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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.76 by root, Fri Mar 26 01:04:45 2010 UTC vs.
Revision 1.81 by root, Wed Apr 28 19:20:48 2010 UTC

90 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
91 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
92 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
93 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 93 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
94 94
95 int number = tmp->number_of ();
96
95 if (tmp->type == MONEY) 97 if (tmp->type == MONEY)
96 return tmp->nrof * tmp->value; 98 return number * tmp->value;
97 99
98 if (tmp->type == GEM) 100 if (tmp->type == GEM)
99 { 101 {
100 if (flag == F_TRUE) 102 if (flag == F_TRUE)
101 return (tmp->nrof * tmp->value); 103 return number * tmp->value;
102 104
103 if (flag == F_BUY) 105 if (flag == F_BUY)
104 return (sint64) (1.03 * tmp->nrof * tmp->value); 106 return 1.03 * number * tmp->value;
105 107
106 if (flag == F_SELL) 108 if (flag == F_SELL)
107 return (sint64) (0.97 * tmp->nrof * tmp->value); 109 return 0.97 * number * tmp->value;
108 110
109 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 111 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
110 return 0; 112 return 0;
111 } 113 }
112 114
113 int number = tmp->number_of ();
114
115 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
116 { 116 {
117 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 117 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
118 return 0; 118 return 0;
119 else 119 else
120 val = tmp->value * number; 120 val = number * tmp->value;
121 } 121 }
122 /* 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 */
123 else 123 else
124 { 124 {
125 if (flag == F_BUY) 125 if (flag == F_BUY)
134 else 134 else
135 { 135 {
136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
137 * unknown objects 137 * unknown objects
138 */ 138 */
139 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 139 if (tmp->flag [FLAG_BEEN_APPLIED])
140 val = number * tmp->arch->value * 2 / 3; 140 val = number * tmp->arch->value * 2 / 3;
141 else 141 else
142 val = number * tmp->arch->value / 3; 142 val = number * tmp->arch->value / 3;
143 } 143 }
144 } 144 }
145 } 145 }
146 146
147 /* 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
151 * tmp->arch->magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
152 * 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
153 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
154 * already figured in that value. 154 * already figured in that value.
155 */ 155 */
156 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 156 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
157 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) 157 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
158 { 158 {
159 if (tmp->magic > 0) 159 if (tmp->magic > 0)
160 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
161 else 161 else
162 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
163 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
164 */ 164 */
165 val /= (1 - tmp->magic); 165 val /= 1 - tmp->magic;
166 } 166 }
167 167
168 if (tmp->type == WAND) 168 if (tmp->type == WAND)
169 { 169 {
170 /* Value of the wand is multiplied by the number of 170 /* Value of the wand is multiplied by the number of
171 * charges. the treasure code already sets up the value 171 * charges. the treasure code already sets up the value
172 * 50 charges is used as the baseline. 172 * 50 charges is used as the baseline.
173 */ 173 */
174 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
175 val = (val * tmp->stats.food) / 50; 175 val *= tmp->stats.food / 50;
176 else /* if not identified, presume one charge */ 176 else /* if not identified, presume one charge */
177 val /= 50; 177 val /= 50;
178 } 178 }
179 179
180 /* Limit amount of money you can get for really great items. */ 180 /* Limit amount of money you can get for really great items. */
181 if (flag == F_SELL) 181 if (flag == F_SELL)
182 val = value_limit ((sint64) val, number, who, shop); 182 val = value_limit (val, number, who, shop);
183 183
184 // use a nonlinear price adjustment. as my predecessor said, don't change 184 // use a nonlinear price adjustment. as my predecessor said, don't change
185 // the archetypes, its work required for balancing, and we don't care. 185 // the archetypes, its work required for balancing, and we don't care.
