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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.81 by root, Wed Apr 28 19:20:48 2010 UTC

1/* 1/*
2 * static char *rcsid_shop_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: shop.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
32#include <living.h> 28#include <living.h>
33#include <newclient.h>
34#ifndef __CEXTRACT__
35#include <sproto.h> 29#include <sproto.h>
36#endif
37#include <math.h>
38 30
39/* 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
40 * 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
41 * 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
42 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
43 * 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,
44 * (though not useful) effects. 36 * (though not useful) effects.
45 */ 37 */
46#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
47 39
48/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
49#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
50 42
51static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
52static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
53static double shop_specialisation_ratio(const object *item, const mapstruct *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
54static double shop_greed(const mapstruct *map); 46static double shop_greed (const maptile *map);
55
56#define NUM_COINS 4 /* number of coin types */
57static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL};
58 47
59/* 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
60 * 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
61 * 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.
62 * 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
79 * thus remained 0. 68 * thus remained 0.
80 * 69 *
81 * Mark Wedel (mwedel@pyramid.com) 70 * Mark Wedel (mwedel@pyramid.com)
82 */ 71 */
83 72
84static uint64 approx_range; 73static sint64 approx_range;
85 74
75sint64
86uint64 query_cost(const object *tmp, object *who, int flag) { 76query_cost (const object *tmp, object *who, int flag)
87 uint64 val; 77{
88 int number; /* used to better calculate value */ 78 double val;
89 int no_bargain; 79 int no_bargain;
90 int identified; 80 int identified;
91 int not_cursed; 81 int not_cursed;
92 int approximate; 82 int approximate;
93 int shop; 83 int shop;
94 double diff; 84 double diff;
95 85
96 approx_range = 0; 86 approx_range = 0;
97 87
98 no_bargain = flag & F_NO_BARGAIN; 88 no_bargain = flag & F_NO_BARGAIN;
99 identified = flag & F_IDENTIFIED; 89 identified = flag & F_IDENTIFIED;
100 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
101 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
102 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
103 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);
104 94
105 if (tmp->type==MONEY) return (tmp->nrof * tmp->value); 95 int number = tmp->number_of ();
96
97 if (tmp->type == MONEY)
98 return number * tmp->value;
99
106 if (tmp->type==GEM) { 100 if (tmp->type == GEM)
107 if (flag==F_TRUE) return (tmp->nrof * tmp->value);
108 if (flag==F_BUY) return (uint64) (1.03 * tmp->nrof * tmp->value);
109 if (flag==F_SELL) return (uint64) (0.97 * tmp->nrof * tmp->value);
110 LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag);
111 return 0;
112 } 101 {
113 number = tmp->nrof; 102 if (flag == F_TRUE)
114 if (number==0) number=1; 103 return number * tmp->value;
115 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { 104
116 if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) 105 if (flag == F_BUY)
106 return 1.03 * number * tmp->value;
107
108 if (flag == F_SELL)
109 return 0.97 * number * tmp->value;
110
111 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
117 return 0; 112 return 0;
118 else 113 }
119 val=tmp->value * number; 114
115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
120 } 116 {
117 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
118 return 0;
119 else
120 val = number * tmp->value;
121 }
121 /* 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 */
122 else { 123 else
123 if (tmp->arch != NULL) { 124 {
124 if (flag == F_BUY) { 125 if (flag == F_BUY)
125 LOG(llevError, "Asking for buy-value of unidentified object.\n"); 126 {
127 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
126 val = tmp->arch->clone.value * 50 * number; 128 val = tmp->arch->value * 50 * number;
127 } 129 }
128 else { /* Trying to sell something, or get true value */ 130 else
131 { /* Trying to sell something, or get true value */
129 if (tmp->type == POTION) 132 if (tmp->type == POTION)
130 val = number * 40; /* Don't want to give anything away */ 133 val = number * 40; /* Don't want to give anything away */
131 else { 134 else
135 {
132 /* 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
133 * unknown objects 137 * unknown objects
134 */ 138 */
135 if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) 139 if (tmp->flag [FLAG_BEEN_APPLIED])
136 val = number * tmp->arch->clone.value *2 / 3; 140 val = number * tmp->arch->value * 2 / 3;
137 else 141 else
138 val = number * tmp->arch->clone.value / 3; 142 val = number * tmp->arch->value / 3;
139 } 143 }
144 }
140 } 145 }
141 } else { /* No archetype with this object */
142 LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name);
143 if (flag == F_BUY) {
144 LOG(llevError, "Asking for buy-value of unidentified object without arch.\n");
145 val = number * tmp->value * 10;
146 }
147 else
148 val = number * tmp->value / 5;
149 }
150 }
151 146
152 /* 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
153 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
154 * magical, then change values accordingly. The tmp->arch==NULL is 149 * magical, then change values accordingly. The tmp->arch==NULL is
155 * really just a check to prevent core dumps for when it checks 150 * really just a check to prevent core dumps for when it checks
156 * tmp->arch->clone.magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
157 * 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
158 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
159 * already figured in that value. 154 * already figured in that value.
160 */ 155 */
161 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])
162 QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) &&
163 tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { 157 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
158 {
164 if(tmp->magic>0) 159 if (tmp->magic > 0)
165 val*=(3*tmp->magic*tmp->magic*tmp->magic); 160 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
166 else 161 else
167 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
168 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
169 */
170 val/=(1-tmp->magic);
171 }
172
173 if (tmp->type==WAND) {
174 /* Value of the wand is multiplied by the number of
175 * charges. the treasure code already sets up the value
176 * 50 charges is used as the baseline.
177 */
178 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified)
179 val=(val*tmp->stats.food) / 50;
180 else /* if not identified, presume one charge */
181 val/=50;
182 }
183
184 /* Limit amount of money you can get for really great items. */
185 if (flag==F_SELL)
186 val=value_limit(val, number, who, shop);
187
188 // use a nonlinear price adjustment. as my predecessor said, don't change
189 // the archetypes, its work required for balancing, and we don't care.
190 //val = pow (val, 1.05);
191
192 /* This modification is for bargaining skill.
193 * Now only players with max level in bargaining
194 * AND Cha = 30 will get optimal price.
195 * Thus charisma will never get useless.
196 * -b.e. edler@heydernet.de
197 */
198
199 if (who!=NULL && who->type==PLAYER) {
200 int lev_bargain = 0;
201 int lev_identify = 0;
202 int idskill1=0;
203 int idskill2=0;
204 const typedata *tmptype;
205
206 tmptype=get_typedata(tmp->type);
207
208 if (find_skill_by_number(who,SK_BARGAINING)) {
209 lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level;
210 }
211 if (tmptype) {
212 idskill1=tmptype->identifyskill;
213 if (idskill1) {
214 idskill2=tmptype->identifyskill2;
215 if (find_skill_by_number(who,idskill1)) {
216 lev_identify = find_skill_by_number(who,idskill1)->level;
217 }
218 if (idskill2 && find_skill_by_number(who,idskill2)) {
219 lev_identify += find_skill_by_number(who,idskill2)->level;
220 }
221 }
222 }
223 else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name);
224
225 /* ratio determines how much of the price modification
226 * will come from the basic stat charisma
227 * the rest will come from the level in bargaining skill
228 */ 164 */
165 val /= 1 - tmp->magic;
166 }
167
168 if (tmp->type == WAND)
169 {
170 /* Value of the wand is multiplied by the number of
171 * charges. the treasure code already sets up the value
172 * 50 charges is used as the baseline.
