990 }
1077 991
1078 if (!pos) 992 if (lastcomma)
993 {
994 buf.splice (lastcomma, 2);
995
996 if (prevcomma)
997 buf.splice (prevcomma, 2, " and ");
998 }
999 else
1079 strcat (tmp, "a little of everything."); 1000 buf << "a little of everything.";
1080 1001
1081 /* format the string into a list */ 1002 buf << ".\n\n";
1082 make_list_like (tmp);
1083 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1084 1003
1085 if (map->shopmax) 1004 if (map->shopmax)
1086 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";
1087 1006
1088 if (map->shopmin) 1007 if (map->shopmin)
1089 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";
1090 1009
1091 if (map->shopgreed) 1010 if (map->shopgreed)
1092 { 1011 {
1093 if (map->shopgreed > 2.0) 1012 if (map->shopgreed > 2.0)
1094 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1013 buf << "It tends to overcharge massively.\n\n";
1095 else if (map->shopgreed > 1.5) 1014 else if (map->shopgreed > 1.5)
1096 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1015 buf << "It tends to overcharge substantially.\n\n";
1097 else if (map->shopgreed > 1.1) 1016 else if (map->shopgreed > 1.1)
1098 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1017 buf << "It tends to overcharge slightly.\n\n";
1099 else if (map->shopgreed < 0.9) 1018 else if (map->shopgreed < 0.9)
1100 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1019 buf << "It tends to undercharge.\n\n";
1101 } 1020 }
1102 1021
1103 if (map->shoprace) 1022 if (map->shoprace)
1104 { 1023 {
1105 opinion = shopkeeper_approval (map, op); 1024 opinion = shopkeeper_approval (map, op);
1025
1106 if (opinion > 0.8) 1026 if (opinion > 0.8)
1107 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1027 buf << "You think the shopkeeper likes you.\n\n";
1108 else if (opinion > 0.5) 1028 else if (opinion > 0.5)
1109 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1029 buf << "The shopkeeper seems unconcerned by you.\n\n";
1110 else 1030 else
1111 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";
1112 } 1032 }
1113 } 1033 }
1114 else 1034 else
1115 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);
1116 1038
1117 return 1; 1039 return 1;
1118} 1040}
1119 1041
1120struct shopinv 1042struct shopinv
1135{ 1057{
1136 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1058 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1137 1059
1138 if (s1->type < s2->type) 1060 if (s1->type < s2->type)
1139 return -1; 1061 return -1;
1062
1140 if (s1->type > s2->type) 1063 if (s1->type > s2->type)
1141 return 1; 1064 return 1;
1142 1065
1143 /* 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
1144 * via alphabetical order 1067 * via alphabetical order
1187 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1110 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1188 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1111 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1189 (*numitems)++; 1112 (*numitems)++;
1190 break; 1113 break;
1191 } 1114 }
1115
1192 SET_FLAG (tmp, FLAG_UNPAID); 1116 SET_FLAG (tmp, FLAG_UNPAID);
1193} 1117}
1194 1118
1195void 1119void
1196shop_listing (object *sign, object *op) 1120shop_listing (object *sign, object *op)
1197{ 1121{
1198 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1122 int i, j, x1, x2, y1, y2;
1199 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1123 const char *shop_coords = sign->kv (shstr_shop_coords);
1200 object *stack; 1124 object *stack;
1201 shopinv *items; 1125 shopinv *items;
1202 1126
1203 /* 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 */
1204 if (op->type != PLAYER) 1128 if (!op->is_player ())
1205 return; 1129 return;
1130
1131 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1206 1132
1207 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) 1133 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1208 { 1134 {
1209 x1 = 0; 1135 x1 = 0;
1210 y1 = 0; 1136 y1 = 0;
1211 x2 = op->map->width - 1; 1137 x2 = op->map->width - 1;
1212 y2 = op->map->height - 1; 1138 y2 = op->map->height - 1;
1213 } 1139 }
1214 1140
1215 items = (shopinv *) malloc (40 * sizeof (shopinv));
1216 numallocated = 40; 1141 int numallocated = 40;
1142 int numitems = 0;
1143 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1217 1144
1218 /* Find all the appropriate items */ 1145 /* Find all the appropriate items */
1219 for (i = x1; i <= x2; i++) 1146 for (i = x1; i <= x2; i++)
1220 {
1221 for (j = y1; j < y2; j++) 1147 for (j = y1; j < y2; j++)
1222 {
1223 if (is_in_shop (op->map, i, j)) 1148 if (is_in_shop (op->map, i, j))
1149 {
1150 stack = GET_MAP_OB (op->map, i, j);
1151
1152 while (stack)
1224 { 1153 {
1225 stack = GET_MAP_OB (op->map, i, j); 1154 if (QUERY_FLAG (stack, FLAG_UNPAID))
1226
1227 while (stack)
1228 { 1155 {
1229 if (QUERY_FLAG (stack, FLAG_UNPAID))
1230 {
1231 if (numitems == numallocated) 1156 if (numitems == numallocated)
1232 {
1233 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1157 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1234 numallocated += 10;
1235 }
1236 1158
1237 add_shop_item (stack, items, &numitems, &numallocated); 1159 add_shop_item (stack, items, &numitems, &numallocated);
1238 }
1239
1240 stack = stack->above;
1241 } 1160 }
1161
1162 stack = stack->above;
1242 } 1163 }
1243 } 1164 }
1244 }
1245 1165
1246 if (numitems == 0) 1166 buf << (numitems ? "T<This shop contains:>\n\n"
1247 { 1167 : "T<This shop is currently empty.>");
1248 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1249 free (items);
1250 return;
1251 }
1252 1168
1253 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);
1254
1255 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1256 1170
1257 for (i = 0; i < numitems; i++) 1171 for (i = 0; i < numitems; i++)
1258 { 1172 {
1259 /* Collapse items of the same name together */ 1173 /* Collapse items of the same name together */
1260 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))
1261 {
1262 items[i + 1].nrof += items[i].nrof; 1175 items[i + 1].nrof += items[i].nrof;
1263 free (items[i].item_sort);
1264 free (items[i].item_real);
1265 }
1266 else 1176 else
1267 {
1268 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1269 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
1270 free (items[i].item_sort); 1179 free (items[i].item_sort);
1271 free (items[i].item_real); 1180 free (items[i].item_real);
1272 }
1273 } 1181 }
1182
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1274 1184
1275 free (items); 1185 free (items);
1276} 1186}
1277 1187
1278/* elmex: this function checks whether the object is in a shop */ 1188/* elmex: this function checks whether the object is in a shop */
1279bool 1189bool
1280is_in_shop (object *o) 1190is_in_shop (object *o)
1281{ 1191{
1282 if (!o->map) 1192 if (!o->is_on_map ())
1283 return false; 1193 return false;
1284 1194
1285 return is_in_shop (o->map, o->x, o->y); 1195 return is_in_shop (o->map, o->x, o->y);
1286} 1196}
1287 1197
1288/* 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
1289bool 1204bool
1290is_in_shop (maptile *map, int x, int y) 1205is_in_shop (maptile *map, int x, int y)
1291{ 1206{
1292 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))
1293 if (floor->type == SHOP_FLOOR) 1209 return floor->type == SHOP_FLOOR;
1294 return true;
1295 1210
1296 return false; 1211 return false;
1297} 1212}
1213

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