186 //val = pow (val, 1.05); 186 //val = pow (val, 1.05);
187 187
218 * will come from the basic stat charisma 218 * will come from the basic stat charisma
219 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
220 */ 220 */
221 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
222 222
223 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 / MAXLEVEL_TREASURE, 0.25);
224 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.);
225 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
226 226
227 if (flag == F_BUY) 227 if (flag == F_BUY)
228 val += val * diff; 228 val += val * diff;
230 val -= val * diff; 230 val -= val * diff;
231 231
232 // 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
233 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
234 if (approximate) 234 if (approximate)
235 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = val / sqrt (lev_identify * 3 + 1);
236 } 236 }
237 237
238 /* 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
239 * overflow of diff above. That should only happen if 239 * overflow of diff above. That should only happen if
240 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
241 * gets no money. 241 * gets no money.
242 */ 242 */
243 if ((sint64) val < 0) 243 if ((sint64) val < 0)
244 val = 0; 244 val = 0;
245 245
246 /* Unidentified stuff won't sell for more than 60gp */ 246 /* Unidentified stuff won't sell for more than 10gp */
247 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) 247 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
248 { 248 min_it (val, 1000);
249 val = (val > 600) ? 600 : val;
250 }
251 249
252 /* if we are in a shop, check how the type of shop should affect the price */ 250 /* if we are in a shop, check how the type of shop should affect the price */
253 if (shop && who) 251 if (shop && who)
254 { 252 {
255 if (flag == F_SELL) 253 if (flag == F_SELL)
256 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 254 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
257 else if (flag == F_BUY) 255 else if (flag == F_BUY)
258 { 256 {
259 /* 257 /*
260 * when buying, if the item was sold by another player, it is ok to 258 * when buying, if the item was sold by another player, it is ok to
261 * let the item be sold cheaper, according to the specialisation of 259 * let the item be sold cheaper, according to the specialisation of
267 * be sold for (otherwise players could camp map resets to make money). 265 * be sold for (otherwise players could camp map resets to make money).
268 * In game terms, a non-specialist shop, might not recognise the true 266 * In game terms, a non-specialist shop, might not recognise the true
269 * value of the items they sell (much like how people sometimes find 267 * value of the items they sell (much like how people sometimes find
270 * antiques in a junk shop in real life). 268 * antiques in a junk shop in real life).
271 */ 269 */
272 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 270 if (tmp->flag [FLAG_PLAYER_SOLD])
273 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 271 val *= shop_specialisation_ratio (tmp, who->map);
274 else 272 else
275 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 273 val /= shop_specialisation_ratio (tmp, who->map);
274
275 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
276 } 276 }
277 277
278 /* 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
279 * 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
280 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
281 */ 281 */
282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
283 if (val > 50) 283 if (val > 50)
284 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 284 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
285 } 285 }
286 286
287 return (sint64) val; 287 return val;
288} 288}
289 289
290/* 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
291 * cointype placement. 291 * cointype placement.
292 */ 292 */
296{ 296{
297 archetype *coin; 297 archetype *coin;
298 298
299 do 299 do
300 { 300 {
301 if (coins[*cointype] == NULL) 301 if (!coins [*cointype])
302 return NULL; 302 return 0;
303
303 coin = archetype::find (coins[*cointype]); 304 coin = archetype::find (coins [*cointype]);
305
304 if (coin == NULL) 306 if (!coin)
305 return NULL; 307 return 0;
308
306 *cointype += 1; 309 *cointype += 1;
307 } 310 }
308 while (coin->value > c); 311 while (coin->value > c);
309 312
310 return coin; 313 return coin;
321 * 10,000 silver or something) 324 * 10,000 silver or something)
322 */ 325 */
323const char * 326const char *
324cost_string_from_value (sint64 cost, int approx) 327cost_string_from_value (sint64 cost, int approx)
325{ 328{
326 static char buf[MAX_BUF];
327 archetype *coin, *next_coin; 329 archetype *coin, *next_coin;
328 int num, cointype = 0; 330 int num, cointype = 0;
329 331
330 coin = find_next_coin (cost, &cointype); 332 coin = find_next_coin (cost, &cointype);
331 if (coin == NULL) 333 if (!coin)
332 return "nothing"; 334 return "nothing";
333 335
334 num = cost / coin->value; 336 num = cost / coin->value;
335 /* so long as nrof is 32 bit, this is true. 337 /* so long as nrof is 32 bit, this is true.