173 */
174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
175 val *= tmp->stats.food / 50;
176 else /* if not identified, presume one charge */
177 val /= 50;
178 }
179
180 /* Limit amount of money you can get for really great items. */
181 if (flag == F_SELL)
182 val = value_limit (val, number, who, shop);
183
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.
186 //val = pow (val, 1.05);
187
188 /* This modification is for bargaining skill.
189 * Now only players with max level in bargaining
190 * AND Cha = 30 will get optimal price.
191 * Thus charisma will never get useless.
192 * -b.e. edler@heydernet.de
193 */
194
195 if (who && who->type == PLAYER)
196 {
197 int lev_bargain = 0;
198 int lev_identify = 0;
199
200 if (find_skill_by_number (who, SK_BARGAINING))
201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
202
203 if (const typedata *tmptype = get_typedata (tmp->type))
204 {
205 if (int idskill1 = tmptype->identifyskill)
206 {
207 int idskill2 = tmptype->identifyskill2;
208
209 if (find_skill_by_number (who, idskill1))
210 lev_identify = find_skill_by_number (who, idskill1)->level;
211
212 if (idskill2 && find_skill_by_number (who, idskill2))
213 lev_identify += find_skill_by_number (who, idskill2)->level;
214 }
215 }
216
217 /* ratio determines how much of the price modification
218 * will come from the basic stat charisma
219 * the rest will come from the level in bargaining skill
220 */
229 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
230 222
231 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);
232
233 diff = (1. - cha_ratio) * diff
234 + 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.);
235
236 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
237
238 if (flag == F_BUY) val += (uint64) (val * diff);
239 else if (flag == F_SELL) val -= (uint64) (val * diff);
240 226
227 if (flag == F_BUY)
228 val += val * diff;
229 else if (flag == F_SELL)
230 val -= val * diff;
231
241 // 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
242 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
243 if (approximate) 234 if (approximate)
244 approx_range = (uint64) (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = val / sqrt (lev_identify * 3 + 1);
245 }
246 236 }
237
247 /* 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
248 * overflow of diff above. That shoudl only happen if 239 * overflow of diff above. That should only happen if
249 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
250 * gets no money. 241 * gets no money.
251 */ 242 */
252 if((sint64)val<0) 243 if ((sint64) val < 0)
253 val=0; 244 val = 0;
254 245
255 /* Unidentified stuff won't sell for more than 60gp */ 246 /* Unidentified stuff won't sell for more than 10gp */
256 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)
257 val = (val > 600)? 600:val; 248 min_it (val, 1000);
258 } 249
259
260 /* 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 */
261 if (shop && who) { 251 if (shop && who)
252 {
262 if (flag==F_SELL) 253 if (flag == F_SELL)
263 val=(uint64) ( 254 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
264 val
265 * shop_specialisation_ratio(tmp, who->map)
266 * shopkeeper_approval(who->map, who)
267 / shop_greed(who->map)
268 );
269 else if (flag==F_BUY) { 255 else if (flag == F_BUY)
270 /* 256 {
257 /*
271 * 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
272 * let the item be sold cheaper, according to the specialisation of 259 * let the item be sold cheaper, according to the specialisation of
273 * the shop. If a player sold an item here, then his sale price was 260 * the shop. If a player sold an item here, then his sale price was
274 * multiplied by the specialisation ratio, to do the same to the buy 261 * multiplied by the specialisation ratio, to do the same to the buy
275 * price will not generate extra money. However, the 262 * price will not generate extra money. However, the
276 * same is not true of generated items, these have to /divide/ by the 263 * same is not true of generated items, these have to /divide/ by the
277 * specialisation, so that the price is never less than what they could 264 * specialisation, so that the price is never less than what they could
278 * 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).
279 * 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
280 * 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
281 * antiques in a junk shop in real life). 268 * antiques in a junk shop in real life).
282 */ 269 */
283 if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) 270 if (tmp->flag [FLAG_PLAYER_SOLD])
284 val=(uint64) (
285 val
286 * shop_greed(who->map)
287 * shop_specialisation_ratio(tmp, who->map) 271 val *= shop_specialisation_ratio (tmp, who->map);
288 / shopkeeper_approval(who->map, who) 272 else
289 ); 273 val /= shop_specialisation_ratio (tmp, who->map);
290 else 274
291 val=(uint64) ( 275 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
292 val 276 }
293 * shop_greed(who->map) 277
294 / (shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who))
295 );
296 }
297 /* 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
298 * 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
299 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
300 */ 281 */
301 if(who->map->path!=NULL && val > 50) 282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
302 val=(uint64) (val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path))); 283 if (val > 50)
284 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
303 } 285 }
286
304 return val; 287 return val;
305} 288}
306 289
307/* 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
308 * cointype placement. 291 * cointype placement.
309 */ 292 */
310 293
294static archetype *
311static archetype *find_next_coin(uint64 c, int *cointype) { 295find_next_coin (sint64 c, int *cointype)
296{
312 archetype *coin; 297 archetype *coin;
313 298
314 do { 299 do
315 if (coins[*cointype]==NULL) return NULL; 300 {
301 if (!coins [*cointype])
302 return 0;
303
316 coin = find_archetype(coins[*cointype]); 304 coin = archetype::find (coins [*cointype]);
317 if (coin == NULL) 305
306 if (!coin)
318 return NULL; 307 return 0;
308
319 *cointype += 1; 309 *cointype += 1;
310 }
320 } while (coin->clone.value > c); 311 while (coin->value > c);
321 312
322 return coin; 313 return coin;
323} 314}
324 315
325/* This returns a string of how much something is worth based on 316/* This returns a string of how much something is worth based on
330 * have so much money that they have more than 2 billion platinum 321 * have so much money that they have more than 2 billion platinum
331 * coins, there are certainly issues - the easiest fix at that 322 * coins, there are certainly issues - the easiest fix at that
332 * time is to add a higher denomination (mithril piece with 323 * time is to add a higher denomination (mithril piece with
333 * 10,000 silver or something) 324 * 10,000 silver or something)
334 */ 325 */
326const char *
335static const char *cost_string_from_value(uint64 cost, int approx) 327cost_string_from_value (sint64 cost, int approx)
336{ 328{
337 static char buf[MAX_BUF];
338 archetype *coin, *next_coin; 329 archetype *coin, *next_coin;
339 int num, cointype = 0; 330 int num, cointype = 0;
340 331
341 coin = find_next_coin(cost, &cointype); 332 coin = find_next_coin (cost, &cointype);
342 if (coin == NULL) 333 if (!coin)
343 return "nothing"; 334 return "nothing";
344 335
345 num = cost / coin->clone.value; 336 num = cost / coin->value;
346 /* so long as nrof is 32 bit, this is true. 337 /* so long as nrof is 32 bit, this is true.
347 * 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
348 * is basically true. 339 * is basically true.
