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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 1.84 by root, Fri Apr 30 21:07:55 2010 UTC

79 int no_bargain; 79 int no_bargain;
80 int identified; 80 int identified;
81 int not_cursed; 81 int not_cursed;
82 int approximate; 82 int approximate;
83 int shop; 83 int shop;
84 double diff;
85 84
86 approx_range = 0; 85 approx_range = 0;
87 86
88 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
89 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
90 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
91 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
92 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
93 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 92 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
94 93
94 int number = tmp->number_of ();
95
95 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
96 return tmp->nrof * tmp->value; 97 return number * tmp->value;
97 98
98 if (tmp->type == GEM) 99 if (tmp->type == GEM)
99 { 100 {
100 if (flag == F_TRUE) 101 if (flag == F_TRUE)
101 return (tmp->nrof * tmp->value); 102 return number * tmp->value;
102 103
103 if (flag == F_BUY) 104 if (flag == F_BUY)
104 return (sint64) (1.03 * tmp->nrof * tmp->value); 105 return 1.03 * number * tmp->value;
105 106
106 if (flag == F_SELL) 107 if (flag == F_SELL)
107 return (sint64) (0.97 * tmp->nrof * tmp->value); 108 return 0.97 * number * tmp->value;
108 109
109 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
110 return 0; 111 return 0;
111 } 112 }
112 113
113 int number = tmp->number_of ();
114
115 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
116 { 115 {
117 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 116 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
118 return 0; 117 return 0;
119 else 118 else
120 val = tmp->value * number; 119 val = number * tmp->value;
121 } 120 }
122 /* This area deals with objects that are not identified, but can be */ 121 /* This area deals with objects that are not identified, but can be */
123 else 122 else
124 { 123 {
125 if (flag == F_BUY) 124 if (flag == F_BUY)
134 else 133 else
135 { 134 {
136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 135 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
137 * unknown objects 136 * unknown objects
138 */ 137 */
139 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 138 if (tmp->flag [FLAG_BEEN_APPLIED])
140 val = number * tmp->arch->value * 2 / 3; 139 val = number * tmp->arch->value * 2 / 3;
141 else 140 else
142 val = number * tmp->arch->value / 3; 141 val = number * tmp->arch->value / 3;
143 } 142 }
144 } 143 }
145 } 144 }
146 145
147 /* If the item has been applied or identifed or does not need to be 146 /* 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 150 * tmp->arch->magic for any magic. The check for archetype
152 * magic is to not give extra money for archetypes that are by 151 * magic is to not give extra money for archetypes that are by
153 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
154 * already figured in that value. 153 * already figured in that value.
155 */ 154 */
156 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 155 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)) 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
158 { 157 {
159 if (tmp->magic > 0) 158 if (tmp->magic > 0)
160 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
161 else 160 else
162 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
163 * will actually be something like val /=2, /=3, etc. 162 * will actually be something like val /=2, /=3, etc.
164 */ 163 */
165 val /= (1 - tmp->magic); 164 val /= 1 - tmp->magic;
166 } 165 }
167 166
168 if (tmp->type == WAND) 167 if (tmp->type == WAND)
169 { 168 {
170 /* Value of the wand is multiplied by the number of 169 /* Value of the wand is multiplied by the number of
171 * charges. the treasure code already sets up the value 170 * charges. the treasure code already sets up the value
172 * 50 charges is used as the baseline. 171 * 50 charges is used as the baseline.
173 */ 172 */
174 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
175 val = (val * tmp->stats.food) / 50; 174 val *= tmp->stats.food / 50;
176 else /* if not identified, presume one charge */ 175 else /* if not identified, presume one charge */
177 val /= 50; 176 val /= 50;
178 } 177 }
179 178
180 /* Limit amount of money you can get for really great items. */ 179 /* Limit amount of money you can get for really great items. */
181 if (flag == F_SELL) 180 if (flag == F_SELL)
182 val = value_limit ((sint64) val, number, who, shop); 181 val = value_limit (val, number, who, shop);
183 182
184 // use a nonlinear price adjustment. as my predecessor said, don't change 183 // 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. 184 // the archetypes, its work required for balancing, and we don't care.