336 * If it takes more coins than a person can possibly carry, this 338 * If it takes more coins than a person can possibly carry, this
337 * is basically true. 339 * is basically true.
338 */ 340 */
339 if ((cost / coin->value) > UINT32_MAX) 341 if (cost / coin->value > UINT32_MAX)
340 {
341 strcpy (buf, "an unimaginable sum of money"); 342 return "an unimaginable sum of money";
342 return buf;
343 }
344 343
345 cost -= num * (sint64)coin->value; 344 cost -= num * (sint64)coin->value;
346 345
347 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 346 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
348 347
349 next_coin = find_next_coin (cost, &cointype); 348 next_coin = find_next_coin (cost, &cointype);
350 if (next_coin == NULL || approx) 349 if (!next_coin || approx)
351 return buf; 350 return buf;
352 351
353 coin = next_coin; 352 coin = next_coin;
354 num = cost / coin->value; 353 num = cost / coin->value;
355 cost -= num * (sint64)coin->value; 354 cost -= num * (sint64)coin->value;
356 355
357 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 356 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
358
359 return buf;
360} 357}
361 358
362const char * 359const char *
363query_cost_string (const object *tmp, object *who, int flag) 360query_cost_string (const object *tmp, object *who, int flag)
364{ 361{
385 { 382 {
386 if (!idskill2 || !find_skill_by_number (who, idskill2)) 383 if (!idskill2 || !find_skill_by_number (who, idskill2))
387 { 384 {
388 if (!find_skill_by_number (who, SK_BARGAINING)) 385 if (!find_skill_by_number (who, SK_BARGAINING))
389 { 386 {
390 static char buf[MAX_BUF];
391 int num, cointype = 0; 387 int num, cointype = 0;
392 archetype *coin = find_next_coin (real_value, &cointype); 388 archetype *coin = find_next_coin (real_value, &cointype);
393 389
394 if (coin == NULL) 390 if (!coin)
395 return "nothing"; 391 return "nothing";
396 392
397 num = real_value / coin->value; 393 num = real_value / coin->value;
398 394
399 if (num == 1) 395 if (num == 1)
400 sprintf (buf, "about one %s", &coin->object::name); 396 return format ("about one %s", &coin->object::name);
401 else if (num < 5) 397 else if (num < 5)
402 sprintf (buf, "a few %s", &coin->object::name_pl); 398 return format ("a few %s", &coin->object::name_pl);
403 else if (num < 10) 399 else if (num < 10)
404 sprintf (buf, "several %s", &coin->object::name_pl); 400 return format ("several %s", &coin->object::name_pl);
405 else if (num < 25) 401 else if (num < 25)
406 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 402 return format ("a moderate amount of %s", &coin->object::name_pl);
407 else if (num < 100) 403 else if (num < 100)
408 sprintf (buf, "lots of %s", &coin->object::name_pl); 404 return format ("lots of %s", &coin->object::name_pl);
409 else if (num < 1000) 405 else if (num < 1000)
410 sprintf (buf, "a great many %s", &coin->object::name_pl); 406 return format ("a great many %s", &coin->object::name_pl);
411 else 407 else
412 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 408 return format ("a vast quantity of %s", &coin->object::name_pl);
413
414 return buf;
415 } 409 }
416 } 410 }
417 } 411 }
418 412
419 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
420
421 if (approx_range) 413 if (approx_range)
422 { 414 {
415 int hash = tmp->random_seed () & 1023;
423 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 416 sint64 lo = real_value - (approx_range * hash >> 10);
424 static char buf[MAX_BUF];
425 417
426 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 418 return format ("between %s and %s",
427 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 419 cost_string_from_value (lo, 1),
428 420 cost_string_from_value (lo + approx_range, 1));
429 return buf;
430 } 421 }
431 } 422 }
432 423
433 return cost_string_from_value (real_value, 0); 424 return cost_string_from_value (real_value, 0);
434} 425}
449 } 440 }
450 441
451 for (tmp = op->inv; tmp; tmp = tmp->below) 442 for (tmp = op->inv; tmp; tmp = tmp->below)
452 if (tmp->type == MONEY) 443 if (tmp->type == MONEY)
453 total += tmp->nrof * (sint64)tmp->value; 444 total += tmp->nrof * (sint64)tmp->value;
454 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold"))) 445 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
455 total += query_money (tmp); 446 total += query_money (tmp);
456 447
457 return total; 448 return total;
458} 449}
459 450
474 return 0; 465 return 0;
475 466
476 pay_from_container (pl, pl, to_pay); 467 pay_from_container (pl, pl, to_pay);
477 468