349 */ 340 */
350 if ( (cost / coin->clone.value) > UINT32_MAX) { 341 if (cost / coin->value > UINT32_MAX)
351 strcpy(buf,"an unimaginable sum of money"); 342 return "an unimaginable sum of money";
352 return buf;
353 }
354 343
355 cost -= (uint64)num * (uint64)coin->clone.value; 344 cost -= num * (sint64)coin->value;
356 sprintf(buf, "%d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name);
357 345
346 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
347
358 next_coin = find_next_coin(cost, &cointype); 348 next_coin = find_next_coin (cost, &cointype);
359 if (next_coin == NULL || approx) 349 if (!next_coin || approx)
360 return buf;
361
362 coin = next_coin;
363 num = cost / coin->clone.value;
364 cost -= (uint64)num * (uint64)coin->clone.value;
365
366 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name);
367
368 return buf; 350 return buf;
369}
370 351
352 coin = next_coin;
353 num = cost / coin->value;
354 cost -= num * (sint64)coin->value;
355
356 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
357}
358
359const char *
371const char *query_cost_string(const object *tmp,object *who,int flag) { 360query_cost_string (const object *tmp, object *who, int flag)
361{
372 uint64 real_value = query_cost(tmp,who,flag); 362 sint64 real_value = query_cost (tmp, who, flag);
373 int idskill1=0; 363 int idskill1 = 0;
374 int idskill2=0; 364 int idskill2 = 0;
375 const typedata *tmptype; 365 const typedata *tmptype;
376 366
377 tmptype=get_typedata(tmp->type); 367 tmptype = get_typedata (tmp->type);
378 if (tmptype) { 368 if (tmptype)
369 {
379 idskill1=tmptype->identifyskill; 370 idskill1 = tmptype->identifyskill;
380 idskill2=tmptype->identifyskill2; 371 idskill2 = tmptype->identifyskill2;
381 } 372 }
382 373
383 /* we show an approximate price if 374 /* we show an approximate price if
384 * 1) we are approximating 375 * 1) we are approximating
385 * 2) there either is no id skill(s) for the item, or we don't have them 376 * 2) there either is no id skill(s) for the item, or we don't have them
386 * 3) we don't have bargaining skill either 377 * 3) we don't have bargaining skill either
387 */ 378 */
388 if (flag & F_APPROX) { 379 if (flag & F_APPROX)
380 {
389 if (!idskill1 || !find_skill_by_number(who, idskill1)) { 381 if (!idskill1 || !find_skill_by_number (who, idskill1))
382 {
390 if (!idskill2 || !find_skill_by_number(who, idskill2)) { 383 if (!idskill2 || !find_skill_by_number (who, idskill2))
384 {
391 if (!find_skill_by_number(who,SK_BARGAINING)) { 385 if (!find_skill_by_number (who, SK_BARGAINING))
392 static char buf[MAX_BUF]; 386 {
393 int num, cointype = 0; 387 int num, cointype = 0;
394 archetype *coin = find_next_coin(real_value, &cointype); 388 archetype *coin = find_next_coin (real_value, &cointype);
395 389
396 if (coin == NULL) return "nothing"; 390 if (!coin)
397 391 return "nothing";
392
398 num = real_value / coin->clone.value; 393 num = real_value / coin->value;
399 if (num == 1) 394
400 sprintf(buf, "about one %s", coin->clone.name); 395 if (num == 1)
401 else if (num < 5) 396 return format ("about one %s", &coin->object::name);
402 sprintf(buf, "a few %s", coin->clone.name_pl); 397 else if (num < 5)
403 else if (num < 10) 398 return format ("a few %s", &coin->object::name_pl);
404 sprintf(buf, "several %s", coin->clone.name_pl); 399 else if (num < 10)
405 else if (num < 25) 400 return format ("several %s", &coin->object::name_pl);
406 sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); 401 else if (num < 25)
407 else if (num < 100) 402 return format ("a moderate amount of %s", &coin->object::name_pl);
408 sprintf(buf, "lots of %s", coin->clone.name_pl); 403 else if (num < 100)
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->clone.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->clone.name_pl); 408 return format ("a vast quantity of %s", &coin->object::name_pl);
413 return buf; 409 }
410 }
414 } 411 }
415 }
416 }
417 412
418 int hash = ((unsigned int)tmp->count * 174364621) & 1023;
419
420 if (approx_range) 413 if (approx_range)
421 { 414 {
415 int hash = tmp->random_seed () & 1023;
422 uint64 lo = (sint64)real_value - (approx_range * hash >> 10); 416 sint64 lo = real_value - (approx_range * hash >> 10);
423 static char buf[MAX_BUF];
424 417
425 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 418 return format ("between %s and %s",
426 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 419 cost_string_from_value (lo, 1),
427 420 cost_string_from_value (lo + approx_range, 1));
428 return buf;
429 } 421 }
430 } 422 }
431 423
432 return cost_string_from_value (real_value, 0); 424 return cost_string_from_value (real_value, 0);
433} 425}
434 426
435/* This function finds out how much money the player is carrying, 427/* This function finds out how much money the player is carrying,
436 * including what is in containers. 428 * including what is in containers.
437 */ 429 */
430sint64
438uint64 query_money(const object *op) { 431query_money (const object *op)
432{
439 object *tmp; 433 object *tmp;
440 uint64 total=0; 434 sint64 total = 0;
441 435
442 if (op->type!=PLAYER && op->type!=CONTAINER) { 436 if (op->type != PLAYER && op->type != CONTAINER)
437 {
443 LOG(llevError, "Query money called with non player/container\n"); 438 LOG (llevError, "Query money called with non player/container\n");
444 return 0; 439 return 0;
445 } 440 }
441
446 for (tmp = op->inv; tmp; tmp= tmp->below) { 442 for (tmp = op->inv; tmp; tmp = tmp->below)
447 if (tmp->type==MONEY) { 443 if (tmp->type == MONEY)
448 total += (uint64)tmp->nrof * (uint64)tmp->value; 444 total += tmp->nrof * (sint64)tmp->value;
449 } else if (tmp->type==CONTAINER && 445 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
450 QUERY_FLAG(tmp,FLAG_APPLIED) &&
451 (tmp->race==NULL || strstr(tmp->race,"gold"))) {
452 total += query_money(tmp); 446 total += query_money (tmp);
453 } 447
454 }
455 return total; 448 return total;
456} 449}
450
457/* TCHIZE: This function takes the amount of money from the 451/* TCHIZE: This function takes the amount of money from the
458 * the player inventory and from it's various pouches using the 452 * the player inventory and from it's various pouches using the
459 * pay_from_container function. 453 * pay_from_container function.
460 * returns 0 if not possible. 1 if success 454 * returns 0 if not possible. 1 if success
461 */ 455 */
456int
462int pay_for_amount(uint64 to_pay,object *pl) { 457pay_for_amount (sint64 to_pay, object *pl)
458{
463 object *pouch; 459 object *pouch;
464 460
465 if (to_pay==0) return 1; 461 if (to_pay == 0)
466 if (to_pay > query_money(pl)) return 0;
467
468 to_pay = pay_from_container(pl, pl, to_pay);
469
470 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
471 if (pouch->type == CONTAINER
472 && QUERY_FLAG(pouch, FLAG_APPLIED)
473 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
474 to_pay = pay_from_container(pl, pouch, to_pay);
475 }
476 }
477 fix_player(pl);
478 return 1; 462 return 1;
463
464 if (to_pay > query_money (pl))
465 return 0;
466
467 pay_from_container (pl, pl, to_pay);
468
469 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
470 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
471 pay_from_container (pl, pouch, to_pay);
472
473 pl->update_stats ();
474 return 1;
479} 475}
480 476
481/* DAMN: This is now a wrapper for pay_from_container, which is 477/* DAMN: This is now a wrapper for pay_from_container, which is
482 * called for the player, then for each active container that can hold 478 * called for the player, then for each active container that can hold
483 * money until op is paid for. Change will be left wherever the last 479 * money until op is paid for. Change will be left wherever the last
484 * of the price was paid from. 480 * of the price was paid from.