186 //val = pow (val, 1.05); 185 //val = pow (val, 1.05);
187 186
190 * AND Cha = 30 will get optimal price. 189 * AND Cha = 30 will get optimal price.
191 * Thus charisma will never get useless. 190 * Thus charisma will never get useless.
192 * -b.e. edler@heydernet.de 191 * -b.e. edler@heydernet.de
193 */ 192 */
194 193
195 if (who && who->type == PLAYER) 194 if (who && who->is_player ())
196 { 195 {
197 int lev_bargain = 0; 196 int lev_bargain = 0;
198 int lev_identify = 0; 197 int lev_identify = 0;
199 198
200 if (find_skill_by_number (who, SK_BARGAINING)) 199 if (!no_bargain)
201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 200 if (object *skill = find_skill_by_name (who, shstr_bargaining))
201 lev_bargain = skill->level;
202 202
203 if (const typedata *tmptype = get_typedata (tmp->type)) 203 if (const typedata *tmptype = get_typedata (tmp->type))
204 { 204 {
205 if (int idskill1 = tmptype->identifyskill) 205 if (int idskill1 = tmptype->identifyskill)
206 { 206 {
217 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
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 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
223 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
224 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 223 double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
225 diff = .02 + (.80 - .02) * diff; 224
225 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
226
227 // scale 0..1 to 2 .. 80%
228 factor = lerp (factor, 0., 1., 0.02, 0.80);
226 229
227 if (flag == F_BUY) 230 if (flag == F_BUY)
228 val += val * diff; 231 val += val * factor;
229 else if (flag == F_SELL) 232 else if (flag == F_SELL)
230 val -= val * diff; 233 val -= val * factor;
231 234
232 // now find a price range. the less good we can judge, the larger the range is 235 // 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 236 // then the range is adjusted randomly around the correct value
234 if (approximate) 237 if (approximate)
235 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
236 } 239 }
237 240
238 /* I don't think this should really happen - if it does, it indicates and 241 /* I don't think this should really happen - if it does, it indicates and
239 * overflow of diff above. That should only happen if 242 * overflow of diff above. That should only happen if
240 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
241 * gets no money. 244 * gets no money.
242 */ 245 */
243 if ((sint64) val < 0) 246 if ((sint64) val < 0)
244 val = 0; 247 val = 0;
245 248
246 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
247 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) 250 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
248 { 251 min_it (val, 1000);
249 val = (val > 600) ? 600 : val;
250 }
251 252
252 /* if we are in a shop, check how the type of shop should affect the price */ 253 /* if we are in a shop, check how the type of shop should affect the price */
253 if (shop && who) 254 if (shop && who)
254 { 255 {
255 if (flag == F_SELL) 256 if (flag == F_SELL)
256 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 257 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
257 else if (flag == F_BUY) 258 else if (flag == F_BUY)
258 { 259 {
259 /* 260 /*
260 * when buying, if the item was sold by another player, it is ok to 261 * 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 262 * let the item be sold cheaper, according to the specialisation of
267 * be sold for (otherwise players could camp map resets to make money). 268 * 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 269 * 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 270 * value of the items they sell (much like how people sometimes find
270 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
271 */ 272 */
272 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
273 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 274 val *= shop_specialisation_ratio (tmp, who->map);
274 else 275 else
275 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 276 val /= shop_specialisation_ratio (tmp, who->map);
277
278 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
276 } 279 }
277 280
278 /* we will also have an extra 0-5% variation between shops of the same type 281 /* 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 282 * for valuable items (below a value of 50 this effect wouldn't be very
280 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
281 */ 284 */
282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 285 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
283 if (val > 50) 286 if (val > 50)
284 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 287 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
285 } 288 }
286 289
287 return (sint64) val; 290 return val;
288} 291}
289 292
290/* Find the coin type that is worth more the 'c'. Starts at the 293/* Find the coin type that is worth more the 'c'. Starts at the
291 * cointype placement. 294 * cointype placement.