478 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 469 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
479 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) 470 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
480 pay_from_container (pl, pouch, to_pay); 471 pay_from_container (pl, pouch, to_pay);
481 472
482 pl->update_stats (); 473 pl->update_stats ();
483 return 1; 474 return 1;
484} 475}
511 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 502 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
512 503
513 pay_from_container (pl, pl, to_pay); 504 pay_from_container (pl, pl, to_pay);
514 505
515 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
516 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) 507 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
517 pay_from_container (pl, pouch, to_pay); 508 pay_from_container (pl, pouch, to_pay);
518 509
519 pl->update_stats (); 510 pl->update_stats ();
520 511
521 return 1; 512 return 1;
640 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 631 LOG (llevError, "can_pay(): called against something that isn't a player\n");
641 return 0; 632 return 0;
642 } 633 }
643 634
644 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 635 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
645 if (QUERY_FLAG (item, FLAG_UNPAID)) 636 if (item->flag [FLAG_UNPAID])
646 { 637 {
647 unpaid_count++; 638 unpaid_count++;
648 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 639 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
649 } 640 }
650 641
679 { 670 {
680 next_item: 671 next_item:
681 672
682 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 673 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
683 { 674 {
684 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (op->flag [FLAG_UNPAID])
685 { 676 {
686 char buf[MAX_BUF];
687 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 677 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
688 678
689 if (!pay_for_item (op, pl)) 679 if (!pay_for_item (op, pl))
690 { 680 {
691 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 681 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
692 682
693 CLEAR_FLAG (op, FLAG_UNPAID); 683 op->clr_flag (FLAG_UNPAID);
694 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); 684 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
695 SET_FLAG (op, FLAG_UNPAID); 685 op->set_flag (FLAG_UNPAID);
696 return 0; 686 return 0;
697 } 687 }
698 else 688 else
699 { 689 {
700 CLEAR_FLAG (op, FLAG_UNPAID); 690 op->clr_flag (FLAG_UNPAID);
701 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 691 op->clr_flag (FLAG_PLAYER_SOLD);
702 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 692 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
703 693
704 if (!merge_ob (op, op->env->inv)) 694 if (!merge_ob (op, op->env->inv))
705 esrv_update_item (UPD_FLAGS, pl, op); 695 esrv_update_item (UPD_FLAGS, pl, op);
706 696
707 goto next_item; 697 goto next_item;
739 LOG (llevError, "Could not find %s archetype\n", coins[count]); 729 LOG (llevError, "Could not find %s archetype\n", coins[count]);
740 else if ((amount / at->value) > 0) 730 else if ((amount / at->value) > 0)
741 { 731 {
742 for (pouch = pl->inv; pouch; pouch = pouch->below) 732 for (pouch = pl->inv; pouch; pouch = pouch->below)
743 { 733 {
744 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold")) 734 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
745 { 735 {
746 int w = at->weight * (100 - pouch->stats.Str) / 100; 736 int w = at->weight * (100 - pouch->stats.Str) / 100;
747 int n = amount / at->value; 737 int n = amount / at->value;
748 738
749 if (w == 0) 739 if (w == 0)
837 827
838 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", 828 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)); 829 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
840 pl->play_sound (sound_find ("shop_sell")); 830 pl->play_sound (sound_find ("shop_sell"));
841 831
842 SET_FLAG (op, FLAG_UNPAID); 832 op->set_flag (FLAG_UNPAID);
843 identify (op); 833 identify (op);
844 834
845 return true; 835 return true;
846} 836}
847 837
1070} 1060}
1071 1061
1072static void 1062static void
1073add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1063add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1074{ 1064{
1075#if 0
1076 char buf[MAX_BUF];
1077#endif
1078 /* clear unpaid flag so that doesn't come up in query 1065 /* clear unpaid flag so that doesn't come up in query
1079 * string. We clear nrof so that we can better sort 1066 * string. We clear nrof so that we can better sort
1080 * the object names. 1067 * the object names.