485 */ 481 */
482int
486int pay_for_item(object *op,object *pl) { 483pay_for_item (object *op, object *pl)
484{
487 uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); 485 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
488 object *pouch; 486 object *pouch;
489 uint64 saved_money; 487 sint64 saved_money;
490 488
491 if (to_pay==0) return 1; 489 if (to_pay == 0)
492 if (to_pay>query_money(pl)) return 0;
493
494 /* We compare the paid price with the one for a player
495 * without bargaining skill.
496 * This determins the amount of exp (if any) gained for bargaining.
497 */
498 saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
499
500 if (saved_money > 0)
501 change_exp(pl,saved_money,"bargaining",SK_EXP_NONE);
502
503 to_pay = pay_from_container(pl, pl, to_pay);
504
505 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
506 if (pouch->type == CONTAINER
507 && QUERY_FLAG(pouch, FLAG_APPLIED)
508 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
509 to_pay = pay_from_container(pl, pouch, to_pay);
510 }
511 }
512 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
513 SET_FLAG(op, FLAG_WAS_WIZ);
514 fix_player(pl);
515 return 1; 490 return 1;
491
492 if (to_pay > query_money (pl))
493 return 0;
494
495 /* We compare the paid price with the one for a player
496 * without bargaining skill.
497 * This determins the amount of exp (if any) gained for bargaining.
498 */
499 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
500
501 if (saved_money > 0)
502 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
503
504 pay_from_container (pl, pl, to_pay);
505
506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
507 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
508 pay_from_container (pl, pouch, to_pay);
509
510 pl->update_stats ();
511
512 return 1;
516} 513}
517 514
518/* This pays for the item, and takes the proper amount of money off 515/* This pays for the item, and takes the proper amount of money off
519 * the player. 516 * the player.
520 * CF 0.91.4 - this function is mostly redone in order to fix a bug 517 * CF 0.91.4 - this function is mostly redone in order to fix a bug
527 * 524 *
528 * pouch is the container (pouch or player) to remove the coins from. 525 * pouch is the container (pouch or player) to remove the coins from.
529 * to_pay is the required amount. 526 * to_pay is the required amount.
530 * returns the amount still missing after using "pouch". 527 * returns the amount still missing after using "pouch".
531 */ 528 */
529static void
532static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { 530pay_from_container (object *pl, object *pouch, sint64 &to_pay)
531{
533 int count, i; 532 int count, i;
534 sint64 remain; 533 object *tmp, *next;
535 object *tmp, *coin_objs[NUM_COINS], *next;
536 archetype *at; 534 archetype *at;
537 535
538 if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; 536 if (pouch->type != PLAYER && pouch->type != CONTAINER)
537 return;
539 538
540 remain = to_pay; 539 object *coin_objs[NUM_COINS] = { 0 };
541 for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL;
542 540
543 /* This hunk should remove all the money objects from the player/container */ 541 /* This hunk should remove all the money objects from the player/container */
544 for (tmp=pouch->inv; tmp; tmp=next) { 542 for (tmp = pouch->inv; tmp; tmp = next)
543 {
545 next = tmp->below; 544 next = tmp->below;
546 545
547 if (tmp->type == MONEY) { 546 if (tmp->type == MONEY)
547 {
548 for (i=0; i<NUM_COINS; i++) { 548 for (i = 0; i < NUM_COINS; i++)
549 if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && 549 {
550 (tmp->value == tmp->arch->clone.value) ) { 550 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
551 {
552 // This should not happen, but if it does, just merge the two.
553 if (coin_objs [i])
554 {
555 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
556 coin_objs[i]->nrof += tmp->nrof;
557 tmp->destroy ();
558 }
559 else
560 {
561 tmp->remove ();
562 coin_objs[i] = tmp;
563 }
551 564
552 /* This should not happen, but if it does, just * 565 break;
553 * merge the two. */ 566 }
554 if (coin_objs[i]!=NULL) { 567 }
555 LOG(llevError,"%s has two money entries of (%s)\n", 568
556 pouch->name, coins[NUM_COINS-1-i]); 569 if (i == NUM_COINS)
557 remove_ob(tmp); 570 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
558 coin_objs[i]->nrof += tmp->nrof; 571 }
559 esrv_del_item(pl->contr, tmp->count);
560 free_object(tmp);
561 }
562 else {
563 remove_ob(tmp);
564 if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count);
565 coin_objs[i] = tmp;
566 }
567 break;
568 }
569 } 572 }
570 if (i==NUM_COINS)
571 LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name);
572 }
573 }
574 573
575 /* Fill in any gaps in the coin_objs array - needed to make change. */ 574 /* Fill in any gaps in the coin_objs array - needed to make change. */
576 /* Note that the coin_objs array goes from least value to greatest value */ 575 /* Note that the coin_objs array goes from least value to greatest value */
577 for (i=0; i<NUM_COINS; i++) 576 for (i = 0; i < NUM_COINS; i++)
578 if (coin_objs[i]==NULL) { 577 if (!coin_objs[i])
578 {
579 at = find_archetype(coins[NUM_COINS-1-i]); 579 at = archetype::find (coins[NUM_COINS - 1 - i]);
580
581 if (at == NULL)
580 if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); 582 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
581 coin_objs[i] = get_object(); 583
582 copy_object(&at->clone, coin_objs[i]); 584 coin_objs[i] = at->instance ();
583 coin_objs[i]->nrof = 0; 585 coin_objs[i]->nrof = 0;
584 } 586 }
585 587
586 for (i=0; i<NUM_COINS; i++) { 588 for (i = 0; i < NUM_COINS; i++)
587 int num_coins; 589 {
590 object &coin = *coin_objs[i];
591 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
592 to_pay -= num_coins * coin.value;
588 593
589 if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { 594 coin.nrof -= num_coins;
590 num_coins = remain / coin_objs[i]->value;
591 if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++;
592 } else {
593 num_coins = coin_objs[i]->nrof;
594 }
595 remain -= (sint64) num_coins * (sint64)coin_objs[i]->value;
596 coin_objs[i]->nrof -= num_coins;
597 /* Now start making change. Start at the coin value 595 /* Now start making change. Start at the coin value
598 * below the one we just did, and work down to 596 * below the one we just did, and work down to
599 * the lowest value. 597 * the lowest value.
600 */ 598 */
601 count=i-1; 599 count = i - 1;
602 while (remain<0 && count>=0) { 600
601 while (to_pay < 0 && count >= 0)
602 {
603 num_coins = -remain/ coin_objs[count]->value; 603 num_coins = (-to_pay) / coin_objs[count]->value;
604 coin_objs[count]->nrof += num_coins; 604 coin_objs[count]->nrof += num_coins;
605 remain += num_coins * coin_objs[count]->value; 605 to_pay += num_coins * coin_objs[count]->value;
606 count--; 606 count--;
607 } 607 }
608 }
609 for (i=0; i<NUM_COINS; i++) {
610 if (coin_objs[i]->nrof) {
611 object *tmp = insert_ob_in_ob(coin_objs[i], pouch);
612
613 esrv_send_item(pl, tmp);
614 esrv_send_item (pl, pouch);
615 if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch);
616 if (pl->type != PLAYER) {
617 esrv_send_item (pl, pl);
618 } 608 }
619 } else { 609
620 free_object(coin_objs[i]); 610 for (i = 0; i < NUM_COINS; i++)
621 } 611 if (coin_objs[i]->nrof)
622 } 612 insert_ob_in_ob (coin_objs [i], pouch);
623 return(remain); 613 else
614 coin_objs[i]->destroy ();
624} 615}
625 616
626/* Checks all unpaid items in op's inventory, adds up all the money they 617/* Checks all unpaid items in op's inventory, adds up all the money they
627 * have, and checks that they can actually afford what they want to buy. 618 * have, and checks that they can actually afford what they want to buy.