292 */ 295 */
296{ 299{
297 archetype *coin; 300 archetype *coin;
298 301
299 do 302 do
300 { 303 {
301 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
302 return NULL; 305 return 0;
306
303 coin = archetype::find (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
304 if (coin == NULL) 309 if (!coin)
305 return NULL; 310 return 0;
311
306 *cointype += 1; 312 *cointype += 1;
307 } 313 }
308 while (coin->value > c); 314 while (coin->value > c);
309 315
310 return coin; 316 return coin;
321 * 10,000 silver or something) 327 * 10,000 silver or something)
322 */ 328 */
323const char * 329const char *
324cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
325{ 331{
326 static char buf[MAX_BUF];
327 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
328 int num, cointype = 0; 333 int num, cointype = 0;
329 334
330 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
331 if (coin == NULL) 336 if (!coin)
332 return "nothing"; 337 return "nothing";
333 338
334 num = cost / coin->value; 339 num = cost / coin->value;
335 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
336 * If it takes more coins than a person can possibly carry, this 341 * If it takes more coins than a person can possibly carry, this
337 * is basically true. 342 * is basically true.
338 */ 343 */
339 if ((cost / coin->value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
340 {
341 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
342 return buf;
343 }
344 346
345 cost -= num * (sint64)coin->value; 347 cost -= num * (sint64)coin->value;
346 348
347 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 349 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
348 350
349 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
350 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
351 return buf; 353 return buf;
352 354
353 coin = next_coin; 355 coin = next_coin;
354 num = cost / coin->value; 356 num = cost / coin->value;
355 cost -= num * (sint64)coin->value; 357 cost -= num * (sint64)coin->value;
356 358
357 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 359 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
358
359 return buf;
360} 360}
361 361
362const char * 362const char *
363query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
364{ 364{
383 { 383 {
384 if (!idskill1 || !find_skill_by_number (who, idskill1)) 384 if (!idskill1 || !find_skill_by_number (who, idskill1))
385 { 385 {
386 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
387 { 387 {
388 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_name (who, shstr_bargaining))
389 { 389 {
390 static char buf[MAX_BUF];
391 int num, cointype = 0; 390 int num, cointype = 0;
392 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
393 392
394 if (coin == NULL) 393 if (!coin)
395 return "nothing"; 394 return "nothing";
396 395
397 num = real_value / coin->value; 396 num = real_value / coin->value;
398 397
399 if (num == 1) 398 if (num == 1)
400 sprintf (buf, "about one %s", &coin->object::name); 399 return format ("about one %s", &coin->object::name);
401 else if (num < 5) 400 else if (num < 5)
402 sprintf (buf, "a few %s", &coin->object::name_pl); 401 return format ("a few %s", &coin->object::name_pl);
403 else if (num < 10) 402 else if (num < 10)
404 sprintf (buf, "several %s", &coin->object::name_pl); 403 return format ("several %s", &coin->object::name_pl);
405 else if (num < 25) 404 else if (num < 25)
406 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
407 else if (num < 100) 406 else if (num < 100)
408 sprintf (buf, "lots of %s", &coin->object::name_pl); 407 return format ("lots of %s", &coin->object::name_pl);
409 else if (num < 1000) 408 else if (num < 1000)
410 sprintf (buf, "a great many %s", &coin->object::name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
411 else 410 else
412 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
413
414 return buf;
415 } 412 }
416 } 413 }
417 } 414 }
418 415
419 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
420
421 if (approx_range) 416 if (approx_range)
422 { 417 {
418 int hash = tmp->random_seed () & 1023;
423 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
424 static char buf[MAX_BUF];
425 420
426 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
427 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
428 423 cost_string_from_value (lo + approx_range, 1));
429 return buf;
430 } 424 }
431 } 425 }
432 426
433 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
434} 428}
449 } 443 }
450 444
451 for (tmp = op->inv; tmp; tmp = tmp->below) 445 for (tmp = op->inv; tmp; tmp = tmp->below)
452 if (tmp->type == MONEY) 446 if (tmp->type == MONEY)
453 total += tmp->nrof * (sint64)tmp->value; 447 total += tmp->nrof * (sint64)tmp->value;
454 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold"))) 448 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
455 total += query_money (tmp); 449 total += query_money (tmp);
456 450
457 return total; 451 return total;
458} 452}
459 453
474 return 0; 468 return 0;
475 469
476 pay_from_container (pl, pl, to_pay); 470 pay_from_container (pl, pl, to_pay);