1081 */ 1068 */
1082 1069
1083 CLEAR_FLAG (tmp, FLAG_UNPAID); 1070 tmp->clr_flag (FLAG_UNPAID);
1084 items[*numitems].nrof = tmp->nrof; 1071 items[*numitems].nrof = tmp->nrof;
1085 /* Non mergable items have nrof of 0, but count them as one 1072 /* Non mergable items have nrof of 0, but count them as one
1086 * so the display is properly. 1073 * so the display is properly.
1087 */ 1074 */
1088 if (tmp->nrof == 0) 1075 if (tmp->nrof == 0)
1111 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1098 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1112 (*numitems)++; 1099 (*numitems)++;
1113 break; 1100 break;
1114 } 1101 }
1115 1102
1116 SET_FLAG (tmp, FLAG_UNPAID); 1103 tmp->set_flag (FLAG_UNPAID);
1117} 1104}
1118 1105
1119void 1106void
1120shop_listing (object *sign, object *op) 1107shop_listing (object *sign, object *op)
1121{ 1108{
1143 items = (shopinv *)malloc (sizeof (shopinv) * numallocated); 1130 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1144 1131
1145 /* Find all the appropriate items */ 1132 /* Find all the appropriate items */
1146 for (i = x1; i <= x2; i++) 1133 for (i = x1; i <= x2; i++)
1147 for (j = y1; j < y2; j++) 1134 for (j = y1; j < y2; j++)
1148 if (is_in_shop (op->map, i, j)) 1135 if (op->map->is_in_shop (i, j))
1149 { 1136 {
1150 stack = GET_MAP_OB (op->map, i, j); 1137 stack = GET_MAP_OB (op->map, i, j);
1151 1138
1152 while (stack) 1139 while (stack)
1153 { 1140 {
1154 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1141 if (stack->flag [FLAG_UNPAID])
1155 { 1142 {
1156 if (numitems == numallocated) 1143 if (numitems == numallocated)
1157 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2)); 1144 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1158 1145
1159 add_shop_item (stack, items, &numitems, &numallocated); 1146 add_shop_item (stack, items, &numitems, &numallocated);
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf); 1170 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1184 1171
1185 free (items); 1172 free (items);
1186} 1173}
1187 1174
1188/* elmex: this function checks whether the object is in a shop */
1189bool
1190is_in_shop (object *o)
1191{
1192 if (!o->is_on_map ())
1193 return false;
1194
1195 return is_in_shop (o->map, o->x, o->y);
1196}
1197
1198/* elmex: this function checks whether we are in a shop or not 1175/* 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 1176 - 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 1177 floor tile. this possibly will make map bugs where shopfloors are above
1201 floors more obvious. 1178 floors more obvious.
1202*/ 1179*/
1203
1204bool 1180bool
1205is_in_shop (maptile *map, int x, int y) 1181maptile::is_in_shop (int x, int y) const
1206{ 1182{
1207 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1183 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1208 if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) 1184 if (floor->flag [FLAG_IS_FLOOR])
1209 return floor->type == SHOP_FLOOR; 1185 return floor->type == SHOP_FLOOR;
1210 1186
1211 return false; 1187 return false;
1212} 1188}
1213 1189

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