628 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 619 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
629 * to the player 620 * to the player
630 */ 621 */
631 622int
632int can_pay(object *pl) { 623can_pay (object *pl)
624{
633 int unpaid_count = 0, i; 625 int unpaid_count = 0;
634 uint64 unpaid_price = 0; 626 sint64 unpaid_price = 0;
635 uint64 player_wealth = query_money(pl); 627 sint64 player_wealth = query_money (pl);
636 object *item; 628
637 uint32 coincount[NUM_COINS];
638 if (!pl || pl->type != PLAYER) { 629 if (!pl || pl->type != PLAYER)
630 {
639 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");
640 return 0; 632 return 0;
641 } 633 }
642 for (i=0; i< NUM_COINS; i++) coincount[i] = 0; 634
643 for (item = pl->inv;item;) { 635 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
644 if QUERY_FLAG(item, FLAG_UNPAID) { 636 if (item->flag [FLAG_UNPAID])
637 {
645 unpaid_count++; 638 unpaid_count++;
646 unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); 639 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
647 }
648 /* merely converting the player's monetary wealth won't do, if we did that,
649 * we could print the wrong numbers for the coins, so we count the money instead
650 */
651 for (i=0; i< NUM_COINS; i++)
652 if (!strcmp(coins[i], item->arch->name))
653 coincount[i] += item->nrof;
654 if (item->inv) item = item->inv;
655 else if (item->below) item = item->below;
656 else if (item->env && item->env != pl && item->env->below) item = item->env->below;
657 else item = NULL;
658 } 640 }
641
659 if (unpaid_price > player_wealth) { 642 if (unpaid_price > player_wealth)
660 char buf[MAX_BUF], coinbuf[MAX_BUF];
661 int denominations = 0;
662 int has_coins = NUM_COINS;
663 char cost[MAX_BUF];
664 char missing[MAX_BUF];
665
666 sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0));
667 sprintf(missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
668
669 sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
670 unpaid_count, cost, missing);
671 new_draw_info(NDI_UNIQUE, 0, pl, buf);
672 return 0;
673 } 643 {
644 dynbuf_text &buf = msg_dynbuf; buf.clear ();
645
646 buf << "You have " << unpaid_count
647 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
648 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
649 << " to be able to afford that. "
650 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
651
652 pl->failmsg (buf);
653
654 return 0;
655 }
656 else
674 else return 1; 657 return 1;
675} 658}
676
677 659
678/* Better get_payment, descends containers looking for 660/* Better get_payment, descends containers looking for
679 * unpaid items, and pays for them. 661 * unpaid items, and pays for them.
680 * returns 0 if the player still has unpaid items. 662 * returns 0 if the player still has unpaid items.
681 * returns 1 if the player has paid for everything. 663 * returns 1 if the player has paid for everything.
682 * pl is the player buying the stuff. 664 * pl is the player buying the stuff.
683 * op is the object we are examining. If op has
684 * and inventory, we examine that. IF there are objects
685 * below op, we descend down.
686 */ 665 */
687int get_payment(object *pl, object *op) { 666int
688 char buf[MAX_BUF]; 667get_payment (object *pl)
689 int ret=1; 668{
690 669 for (;;)
691 if (op!=NULL&&op->inv)
692 ret = get_payment(pl, op->inv);
693
694 if (!ret)
695 return 0;
696
697 if (op!=NULL&&op->below)
698 ret = get_payment (pl, op->below);
699
700 if (!ret)
701 return 0;
702 670 {
703 if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) { 671 next_item:
672
673 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
674 {
675 if (op->flag [FLAG_UNPAID])
676 {
704 strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF); 677 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
705 buf[MAX_BUF-1] = '\0'; 678
706 if(!pay_for_item(op,pl)) { 679 if (!pay_for_item (op, pl))
680 {
707 uint64 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);
708 CLEAR_FLAG(op, FLAG_UNPAID); 682
709 new_draw_info_format(NDI_UNIQUE, 0, pl, 683 op->clr_flag (FLAG_UNPAID);
710 "You lack %s to buy %s.", cost_string_from_value (i, 0), 684 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
711 query_name(op)); 685 op->set_flag (FLAG_UNPAID);
712 SET_FLAG(op, FLAG_UNPAID);
713 return 0; 686 return 0;
687 }
714 } else { 688 else
715 object *tmp; 689 {
716 tag_t c = op->count; 690 op->clr_flag (FLAG_UNPAID);
691 op->clr_flag (FLAG_PLAYER_SOLD);
692 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
717 693
718 CLEAR_FLAG(op, FLAG_UNPAID); 694 if (!merge_ob (op, op->env->inv))
719 CLEAR_FLAG(op, FLAG_PLAYER_SOLD); 695 esrv_update_item (UPD_FLAGS, pl, op);
720 new_draw_info_format(NDI_UNIQUE, 0, op, 696
721 "You paid %s for %s.",buf,query_name(op)); 697 goto next_item;
722 tmp=merge_ob(op,NULL); 698 }
723 if (pl->type == PLAYER) { 699 }
724 if (tmp) { /* it was merged */ 700 }
725 esrv_del_item (pl->contr, c); 701
726 op = tmp;
727 }
728 esrv_send_item(pl, op);
729 }
730 }
731 }
732 return 1; 702 return 1;
703 }
733} 704}
734 705
735/* written by elmex: 706/* written by elmex:
736 * moved this code from sell_item () here to have a function 707 * moved this code from sell_item () here to have a function
737 * that pays the player an amount. Mainly put the code here to 708 * that pays the player an amount. Mainly put the code here to
741 * in his inventory anyway. This is the best alternative to not pay any money 712 * in his inventory anyway. This is the best alternative to not pay any money
742 * or put it on the ground under the player. This way the player can still 713 * or put it on the ground under the player. This way the player can still
743 * go somewhere and unload the money at a safe place. 714 * go somewhere and unload the money at a safe place.