477 471
478 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 472 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"))) 473 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
480 pay_from_container (pl, pouch, to_pay); 474 pay_from_container (pl, pouch, to_pay);
481 475
482 pl->update_stats (); 476 pl->update_stats ();
483 return 1; 477 return 1;
484} 478}
506 * This determins the amount of exp (if any) gained for bargaining. 500 * This determins the amount of exp (if any) gained for bargaining.
507 */ 501 */
508 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; 502 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
509 503
510 if (saved_money > 0) 504 if (saved_money > 0)
511 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
512 506
513 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
514 508
515 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 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"))) 510 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
517 pay_from_container (pl, pouch, to_pay); 511 pay_from_container (pl, pouch, to_pay);
518 512
519 pl->update_stats (); 513 pl->update_stats ();
520 514
521 return 1; 515 return 1;
640 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 634 LOG (llevError, "can_pay(): called against something that isn't a player\n");
641 return 0; 635 return 0;
642 } 636 }
643 637
644 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 638 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
645 if (QUERY_FLAG (item, FLAG_UNPAID)) 639 if (item->flag [FLAG_UNPAID])
646 { 640 {
647 unpaid_count++; 641 unpaid_count++;
648 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 642 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
649 } 643 }
650 644
679 { 673 {
680 next_item: 674 next_item:
681 675
682 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
683 { 677 {
684 if (QUERY_FLAG (op, FLAG_UNPAID)) 678 if (op->flag [FLAG_UNPAID])
685 { 679 {
686 char buf[MAX_BUF];
687 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 680 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
688 681
689 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
690 { 683 {
691 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 684 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
692 685
693 CLEAR_FLAG (op, FLAG_UNPAID); 686 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)); 687 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); 688 op->set_flag (FLAG_UNPAID);
696 return 0; 689 return 0;
697 } 690 }
698 else 691 else
699 { 692 {
700 CLEAR_FLAG (op, FLAG_UNPAID); 693 op->clr_flag (FLAG_UNPAID);
701 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 694 op->clr_flag (FLAG_PLAYER_SOLD);
702 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 695 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
703 696
704 if (!merge_ob (op, op->env->inv)) 697 if (!merge_ob (op, op->env->inv))
705 esrv_update_item (UPD_FLAGS, pl, op); 698 esrv_update_item (UPD_FLAGS, pl, op);
706 699
707 goto next_item; 700 goto next_item;
739 LOG (llevError, "Could not find %s archetype\n", coins[count]); 732 LOG (llevError, "Could not find %s archetype\n", coins[count]);
740 else if ((amount / at->value) > 0) 733 else if ((amount / at->value) > 0)
741 { 734 {
742 for (pouch = pl->inv; pouch; pouch = pouch->below) 735 for (pouch = pl->inv; pouch; pouch = pouch->below)
743 { 736 {
744 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold")) 737 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
745 { 738 {
746 int w = at->weight * (100 - pouch->stats.Str) / 100; 739 int w = at->weight * (100 - pouch->stats.Str) / 100;
747 int n = amount / at->value; 740 int n = amount / at->value;
748 741
749 if (w == 0) 742 if (w == 0)
829 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
830 */ 823 */
831 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 824 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
832 825
833 if (extra_gain > 0) 826 if (extra_gain > 0)
834 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
835 828
836 pay_player (pl, amount); 829 pay_player (pl, amount);
837 830
838 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", 831 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)); 832 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
840 pl->play_sound (sound_find ("shop_sell")); 833 pl->play_sound (sound_find ("shop_sell"));
841 834
842 SET_FLAG (op, FLAG_UNPAID); 835 op->set_flag (FLAG_UNPAID);
843 identify (op); 836 identify (op);
844 837
845 return true; 838 return true;
846} 839}
847 840
1070} 1063}
1071 1064
1072static void 1065static void
1073add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1066add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1074{ 1067{
1075#if 0
1076 char buf[MAX_BUF];
1077#endif
1078 /* clear unpaid flag so that doesn't come up in query 1068 /* clear unpaid flag so that doesn't come up in query
1079 * string. We clear nrof so that we can better sort 1069 * string. We clear nrof so that we can better sort
1080 * the object names. 1070 * the object names.