744 * 715 *
745 */ 716 */
717void
746void pay_player (object *pl, uint64 amount) { 718pay_player (object *pl, sint64 amount)
719{
747 int count = 0; 720 int count = 0;
748 archetype *at = 0; 721 archetype *at = 0;
749 object *pouch = 0, *tmp = 0; 722 object *pouch = 0, *tmp = 0;
750 723
751 for (count = 0; coins[count] != NULL; count++) 724 for (count = 0; coins[count]; count++)
752 { 725 {
753 at = find_archetype (coins[count]); 726 at = archetype::find (coins[count]);
754 727
755 if (at == NULL) 728 if (at == NULL)
756 LOG(llevError, "Could not find %s archetype\n", coins[count]); 729 LOG (llevError, "Could not find %s archetype\n", coins[count]);
757 else if ((amount / at->clone.value) > 0) 730 else if ((amount / at->value) > 0)
758 { 731 {
759 for (pouch=pl->inv; pouch; pouch=pouch->below) 732 for (pouch = pl->inv; pouch; pouch = pouch->below)
760 { 733 {
761 if (pouch->type == CONTAINER 734 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
762 && QUERY_FLAG (pouch, FLAG_APPLIED)
763 && pouch->race
764 && strstr (pouch->race, "gold"))
765 { 735 {
766 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 736 int w = at->weight * (100 - pouch->stats.Str) / 100;
767 int n = amount / at->clone.value; 737 int n = amount / at->value;
768 738
769 if (w == 0) 739 if (w == 0)
770 w = 1; /* Prevent divide by zero */ 740 w = 1; /* Prevent divide by zero */
771 741
772 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 742 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
773 { 743 {
774 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 744 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
775 n = (pouch->weight_limit - pouch->carrying) / w; 745 n = (pouch->weight_limit - pouch->carrying) / w;
776 746
777 tmp = get_object (); 747 object *tmp = at->instance ();
778 copy_object (&at->clone, tmp);
779 tmp->nrof = n; 748 tmp->nrof = n;
780 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 749 amount -= tmp->nrof * tmp->value;
781 tmp = insert_ob_in_ob (tmp, pouch); 750 pouch->insert (tmp);
782 esrv_send_item (pl, tmp);
783 esrv_send_item (pl, pouch);
784 esrv_update_item (UPD_WEIGHT, pl, pouch);
785 esrv_send_item (pl, pl);
786 } 751 }
787 } 752 }
788 } 753 }
789 754
790 if (amount / at->clone.value > 0) 755 if (amount / at->value > 0)
791 { 756 {
792 tmp = get_object (); 757 object *tmp = at->instance ();
793 copy_object (&at->clone, tmp);
794 tmp->nrof = amount / tmp->value; 758 tmp->nrof = amount / tmp->value;
795 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 759 amount -= tmp->nrof * tmp->value;
796 tmp = insert_ob_in_ob (tmp, pl); 760 pl->insert (tmp);
797 esrv_send_item (pl, tmp);
798 esrv_send_item (pl, pl);
799 } 761 }
800 } 762 }
801 } 763 }
802 764
803 if (amount != 0) 765 if (amount != 0)
804#ifndef WIN32
805 LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount); 766 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
806#else
807 LOG (llevError,"Warning - payment in pay_player () not zero: %I64u\n", amount);
808#endif
809} 767}
810 768
811/* elmex: this is for the bank plugin :( */ 769/* elmex: this is for the bank plugin :( */
770sint64
812uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { 771pay_player_arch (object *pl, const char *arch, sint64 amount)
813 archetype *at = find_archetype (arch); 772{
814 object *tmp = NULL;
815
816 if (at == NULL)
817 return 0;
818
819 if (amount > 0) 773 if (amount)
820 { 774 {
821 tmp = get_object (); 775 object *ob = archetype::get (arch);
822 copy_object (&at->clone, tmp); 776
777 if (!ob)
778 return 0;
779
823 tmp->nrof = amount; 780 ob->nrof = amount;
824 tmp = insert_ob_in_ob (tmp, pl); 781 pl->insert (ob);
825 esrv_send_item (pl, tmp);
826 esrv_send_item (pl, pl);
827 } 782 }
828 783
829 return 1; 784 return 1;
830} 785}
831 786
834 * buy item. 789 * buy item.
835 * 790 *
836 * Modified to fill available race: gold containers before dumping 791 * Modified to fill available race: gold containers before dumping
837 * remaining coins in character's inventory. 792 * remaining coins in character's inventory.
838 */ 793 */
794bool
839void sell_item(object *op, object *pl) { 795sell_item (object *op, object *pl)
796{
840 uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain; 797 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
841 798
842 if(pl==NULL || pl->type != PLAYER) 799 if (pl == NULL || pl->type != PLAYER)
843 { 800 {
844 LOG(llevDebug,"Object other than player tried to sell something.\n"); 801 LOG (llevDebug, "Object other than player tried to sell something.\n");
845 return; 802 return false;
846 } 803 }
847 804
848 if(op->custom_name) 805 op->custom_name = 0;
849 FREE_AND_CLEAR_STR (op->custom_name);
850 806
851 if(!amount) 807 if (!amount)
852 { 808 {
853 new_draw_info_format (NDI_UNIQUE, 0, pl, 809 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
854 "We're not interested in %s.", query_name (op)); 810 query_name (op));
855 811 // elmex: change: the player now gets the item back if the shop is not
856 /* Even if the character doesn't get anything for it, it may still be 812 // interested in it.
857 * worth something. If so, make it unpaid
858 */
859 if (op->value)
860 {
861 SET_FLAG(op, FLAG_UNPAID);
862 SET_FLAG(op, FLAG_PLAYER_SOLD);
863 }
864
865 identify (op);
866 return; 813 return false;
867 } 814 }
868 815
869 /* We compare the price with the one for a player 816 /* We compare the price with the one for a player
870 * without bargaining skill. 817 * without bargaining skill.
871 * This determins the amount of exp (if any) gained for bargaining. 818 * This determins the amount of exp (if any) gained for bargaining.
872 * exp/10 -> 1 for each gold coin 819 * exp/10 -> 1 for each gold coin
873 */ 820 */
874 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 821 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
875 822
876 if (extra_gain > 0) 823 if (extra_gain > 0)
877 change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 824 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
878 825
879 pay_player (pl, amount); 826 pay_player (pl, amount);
880 827
881 new_draw_info_format (NDI_UNIQUE, 0, pl, 828 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
882 "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), 829 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
883 query_name (op)); 830 pl->play_sound (sound_find ("shop_sell"));
884 831
885 SET_FLAG (op, FLAG_UNPAID); 832 op->set_flag (FLAG_UNPAID);
886 identify (op); 833 identify (op);
887}
888 834
835 return true;
836}
889 837
890/* returns a double that is the ratio of the price that a shop will offer for 838/* returns a double that is the ratio of the price that a shop will offer for
891 * item based on the shops specialisation. Does not take account of greed, 839 * item based on the shops specialisation. Does not take account of greed,
892 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 840 * returned value is between SPECIALISATION_EFFECT and 1.
893 * event is never less than 0.1 (calling functions divide by it)
894 */ 841 */
842static double
895static double shop_specialisation_ratio(const object *item, const mapstruct *map) { 843shop_specialisation_ratio (const object *item, const maptile *map)
844{
896 shopitems *items=map->shopitems; 845 shopitems *items = map->shopitems;
897 double ratio = SPECIALISATION_EFFECT, likedness=0.001; 846 int likedness = 0;
898 int i; 847 int i;
899 848
900 if (item==NULL) { 849 if (item == NULL)
850 {
901 LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 851 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
902 return 0; 852 return 0;
903 } 853 }
854
904 if (!item->type) { 855 if (!item->type)
856 {
905 LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 857 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
906 /* 858 /*
907 * I'm not really sure what the /right/ thing to do here is, these types of 859 * I'm not really sure what the /right/ thing to do here is, these types of
908 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 860 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
909 */ 861 */
910 return ratio; 862 return SPECIALISATION_EFFECT;
911 } 863 }
864
912 if (map->shopitems) { 865 if (map->shopitems)
913 for (i=0; i<items[0].index; i++) 866 for (i = 0; i < items[0].index; i++)
914 if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) 867 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
915 likedness = items[i].strength/100.0; 868 likedness = items[i].strength;
916 } 869
917 if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ 870 if (likedness > 100)
871 { /* someone has been rather silly with the map headers. */
918 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", 872 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
919 item->type, map->path);
920 likedness = 1.0; 873 likedness = 100;
921 } 874 }
875
922 if (likedness < -1.0) { 876 if (likedness < -100)
877 {
923 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", 878 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
924 item->type, map->path);
925 likedness = -1.0; 879 likedness = -100;
926 } 880 }
927 ratio = ratio + (1.0-ratio) * likedness; 881
928 if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ 882 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
929 return ratio;
930} 883}
931 884
932/*returns the greed of the shop on map, or 1 if it isn't specified. */ 885/*returns the greed of the shop on map, or 1 if it isn't specified. */
933static double shop_greed(const mapstruct *map) { 886static double
934 double greed=1.0; 887shop_greed (const maptile *map)
935 if (map->shopgreed) 888{
936 return map->shopgreed; 889 return map->shopgreed
937 return greed; 890 ? map->shopgreed
891 : 1.;
938} 892}
939 893
940/* Returns a double based on how much the shopkeeper approves of the player. 894/* Returns a double based on how much the shopkeeper approves of the player.
941 * this is based on the race of the shopkeeper and that of the player. 895 * this is based on the race of the shopkeeper and that of the player.
942 */ 896 */
897double
943double shopkeeper_approval(const mapstruct *map, const object *player) { 898shopkeeper_approval (const maptile *map, const object *player)
944 double approval=1.0; 899{
945 900 return map->shoprace && player->race != map->shoprace
946 if (map->shoprace) { 901 ? DISLIKE_RATIO
947 approval=NEUTRAL_RATIO; 902 : 1.;
948 if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0;
949 }
950 return approval;
951} 903}
952 904
953/* limit the value of items based on the wealth of the shop. If the item is close 905/* limit the value of items based on the wealth of the shop. If the item is close
954 * to the maximum value a shop will offer, we start to reduce it, if the item is 906 * to the maximum value a shop will offer, we start to reduce it, if the item is
955 * below the minimum value the shop is prepared to trade in, then we don't 907 * below the minimum value the shop is prepared to trade in, then we don't
956 * want it and offer nothing. If it isn't a shop, check whether we should do generic 908 * want it and offer nothing. If it isn't a shop, check whether we should do generic
957 * value reduction. 909 * value reduction.
958 * 910 *
959 */ 911 */
912static sint64
960static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { 913value_limit (sint64 val, int quantity, const object *who, int isshop)
914{
961 uint64 newval, unit_price, tmpshopmax; 915 sint64 newval, unit_price, tmpshopmax;
962 mapstruct *map; 916 maptile *map;
963 917
964 unit_price = val / quantity; 918 unit_price = val / quantity;
965 919
966 if (!isshop || !who) 920 if (!isshop || !who)
967 { 921 {
968 if (unit_price > 250000) 922 if (unit_price > 250000)
969 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 923 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
970 else 924 else
971 newval = unit_price; 925 newval = unit_price;
972 } 926 }
973 else 927 else
974 { 928 {
975 if (!who->map) 929 if (!who->map)
976 { 930 {
977 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); 931 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
978 return val; 932 return val;
979 } 933 }
980 934
981 map = who->map; 935 map = who->map;
982 936
983 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 937 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
984 938
985 if (map->shopmin && unit_price < map->shopmin) 939 if (map->shopmin && unit_price < map->shopmin)
986 return 0; 940 return 0;
987 else if (unit_price > tmpshopmax / 2) 941 else if (unit_price > tmpshopmax / 2)
988 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 942 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
989 else 943 else
990 newval=unit_price; 944 newval = unit_price;
991 } 945 }
992 946
993 newval *= quantity; 947 newval *= quantity;
994 948
995 return newval; 949 return newval;
996} 950}
997 951
998/* gives a desciption of the shop on their current map to the player op. */ 952/* gives a desciption of the shop on their current map to the player op. */
953int
999int describe_shop(const object *op) { 954describe_shop (const object *op)
955{
956 dynbuf_text buf;
1000 mapstruct *map = op->map; 957 maptile *map = op->map;
958
1001 /*shopitems *items=map->shopitems;*/ 959 /*shopitems *items=map->shopitems; */
1002 int pos=0, i; 960 int pos = 0, i;
1003 double opinion=0; 961 double opinion = 0;
1004 char tmp[MAX_BUF]="\0"; 962
1005 if (op->type != PLAYER) return 0; 963 if (op->type != PLAYER)
964 return 0;
1006 965
1007 /*check if there is a shop specified for this map */ 966 /*check if there is a shop specified for this map */
1008 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { 967 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1009 new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); 968 {
969 buf << "From looking at the nearby shop you determine that it trades in ";
970 int lastcomma = 0, prevcomma = 0;
971
1010 if (map->shopitems) { 972 if (map->shopitems)
1011 for (i=0; i < map->shopitems[0].index; i++) { 973 for (i = 0; i < map->shopitems[0].index; i++)
1012 if (map->shopitems[i].name && map->shopitems[i].strength > 10) { 974 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1013 snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); 975 {
1014 pos += strlen(tmp+pos); 976 buf << map->shopitems[i].name_pl;
1015 } 977 prevcomma = lastcomma;
978 lastcomma = buf.size (); // remember offset
979 buf << ", ";
980 }
981
982 if (lastcomma)
983 {
984 buf.splice (lastcomma, 2);
985
986 if (prevcomma)
987 buf.splice (prevcomma, 2, " and ");
988 }
989 else
990 buf << "a little of everything.";
991
992 buf << ".\n\n";
993
994 if (map->shopmax)
995 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
996
997 if (map->shopmin)
998 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
999
1000 if (map->shopgreed)
1001 {
1002 if (map->shopgreed > 2.0)
1003 buf << "It tends to overcharge massively.\n\n";
1004 else if (map->shopgreed > 1.5)
1005 buf << "It tends to overcharge substantially.\n\n";
1006 else if (map->shopgreed > 1.1)
1007 buf << "It tends to overcharge slightly.\n\n";
1008 else if (map->shopgreed < 0.9)
1009 buf << "It tends to undercharge.\n\n";
1010 }
1011
1012 if (map->shoprace)
1013 {
1014 opinion = shopkeeper_approval (map, op);
1015
1016 if (opinion > 0.8)
1017 buf << "You think the shopkeeper likes you.\n\n";
1018 else if (opinion > 0.5)
1019 buf << "The shopkeeper seems unconcerned by you.\n\n";
1020 else
1021 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1022 }
1016 } 1023 }
1017 }
1018 if (!pos) strcat(tmp, "a little of everything.");
1019
1020 /* format the string into a list */
1021 make_list_like(tmp);
1022 new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp);
1023
1024 if (map->shopmax)
1025 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.",
1026 cost_string_from_value(map->shopmax, 0));
1027 if (map->shopmin)
1028 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.",
1029 cost_string_from_value(map->shopmin, 0));
1030 if (map->shopgreed) {
1031 if (map->shopgreed >2.0)
1032 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively.");
1033 else if (map->shopgreed >1.5)
1034 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially.");
1035 else if (map->shopgreed >1.1)
1036 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly.");
1037 else if (map->shopgreed <0.9)
1038 new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge.");
1039 }
1040 if (map->shoprace) {
1041 opinion=shopkeeper_approval(map, op);
1042 if (opinion > 0.8)
1043 new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you.");
1044 else if (opinion > 0.5)
1045 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you.");
1046 else 1024 else
1047 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); 1025 buf << "There is no shop nearby.\n\n";
1048 }
1049 }
1050 else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby.");
1051 1026
1027 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1028
1052 return 1; 1029 return 1;
1053} 1030}
1054typedef struct shopinv { 1031
1032struct shopinv
1033{
1055 char *item_sort; 1034 char *item_sort;
1056 char *item_real; 1035 char *item_real;
1057 uint16 type; 1036 uint16 type;
1058 uint32 nrof; 1037 uint32 nrof;
1059} shopinv; 1038};
1060 1039
1061/* There are a lot fo extra casts in here just to suppress warnings - it 1040/* There are a lot fo extra casts in here just to suppress warnings - it
1062 * makes it look uglier than it really it. 1041 * makes it look uglier than it really it.