1081 */ 1071 */
1082 1072
1083 CLEAR_FLAG (tmp, FLAG_UNPAID); 1073 tmp->clr_flag (FLAG_UNPAID);
1084 items[*numitems].nrof = tmp->nrof; 1074 items[*numitems].nrof = tmp->nrof;
1085 /* Non mergable items have nrof of 0, but count them as one 1075 /* Non mergable items have nrof of 0, but count them as one
1086 * so the display is properly. 1076 * so the display is properly.
1087 */ 1077 */
1088 if (tmp->nrof == 0) 1078 if (tmp->nrof == 0)
1111 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1101 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1112 (*numitems)++; 1102 (*numitems)++;
1113 break; 1103 break;
1114 } 1104 }
1115 1105
1116 SET_FLAG (tmp, FLAG_UNPAID); 1106 tmp->set_flag (FLAG_UNPAID);
1117} 1107}
1118 1108
1119void 1109void
1120shop_listing (object *sign, object *op) 1110shop_listing (object *sign, object *op)
1121{ 1111{
1143 items = (shopinv *)malloc (sizeof (shopinv) * numallocated); 1133 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1144 1134
1145 /* Find all the appropriate items */ 1135 /* Find all the appropriate items */
1146 for (i = x1; i <= x2; i++) 1136 for (i = x1; i <= x2; i++)
1147 for (j = y1; j < y2; j++) 1137 for (j = y1; j < y2; j++)
1148 if (is_in_shop (op->map, i, j)) 1138 if (op->map->is_in_shop (i, j))
1149 { 1139 {
1150 stack = GET_MAP_OB (op->map, i, j); 1140 stack = GET_MAP_OB (op->map, i, j);
1151 1141
1152 while (stack) 1142 while (stack)
1153 { 1143 {
1154 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1144 if (stack->flag [FLAG_UNPAID])
1155 { 1145 {
1156 if (numitems == numallocated) 1146 if (numitems == numallocated)
1157 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2)); 1147 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1158 1148
1159 add_shop_item (stack, items, &numitems, &numallocated); 1149 add_shop_item (stack, items, &numitems, &numallocated);
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf); 1173 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1184 1174
1185 free (items); 1175 free (items);
1186} 1176}
1187 1177
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 1178/* 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 1179 - 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 1180 floor tile. this possibly will make map bugs where shopfloors are above
1201 floors more obvious. 1181 floors more obvious.
1202*/ 1182*/
1203
1204bool 1183bool
1205is_in_shop (maptile *map, int x, int y) 1184maptile::is_in_shop (int x, int y) const
1206{ 1185{
1207 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1186 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1208 if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) 1187 if (floor->flag [FLAG_IS_FLOOR])
1209 return floor->type == SHOP_FLOOR; 1188 return floor->type == SHOP_FLOOR;
1210 1189
1211 return false; 1190 return false;
1212} 1191}
1213 1192

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