1063 * The format of the strings we get is type:name. So we first want to 1042 * The format of the strings we get is type:name. So we first want to
1064 * sort by type (numerical) - if the same type, then sort by name. 1043 * sort by type (numerical) - if the same type, then sort by name.
1065 */ 1044 */
1045static int
1066static int shop_sort(const void *a1, const void *a2) 1046shop_sort (const void *a1, const void *a2)
1067{ 1047{
1068 shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; 1048 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1069 1049
1070 if (s1->type<s2->type) return -1; 1050 if (s1->type < s2->type)
1051 return -1;
1052
1071 if (s1->type>s2->type) return 1; 1053 if (s1->type > s2->type)
1054 return 1;
1055
1072 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1056 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1073 * via alphabetical order 1057 * via alphabetical order
1074 */ 1058 */
1075 return strcasecmp(s1->item_sort, s2->item_sort); 1059 return strcasecmp (s1->item_sort, s2->item_sort);
1076} 1060}
1077 1061
1062static void
1078static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) 1063add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1079{ 1064{
1065 /* clear unpaid flag so that doesn't come up in query
1066 * string. We clear nrof so that we can better sort
1067 * the object names.
1068 */
1069
1070 tmp->clr_flag (FLAG_UNPAID);
1071 items[*numitems].nrof = tmp->nrof;
1072 /* Non mergable items have nrof of 0, but count them as one
1073 * so the display is properly.
1074 */
1075 if (tmp->nrof == 0)
1076 items[*numitems].nrof++;
1077 items[*numitems].type = tmp->type;
1078
1079 switch (tmp->type)
1080 {
1080#if 0 1081#if 0
1081 char buf[MAX_BUF]; 1082 case BOOTS:
1083 case GLOVES:
1084 case RING:
1085 case AMULET:
1086 case BRACERS:
1087 case GIRDLE:
1088 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1089 items[*numitems].item_sort = strdup (buf);
1090 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1091 items[*numitems].item_real = strdup (buf);
1092 (*numitems)++;
1093 break;
1082#endif 1094#endif
1083 /* clear unpaid flag so that doesn't come up in query
1084 * string. We clear nrof so that we can better sort
1085 * the object names.
1086 */
1087 1095
1088 CLEAR_FLAG(tmp, FLAG_UNPAID); 1096 default:
1089 items[*numitems].nrof=tmp->nrof;
1090 /* Non mergable items have nrof of 0, but count them as one
1091 * so the display is properly.
1092 */
1093 if (tmp->nrof == 0) items[*numitems].nrof++;
1094 items[*numitems].type=tmp->type;
1095
1096 switch (tmp->type) {
1097#if 0
1098 case BOOTS:
1099 case GLOVES:
1100 case RING:
1101 case AMULET:
1102 case BRACERS:
1103 case GIRDLE:
1104 sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL));
1105 items[*numitems].item_sort = strdup_local(buf);
1106 sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL));
1107 items[*numitems].item_real = strdup_local(buf);
1108 (*numitems)++;
1109 break;
1110#endif
1111
1112 default:
1113 items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); 1097 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1114 items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); 1098 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1115 (*numitems)++; 1099 (*numitems)++;
1116 break; 1100 break;
1117 } 1101 }
1118 SET_FLAG(tmp, FLAG_UNPAID);
1119}
1120 1102
1121void shop_listing(object *op) 1103 tmp->set_flag (FLAG_UNPAID);
1104}
1105
1106void
1107shop_listing (object *sign, object *op)
1122{ 1108{
1123 int i,j,numitems=0,numallocated=0, nx, ny; 1109 int i, j, x1, x2, y1, y2;
1124 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); 1110 const char *shop_coords = sign->kv (shstr_shop_coords);
1125 object *stack; 1111 object *stack;
1126 shopinv *items; 1112 shopinv *items;
1127 1113
1128 /* Should never happen, but just in case a monster does apply a sign */ 1114 /* Should never happen, but just in case a monster does apply a sign */
1129 if (op->type!=PLAYER) return; 1115 if (!op->is_player ())
1116 return;
1130 1117
1131 new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1118 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1132 1119
1133 magic_mapping_mark(op, map_mark, 3); 1120 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1134 items=(shopinv*)malloc(40*sizeof(shopinv)); 1121 {
1122 x1 = 0;
1123 y1 = 0;
1124 x2 = op->map->width - 1;
1125 y2 = op->map->height - 1;
1126 }
1127
1135 numallocated=40; 1128 int numallocated = 40;
1129 int numitems = 0;
1130 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1136 1131
1137 /* Find all the appropriate items */ 1132 /* Find all the appropriate items */
1138 for (i=0; i<MAP_WIDTH(op->map); i++) { 1133 for (i = x1; i <= x2; i++)
1139 for (j=0; j<MAP_HEIGHT(op->map); j++) { 1134 for (j = y1; j < y2; j++)
1140 /* magic map code now centers the map on the object at MAGIC_MAP_HALF. 1135 if (op->map->is_in_shop (i, j))
1141 * 1136 {
1142 */ 1137 stack = GET_MAP_OB (op->map, i, j);
1143 nx = i - op->x + MAGIC_MAP_HALF;
1144 ny = j - op->y + MAGIC_MAP_HALF;
1145 /* unlikely, but really big shops could run into this issue */
1146 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue;
1147 1138
1148 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { 1139 while (stack)
1149 stack =get_map_ob(op->map,i,j); 1140 {
1150 1141 if (stack->flag [FLAG_UNPAID])
1151 while (stack) { 1142 {
1152 if (QUERY_FLAG(stack, FLAG_UNPAID)) { 1143 if (numitems == numallocated)
1153 if (numitems==numallocated) {
1154 items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10)); 1144 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1155 numallocated+=10; 1145
1156 }
1157 add_shop_item(stack, items, &numitems, &numallocated); 1146 add_shop_item (stack, items, &numitems, &numallocated);
1158 } 1147 }
1148
1159 stack = stack->above; 1149 stack = stack->above;
1160 } 1150 }
1161 } 1151 }
1162 } 1152
1163 } 1153 buf << (numitems ? "T<This shop contains:>\n\n"
1164 free(map_mark); 1154 : "T<This shop is currently empty.>");
1165 if (numitems == 0) { 1155
1166 new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1167 free(items);
1168 return;
1169 }
1170 qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort); 1156 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1171 1157
1172 for (i=0; i<numitems; i++) { 1158 for (i = 0; i < numitems; i++)
1159 {
1173 /* Collapse items of the same name together */ 1160 /* Collapse items of the same name together */
1174 if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { 1161 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1175 items[i+1].nrof += items[i].nrof; 1162 items[i + 1].nrof += items[i].nrof;
1163 else
1164 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1165
1176 free(items[i].item_sort); 1166 free (items[i].item_sort);
1177 free(items[i].item_real); 1167 free (items[i].item_real);
1178 } else {
1179 new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s",
1180 items[i].nrof? items[i].nrof:1,
1181 items[i].nrof==1?items[i].item_sort: items[i].item_real);
1182 free(items[i].item_sort);
1183 free(items[i].item_real);
1184 }
1185 } 1168 }
1169
1170 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1171
1186 free(items); 1172 free (items);
1187} 1173}
1174
1175/* elmex: this function checks whether we are in a shop or not
1176 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1177 floor tile. this possibly will make map bugs where shopfloors are above
1178 floors more obvious.
1179*/
1180bool
1181maptile::is_in_shop (int x, int y) const
1182{
1183 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1184 if (floor->flag [FLAG_IS_FLOOR])
1185 return floor->type == SHOP_FLOOR;
1186
1187 return false;
1188}
1189

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